When fired these embed themselves into the opposite ship. Enemy cannot move further away than CLOSE range until ropes have been cut or disconnected.
Maximum Range: CLOSE
50
Chain-Link Harpoons
When fired these embed themselves into the opposite ship. These Harpoons have strong chain links meaning they take a long time for enemy crew to cut them loose.
Maximum Range: CLOSE
Basic Crow's Nest
Crow's Nest
A Basic Crow's Nest provides greater visibility on the enemy ship and crew compared to not having one. It also reveals a greater area of fog of war in exploration mode.
60
Advanced Crow's Nest
Provides maximum visibility on the enemy ship and crew in combat. Reveals more fog of war in exploration mode.
100
Hull Armour
Armor
Partial Armour-Plating that reduces hull damage by 10%
100
Heavy Hull Armour
Full Armour-Plating that reduces hull damage by 20%
150
Net Launcher
Can nullify incoming cannon barrage.
Hull Spikes
Spikes
Metal spikes that are added to the sides of the ship, increasing the damage caused when ramming. Also causes damage to enemy ships when they ram you.
60
Heavy Hull Spikes
Large metal spikes that are added to the sides of the ship, causing high damage when ramming. Also causes damage to enemy ships when they ram you.
120
Icebreaker
Bow
Allows ship to navigate through special terrain. Receives no damage when sailing through Arctic iceberg fields.
Lifeboat
Lifeboat
Crew can flee to Lifeboat when ship is destroyed. Unlocks when Hull reaches zero health, or Water Gauge is full.
60
Winch
Winch
Hand-operated Winch that pulls crew that have been knocked overboard.
40
Automatic Winch
Automatic Winch that pulls in overboard crew without the need for crew to operate the winch.
100
Water Pumps
Water pump
Hand-operated Pumps that allow crew to drain water from the ship.
40
Automatic Water Pumps
Automatic Pumps that drain water from the ship without the need for crew to man them.
175
Anti-Ram
When deployed as an enemy ship attempts to ram you, a fuse is triggered , and the Anti-Ram shoots out two metal-tipped poles filled with explosives. When these detonate, they halt the ram and cause damage to the enemy vessel. Can only be used once per battle per side.
125
Gargoyles
When triggered, spew out fires in multiple directions. Useful for dissuading boarding attempts. Can only be used once per battle per side.
120
Diving Bell
Bell
Special sunken shipwreck event can only be accessed via Diving Bell. Critical for collecting Captain's logs.
75
Anti-Boarding spikes
These spikes have been built to inflict damage on enemy boarders as they leap onto your vessel. They only damage enemy crew when they board your ship, not when the flee back to their own.
100
Sections[ | ]
Name
Description
Cost
Helm Level 1
Controls the ship's manoeuvre recharge rate. Ship cannot move if Helm is destroyed or unmanned.
Helm Level 2
Helm Level 2 improves the ship's manoeuvre recharge rate. Ship cannot move if Helm is destroyed or unmanned.
75
Masts Level 1
Controls the ship's speed. Ship cannot move if Sails are destroyed.
Masts Level 2
A third sail is added, improving the ship's speed. Ship cannot move if Sails are destroyed.
90
Sick Bay Level 1
Places the Surgeons Table, where crew can heal themselves when commanded to do so.