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Guide 3

Ship, upgrades and Workshop

How to choose a hull, what each upgrade position does, how sets stack, how the Workshop improves your weapons and the road to the masterpieces.

The hulls

There are 28 hulls to command, from the Escuna at level 1 to the Abaddon at level 48. Each one needs a minimum level and has its own life, speed and number of cannon and harpoon slots. Those slots, more than life, are what decide your damage.

  • Shipyard: you buy most of them with gold or diamonds in port. Some also ask for a feat, like sinking a boss several times or completing a set.
  • Skull shop: 6 hulls can only be bought with skulls, the currency you earn fighting other captains. More in the PvP guide.
  • Events: each of the 5 events brings its own ship. More in the events guide.
  • Arena: some hulls ask for arena glory, and others only unlock for a season champion. More in the arena guide.

Every hull's sheet is in the Fleet, and in the ship builder you can try out weapons and parts before you spend anything.

Tip: A big hull with weak guns loses to a well-armed medium one. Fill every slot on the ship you have before you start eyeing the next one.

The upgrade positions

Every hull has 9 upgrade positions, and each one takes a part:

  • Figurehead: reload, scatter and range
  • Bulkhead: maximum life
  • Keel: maximum life and top speed
  • Anchor: gold from chests and life when repairing
  • Sails: speed
  • Plating: maximum life (sometimes with a lower top speed)
  • Bell: critical hits
  • Mast: maximum life
  • Rudder: maximum life and enemy scatter

On top of those come the decks (lower, middle and upper), which make room for more weapons. Escuna has only the lower one; Brigue and Corsário have the lower and middle ones; the other hulls have all three.

The parts

There are 76 parts. Parts have no level and don't wear out. They never break when you sink and fit any hull with that position, so when you change ships, your parts come along. You get them from the shop, chests, events, the arena and achievement chests.

Start with the sails. A hull without sails is slow and never hits its top speed. The Velame de algodão costs 500 gold and sorts that out on your very first ship.

Every part, with what it does and where it comes from, is in the database.

Sets

Some parts belong to a set. Install several parts from the same set and the ship gets a bonus that grows in tiers. Only the highest tier you've reached counts, never all of them added together. Different sets, though, do stack with each other. There are 10 sets: Garra do Gavião, Força do Sincelo, Maldição da Bruma, Salto da Onça, Mergulho da Águia, Assombro do Náufrago, Linhagem do Dragão, Maré da Lua Rubra, Juba de Ferro and Jura do Estandarte.

Some hulls count as one piece of their own set, and the strongest sets carry special effects, like setting the target on fire, slowing it down, a free extra broadside, or your ship dropping out of enemy sight when the hull is hanging by a thread. 4 sets have an effect like that.

The weapons Workshop

The Workshop is in every harbor and opens up at the end of the training. That's where the master armorer improves your weapons. Every cannon and launcher has three levels, plain, reinforced and tempered, and each one adds damage and cuts scatter. While the job is running, the weapon has to stay off the ship.

The result is drawn when the job starts and shown when you collect it. Nothing ever fails. The worst you can get is the normal result, and a fine result even gives you back 50% of the materials. The higher the master's level, the better your odds of beating normal, from 10% at level 1 up to 22% at level 5.

Master level 1
1 slot
Master level 2
1 slot
Master level 3
2 slots
Master level 4
2 slots
Master level 5
3 slots

The master gains experience from every job and from the 4 training sessions, which cost gold and pay back materials. If you're in a hurry, Terminar agora (finish now) costs 1 diamond for every 10 min left, in port.

The weapon road

A tempered weapon can become a masterpiece, when the master turns it into the next weapon in the tree. It's the only way to reach the weapons no shop sells. There are four trees:

  • Gold cannons: Canhão leve → Canhão médio → Canhão de bronze → Canhão pesado → Caronada → Pedreiro.
  • Gold launchers: Lançador leve → Lançador médio → Lançador de bronze → Lançador pesado → Lançador de torção.
  • Diamond cannons: from the Falconete to the Canhão Maremoto.
  • Diamond launchers: from the Lançador Moreia to the Lançador Tridente.

The gold trees don't lead into the diamond ones. The diamond trees also take in the rare treasure map weapons and the event cannons, which skip ahead to near the end of the line. The whole tree, recipes included, is in the database.

Reaching the top of the diamond lines takes time. Adding up every step, from the first cannon or launcher in the line to the tempered top weapon, it comes to roughly this much Workshop time and gold:

Canhão Maremoto temperado
80 h · 2,000,000 gold
Lançador Tridente temperado
80 h · 2,000,000 gold

The last step alone, the one that tempers the top weapon, takes 20 h and 600,000 gold, plus 25 Ferragens de latão and 20 Coral negro. With the Workshop busy, it pays to leave a long job running while you hunt the materials for the next one.

Tip: Gold weapons can break when you sink in the open sea, and diamond weapons never do. Keep that in mind before you sink weeks into a gold weapon.

Materials

The Workshop runs on gold and materials. There are 8: Corda alcatroada, Tábua de pinho, Nácar, Salitre, Rebites de ferro, Ferragens de latão, Pau-ferro and Coral negro. You get them from chests, quests, Workshop training and the daily hunt, except Coral negro, the rarest, which only drops from chests and quests.

The seal tree

Every level gives you a seal, and seals buy skills in the tree, which has 40 skills across 7 pages. The first point in a skill costs one seal, the second costs two and the third costs three. Extra seals go for 30 diamonds each.

  • Hull and battery
  • Defence and repair
  • Aim and damage
  • Order readiness I
  • Order readiness II and strength I
  • Order strength II
  • Seamanship and lookout

If you go down the wrong path, reset in port. The first reset is free, and after that it costs — gold or 10 diamonds, with a 24 h wait between resets.

Speed, range and sight

Your ship's speed comes from the hull, parts, sets and the tree, and tops out at 210. Only a temporary effect, like spare sails, can push past that cap.

Range is how far your shots reach, and sight (how far across the sea you can see) grows along with it. But sight stops growing once range goes past 241.4. From there on every captain sees the same distance, and extra range only lets you shoot farther.