Aiming and firing
The right-hand stick is your aim. Hold it, drag it any way you like (it turns a full 360 degrees) and let go to fire a broadside. Let go near the centre and the shot is cancelled, so you spend no ammunition and no reload. Aiming doesn't slow the ship, so keep moving while you aim.
The shot flies in a straight line out to your ship's range and then drops into the water. It sails over islands and rocks, and it can miss, because a target that changes course slips away. Ammunition is spent the moment you fire, hit or miss.
Double-tap a target to fire with lead. The game works out where it's going to be and picks cannon or harpoon for you. Some ammunition and the Calibre justo skill in the tree make your shots faster, up to 50% faster.
Tip: If the enemy is running in a straight line, aim a little ahead of its bow. If it is coming at you, wait until it is in range, because a shot that drops into the water is wasted ammunition.
Cannon against ship, harpoon against creature
Every weapon belongs to one of two families. Cannons fire shot and only hurt ships. Launchers fire harpoons and only hurt creatures, meaning sea monsters and beasts. A shot from the wrong family goes straight through the target without doing damage, and the ammunition is gone anyway.
When the wrong family is lined up, the target mark shows crossed out and a short warning tells you to switch. To switch, tap the other family's button. Tap the one that's already selected and the ammunition list opens, so you can buy more right there.
That's why a hull's cannon and harpoon slots matter so much. A ship packed with cannons and short on launchers does great against ships and poorly against monsters, and the reverse holds just as well.
Ammunition
Your ammunition decides how hard each broadside hits, and some types add an effect on top. Cannons take shot and launchers take harpoons. These are the ones the shop sells:
- Bala de ferro fundido (level 1): damage 4; 1 gold each.
- Bala forjada (level 3): damage 7, 5% critical chance, 8% faster shot; 3 gold each.
- Palanqueta (level 4): damage 4, 35% chance to slow the target by 20% for 4 s, 4% faster shot; 2 gold each.
- Metralha (level 5): damage 5, 20% critical chance, 8% faster shot; 3 gold each.
- Bala arrombadora (level 7): damage 6, +30% against heavy hulls, 8% faster shot; 3 gold each.
- Bala de aço-cadinho (level 3): damage 14, 12% critical chance, 12% faster shot; 1 diamond per 100.
- Arpão farpado (level 1): damage 4; 1 gold each.
- Arpão de ponta dupla (level 3): damage 7, 5% critical chance, 8% faster harpoon; 3 gold each.
- Arpão de amarra (level 4): damage 4, 35% chance to slow the target by 20% for 4 s, 4% faster harpoon; 2 gold each.
- Arpão serrilhado (level 5): damage 5, 20% critical chance, 8% faster harpoon; 3 gold each.
- Arpão quebra-couraça (level 7): damage 6, +30% against armored creatures, 8% faster harpoon; 3 gold each.
- Arpão de aço-cadinho (level 3): damage 14, 12% critical chance, 12% faster harpoon; 1 diamond per 100.
Each event has its own shot (Bala de mergulho, Bala de sal grosso, Bala incandescente, Bala de luar rubro and Bala de presa). You only get it from the event, and it deals double damage to that theme's enemies.
At sea, quick buy sells in lots of 100 and 1,000, and it works even in the middle of a fight.
Tip: If you run out of ammunition and gold at the same time (fewer than 50 rounds and at most 124 gold), the game gives you 125 for free, once every 30 min.
Captain orders
There are 10 orders, and you unlock them by levelling up. The first comes at level 1, and each of the others arrives at the level matching its number. Giving an order costs nothing except the wait before you can give it again. You can't give orders in port, and at least 0.5 s must pass between two orders. Orders aimed at an enemy act on the target you picked.
- Disparo da Lanterna (level 1; 20 s wait): Fires a signal shot at the selected enemy. It can miss.
- Calafeto de emergência (level 2; 2 min wait): The crew patches the holes in a hurry and restores part of the hull, never above the maximum.
- Brasas no convés (level 3; 30 s wait, lasts 8 s): Throws embers onto the selected enemy's deck, which burns for a few seconds.
- Marcar o costado (level 4; 45 s wait, lasts 20 s): Marks the weak points of the enemy hull: it takes more damage from any attacker.
- Pólvora seca (level 5; 45 s wait, lasts 20 s): Picks the driest powder in the magazine: cannons and harpoon launchers deal more damage.
- Guarnição dobrada (level 6; 60 s wait, lasts 20 s): Doubles the gun crews: cannons and launchers reload faster.
- Nuvem de fuligem (level 7; 45 s wait, lasts 20 s): Covers the selected enemy in soot: its aim worsens and it deals less damage.
- Olho da gávea (level 8; 60 s wait, lasts 20 s): The lookout points out the enemy's gaps: more critical hit chance, even with plain ammunition.
- Costado de carvalho (level 9; 60 s wait, lasts 30 s): Reinforces the side with oak planks: the ship takes less damage.
- Âncora de arrasto (level 10; 45 s wait, lasts 15 s): Hooks a drag anchor onto the selected enemy, which loses part of its current speed.
In port, each order can be raised to rank 5. Prices go from 6,000 gold and 3 diamonds for rank 2 up to 2,000,000 gold and 1,000 diamonds for the last one, and each rank wants your captain ten levels higher than the previous rank did. The order pages of the seal tree shorten the wait and make orders stronger.
Battle items
There are 112 battle items, including repair kits, rockets, smoke screens, spare sails, fine powder and plenty more. You put them on the shortcut bar and use them with a tap. At least 0.5 s pass between any two items, and similar items share a wait. Use one patch kit and the other kits go on hold too.
The harbor shop sells 20 of them. The rest come from chests, quests, daily prizes, events, the Skull shop and the auctions, and the strongest ones only show up that way. Every item, with what it does and where to get it, is in the database.
On a keyboard, keys 1 to 0 use the shortcuts, Q and E flip the bar page, and Ctrl with 1 to 0 gives orders.
How enemies fight
- Sea ships fire real shots, with lead. The weak ones miss a lot, and bosses miss far less. Turning at the right moment saves your hull.
- Monsters only hurt up close, with a short lunge and a bite. Keep your distance and harpoon them and you take no damage, but they will chase you if you run.
- Bosses recover 1% of their life per second after 10 s out of combat. If you run off to repair and come back later, the fight starts over. Call your group and keep firing.
- Sea enemies cannot see a ship hidden by the Véu de bruma, the Cortina de fumaça or the Névoa do cais.
Every enemy, with its life, level and where it lives, is in the Bestiary.
Repairing the ship
- Pace, in port and at sea
- 1% of life per second, at least 100
- Price in port
- 10 gold per 100 life
- Price at sea
- 25 gold per 100 life
- Luxury repair
- 6% per second, 1 diamond per second
Repairing at sea is the handy option, since you can do it while sailing. It only kicks in out of combat (5 s without dealing or taking damage) and stops when you fire or get hit. Port is cheaper. Either way you only pay for what actually gets fixed, whether that's most of the hull or just a scratch.
When you sink
Sinking isn't the end of the world. You keep your hull, weapons, parts and ammunition, lose no gold and come back in a harbor with 30% of your hull.
The risk is in your weapons. When you sink in the open sea, every cannon and launcher bought with gold has a chance to break, from 30% for the weakest to 5% for the strongest. Diamond weapons never break, and anything kept in storage is safe. In the arena, battlegrounds, treasure maps and training, nothing breaks.
Tip: Going after a boss above your level? First put the weapons you don't want to risk in storage, and bring your group.
Harbor Mist and arrival
When you leave port, you sail out under the Névoa do cais, the harbor mist, and stay invisible to ships and monsters for 15 s. It ends if you attack, and can only come back after 60 s.
In seas where captains fight each other, anyone arriving through a passage or leaving port gets 30 s of protection, which ends with the first shot. Spend that time reading the map, not aiming.