RIFTBOUND SEAS · GDD
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Roblox open-world action RPG · Game design document

Riftbound
Seas

A skill-driven ocean adventure where players master weapons and body-fused artifacts, chart dangerous seas, solve island mysteries, and build a legend through precision combat—not repetitive clicking.

Working title Version 1.2 September 1, 2026 Roblox · PC · Mobile · Console Prototype in Studio
Executive snapshot

The game at a glance

Riftbound Seas combines directed island stories with open-ended ocean exploration. The handcrafted map teaches the game; the infinitely extending sea becomes its unpredictable endgame.

15Handcrafted islands planned
1000Planned maximum level
15Authored combat rosters
5Sea danger tiers
Positioning: a Roblox anime-inspired ocean RPG with its own identity: artifacts instead of fruits, classes with unique resources, questlines that change by island, and combat centered on aim, dashes, tells, and punishable mistakes.
02 · Creative direction

Design pillars

Skill over spam

Basic attacks support the combat system; they do not replace it. Aiming, positioning, cooldown and Energy discipline, dashing, repeatable air jumping, and reading enemy tells decide fights.

Every island is different

Each island changes the activity structure: defense, fishing investigation, weather puzzles, traversal trials, maze navigation, infiltration, or siege—not endless “accept, defeat, repeat.”

The sea is a system

Travel is gameplay. Boats have handling and damage identity, weather alters decisions, sea creatures interrupt routes, and danger tiers create escalating risk and reward.

Power has a story

Artifacts, awakenings, fighting styles, classes, and rare equipment are tied to mastery, discoveries, puzzles, bosses, and world events—not only storefronts.

03 · Player experience

Core gameplay loop

A session should move naturally between directed goals and unexpected encounters. The player always returns with progression, knowledge, or a new route.

Choose a voyageStory lead, island quest, hunt, fishing target, or uncharted expedition.
Prepare a buildWeapon, gun, fighting style, artifact, class, boat, supplies, and home point.
Cross the seaNavigate weather, creatures, ships, currents, and changing danger levels.
Read the islandTalk to NPCs, investigate clues, locate shortcuts, and learn local mechanics.
Overcome a challengePrecision combat, puzzle, traversal, defense, infiltration, fishing, or boss phase.
Grow and redirectSpend stats, gain mastery, unlock moves, improve equipment, and select the next voyage.
04 · World structure

The known chart

Fifteen authored islands carry the main progression continuously through level 1000. Uncharted Sea Domains remain optional scaling voyages unlocked after level 500; they are not required for leveling or the main story.

05 · Authored content

Island catalogue

Level bands are directional targets, not hard locks. Skilled players can travel ahead, but hostile sea routes and island mechanics create natural friction.

Built

Dawnport

Suggested levels 1–12 · Safe harbor

The starter port introduces weapons, classes, home points, dealers, boats, aiming, the Energy bar, Q dashing, default double jumping, and the first faction threat.

Signature questline

Raid on Dawnport: defend harbor beacons, identify the breach route, then repel Dock Raiders.

Captain ElaraDock RaidersPowder RunnersRaider Boatswain elite
Built

Whispering Atoll

Suggested levels 12–30 · Moonlit waters

A bioluminescent reef and fishing settlement where the mystery is solved through observation and rare catches rather than combat alone.

Signature questline

The Singing Current: read tidal clues and catch three fish from the Moonlit Current.

Reef StalkersCoral AdeptsPearl GuardianBoss: Nerissa
Built

Ashen Crown

Suggested levels 30–50 · Volcanic forge

A scorched industrial island of storm-charged forges, weapon specialists, and corsair pressure.

Signature questline

Anvil of Thunder: wait for the correct weather and charge three storm sigils around the forge.

Cinder CorsairsAsh GunnersMagma EnforcerBoss: Pyrehand
Built

Skyreach Bastion

Suggested levels 50–75 · Elevated island

A wind-carved bastion above the sea. Progress emphasizes aerial routes, timing, and traversal mastery.

Signature questline

The Sixfold Current: sail, launch, or glide through six suspended wind rings in order.

Gale SentinelsWind LancersTempest WardenBoss: Caelus
Built terrain

Frostveil Reach

Levels 75–130 · Frozen frontier

A broad snow-capped rock island with frozen ruins, pine groves, ice spires, an aurora crystal, fishing current, home point, dock, and Harbor Master Eira.

Planned signature questline

Whiteout Pilgrimage: navigate a blizzard using sound and crystal reflections; incorrect routes awaken frozen hunters.

Rime HuntersAurora ArcanistsGlacier KnightBoss: Skadi
Built terrain

Verdant Labyrinth

Levels 130–210 · Living jungle

A natural-rock island covered by jungle, maze walls, ancient trees, a waterfall, glowing heart, dock, home point, and Harbor Master Koa.

Planned signature questline

The Maze Remembers: change maze walls through deliberate puzzle controls outside combat, redirect water through aqueducts, and choose which overgrown district survives.

Rootbound WardensSpore AlchemistsThorn ColossusBoss: Oro
Built terrain

Blacktide Citadel

Levels 210–320 · Cursed fortress

A basalt island dominated by a keep, four towers, siege walls, crimson banners, a cursed beacon, dock, home point, and Harbor Master Drax.

Planned signature questline

Break the Black Tide: infiltrate by sea, disable siege engines, impersonate an officer, then choose an assault route.

Blacktide SoldiersCurse BindersBlacktide OfficerBoss: Nocturne
Permanent island

Sableglass Expanse

Levels 320–380 · Tidal desert

A sun-blasted archipelago where the sea retreats at noon, exposing a buried city of mirrored canals, sand-sailing lanes, and glass ruins.

Signature questline

The City Beneath Noon: predict the tidal clock, align sun mirrors, and cross the exposed city before the ocean returns.

Dune CorsairsMirage SnipersGlassback ChampionBoss: Regent Sael
Permanent island

Ironwake Republic

Levels 380–440 · Moving shipyard city

A smoke-stacked freeport built across drydocks, cranes, rail ferries, and half-finished warships. Scheduled launches change optional travel routes only outside active combat, while a permanent central walkway always remains open.

Signature questline

The False Launch: inspect forged manifests, operate cranes, choose which vessel to save, and chase the conspirators along stable catwalks beside the launch lanes.

Rivet GuardsChainshot DeckhandsDreadnought MarshalBoss: Veyra
Permanent island

Starfall Sanctuary

Levels 440–500 · Celestial crater

A night-locked island of meteor cliffs, rotating observatories, gravity wells, and a crater lake whose constellations open physical paths.

Signature questline

The Broken Constellation: recover fallen stars, rotate three orreries, then redraw the missing constellation across the crater.

Crater SentinelsOrbit WeaversEclipse KnightBoss: Aster
Permanent island

Atlantis

Levels 500–600 · Sunken crystal city

A legendary ocean kingdom built across coral terraces, flooded plazas, air-sealed domes, temple canals, and luminous tide crystals. Predictable pressure cycles open submerged districts while permanent upper causeways keep navigation stable for every player.

Signature questline

The City That Breathes: recover three royal trident seals, restart the ancient tide gates, uncover why Atlantis sank, and decide who may awaken the Heart of Atlantis.

Coral SentinelsTidecallersGate WardenBoss: King Thalor
Permanent island

Stormscar Dominion

Levels 600–700 · Pirate storm citadel

A lawless pirate capital built from wrecked hulls, basalt cliffs, mast forests, cannon terraces, tavern warrens, and a grounded flagship used as a throne. Storm magic lives in black sails, thunder powder, harpoons, and charged broadsides—not modern electrical infrastructure.

Signature questline

The Flag Without a Captain: infiltrate three rival pirate wards, steal their cipher flags, expose Voltara’s rigged coronation, and redirect her final storm broadside away from the harbor.

Stormscar DeckhandsPowder CorsairsDominion First MateBoss: Storm Queen Voltara
Permanent island

Moonfall Monastery

Levels 700–800 · Lunar sanctuary

A silent monastery surrounding a fallen moon fragment, with bell towers, silver gardens, reflection pools, and combat trials synchronized to changing lunar rhythms.

Signature questline

The Seventh Bell: learn six honest bell tones, identify the forbidden seventh note, and decide whether the moon fragment should be sealed or awakened.

Lunar DisciplesEclipse ArchersMoonblade PriorBoss: Lunaris
Permanent island

Saltspire Freehold

Levels 800–900 · Vertical pirate vault-city

A pirate settlement carved into towering white salt cliffs, with hanging docks, rope elevators, wind-cut smuggler caves, suspended taverns, cliff cannons, and a legendary treasury above the clouds. Permanent stairs and lift backups prevent the vertical city from stranding players.

Signature questline

The Vault Above the Sea: recover four stolen lift counterweights, follow pirate trail marks through the salt mines, cross the hanging docks during a siege, and reach Kharon’s sky vault before the rival crews.

Saltblade RaidersRopeway GunnersFreehold ChampionBoss: High Captain Kharon
Permanent capstone

Riftheart Throne

Levels 900–1000 · Fractured royal seat

A monumental fixed-geometry citadel surrounding a contained rift core. Its chambers project alternate histories as illusions, but permanent floors, exits, and combat arenas never rearrange beneath players.

Signature questline

A Crown for No Timeline: recover five royal testimonies, expose the false history sustaining the throne, and confront the sovereign who has ruled through erased futures.

Riftbound KnightsChrono CorsairsCrown ExecutorBoss: Aevum
Optional procedural voyages

Uncharted Sea Domains

Optional scaling content · Unlocks at level 500

Temporary islands, leviathan nests, ghost ports, wreck fields, artifact vaults, and weather domains scale to the crew and remain separate from the authored level 500–1000 progression.

Design intent

Domains provide repeatable discoveries and side rewards, but no story chapter or level band requires them.

Optional voyagesScaling enemiesSpecial tradersDrowned Navigator raid

Island charts

These top-down production maps establish each island's districts, primary and secondary routes, docks, safe points, quest landmarks, NPCs, one-to-two dealer locations, gacha shrines, enemy camps, elite arenas, and boss spaces where applicable. Exact Roblox Studio scale remains subject to traversal playtesting.

Main quest routeStory NPCDealerEnemy campGacha shrineMajor encounterPuzzle or shrineHome pointTerrain hatchingRelief contoursSea currentNorth is up · scale bars are approximate production measurements
N Harbor docksMarketFortDrydock defenseRen · quest dealerMara · money dealerElara · NPCWarehousesLighthouseHome pointDock RaidersPowder RunnersDawnport harbor chart
DawnportWest docks lead through the market and training square to the eastern fort. The southern drydock hosts the final raid-defense encounter, not a boss fight.
N MoonpoolDockReed VillageNerissa's reefNeris · quest dealerOld Finn · NPCTalia · hidden dealerMoonpool GachaCoral AdeptsReef StalkersHome pointMoonlit currentBioluminescent reef chart
Whispering AtollA ring settlement surrounds the central Moonpool. Four coral shrines teach the melody used in Nerissa's southern reef encounter.
N CalderaGrand forgeGunworksPyrehand arenaBrann · money dealerRook · pirate-ship dealerVex · NPC / GachaAsh GunnersCinder CorsairsHome pointFreight dockVolcanic forge chart
Ashen CrownThe Grand Forge, Gunworks, three storm sigils, and caldera ring converge on Pyrehand's southern fleet foundry.
N BastionLaunch dockCaelus platformSixfold ringsLyra · quest dealerPell · cloud-skiff dealerWayfinder / GachaGale SentinelsWind LancersHome pointElevated wind-route chart
Skyreach BastionSix wind rings form the approach route. The central bastion connects to Caelus's isolated storm platform by moving gust bridges.
N Ice dockAurora crystalIce cavernSkadi's throneEira · story NPCYsra · quest dealerTalia · hidden dealerAurora GachaRime HuntersGlacier GuardHot spring campMako · Aura mentorWhiteout route chart
Frostveil ReachSound beacons guide players from the ice dock through two mountain passes to the aurora crystal, cavern, and Skadi's frozen throne.
N Jungle dockLiving HeartOld mazeOro's groveKoa · story NPCNoll · pirate-ship dealerIvo · money dealerWorldroot GachaSpore AlchemistsRootbound WardensAqueduct intakeLiving labyrinth chart
Verdant LabyrinthThe river and aqueduct split the shifting maze. The Living Heart controls routes into Oro's southeastern worldtree grove.
N Sea gateKeepSiege wallNocturne's courtDrax · story NPCFen · hidden dealerCassian · quest dealerBlacktide SoldiersCurse BindersPrison / LucenWar roomFortress infiltration chart
Blacktide CitadelFour towers protect a nested keep. Players can enter through the sea gate, siege wall, or a hidden western service route before Nocturne's court.
N Tide dockCaravan campMirror cityGlass palaceNavigator Samira · NPCOren · money dealerIshan · quest dealerSunwheel GachaNami · Instinct mentorDune CorsairsMirage SnipersHome pointTidal desert chart · flooded lanes change at noon
Sableglass ExpanseThe center canal floods and drains on a clock. Low tide opens the buried mirror city; high tide creates boat shortcuts around the Glass Palace.
N Republic dockAssembly hallCrane wardLaunch basinForewoman Pella · NPCBrigg · money dealerToma · quest dealerRivetwheel GachaRivet GuardsChainshot DeckhandsHome pointManifest archiveShipyard chart · rail ferries move between wards
Ironwake RepublicFour shipyard wards surround the Assembly Hall. Cranes rotate bridges while each launched hull permanently changes the chapter route.
N Meteor dockFallen fieldCrater lakeGrand orreryHarbor Master Celeste · NPCNox · money dealerIlyra · quest dealerMeteor GachaKestrel · Flash Step mentorCrater SentinelsOrbit WeaversHome pointCelestial chart · orreries rotate gravity bridges
Starfall SanctuaryThree orreries rotate gravity bridges around the crater lake. Completing the constellation opens the central path to Aster's observatory.
NCoral harborUpper cityTemple canalSunken ThroneOracle Nerina · NPCNeral · relic dealerPell · quest dealerAtlantean ReliquaryCoral SentinelsTidecallersHome point
Atlantis · Levels 500–600Upper causeways form a permanent safe loop between the coral harbor, crystal domes, and royal plaza. Timed tide gates open optional submerged temples, while King Thalor’s fixed Sunken Throne arena lies beyond the restored Heart conduit.
NWreck harborPowder wardBlackmast KeepFlagship throneFirst Mate Cassia · NPCBram · arms dealerIone · quest dealerBlack Flag GachaStormscar DeckhandsPowder CorsairsHome point
Stormscar Dominion · Levels 600–700Three rival pirate wards surround a permanent Blackmast causeway. Flags and cannon flashes telegraph danger while charged black sails and Voltara’s grounded flagship deliver the storm spectacle through unmistakably nautical equipment.
NSilver dockBell gardensMoon poolSeventh towerSister Maeve · NPCOrun · Crown dealerYui · quest dealerMoonwell GachaLunar DisciplesEclipse ArchersHome point
Moonfall Monastery · Levels 700–800Six bell towers form a readable ring around the fixed Moon Pool arena. Reflection paths and sound trials change objectives, not the island geometry.
NHanging docksRaider campHigh SaltspireSky VaultRoan · quartermasterEdda · arms dealerFen · quest dealerSaltwheel GachaSaltblade RaidersRopeway GunnersHome point
Saltspire Freehold · Levels 800–900Permanent stairs and backup lifts connect the hanging docks, salt mines, and High Saltspire. Kharon’s Sky Vault is a fixed-floor arena above the ropeway siege route.
NWitness harborWest testimonyRiftheart keepAevum throneWitness Elian · NPCVoss · Crown dealerNyra · quest dealerThrone GachaRiftbound KnightsChrono CorsairsHome point
Riftheart Throne · Levels 900–1000Five testimony wings connect through permanent corridors to the Riftheart Keep. Illusions change what players see, never the floor, exits, or Aevum’s capstone arena.
N Wreck fieldArtifact vaultDomain bossExit riftCurator Zero · special dealerAstrid · quest dealerDrift-Singer Eno · NPCSpecial GachaRift ReaversLeviathan CultistsSafe anchorageDrifting bridgeGenerated domain template — layout changes
Uncharted Sea Domain templateProcedural modules connect wreck fields, vaults, anomalies, and a boss arena. The chart redraws itself for every generated domain.

Endgame temporary-island pool

After level 500, crews may optionally sail beyond the stable chart to islands that rise for one server voyage and then sink, drift away, or collapse. These scaling expeditions are never required for the authored level 500–1000 story. Each appears with a weather signature, remains for roughly 25–45 minutes after discovery, and broadcasts a five-minute departure warning so players can return to their ship.

Lv 500–535 · Danger II–III

Leviathan Graveyard

A rib-cage island built from ancient sea-beast remains. Crews climb bone arches, harvest armored plates, repel cultists, and open a marrow vault by aligning three fossil jaws.

Bone mazeRare fishing baitMace awakeningCultist elite
Lv 515–550 · Danger III

Glassstorm Cay

A sand island vitrified by constant lightning. Players rotate buried lenses, cross breakable glass shelves, and choose whether to ground or redirect the storm into an artifact chamber.

Thunder weatherSand awakeningGlass parkourLightning puzzle
Lv 535–580 · Danger III–IV

Drowned Observatory

Only the tower roof remains above water. The main dungeon continues below the surface through flooded star halls, pressure locks, air pockets, and a rotating celestial mechanism. Astrid Vale can appear beside its broken chart room with the Rift Brace quest.

Astrid ValeUndersea dungeonDiving bellStar-map vault
Lv 500–675 · Danger II–IV

Ghost Market

A neutral spectral port hosting Curator Zero’s improved Artifact Dealer stock and the Relic Crown Special Gacha. Pirate fleets may begin a timed siege, forcing visitors to defend the market or escape with their purchases.

Curator ZeroSpecial GachaPirate siegeSafe anchorage
Lv 550–590 · Danger II–III

Worldroot Isle

A living island unfolds from a giant seed. Roots create new bridges every few minutes while old routes sink, producing a changing co-op expedition with harvestable support materials.

Growing routesStag awakeningHealing floraRoot guardian
Lv 570–615 · Danger III

Clockwork Wreckyard

Dozens of fused pirate ships grind around a broken tidal engine. Crews stop moving crushers, salvage ship modules, and rebuild one vessel long enough to escape the island's collapse.

Ship salvagePepperbox partsMoving machineryEscape finale
Lv 610–650 · Danger IV

Abyssal Shrine

A black-stone sanctuary rises only during a dead-calm sea event. Its ritual rooms extend underwater and culminate in a co-op seal puzzle guarded by Leviathan Cultists.

Void materialsPressure hazardsCo-op sealsRaid encounter
Lv 640–675 · Danger IV

Rift Crown

A fractured island with four fixed landmasses whose temporary rift bridges change when the storm bell rings. At least two permanent safe routes remain open, and no terrain moves beneath players. Astrid Vale may appear between bridge cycles; players recover four compass shards, learn Rift Brace, and unlock the Drowned Navigator's domain.

Astrid ValeRift-bridge cyclesOptional raidLegendary charts
Generation rules: one biome, one traversal modifier, one combat faction, one puzzle grammar, and one reward focus are combined from compatible modules. Temporary islands never delete inventory when they vanish; any player still inside is returned to their anchored ship with collected rewards intact.
06 · Action systems

Combat built around intent

Every offensive choice has an aim requirement, range, cooldown, Energy cost, commitment, or setup condition. Repeated basic attacks become predictable and punishable, while movement freedom is limited by one visible shared Energy bar rather than arbitrary jump or dash counts.

Built foundation

Neutral game

  • Camera-aimed attacks and projectiles
  • Q ground or air dash with collision checks and brief invulnerability
  • Default double jump, followed by additional air jumps while Energy remains
  • Spacing, approach angles, and environmental cover
Planned depth

Defense and counters

  • Timed guard and separate Guard Stamina
  • Perfect dash rewards by class
  • Attack tells and interrupt windows
  • Recovery frames on missed heavy attacks
Built direction

Anti-spam rules

  • Diminishing hit-stun on repeated strings
  • Short basic-attack chains with end lag
  • Enemies reposition instead of standing still
  • Power moves require mastery, cooldown, and Energy planning

Energy, dashing, and air jumping

Core rule: every player begins with 100 maximum Energy. The first jump from the ground is free. Pressing Jump in the air performs an Air Jump for 14 Energy, so every full bar guarantees the default double jump and permits further air jumps until Energy is depleted. Q performs the same 18-Energy aimed Dash on the ground or in the air. Neither action has a fixed use count; Energy, short action recovery, collision, and player aim are the limits.
ActionDefault costBehaviorAvailable at zero Energy?
Ground jump0Normal Roblox jump from valid ground, deck, platform, or climb exit.Yes
Air Jump14 EnergyUpward burst preserving horizontal momentum. Repeatable without a hard count while airborne and sufficiently charged.No
Q Dash18 EnergyCamera-and-movement-directed ground or aerial burst. Direction locks after startup; each dash has 0.30 seconds of recovery before another movement action.No
Mobility mastery attack10–25 EnergyOnly moves explicitly marked with the Energy crest consume it; their normal cooldown and whiff recovery still apply.No
Heavy or ultimate attack25–40 EnergySelected high-impact attacks use Energy when mobility or sustained pressure is part of their power budget. Most attacks remain cooldown-only.No
Basic combo, block, and parry0 EnergyCore defense remains available when exhausted; Block continues to use its separate guard-stamina meter.Yes

Regeneration

After 1.25 seconds without spending Energy, grounded players recover 20 Energy per second. Energy does not regenerate while airborne, dashing, using an Energy attack, in hit-stun, or actively holding Block. Landing begins the normal delay rather than instantly refilling the bar.

Exhaustion

At zero Energy, the bar empties with a brief low pulse and movement abilities refuse cleanly without consuming input buffers. The player can still walk, ground-jump, use basic attacks, block, and parry. Regeneration begins after the normal delay; there is no extra exhaustion debuff.

HUD and authority

The Energy bar sits beside Health below the central class-resource meter, shows exact cost previews on hover or touch, and flashes the remaining segment before an action. The server validates current Energy, spend time, ground state, and movement result; the client predicts only responsive visuals.

Mobility anti-spam: repeated dashes never refresh invulnerability, cancel committed attacks for free, ignore walls, or erase landing recovery. Air jumps create a visible wind ring and sound at the player’s true position, making long aerial routes trackable in PvP. Energy cannot be purchased, refilled with Robux, or multiplied by a gamepass.

Stable arenas and shared-world safety

Fixed-floor rule: combat abilities never move permanent island terrain, docks, home points, dealers, exits, or the entire boss arena. A fight may add a short-lived lane, field, projectile, destructible prop, or visual illusion, but the navigable floor and its landmarks remain stable. Large world changes belong to clearly announced exploration puzzles or isolated voyage domains—not public combat abilities.

Encounter channel

Boss hazards, temporary collision, and interactable mechanics affect only players registered to that encounter. Bystanders, nearby quests, and a second group fighting elsewhere never inherit Veyra’s cannons, Aster’s gravity, or another party’s puzzle state.

Change budget

Only one temporary arena mechanic may alter movement at a time. It lasts at most 8–12 seconds, preserves a clearly marked safe route, and never teleports players, rotates their camera, replaces controls, or removes the ground beneath them.

Reset and readability

Temporary props dissolve immediately when their mechanic ends or the encounter resets. Telegraphs use floor markings, lights, sound, and fixed landmarks so every player sees the same solution without learning a newly rearranged map mid-fight.

Aggro radius and enemy pursuit

Aggro radius is the invisible area around an enemy’s home position that controls whether it notices, chases, and attacks a player. Entering the normal radius alerts the enemy. Damaging it expands that radius, preventing players from safely sniping enemies from just outside their normal detection range.

IdleEnemy stands at its home position and scans its normal aggro radius.
AlertAn eligible player enters the radius; the enemy turns, signals, and chooses a path.
PursueEnemy chases and uses attacks whenever range, aim, and cooldown rules allow.
Enraged radiusTaking player damage temporarily expands its pursuit boundary.
Stand downTarget leaves the active radius; the enemy immediately stops and stands still.
Enemy categoryNormal aggro radiusRadius after being attackedVertical limitBehavior
Standard melee55 studs90 studs30 studsCloses distance using valid ground routes and attacks only after facing the target.
Standard ranged or caster70 studs110 studs40 studsSeeks a readable firing position, preserves minimum spacing, and cannot fire through solid cover.
Elite85 studs130 studs50 studsMay signal nearby members of the same encounter group but cannot pull unrelated camps.
Underwater hunter65 studs105 studs65 studsUses full three-dimensional distance and stops at pressure, air-cave, and safe-shelf boundaries.
BossEncounter arenaEncounter arenaArena-specificBosses engage after the entrance trigger and use sealed arena boundaries instead of open-world pursuit.

Expanded radius

Any valid player hit immediately changes the enemy from its normal radius to the larger attacked radius for 12 seconds. Further damage refreshes the timer. The larger radius is centered on the enemy’s home anchor, not its moving body, so it cannot chase across the whole island.

Leaving the radius

As soon as the current target crosses outside the active radius, the enemy cancels new attacks, stops moving, and stands still at the boundary. It keeps facing the last known position for three seconds, giving the player clear confirmation that the chase ended.

Reset

If no eligible player re-enters during the three-second stand-down, the enemy walks back to its home position, restores its normal aggro radius, clears temporary effects, and regenerates to full health over five seconds after arriving.

Target selection

Enemies prefer reachable players inside the active radius. Recent damage creates the most threat, followed by healing an engaged target and close proximity. Target changes have a short cooldown so enemies do not spin between players.

Safe boundaries

Enemies never cross home points, dealer areas, gacha spaces, harbor spawn protection, closed quest gates, or unrelated boss arenas. Attacks end at the boundary instead of reaching through it.

Readable alert

No large message appears. The enemy raises its weapon, turns toward the target, plays a short voice or sound cue, and changes its nameplate state. Returning to idle lowers the weapon and restores the normal stance.

Aggro-radius rule: detection distance is not attack distance. An alerted enemy still needs line of sight, a valid path, correct facing, attack range, and an available cooldown before it can deal damage.
Anti-exploit rule: damage dealt from outside the normal radius still activates the expanded radius. Players receive no mastery, loot, quest credit, or Technique EXP from an enemy that cannot find a valid path to them for five continuous seconds; the enemy stands down and resets instead.

Weapon families

FamilyCurrent examplesCombat identity
Swords & melee weapons21 swords plus the Iron MaceMeasured strings, crushing attacks, reach control, precise punishes, PvE specializations, and duel tools.
Historical guns20 guns using black powder, clockwork, harpoons, or artifact-era mechanismsManual aim, strong individual shots, ammunition choices, and visible reload commitment. No modern firearms.
Fighting stylesCombat starter baseline plus 12 advanced styles for duels, hunts, grinding, quests, diving, ship defense, and general combatCombat teaches blocking, counters, tackles, and honest spacing; advanced styles add specialized mobility, pressure, grapples, feints, weak-point play, and utility.
Artifacts30 body-fused artifactsMovement, space control, defense, support, crafting, exploration, hunting, or burst potential.

Example sword mastery path

Z
Crescent DrawFast aimed cut
M10
X
Riptide RushCommitted gap closer
M30
C
SkybreakerVertical anti-air strike
M60
V
Sovereign DivideLong-cooldown finisher
M100
07 · Complete ability catalogue

Moveset library

Every launch weapon, fighting style, artifact, and class has a distinct combat job. The current prototype shares several category moves; the production kits below are the target replacements. Unless stated otherwise, Z unlocks at mastery 10, X at 30, C at 60, and V at 100.

Input philosophy: LMB starts a short, punishable basic chain—not the entire game plan. Techniques require camera aim, spacing, resource control, or a successful read. Missed heavy moves have recovery; repeated hit-stun decays; movement and defensive timing create openings.
Shared combat fundamentals: every sword, melee weapon, and fighting style uses its named LMB chain as a Basic Combo; body-fused artifacts gain a three-hit, power-themed Basic Combo that applies no free status effect. Hold F to Block frontal damage at a Guard Stamina cost, or tap F during the short impact window to Parry. Press R for a slow, non-tracking Guard Break while a sword, style, or artifact is equipped. Guns retain R for Reload and instead use F for one Gun Butt or Pistol Whip quick-melee strike. These fundamentals are available at mastery 0 and cannot loop permanent hit-stun.

Swords & melee weapons

Prototype foundation

Cutlass

A flexible sailor's weapon for controlling medium range and punishing a missed attack.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break

Price: 200 Crowns from Mara Flint in Dawnport.

LMB
Deckhand ChainFour aimed cuts; the final cut pushes away and has punishable end lag.
Base
Z
Crescent DrawFast horizontal wave cut used to punish sidesteps.
M10 · 5s
X
Riptide RushCommitted dash-thrust that stops on a miss, wall, or clean hit.
M30 · 8s · 18 Energy
C
SkybreakerRising anti-air slash; launches only on a well-centered hit.
M60 · 13s
V
Sovereign DivideTelegraphed long-line finisher that rewards prediction, not tracking.
M100 · 22s · 35 Energy
Production-ready

Katana

A precision weapon built around measured draws, aerial reads, and a counter that can be baited.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Sheathed RhythmThree deliberate cuts; a short reset before attacking improves the next draw.
Base
Z
Iaido FlashQuick line slash with narrow width and excellent punish speed.
M10 · 5.5s
X
Falling PetalAimed air-step into a descending cross-cut; direction locks on use.
M30 · 8.5s · 20 Energy
C
Storm SheathBrief counter stance; success returns a precise slash, failure leaves recovery.
M60 · 13s
V
Moon-SplitterTwo-stage ultimate: place the line, then time the draw as the target crosses it.
M100 · 24s
Dealer weapon

Rapier

A duelist's blade with the longest precise thrusts, low crowd control, and strong rewards for reading one opponent.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Point LineThree narrow thrusts; lateral movement easily avoids careless chaining.
Base
Z
NeedlepointFast aimed lunge that deals bonus guard pressure at maximum range.
M10 · 4.5s
X
Passé StepSide-step an attack line, then choose whether to commit to the return thrust.
M30 · 7s
C
Riposte SealBrief parry paints a mark; strike that mark to stagger the attacker.
M60 · 12s
V
Hundredth MarkPlace three visible weak points, then attempt one manually aimed finishing thrust.
M100 · 23s
Quest weapon

Iron Mace

A heavy flanged mace for crushing armor, breaking guards, and punishing enemies who refuse to reposition.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Weighted PairTwo broad swings with medium reach, slow startup, and substantial recovery.
Base
Z
HullcrusherVertical smash that sends a short ground fracture through guarding targets.
M10 · 6s
X
Iron WakeDrag the mace through a chosen arc, knocking enemies sideways rather than forward.
M30 · 9s
C
Breakwater GuardBrace the mace shaft to resist one frontal impact, then release stored force.
M60 · 15s
V
Atlas FallCharge and crush a warned circle; damage peaks only near the mace head.
M100 · 26s
Rare dealer weapon

Twin Sabers

Two light blades built around crossing angles and short repositioning bursts—not extended button-lock combos.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Alternating EdgeFour compact cuts; changing movement direction between hits improves reach.
Base
Z
Scissor GaleTwo intersecting slashes meet at the player's chosen point.
M10 · 5s
X
Crossing StepDash diagonally and cut across the previous path; neither segment tracks.
M30 · 7.5s
C
Compass StormChoose one of four directional rushes, revealed by the opening stance.
M60 · 13s
V
Eight-Way RequiemDraw eight attack lanes around an area; only crossed lines strike.
M100 · 25s
Endgame weapon

Cursed Blade

A dangerous relic that builds Blood Debt through abilities; reckless use weakens healing and exposes the wielder.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Oath CutsThree heavy slashes; the third spends a small amount of accumulated Debt.
Base
Z
Dread ArcLaunch a dark crescent that grows wider but slower with current Debt.
M10 · 5.5s
X
Shade MooringAnchor a shadow, then pull yourself back to it once before expiration.
M30 · 9s
C
Debt CollectorCounter a close strike to clear Debt; failure adds Debt and recovery.
M60 · 15s
V
Eclipse OathSpend all Debt on a telegraphed black blade; high Debt also drains the user.
M100 · 29s
General-purpose sword

Longsword

A reliable questing sword with balanced reach, defense, and punish tools.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Crown ChainThree measured cuts with a direction-locked finisher.
Base
Z
Measure CutStep exactly one weapon length and cut the aimed line.
M10 · 5s
X
Half-Sword AdvanceShort armored approach with reduced damage but high guard pressure.
M30 · 8s
C
Crossguard WardBrief frontal catch followed by an optional shove.
M60 · 13s
V
King's RoadThree announced attack lanes open in sequence along a straight path.
M100 · 24s
Grinding sword

Claymore

A broad PvE sword for clearing groups; slow recovery prevents it from dominating duels.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Cleaving PairTwo wide swings that lose damage after the third target.
Base
Z
Quarry SweepLow arc knocks minor enemies outward for regrouping.
M10 · 6s
X
Shoulder RushShort committed charge ending in a vertical cut.
M30 · 9s
C
Stone CircleOne grounded spin with high crowd stagger and long whiff recovery.
M60 · 15s
V
MountainfallOverhead impact sends four readable fractures through a mob pack.
M100 · 27s
Boss-hunting sword

Nodachi

Exceptional reach and weak-point damage with long startup and strict spacing.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Long RhythmTwo extended cuts; close targets can move inside the ideal edge.
Base
Z
Horizon DrawNarrow draw slash dealing bonus damage at maximum reach.
M10 · 6s
X
Crane StepDiagonal retreat followed by an aimed return cut.
M30 · 9s
C
Falling MoonDelayed descending strike that targets large-enemy armor seams.
M60 · 15s
V
Dawn SeverCharge one enormous horizontal line; movement locks during release.
M100 · 28s
Mobility sword

Scimitar

Curved cuts and lateral footwork for fighting around hazards and groups.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Curved DanceThree arcing cuts that preserve sideways movement.
Base
Z
Sand CrescentCurving projectile follows the initial aim, not the target.
M10 · 5s
X
Dune SlipLow lateral slide with a chosen exit cut.
M30 · 7s
C
Whirling GuardDeflects one light projectile while repositioning.
M60 · 13s
V
Mirage CaravanCross four selected waypoints, cutting only along traveled lines.
M100 · 25s
Armor-piercing sword

Estoc

A narrow thrusting sword specialized against elites, armor plates, and guarded players.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Needle ChainThree linear thrusts with almost no side coverage.
Base
Z
Plate SeekerPrecise thrust adds one armor-fracture mark to a weak point.
M10 · 5s
X
Line BreakAdvance through one light guard and stop immediately afterward.
M30 · 8s
C
Pommel BreakShort blunt strike interrupts armor recovery, not normal attacks.
M60 · 12s
V
Final PunctureConsume fracture marks for one manually aimed piercing line.
M100 · 24s
Resource-grinding sword

Falchion

A heavy single-edged sword that improves material drops from marked PvE targets, never players.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Hewing ChainThree chopping cuts with moderate crowd reach.
Base
Z
Brush ClearWide cut removes vines, kelp, and light enemy summons.
M10 · 5s
X
Reaper StepMove through a defeated minor enemy toward the reticle.
M30 · 8s
C
Harvest ArcMark nearby PvE enemies; varied finishing moves improve material quality.
M60 · 14s
V
Field DivideLong semicircle clears clustered enemies with target-count falloff.
M100 · 26s
Quest sword

Jian

A technical questing blade whose moves interact with runes, switches, and enemy patterns.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Written FormFour light strokes that reward alternating directions.
Base
Z
First StrokeDraw a short cut that activates sword-readable puzzle seals.
M10 · 4.5s
X
Cloud ParagraphTwo airy steps separated by a manually aimed thrust.
M30 · 8s
C
Empty MarginCreate a narrow safe line through one projectile pattern.
M60 · 14s
V
Heaven ScriptConnect three placed strokes to form a triangular strike zone.
M100 · 26s
Pressure sword

Dao

A forward PvP pressure sword balanced by predictable approach lanes and punishable resets.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Tiger ChainThree committed chops with a pause before the finisher.
Base
Z
River FangDiagonal cut catches sideways movement at close range.
M10 · 4.5s
X
Bank StepChoose left or right approach before startup completes.
M30 · 7s
C
Roaring GuardGuard impact pushes both fighters apart and resets neutral.
M60 · 12s
V
Flooding TigerThree fixed lanes advance in sequence; missing the first slows the rest.
M100 · 24s
Duel-feint sword

Shamshir

A PvP feint weapon with readable afterimages and low direct crowd damage.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Mirage CutsThree cuts; one harmless afterimage repeats the prior angle.
Base
Z
False CrescentShow a high cut, then choose high release or low cancel.
M10 · 5s
X
Heat-Haze ShiftShort visible displacement with no invulnerability at the destination.
M30 · 8s
C
Second ShadowLeave an afterimage that repeats only your next movement, not its damage.
M60 · 14s
V
Palace of MirrorsFour silhouettes show possible lines; only the selected line strikes.
M100 · 26s
Crew-support sword

Officer Saber

A naval support blade that rewards coordinated targets without replacing personal aim.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Drilled CutsThree orderly slashes with consistent timing.
Base
Z
Signal SlashMark one enemy weak point visible to nearby crew.
M10 · 5s
X
Line AdvanceShort step grants allies following the same path mild knockback resistance.
M30 · 9s
C
Rally GuardPerfect guard briefly improves nearby allies' recovery speed.
M60 · 15s
V
Admiral's OrderPlace one focus zone; attacks inside gain clarity, not raw damage.
M100 · 28s
Undersea sword

Coral Greatblade

A water-resistant heavy sword for reefs, armored creatures, and breakable undersea terrain.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Reef CleavesTwo slow cuts retain full direction underwater.
Base
Z
Coral ToothJagged thrust damages creature armor and brittle reef barriers.
M10 · 6s
X
Undertow ChargeRide a short water lane toward the reticle.
M30 · 9s
C
Reef BastionPlant the blade to resist one current or large-creature push.
M60 · 15s
V
Tidal RuptureCrack a reef lane, exposing hidden caves and armored weak points.
M100 · 28s
Control sword

Frostbrand

A spacing sword that creates brief ice lines without permanent freezing.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Chill EdgeThree cuts add short-lived Chill only on varied hits.
Base
Z
Rime CutLeaves a narrow slippery line after the slash.
M10 · 5s
X
Skater's PassGlide along an existing ice line and lock the exit direction.
M30 · 8s
C
Ice MirrorBrief crystal catches one light projectile and redirects its lane.
M60 · 14s
V
Permafrost DivideDraw one long ice boundary that shatters after a warning.
M100 · 27s
Weather sword

Stormglass Blade

A fragile high-skill sword that stores weather charge through precise hits.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Conductive CutsThree narrow cuts build charge on clean edge hits.
Base
Z
Static EdgeRelease stored charge as a fast short-range line.
M10 · 5s
X
Arc StepMove between your blade and a placed metal conductor.
M30 · 8s
C
Lightning CatchTime a stance against a weather strike to fill charge safely.
M60 · 15s
V
Glass TempestSpend charge on branching cuts along manually placed conductors.
M100 · 29s
Beast-hunting sword

Bone Cleaver

A specialized hunting blade for severing creature armor, fins, and gripping limbs.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Hunter ChopsTwo compact cleaves deal bonus damage to exposed creature parts.
Base
Z
Tendon MarkMark one large-creature joint; no bonus against players.
M10 · 5s
X
Harpoon FollowTravel a short distance along a friendly harpoon line.
M30 · 9s
C
Plate SplitterCharged chop cracks one already-damaged armor plate.
M60 · 15s
V
Trophy ClaimTimed weak-point strike improves hunt material quality on success.
M100 · 28s
Endgame sword

Rift Edge

A spatial sword with visible exit seams and severe instability on repeated use.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Folded ChainThree cuts emerge from shown seam angles.
Base
Z
Rift SliceCut through a placed seam to extend one aimed line.
M10 · 6s
X
Seam StepEnter one visible seam and exit another after a fixed delay.
M30 · 10s
C
Split HorizonTwo parallel cuts close inward without hard-stunning.
M60 · 17s
V
Worldline SeverDraw a path across terrain; it strikes once when the seam closes.
M100 · 31s
Anti-guard sword

Flamberge

A long, wave-bladed sword that rewards edge alignment, deliberate binds, and pressure against guarded enemies.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Ripple ChainThree measured cuts with different edge angles; repeating one angle lowers guard pressure.
Base
Z
Wavebreaker ThrustA narrow thrust deals extra guard damage only when its wavy center reaches the target.
M10 · 5s
X
Half-Sword StepGrip the blade safely and take a fixed diagonal step into a short armored-gap strike.
M30 · 8s
C
Resonant BindHold a brief directional bind; meeting a telegraphed weapon strike creates a balanced guard contest.
M60 · 15s
V
Serpent EdgeManually trace three curved attack lanes; each lane has a visible windup and punishable recovery.
M100 · 29s

Historical guns

Prototype foundation

Flintlock · Corsair

A quick sidearm with manual aim, one loaded shot, strong finishing pressure, and visible reload windows.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Flint ShotAccurate aimed round followed by a manual reload; headshots stagger, not multiply damage excessively.
Base
Z
QuickdrawFast hip-fire shot with lower range and a strict accuracy cone.
M10 · 5s
X
Powder BurstShort cone blast that creates breathing room but deals modest damage.
M30 · 9s
C
DeadeyeBrief focus stance; release a narrow precision round before focus expires.
M60 · 14s
V
Broadside MarkMark a visible target; the next accurate hit calls a warned cannon strike.
M100 · 24s
Production-ready

Musket · Dragoon

A long-range weapon with heavy reload commitment and a bayonet option when enemies close the gap.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Long ShotHigh-velocity aimed round; powerful at range with a slow, interruptible reload.
Base
Z
Piercing RoundNarrow shot that passes through lined-up enemies and loses power per target.
M10 · 6s
X
Bayonet DriveForward thrust that repels pressure and slightly repositions the user.
M30 · 8s
C
Powder TrailLay a short powder line; shoot it to detonate after a readable fuse.
M60 · 14s
V
King's VolleyPaint a distant zone for a sequence of warned artillery impacts.
M100 · 26s
Dealer weapon

Blunderbuss · Deck-clearer

A short-range scattergun that controls boarding lanes but loses effectiveness sharply at distance.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Scatter LoadWide pellet shot with a visible reload; center mass is required for full impact.
Base
Z
Buckshot SnapQuick low-damage blast that interrupts only at extremely close range.
M10 · 6s
X
Buttstock TurnPivoting melee strike used to escape a flank and begin reloading.
M30 · 8s
C
Salt-Iron CanisterLoad a narrow anti-creature round with reduced effectiveness against players.
M60 · 15s
V
Thunderous BreachBrace, aim, and fire a huge cone whose center breaks guard; recoil locks movement.
M100 · 27s
Quest weapon

Hand Cannon · Siege

A portable ship cannon with arcing projectiles, extreme recoil, and excellent environmental destruction.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Cannon BallSlow arcing shot with a small impact radius and a very long reload.
Base
Z
Grapeshot PlugFragmenting round that covers a chosen ground patch after impact.
M10 · 7s
X
Recoil VaultFire downward to launch backward; vulnerable before the blast.
M30 · 10s
C
Chain ShotTwo linked projectiles slow sails and large creatures when both connect.
M60 · 17s
V
Fortress BreakerBrace for a precision siege round that damages armor, masts, and destructible cover.
M100 · 30s
Rare dealer weapon

Twin Flintlocks · Freebooter

A two-shot skirmishing weapon that rewards alternating angles and forces a full reload after both barrels are spent.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Left & RightFire either loaded pistol in sequence, then reload both with no movement cancel.
Base
Z
CrossfireFire intersecting rounds; both hit only at the manually chosen crossing point.
M10 · 5s
X
Powder FeintFake a reload, side-step, then ready one pistol; can be punished on prediction.
M30 · 8s
C
Ricochet CoinToss a coin and shoot it to redirect one round toward the aimed lane, not a target.
M60 · 14s
V
Last WordEnter a brief two-shot stance; each accurate hit refunds the second shot's recovery.
M100 · 25s
Rare dealer weapon

Pepperbox · Ratchet

A six-barrel historical sidearm that trades fast follow-up shots for rising recoil and a long full-cylinder reload.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Rotating FireFire one loaded barrel; rapid shots widen the accuracy cone until the weapon settles.
Base · 6 shots
Z
Indexed ShotManually align one chamber for a slower, highly accurate round.
M10 · 5s
X
Clockhand StepSide-step while rotating the barrel cluster; readies one chamber but grants no invulnerability.
M30 · 8s
C
Ratchet VolleyDischarge up to three remaining barrels across a manually swept line with escalating recoil.
M60 · 15s
V
Final ChamberMark six small firing points, then release loaded barrels in order; unmarked shots are wasted.
M100 · 27s
Questing gun

Matchlock Arquebus · Ashlock

A deliberate formation firearm rewarding setup and route planning.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Slow Match ShotHeavy round with a visible ignition tell.
Base · 1 shot
Z
Rested ShotBrace on terrain to pierce one extra PvE target.
M10 · 7s
X
Match GuardProtect the match from rain and prime reload.
M30 · 10s
C
Smoke LineFire down a lane and leave sight-blocking smoke.
M60 · 17s
V
Regiment VolleyAim three sequential spectral firing rests.
M100 · 30s
PvP sidearm

Wheellock Pistol · Clockfire

A precise dueling pistol built around timing and feints.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Wheel ShotCrisp shot followed by an audible winding reload.
Base · 1 shot
Z
Spring SnapTimed release deals bonus guard damage.
M10 · 6s
X
ClockstepPivot sideways while winding the mechanism.
M30 · 8s
C
Misfire FeintFake the spark, then fire or retain the chamber.
M60 · 15s
V
Twelve O’ClockFire as a reticle hand reaches a chosen angle.
M100 · 25s
Crowd control

Duckfoot Pistol · Fanfire

Four splayed barrels clear clustered deckhands at short range.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Four-Way BlastFire four fixed lanes at once.
Base · 1 volley
Z
Tight WedgeNarrow the spread into a concentrated pattern.
M10 · 7s
X
Fan StepHop backward while fanning the barrels.
M30 · 9s
C
Deck ClearBroad cone strongly staggers minor PvE enemies.
M60 · 18s
V
Compass BurstChoose four bearings and blast each one.
M100 · 29s
Grinding gun

Volley Gun · Organ

A seven-barrel formation weapon for predictable enemy waves.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Barrel BankFire the next barrel; bloom rises until cooled.
Base · 7 shots
Z
Indexed PairFire two parallel lanes.
M10 · 6s
X
Brace ShiftReposition the heavy stock and regain stability.
M30 · 9s
C
Rolling SalvoWalk a line of shots across aimed ground.
M60 · 19s
V
Full ChoirRelease every loaded barrel after a long tell.
M100 · 32s
Boss hunting

Long Rifle · Farwatch

A patient marksman weapon for exact weak-point aim.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Long AimHold to stabilize; damage breaks aim.
Base · 1 shot
Z
Range MarkReveal a PvE weak point without homing.
M10 · 8s
X
Prone BraceTrade mobility for low sway.
M30 · 10s
C
Wind ReadShow crosswind and projectile drop.
M60 · 16s
V
Horizon ShotPiercing round rewarding exact beast-part aim.
M100 · 30s
Boarding gun

Boarding Carbine · Deckhand

A compact gun for rails, ropes, and melee transitions.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Carbine RoundMedium-range shot with quick recovery.
Base · 1 shot
Z
Rail ShotBrace on a ledge for accuracy.
M10 · 6s
X
Boarding VaultVault a low obstacle while reloading.
M30 · 8s
C
Bayonet TurnParry a telegraphed melee strike.
M60 · 15s
V
Take the DeckFire, vault, then aim a bayonet thrust.
M100 · 26s
Elemental sidearm

Dragon Pistol · Embermouth

An alchemical flint weapon with conspicuous heat management.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Dragon BlastShort spark cone that builds heat.
Base · 1 shot
Z
Cinder WadLeave a brief PvE damage patch.
M10 · 7s
X
Recoil HopBlast-hop away from aim.
M30 · 9s
C
Flame ScreenTrace a bright line that can be dashed through.
M60 · 18s
V
Furnace BreathVent all heat into an aimed cone.
M100 · 31s
Siege weapon

Hand Mortar · Bombardier

A risky lobbed weapon for prediction and fort encounters.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Lobbed ShellSelect elevation and launch a slow-fuse shell.
Base · 1 shell
Z
Fuse CutShorter fuse and smaller blast radius.
M10 · 8s
X
Recoil RollRoll with the kick after firing.
M30 · 10s
C
AirburstManually detonate the shell in flight.
M60 · 17s
V
Rain of IronMark and shell three small circles.
M100 · 33s
Beast hunting

Harpoon Gun · Beastline

A sea-creature weapon rewarding anatomical aim and line tension.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Harpoon ShotLaunch a retrievable weak-point bolt.
Base · 1 bolt
Z
Fin MarkReveal one creature part to the crew.
M10 · 8s
X
Line ReelReel toward terrain; players break free instantly.
M30 · 10s
C
Tension BreakSnap a line to crack PvE armor.
M60 · 18s
V
Leviathan PinPin two weak points to expose a colossal creature.
M100 · 34s
Quest traversal

Grapnel Gun · Pathfinder

A low-damage tool for traversal, mechanisms, and rescue.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Grapnel BoltAttach rope to approved anchors.
Base · 1 line
Z
Climb LineAscend while Energy drains.
M10 · 5s
X
Swing RouteSwing and release to preserve momentum.
M30 · 7s
C
Pull LeverMove a quest object or distant mechanism.
M60 · 12s
V
Expedition WebConnect three traversable rope anchors.
M100 · 25s
Quest support

Signal Pistol · Wayflare

A utility sidearm that reveals routes and rallies crews.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Flare ShotLaunch a bright low-damage flare.
Base · 1 flare
Z
Reveal FlareExpose expedition markings and hidden creatures.
M10 · 8s
X
Rescue MarkPlace a crew-visible beacon.
M30 · 10s
C
Rally ColorBriefly improve nearby crew grounded Energy recovery.
M60 · 18s
V
Guiding StarReveal the next quest landmark on crew compasses.
M100 · 35s
Burst sidearm

Double-Barrel Flintlock · Twin Thunder

Two decisive shots create a readable duel cadence.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
First / Second BarrelFire independently before a paired reload.
Base · 2 shots
Z
Paired ShotDischarge both barrels with heavy recoil.
M10 · 7s
X
Break ReloadStep while completing the full reload animation.
M30 · 9s
C
Crossed BarrelsFire two chosen lanes in sequence.
M60 · 16s
V
Twofold VerdictCommit one amplified barrel to each marked point.
M100 · 28s
Ship defense

Swivel Gun · Bulwark

A rail-mounted cannon for breaking incoming boarding waves.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Mounted ShotFire from a compatible rail with limited rotation.
Base · 1 shot
Z
Grape ArcClear minor PvE crews at close range.
M10 · 8s
X
Pivot BraceShift to an adjacent hardpoint.
M30 · 10s
C
Chain BallSlow NPC ships without stopping player vessels.
M60 · 19s
V
Deck DominionSweep three telegraphed cannon lanes.
M100 · 34s
Storm gun

Arc-Lock Rifle · Stormkey

A weather-reactive rifle storing static from storms and metal.

Close-range option · Mastery 0F Gun Butt / Pistol WhipR Reload
LMB
Arc RoundAccurate shot that gains conductive charge.
Base · 1 shot
Z
Conductor ShotPlace a visible arc node on terrain.
M10 · 8s
X
Static VentVent charge to dash sideways.
M30 · 9s
C
Rod LinkConnect two aimed nodes with an arc.
M60 · 18s
V
Tempest CircuitEnergize a manually built three-node triangle.
M100 · 33s

Fighting styles

Free starter style

Combat

The default unarmed fighting style given to every new player. Its plain, readable tools teach defense, timing, aim, and commitment before specialized styles are unlocked. Combat costs nothing, requires no trainer, and has no awakening.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Basic ComboTwo punches followed by a kick. The final hit pushes the target away and has punishable recovery.
Base
F
Block · HoldGuard frontal attacks while draining Guard Stamina. Heavy attacks and strikes from behind break through it.
Base
F
Parry · TapTime a narrow defensive window against a readable strike to deflect it. Early or late input becomes a normal block and spends Guard Stamina.
Base
Z
CounterEnter a brief defensive stance. Catching a clearly telegraphed melee attack returns one punch; missing leaves a vulnerable recovery.
M10 · 8s
X
TackleCharge a short distance along the camera direction and knock down on a centered hit. It cannot turn or track after startup.
M30 · 10s · 18 Energy
R
Guard BreakSlow overhead hammerfist that deals strong guard pressure but is easy to sidestep and punish.
Base · 7s
V
Finishing CombinationA manually aimed body blow, knee, and shove. Each step requires the previous hit to connect, preventing an automatic chase.
M100 · 24s · 25 Energy
Production-ready

Black Leg · Tempest kick style

A mobile close-range style that changes elevation, pressures guarded enemies, and must keep moving.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Kick ChainThree directional kicks; the final roundhouse is sidestep punishable.
Base
Z
Heel DropShort leap into an aimed overhead kick; cracks guard on a direct hit.
M10 · 4s
X
Sea WalkLow rushing kick that can change elevation once, not home onto targets.
M30 · 7s · 18 Energy
C
Flambé BarrageA short kick flurry; hold direction to choose its travel path and exit angle.
M60 · 12s
V
Black CometRise, aim, then dive-kick a small impact zone with heavy whiff recovery.
M100 · 22s · 30 Energy
Prototype foundation

Iron Fist · Adamant style

A grounded counter-pressure style with short reach, reliable guard damage, and deliberate commitments.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Guarded StrikesThree compact punches; holding back during the reset raises a brief guard.
Base
Z
Breaking PalmFast palm strike with bonus guard damage but very short reach.
M10 · 4s
X
Gale StepFixed-distance approach followed by an aimed body blow.
M30 · 7s
C
Iron TempestArmored rotating strikes; strong against crowds, unsafe if avoided.
M60 · 12s
V
HeartstopperCharged single-target blow with a clear tell and major impact on a clean read.
M100 · 22s
Island-taught style

Tidehand · Flow style

A reactive palm art that redirects momentum and becomes stronger when the player varies offense and defense.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Rippling KnucklesThree palms whose final direction follows the player's movement input.
Base
Z
Current PalmAngle a palm wave that redirects an enemy rather than pulling them in.
M10 · 4.5s
X
Ebb StepYield backward during a strike, then flow forward if the attack passes.
M30 · 7s
C
Breaker KataThree manually redirected palms that grow weaker if aimed at one fixed spot.
M60 · 13s
V
Maelstrom HeartCreate a rotating current around yourself; movement inputs shape its release lane.
M100 · 24s
Quest-taught style

Anchor Grappling · Harbor style

A close grappling discipline for displacement and team setups; every grab is short, telegraphed, and escapable.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Clinch BlowsTwo body strikes and a shove; it cannot loop into another grab.
Base
Z
Chain GrabShort forward catch with an escape window; choose a left or right throw.
M10 · 6s
X
KeelhaulLow tackle that moves both fighters and breaks if it hits scenery.
M30 · 9s
C
DeadweightPlant your stance to resist knockback, sacrificing turn speed and dash access.
M60 · 14s
V
Harbor BreakerCatch one committed melee attack and slam along the player's aimed direction.
M100 · 26s
Rare-taught style

Tempest Claw · Sky-hunter style

An aerial pursuit style with sharp direction changes, light individual hits, and clear landing vulnerability.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Talon SequenceThree clawing strikes; the final hit changes direction only while airborne.
Base
Z
Talon FeintFake a forward swipe, then choose a stationary cut or retreating slash.
M10 · 4s
X
Updraft PounceLeap toward the reticle; landing the narrow claw grants one air-step.
M30 · 7.5s
C
Razor SquallRelease three angled air claws whose spread is set during startup.
M60 · 13s
V
Thunderbird DescentCircle once, select a landing line, then dive with a long recovery on miss.
M100 · 25s
Island-taught style

Swaying Deck · Rolling rhythm

An evasive shipboard style that uses deliberate off-balance movement, body feints, and sudden recovery punches.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Rolling KnucklesThree swaying punches; holding a movement direction changes only the final angle.
Base
Z
Loose CannonLean outside a straight attack line, then swing a heavy hook from that side.
M10 · 4.5s
X
Deck RollLow diagonal roll with no tracking; standing recovery is punishable if mistimed.
M30 · 7s
C
False StumbleShow a vulnerable stagger; reactivate after baiting a strike to shoulder past it.
M60 · 13s
V
Perfect StormEnter a brief rhythm stance where three timed directional inputs create a custom counter-combination.
M100 · 25s
Beast hunting

Beastbreaker · Hunt discipline

Reads anatomy and breaks monster armor; its bonuses never amplify damage against players.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Tracking BlowsThree aimed strikes with narrow hitboxes.
Base
Z
Joint MarkReveal a creature joint after close observation.
M10 · 6s
X
Harpoon StepDash along an attached hunting line.
M30 · 8s
C
Armor WrestleTimed PvE interaction cracks a monster plate.
M60 · 15s
V
Colossus ToppleCoordinate marked limb hits to create a damage window.
M100 · 28s
Grinding style

Quarry Rhythm · Work discipline

Sustained PvE sweeps and material harvesting reward varied, efficient routes.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Work ChainAlternating palms avoid repeated-hit decay.
Base
Z
Sweep RowStrike a short line of minor enemies or resource nodes.
M10 · 5s
X
Carry ThroughAdvance through the final swing without tracking.
M30 · 7s
C
Efficient CycleVaried moves briefly improve PvE material yield.
M60 · 14s
V
Day’s FinishCash stored Work beats into a broad finisher.
M100 · 25s
PvP style

Duelist’s Measure · Arena discipline

Spacing, honest reactions, and punishable commitments define this competitive style.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Testing JabShort two-hit probe with low commitment.
Base
Z
Range CheckA tip-range strike gains guard pressure.
M10 · 5s
X
Honest StepFixed-distance sidestep with no invulnerability.
M30 · 7s
C
Read CounterBrief directional parry with a clear whiff recovery.
M60 · 14s
V
Final ExchangeThree manual inputs create a custom duel sequence.
M100 · 26s
Quest style

Wayfinder Kata · Expedition discipline

Traversal, puzzle interaction, and team navigation take priority over raw damage.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Compass PalmFour strikes that turn toward movement input.
Base
Z
Trail VaultVault marked ledges and low hazards.
M10 · 5s
X
Seal BreakInteract with cracked quest seals after solving them.
M30 · 8s
C
Guide’s GuardBlock one environmental hazard for nearby crew.
M60 · 15s
V
Expedition RouteConnect discovered markers into a team speed path.
M100 · 30s
Underwater style

Reefwalker · Three-depth discipline

Buoyancy control and current riding create true three-dimensional underwater combat.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Fin StrikesSwimming kicks retain momentum and vertical aim.
Base
Z
Current JabRide a visible current into a thrust.
M10 · 5s
X
Depth ShiftChoose a quick ascent or descent.
M30 · 7s
C
Bubble GuardBuffer one pressure pulse, not enemy damage.
M60 · 14s
V
Three-Sea SpiralTrace a manually steered vertical current spiral.
M100 · 27s
Ship support

Shipwright Brawl · Deck-repair discipline

Combines improvised tools, deck control, and emergency repairs without replacing dedicated crafting.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
LMB
Hammer HandsThree tool-assisted body blows.
Base
Z
Brace BeamPlace a temporary brace on a damaged ship section.
M10 · 7s
X
Repair FeintCancel a repair stance into a shoulder step.
M30 · 8s
C
Deck SweepClear minor boarders from a narrow deck lane.
M60 · 16s
V
Unsinkable CrewCrew repairs briefly restore extra hull integrity.
M100 · 30s

Body-fused artifacts

Prototype artifact

Stone

Passive — Bedrock: standing your ground briefly builds one stack of stagger resistance; dashing clears it.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Stone LanceRaise a narrow aimed spike from the ground after a short tell.
M10 · 5s
X
Bastion StepShort armored advance that ends in a shield-like slab.
M30 · 8s · 18 Energy
C
FaultlineDraw a crack forward; a second pulse erupts along the chosen path.
M60 · 14s
V
Titan MantleAwakened armor trades speed for defense and empowers short-lived stone constructs without editing map terrain or blocking unrelated players.
M100 · 28s
Prototype artifact

Tide

Passive — Flow State: landing different moves in sequence restores a small amount of movement resource.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Tidal BladeCurving water slash whose arc follows the initial camera direction.
M10 · 5s
X
UndertowPlace a current that drags enemies across it, never directly to the caster.
M30 · 8s
C
MoonwellDelayed water column that lifts enemies and allies who jump into it.
M60 · 14s
V
Sovereign CurrentAwakened traveling wave steered once before its route locks.
M100 · 28s
Prototype artifact

Ember

Passive — Heat: accurate abilities build Heat; missing or waiting cools it. High Heat changes effects, not raw one-shot damage.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Cinder ShotFast aimed ember that applies a short, visible burn on a direct hit.
M10 · 5s
X
Flashfire StepDirectional burst leaving a flame strip; no invulnerability after ignition.
M30 · 8s
C
Furnace RingCreate a ring that punishes crossing its edge instead of trapping players.
M60 · 14s
V
Phoenix DetonationConsume Heat for an awakened dive and delayed wing-shaped blast.
M100 · 28s
Prototype artifact

Gale

Passive — Tailwind: clean dashes and airborne hits build a brief speed bonus that disappears when struck.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Wind CutterThin, fast projectile with low stagger and strong accuracy reward.
M10 · 5s
X
SlipstreamAerial or ground vector dash; the direction is fully player-aimed.
M30 · 8s
C
Cyclone GuardBrief rotating current redirects ordinary projectiles but not heavy attacks.
M60 · 14s
V
Sky DominionAwakened storm arena with visible gust lanes that both sides can use.
M100 · 28s
Prototype artifact

Void

Passive — Instability: spatial moves add Instability; overfilling it briefly disables artifact movement.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Rift NeedleSlow-start precision projectile that appears from a marked angle.
M10 · 5s
X
Fold StepPlace an exit marker, then blink only if the route is unobstructed.
M30 · 8s
C
Gravity WellDelayed field bends movement and projectiles without hard-stunning players.
M60 · 14s
V
Event HorizonAwakened domain compresses a marked zone, then releases everything outward.
M100 · 30s
Uncommon artifact

Frost

Passive — Chill: direct hits add Chill. Three varied techniques make the target Brittle briefly; repeating one move cannot freeze.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Rime ShardPrecise ice projectile that adds Chill and splinters against terrain.
M10 · 5s
X
IcewakeSkate along a drawn path; sharp turns slow the user and expose the exit.
M30 · 8s
C
Stillwinter PrismRaise a clear prism that blocks one lane and refracts ordinary projectiles.
M60 · 15s
V
Crown of WinterAwakened snowfall reveals Brittle paths; shatter one chosen line after a warning.
M100 · 29s
Epic artifact

Thunder

Passive — Charge: precision hits and perfect dashes build Charge; missed lightning techniques ground part of it.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Arc BoltFast aimed spark that chains only to a nearby marked conductor.
M10 · 5s
X
Flash LineDraw a short lightning route and surge across it after visible startup.
M30 · 8s
C
Lightning RodPlant a conductor that attracts the next Arc Bolt and warns everyone nearby.
M60 · 14s
V
Judgment CircuitAwakened lightning links placed rods; only completed circuits are struck.
M100 · 29s
Rare beast artifact

Stag

Passive — Living Seeds: abilities plant Seeds on terrain. Using different Seed positions grows spectral antlers and fills the Transformation meter.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Thorn AntlerAimed antler-shaped vine strike that plants a Seed where its tip meets terrain.
M10 · 5s
X
Rootbound ChargeRush toward a chosen Seed along a visible root trail; the direction never auto-tracks.
M30 · 8s
C
Sanctuary GroveGrow a destructible grove that slowly restores nearby allies and feeds the Transformation meter.
M60 · 16s
V
Stag FormTransform into a great antlered stag with faster forest traversal and transformed versions of Z, X, and C. Damage does not automatically increase.
M100 · Full meter
Legendary beast artifact

Sphinx

Passive — Grit: movement through sand zones and successful riddle interactions build Grit; water and repeated attacks drain it.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Sand ClawThree manually aimed claw lanes leave small shifting patches on impact.
M10 · 5s
X
Dune PounceTravel beneath your sand in a visible trail and leap toward aimed ground.
M30 · 9s
C
Mirage RiddlePlace three readable mirage gates; choosing the true symbol grants Grit while every gate remains dodgeable.
M60 · 15s
V
Sphinx FormTransform into a winged sand guardian with hovering movement and alternate claw, pounce, and riddle techniques.
M100 · Full meter
Legendary artifact

Echo

Passive — Resonance: records the category and rhythm of your last successful technique, never another player's exact move.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Echo DartA sound pulse repeats once from its impact point after a steady beat.
M10 · 5.5s
X
Reverberate StepDash now; a harmless visual echo shows the return route before the optional recall.
M30 · 9s
C
Silence BellPlace a bell zone that dampens audio and projectile speed without disabling abilities.
M60 · 16s
V
Grand RefrainAwakened score repeats your last three varied artifact hits along their original paths.
M100 · 31s
Rare artifact

Light

Passive — Radiance: accurate hits build light used to illuminate routes.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Lumen SpearFast straight ray with a bright warning.
M10 · 5s
X
Prism StepRefract to a chosen visible point.
M30 · 8s
C
Beacon FieldReveal hidden paths and creatures.
M60 · 16s
V
Daybreak CrownDirect a rotating ring of aimed rays.
M100 · 30s
Rare artifact

Shadow

Passive — Umbral Mark: crossing darkness stores one evasive charge.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Shade NeedleNarrow projectile darkens its impact.
M10 · 5s
X
Silhouette SlipMove between two connected shadows.
M30 · 9s
C
Eclipse CurtainDark veil obscures silhouettes, not warnings.
M60 · 16s
V
Night DomainShape three shadow lanes inside a marked circle.
M100 · 31s
Uncommon artifact

Metal

Passive — Temper: blocking and crafting harden the next construct.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Iron ShardLaunch a manually aimed metal splinter.
M10 · 5s
X
Plate ShiftMove armor plating to the struck side.
M30 · 9s
C
Chain LatticeCreate breakable linked barriers.
M60 · 17s
V
Living ArsenalSelect three forged weapon shapes in sequence.
M100 · 32s
Rare artifact

Crystal

Passive — Facets: angled constructs refract your projectiles.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Prism BoltBounces once from a crystal face.
M10 · 5s
X
ShardwalkDash along a placed crystal edge.
M30 · 8s
C
Crystal CageBuild a visible, breakable enclosure.
M60 · 17s
V
Cathedral BloomRaise aimable facets around a center point.
M100 · 32s
Legendary artifact

Gravity

Passive — Mass: held techniques gain weight but slow movement.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Heavy PointPlace a small directional pull zone.
M10 · 6s
X
Orbit StepArc around a chosen anchor.
M30 · 9s
C
Tidal WeightTelegraphed field alters jumps and projectiles.
M60 · 18s
V
Falling SkyPull marked debris toward aimed ground.
M100 · 34s
Legendary beast artifact

Kraken

Passive — Deep Fog: moving through fog or water stores Condensation and reveals nearby underwater movement.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Vapor TentacleAim a curling tentacle of mist with a visible wake.
M10 · 5s
X
Undertow DriftSteer a slow mist current horizontally or vertically.
M30 · 8s
C
Kraken’s VeilObscure sight without hiding silhouettes or attack warnings.
M60 · 16s
V
Kraken FormTransform into a spectral kraken built for swimming, ship defense, and manually aimed tentacle techniques.
M100 · Full meter
Rare artifact

Venom

Passive — Dose: varied hits build poison; repeats rapidly diminish.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Toxin FangNeedle projectile applies one dose.
M10 · 5s
X
Shed SkinLeave a decoy and cleanse one dose.
M30 · 9s
C
Antidote BloomChoose cleansing spores or toxic spores.
M60 · 18s
V
Basilisk GardenPlace three dodgeable venom plants.
M100 · 32s
Rare artifact

Ink

Passive — Inscription: discovered lore adds noncombat glyph options.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Ink LanceDraw and release a straight brush stroke.
M10 · 5s
X
BrushstrokePaint a temporary movement ribbon.
M30 · 8s
C
Black MapReveal nearby clues as hand-drawn marks.
M60 · 16s
V
Living ChronicleAnimate three previously drawn glyphs.
M100 · 31s
Rare artifact

Magnet

Passive — Polarity: alternate north and south hits to store charge.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
North BoltMark metal with positive polarity.
M10 · 5s
X
Pole ShiftRepel from a chosen metal surface.
M30 · 8s
C
Iron OrbitOrbit loose metal as destructible cover.
M60 · 17s
V
Lodestone DomainConnect manually placed opposing poles.
M100 · 32s
Uncommon artifact

Steam

Passive — Pressure: moving and blocking build heat that must be vented.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Steam JetShort aimed pressure burst.
M10 · 5s
X
Valve StepVent pressure into a chosen dash.
M30 · 8s
C
Boiler RingBuild a visible scalding perimeter.
M60 · 17s
V
Overpressure EngineSpend pressure to sequence three boosted actions.
M100 · 31s
Mythic beast artifact

Dragon

Passive — Dragon Scales: precise dodges and varied hits build Ascendance; missing attacks sheds part of it.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Dragon ClawProject a short crossed claw strike.
M10 · 5s
X
Skycoil LeapCoil toward aimed ground without target tracking.
M30 · 9s
C
Scale MantleAdapt briefly to one selected environmental hazard.
M60 · 18s
V
Dragon FormTransform into a flying serpentine dragon with alternate claw, coil, and breath techniques; powered flight and repeated aerial actions spend Energy.
M100 · Full meter
Legendary beast artifact

Wolf

Passive — Marrow Hunt: breaking constructs and creature armor creates fragments that fill the Transformation meter.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Fang SpearLaunch a straight brittle spectral fang.
M10 · 5s
X
PackstepBound along a chosen trail and leave a readable wolf echo.
M30 · 8s
C
Ribcage GuardCreate breakable directional bone armor.
M60 · 17s
V
Wolf FormTransform into a giant skeletal wolf with scent tracking and alternate fang, leap, and guard techniques.
M100 · Full meter
Legendary beast artifact

Thunderbird

Passive — Storm Rhythm: landing varied techniques on the heartbeat builds Wingbeats; repeated attacks provide less charge.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Thunder PulseFire an expanding electric ring on the beat.
M10 · 5s
X
Wingbeat StepBeat-timed aerial dash refunds a small amount of Energy without exceeding the maximum.
M30 · 7s
C
Resonance PlumageTimed feather pulse softens one incoming hit.
M60 · 15s
V
Thunderbird FormTransform into a colossal storm bird with gliding flight and alternate pulse, wingbeat, and feather techniques.
M100 · Full meter
Mythic artifact

Star

Passive — Constellations: connecting varied hits draws temporary star paths.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Star DartFast projectile marks a point.
M10 · 5s
X
Astral StepTravel along your shortest star path.
M30 · 9s
C
Orbit MapRotate placed points into a new route.
M60 · 18s
V
Falling ConstellationCall impacts only on completed star lines.
M100 · 35s
Legendary artifact

Moon

Passive — Phases: each varied move advances waxing, full, waning, and new phases.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Crescent RayCurved projectile changes arc by phase.
M10 · 5s
X
Waxing StepDash length follows the current phase.
M30 · 8s
C
Moonwell VeilReflect moonlight to expose hidden runes.
M60 · 17s
V
Full Moon CourtSpend a full cycle on rotating crescents.
M100 · 33s
Legendary artifact

Sun

Passive — Heatlight: exposure builds power but forces visible cooldown vents.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Solar LanceCharged straight beam with a bright tell.
M10 · 6s
X
Flare StepBurst toward aimed ground.
M30 · 9s
C
SunspotPlace a dark-hot zone that slowly contracts.
M60 · 18s
V
ZenithFocus stored light through a player-steered lens.
M100 · 34s
Rare artifact

Glass

Passive — Fracture: damaged constructs create sharp route markers.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Glass NeedlePrecise brittle projectile.
M10 · 5s
X
Mirror SlideSlide along a reflective plane.
M30 · 8s
C
Shatter WallBuild then manually break a glass barrier.
M60 · 16s
V
Thousand ReflectionsCreate decoy rays; only one chosen path damages.
M100 · 31s
Mythic artifact

Time

Passive — Seconds: exact timing stores ticks; no global cooldown manipulation.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Delay MarkYour next aimed projectile pauses briefly.
M10 · 6s
X
Rewind StepReturn only your position to its recent mark.
M30 · 10s
C
Slow FieldVisible zone slows projectiles and movement modestly.
M60 · 20s
V
ClockbreakReplay your own last three positions as attack echoes.
M100 · 36s
Legendary artifact

Dream

Passive — Lucidity: discovering illusions builds clarity; players are never forced asleep.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Dream DartLeaves a visible false afterimage.
M10 · 5s
X
Sleepwalk StepSend a decoy one way and move another.
M30 · 9s
C
False HorizonProject misleading terrain silhouettes.
M60 · 18s
V
Waking PalaceBuild a readable illusion maze with real exits.
M100 · 34s
Mythic artifact

Rune

Passive — Glyph Slots: quests unlock utility inscriptions, never paid-only power.

Core actions · Mastery 0LMB Basic ComboHold F BlockTap F ParryR Guard Break
Z
Force RuneDirectional push glyph with a clear border.
M10 · 5s
X
Passage RuneOpen discovered rune doors and short routes.
M30 · 9s
C
Binding TriangleComplete three points to form a breakable snare.
M60 · 18s
V
Grand InscriptionCombine three equipped glyphs into one sequence.
M100 · 35s

Awakened disciplines

Awakenings are grouped in the same order as the moveset library: swords and melee weapons, historical guns, fighting styles, then artifacts. Each adds a mechanic or alternate decision rather than a simple damage multiplier.

Sword and melee awakenings

WeaponAwakeningHow its moveset changesUnlock direction
CutlassTempest CutlassA perfect Riptide Rush empowers the next Crescent Draw; no flat passive damage boost.Complete a storm chase and duel the corsair echo.
KatanaMoonlit DisciplineA successful Storm Sheath changes Moon-Splitter into a faster precision draw.Solve moon-mirror shrines during a clear night.
RapierCrowned NeedleRiposte marks can be deliberately transferred between targets with precision thrusts.Win the Frostveil masquerade duel without taking a direct hit.
Iron MaceLeviathan BreakerStored impacts reshape heavy swings and add anti-creature armor damage.Shatter three leviathan armor plates during one hunt.
Twin SabersCompass DanceCrossing Step leaves short-lived directional marks used by Eight-Way Requiem.Complete the Skyreach compass course in every wind direction.
Cursed BladeFreed OathBlood Debt can be purified into support utility instead of self-damage.Break the blade's curse through Blacktide's hidden mercy route.
LongswordCrowned VanguardGuarded advances store one selectable finishing angle.Protect three quest caravans without losing their standard.
ClaymoreHighland TitanVaried sweeps bank Momentum for a precise cleaving finish.Clear the highland quarry trial under its time limit.
NodachiRising HorizonWeak-point hits lengthen one patient draw window.Cut five falling leaves before they touch the shrine floor.
ScimitarEndless DuneCurved steps leave sand routes usable once.Cross the mirage course during a sandstorm.
EstocPerfect NeedleTip hits expose armor seams instead of adding flat damage.Complete the clockwork armor puzzle.
FalchionGolden HarvestDistinct PvE targets build a harvest chain and material bonus.Restore every tool in the abandoned farmstead.
JianCelestial ScriptTechniques draw glyph strokes used by shrine mechanisms.Copy the four sky-calligraphy forms.
DaoFlood TigerPressure routes can be redirected once after a clean hit.Win the river-gate gauntlet without repeating a move.
ShamshirTrue MirageFeints create readable decoy arcs while the real strike stays manual.Defeat the mirage duelist by identifying every false blade.
Officer SaberGrand CommandWell-timed calls share handling and capped grounded Energy utility with crew.Lead a fort defense with all objectives intact.
Coral GreatbladeAncient ReefUnderwater swings shape temporary current walls.Repair four damaged reef arches.
FrostbrandWinter OathPlaced rime lines become breakable routes or control tools.Complete the whiteout oath walk.
Stormglass BladeTempest GlassConductive cuts link manually placed stormglass shards.Forge the blade during peak lightning.
Bone CleaverApex FangCreature-part breaks assemble a temporary hunting edge.Collect shed trophies from five beasts without killing them.
Rift EdgeWorld SeamCut marks connect into short visible spatial lanes.Seal three Danger IV fractures in order.
FlambergeResonant FlameSuccessful binds store resonance that can reshape one later thrust or curved lane.Forge the waved blade while matching four tuning anvils during a volcanic tremor.

Historical gun awakenings

GunAwakeningHow its moveset changesUnlock direction
FlintlockGunslinger's OathA timing window during reload grants the next accurate shot extra stagger.Win a no-miss target trial aboard a moving ship.
MusketRoyal DragoonAlternating bayonet and shot techniques earns handling bonuses.Defend a sea fort through a heavy storm.
BlunderbussStormmouthWeather changes pellet spread, while bracing preserves a chosen pattern.Defeat a boarding wave during a thunder squall.
Hand CannonCitadel PieceShots can use destructible cover as controlled fragmentation points.Restore and fire Blacktide Citadel's ancient sea cannon.
Twin FlintlocksDead ReckoningAccurate alternating shots build one bankable instant-reload token.Complete a moving-ship ricochet chart without aim assistance.
PepperboxClockwork SalvoDeliberate chamber order loads a precision, scatter, or impact round into selected barrels.Repair Ashen Crown's starwheel mechanism during an electrical storm.
Matchlock ArquebusAshen RegimentFiring rests can be repositioned to build a planned volley route.Recover three lost regimental standards.
Wheellock PistolClockwork DuelistExact spring timing stores one cancellable feint.Win the twelve-bell pistol trial.
Duckfoot PistolCompass FirePlayers rotate the four fixed barrels before each volley.Clear four simultaneous boarding lanes.
Volley GunGrand OrganBarrel order can be scored into precision or sweep patterns.Repair the fortress organ battery.
Long RifleFar HorizonWind reads reveal moving PvE weak-point timing.Complete the cross-island range chart without missing.
Boarding CarbineDeck ConquerorVaults can branch into shot, guard, or bayonet choices.Capture an NPC vessel without sinking it.
Dragon PistolBlue DragonPerfect heat vents convert the next charge to blue flame utility.Cool the pistol in all five sea depths.
Hand MortarMaster BombardierAirburst fragments follow three selected arcs.Destroy a sea fort's weapons without hitting its keep.
Harpoon GunLeviathan LineMultiple creature-part pins create crew damage windows.Tag every plate on a leviathan hunt.
Grapnel GunMaster PathfinderThree-anchor webs gain zipline and rescue configurations.Chart every hidden route on one island.
Signal PistolNorth StarFlare colors select rescue, reveal, or rally functions.Guide three lost ships through supernatural fog.
Double-Barrel FlintlockTwin OathEach barrel can hold a different utility round.Complete the two-target duel trial.
Swivel GunFortress MountPrepared hardpoints retain one chosen ammunition type.Defend every side of a ship in one fleet event.
Arc-Lock RifleStorm CircuitConductors gain polarity for custom lightning circuits.Strike three rods in one Danger III storm.

Fighting-style awakenings

StyleAwakeningHow its moveset changesUnlock direction
Black LegInferno StepMovement builds controlled Heat that changes kicks into fire variants.Complete the caldera footwork course without touching lava.
Iron FistAdamant HeartPerfect guards store one impact charge for Breaking Palm or Heartstopper.Survive the Stone Bell counter trial.
TidehandAbyss CurrentSuccessful redirections create currents that can reposition allies.Redirect a sea creature's attacks into four marked reef gates.
Anchor GrapplingColossus HoldLarge-enemy grapples become break-part interactions rather than hard control.Complete the harbor master's giant-anchor endurance ritual.
Tempest ClawThunderbirdLanding precision stores one safe aerial direction change for the next technique.Chase the thunderbird through a Danger III cyclone.
Swaying DeckUnsinkable RhythmSuccessful directional feints store one Beat that can shorten the next stance transition.Win a duel on a rolling deck during a Danger II storm without falling overboard.
BeastbreakerApex HunterObserved anatomy opens creature-specific break interactions.Complete hunts in all five depth bands.
Quarry RhythmMasterworkVaried PvE and gathering actions extend an efficient Work chain.Rebuild the abandoned quarry workshop.
Duelist’s MeasurePerfect ExchangeDirectional reads unlock alternate punish routes.Win the arena trial without repeating a finisher.
Wayfinder KataGrand ExpeditionDiscovered route markers become crew traversal tools.Finish one island's full optional quest web.
ReefwalkerAbyss CurrentDepth shifts leave currents allies and opponents can ride.Reach the Abyssal Rift without a forced rescue.
Shipwright BrawlIron DeckRepair timing creates selectable brace, ballast, or weapon support.Return a crippled ship to port during a storm.

Artifact awakenings

ArtifactAwakeningHow its moveset changesUnlock direction
StoneLiving FortressTerrain persists longer and can be broken deliberately for shrapnel zones.Earthquake event plus a rotating monolith puzzle.
TideMoon-TideAbilities gain alternate high-tide and low-tide functions.Full-moon reef puzzle during a king tide.
EmberStormforgeHeat can be grounded through lightning rods to reshape the ultimate.Carry flame through a thunderstorm without letting it die.
GaleTempest CrownAir routes and gust lanes persist for allies and skilled opponents.Reach six sky shrines during a cyclone.
VoidAbyssal DomainInstability becomes a high-risk resource for chaining spatial setups.Chart a Danger IV anomaly and solve its star map.
FrostAbsolute RimeBrittle lines can be shattered for movement paths or controlled damage.Align Frostveil's aurora prisms during a whiteout.
ThunderSky JudgmentConductors gain alternate positive and negative charges for circuit building.Complete a lightning-rod puzzle at the storm's highest intensity.
StagElder HartStag Form grows routes and groves from connected Seeds; antler choices favor rescue, traversal, or control.Restore Verdant Labyrinth's four seasonal gardens and follow the Elder Hart.
SphinxSun GuardianSphinx Form gains a sun meter and can turn placed sand trails into breakable glass routes.Solve the buried riddle network during a desert solar alignment.
EchoFirst SongRecorded rhythms can be arranged into one of several visible three-note sequences.Repeat the ghost fleet's bell melody inside a silent fog event.
LightDawn CrownPlaced beacons refract rays into player-designed paths.Align seven lighthouse prisms at sunrise.
ShadowTotal EclipseConnected shadows become limited reposition routes.Cross the moonless fog maze without a lantern.
MetalLiving ForgeTempered constructs switch between armor, chain, and weapon forms.Complete Ashen Wake's master forge sequence.
CrystalCrystal CathedralFacets form a breakable refraction network.Tune the submerged crystal choir.
GravityStarfallMass points orbit and redirect marked debris.Align the temporary observatory island.
KrakenSilent LeviathanKraken Form creates steerable fog currents and selectable rescue or hunting tentacles.Ring five bells beneath the silent fog without losing the diving tether.
VenomSovereign AntidoteEvery poison technique gains a cleansing alternative.Brew cures for all Verdant jungle toxins.
InkLiving ChronicleLearned lore glyphs combine into animated quest tools.Recover the living inscriptions hidden in an Atlantis temple.
MagnetWorld LodestonePoles can form navigable rails and controlled metal fields.Repair the ancient compass network.
SteamGrand EnginePressure can be routed between mobility, defense, and area control.Stabilize every boiler in the moving factory.
DragonDragon AscendantDragon Form selects storm breath, protective scales, or long-distance skycoil traversal.Complete three humane apex hunts and chart the Skyreach dragon path.
WolfPale PacklordWolf Form spends recovered fragments on pack echoes, armor, or tracking.Reconstruct the trench wolf fossil and follow its moonlit trail.
ThunderbirdStormheart RocThunderbird Form arranges four-beat sequences into flight, wards, or aimed lightning pulses.Play the drum reef during migration inside a thunderstorm.
StarCelestial MapConstellations become persistent expedition routes within one sector.Chart twelve stars in Danger IV.
MoonFull-Moon CourtPhase order can be deliberately held or advanced.Open the tidal temple across one lunar cycle.
SunZenithHeatlight lenses focus or split manually aimed techniques.Light Ashen Wake's solar tower at noon.
GlassThousand MirrorsReflections offer visible decoy routes while one remains real.Solve the desert mirror vault without breaking a lens.
TimeBroken ClockStored ticks replay only the user's position and attacks.Repair the clock island before it disappears.
DreamWaking PalaceIllusions gain puzzle paths and fair PvP silhouettes.Find every true exit in the lucid maze.
RuneGrand InscriptionThree equipped glyphs form one customizable technique chain.Recover master glyphs from all five seas.

Class meter abilities

Each class has a passive, a center-screen meter, and one class skill. The final keyboard/gamepad binding is reserved for input testing so it does not conflict with weapon moves.

Starter

Voyager · Focus

Perfect Course: accurate hits and clean movement build Focus. True Bearing: spend a full meter to strengthen the next aimed technique's handling and utility—not auto-aim it.

Starter

Barbarian · Rage

Bloodwake: dealing and narrowly surviving damage builds Rage. Berserker Breaker: spend full Rage for brief stagger resistance and stronger guard damage.

Starter

Arcanist · Mana

Mana Current: varied artifact hits restore Mana. Arcane Overchannel: spend full Mana to modify the next artifact move, followed by a short exhaustion window.

Unlockable

Duelist · Tempo

Measured Rhythm: alternating attacks, dashes, and guards builds Tempo. Final Measure: spend it for a short precision window with faster recovery after clean hits.

Unlockable

Guardian · Resolve

Hold the Line: guarding allies and contesting objectives builds Resolve. Anchor Field: spend it to create a defensive zone that reduces knockback, not incoming damage to zero.

Unlockable

Mariner · Tide

Sea Legs: sailing maneuvers, rescues, and naval hits build Tide. Captain's Current: spend it for a team current that improves ship handling or land repositioning.

Unlockable

Hunter · Quarry

Trail Sense: studying tracks and breaking creature parts builds Quarry. Mark the Colossus: expose one PvE anatomy point to the crew; grants no PvP damage bonus.

Unlockable

Corsair · Infamy

Notoriety: opted-in PvP objectives and risky heists build Infamy. High-Stakes Challenge: wager the meter for a visible duel buff that ends on disengage.

Unlockable

Salvager · Scrap

Efficient Hands: varied gathering and dismantling fills Scrap. Overclock Salvage: spend it to improve one harvesting or field-crafting cycle.

Unlockable

Wayfinder · Insight

Living Map: discoveries, clues, and puzzle steps build Insight. Reveal Route: show the crew one valid route hint without solving the puzzle.

Unlockable

Deepborn · Pressure

Pressure Adaptation: depth changes and underwater precision build Pressure. Equalize: resist one depth hazard and share a small air bubble.

Unlockable

Shipwright · Integrity

Field Repairs: repairs, braces, and defended ship sections build Integrity. Emergency Brace: prevent one breached section from worsening while the crew repairs it.

Combat balance guardrails

SystemRulePurpose
Basic attacksShort chains, directional commitment, final-hit recovery, and no permanent stun loops.Keep LMB useful without making it the optimal answer to everything.
MobilityDashes and air jumps have no fixed use count but spend shared Energy. Direction locks after startup; dash invulnerability is brief, cannot overlap, and is server-authoritative.Allow expressive movement while Energy budgeting, aim, and recovery prevent panic spam.
Ranged combatManual camera aim, visible reloads, projectile travel where appropriate, and cover interaction.Make gun skill about aim and positioning.
Crowd controlRepeated hit-stun decays; hard control grants temporary resistance afterward.Prevent infinite combos in PvP and frustrating enemy chains.
UltimatesClear audio/visual tells, small decisive zones, long cooldowns, and meaningful whiff recovery.Let powerful moves remain counterplayable.
AwakeningsAdd decisions, alternate behavior, or resource interactions—not automatic victory.Preserve mastery and aim at endgame.
08 · Long-term growth

Progression and mastery

Configured

Levels and stats

Maximum level target: 1000. Fifteen permanent-island chapters carry the complete authored progression; Uncharted Domains remain optional scaling voyages after level 500. Each level grants 3 stat points.

  • Vitality — health and recovery
  • Defense — mitigation and guard
  • Strength — fighting-style scaling
  • Sword — sword damage and technique
  • Gun — gun damage and handling
  • Artifact — artifact power and class-resource interactions
  • Technique — modest Energy capacity, grounded regeneration, and cooldown utility

Energy caps: 100 base, 140 maximum after progression. Stat investment never lowers Dash or Air Jump recovery, and paid products grant no Energy.

Foundation

Separate mastery

Sword, gun, fighting style, and artifact mastery grow by successful use. Special techniques use their own five-rank Technique EXP track. Neither system replaces player level.

  • M10 — first weapon or power technique
  • M30 — mobility or setup move
  • M60 — advanced control tool
  • M100 — ultimate or awakening gate
  • Technique Rank I–V — capped utility proficiency
Expansion

Build identity

Players should make readable tradeoffs instead of maxing everything immediately.

  • Stat reset available through earned Riftmarks or optional convenience purchase
  • Loadout presets at home points
  • Equipment perks that modify behavior, not only damage
  • Late-game specialization nodes
09 · Signature power system

Body-fused artifacts

Artifacts replace the fruit-style power model. A player fuses one artifact into their body, gaining a themed moveset, passive interaction, visual effects, and an awakening route.

Acquisition

  • Rotating artifact dealers
  • Artifact gacha unlocks at level 50
  • Price scales with level
  • One random roll every two hours
  • Boss, puzzle, sea-event, vault, and quest drops

Fusion rules

  • One active body-fused artifact
  • Fusion replaces the previous temporary artifact
  • Permanent purchases remain re-equippable
  • Mastery belongs to each artifact
  • Visual state communicates the equipped power

Awakening rules

  • High mastery requirement
  • Riftmarks and boss materials
  • Weather-specific triggers
  • Environmental or co-op puzzles
  • Awakening changes move function, not only numbers
Beast transformation rules: Stag, Sphinx, Kraken, Dragon, Wolf, and Thunderbird fill a dedicated Transformation meter through varied, theme-specific actions. Their V move changes the avatar into a full creature form and replaces Z, X, and C with transformed variants. Forms drain meter over time, can be ended early, retain readable hitboxes and warnings, and emphasize new traversal or utility rather than automatic damage multipliers.
ArtifactRarityCore fantasyAwakening direction
StoneCommonArmor, terrain control, stagger resistanceLiving fortress form and seismic counters
TideUncommonFlow movement, water blades, healing currentsMoon-tide domain during rare sea conditions
EmberRareHeat buildup, explosive finishers, forge synergyStorm-forged blue flame after Ashen Crown ritual
GaleEpicAerial control, wind steps, projectile redirectionSkyreach wind-ring puzzle and tempest form
VoidLegendarySpatial pulls, blink attacks, dangerous self-costAbyssal sea puzzle with unstable domain mechanics
FrostUncommonChill combinations, ice routes, refracting coverAurora-prism ritual during a Frostveil whiteout
ThunderEpicPrecision charge, conductors, circuit-based lightningSky Judgment through a peak-storm rod puzzle
StagRare BeastSeed routes, healing groves, antler attacks, and full stag transformationElder Hart form after restoring four seasonal gardens
SphinxLegendary BeastSand claws, mirage riddles, winged pounces, and full sphinx transformationSun Guardian form through the buried riddle network
EchoLegendaryRhythm recording, delayed paths, sound-space controlFirst Song unlocked through the ghost fleet's bell puzzle
LightRarePrecision rays, illumination, route findingDawn Crown through seven lighthouse prisms
ShadowRareFeints, shadow routes, sightline controlTotal Eclipse during a moonless fog
MetalUncommonDirectional armor, chains, forged constructsLiving Forge in Ashen Wake
CrystalRareRefraction, breakable cages, angled shotsCrystal Cathedral resonance puzzle
GravityLegendaryOrbit movement, debris control, weight fieldsStarfall observatory alignment
KrakenLegendary BeastFog currents, tentacles, underwater senses, and full kraken transformationSilent Leviathan through the submerged fog-bell route
VenomRareDose management, antidotes, planted hazardsSovereign Antidote jungle trial
InkRareDrawn paths, lore glyphs, animated mapsLiving Chronicle Atlantis inscription quest
MagnetRarePolarity, metal movement, linked nodesWorld Lodestone compass puzzle
SteamUncommonPressure management, vents, industrial mobilityGrand Engine boiler sequence
DragonMythic BeastSkycoil flight, adaptive scales, breath paths, and full dragon transformationDragon Ascendant after the Skyreach path
WolfLegendary BeastFang projectiles, scent trails, bone armor, and full wolf transformationPale Packlord fossil-and-moon ritual
ThunderbirdLegendary BeastBeat-timed lightning, wing movement, feather wards, and full bird transformationStormheart Roc drum-reef ritual
StarMythicConstellation routes and linked impactsCelestial Map in the Uncharted Void
MoonLegendaryFour phases, curved rays, hidden runesFull-Moon Court tidal temple
SunLegendaryHeatlight, lenses, focused beamsZenith at the Ashen solar tower
GlassRareReflection, shattering routes, decoy raysThousand Mirrors desert vault
TimeMythicSelf-rewind, delayed shots, local slow zonesBroken Clock temporary island
DreamLegendaryReadable illusions, decoys, false terrainWaking Palace lucid maze
RuneMythicQuest glyphs, passage tools, custom sequencesGrand Inscription across all seas
10 · Character identity

Classes and special resources

The 12 classes fill the “race” role but provide stronger gameplay identity. Each has a passive, an activated ability, upgrade stages, and a unique central HUD resource.

Starter

Voyager

Resource: Focus. Perfect dashes grant Focus; full Focus empowers the next technique.

Starter

Barbarian

Resource: Rage. Dealing and receiving damage builds Rage; full Rage triggers Berserk potential.

Starter

Arcanist

Resource: Mana. Mana regenerates and fuels artifact techniques and arcane utility.

Planned

Duelist

Resource: Tempo. Alternating attacks, dashes, and counters builds a rhythm bonus.

Planned

Guardian

Resource: Resolve. Protecting allies and perfect guards builds a defensive burst.

Planned

Mariner

Resource: Tide. Gains bonuses near water, aboard boats, and during changing weather.

Planned

Hunter

Resource: Quarry. Tracking and creature-part breaks power a crew hunting mark.

Planned

Corsair

Resource: Infamy. Opt-in PvP objectives and daring heists power high-risk duel tools.

Planned

Salvager

Resource: Scrap. Gathering variety and dismantling fuel efficient crafting cycles.

Planned

Wayfinder

Resource: Insight. Discoveries and puzzle progress reveal expedition route hints.

Planned

Deepborn

Resource: Pressure. Vertical swimming and depth changes fuel survival utility.

Planned

Shipwright

Resource: Integrity. Repairs and defended sections power emergency hull braces.

11 · Ocean gameplay

Sea, ships, pirates, diving, and fishing

Ship systems appear first, followed by the dedicated Pirate factions and fleet encounters catalogue, undersea exploration, and fishing. Dynamic encounters have their own Sea Events page in Section 12.

Functional foundation

Ship controls

  • Detailed sloop with functional W/S sailing and A/D steering
  • Ships spawn beside docks rather than on top of them
  • Only the captain who launches a ship can steer it
  • Speed, durability, handling, storage, and armament define ship roles
  • Quest ships, special gamepass ships, and exclusive shop vessels
System expansion

Ship roster overview

  • Small craft — Rowboat, Fishing Smack, and Harpoon Skiff
  • General vessels — Sloop, Corsair Cutter, and Brigantine
  • Beast-hunting vessels — Beast Hunter and Leviathan Galleass
  • Heavy vessels — Bomb Ketch, Frigate, and Galleon
  • Special vessels — Diving Tender and Ghost Carrack
  • Full specifications and hostile variants appear in the Ships subsection below
Danger levelSea bandExpected eventsReward direction
0Coastal WatersLight storms, common fishing, tutorial piratesStarter money and supplies
1Restless ExpanseRough waves, raiders, wrecks, uncommon creaturesBetter fish and materials
2Predator WatersSea beasts, hostile fleets, waterspoutsRare equipment and artifact clues
3Abyssal ReachLeviathans, ghost ships, severe supernatural weatherAwakening materials and Riftmarks
4Uncharted VoidProcedural domains, raid bosses, reality hazardsLegendary charts and endgame artifacts

Player ship roster

ShipCrew and handlingArmament or utilityAcquisition and Crown cost
Rowboat
Hull health 1,200
1–2 players · very agile · fragileOars, lantern, two storage slots; no cannonFree. Starter and emergency respawn craft; always available.
Fishing Smack
Hull health 3,000
1–3 players · stable · modest speedNet winch, bait locker, live well, one swivel cannonFirst hull free from the Whispering Atoll fishing quest. Additional saved hull: 12,000 Crowns.
Sloop
Hull health 5,000
1–4 players · balanced handlingTwo broadside cannons, repair locker, small cargo holdStandard Harbor Master purchase: 18,000 Crowns.
Corsair Cutter
Hull health 4,600
2–5 players · fastest turning shipChaser cannon, chain-shot rack, boarding hooksFirst hull earned by capturing a Saltknife pirate cutter. Additional saved hull after capture: 85,000 Crowns.
Brigantine
Hull health 9,000
3–8 players · fast crew-combat vesselSix cannons, harpoon winch, brig, reinforced mastAshen Crown naval quest unlocks its shipwright permit; construction costs 140,000 Crowns.
Harpoon Skiff
Hull health 3,800
1–3 players · agile coastal hunterSwivel harpoon, hand reel, bait locker, specimen rackFirst Sea Beast Hunt unlocks the plan; construction costs 55,000 Crowns.
Beast Hunter
Hull health 12,500
4–8 players · reinforced pursuit vesselTwin bow harpoons, powered line winches, armor-break ballista, bait cage, creature-material holdThree hunt trophies plus 275,000 Crowns at the Ashen shipwright.
Leviathan Galleass
Hull health 30,000
8–14 players · slow endgame hunting platformFour heavy harpoons, chain capstan, plate-breaking bombard, diving cage, field workshopDanger III leviathan quest, raid materials, and 1,800,000 Crowns. Fully earnable; no Robux requirement.
Bomb Ketch
Hull health 8,500
3–6 players · slow turn · long rangeArcing mortar, powder magazine, two defensive gunsRare Blackpowder Fleet blueprint plus 220,000 Crowns at a major shipwright.
Frigate
Hull health 18,000
5–12 players · durable pursuit shipTwelve cannons, two decks, surgeon station, heavy sailsBlacktide siege permit plus 650,000 Crowns. Premium versions only change its appearance and interior.
Galleon
Hull health 32,000
8–16 players · slow raid platformTwenty cannons, cargo vault, respawn bunks, command deckEndgame shipwright project, regional materials, and 2,500,000 Crowns; never purchase-only power.
Diving Tender
Hull health 10,500
2–6 players · stable expedition vesselDiving bell, air pump, salvage crane, specimen tanksDrowned Observatory expedition unlocks its plans; construction costs 420,000 Crowns.
Ghost Carrack
Hull health 16,500
4–10 players · unusual drift handlingSpectral broadside, fog bell, cursed chart roomNo Crown purchase. Permanent reward from the full Ghost Fleet quest; cosmetic shop variant allowed.

Permanent ownership

Paying a Crown construction cost permanently adds that hull to the player’s drydock. Sinking never forces the player to buy the entire ship again.

Rebuild and repairs

A sunk ship can be recovered after a wait or immediately rebuilt for 5% of its listed Crown cost, capped at 50,000 Crowns. Normal harbor repairs charge only for missing hull and damaged components.

Price visibility

The shipwright preview shows the full Crown cost, required permit, missing materials, hull statistics, crew recommendation, weapons, and free alternatives before confirmation.

Ship-economy rule: Crown prices are progression targets, not Robux conversion prompts. Quest permits and blueprints cannot be skipped with money, construction never consumes a gamepass, and every functional ship role has an earnable route.

Hostile and ghost ship variants

Encounter shipComplete naval attack patternWeak points and capture ruleDanger
Saltknife Scout Cutter
Hull health 2,800
A light pirate scout built for pursuit, warning shots, and sail damage.
Level 15
Warning Shot: reveals pursuit. Chain Chaser: targets sails. Hook Pass: crosses the bow and throws two grapples.Fragile rudder and one mast. Disable both without sinking it to capture the cutter blueprint.0–1
Saltknife Raider Sloop
Hull health 5,200
A fast boarding sloop using hooks, smoke, and alternating cannon fire.
Level 40
Crossfire Turn: alternates port and starboard shots. Boarding Hook: pulls alongside. Powder Smoke: covers an escape turn.Break a hook, damage the helm, and defeat the Boatswain to claim cargo or the vessel.1
Blackpowder Bomb Ketch
Hull health 10,000
An explosive mortar vessel with a dangerously exposed powder magazine.
Level 120
Mortar Arc: delayed deck circle. Fire Raft: releases an ignited decoy. Magazine Vent: knocks back nearby boarders.Mortar and powder magazine are separate break points. Flood the magazine before boarding to prevent detonation.2–3
Sky Corsair Wind Cutter
Hull health 8,500
A wind-rigged raider deploying glider boarders from above.
Level 140
Gust Strafe: fast crosswind cannon pass. Mast Hook: pulls on rigging. Glider Drop: deploys three airborne boarders.Cut the wind sail or destroy its central ring. Capturable only after glider boarders are defeated.2
Frostwake Longship
Hull health 12,000
An armored icebreaker designed for ramming and shield boarding.
Level 220
Icebreaker Ram: straight armored charge. Frost Harpoon: slows steering. Shield Boarding: sends a protected boarding line.Side armor is weaker after a missed ram. Melt or shatter the harpoon line before turning away.2–3
Greenwake Smuggler Brig
Hull health 14,500
A camouflaged shallow-draft brig hiding traps among its cargo.
Level 285
Spore Smoke: creates a visible coughing cloud. Rudder Vine: snares steering. Decoy Cargo: drops trapped crates.Burn the rudder vines, avoid marked crates, and capture the quartermaster carrying the true manifest.2
Blacktide Frigate
Hull health 22,000
A disciplined warship fighting in coordinated cannon formations.
Level 345
Formation Broadside: fires with a partner ship. Artillery Mark: paints a delayed impact lane. Officer Rally: accelerates reloads until interrupted.Signal mast and officer deck are break points. It cannot be captured until its formation partner disengages or sinks.3
Blacktide War Galleon
Hull health 38,000
A fortress-like galleon carrying regiments and multiple gun decks.
Level 415
Siege Salvo: sequential twenty-gun broadside. Anchor Wall: drops chains that block a route. Boarding Regiment: launches two officer-led waves.Destroy three gun decks or flood two hull sections. Capture requires defeating the officer waves and reaching the command deck.3–4
Bellkeeper Ghost Carrack
Hull health 30,000
A spectral carrack revealed by the rhythm of its fog bell.
Level 440
Spectral Broadside: projectiles pass through cover before becoming solid. Fog Bell: creates false silhouettes. Phase Drift: shifts sideways after a bell count.Follow the real bell rhythm, light three deck lanterns, then board during the solid phase.3–4
Rift-Fused Wreck
Hull health 70,000
Several shattered ships fused around unstable rift anchors.
Level 560
Rift Skip: teleports to a marked wake. False Hull: projects two decoy ships. Debris Storm: launches orbiting wreckage. Anomaly Board: opens enemy portals on deck.Destroy glowing rift anchors in the correct compass order. This vessel yields modules but is too unstable to capture intact.4
Sunken Crown Brig
Hull health 82,000
A turquoise-sailed Atlantean raider fitted with pressure chambers, coral armor, and stolen trident cannons.
Level 580
Temple Broadside: trident-shaped gunports fire in a shown royal order. Seafoam Veil: clouds one lane while preserving hull silhouettes. Pressure Mine: three floating tide seals detonate outside-in. Relic Theft: a boarding skiff targets one unsecured artifact crate.Follow the trident lights, track the solid silhouette, sail through mines after their pulse, and intercept the skiff. Disable both pressure tanks and defeat Nerio Vane to earn blueprint progress.3
Blackstorm Frigate
Hull health 115,000
An armored pirate flagship carrying black storm sails, chained anchors, and thunder-powder batteries.
Level 690
Flagline Crossfire: two black pennants mark a cannon lane before it fires. Thunder Broadside: gun decks fire after their storm sails flash. Anchor Drag: chains sweep one announced wake lane. Raider Pincer: a cutter mirrors the frigate’s turn after a horn.Leave the pennant lane, read sail flashes, steer behind the chain sweep, and disable the cutter’s rudder. Break the crown mast and both anchor winches, then defeat Ressa Gale for the capture permit.3–4
Moonwake Dhow
Hull health 145,000
A crescent-rigged smuggling vessel whose lunar mirrors disguise its firing rhythm.
Level 790
Lantern Volley: dark lanterns relight in cannon order. Mirror Sail: projects two decoy sails while the true wake remains visible. Crescent Pass: curves across the bow to deploy archers. Eclipse Anchor: marks alternating light and dark water sectors.Memorize lantern order, follow the physical wake, turn inside the crescent, and change sectors after the bell. Shatter both mirror spars and defeat Orin Vale to claim sail and hull plans.4
Spirehook Galleon
Hull health 205,000
A cliff-raider galleon plated in white saltwood, fitted with grappling winches, cargo lifts, and hanging boarding skiffs.
Level 890
Skyhook Salvo: three aimed grapples attach to exposed ship components. Whitewall Ram: salt-armored charge follows a long horn. Cargo Drop: its crane casts large landing shadows before dropping powder crates. Cliff Battery: salt-shot targets previously damaged components.Cut hooks before maximum tension, punish the flank after a missed ram, leave the crate shadows, and repair or rotate damaged components. Disable both winches and defeat Captain Mara Vell for Galleon blueprint progress.4
Crownless Man-of-War
Hull health 280,000
A five-deck royal warship enforcing contradictory verdicts through color-coded gun batteries.
Level 990
Five Verdicts: flag colors announce the sequence of five fixed batteries. False Armada: projected escorts lack wakes and collision. Royal Reversal: counter-battery targets the last repeated player weapon. Appeal Denied: five seal buoys close lanes in a shown order.Read flags, ignore wakeless escorts, vary weapons, and disable buoys in order. Destroy three battery relays and defeat Cael Voss; the flagship itself is not captured, but awards Man-of-War construction plans.4 · Capstone fleet
Drowned Flagship
Hull health 180,000
The Navigator’s flooded raid vessel and mobile chart fortress.
Level 675
Dead Current: reverses one sailing lane. Ghost Broadside: fires in a memorized order. Drowned Boarding: flooded portals release Reavers. Map Rupture: divides the battle area.Ring the recovered navigation bell, disable the chart room, and defeat its captain. Capture unlocks the Ghost Carrack quest rather than the raid ship itself.4 · Raid

Ship health and damage

Listed hull health is the unmodified maximum. Hull sections, mast, sails, helm, cannons, and pumps also take component damage. Destroying sails slows a ship; flooding drains 1% maximum hull every five seconds until pumped; upgrades may add at most 25% hull health.

Crew stations

Captain steers, gunners aim, deckhands repair, lookouts mark threats, and boarders use grapples. Solo players receive slower automated support, never perfect aim.

Boarding rules

Ships must be slowed or grappled before boarding. Spawn protection ends after leaving the arrival zone, and defeated crews respawn below deck with increasing delay.

Beast-hunting stations

Harpooners manually aim for exposed fins or armor seams, line crews manage tension, the captain matches the creature's turn, and cutters release dangerous lines. Harpoons control movement briefly but never permanently stun a beast.

Pirate factions and fleet encounters

Pirate factionTerritory and shipsNaval tacticsBoarding crew
Saltknife RaidersDawnport and Whispering waters · rowboats, cutters, sloopsWarning shot, chain shot at sails, grappling pass, then a small boarding waveDock Raiders, Pier Lookouts, Raider Boatswain elite
Blackpowder FleetAshen Crown routes · brigs and bomb ketchesPowder mines, arcing mortar fire, fire ships, and magazine explosions that can damage either sideCinder Corsairs, Ash Gunners, Forge Saboteurs
Sky CorsairsBelow Skyreach · cutters with wind-rigged sailsCrosswind strafing, glider boarders, mast hooks, and gust lanes telegraphed on the waterWind Lancers, Cloud Marksmen, Gale Sentinel captain
Frostwake ClanFrostveil channels · armored longshipsIcebreaker ram, freezing harpoons, shield-wall boarding, and retreat into whiteout fogSnowbound Scouts, Rime Hunters, Glacier Knight elite
Greenwake SmugglersVerdant coast · camouflaged fishing smacks and shallow-draft brigsHidden mangrove routes, spore smoke, vine snares on rudders, and stolen-cargo escapesVine Runners, Spore Alchemists, Rootbound mercenaries
Blacktide PrivateersCitadel blockade · frigates and galleonsFormation volleys, artillery marks, officer commands, and coordinated two-ship pincersBlacktide Soldiers, Shade Musketeers, Blacktide Officer elite
Sableglass FreebladesTidal desert channels · sand skiffs and captured frigatesHide in heat haze at low tide, use mirrored signal flashes, then board from shallow sand-sailing lanesDune Corsairs, Mirage Snipers, Glassback Champion elite
Sunken Crown CorsairsAtlantis waters · turquoise-sailed brigs and stolen diving tendersSeafoam screens leave silhouettes visible, tide mines announce numbered detonation lanes, and relic divers steal one unsecured artifact crate unless interruptedCoral Sentinels, Tidecallers, Gate Wardens, Captain Nerio Vane
Blackstorm FleetStormscar approaches · black-sailed frigates, armored cutters, and powder skiffsFlag ciphers announce broadsides, anchor chains cut off wake lanes, thunder powder charges cannons, and coordinated turns trap crews between boarding passesStormscar Deckhands, Powder Corsairs, Dominion First Mates, Admiral Ressa Gale
Moonwake CorsairsMoonfall silver channels · crescent dhows and low-profile smuggling sloopsSilent lantern codes, reflection decoys that never hide the physical wake, crescent boarding arcs, and timed retreats during eclipse shadowsLunar Disciples, Eclipse Archers, Moonblade Priors, Captain Orin Vale
Spirehook BrotherhoodSaltspire cliff waters · galleons, cargo cutters, and ropeway skiffsBoarding hooks, sail cuts, cargo-crane drops, and coordinated raids on the hanging docksSaltblade Raiders, Ropeway Gunners, Freehold Champions, Captain Mara Vell
Crownless ArmadaRiftheart outer court · man-of-war flagships and judgment frigatesFive-color testimony flags announce weapon lanes, projected decoy sails preserve a visible true wake, and verdict boarding teams punish repeated tacticsChrono Corsairs, Void Artillerists, Crown Executors, Captain Cael Voss
Rift MaraudersDanger III–IV · ghost carracks and fused wreck shipsShort rift reposition, false ship silhouettes, spectral broadsides, and anomaly-assisted boardingWreckborn Reavers, Rift Cartographers, Leviathan Cultist elite

Outer-chart pirate captains

CaptainFaction, level, and healthComplete boarding attacksCounterplay and reward
Captain Nerio VaneSunken Crown Corsairs
Level 580 · Health 420,000
An Atlantean relic thief who believes the Sunken Crown belongs to whoever can escape with it.
Reefline Cut: a saber slash follows one numbered turquoise lane. Tideglass Shot: flintlock round seals one marked hatch briefly. Gate Turn: rotates three coral deck shields after a conch signal. Relic Claim: interruptible channel targets unsecured cargo.Move off the turquoise line, use another hatch, rotate behind the shield order, and interrupt Relic Claim. Defeat grants Atlantis reputation, a Sunken Crown Brig blueprint piece, and recovered royal relics.
Admiral Ressa GaleBlackstorm Fleet
Level 690 · Health 650,000
A mutinous fleet admiral commanding pirates through flag ciphers, cannon calls, and storm-sail maneuvers.
Boarding Sabre: three cuts end in a committed lunge along a painted deck line. Storm Pistol: aimed flintlock shot charges one powder barrel. Three-Flag Order: colored flags announce three cannon lanes. Chain Recall: pulls loose anchor chains across painted deck lanes.Dodge perpendicular to the lunge, clear or shoot the barrel, repeat the flag order, and cross behind each chain. Rewards include Blackstorm rigging, fleet charts, and frigate blueprint progress.
Captain Orin ValeMoonwake Corsairs
Level 790 · Health 900,000
A patient lunar smuggler who fights by reading reflections rather than teleporting.
Crescent Draw: delayed curved saber cut with a visible tangent. Silent Volley: three archers fire only after Vale lowers a lantern. Mirror Wake: two reflections repeat his last position while his physical shadow remains real. Eclipse Boarding: dark deck sectors alternate in a fixed pattern.Step inside the crescent, watch the lantern, follow the physical shadow, and alternate sectors after each bell. Rewards include lunar contraband, a Moonwake sail pattern, and rare monastery offerings.
Captain Mara VellSpirehook Brotherhood
Level 890 · Health 1,200,000
A ruthless vault thief who raids hanging docks and traffics in stolen lift keys.
Skyhook Grapple: aimed tether can be cut or parried at the hook. Vaultbreaker: overhead mace strike destroys guard but has long recovery. Three-Flag Drop: marked deck lanes announce descending boarders. Claim the Hoist: channels on a cargo winch to steal secured freight.Cut the tether, side-dash Vaultbreaker, leave the flag lanes, and interrupt the winch channel. Rewards include Freehold reputation, Spirehook fittings, and Galleon blueprint progress.
Captain Cael VossCrownless Armada
Level 990 · Health 1,600,000
The last privateer of an erased court, enforcing five contradictory royal verdicts.
Testimony Shot: five flag colors announce five fixed firing lanes. Verdict Cleave: punishes the last repeated attack category. False Crew: projections mimic boarders, but only physical enemies cast deck shadows. Final Appeal: five seals charge in the order shown by the true flag.Match colors to lanes, vary attack categories, target real shadows, and disable seals in flag order. Rewards include Crownless reputation, royal fittings, and Man-of-War blueprint progress.
Pirate encounter flow: spotting and flag identification → chase or avoidance → disable sails, weapons, or rudder → repel or initiate boarding → capture cargo, charts, prisoners, or the ship blueprint. Players can escape by breaking pursuit range; naval fights do not lock the whole server into combat.

Undersea exploration

Players can leave anchored ships, dive beneath authored islands, and descend into generated trenches. Swimming uses a separate breath meter; deep pressure limits how far unprepared players can descend, while currents, darkness, and air management create navigation challenges.

Depth bandRequired preparationLocations and hazardsMain rewards
Shallows
0–60 studs
No special gear; generous breathCoral gardens, harbor wrecks, kelp paths, gentle currentsCommon salvage, bait, shells, beginner treasure
Reef Shelf
60–180 studs
Air bladder or Tide artifact utilityReef caves, fishing pockets, snagging kelp, territorial creaturesUncommon materials, pearl caches, map fragments
Sunken Zone
180–350 studs
Diving bell checkpoint or weighted diving suitShip graveyards, flooded ruins, pressure doors, strong crosscurrentsShip blueprints, artifact clues, rare salvage
Twilight Trench
350–600 studs
Upgraded suit, tether line, artifact lanternNear darkness, crushing vents, roaming hunters, collapsing cavesAwakening materials, legendary fish, vault keys
Abyssal Rift
600+ studs
Full Diving Tender expedition and crew air supplyReality fractures, leviathan routes, moving ruins, no natural air pocketsEndgame Riftmark caches, Echo/Void lore, raid access

Underwater terrain and exploration features

FeaturePrimary depthsGameplay useHazards and rewards
Coral gardens and reef archesShallows / Reef ShelfNatural swim tutorials, fish nurseries, low tunnels, and color-coded quest routes.Stinging coral, pearl caches, bait, and beginner relics.
Kelp forestsShallows / Reef ShelfSoft concealment, harvest trails, creature tracking, and reversed-current mazes.Snagging fronds, medicinal fibers, camouflaged enemies.
Blue holesReef Shelf / Sunken ZoneVertical shortcuts connecting depth bands; entry rings show pressure readiness.Downcurrents, rare fish spirals, hidden ledges.
Underwater cliffs and chasmsAll bandsLayered ledges, wall routes, drop-offs, creature nests, and three-dimensional chase spaces.Rockfall, pressure transitions, ore seams, fossil beds.
Ship graveyardsSunken ZoneInterconnected hull dungeons with cut points, air compartments, cargo puzzles, and ambush routes.Collapses, rust traps, blueprints, guns, figureheads.
Submerged ruinsSunken Zone / Twilight TrenchPressure locks, rotating statues, rune doors, lore murals, and artifact-awakening chambers.Flood traps, guardians, Riftmarks, artifact clues.
Thermal vents and brine poolsTwilight TrenchVent timing lifts divers; dense brine creates lakes within the sea that require ballast changes.Heat pulses, toxic salinity, forge minerals, rare eggs.
Silt fields and black-coral woodsTwilight TrenchSound-based navigation, lantern discipline, stealth routes, and temporary-island keys.Zero visibility, hunters, black coral, vault keys.
Air caves and diving-bell shelvesReef Shelf–TwilightCheckpoints, crew regrouping, equipment changes, merchants, and rescue staging.Limited supplies, defensible camps, quest NPCs.
Rift trenches and moving ruinsAbyssal RiftProcedural route segments shift between dives; chart anchors preserve discovered exits.Reality shear, no natural air, large Riftmark caches, raid gates.

Undersea creatures by depth

Every depth band has four creatures with one fixed level per species and complete attack kits. Undersea creatures use articulated custom Roblox rigs, readable windups, directional wake effects, and breakable armor where appropriate.

Depth bandCreature and levelComplete attacksCounterplay
Shallows
0–60 studs
Kelp Nibbler
Health 180–260
A small kelp-colored grazer that attacks only when cornered.
Level 8
Nip Dash: short straight bite. Weed Hide: blends into one marked kelp patch. Bubble Burst: weak close-range push.Watch the moving kelp silhouette, sidestep the dash, and use the bubble push to gain distance.
Coral Snapper
Health 260–380
A territorial reef fish with a mineral-plated jaw.
Level 15
Jaw Lunge: committed bite. Coral Spit: slow mineral projectile. Reef Turn: circles once before a second lunge.Dodge perpendicular to the jaw, use coral as spit cover, and reverse direction during Reef Turn.
Lantern Crab
Health 350–520
A luminous side-stepping crab armored across the front.
Level 22
Claw Flash: bright warning before a side pinch. Shell Guard: blocks its front. Sand Scuttle: sideways burst leaving a dust trail.Attack behind Shell Guard, follow the dust trail, and move away from the flashing claw.
Reefback Calf
Health 600–900
A young shelled sea beast prone to panicked rolling dives.
Level 32
Shell Roll: curved armored charge. Tail Wave: short water pulse. Panic Dive: descends, then rises beneath a marked circle.Strike exposed fins, swim through the wave edge, and leave the rising bubble circle.
Reef Shelf
60–180 studs
Razorfin
Health 900–1,300
A torpedo-shaped reef predator that hunts through wake lines.
Level 50
Torpedo Charge: visible wake rush. Breach Arc: upward crossing attack. Bait Circle: circles before closing inward.Cross the wake late, stay below the breach, and leave through the circle's widening gap.
Netjaw Eel
Health 1,100–1,600
A ribbon-bodied eel that bends currents around its coils.
Level 68
Coil Snap: looping bite from one side. Current Curl: bends the nearby swim lane. Bubble Feint: releases a false approach trail before striking.Track the eel rather than bubbles, swim against the curl early, and exit the inside of the coil.
Coralback Guardian
Health 1,800–2,600
A bulky reef beast growing directional coral armor.
Level 85
Reef Ram: armored forward rush. Shell Shards: three aimed splinters. Coral Ward: grows breakable armor on one side.Bait the ram into rock, weave between shards, and attack the side opposite the Ward.
Moonray
Health 2,400–3,200
A silver ray gliding along moonlit currents.
Level 105
Wing Slice: wide lateral pass. Lunar Flash: brief light burst followed by a fixed strike lane. Current Glide: creates a fast-moving current behind it.Move vertically around the wing, remember the marked lane through the flash, and use its current to reposition.
Sunken Zone
180–350 studs
Wreck Lurker
Health 3,000–4,000
A scrap-covered ambusher hiding inside sunken hulls.
Level 132
Anchor Ambush: drops from a wreck ceiling. Scrap Toss: throws two slow metal pieces. Hull Retreat: hides inside one visibly shaking compartment.Watch falling rust, swim between scrap, and strike or avoid the shaking compartment.
Rustshell Crab
Health 4,000–5,400
A giant crab reinforcing its shell with wreck plates.
Level 158
Pincer Lock: short grab with an escape prompt. Scrap Armor: equips a breakable wreck plate. Floor Slam: sends a sediment ring outward.Escape before the lock closes, break the plate attachment, and swim over the sediment ring.
Siren Angler
Health 4,800–6,500
A deepwater lure hunter using light and rhythmic pulses.
Level 185
Lure Pulse: light rhythm that pulls only on the final beat. Sonic Dart: fast line projectile. Darkness Turn: extinguishes nearby lights before relocating.Move away on the final beat, dodge across Sonic Dart, and follow bubbles during the dark relocation.
Drowned Shark
Health 7,000–9,000
An undead shark following blood trails through wreck zones.
Level 215
Keel Bite: heavy forward bite. Tail Rudder: sudden ninety-degree turn attack. Blood Wake: follows damaged targets along a visible scent trail.Change depth after the turn, use terrain against the bite, and clear Blood Wake in an air-pocket cleansing pool.
Twilight Trench
350–600 studs
Gloomfin Pack
Health 8,000–10,500 shared
Three coordinated trench hunters sharing one encounter health pool.
Level 250
Coordinated Rush: three staggered attack lanes. Shadow Split: creates two harmless silhouettes. Bait Retreat: one fin flees while two flank.Read wake bubbles, dodge each lane separately, and do not chase the retreating decoy.
Pressure Manta
Health 10,000–13,000
A broad abyssal ray weaponizing water pressure and vortices.
Level 282
Pressure Wave: expanding sphere. Ceiling Dive: drops from above after a shadow. Vortex Wing: rotating pull on one side.Swim through the thin wave edge, leave the shadow, and circle opposite the glowing wing.
Trench Serpent
Health 14,000–18,000
A long cavern predator weaving through stone and venom.
Level 325
Coil Tunnel: forms a moving ring passage. Venom Jet: aimed lingering cloud. Rockfall Scrape: scrapes a wall and drops warned debris.Choose the ring opening early, change depth around the cloud, and watch ceiling dust before rockfall.
Belljaw Angler
Health 18,000–23,000
A blackwater angler whose lure imitates treasure bells.
Level 365
Bell Pulse: timed stagger wave. Lure Snap: fake treasure light becomes a bite. Blackwater Burst: dark cloud with a visible exit current.Dash on the bell beat, identify lights without bubbles as false, and follow the exit current.
Abyssal Rift
600+ studs
Rift Eel
Health 25,000–32,000
A segmented anomaly creature phasing between paired rifts.
Level 400
Fold Bite: enters one rift and exits a marked second rift. Rift Trail: leaves unstable water. Phase Coil: alternates solid and spectral segments.Watch the exit marker, avoid the trail, and attack only glowing solid segments.
Void Jelly
Health 28,000–36,000
A translucent abyssal jelly splitting into gravity-fed cores.
Level 425
Gravity Bell: slow inward pull. Tendril Sweep: rotating lower attack. Split Bloom: divides into three weak cores before reforming.Swim outward before the pull peaks, move above tendrils, and destroy one marked core to interrupt reforming.
Abyssal Colossus
Health 70,000–90,000
A vent-heated stone giant with rotating armored weak points.
Level 462
Vent Fist: superheated punch lane. Pressure Stomp: spherical shockwave. Rock Armor: covers rotating weak points. Cave Quake: marks safe rock arches before collapse.Leave the fist lane, pass through the shockwave gap, rotate around armor, and shelter beneath marked arches.
Leviathan Spawn
Health 110,000–140,000
A juvenile leviathan large enough to threaten diving expeditions.
Level 488
Breach Bite: huge forward jaw lane. Tail Current: two-pass water wave. Tentacle Grip: grabs a diver or bell tether. Abyssal Roar: interrupts unbraced actions.Change depth around the bite, clear both tail passes, cut the marked tentacle joint, and brace against terrain during the roar.

Mapped sea-depth levels

These charts map each vertical sea level as a playable district. Dashed red lines are expedition routes, red fields are hazards, green circles are air or rescue points, and gold diamonds are puzzles or major rewards.

Expedition route Creature or danger Puzzle / treasure Air / rescue point
NSHALLOWS · 0–60Shore airKelp forestReef archCoral gardenHarbor wreckSnapper route
Level I · ShallowsA bright onboarding layer with shoreline air, seagrass paths, a reef arch puzzle, coral gardens, and a harbor wreck whose chambers remain close to the surface.
NREEF SHELF · 60–180Air caveBlue holeMoonray laneReef terracesBell shelfPearl shrine
Level II · Reef ShelfTerraced reefs wrap a central blue hole. Divers choose between a current tunnel, pearl shrine, moonray migration lane, or the cliff lip descending to Level III.
NSUNKEN ZONE · 180–350Wreck cliffShip graveyardCrosscurrentDrowned ruinsPressure gate
Level III · Sunken ZoneA canyon of wrecks and flooded ruins. The safe route links two diving-bell shelves; optional hull interiors conceal blueprints while pressure gates open the deeper cliff descent.
NTWILIGHT TRENCH · 350–600West cliffBlack coralVent fieldBrine poolAir grottoRune vault
Level IV · Twilight TrenchSheer cliffs compress the route between thermal vents, a brine pool, black-coral woods, and a collapsing side cave. One hidden air grotto supports the final descent.
NABYSSAL RIFT · 600+Moving ruinsLeviathan routeColossus arenaRift shrineRaid gateReality cliffs
Level V · Abyssal RiftNo natural air pockets exist. A narrow reality chasm connects a rift shrine, moving ruins, the Colossus arena, Leviathan migration lane, and a raid gate reached only by a prepared Diving Tender crew.

Diving equipment

  • Air bladder extends breath
  • Weighted suit resists currents
  • Artifact lantern reveals runes
  • Tether returns a lost diver to the bell
  • Salvage winch raises heavy chests

Underwater activities

  • Cut wrecks open in the correct order
  • Rotate pressure locks
  • Follow bubble trails between air pockets
  • Photograph or tag rare creatures
  • Map caves before currents reverse

Underwater combat

  • Flintlocks and powder guns cannot fire submerged
  • Melee swings have stronger directional commitment
  • Artifacts gain water-specific interactions
  • Dodges become short swim bursts
  • Fleeing and stealth are often better than fighting
Failure and rescue: empty breath incapacitates rather than instantly killing the diver. A teammate can share air or tow them to a bell; solo players return to the last air checkpoint and lose only unsecured salvage from that dive.

Fishing

Cast from shore or boats. Location, danger, weather, and time affect catches. Fish support selling, cooking, quests, collections, bait, and artifact rituals.

Sea events

Storms, shipwrecks, pirate fleets, merchant distress calls, ghost ships, treasure zones, whirlpools, migration schools, and creature attacks are fully catalogued in Section 12.

Infinite sea

Beyond the authored chart, seeded ocean sectors generate temporary routes, hazards, islands, and events. Higher danger increases both event density and reward quality.

12 · Dynamic ocean encounters

Sea events

Sea events turn travel into active gameplay. Every event begins with readable evidence—flags, clouds, bells, wakes, birds, chart distortion, or radio-like artifact pulses—so crews can approach, prepare, avoid it, or deliberately raise the danger for better rewards. The overhead message never announces the event by name; it describes an omen and lets players investigate.

DetectLookouts notice smoke, weather signatures, creature wakes, flags, or chart icons.
IdentifyUse a spyglass, compass, NPC clue, or artifact pulse to learn risk and objectives.
CommitCross the event boundary, anchor nearby, pursue the target, or sail away without penalty.
AdaptWeather, factions, currents, and ship damage change the safest plan during the encounter.
ResolveClaim rewards, rescue survivors, capture a vessel, chart a location, or withdraw with partial salvage.

Omen-based event notifications

The first alert appears as one short, italicized world observation with no reward tier, objective list, or event title. A crew can identify the encounter only by using a spyglass, speaking to a lookout, reading a compass or artifact pulse, or crossing the outer investigation boundary. Identified names then appear quietly in the voyage journal rather than as a large overhead announcement.

Hidden eventOverhead omen shown to playersIdentification clue
Supply Flotsam“Gulls wheel above a trail of shattered crates.”A spyglass reveals cargo marks and one sparking powder box.
Merchant Distress“A lonely bell repeats somewhere beyond the haze.”The ship’s orange flare and damaged merchant pennant become visible at closer range.
Migration School“Silver ripples are moving against the current.”A fishing journal pulse identifies the species only after the crew follows the wake.
Pirate Scout Chase“A narrow black sail turns away the moment you spot it.”The spyglass recognizes a Saltknife flag and a messenger cage on deck.
Smuggler Convoy“Three dark sails travel together with every lantern dead.”Cargo silhouettes reveal that only one vessel carries contraband.
Wreck Salvage Race“A broken mast rises where no chart marks a shoal.”Fresh bubbles, rival sails, and torn registry colors identify a new wreck.
Squall Front“The horizon has become a wall.”A barometer, weather artifact, or lookout confirms the squall’s direction and strength.
Whirlpool Vault“Foam curls around something that refuses to sink.”The compass traces a stable spiral and reveals key-shaped debris inside it.
Pirate Fleet Battle“Cannon smoke blooms beneath more flags than you can count.”A spyglass identifies the factions, command ships, and whether either side is hostile.
Sea Beast Hunt“Broken fishing buoys drift past, bitten clean through.”Tracks, scales, and the wake profile identify the creature family without revealing its exact path.
Storm-Ray Migration“Blue shadows glide beneath the thunder.”Grounding rods hum and a research journal identifies the ray formation.
Waterspout Chain“The clouds twist themselves into a crooked road.”A lookout marks the funnels’ travel order after watching one full rotation.
Drowned Bell“A bell tolls beneath perfectly still water.”Sonar-like artifact pulses outline the submerged tower and its failing air valves.
Ghost Fleet“Green fog swallows the horizon, and your compass turns backward.”The flagship can be identified only by listening for the complete bell pattern.
Leviathan Breach“A mysterious rift opens in the sea.”Fleeing creatures, armored plates beneath the water, and a deep roar confirm the leviathan.
Black Tide“The water darkens around a beacon that should be cold.”Lighthouse beams reveal moving corruption nodes and Blacktide silhouettes.
Dead-Calm Shrine“The sails fall slack. Black pillars break the empty horizon.”A chart rubbing identifies the Abyssal Shrine only after the first seal is observed.
Atlantean Relic Convoy“Turquoise light moves beneath three sails toward a city under the sea.”A spyglass reveals Sunken Crown pennants, trident-shaped gunports, and a chained relic barge between the brigs.
Pressure Bloom“A perfect ring of bubbles widens beneath an otherwise calm sea.”Pressure gauges and floating index seals reveal the safe pulse order after one full expansion.
Blackstorm Blockade“Three black flags rise as thunder rolls inside their sails.”A lookout deciphers the Blackstorm pennants and identifies the command frigate by its crown mast.
Black-Sail Regatta“Seven dark sails race the storm front without firing a shot.”Colored lanterns reveal the pirate gate order and which racer is carrying stolen harbor medicine.
Eclipse Smuggler Procession“A line of silver lanterns goes dark one vessel at a time.”The true contraband dhow is the only silhouette with a physical wake during the eclipse shadow.
Moon-Tide Choir“Six notes answer from beneath the moonlit water.”Following the audible sequence reveals six tide bells and a seventh counterfeit current.
Spirehook Vault Raid“Cargo lanterns climb the cliffs while black sails gather below.”A spyglass reveals Spirehook flags, stolen lift keys, and Sky Vault cargo moving between the galleons.
Whitewall Squall“The horizon turns white, though no snow touches the deck.”Salt crystals strike the sails while fixed cliff beacons reveal the safe approach lanes.
Crownless Judgment Fleet“Five royal flags accuse one another across an empty court of water.”Reading the flags identifies the true Man-of-War battery order and exposes the wakeless decoy escorts.
Testimony Fog“Voices describe five different seas, but only one leaves a wake.”The compass and physical wave direction identify the truthful testimony lane after each spoken claim.
Temporary Island Rising“The seabed groans, and a coastline appears where the chart is blank.”Landing or completing a full spyglass sweep records the temporary island’s generated name.
Rift Maelstrom“The stars bend toward a violet current.”The compass reveals stable sectors after the first rift anchor completes a pulse.
Drowned Observatory Signal“A constellation flickers beneath the hull.”Triangulating three flashes adds the observatory signal to the voyage journal.
Notification rule: never display “Leviathan Breach started,” “Ghost Fleet spawned,” or another direct event name as the first overhead message. Accessibility settings may add a plain-language cue such as “Large sea disturbance detected”, but identification remains a player action and all critical danger is also communicated through sound, animation, color-safe icons, and controller vibration.

Spawn director

Tracks each crew's level, ship strength, recent events, sea band, weather, and server population. It favors unseen event families and prevents the same rare encounter from repeating immediately.

Scaling

Objectives, enemy count, ship class, and mechanic speed scale with participating crews. Rewards scale with contribution; joining late cannot steal the entire reward.

Fair warnings

Common events show signals for 20 seconds; rare events for 45 seconds; mythic events for at least 90 seconds. Dangerous weather never appears directly beneath an unprepared starter boat.

Complete event catalogue

Event and tierTrigger or warningGameplayResolution and rewards
Supply Flotsam
Common · Danger 0–1
Seabirds circle floating crates.Navigate debris, collect marked cargo, and avoid one unstable powder crate.Food, repair wood, bait, and small money bundles; no failure penalty.
Merchant Distress
Common · Danger 0–2
Orange flare and repeated bell.Repair the merchant's mast, tow them from hazards, or repel a small pirate pursuit.Crowns, merchant reputation, rotating shop discount, and rescued-passenger clues.
Migration School
Common · Danger 0–3
Bird flock and glittering surface wake.Follow a moving fish school while balancing nets, speed, and nearby predators.Large fishing haul, cooking ingredients, rare bait, and collection entries.
Pirate Scout Chase
Common · Danger 0–1
Saltknife flag appears at spyglass range.Catch the cutter before it reports the crew's location, or let it escape and prepare for reinforcements.Captured charts, starter ship parts, or a follow-up fleet encounter.
Smuggler Convoy
Uncommon · Danger 1–2
Three ships sail without lanterns near shore.Identify the contraband ship, board it without sinking civilian decoys, then choose to seize or escort it.Crowns, faction reputation, rare dealer stock, and alternative quest outcomes.
Wreck Salvage Race
Uncommon · Danger 1–3
A fresh mast breaks the surface after a storm.Compete with NPC salvagers, cut open correct compartments, and leave before the wreck rolls.Ship modules, blueprints, cargo, historical guns, and secured partial rewards on retreat.
Squall Front
Uncommon · Danger 1–3
Dark wall cloud crosses the horizon.Trim sails, steer across waves, repair lightning damage, and recover storm-exposed Riftmarks.Weather materials, sailing mastery, Thunder clues, and a temporary tailwind.
Whirlpool Vault
Rare · Danger 2–3
Spiral foam surrounds a stationary chest icon.Use sail timing to orbit inward, harpoon floating keys, then escape before the current reverses.Riftmarks, artifact materials, ship cosmetics, or loss of unsecured keys if the ship withdraws.
Pirate Fleet Battle
Rare · Danger 2–4
Multiple faction flags and cannon smoke.Choose a side or fight both, disable command ships, repel boarders, and capture a flagship objective.Faction loot, ship blueprint progress, prisoners, bounty, and fleet reputation.
Sea Beast Hunt
Rare · Danger 2–3
Large wake, broken fishing buoys, and creature call.Track the beast, target breakable armor, manage harpoon lines, and avoid damaging nearby fishing grounds.Creature materials, mastery, bait, trophies, and awakening components.
Storm-Ray Migration
Rare · Danger 2–3
Blue lights glide beneath thunderclouds.Sail between rays, ground static on ship rods, and tag the rare elder without killing it.Thunder materials, research reputation, luminous sails, and rare fish spawns.
Waterspout Chain
Rare · Danger 2–4
Rotating cloud funnels form in a visible line.Read funnel direction, use wind lanes for speed, rescue thrown cargo, and avoid mast-breaking centers.Gale materials, recovered cargo, sailing mastery, and a chance to reveal Skyreach caches.
Drowned Bell
Rare · Danger 3–4
A bell sounds from below while the sea is calm.Anchor a Diving Tender, descend to the bell tower, restore three air valves, and escape the waking ruins.Echo lore, undersea keys, diving upgrades, and Drowned Observatory coordinates.
Ghost Fleet
Mythic · Danger 3–4
Green fog, silent cannons, and reversed compass.Follow the true flagship by bell pattern, survive spectral broadsides, and board before sunrise.Ghost Carrack progress, cursed charts, Echo materials, and spectral cosmetics.
Leviathan Breach
Mythic · Danger 3–4
Ocean bulge, fleeing creatures, and deep roar.Protect the keel, break armor plates, cut entangling tentacles, and decide whether to drive it away or continue the hunt.Leviathan plates, Iron Mace awakening credit, raid materials, and legendary bait.
Black Tide
Mythic · Danger 3–4
Water darkens outward from a cursed beacon.Navigate by lighthouse beams, cleanse three moving corruption nodes, and fight Blacktide Privateers.Void materials, Citadel reputation, cursed equipment, and temporary safe routes.
Dead-Calm Shrine
Mythic · Danger 4
Wind and waves stop; distant black pillars rise.Row or use artifact movement to reach an Abyssal Shrine, solve co-op seals, then restore wind.Awakening Riftmarks, Abyssal Shrine access, legendary charts, and raid keys.
Atlantean Relic Convoy
Rare · Danger 3 · Levels 500–600
Turquoise light leads toward a Sunken Crown convoy towing a royal relic barge.Identify the barge’s true trident seal, disable two Sunken Crown Brigs without striking the relic hull, repel Nerio’s relic divers, and free the chained Atlantean guardians.Atlantean lore choices, Sunken Crown blueprint progress, Atlantis reputation, Crowns, and a chance for ancient dealer stock.
Pressure Bloom
Rare · Danger 3 · Levels 500–600
Concentric bubbles and numbered tide seals expand from a flooded Atlantean engine.Sail through outside-in pulse gaps, dive to close three tide valves, defend the tethered Diving Tender, and surface before the final vent.Pressure-resistant fittings, diving materials, Riftmarks, Atlantis temple keys, and temporary access to a submerged royal treasury.
Blackstorm Blockade
Mythic · Danger 3–4 · Levels 600–700
Blackstorm ships anchor across the Stormscar approach with chained merchant vessels between them.Decode the command flags, break the matching anchor winch, free trapped merchants, then board Ressa Gale’s command deck while avoiding announced broadsides and chain sweeps.Blackstorm reputation, storm-sail rigging, frigate plans, Crown bundles, and a guaranteed high-tier storm material.
Black-Sail Regatta
Rare · Danger 3–4 · Levels 600–700
Seven pirate ships race through wreck buoys and cannon gates ahead of a storm front.Read lantern codes, manually steer through the next gate, exchange warning shots with rival racers, rescue the medicine carrier, and choose between finishing first or escorting it to harbor.Sailing mastery, black-sail cosmetics, Stormscar reputation, medicine discounts, and bonus Riftmarks for winning without abandoning the rescue.
Eclipse Smuggler Procession
Rare · Danger 3–4 · Levels 700–800
Seven silver-lit ships extinguish their lanterns as the moon enters shadow.Track physical wakes, inspect cargo marks, board the true Moonwake Dhow, and recover monastery offerings without sinking civilian pilgrim vessels.Moonwake reputation, lunar offerings, Dhow blueprint progress, rare artifact stock clues, and Crowns.
Moon-Tide Choir
Mythic · Danger 4 · Levels 700–800
Six submerged bells create alternating silver current lanes.Match the learned bell order while sailing, send divers to silence the counterfeit seventh bell, and defend them from lunar predators inside the event channel.Lunar awakening credit, Moonfall reputation, bell-metal crafting parts, Riftmarks, and a temporary calm-current route.
Spirehook Vault Raid
Mythic · Danger 4 · Levels 800–900
A Spirehook fleet grapples the hanging docks and steals the four counterweights that secure the Sky Vault lifts.Cut grapples, defend the ropeway lifts, disable the Spirehook Galleon’s winches, defeat Captain Mara Vell, and return all four counterweights.Freehold reputation, Galleon blueprint progress, vault keys, Crowns, and white-sail cosmetics.
Whitewall Squall
Mythic · Danger 4 · Levels 800–900
A blinding salt storm rolls outward from the Freehold’s cliffs and begins crusting sails, ropes, and cargo lifts.Trim sails, follow fixed cliff beacons, clear salt buildup, and rescue stranded cargo lifts before making an optional final ascent.Salt-tempered fittings, sailing mastery, Freehold reputation, Riftmarks, and rare vault materials.
Crownless Judgment Fleet
Mythic · Danger 4 · Levels 900–1000
Five verdict flags surround a Crownless Man-of-War and four projected escorts.Read the color-coded battery order, ignore ships without wakes, vary weapon categories to prevent Royal Reversal, disable five seal buoys, and board Cael Voss.Man-of-War construction plans, Crownless reputation, royal fittings, capstone Crowns, and high-tier Riftmarks.
Testimony Fog
Mythic · Danger 4 · Levels 900–1000
Five voices describe contradictory routes through a dense but bounded fog bank.Match each claim to physical wave evidence, hold the truthful lane, destroy encounter-local false beacons, and escort lost ships out before the final testimony repeats.Riftheart lore choices, testimony seals, navigation cosmetics, Riftmarks, and a temporary final-approach shortcut that never changes the permanent map.
Temporary Island Rising
Mythic · Danger 2–4
Bird spiral, seaquake, and new land outline on charts.Race to chart the island, anchor safely, complete its modular objective, and leave before the departure warning ends.Island-specific rewards, permanent chart discovery, Riftmarks, and rare blueprints.
Rift Maelstrom
Mythic · Danger 4
Stars distort above a rotating violet current.Keep the ship inside stable compass sectors, destroy rift anchors, and board drifting arena fragments.Void/Echo materials, Rift Crown access, legendary compass parts, and raid progression.
Drowned Observatory Signal
Mythic · Danger 3–4
Constellation pattern flashes beneath the sea.Triangulate the signal, deploy the diving bell, explore the temporary undersea dungeon, and surface before it sinks deeper.Star maps, Pepperbox mechanisms, artifact lore, and high-tier diving equipment.
30-event ocean catalogue: the original 20 encounters now connect to ten authored level-500–1000 events. Each outer-chart island contributes one pirate or fleet event and one environmental, weather, diving, or navigation event; none is required for the main story.

Sea-creature encounter attacks

Creature and levelComplete attack patternWarning and counterplayEvent tier
Reefback
Health 4,000–7,000
A migratory shelled giant that rolls across the ocean surface.
Level 50
Shell Roll: armored surface charge. Tail Sweep: broad water wave. Undertow Dive: pulls loose cargo before submerging.Attack exposed fins, turn into the Tail Sweep, and secure cargo when bubbles form.Uncommon · Danger 1
Razorfin Pack
Health 7,500–12,000 shared
A coordinated school attacking swimmers and low ship rails.
Level 85
Torpedo Charge: straight underwater rush. Breach Arc: leap across the deck edge. Bait Circle: surrounds swimmers before attacking.Watch wake lines, block breaches with the rail, and leave the circle through its widening gap.Uncommon · Danger 1–2
Storm Ray
Health 18,000–28,000
An enormous electric ray drawn to thunderstorms and tall masts.
Level 230
Static Wing: charged side sweep. Lightning Dive: strikes a marked mast zone. Wind Wake: leaves a steering current.Ground static at rods, clear the mast marker, and use the wake rather than fighting the helm.Rare · Danger 2–3
Deepcoil Serpent
Health 40,000–60,000
A venomous sea serpent capable of wrapping entire sailing lanes.
Level 320
Coil Wall: blocks one sailing lane. Venom Spray: aimed deck cone. Keel Strike: flashes beneath the ship before impact. Current Shed: shakes off harpoons.Sail through the open coil side, leave the spray cone, brace the flashing hull section, and loosen lines before the shed.Rare · Danger 2–3
Leviathan
Health 180,000–260,000
An ancient armored sea titan fought through crew-scale weak points.
Level 450
Breach Slam: huge marked impact. Tail Wave: crosses the sea in two passes. Tentacle Bind: grips one ship section. Abyssal Roar: disrupts crew actions. Armor Dive: exposes plates during a turning submerge.Leave the breach shadow, jump both wave passes, cut one tentacle joint, brace during the roar, and target exposed plates rather than raw health.Mythic · Danger 3–4

Weather-event combinations

Fog + pirates

Flags appear late, cannon audio matters more, and lookout range shrinks. Fog never removes ship silhouettes at close range.

Storm + creatures

Lightning exposes underwater shapes, waves alter attack timing, and grounded rods create temporary safe zones.

Moon current + diving

Underwater routes open, air bubbles drift upward faster, and Moon-Singer or Tide awakening clues become available.

Black tide + fleet

Corruption changes cannon lanes and navigation, while cleansing beacons weakens Blacktide Privateers.

Event protection: the director will not spawn another major event within the same sector until the current one resolves. Crews may leave the boundary after a short disengage timer, and collected secured rewards are never removed by a later event failure.
13 · Narrative activities

Quests and dealer storylines

NPCs should ask the player to understand a place, not merely clear a counter. Combat remains important, but it sits inside a broader problem.

Investigation

Follow tracks, question NPCs, compare clues, inspect wrecks, or identify a disguised enemy.

World interaction

Redirect water, charge sigils, repair beacons, tune instruments, operate siege devices, or fish for evidence.

Traversal

Wind-ring routes, timed escapes, climbing, moving storms, underwater tunnels, or boat slaloms.

Choice and consequence

Select an infiltration route, protect one district, expose or recruit an NPC, and alter later dialogue or services.

Quest composition target: a major island chapter should combine at least three activity types and end with a mechanic-driven climax. Routine repeatables can use combat, fishing, delivery, or hunting—but should never define the entire island.

Island chapters and dealer quests

IslandMain chapterQuest stages and locationsDealer quest and single item
DawnportRaid on Dawnport
Captain Elara
Question warehouse workers → trace wet powder to the western Raider Landing → repair two harbor beacons → defend the southern drydock from Dock Raiders and the Raider Boatswain.Master Ren — Bell and Blade: ring training bells in the order revealed by enemy attack tells, then win a no-spam duel. Reward: Harbor Feint technique.
Whispering AtollThe Singing Current
Neris Reed
Record four shrine notes → fish the Moonlit Current for a pearl key → follow bubbles into the eastern Smuggler Grotto → calm Nerissa by replaying the reef melody.Neris Reed — A Net for Moonlight: catch three fish during separate tide states and protect their nursery. Reward: Tidehand Manual.
Ashen CrownAnvil of Thunder
Forgekeeper Brann
Recover conductors from the Gunner Yard → charge three storm sigils → redirect the caldera spillway → break Pyrehand’s forge shield by matching hammer rhythms.Rook Calder — The Last Mutineer: board his ruined pirate sloop west of Ember Mine, disable its powder traps, and return his stolen logbook. Reward: Cinder Parry technique.
Skyreach BastionThe Sixfold Current
Aero Warden Lyra
Repair the Launch Dock catapult → cross six wind rings → rescue a stranded glider above Storm Eye → duel Caelus while rotating gust bridges change the arena.Lyra — Feather Against the Gale: finish the ring route using all four approach directions. Reward: Windstep technique.
Frostveil ReachWhiteout Pilgrimage
Harbor Master Eira
Listen for three Bell Beacons → reflect the Aurora Crystal through the north pass → rescue hunters in the eastern cavern → reach Skadi’s throne using sound during zero visibility.Ysra Bell — The Blade Beneath Ice: align frozen chimes and defeat the Rime Hunter carrying the thaw key. Reward: Frostbrand.
Verdant LabyrinthThe Maze Remembers
Harbor Master Koa
Map the Old Maze → reroute the western aqueduct → choose which overgrown district receives water → follow the Living Heart route into Oro’s grove.Deckhand Noll — A Deck Without a Crew: repair his grounded pirate sloop from jungle salvage and repel former crewmates without sinking it. Reward: Vinehook Roll technique.
Blacktide CitadelBreak the Black Tide
Captain Elara / Drax
Choose the Sea Gate or western service route → steal an officer uniform → disable north and south artillery → free prisoners → confront Nocturne in the inner court.Lord Cassian — The Ransom Bell: rescue his son Lucen from the prison transport and expose the false ransom officer. Reward: Officer Saber.
Sableglass ExpanseThe City Beneath Noon
Navigator Samira
Decode the tidal clock at Caravan Camp → sand-sail through three mirage gates → rotate the north and south sun mirrors → enter the exposed Mirror City before high tide → defeat Regent Sael as telegraphed water sweeps cross a fixed palace floor.Duelist Ishan — A Shadow Without Sand: identify his real footprints through five mirage duels and strike only the true stance. Reward: Shamshir.
Ironwake RepublicThe False Launch
Forewoman Pella
Compare manifests in the Archive → inspect sabotaged hull sections → operate two cargo cranes → choose whether to save the hospital ship or evidence barge → pursue Commodore Veyra along permanent service catwalks beside the launching drydocks.Shipbreaker Toma — Seven Barrels, One Truth: recover seven numbered barrels and fire them in the order hidden in the forged manifest. Reward: Volley Gun.
Starfall SanctuaryThe Broken Constellation
Seer Ilyra
Track three meteor wakes → recover star lenses from the Fallen Field → rotate the crater orreries into one constellation → cross gravity bridges without repeating a route → confront Aster inside the opened observatory.Seer Ilyra — Cut Between Stars: connect six spatial seams without crossing a false constellation line. Reward: Rift Edge.
Temporary domainsThe Vanishing Chart
Astrid Vale
Find Astrid on a newly risen island → chart three unstable landmarks → survive a rift-bridge cycle across fixed landmasses → reach the Exit Rift before the domain’s departure warning ends.Astrid Vale — Hold the Horizon: stabilize three rifts without leaving a crewmate behind. Reward: Rift Brace technique.

Quest dealer rule

A quest dealer has exactly one permanent item. It is previewed before the quest begins, cannot rotate away, and is awarded only after the complete bespoke quest.

Money dealer rule

A money dealer carries one or two items. Regional weapons are fixed; artifact stock rotates. Prices use Crowns, with Riftmarks reserved for awakenings and endgame services.

Location storytelling

Dealer placement explains personality: wealthy patrons occupy guarded estates, poor trainers shelter on damaged pirate ships, smugglers use tunnels, and wandering traders anchor offshore.

Dynamic weather triggers

Common

Rain, fog, wind, rough sea, and thunderstorms alter visibility, boat handling, spawn tables, and fishing.

Rare

Waterspouts, red lightning, aurora storms, black tides, and moon currents reveal bosses, doors, puzzles, or rare species.

Awakening

Specific weather plus a mastered artifact and solved island puzzle opens an awakening trial rather than a purchase screen.

13A · Utility mastery

Special techniques

Special techniques are compact utility skills learned from character-driven quests. They do not replace a sword, gun, fighting style, class ability, or artifact. A player equips one technique at a home point, and its final input binding is selected during control testing so Q remains Dash.

TechniqueTeacher and locationQuest testFunction and counterplay
Harbor FeintMaster Ren · Dawnport training yardBell and BladeCancel one grounded basic-chain finisher into a fixed sidestep. It deals no damage, has visible recovery, and cannot cancel skills.
Tidehand ManualNeris Reed · Whispering Atoll villageA Net for MoonlightUnlocks the Tidehand fighting style and its current-redirection mastery track.
Cinder ParryRook Calder · wrecked pirate sloop west of Ashen CrownThe Last MutineerA narrow directional parry vents heat on success; a miss causes a long smoky recovery.
WindstepAero Warden Lyra · Skyreach Warden HallFeather Against the GaleSpend 20 Energy for one sharper midair direction change. It has no invulnerability and cannot be chained with itself, though normal Air Jumps remain available while Energy lasts.
Vinehook RollDeckhand Noll · grounded sloop at Verdant dockA Deck Without a CrewHook approved vegetation or ship rails and roll around the anchor. Opponents see the tether and can cut it.
Rift BraceAstrid Vale · temporary islandsHold the HorizonAnchor yourself and one nearby ally against a single environmental pull, rift-bridge pulse, or leviathan roar. It does not block damage.
Harpoon RecoverySaltcoat Mira · wandering salvage raftThe Line Comes HomeRecover one missed harpoon or grapnel from terrain and refund part of its reload, but only after following the visible rope.
AuraWarden Mako · Frostveil hot-spring campHold the Bell LineIgnite a visible body aura for 8 seconds, initially increasing damage dealt by 5% and reducing eligible incoming damage by 5%. Base cooldown: 50 seconds. It does not reduce true, drowning, fall, environmental, or scripted raid damage; matching buffs use the strongest value instead of stacking.
InstinctListener Nami · Sableglass windless wellThe Attack Before It MovesOpen a 6-second prediction window. One eligible aimed basic attack or narrow technique triggers a short automatic sidestep and consumes an Instinct charge; base charge recovery is 60 seconds. A blue eye-flash shows that Instinct is armed, allowing opponents to bait it. Grabs, wide areas, ultimates, boss wipe mechanics, hazards, and attacks already hitting the player cannot be avoided.
Flash StepRiftwalker Kestrel · Starfall Fallen FieldOne Step Beyond the StarAfter a 0.35-second tell, teleport to a manually aimed, line-of-sight point up to 36 studs away. Base cooldown: 45 seconds. It leaves a bright departure-to-arrival seam and has landing recovery; it cannot pass through walls, enter restricted spaces, cancel hit-stun, or cancel another move.

Technique EXP and proficiency

Every unlocked special technique has its own Technique EXP bar. Only the equipped technique earns EXP, and it improves through successful uses that match its intended skill—not by activating it repeatedly in a safe zone. Technique proficiency is separate from player level, weapon mastery, fighting-style mastery, and artifact mastery.

RankTotal Technique EXPProgression purposeUI feedback
I · Initiate0Quest unlock and complete base function.Bronze technique crest and visible next-rank requirements.
II · Practiced250Small reliability improvement such as a capped lower Energy cost or recovery.One filled crest point.
III · Adept750First meaningful breakpoint: improved range, duration, charge count, or utility.Silver crest and an upgraded activation effect.
IV · Expert1,500Further cooldown or efficiency improvement without removing counterplay.Three filled crest points.
V · Master3,000Final capped version; no infinite levels or prestige damage scaling.Gold crest, mastery title, and technique-specific cosmetic trail.

Flash Step, Aura, and Instinct growth

TechniqueRank IRank IIIRank V capHow valid EXP is earned
Flash Step36-stud range · 45s cooldown · 0.35s startup45-stud range · 40s cooldown · 0.30s startup55-stud range · 35s cooldown · 0.25s startupTeleport out of a telegraphed hazard, across a valid combat angle, or to a marked traversal objective. Repeating between two safe points gives no EXP.
Aura8s duration · +5% damage · −5% eligible damage · 50s cooldown10s duration · +7% damage · −7% eligible damage · 48s cooldown12s duration · +10% damage · −10% eligible damage · 45s cooldownLand varied aimed attacks and correctly mitigate telegraphed hits while Aura is active. Weak self-damage, friendly attacks, and repeated hits on one harmless target give no EXP.
Instinct6s window · 1 charge · 60s charge recovery8s window · 2 charges · 55s charge recovery10s window · 2 charges · 50s charge recoveryPerform manual perfect dashes while Instinct is equipped or consume a charge against a distinct eligible attack. Repeatedly baiting the same friendly or low-risk attack gives no EXP.

Growth for existing techniques

TechniqueProficiency improvementValid training action
Harbor FeintLower Energy cost and shorter landing recovery; sidestep distance never exceeds its readable lane.Feint a committed attack and punish from a new angle without repeating the same basic chain.
Cinder ParrySlightly lower successful-parry recovery and heat cost; the timing window does not become automatic.Parry distinct telegraphed attacks from different directions.
WindstepLower Energy cost and greater momentum preservation; still grants no invulnerability.Change direction through aerial routes or avoid an announced airborne lane.
Vinehook RollLonger approved anchor range and faster release recovery; the visible tether remains cuttable.Use different anchors in combat, rescue, or traversal routes.
Rift BraceWider ally-link range and longer environmental resistance; it never reduces direct damage.Protect an ally from distinct pulls, bridge pulses, roars, or current events.
Harpoon RecoveryHigher reload refund and faster rope retrieval, capped below a free instant reload.Retrieve genuinely missed shots during hunts, wreck events, or traversal.
Tidehand ManualUses Tidehand fighting-style mastery instead of Technique EXP to avoid two overlapping progression bars.Train the Tidehand moveset through its normal mastery actions.

Server validation

EXP is granted only after the server confirms a real hazard, enemy attack, traversal objective, or ally save. Safe-zone activation, macro loops, private alt accounts, and repeated friendly hits provide nothing.

Diminishing repetition

The same enemy attack or environmental trigger awards full EXP once, reduced EXP on the second valid repetition, and none until the player varies the training action.

Fair progression

Technique EXP cannot be purchased, multiplied by a gamepass, or transferred. Ranks improve reliability and capped utility rather than producing unlimited damage scaling.

Technique balance: one equipped technique, one shared technique cooldown category, no direct stat scaling, no paid exclusivity, and no technique can erase aiming, manual dashing, navigation, or puzzle execution. In PvP, Aura’s damage and mitigation bonuses are capped at 8%, Instinct can always be baited and cannot evade wide attacks, and Flash Step always shows its arrival seam.
14 · Combatants

Enemies and bosses

Dawnport teaches combat with three standard enemies and one elite, but intentionally has no boss. Every later region has three standard enemies, one elite, and one boss. Whispering Atoll through Skyreach use single-phase bosses; Frostveil is the first multi-phase encounter. All enemies use avatar-scale Roblox rigs with complete R15-style limbs, fitted equipment, ground-correct placement, visible attack animations, and readable anticipation poses.

Encounter total: 84 character combatants across fifteen authored regions, optional domain encounters, and five roaming pirate captains, including 15 island or domain bosses; plus 16 hostile ships and 25 sea creatures. Every named enemy, creature species, captain, and hostile ship has one fixed level; every ship has explicit hull health. Surface-creature attacks appear on the Sea Events page; the 20-creature depth roster is linked as Undersea Creatures 11C.
Fixed-level and health rules: a named hostile type never rolls a different level—every Dock Raider is level 2, every Rift Cartographer is level 552, and so on. Health ranges shown in this design document are balance-tuning windows, not random runtime rolls; production selects one shared base-health value per type. Standard enemies then gain 18% health per additional eligible player, elites gain 30%, bosses gain 55%, sea creatures gain 30% per participating crew, and hostile ships gain 35% per additional participating vessel. Scaling is capped and never changes level or restores lost health when another participant joins.

Pirates encountered across the seas

Pirate factionPirates and officers encounteredTypical shipsWhere their full attacks appear
Saltknife RaidersDock Raider (Lv 2), Powder Runner (Lv 5), Pier Lookout (Lv 8), Raider Boatswain (Lv 11)Scout Cutter and Raider SloopDawnport enemy table below; hostile ship attacks in Ships 11A
Blackpowder FleetCinder Corsair (Lv 32), Forge Saboteur (Lv 36), Ash Gunner (Lv 41), Magma Enforcer (Lv 46)Brigantine and Bomb KetchAshen Crown enemy table; fleet attacks in Ships 11A
Sky CorsairsGale Sentinel (Lv 53), Wind Lancer (Lv 58), Cloud Marksman (Lv 64), Tempest Warden (Lv 70)Wind Cutter and captured SloopSkyreach enemy table; Wind Cutter attacks in Ships 11A
Frostwake ClanRime Hunter (Lv 80), Snowbound Scout (Lv 90), Aurora Arcanist (Lv 102), Glacier Knight (Lv 118)Armored LongshipFrostveil enemy table; Longship attacks in Ships 11A
Greenwake SmugglersVine Runner (Lv 151), Spore Alchemist (Lv 168), hired Rootbound Warden (Lv 138), Thorn Colossus (Lv 192)Fishing Smack and Smuggler BrigVerdant enemy table; Smuggler Brig attacks in Ships 11A
Blacktide PrivateersBlacktide Soldier (Lv 220), Shade Musketeer (Lv 240), Curse Binder (Lv 265), Blacktide Officer (Lv 295)Frigate and War GalleonBlacktide enemy table; both ship kits in Ships 11A
Sableglass FreebladesDune Corsair (Lv 328), Mirage Sniper (Lv 342), Ruin Scribe (Lv 358), Glassback Champion (Lv 372)Sand skiffs and captured frigatesSableglass enemy table; ships use existing frigate patterns
Sunken Crown CorsairsCoral Sentinel (Lv 520), Tidecaller (Lv 545), Gate Warden (Lv 590), Captain Nerio Vane (Lv 580)Sunken Crown Brig and stolen Diving TenderAtlantis enemy table; captain and ship attacks in Pirates/Ships 11A–11B
Blackstorm FleetStormscar Deckhand (Lv 620), Powder Corsair (Lv 645), Tempest Harpooner (Lv 670), Dominion First Mate (Lv 690), Admiral Ressa Gale (Lv 690)Blackstorm Frigate and armored CutterStormscar enemy table; captain and ship attacks in Pirates/Ships 11A–11B
Moonwake CorsairsLunar Disciple (Lv 720), Eclipse Archer (Lv 745), Moonblade Prior (Lv 790), Captain Orin Vale (Lv 790)Moonwake Dhow and smuggling SloopMoonfall enemy table; captain and ship attacks in Pirates/Ships 11A–11B
Spirehook BrotherhoodSaltblade Raider (Lv 820), Ropeway Gunner (Lv 845), Saltwind Smuggler (Lv 870), Freehold Champion (Lv 890), Captain Mara Vell (Lv 890)Spirehook Galleon and cargo CutterSaltspire Freehold enemy table; captain and ship attacks in Pirates/Ships 11A–11B
Crownless ArmadaChrono Corsair (Lv 945), Void Artillerist (Lv 970), Crown Executor (Lv 990), Captain Cael Voss (Lv 990)Crownless Man-of-War and judgment FrigateRiftheart enemy table; captain and ship attacks in Pirates/Ships 11A–11B
Rift MaraudersWreckborn Reaver (Lv 518), Rift Cartographer (Lv 552), Abyss Diver (Lv 590), Leviathan Cultist (Lv 635)Ghost Carrack, Rift-Fused Wreck, Drowned FlagshipUncharted enemy table; supernatural ship attacks in Ships 11A

Hostile and ghost ships encountered

Ships are enemy encounters with targetable hull sections, weapons, sails, officers, and boarding crews. This index shows where they appear; their complete attack patterns, weaknesses, and capture rules are listed in the dedicated Ships subsection.

Enemy shipFaction or natureSignature threatsLikely crewEncounter zone
Saltknife Scout Cutter
Hull health 2,800
A light pirate scout built for pursuit, warning shots, and sail damage.
Level 15
Saltknife RaidersChain chaser and hook passPier Lookouts and Dock RaidersCoastal Waters · Danger 0–1
Saltknife Raider Sloop
Hull health 5,200
A fast boarding sloop using hooks, smoke, and alternating cannon fire.
Level 40
Saltknife RaidersCrossfire turn and boarding hooksDock Raiders led by a BoatswainRestless Expanse · Danger 1
Blackpowder Bomb Ketch
Hull health 10,000
An explosive mortar vessel with a dangerously exposed powder magazine.
Level 120
Blackpowder FleetMortar arcs, fire rafts, explosive magazineAsh Gunners and Forge SaboteursAshen routes · Danger 2–3
Sky Corsair Wind Cutter
Hull health 8,500
A wind-rigged raider deploying glider boarders from above.
Level 140
Sky CorsairsGust strafe and glider boardingWind Lancers and Cloud MarksmenSkyreach air-sea routes · Danger 2
Frostwake Longship
Hull health 12,000
An armored icebreaker designed for ramming and shield boarding.
Level 220
Frostwake ClanIcebreaker ram and frost harpoonSnowbound Scouts and Rime HuntersFrostveil channels · Danger 2–3
Greenwake Smuggler Brig
Hull health 14,500
A camouflaged shallow-draft brig hiding traps among its cargo.
Level 285
Greenwake SmugglersSpore smoke, rudder vines, trapped cargoVine Runners and Spore AlchemistsVerdant mangroves · Danger 2
Blacktide Frigate
Hull health 22,000
A disciplined warship fighting in coordinated cannon formations.
Level 345
Blacktide PrivateersFormation broadside and artillery marksSoldiers, Musketeers, one OfficerCitadel blockade · Danger 3
Blacktide War Galleon
Hull health 38,000
A fortress-like galleon carrying regiments and multiple gun decks.
Level 415
Blacktide PrivateersSiege salvo and regiment boardingTwo officer-led Blacktide squadsAbyssal Reach · Danger 3–4
Bellkeeper Ghost Carrack
Hull health 30,000
A spectral carrack revealed by the rhythm of its fog bell.
Level 440
Spectral ghost fleetFalse silhouettes, phase drift, spectral cannon fireWreckborn Reavers and ghost gunnersFog events · Danger 3–4
Rift-Fused Wreck
Hull health 70,000
Several shattered ships fused around unstable rift anchors.
Level 560
Unstable anomaly shipRift skip, decoy hulls, portal boardersRift Cartographers and ReaversUncharted Void · Danger 4
Sunken Crown Brig
Hull health 82,000
A turquoise-sailed Atlantean raider fitted with pressure chambers, coral armor, and trident cannons.
Level 580
Sunken Crown CorsairsTemple broadside, tide mines, relic-theft skiffCoral Sentinels, Tidecallers, Nerio VaneAtlantis waters · Danger 3
Blackstorm Frigate
Hull health 115,000
An armored pirate flagship carrying black storm sails, chained anchors, and thunder-powder batteries.
Level 690
Blackstorm FleetFlagline crossfire, thunder broadside, anchor dragDeckhands, Powder Corsairs, Ressa GaleStormscar approaches · Danger 3–4
Moonwake Dhow
Hull health 145,000
A crescent-rigged smuggling vessel whose lunar mirrors disguise its firing rhythm.
Level 790
Moonwake CorsairsLantern volley, mirror sails, crescent boarding passLunar Disciples, Eclipse Archers, Orin ValeMoonfall channels · Danger 4
Spirehook Galleon
Hull health 205,000
A white-plated cliff-raider ship carrying grappling winches, cargo lifts, and hanging boarding skiffs.
Level 890
Spirehook BrotherhoodSkyhook grapples, Whitewall ram, cargo-crane dropsRopeway Gunners, Freehold Champions, Captain Mara VellSaltspire cliff waters · Danger 4
Crownless Man-of-War
Hull health 280,000
A five-deck royal warship enforcing contradictory verdicts through color-coded batteries.
Level 990
Crownless ArmadaFive verdict batteries, false escorts, seal buoysChrono Corsairs, Void Artillerists, Cael VossRiftheart outer court · Danger 4
Drowned Flagship
Hull health 180,000
The Navigator’s flooded raid vessel and mobile chart fortress.
Level 675
Navigator's raid vesselDead currents, ghost broadside, map ruptureReavers, Cultists, and the drowned command crewDomain raid · Danger 4

Dawnport · Levels 1–12

EnemyComplete attacksCounterplayStatus
Dock Raider
Health 120–180
A rough dockside cutlass fighter dressed in stolen harbor gear.
Standard cutlass unit · Level 2
Deckhand Chain: three cuts with knockback on the last. Harbor Rush: straight committed lunge. Sand Kick: short cone that briefly slows turning.Side-dash Harbor Rush, punish the third cut, or stay outside the Sand Kick cone.Built · 4 placed
Powder Runner
Health 150–220
A nervous saboteur carrying fuse bottles and loose black powder.
Standard disruptor · Level 5
Fuse Bottle: tosses a flashing timed explosive. Powder Trail: lays a line ignited after a shouted warning. Panic Kick: quick shove when cornered.Read the fuse, force the Runner across its own powder, then punish the weak kick recovery.Planned
Pier Lookout
Health 180–260
A rooftop flintlock sentry who retreats whenever the chamber is empty.
Standard gunner · Level 8
Flint Shot: aimed single round preceded by a muzzle glint. Backstep Reload: retreats while reloading. Buttstock Swing: close-range knockback.Use dock cover, close distance during reload, and dodge toward—not away from—the backstep.Planned
Raider Boatswain
Health 650–900
A broad-shouldered crew leader who rallies nearby raiders.
Elite commander · Level 11
Boarding Hook: narrow hook pull. Broadside Cleave: wide cutlass sweep. Rally Whistle: speeds nearby Raiders until interrupted. Deck Brace: frontal guard followed by a shove.Break line of sight on the hook, interrupt Rally Whistle, and attack behind Deck Brace.Elite

Whispering Atoll · Levels 12–30

EnemyComplete attacksCounterplayStatus
Reef Stalker
Health 300–420
An amphibious trident hunter camouflaged in living coral.
Standard spear unit · Level 14
Trident Jab: two long thrusts. Tide Skim: sideways water dash. Coral Snare: delayed ring placed under the player's last position.Change direction after the ring appears and punish the second jab or Tide Skim landing.Built · 5 placed
Tide Smuggler
Health 360–500
A quick knife fighter using nets and smoke to control space.
Standard skirmisher · Level 18
Twin-Knife Flurry: short four-hit sequence. Smoke Flask: obscures a small area without hiding silhouettes. Weighted Net: aimed arc that reduces dash distance.Leave the smoke sideways, cut or shoot the airborne net, and punish the final knife spin.Planned
Coral Adept
Health 420–600
A reef mystic who shields and heals nearby allies.
Standard support caster · Level 22
Bubble Lance: slow piercing orb. Reef Ward: breakable shield on one ally. Healing Foam: visible pool that restores enemies standing inside.Redirect the orb into the Ward, destroy the foam source, or displace enemies out of healing.Planned
Pearl Guardian
Health 1,400–1,800
An armored sentinel grown around a luminous pearl core.
Elite defender · Level 27
Shell Bash: armored charge. Pearl Beam: rotating narrow ray. Tidal Counter: brief reflective stance. Reef Quake: three expanding coral lines.Bait the bash into reef pillars, stop firing during Tidal Counter, and jump or dash across one Quake line at a time.Elite
Moon-Singer Nerissa
Health 8,000
A moonpool singer defending the reef through sound and tide.
Single-phase island boss · Level 30
Single phase — Sonic Arc: curved sound blade; Tidal Note: delayed water column; Reef Spires: ordered coral eruptions; Siren Dive: three visible swim paths; Final Chorus: sound rings timed to the island melody. Her attack pool expands gradually without a transformation, health reset, or second phase.Follow the musical beat, use spires as cover from Sonic Arc, track the visible dive path, and stand in the quiet gap between Final Chorus rings.Early boss

Ashen Crown · Levels 30–50

EnemyComplete attacksCounterplayStatus
Cinder Corsair
Health 700–900
A heat-scarred pirate wielding a forge-hot cutlass.
Standard heavy unit · Level 32
Scorch Cut: slow heated cutlass swing. Ember Flask: small lingering fire patch. Guard Crusher: overhead armor-breaking strike.Back away from the flask, sidestep Guard Crusher, and punish while the blade cools.Built · 6 placed
Forge Saboteur
Health 800–1,050
An industrial trapper armed with rivets, chains, and steam.
Standard trapper · Level 36
Bomb Rivet: sticks a flashing charge to terrain. Chain Snare: straight tether with limited range. Furnace Vent: opens a cone of hot steam.Shoot rivets before detonation, break the chain by moving behind cover, and circle around the vent cone.Planned
Ash Gunner
Health 850–1,100
A soot-covered musketeer firing from behind forge machinery.
Standard marksman · Level 41
Musket Shot: long-range round with a bright aim glint. Bayonet Rush: linear close-range thrust. Cinder Round: slower shot that leaves a brief hot spot.Move between cover during aim, sidestep Bayonet Rush, and force reloads before attacking.Planned
Magma Enforcer
Health 2,800–3,600
A plated hammer brute powered by a portable furnace.
Elite bruiser · Level 46
Hammerfall: circular ground smash. Lava Line: straight molten fracture. Iron Guard: frontal armor stance. Furnace Spin: moving hammer sweep that slows at each turn.Jump the line, strike from behind Iron Guard, and change direction as Furnace Spin decelerates.Elite
Admiral Pyrehand
Health 16,000
A ruthless forge admiral commanding fire, lightning, and cannon lanes.
Single-phase island boss · Level 50
Single phase — Molten Saber: delayed flaming combo; Cannon Mark: tracks a circle before locking; Forge Chain: pulls toward a furnace vent; Caldera Ring: alternating safe inner and outer zones; Stormbrand: lightning follows metal floor strips; Pyre Fleet: cannon volleys cross the forge. Attacks enter the rotation gradually, without a transformation or health reset.Watch blade heat, break the chain anchor, read inner/outer ring order, and avoid metal strips during Stormbrand.Early boss

Skyreach Bastion · Levels 50–75

EnemyComplete attacksCounterplayStatus
Gale Sentinel
Health 1,200–1,500
A disciplined glaive guard rooted against violent winds.
Standard glaive unit · Level 53
Glaive Sweep: long horizontal arc. Wind Step: fixed sideways reposition. Rising Current: delayed upward launch.Duck inside the glaive's far edge, track the fixed Wind Step, and leave the launch circle before it erupts.Built · 5 placed
Wind Lancer
Health 1,300–1,650
An airborne spearman who commits to high-speed diving lanes.
Standard aerial unit · Level 58
Dive Spear: commits to a marked landing point. Air Brake: stops mid-flight and reverses once. Gust Thrust: narrow wind projectile.Delay the dodge until after Air Brake and punish the landing recovery from Dive Spear.Planned
Cloud Marksman
Health 1,450–1,800
A mobile archer hopping between exposed sky platforms.
Standard ranged unit · Level 64
Wind Arrow: fast aimed shot. Fan Volley: five arrows with visible gaps. Perch Shift: grapples to one of several marked platforms.Move through the Volley gap, use pillars against Wind Arrow, and aim at the announced destination platform.Planned
Tempest Warden
Health 4,500–5,500
A storm-armored controller who bends projectiles and air pressure.
Elite controller · Level 70
Cyclone Guard: redirects light projectiles. Thunder Glaive: charged line slam. Sky Hook: pulls airborne targets down. Pressure Drop: briefly alters jump height in a marked zone.Use heavy or melee attacks through Cyclone Guard, leave the line, and stay grounded when the hook glows.Elite
Storm Regent Caelus
Health 30,000
A regal wind duelist commanding the Bastion’s rotating storm eye.
Single-phase island boss · Level 75
Single phase — Compass Cleave: strikes two announced directions; Storm Javelin: pins a wind lane; Crosswind Paths: moving gust corridors; Ring Collapse: closes traversal rings in sequence; Lightning Perch: electrifies one platform; Eye of the Storm: rotating calm wedge inside a cyclone. The arena escalates continuously without a separate phase.Read compass calls, use Javelin lanes for speed, rotate with the calm wedge, and never camp one platform.Early boss

Frostveil Reach · Levels 75–130

EnemyComplete attacksCounterplayStatus
Rime Hunter
Health 2,000–2,500
A quiet tracker using frost bolts, traps, and delayed lunges.
Standard tracker · Level 80
Frost Bolt: aimed slow projectile. Ice Trap: visible rune hidden slightly by snow. Delayed Lunge: pauses, then thrusts toward the locked direction.Watch footprints during blizzards, change direction after the pause, and bait the Hunter across its trap.Planned
Snowbound Scout
Health 2,300–3,000
A fast hatchet skirmisher revealed by tracks in the snow.
Standard skirmisher · Level 90
Hatchet Pair: two alternating throws. Snow Dash: visible powder trail ending in a slash. Flare Mark: signals nearby enemies to focus one location.Dodge between hatchets, fire into the dash trail, and break line of sight when marked.Planned
Aurora Arcanist
Health 2,800–3,600
A prism mage bending light through ice and aurora walls.
Standard caster · Level 102
Prism Ray: refracts once from an ice crystal. Mirror Shards: three slow orbiting projectiles. Aurora Veil: creates a translucent wall that bends aim.Read the reflected ray angle, destroy orbiting shards, and reposition rather than shooting through the Veil.Planned
Glacier Knight
Health 8,500–10,500
A shielded mace knight encased in layered permafrost armor.
Elite defender · Level 118
Shield Charge: steerable only during startup. Ice Mace: two crushing swings. Permafrost Guard: frontal block with a break meter. Glacier Wall: raises breakable cover.Change direction after Charge locks, attack the rear, or use the wall to block other enemies.Elite
Whitefang Jarl Skadi
Health 60,000 · Phase II at 55%
A frost-clan jarl who hunts through whiteout and avalanche.
Island boss · Level 130
Phase I — Frost-Axe Arc: returning crescent; Hunter's Step: follows visible footprints; Whiteout Call: reduces sight while bells reveal direction. Phase II — Avalanche Lanes: snow surges down announced paths; Aurora Spear: refracts through crystals; Frozen Throne: shield phase broken by redirected light.Listen for bells, avoid both passes of the axe, stand off avalanche paths, and rotate crystals toward the throne.Boss

Verdant Labyrinth · Levels 130–210

EnemyComplete attacksCounterplayStatus
Rootbound Warden
Health 4,000–5,000
A living-wood defender controlling narrow maze corridors.
Standard defender · Level 138
Vine Lash: long sweep around one side. Root Shield: directional living guard. Lane Growth: roots appear along a maze corridor.Move opposite the lash, burn or break the shield, and use side passages before roots mature.Planned
Vine Runner
Health 4,500–5,800
A canopy ambusher vaulting from walls and overhead branches.
Standard ambusher · Level 151
Wall Vault: leaps from a marked wall. Thorn Dart: three-shot burst. Canopy Pounce: shadow appears before the landing strike.Track wall scratches, strafe the darts, and dodge only when the pounce shadow stops moving.Planned
Spore Alchemist
Health 5,500–7,000
A masked herbalist spreading mines, pollen, and fungal clouds.
Standard controller · Level 168
Spore Flask: creates a coughing zone. Fungal Mine: sprouts after being stepped near. Pollen Jet: sustained cone that slowly follows aim.Leave flask zones, shoot mines before approaching, and circle faster than Pollen Jet can turn.Planned
Thorn Colossus
Health 16,000–20,000
A massive R15 golem plated in breakable bark and briars.
Elite R15 golem · Level 192
Briar Charge: smashes through some maze walls. Root Slam: branching ground lines. Bark Armor: breakable plates cover rotating body zones. Thorn Burst: fires after all plates are broken.Bait paths through blocked shortcuts, attack exposed plate rotations, then take cover for Thorn Burst.Elite
Heartkeeper Oro
Health 120,000 · Phase II at 50%
The ancient keeper whose roots command the living labyrinth.
Island boss · Level 210
Phase I — Rootstaff Sweep: branching melee arc; Seed Prison: breakable cage; Aqueduct Surge: water follows player-adjusted channels. Phase II — Maze Memory: glowing root lanes preview one ordered eruption while every wall remains fixed; Heart Pulse: concentric root rings; Worldtree Judgment: falling branches target cracked floor markings without removing tiles.Redirect aqueducts into roots, break allies from prisons, memorize the root-lane order, and move off cracked markings before Judgment.Boss

Blacktide Citadel · Levels 210–320

EnemyComplete attacksCounterplayStatus
Blacktide Soldier
Health 8,000–10,000
A disciplined shield infantryman strongest while in formation.
Standard formation unit · Level 220
Oathblade Chain: three disciplined cuts. Shield Check: short interrupt. Formation Step: moves beside the nearest ally and raises guard.Separate the squad, punish the third cut, and attack the unshielded side of the formation.Planned
Shade Musketeer
Health 9,000–12,000
A cursed marksman using false flashes and spectral follow-up strikes.
Standard ranged unit · Level 240
Shadow Shot: delayed round with a false muzzle flash. Smoke Relocate: moves to one visible shadow marker. Bayonet Echo: thrust followed by a delayed spectral repeat.React to the real barrel glint, aim at destination markers, and dodge the echoed thrust separately.Planned
Curse Binder
Health 11,000–14,000
A rune caster transferring damage through visible hex links.
Standard caster · Level 265
Hex Bolt: slow homing orb destroyed by damage. Binding Rune: floor sigil that restricts jumping. Debt Transfer: channels damage from one marked ally into the Binder.Shoot Hex Bolt, leave the rune on foot, and interrupt Debt Transfer before attacking its ally.Planned
Blacktide Officer
Health 32,000–40,000
A saber commander directing volleys, artillery, and rallies.
Elite commander · Level 295
Command Volley: orders a three-lane musket attack. Saber Punish: counter stance. Artillery Flare: marks a delayed impact circle. Rally Formation: gives nearby units temporary stagger resistance.Move through volley gaps, stop attacking the counter, destroy the flare, and interrupt the rally.Elite
Admiral Nocturne
Health 260,000 · Phase II at 45%
The citadel admiral wielding rifts, cursed tides, and siege towers.
Island boss · Level 320
Phase I — Void Cut: slash exits from a marked rift; Black Tide: sweeping cursed wave; Cannon Eclipse: darkens floor telegraphs but leaves sound cues. Phase II — Tower Orders: activates one siege tower at a time; Cursed Anchor: tethers players to breakable anchors; Nightfall Domain: rotating lighthouse beam reveals safe space.Watch rift exits, jump Black Tide, follow cannon sound, destroy tether anchors, and remain inside the lighthouse beam during Nightfall.Boss

Sableglass Expanse · Levels 320–380

EnemyComplete attacksCounterplayStatus
Dune Corsair
Health 14,000–18,000
A sand-sailing scimitar fighter who rides fixed wind lanes.
Standard scimitar unit · Level 328
Sandwake Cut: curved slash leaves a short visible wake. Sailstep: rides one fixed wind lane. Sun Glint: blade flash announces a delayed thrust.Cross the wake after it settles, aim at the Sailstep destination, and dash only after the glint contracts.Planned
Mirage Sniper
Health 16,000–21,000
A long-range jezail shooter concealed by heat distortion.
Standard jezail marksman · Level 342
Heatline Shot: bullet follows a shimmering aim line. False Muzzle: two decoy flashes precede the real shot. Dune Burrow: relocates along a visible sand trail.Follow the solid aim line, count past the two false flashes, and fire into the end of the moving trail.Planned
Ruin Scribe
Health 20,000–26,000
A glyph scholar controlling reflections and sunlit runes without changing the underlying ruins.
Standard glyph controller · Level 358
Mirror Stroke: draws a short-lived reflective panel facing one direction. Buried Word: marks a rune that erupts after sunlight reaches it. Fading Path: paints one fixed walkway as hazardous before a final pulse; the walkway never disappears.Attack the unmirrored side, block the rune’s light with debris, and leave the painted walkway before its final pulse.Planned
Glassback Champion
Health 55,000–70,000
An elite duelist protected by rotating glass armor.
Elite armored duelist · Level 372
Prism Guard: rotating glass plate blocks one angle. Shatter Rush: committed shoulder charge sheds damaging fragments. Sunwheel: four ordered blade lanes. Recast Armor: rebuilds one plate unless interrupted at a mirror.Rotate around the plate, avoid the fragment wake, read the four-lane order, and turn a sun mirror onto the recast.Elite
Glass Regent Sael
Health 420,000 · Phase II at 50%
A mirror-court ruler controlling sunlight, canals, and the returning sea.
Island boss · Level 380
Phase I — Mirage Court: one real Regent casts a shadow; Solar Saber: delayed reflected cleaves; Tide Decree: marks fixed canal lanes before they flood. Phase II — Palace Refraction: short-lived mirror panels redirect attacks; Noonfall: rotating shade wedges become safe zones; Returning Sea: shallow water sweeps through announced lanes across the unchanged palace floor.Identify the shadow, trace reflected cleaves, leave marked canals, rotate mirror panels away from the court, and cross behind each returning-tide sweep.Boss

Ironwake Republic · Levels 380–440

EnemyComplete attacksCounterplayStatus
Rivet Guard
Health 22,000–28,000
A shipyard shield officer trained to lock down rail crossings.
Standard shield unit · Level 388
Rivet Baton: two short strikes and a delayed third. Brace Plate: locks a shield toward the reticle. Whistle Gate: closes one announced rail crossing.Punish the delayed third strike, attack around the locked shield, and cross before the gate’s second whistle.Planned
Chainshot Deckhand
Health 25,000–32,000
A boarding gunner who turns ropes and cargo into hazards.
Standard ranged controller · Level 402
Chain Ball: paired projectile creates a rope lane. Capstan Pull: reels a hooked prop, not players, across the floor. Quick Ram: short bayonet lunge.Jump or cut the rope lane, use the moving prop as cover, and sidestep the linear ram.Planned
Gearwright
Health 30,000–38,000
A combat mechanic deploying mines, cranes, and repair drones.
Standard mechanic · Level 418
Winder Mine: loudly winds before rolling forward. Crane Mark: moves a suspended load over a painted lane. Repair Drone: travels visibly toward one damaged ally.Kick the mine into cover, leave the painted crane lane, and intercept the fragile drone.Planned
Dreadnought Marshal
Health 80,000–100,000
A hammer commander coordinating guards and launch-yard weapon signals.
Elite formation leader · Level 432
Deck Hammer: three directional shock lanes. Launch Order: warning lamps count down hauling chains that sweep three fixed lanes while the dock remains stationary. Iron Muster: calls two shielded Guards. Pressure Valve: vents steam through breakable pipes.Stand between shock lanes, cross behind each chain sweep, separate the Guards, and break the glowing valve before steam fills the deck.Elite
Commodore Veyra
Health 600,000 · Phase II at 65%
The Republic commodore coordinating the fixed weapon systems of a sealed command drydock.
Two-phase island boss · Level 440
Phase I — Command Drydock: Manifest Volley: numbered cannons fire in document order; Crane Pursuit: one suspended load follows painted rail nodes inside the encounter channel; Command Riposte: visible counter stance. Phase II — False Launch: Twin Hull Signals: two projected hull silhouettes mark danger lanes, while repaired-seam lights reveal the safe lane; Republic Broadside: fixed cannon shutters fire in sequence; Railfire Formation: cannon carts cross three announced tracks and can collide; Sever Moorings: cut chains whip across marked floor lanes; Boiler Redline: numbered valves vent expanding steam lanes. Below 30% health, Phase II adds Final Broadside: a directional recoil shockwave while two loading cranes become aimable into Veyra’s armor; this is an intensity change, not a third phase.Read the recovered manifest, move ahead of the painted crane nodes, and stop attacking the riposte. In Phase II, follow repaired-seam lights, crash cannon carts with track switches, cross behind chain sweeps, and vent boilers in number order. Below 30%, jump or brace through the recoil and turn both loading cranes toward Veyra for the final punish window.Two-phase boss

Starfall Sanctuary · Levels 440–500

EnemyComplete attacksCounterplayStatus
Crater Sentinel
Health 34,000–43,000
A meteor-armored polearm guard adapted to shifting gravity.
Standard polearm unit · Level 448
Meteor Sweep: polearm arc drops one delayed fragment. Low-Gravity Leap: long visible jump path. Crater Brace: anchors against knockback while facing one direction.Avoid the delayed fragment, aim at the landing star, and attack behind the directional brace.Planned
Comet Lancer
Health 38,000–48,000
A luminous aerial hunter tracing explosive comet paths.
Standard mobile hunter · Level 462
Comet Pass: straight aerial thrust leaves a bright trail. Orbit Turn: circles one marked point before striking. Tail Burst: trail explodes from end to start.Step perpendicular to the pass, move inside the orbit, and cross the trail before the end-to-start burst reaches you.Planned
Orbit Weaver
Health 45,000–58,000
A gravity caster placing mass knots and directional fields over fixed walkways.
Standard gravity caster · Level 478
Mass Knot: places a visible pull point. Satellite Shards: three rocks orbit before firing tangentially. Bridge Current: paints one stationary walkway with a brief sideways-pull arrow.Leave the knot early, read shard tangents rather than the caster, and move against the walkway arrow until the short field expires.Planned
Eclipse Knight
Health 115,000–145,000
An astral defender whose shield changes with light and shadow.
Elite astral defender · Level 492
Umbra Shield: blocks attacks from the dark side. Corona Ring: expanding light ring with one shadow gap. Falling Standard: pins a banner that alters local gravity. Totality: swaps light and shadow safety after a countdown.Attack from the lit side, track the shadow gap, destroy the banner, and switch zones only at the final totality chime.Elite
Astral Warden Aster
Health 850,000 · Phase II at 65%
The sanctuary warden manipulating constellations, orreries, and localized gravity fields.
Two-phase island boss · Level 500
Phase I — The Grand Orrery: Constellation Cut: connected stars preview slash paths; Orrery Lance: fires along a rotating arm; Gravity Script: places a short directional field on one fixed platform. Phase II — Broken Zodiac: False Constellation: decoy stars vanish after a truth pulse; Craterfall: meteors target repeated player positions; Orbit Collapse: three mass knots spiral inward while one marked orbit remains safe; Sanctuary Alignment: crews rotate three control rings to redirect light; Event Horizon: alternating pull and push waves radiate from the crater. Below 30% health, Final Constellation: asks players to connect the aligned lenses to break Aster’s armor without starting a third phase.Read star connections, move opposite the rotating arm, and obey the temporary field arrow. In Phase II, wait for the truth pulse, avoid repeated positions, follow the safe orbit, assign the control rings, and alternate bracing and jumping through pull-push waves. Below 30%, aim all three lenses into the complete constellation before attacking.Two-phase boss

Atlantis · Levels 500–600

EnemyComplete attacksCounterplayStatus
Coral Sentinel
Health 75,000–92,000
An Atlantean trident guard encased in living coral armor and awakened by the tide gates.
Standard trident unit · Level 520
Reefguard Chain: two trident thrusts followed by a delayed crescent wave. Prism Bolt: straight crystal projectile marked by a turquoise aim line. Coral Guard: blocks one direction while exposing a glowing back seam.Wait through the delayed wave, leave the turquoise line, and rotate to the glowing seam instead of striking the shield repeatedly.Planned
Tidecaller
Health 86,000–105,000
An Atlantean water mage maintaining the city’s pressure domes and temple canals.
Standard tide caster · Level 545
Compression Ring: a narrow water ring contracts after two pulses. Tide Step: recoils along a fixed arrow and leaves one water jet. Breath Mark: places a visible bubble that bursts only if the target stops moving.Cross the ring before contraction, aim at the Tide Step endpoint, and keep moving until Breath Mark collapses harmlessly.Planned
Trench Stalker
Health 98,000–120,000
A deep-water Atlantean hunter adapted to submerged plazas, drainage tunnels, and dark temple canals.
Standard ambusher · Level 570
Trench Dive: travels beneath shallow water with a visible turquoise ridge. Undertow Claw: crossing swipe pulls only on direct contact. Sea-Silt Veil: clouds one small area but keeps silhouettes and attack tells visible.Aim at the ridge endpoint, dash perpendicular to the claw, and leave the cloud instead of fighting inside reduced visibility.Planned
Gate Warden
Health 240,000–300,000
A massive royal construct carrying tide-crystal plates and the keys to Atlantis’s sealed districts.
Elite Atlantean guardian · Level 590
Tidal Bulwark: three crystal plates cover announced angles. Trident Beam: sweeps one highlighted canal lane. City Seal: locks a skill slot until the matching floating crystal is destroyed. Sentinel Call: creates two fragile coral guardians.Attack the uncovered angle, cross behind the beam, destroy the matching crystal, and clear guardians before returning pressure to the Warden.Elite
Drowned King Thalor
Health 900,000 · Phase II at 45%
Atlantis’s last king, bound to the Heart crystal and convinced the surface world caused his kingdom’s fall.
Two-phase island boss · Level 600
Phase I — The Fallen Crown: Trident Edict: three numbered water lanes erupt in royal order; Royal Undertow: three fixed circular fields pulse outside-in; False Heir: three statues appear, but coral growth identifies the physical target. Phase II — Atlantis Rises: Temple Flood: shallow water sweeps fixed lanes without moving the floor; Guardian Echo: two coral constructs repeat the last telegraphed pattern; Heart of Atlantis: players align three tide crystals to break Thalor’s crown barrier.Read the numbered lanes, move through circular pulses in order, and strike the statue with living coral. In Phase II, cross behind water sweeps, use the repeated pattern against the echoes, and align all three crystals before committing damage.Boss

Stormscar Dominion · Levels 600–700

EnemyComplete attacksCounterplayStatus
Stormscar Deckhand
Health 110,000–135,000
A hardened boarding pirate wielding a long deck spear between cramped wreck-built walkways.
Standard boarding unit · Level 620
Boarding Thrust: straight spear lunge along a painted deck line. Deck Sweep: wide swing with a safe inner pocket. Mast Brace: plants the spear and resists frontal knockback.Leave the painted line, move inside the sweep, and attack from behind the planted brace.Planned
Powder Corsair
Health 125,000–150,000
A black-powder marksman firing storm-charged musket balls from cannon terraces.
Standard ranged pirate · Level 645
Stormshot: charged musket round follows a bright aim line. Split Powder: two delayed shots divide left and right. Powder Keg: rolls a destructible barrel that the next shot detonates.Break line of sight during Stormshot, stand between the split paths, and shoot or kick the keg away before it is hit.Planned
Tempest Harpooner
Health 145,000–175,000
A pirate beast hunter using whistles, hooked lines, and stolen storm-ray harnesses.
Standard harpoon controller · Level 670
Ray Pass: a storm ray follows three floating signal buoys. Harpoon Lash: aimed hook pulls only on direct contact. Cut Harness: releases one ray until its glowing clasp is broken.Leave the buoy path, dodge perpendicular to the hook, and target the clasp rather than harming the ray.Planned
Dominion First Mate
Health 330,000–400,000
An elite halberd pirate defending Voltara’s black flag and commanding nearby gun crews.
Elite pirate officer · Level 690
Captain’s Halberd: three directional strikes announced by colored flags. Black Flag Guard: directional guard rotates after each cannon report. Broadside Order: calls three fixed cannon lanes. Keelhaul: interruptible rope grab with a long windup.Follow the flag order, rotate opposite the guard, cross lanes after each shot, and interrupt Keelhaul before the rope closes.Elite
Storm Queen Voltara
Health 1,200,000 · Phase II at 50%
The pirate ruler of Stormscar, staging a false coronation aboard a permanently grounded flagship throne.
Two-phase island boss · Level 700
Phase I — Black Flag Coronation: Flag Code: four mast flags announce the order of fixed cannon lanes; Thunder Harpoon: aimed storm-charged spear leaves a safe shadow behind a mast; Captain’s Counter: crossed-saber stance punishes early attacks. Phase II — Queen of Tempests: Three Masts: players release three fixed sail clamps while cannon pulses cross the deck; Maelstrom Broadside: rotating cannon lanes preserve one flag-marked gap; Final Mutiny: crews aim three deck cannons into Voltara’s crown mast to expose her.Memorize the flag order, shelter behind the marked mast, and stop attacking the counter. In Phase II, assign sail clamps, rotate with the flag-marked gap, and fire all three deck cannons together.Boss

Moonfall Monastery · Levels 700–800

EnemyComplete attacksCounterplayStatus
Lunar Disciple
Health 160,000–195,000
A monastery martial artist whose stance changes on bell beats.
Standard melee unit · Level 720
Crescent Palm: two palms and a delayed kick on the third beat. Waxing Step: fixed-distance sidestep toward a moon mark. Quiet Guard: parries only on an audible chime.Count the third beat, aim at the moon mark, and attack before or after—not on—the parry chime.Planned
Eclipse Archer
Health 175,000–215,000
A silver-bow marksman alternating bright and shadowed arrow paths.
Standard ranged unit · Level 745
Penumbra Arrow: shot travels along the darker of two preview lines. Moonfan: five arrows leave a center gap. Reflection Shot: bounces once from a marked pool edge.Choose the darker preview, stand in the fan’s center, and read the pool reflection before the ricochet.Planned
Bell Keeper
Health 200,000–240,000
A robed support caster weaponizing resonant bells and protective harmonies.
Standard support unit · Level 770
Resonance Ring: expanding sound ring with one low gap. False Note: delayed cone after an intentionally wrong chime. Harmony Ward: links to one ally until the visible sound thread is cut.Jump the low gap, dodge only after the wrong chime, and cross the sound thread to break the Ward.Planned
Moonblade Prior
Health 450,000–540,000
An elite duelist carrying a silver nodachi and the monastery’s sixth bell.
Elite lunar duelist · Level 790
Sixfold Draw: six lines flash before three are selected. Still Moon: holds a counter until the reflection ripples. Bellfall: overhead strike lands on the sixth beat. Silver Wake: committed dash leaves a harmless visual afterimage.Track selected lines, wait for the ripple, count six beats, and punish the fixed dash endpoint rather than its afterimage.Elite
Abbot Lunaris
Health 1,600,000 · Phase II at 65% · Phase III at 30%
The monastery abbot guarding a forbidden seventh tone within the fallen moon.
Three-phase island boss · Level 800
Phase I — Six Honest Bells: Bell Sequence: six tones map to fixed attack lanes; Moonstaff Orbit: staff circles before a tangential strike; Reflection Vow: mirrored stance reveals the safe side. Phase II — Forbidden Seventh: False Chime: one counterfeit note reverses the next lane order; Eclipse Measure: alternating light and shadow rings; Silent Verse: visual-only tell tests observation. Phase III — Moon Awakened: Falling Fragment: three marked impacts; Seventh Bell: players ring six fixed bells in the learned order to silence the seventh and expose Lunaris.Associate tones with lanes, read the staff tangent, and attack the reflected opening. Identify the counterfeit timbre, alternate ring positions, watch the silent hand sign, then reproduce the six-note sequence before the final punish.Three-phase boss

Saltspire Freehold · Levels 800–900

EnemyComplete attacksCounterplayStatus
Saltblade Raider
Health 230,000–280,000
A cliff pirate wielding a salt-tempered cutlass and climbing hook.
Standard cutlass unit · Level 820
Saltblade Chain: two cuts release one delayed salt shard. Hook Vault: follows a visible rope arc to a marked landing point. Whitewall Guard: directional salt shield can be broken by a guard break.Avoid the delayed shard, aim at the landing mark, and guard-break or rotate around the shield.Planned
Ropeway Gunner
Health 255,000–310,000
A veteran marksman who turns the Freehold’s lift cables into firing lanes.
Standard ranged pirate · Level 845
Line Shot: musket round follows a preview along a ropeway cable. Cable Snap: a taut rope lashes one marked lane. Powder Recoil: explosive recoil sends the gunner to a shown endpoint.Leave the aim line, cross only after the cable snaps, and punish the recoil endpoint.Planned
Saltwind Smuggler
Health 285,000–345,000
A cave-runner who hides contraband and traps inside the wind-cut salt mines.
Standard trickster · Level 870
Saltbomb Satchel: destructible bag emits three warned rings. Cliffside Ambush: two boarders descend on marked circles with visible ropes. False Footstep: a delayed blast follows one intentionally skipped trail marker.Break the satchel, leave both landing circles, and dodge during the silence after the skipped marker.Planned
Freehold Champion
Health 620,000–750,000
An elite dock enforcer in layered saltwood armor carrying a vault hammer.
Elite pirate bruiser · Level 890
Vault Hammer: three crushing lanes with long recovery. Duelist’s Mark: exposes one armor seam on both fighter and target. Saltquake: fixed floor markings pulse without changing geometry. Captain’s Horn: buffs nearby raiders until the visible horn is broken.Stand between hammer lanes, strike the revealed seam, leave pulsing marks, and destroy the horn before clearing reinforcements.Elite
High Captain Kharon
Health 2,100,000 · Phase II at 65% · Phase III at 30%
The Freehold’s self-crowned ruler, guarding a legendary treasury stolen from a hundred crews.
Three-phase island boss · Level 900
Phase I — Duel at High Dock: Skyhook Shot: creates a cuttable tether between fixed posts; Captain’s Crossing: two charge lanes intersect after a horn; Vaultcoat Guard: rotating salt plates expose one seam. Phase II — Siege of the Spires: Ropeway Salvo: ordered cannon lanes cross the unchanged arena; Four Counterweights: crews secure fixed lift brakes in the shown order; Smuggler Drop: boarders descend to marked points on visible ropes. Phase III — Vault Above the Sea: Rival Crews: two pirate groups must be disarmed, not killed; Final Hoist: crews attach three cargo hooks and turn fixed capstans to open the vault shutters and expose Kharon.Cut the tether, leave the crossing, and rotate to the seam. Follow the cannon order, secure each marked brake, and avoid rope shadows. Disarm both crews, attach all three hooks, then turn the capstans together.Three-phase boss

Riftheart Throne · Levels 900–1000

EnemyComplete attacksCounterplayStatus
Riftbound Knight
Health 330,000–400,000
A royal guard split between two projected histories but anchored to one physical body.
Standard sword unit · Level 920
History Cut: real slash follows the brighter of two afterimages. Oath Step: fixed dash toward a royal seal. Timeline Guard: blocks the last angle struck but leaves others open.Track the physical shadow, aim at the seal endpoint, and alternate attack angles against the adaptive guard.Planned
Chrono Corsair
Health 365,000–440,000
A cutlass duelist using stored motion echoes instead of true time travel.
Standard mobile duelist · Level 945
Echo Combo: repeats its previous three swings as harmless previews before one real strike. Clockstep: returns to a visible anchor after two seconds. Borrowed Opening: counter stance expires on a ticking ring.Wait for the solid blade, punish the anchor return, and attack only after the ticking ring closes.Planned
Void Artillerist
Health 410,000–490,000
A siege gunner firing artifact-era rift shells through fixed aperture frames.
Standard heavy ranged unit · Level 970
Aperture Shell: shot exits one of three numbered frames. Null Canister: creates a small field that weakens projectiles without disabling abilities. Breach Charge: slow rolling bomb follows a painted track.Read the frame number, fight outside the null field, and kick or destroy the charge before its track reaches the group.Planned
Crown Executor
Health 850,000–1,000,000
An elite royal enforcer wielding a great execution blade and five testimony seals.
Elite capstone guardian · Level 990
Sentence: overhead strike targets one announced seal. Five Witnesses: five fixed pedestals flash, with one truthful safe light. Royal Reversal: parries only attacks matching the last used category. Final Appeal: interruptible charge consumes one false testimony.Leave the sentenced seal, stand by the truthful light, vary weapon categories, and interrupt Final Appeal before the testimony burns.Elite
Sovereign Aevum
Health 3,000,000 · Phase II at 65% · Phase III at 30%
The rift sovereign sustaining a false reign through projected alternate histories.
Three-phase level-cap boss · Level 1000
Phase I — History Victorious: Royal Timeline: three projected attack histories appear, but the physical shadow identifies the real one; Crown Lance: straight rift thrust through numbered apertures; Decree Counter: visible stance punishes repeated move categories. Phase II — Five Testimonies: Witness Trial: players match spoken claims to five fixed pedestals; Erased Fleet: ghost broadsides follow luminous aim lanes; False Future: harmless decoys repeat previous player positions before a current-position strike. Phase III — No Timeline Kneels: Riftheart Pulse: alternating inward and outward rings; Broken Crown: five testimony beams must be aimed into the throne seal; Final History: Aevum combines one attack from each phase in a clearly announced order before the last exposure.Follow the physical shadow, read aperture numbers, and vary move categories. Solve testimony claims, leave broadside lanes, and move away from the final current-position mark. Alternate through Riftheart rings, align all five beams, then execute the remembered phase order without rushing the final opening.Three-phase capstone boss

Uncharted Sea Domains · Optional scaling voyages

EnemyComplete attacksCounterplayStatus
Wreckborn Reaver
Health 48,000–60,000
A drowned boarder fused with barnacles and shattered wreckage.
Standard drowned unit · Level 518
Barnacle Blade: slow armored slash. Drowned Charge: straight rush that leaves brine. Brine Burst: delayed explosion around wet targets.Break barnacle armor, sidestep the rush, and leave wet ground before Brine Burst.Planned
Rift Cartographer
Health 58,000–72,000
An anomaly mage folding routes with corrupted navigation charts.
Standard anomaly caster · Level 552
Compass Beam: rotates through announced directions. Fold Mine: teleports its victim a short visible distance. False Route: creates one fake and one solid path.Read cardinal calls, destroy Fold Mines, and test routes with projectiles or environmental debris.Planned
Abyss Diver
Health 70,000–90,000
A pressure-suited hunter armed with harpoons and depth charges.
Standard armored hunter · Level 590
Harpoon Thrust: long linear stab. Pressure Jet: backward burst that pushes nearby targets. Depth Charge: floating mine that sinks before exploding.Move perpendicular to the harpoon, avoid standing behind the Diver, and shoot charges while floating.Planned
Leviathan Cultist
Health 180,000–230,000
A bone-robed summoner calling abyssal limbs through sea runes.
Elite summoner · Level 635
Bone Staff: sweeping melee cast. Scale Ward: rotating directional armor. Beast Call: summons one warned tentacle strike. Undertow Ritual: pulls toward three breakable runes.Attack opposite the Ward, watch the water shadow, and destroy one rune to open an escape lane.Elite
The Drowned Navigator
Health 1,500,000 · Phase II at 65%
A drowned raid commander projecting broken charts over a fixed expedition deck.
Two-phase optional domain boss · Level 675
Phase I — The Intact Chart: Chart Slash: cuts along visible map lines; Ghost Broadside: spectral cannons fire in a shown order; Dead Current: reverses one announced movement lane. Phase II — The Shattered Sea: Chart Rupture: projects three ordered hazard sectors across the stationary deck; Compass Reversal: rotates telegraphs ninety degrees after a bell; Rift Anchorage: chains the Navigator to three breakable compass anchors; Fleet of the Lost: four ghost hulls fire a melody-coded broadside; Abyssal Arrival: leviathan strikes follow luminous water shadows. Below 30% health, Last Bearing: removes the compass until crews align four chart fragments; this closes Phase II instead of creating Phase III.Memorize the Phase I cannon order and identify the reversed current. In Phase II, cross each fixed sector after its pulse, rotate directions only after the bell, destroy an anchor, follow the flagship whose bell completes the melody, and track water shadows. Below 30%, align the four chart fragments to reveal the final safe lane and exposure.Two-phase optional raid boss

Standard enemy rules

  • Telegraph dangerous attacks
  • Use movement and range identity
  • Obey normal and attacked aggro radii
  • Stand still when the target exits pursuit range
  • Avoid permanent hit-stun
  • React to repeated player habits

Elite rules

  • One signature mechanic
  • Breakable defense or resource
  • Environmental interaction
  • Useful mastery or material reward

Boss rules

  • Whispering Atoll, Ashen Crown, and Skyreach use one continuous phase
  • Frostveil Reach is the first two-phase boss
  • Bosses below level 750 may have no more than two phases
  • Phase III is reserved for level-750+ bosses; Lunaris at level 800 is the first current three-phase encounter
  • Clear recovery windows and pity-protected rare drops
15 · Characters and services

NPC cast

Friendly NPCs use avatar-scale Roblox bodies, complete limbs, readable faces, layered outfits, grounded feet, role-specific accessories, and working prompts.

NPCRegionRoleVisual identity
Captain ElaraDawnportPrimary story navigator and captain mentorNaval coat, epaulettes, fitted tricorn
Master RenDawnportFighting-style trainerMartial wraps, headband, sash
Mara FlintDawnportWeapon and gun introductionBandolier, cartridges, gunner cap
Orin ValeDawnportArtifact scholar and lore contactMonocle, scarf, satchel
Wayfinder SiaDawnportHome point and route guidanceCape, scarf, compass
Veiled HandDawnportSecretive class / artifact storylineFace veil, hood, shadow cape
Neris ReedWhispering AtollFishing quest leadFisher cap, practical pockets
Old FinnWhispering AtollSea stories, rare fish cluesWeathered cap and beard
Wayfinder MossWhispering AtollHome point and atoll routesGreen cloak and compass
Forgekeeper BrannAshen CrownForge, weapon, and sigil quest leadLeather apron, forge goggles
Gunner VexAshen CrownGunworks story contact and storm-sigil engineer; not a dealerBandolier and gunner cap
Wayfinder CinderAshen CrownHome point and storm guidanceAsh cloak and ember accents
Aero Warden LyraSkyreachWind trial and aerial trainingAero armor, crest, wing panels
Wayfinder CloudSkyreachHome point and elevated routesCloud-colored cape and compass
Harbor MasterDawnportInteractive boat launchHarbor uniform and fitted cap
Harbor Master EiraFrostveilBoat launch and arrival contactFrost-blue harbor uniform
Harbor Master KoaVerdantBoat launch and arrival contactGreen harbor uniform
Harbor Master DraxBlacktideBoat launch and arrival contactDark uniform with crimson accent
Rook CalderAshen Crown pirate sloopPoor former mutineer, quest dealer, and Cinder Parry teacherPatched coat, scorched wraps, broken officer hat
Artifact Dealer Talia VossWhispering grotto / Frostveil cavernWandering Artifact Dealer with two-slot random stockBronze reliquary backpack, layered traveling cloak, glowing stock case
Aeronaut PellSkyreach cloud skiffWandering money dealer for precision and storm weaponsFlight goggles, long scarf, compact merchant harness
Ysra BellFrostveil aurora shrineQuest dealer offering only FrostbrandBell-lined mantle, fur boots, crystal tuning fork
Deckhand NollVerdant grounded pirate sloopPoor quest dealer who teaches Vinehook Roll after players save his vesselFaded pirate shirt, rope belt, repaired straw hat
Apothecary IvoVerdant canopy campMoney dealer carrying two expedition weaponsLeaf apron, vial bandolier, wide rain hat
Smuggler FenBlacktide western tunnelHidden money dealer carrying two weaponsReversible officer coat, low hood, chalk-marked gloves
Lord CassianBlacktide keep balconyRich quest dealer who offers Officer Saber for rescuing his sonGold-trimmed coat, signet ring, immaculate cane
Lucen CassianBlacktide prison transportRescue target who exposes the false ransom officerTorn formal vest, concealed family seal
Navigator SamiraSableglass Caravan CampMain chapter lead, harbor arrival contact, and tidal-clock guideSun-faded navigator coat, sand goggles, brass tide watch
Glasswright OrenSableglass Caravan CampMoney dealer carrying two desert-route weaponsMirror-lens apron, wrapped gloves, glass tool roll
Duelist IshanSableglass Mirror CityHidden quest dealer offering only ShamshirPlain dueling coat, mirrored half-mask, unmarked scabbard
Forewoman PellaIronwake central drydockMain chapter lead, launch controller, and workers' representativeRiveted work coat, crane whistle, rolled manifests
Quartermaster BriggIronwake Assembly HallMoney dealer carrying two boarding weaponsSquare naval cap, inventory chains, numbered key ring
Shipbreaker TomaIronwake Archive loftQuest dealer offering only Volley GunHeavy tool harness, seven-barrel case, soot-marked spectacles
Harbor Master CelesteStarfall Meteor DockArrival contact, boat launch, and gravity-tide warningsMidnight harbor coat, silver cap badge, meteor lantern
Orrery Keeper NoxStarfall Grand OrreryMoney dealer carrying two celestial puzzle weaponsConstellation robe, rotating lens pack, inked gloves
Seer IlyraStarfall lower observatoryMain chapter lead and quest dealer offering only Rift EdgeStar-chart mantle, folding astrolabe, rift-lit eyepiece
Warden MakoFrostveil hot-spring campNon-dealer technique mentor who unlocks Aura and its proficiency trialsHeavy training mantle, bell bracers, warm gold aura markings
Listener NamiSableglass windless wellNon-dealer technique mentor who unlocks Instinct and prediction trialsWrapped eyes, listening discs, blue compass beads
Riftwalker KestrelStarfall Fallen FieldNon-dealer technique mentor who unlocks Flash Step and spatial trialsSplit star-cloak, luminous boots, cracked transit compass
Astrid ValeTemporary islandsLost cartographer and quest dealer for Rift BraceInk-stained map coat, folding sextant, rift-torn cape
Curator ZeroGhost Market / temporary artifact vaultSpecial Artifact Dealer with improved two-slot stockPorcelain mask, floating ledger, chained relic cases
Saltcoat MiraWandering salvage raftBoat-based quest dealer offering only Harpoon RecoverySalt-white coat, rope gloves, collapsible mast
Morrow LedgerWandering merchant brigAppearing and disappearing ship-supply dealerGreen ledger coat, brass abacus, merchant pennant
Drift-Singer EnoTemporary island safe anchoragesNon-dealer lore NPC who predicts rift-bridge cycles through sea songsShell chimes, patched choir robe, glowing tuning shell

Friendly NPC voice-line library

Every named character receives a distinctive first-contact line and a contextual service, quest, or warning line. Main story lines are fully voiced and subtitled; repeatable merchant barks may use a shorter recorded pool. Lines should remain brief enough to finish before a player walks away, and subtitles remain visible even when voice volume is muted.

CharacterFirst contact or ambient lineQuest, service, or completion line
Captain Elara“A chart tells you where the rocks were. A captain notices where they moved.”“Choose your heading, then commit. The sea punishes half-decisions.”
Master Ren“Your hands are fast. Let us see whether your judgment can keep up.”“Mastery is not repetition. It is knowing which strike you do not need.”
Mara Flint“Steel for the impatient, powder for the precise. Which mistake suits you?”“One shot, one opening. Reload somewhere the enemy cannot argue.”
Orin Vale“Artifacts do not grant wishes. They remember the last person foolish enough to fuse them.”“The relic accepted you. Whether that is good news remains undecided.”
Wayfinder Sia“Touch the compass stone and Dawnport will remember you.”“Home is not where you began. It is where the sea agrees to return you.”
Veiled Hand“Your class is a name others gave your instincts.”“When the veil lifts, choose what you become before someone chooses for you.”
Neris Reed“The current is singing again, but the fish refuse to finish the verse.”“Do not chase the shimmer. Cast where the song leaves an empty beat.”
Old Finn“Every old sailor has one true story. Mine keeps changing to stay accurate.”“If the gulls fly inland and the water breathes, bring the line in.”
Wayfinder Moss“Paths here grow back. Memory lasts longer.”“The moonpool is east—unless the tide has decided otherwise.”
Forgekeeper Brann“A weapon is an argument hammered until it stops bending.”“Three sigils, one storm. Charge them out of order and the forge charges you.”
Gunner Vex“Thunder is just a cannon too large to reload.”“The rod is grounded. When the sky flashes blue, fire the sequence.”
Wayfinder Cinder“Ash covers footprints, not intentions.”“Set your home point before the caldera remembers it can erupt.”
Aero Warden Lyra“Up here, falling is a route—not a failure.”“Wait for the ring to inhale, then jump through its center.”
Wayfinder Cloud“The shortest path is currently drifting north.”“Anchor your return here. Wind routes are loyal to no one.”
Dawnport Harbor Master“Name the boat, mind the tide, and keep the dock where I left it.”“She is waiting off the starboard pier—clear of the pilings this time.”
Harbor Master Eira“Ice is only water that learned patience.”“Your vessel is alongside. Keep speed through the frozen channel.”
Harbor Master Koa“The roots moved the moorings again. They like your boat less than I do.”“Launch east of the dock and follow the lilies through the shallows.”
Harbor Master Drax“No lanterns past the sea gate. The towers count lights.”“Your ship is ready. Leave before the fortress decides it belongs to them.”
Rook Calder“I had a crew, a coat, and two good knees. Now I have a lesson.”“Do not block the flame. Turn it aside and let pride burn past you.”
Artifact Dealer Talia Voss“Two relics, one decision, and no refunds from your own bloodstream.”“My stock wanders because sensible artifacts dislike being catalogued.”
Aeronaut Pell“Everything is cheaper at altitude. Except mistakes.”“Inspect the balance, the recoil, and the landing before you pay.”
Ysra Bell“Frostbrand answers resonance, not strength.”“Ring the ice in the order the aurora changes color.”
Deckhand Noll“Laugh at the ship after you pull it out of the tree.”“Hook the root, roll with the pull, and never fight a vine head-on.”
Apothecary Ivo“Everything in this jungle is medicine at the correct distance.”“Take one weapon. Two would make you confident, and confidence is poisonous here.”
Smuggler Fen“If you found this tunnel, either you are clever or someone is following you.”“The price includes the weapon. Silence costs extra.”
Lord Cassian“My son is worth more than this fortress, though the fortress may disagree.”“Bring Lucen home and the Officer Saber leaves my wall forever.”
Lucen Cassian“The officer wore our seal upside down. My father never noticed.”“Do not escort me yet. First, let us make their forged ransom useful.”
Navigator Samira“At noon the sea leaves, and the city remembers its streets.”“Watch the tide clock. The ocean is punctual even when heroes are not.”
Glasswright Oren“Every mirror shows the truth from somewhere inconvenient.”“Angle the weapon toward the sun. If it dazzles you, it will betray you.”
Duelist Ishan“A mirage copies motion. It cannot copy intent.”“Strike the stance that leaves footprints. The rest are only sunlight.”
Forewoman Pella“In Ironwake, even the ground has a launch schedule.”“Read the manifest twice. Veyra only needed us to believe it once.”
Quartermaster Brigg“If it has a number, I can find it. If it does not, Toma probably exploded it.”“One receipt, two choices, and absolutely no testing inside the Assembly Hall.”
Shipbreaker Toma“Seven barrels. Six lies. One very loud answer.”“Fire them in manifest order, or collect what remains of your eyebrows.”
Harbor Master Celeste“Tie every loose object twice. Gravity changes its mind after sunset.”“Your boat is beside the meteor dock. Step carefully when the lake turns overhead.”
Orrery Keeper Nox“The stars are gears viewed from very far away.”“Rotate the smallest ring first. The largest one remembers impatience.”
Seer Ilyra“I saw you arrive by six routes. Five of you did not survive.”“Draw the missing constellation and choose the future that leaves a door.”
Warden Mako“Aura is not armor. It is the body refusing to waste force.”“Breathe before the strike, hold through impact, release only when you answer.”
Listener Nami“Your eyes notice attacks after your fear already has.”“Listen for the decision before the weapon moves. Instinct lives there.”
Riftwalker Kestrel“Distance is an agreement. Rifts are poor negotiators.”“See the landing, prove the path, then step where the space is thinnest.”
Astrid Vale“I charted this island yesterday. Today it has different handwriting.”“Brace the horizon when the pieces move. Do not trust north until it apologizes.”
Curator Zero“Rarity is merely history with fewer witnesses.”“Two artifacts remain. The island will depart before my prices improve.”
Saltcoat Mira“Fresh wreck, fresh lies. Let us salvage the useful parts.”“Recover the harpoon before the hull rolls, and I will teach you why its rope is knotted.”
Morrow Ledger“My shop appears wherever demand becomes desperate.”“Supplies are counted, prices are posted, and the tide is already carrying me away.”
Drift-Singer Eno“Hush. The island is humming where it intends to go.”“When the low shell answers the high one, leave the eastern bridge.”

Boss voice-lines and combat calls

BossEntranceMechanic or phase callsDefeat
Moon-Singer Nerissa“The reef heard your oars long before I did.”“Find the quiet note!” before Final Chorus; “The tide carries my voice!” before Siren Dive.“You listened… even while you fought.”
Admiral Pyrehand“Every blade is honest once the forge turns hot enough.”“Marked for the guns!” before Cannon Mark; “Inner—outer—burn!” before Caldera Ring.“The forge… chose another hand.”
Storm Regent Caelus“You climbed above the clouds only to kneel beneath the storm.”“North and west—cut!” before Compass Cleave; “Run with the eye!” before Eye of the Storm.“Then carry the wind farther than I did.”
Whitefang Jarl Skadi“Snow keeps the names of everyone who runs.”“Follow the bells, little hunter.” during Whiteout; “Now hunt blind!” at Phase II.“Your trail… does not end here.”
Heartkeeper Oro“The labyrinth grew around one promise: nothing leaves unchanged.”“The roots remember your path!” before Maze Memory; “The heart wakes!” at Phase II.“Plant mercy… where I planted walls.”
Admiral Nocturne“Even lighthouses cast shadows. I command what waits inside them.”“Hear the cannon you cannot see!” before Cannon Eclipse; “Night answers me!” at Phase II.“Keep the beacon lit… if you can.”
Glass Regent Sael“A thousand reflections arrived. Only one of you is real.”“Show me your shadow!” during Mirage Court; “The sea returns its throne!” at Phase II.“At last… an honest reflection.”
Commodore Veyra“Ironwake launches on my signature. Today, so do you.”“Read the order!” before Manifest Volley; “Raise the false hull signals!” at Phase II; “Cut the marked moorings!” when Phase II intensifies below 30%.“A ship… outlives its commander.”
Astral Warden Aster“I have measured your orbit. It ends here.”“Truth has only one constellation!” at Phase II; “Turn the heavens into alignment!” before Final Constellation; “Pull—then cast away!” before Event Horizon.“You redrew… what I called fate.”
The Drowned Navigator“Every sea reaches my chart when its sailors forget the way home.”“The chart fractures around you!” at Phase II; “No north. No shore. No return.” when Phase II intensifies; “Build your last bearing!” before the final puzzle.“A heading… at last.”

Playback priority

Boss mechanic calls override ambient banter, dealer chatter, emotes, and noncritical story dialogue. A tell never competes with another important line.

Subtitle rules

Show speaker name, high-contrast text, and optional directional indicator. Mechanic words use consistent phrasing but never replace visual and audio telegraphs.

Variation and cooldown

NPC ambient lines use weighted pools with long cooldowns. Boss lines play once per mechanic window and never repeat on rapid attack cancellations.

Dealer readability: dealers use a gold compass prompt, quest dealers add a sealed-scroll icon, and Artifact Dealers carry a glowing reliquary case. Story characters, Harbor Masters, Wayfinders, gacha shrines, and technique mentors are services rather than item dealers. Technique mentors unlock abilities directly and do not sell or award inventory items, so they do not consume an island’s one-to-two dealer slots.
15A · Merchants, stock, and chance

Dealers, gachas, and wandering traders

Every authored island supports only one or two active dealer NPCs. Quest dealers award exactly one item through a bespoke quest. Money dealers sell one or two items. Gachas are ancient devices rather than dealer NPCs, allowing chance-based acquisition without breaking the island dealer limit.

Quest dealer

One named item, permanently previewed. The quest tests the item’s intended skill or tells a character story. No money shortcut and no rotating reward.

Money dealer

One or two visible items. Fixed regional stock refreshes only for world progression; random Artifact Dealer stock refreshes every four hours.

Hidden dealer

Found through clues, unusual silhouettes, boat flags, tunnels, caves, or weather. Discovery adds the dealer to the player’s journal without exposing future spawn points.

Active limit

A wandering trader occupies an open dealer slot and cannot arrive where two dealers are already active. Boat dealers remain offshore but count toward the nearest island while anchored.

Island dealer assignments

IslandDealer oneDealer twoGacha locationActive dealer count
DawnportMara Flint · Crowns
Cutlass — 200 Crowns
Flintlock
Market dealer lane
Master Ren · Quest
Harbor Feint
Training yard
None; early progression remains deterministic.2
Whispering AtollNeris Reed · Quest
Tidehand Manual
Reed Village
Artifact Dealer Talia · Crowns / wandering
Up to two random artifacts
Hidden Smuggler Grotto
Moonpool Gacha
Level 50+
1–2, depending on Talia
Ashen CrownForgekeeper Brann · Crowns
Iron Mace and Flamberge
Grand Forge
Rook Calder · Quest
Cinder Parry
Wrecked pirate sloop west of Ember Mine
Starwheel Gacha
Gunworks storm chamber
2
Skyreach BastionAero Warden Lyra · Quest
Windstep
Warden Hall
Aeronaut Pell · Crowns / wandering boat
Long Rifle and Stormglass Blade
Cloud skiff at Aerodrome
Windglass Gacha
Lower aerodrome
1–2, depending on Pell
Frostveil ReachYsra Bell · Quest
Frostbrand
Aurora shrine
Artifact Dealer Talia · Crowns / wandering
Up to two random artifacts
Hidden eastern ice cavern
Aurora Prism Gacha
Crystal overlook
1–2, depending on Talia
Verdant LabyrinthDeckhand Noll · Quest / boat
Vinehook Roll
Grounded pirate sloop
Apothecary Ivo · Crowns
Jian and Grapnel Gun
Canopy camp
Worldroot Gacha
Living Heart chamber
2
Blacktide CitadelSmuggler Fen · Crowns / hidden
Cursed Blade and Hand Cannon
Western service tunnel
Lord Cassian · Quest
Officer Saber
Keep balcony after Lucen rescue
None; infiltration rewards replace random rolls.2
Sableglass ExpanseGlasswright Oren · Crowns
Scimitar and Signal Pistol
Caravan Camp mirror tent
Duelist Ishan · Quest / hidden
Shamshir
Mirror City shade court at low tide
Sunwheel Gacha
Buried observatory
2
Ironwake RepublicQuartermaster Brigg · Crowns
Iron Mace and Boarding Carbine
Assembly Hall quarterdeck
Shipbreaker Toma · Quest
Volley Gun
Hidden Archive loft
Rivetwheel Gacha
Decommissioned launch engine
2
Starfall SanctuaryOrrery Keeper Nox · Crowns
Jian and Arc-Lock Rifle
Grand Orrery
Seer Ilyra · Quest
Rift Edge
Lower observatory after alignment
Meteor Gacha
Western fallen-star shrine
2
Temporary domainsAstrid Vale · Quest / temporary
Rift Brace
Drowned Observatory or Rift Crown
Curator Zero · Special money dealer
Up to two improved-stock artifacts
Ghost Market or artifact vault
Relic Crown Special Gacha
Ghost Market / artifact vault
0–2, module dependent

Artifact Dealer stock

Normal stock

Artifact Dealer Talia

Talia appears in either Whispering Atoll or Frostveil Reach, never both. Her two purchasable slots roll independently every four hours and cost Crowns scaled by rarity.

RarityChance per slot
Common40%
Uncommon30%
Rare20%
Legendary8%
Mythic2%
Improved temporary stock

Curator Zero

Zero appears only on temporary islands. Both slots have better rarity odds, cost more Crowns, and disappear when the island departs; a purchased artifact is never removed.

RarityChance per slot
Common0%
Uncommon15%
Rare45%
Legendary30%
Mythic10%

Gacha odds and rules

RarityStandard island gachaRelic Crown Special GachaResult handling
Common46%0%The rolled artifact enters inventory unfused. Owned permanent artifacts convert duplicates into Riftmarks; temporary copies can be traded only before fusion. Published odds appear before confirmation.
Uncommon30%20%
Rare18%45%
Legendary5%27%
Mythic1%8%

Standard gacha

Unlocks at level 50. One roll every two hours. Crown cost is 1,500 + 90 × player level. A twenty-fifth roll without Rare or better guarantees Rare, then resets that pity counter.

Special gacha

One roll per temporary-island appearance. Requires Crowns and a Relic Crown earned inside that domain. It has better odds but no purchasable Robux rerolls.

Fairness

Odds, pity progress, stock departure time, and duplicate conversion are visible before spending. Server stock is shared, but purchases do not remove an item for other players.

Wandering and boat-based traders

TraderAppearance behaviorLocation cluesOffer
Artifact Dealer TaliaAlternates between Atoll and Frostveil for 45–75 minutes, then disappears for one stock interval.Reliquary moths gather near the active grotto or ice cave; Wayfinders mention the direction.Up to two random artifacts for Crowns.
Aeronaut PellCloud skiff docks at Skyreach for 30 minutes after strong-wind weather, then sails into the cloud layer.Striped pennant visible through a spyglass; bell heard near the Aerodrome.Long Rifle and Stormglass Blade.
Saltcoat MiraSalvage raft appears beside fresh wreck events and leaves when the wreck rolls or the storm clears.White coat, square salt sail, circling gulls.Quest dealer: Harpoon Recovery only.
Morrow LedgerMerchant brig crosses Danger I–II routes for twenty minutes and accepts boarding only while its green lantern is lit.Merchant pennant and three green stern lamps.One ship module and one chart selected for the current sea band.
Curator ZeroExists only when Ghost Market or an artifact-vault module rises; departs with the island.Black-and-gold flare above the temporary island and a floating ledger icon on close charts.Two improved-stock artifacts for Crowns.
Departure safety: a trader stops accepting new purchases during the final sixty seconds, but open confirmation windows receive two protected minutes. No money is removed if a trader or island disappears before the server confirms the item grant.
16 · Interface and input

UI and controls

The interface uses a clean dark nautical frame with cyan navigation accents, compact panels, and a central combat deck inspired by the reference UI while remaining readable as an original Roblox experience.

Implemented

HUD architecture

  • Top-left player card: level, XP, Crowns, Riftmarks, active loadout
  • Top-center island name, weather, sea danger
  • Right-side voyage / quest tracker
  • Bottom-center Health and Energy bars, class resource, weapon, mastery, and moves
  • Energy is always visible and remains separate from Rage, Mana, Focus, Tempo, and other class meters
  • Equipped-technique icon with rank, EXP progress, cooldown, and Instinct charges where relevant
  • Gear, Shop, and Stats navigation
  • Responsive desktop and mobile behavior
Polish targets

Future interface layers

  • World chart with fog of war and saved routes
  • Mastery preview and awakening checklist
  • Boat status and damaged-section display
  • Artifact fusion confirmation and permanent inventory
  • Controller focus navigation and accessibility settings
  • Reduced-effects and high-contrast modes
InputActionDesign note
LMB / primaryAimed basic attackShort chains; cannot dominate PvE or PvP through spam.
QGround / air DashCosts 18 Energy; collision-checked, direction-locked burst with 0.30-second movement recovery.
JumpGround jump / repeatable Air JumpGround jump is free. Each airborne press costs 14 Energy, preserving momentum and producing wind-ring feedback. A full default bar always allows double jump.
FCombat defense / gun quick meleeHold to Block or tap to Parry with swords, styles, and artifacts; use Gun Butt or Pistol Whip with a gun.
RGuard Break / gun ReloadContext-sensitive combat input; it never switches equipment during an attack.
E / interactInteract, talk, board, or FishFishing becomes available near marked currents or valid boat locations.
T / loadout buttonSwitch loadout setCycles weapon / artifact context only while allowed and never during committed attacks.
Z / X / C / VMastery movesUnlock at M10, M30, M60, and M100. Moves bearing the Energy crest preview and spend their listed 10–40 Energy cost.
Rebindable technique inputEquipped special techniqueDedicated mobile/controller button; never replaces Q Dash. Shows Flash Step aim range, Aura duration, or Instinct charges before activation.
W/S + A/DSail / steerBoat controls while seated at the helm.
17 · Art, animation, and sound

Presentation targets

Visual direction

Stylized high-detail Roblox rendering with strong silhouettes, layered materials, dramatic weather, readable VFX, natural terrain, and quality comparable in ambition to The Forge.

  • Distinct island color scripts
  • Atmospheric lighting by weather
  • Readable combat effects
  • Detailed boats and landmarks

Character direction

Enemies use complete animated R15-style rigs. Friendly NPCs stay avatar-scale, grounded, and immediately readable through fitted hats, clothing, accessories, faces, and profession colors.

  • Idle and locomotion
  • Attack and recovery
  • Hit reactions and defeat
  • Boss phase transitions

Music and audio

Original theme music should identify places and events before the UI does.

  • Island themes with exploration/combat layers
  • Boss and sea-event themes
  • Dynamic storm intensity
  • Weapon, dash, fishing, boat, and artifact sound sets

Original soundtrack catalogue

Every composition is an original production target. Island music is built from synchronized exploration, danger, and combat stems so encounters intensify without restarting the track. Boss phase transitions add layers at health thresholds instead of abruptly switching songs.

82-track soundtrack plan: the original 57 named tracks have playable Lyria 3 production drafts: 22 island layers, 10 boss themes, 12 sea-event themes, and 13 diving/UI/social cues. The 25 level-500–1000 compositions below have distinct interactive arrangement previews and remain production targets until their final Lyria renders are approved. A preview always stops the previous track. Open the 57-track production playlist, inspect the track manifest.

Headphones are recommended at a low volume. Production drafts require final loop editing, loudness matching, cue-clearance review, and release-rights review. Preview buttons are omitted from the printed document.

Island themes

IslandExploration themeCombat layerMusical identity
DawnportFirst Light at DawnportPowder on the TideWarm fiddle, low whistle, hand drum, harbor bells, and a confident brass pulse when Raiders enter.
Whispering AtollChoir Beneath the MoonReef in MotionGlass marimba, water percussion, breathy choir, and the four-note Moonpool puzzle melody.
Ashen CrownHammers Under StormcloudsCinder and IronForge anvils, low strings, taiko-like drums, mechanical rhythm, and lightning-synced brass hits.
Skyreach BastionSix Winds, One HorizonGale Above the GunsAiry flutes, plucked strings, frame drums, distant horns, and arpeggios that pan with wind-ring direction.
Frostveil ReachFootsteps in WhiteAurora HuntMuted strings, ice chimes, distant throat singing, and bell beacons that remain audible during whiteouts.
Verdant LabyrinthThe Maze RemembersRoots on the RunWood percussion, bass flute, seed rattles, layered polyrhythm, and melodies that change with the surviving district.
Blacktide CitadelBlack Flags at DuskSiege Beneath the BeaconMilitary snare, dark choir, contrabass, chain percussion, and fortress horns responding to active artillery.
Sableglass ExpanseNoon Beneath the TideBlades in the HeatglassDry frame drum, plucked strings, glass harmonics, and a tidal-clock pulse that reverses as the buried city floods.
Ironwake RepublicA City Built to LaunchSeven Barrels TurningWork-song voices, chain percussion, low brass, rail rhythm, and crane bells synchronized to moving drydocks.
Starfall SanctuaryLanterns Under Endless NightOrbit of the Broken SpearCelesta, deep choir, bowed glass, slow drums, and melodies that rotate between speakers with the active orrery.
Uncharted DomainsChart of No ReturnThe Island MovesDetuned compass tones, reversed bells, fragmented orchestra, and modular bars reordered when the domain shifts.

Boss themes

BossTrackMusical mechanicHealth-driven arrangement
Moon-Singer NerissaFinal Chorus of the MoonpoolHer attack rhythm uses the island’s four-note melody and sound-ring timing.Choir and reef drums enter gradually below 70% and 35%; no false phase break.
Admiral PyrehandAdmiral of the Burning AnvilHammer rhythm predicts forge hazards while cannon brass announces fleet volleys.Additional anvils and storm brass enter at 65% and 30% health.
Storm Regent CaelusThe Eye Has a CrownRotating stereo wind and compass percussion announce directional attacks.The calm-wedge melody narrows as health falls, without changing tempo.
Whitefang Jarl SkadiBells in the WhiteoutAudible bells remain reliable navigation cues when the mix becomes muffled by snow.Phase II at 55% adds avalanche drums and aurora choir; health never resets.
Heartkeeper OroHeart Beneath the MazeRoot pulses lock to bass drum beats and fixed wall echoes answer with wood knocks.Phase II at 50% reharmonizes the melody as ordered root lanes illuminate.
Admiral NocturneNightfall Over the CitadelLighthouse horn marks safe rotations while siege drums identify the active tower.Phase II at 45% adds cursed choir and double-time snare, keeping telegraph sounds clear.
Glass Regent SaelThe Throne at High TideMirror chimes trace reflected attacks while low drum pulses count down the returning sea.Phase II at 50% reverses the tide motif and adds a sand-sailing rhythm.
Commodore VeyraLast Ship of the RepublicNumbered cannon notes reproduce the recovered manifest while crane bells mark fixed rail-lane attacks.Phase II at 65% adds launch sirens and full brass; below 30%, the same phase accelerates the work-song rhythm and adds a broadside-recoil pulse without masking valve or mooring cues.
Astral Warden AsterA Constellation Drawn in SteelConnected notes preview slash paths and each orrery owns a distinct instrument.Phase II at 65% fractures the melody into false and true star phrases; below 30%, the same phase isolates the three orrery instruments until players align them into the full constellation theme.
The Drowned NavigatorNo North RemainsCompass notes rotate through the stereo field and ghost cannons play a memorization sequence.Phase II at 65% fractures the orchestra into drifting stems; below 30%, the same phase removes the compass motif until players rebuild the Last Bearing, then restores it as a full raid chorus.

Sea-event and voyage themes

Event or stateTrackDirection
Open-ocean sailingOpen Water, Open SkyBroad strings and whistle; tempo follows sail speed without pitching the recording.
Fishing and migration schoolsLines in the BlueLight guitar, brushed drum, and playful woodwinds that react to rarity.
Squall Front / severe stormBlack Cloud on the BowLayered low drums, rain rhythm, and brass swells tied to wave intensity.
Pirate Scout ChaseRun Up the SaltknifeFast fiddle and snare with a short report-escape countdown motif.
Pirate Fleet BattleBroadsides at DawnAntiphonal brass answers port and starboard cannon volleys.
Sea Beast HuntWake Beneath UsLow strings and heartbeat drum; harpoon tension adds a strained metallic stem.
Storm-Ray MigrationBlue Wings in ThunderShimmering choir and electric percussion, calmer when the crew avoids harming rays.
Ghost FleetBells Without HandsReversed choir and ship bells; the true flagship alone plays the melody correctly.
Leviathan BreachWhen the Ocean StandsSub-bass creature call, huge drums, and deliberate silence before breach impacts.
Black TideThe Beacon DrownsCorrupted naval hymn gradually purifies as cleansing nodes are restored.
Temporary Island RisingLand That Wasn’t ThereWonder theme with ticking percussion added during the departure warning.
Rift MaelstromCompass in PiecesIrregular meter that resolves whenever the ship enters a stable compass sector.

Diving, UI, and social themes

UseTrackDirection
ShallowsSun Through WaterFiltered island melody, soft marimba, bubbles, and bright strings.
Reef ShelfCathedral of CoralWordless choir and glass percussion with current-driven panning.
Sunken ZoneBelow the Broken KeelCreaking hull rhythm, muted cello, and distant salvage bell.
Twilight TrenchWhere Light Gives UpMinimal pulse, hydrophone textures, and vent percussion.
Abyssal RiftPressure of the StarsSub-bass drones, isolated piano, and distorted constellation motif.
Main menuRiftbound OvertureCondenses the Dawnport, sea, and rift motifs into a two-minute suite.
Class selectionChoose Your BearingOne neutral theme whose instrumentation changes with highlighted class.
Dealer browsingThe Wandering LedgerCompact lute and hand-percussion loop with trader-specific instrument variations.
Artifact gachaReliquary TurningShort transparent rarity stinger; no near-miss audio intended to mislead players.
Home pointSafe HarborQuiet version of the current island theme with combat percussion removed.
PvP / bounty pursuitRed PennantTense drum-and-bass pulse that begins only after both sides enter valid combat.
Crew victoryOur Flag Still FliesShort brass-and-choir resolution using the crew’s selected musical emblem.
Defeat and rescueDrift, Then RiseLow strings resolve upward when a teammate revives or retrieves the player.

Level 500–1000 island, boss, and story-event themes

Region or bossTrackUseDistinctive sound
AtlantisAtlantis Beneath the TidesExplorationWaterphone, glass harmonica, low cello, conch-like horn, and crystalline arpeggios expand as players cross from coral harbor to the luminous royal plaza.
AtlantisTridents Under PressureCombatDeep toms, struck coral, agitated cello ostinatos, sharp brass, and hard waterphone accents turn the royal motif into a precise underwater pursuit.
Drowned King ThalorThe Last King of AtlantisBossA solemn conch-horn theme clashes with crystal choir and tidal percussion; audible gaps preserve every trident, statue, and Heart-crystal tell.
Stormscar DominionBlack Flags Beneath ThunderExplorationHurdy-gurdy, muted brass, chain percussion, distant thunder sheet, concertina, and a rough deck-crew chorus create a storm-bound pirate harbor.
Stormscar DominionCannons in the StormCombatSyncopated chain hits answer rapid strings, powder-keg cracks, and clipped horn calls, with cannon rhythms matching the colored flag order.
Storm Queen VoltaraStorm Queen of the Black FlagBossNaval brass, distorted hurdy-gurdy, heavy deck drums, and defiant pirate chorus clash while a dry cannon report announces every attack window.
Moonfall MonasterySix Bells Beneath the MoonExplorationSix tuned temple bells, viola harmonics, water bowls, restrained bamboo breath, and a slow frame drum establish the honest lunar sequence.
Moonfall MonasteryThe Forbidden SeventhCombatAn asymmetrical seventh bell interrupts the six-note cycle as low viola, wood blocks, and rapid frame-drum patterns drive precise duels.
Abbot LunarisWhen the Seventh Bell AnswersBossEach phase adds one false bell color around a disciplined string canon; the true tone remains isolated before unavoidable-looking feints.
Saltspire FreeholdWhite Towers Above the SeaExplorationConcertina, bowed bass, rope creaks, salt-glass chimes, and wind through cliff pipes trace the climb from hanging docks to the High Saltspire.
Saltspire FreeholdHooks Across the Hanging DocksCombatChain percussion, heavy deck drums, rapid low strings, cannon horns, and sharp rope snaps drive the Freehold’s vertical pirate fights.
High Captain KharonNo Captain Owns the WindBossA predatory horn and crew chant ride a ropeway rhythm; dock cannons, lift-brake strikes, and a full vault chorus enter across the three phases.
Riftheart ThroneFive Testimonies to a Broken CrownExplorationFive instrument voices—glass harmonica, contrabass, royal snare, reversed harpsichord, and solo horn—state conflicting versions of one theme.
Riftheart ThroneHistory Draws Its BladeCombatFractured orchestral stabs, backward keyboard attacks, double-time royal snare, and grounded bass turn each testimony into a distinct combat phrase.
Sovereign AevumNo Timeline KneelsBossThe five testimony voices begin in conflict, align during successful counters, and unite as a full capstone orchestra without changing arena geometry.
AtlantisLanterns of the Sunken PlazaRoyal-city investigationPrepared piano, contrabassoon, struck ceramic bowls, isolated droplets, and a turquoise two-note lantern signal accompany the submerged plaza route.
AtlantisThe Tide Gates Are ClosingTimed flood escapeBrake drum, pizzicato bass, ticking woodblocks, breath-like bellows, and descending crystal pulses count tide gates without resembling normal combat music.
Stormscar DominionProcession of Three CaptainsPirate ward processionSolo cornet, hammered dulcimer, boot-stomp rhythm, rope creaks, and three antiphonal ship horns portray rival crews marching toward one black flag.
Stormscar DominionThe Harbor HoldsHarbor defenseField snares, bass trombone, struck cannon barrels, rapid viola figures, and shouted deck responses build urgency around protecting ships and civilians.
Moonfall MonasterySilver Gardens After RainGarden reflectionMuted vibraphone, koto harmonics, water bowls, soft viola, and rain landing on tuned stone create a calm palette separate from the monastery’s bell themes.
Moonfall MonasteryTrial of the Honest EchoBell trialHandbells, bass marimba, viola pizzicato, temple blocks, and deliberate measures of silence turn each correct echo into part of the rhythm.
Saltspire FreeholdCaverns Cut by WindSmuggler-mine investigationBowed cymbal, salt-glass resonance, contrabass harmonics, cave whistles, and distant lift bells give the mines an airy, secretive pulse.
Saltspire FreeholdLanterns on the RopewayHanging-dock social themeJaw harp, concertina, rope knocks, low crew humming, and salt-chime create warmth without reusing tavern fiddle or naval brass.
Riftheart ThroneGallery of Lives UnlivedTestimony investigationPrepared harpsichord, solo cello, clock springs, reversed glass tones, and five unresolved cadences accompany projected histories without changing the physical room.
Riftheart ThroneThe Throne Refuses DawnFinal approachPipe organ, contrabassoon, royal field snare, struck bell plate, and sudden full-ensemble silences make the citadel’s last ascent ceremonial and threatening.
Mixing rules: attack tells, reload cues, boss bells, low-air warnings, and ship-damage alarms always sidechain the music. Players may separately control music, ambience, combat cues, and UI volume, with a reduced-intensity music option that removes harsh high-frequency layers.
Asset rule: use original, owned, or properly licensed music, animations, meshes, and textures. External Roblox assets must be verified for permissions and tested for moderation or loading failures.
18 · Rewards and sinks

Economy and currencies

Crowns / money

The everyday currency earned through quests, fishing, enemies, events, trade, and exploration.

  • Weapons and guns
  • Fighting-style training
  • Artifact gacha
  • Boats, repairs, and supplies
  • Fishing gear and bait

Riftmarks

A rare progression currency formed from old metal tokens permanently branded by unstable rifts. Each dark coin carries a glowing sea-green compass rune, giving it a recognizable silhouette and tying it directly to exploration, storms, and ancient ruins.

  • Awakening material costs
  • Advanced-style training
  • Rare deterministic upgrades
  • Stat resets
  • Endgame crafting and charts

Inflation controls

Boat repairs, high-tier gacha scaling, consumables, crafting, travel services, cosmetics, and late-game upgrades.

Drop protection

Pity counters, material fragments, repeat rewards, and trade-in paths prevent bosses from becoming unrewarding lotteries.

Trading policy

If added, trading needs level gates, confirmation stages, value warnings, logging, and restrictions on monetized permanent items.

19 · Sustainable business model

Gamepasses, currency, and shop

The shop sells permanence, expression, collection space, specialized side-grades, and optional deterministic currency packs. It never sells the accuracy, timing, Technique EXP, boss clears, or raw statistics needed to defeat a skilled free player.

Core gamepass catalogue and proposed prices

This complete proposed launch sheet covers all 44 gamepass products: 30 individual Permanent Artifact passes, 11 utility, weapon, cosmetic, or fleet passes, and three individual shop-boat passes. It also includes 10 repeatable currency Developer Products listed separately below; they do not count as gamepasses. Prices are proposed global baseline launch prices, not final promises. Roblox treats passes as one-time purchases and supports managed regional pricing. The live shop must retrieve each player’s displayed price through MarketplaceService rather than hard-coding the numbers shown in this design document.

GamepassProposed pricePermanent entitlementBest forFairness restriction
Permanent Artifact LicenseR$99–1,199 each
See all 30 below
Own one selected artifact permanently and re-fuse it at any home point after completing the level 50 fusion tutorial.Players who want a dependable favorite build.Sold separately per artifact. It begins at Mastery 0, grants no awakening, and every artifact remains earnable for free.
Reliquary ExpansionR$199Adds eight stored-artifact slots and extra collection sorting tabs.Collectors who frequently switch builds.Base storage supports normal progression; added slots give no stats, luck, or duplicate rewards.
Loadout LockerR$149Adds three named presets for weapons, styles, artifacts, cosmetics, and stat plans.Players maintaining PvE, PvP, fishing, and exploration builds.Presets may only be equipped at home points or safe ship cabins, never during combat, pursuits, raids, or ranked PvP.
Privateer ArsenalR$249Gilded Cutlass and Engraved Twin Flintlocks, with privateer models, effects, sounds, and equivalent side-grade move tuning.Close-range gun-and-blade players.Uses the same total damage, stagger, range, and cooldown budget as earnable counterparts.
Admiral’s CabinetR$349Ceremonial Officer Saber and Royal Dragoon Musket, plus matching sheaths and weapon poses.Precise duelists and marksmen.No paid aim assist, faster reload advantage, unavoidable move, or superior PvP scaling.
Beast Hunter ArmoryR$399Ironjaw Bone Cleaver and Brass Harpoon Gun variants with hunter-themed animations and finishers.Sea-creature hunters and expedition crews.No increased creature damage, rare-drop odds, harpoon strength, or material yield.
Stormforged ArsenalR$449Tempest Stormglass Blade and Copper Arc-Lock Rifle variants with alternate visual effects.Late-game weapon collectors.Does not bypass weapon quests or provide stronger stats than the corresponding earnable weapons.
Captain’s FleetR$599Three detailed special vessels: Crimson Corsair Cutter, Stormwake Brigantine, and Pearl Diving Tender.Combat captains, storm explorers, and undersea teams.Each vessel is a specialized side-grade with the same performance budget as its earnable ship family.
Drydock CollectionR$199Six extra saved liveries, premium figureheads, cabin décor slots, sail patterns, and harbor preview controls.Ship builders and crew role-players.No instant repairs, combat spawning, remote ammunition refill, armor bonus, or speed bonus.
Crew StandardR$149Advanced flag editor, crew emblem layers, colored nameplate trim, arrival fanfare, and shared ship banners.Crews that want a recognizable identity.All additions are cosmetic and must pass Roblox text and image moderation.
Explorer’s JournalR$99Aquarium displays, additional chart pins, discovered-species sorting, photo frames, and expedition scrapbook pages.Fishers, cartographers, and completionists.Only records discoveries the player has already made; it never reveals undiscovered rare spawns, events, or puzzle answers.
Supporter’s CharterR$299Founder-style title, gilded compass HUD frame, emotes, aura colors, a cabin plaque, and a cosmetic parrot shoulder companion.Players who want to support development.The companion does not fight, find treasure, warn of enemies, or alter drops.

Currency Developer Products

Currency packs are repeatable Developer Products, not permanent gamepasses. Crowns are the everyday money balance; Riftmarks are the rarer rift-bound progression currency. The amounts below are economy-testing targets and must be retuned against real quest income, repair costs, and progression time before release.

Developer ProductProposed priceCurrency grantedIntended use
Dockside PurseR$292,500 CrownsStarter supplies, bait, ammunition, or an early weapon.
Sailor’s PaychestR$7910,000 CrownsSeveral regional purchases, repairs, and voyage preparation.
Merchant StrongboxR$19935,000 CrownsMidgame equipment, boat maintenance, and deterministic crafting.
Captain’s TreasuryR$39990,000 CrownsMajor construction contributions without bypassing permits or blueprints.
Admiral’s ReserveR$799220,000 CrownsLate-game repairs, supplies, and earned-project material costs.
Riftmark PouchR$4920 RiftmarksA small deterministic upgrade contribution or part of a stat reset.
Riftmark SatchelR$9950 RiftmarksSeveral utility services or part of an advanced-style cost.
Riftmark CofferR$249140 RiftmarksMultiple deterministic upgrades across a developing build.
Riftmark ReliquaryR$499320 RiftmarksLong-term build experimentation and endgame crafting contributions.
Riftmark VaultR$999700 RiftmarksHigh-volume convenience for established players; no exclusive unlocks.

Bound paid balance

Robux-purchased Crowns and Riftmarks are account-bound. They cannot be traded, dropped, wagered, converted back into Robux, or spent on artifact gachas and other randomized rewards. The HUD may show one total, but the server tracks earned and purchased balances separately.

No progression bypass

Currency can satisfy only listed Crown or Riftmark costs. Level gates, mastery, boss materials, dealer discovery, ship permits, blueprints, weather events, puzzles, quests, and awakening trials remain mandatory.

Receipt safety

Grant products only through server-side receipt processing, store each processed purchase identifier idempotently, and return “not processed” after any save failure so Roblox can retry without charging for an ungranted balance.

Currency-shop rule: always show the exact amount, current live Robux price, destination balance, and spending restrictions before confirmation. Never use random bonus ranges, expiring currency, fake discounts, or “almost enough” prompts after a loss.

All 30 permanent artifact gamepasses

Artifact passPriceArtifact passPriceArtifact passPrice
Permanent StoneR$99Permanent TideR$199Permanent EmberR$399
Permanent GaleR$549Permanent VoidR$799Permanent FrostR$199
Permanent ThunderR$549Permanent StagR$399Permanent SphinxR$799
Permanent EchoR$799Permanent LightR$399Permanent ShadowR$399
Permanent MetalR$199Permanent CrystalR$399Permanent GravityR$799
Permanent KrakenR$799Permanent VenomR$399Permanent InkR$399
Permanent MagnetR$399Permanent SteamR$199Permanent DragonR$1,199
Permanent WolfR$799Permanent ThunderbirdR$799Permanent StarR$1,199
Permanent MoonR$799Permanent SunR$799Permanent GlassR$399
Permanent TimeR$1,199Permanent DreamR$799Permanent RuneR$1,199
Artifact price bands: Common R$99; Uncommon R$199; Rare and Rare Beast R$399; Epic R$549; Legendary and Legendary Beast R$799; Mythic and Mythic Beast R$1,199. Price reflects permanence and collection value only—never increased damage, mastery, awakening progress, or rarity odds.

Permanent artifact license rules

Fusion access

A licensed artifact appears in the Artifact Dealer’s permanent collection tab. It can be fused only after the normal level 50 artifact introduction and only from a home point, preventing mid-fight power swapping.

Progress still matters

Every licensed artifact starts untrained. Moves still require artifact mastery, awakenings still require their weather events, puzzles, bosses, and Riftmarks, and advanced forms still require the same level gates.

No entitlement trading

The permanent license cannot be dropped, traded, sold, wagered, or converted into Crowns. A naturally earned copy remains a normal inventory item and follows the usual duplicate-conversion rules.

Special and exclusive boats

VesselSourceProposed priceSpecializationTrade-off and free counterpart
Crimson Corsair CutterCaptain’s Fleet gamepassIncluded in R$599 fleet passFast turning, pursuit rigging, detailed captain’s cabin, and a forward chase cannon.Low cargo and broadside weight; the earnable Corsair Cutter fills the same pursuit role.
Stormwake BrigantineCaptain’s Fleet gamepassIncluded in R$599 fleet passPredictable steering in heavy storms and a protected navigation station.Reduced calm-water acceleration; the earnable Brigantine has equal hull and stronger general handling.
Pearl Diving TenderCaptain’s Fleet gamepassIncluded in R$599 fleet passDiving-bell bay, reef lights, specimen room, and convenient undersea staging.Slow surface travel and weak cannons; the quest-earned Diving Tender provides the same exploration access.
Lantern Fishing SmackIndividual shop gamepassR$149Live well, tackle display, lantern canopy, and fishing-themed crew stations.Cosmetic Fishing Smack variant with identical catch odds and fishing timing.
Royal FrigateIndividual shop gamepassR$349Ornate galleries, uniforms, brass cannons, and ceremonial sails.Uses the standard Frigate hull, speed, cannon count, repair cost, and hitbox.
Blackwake GalleonIndividual shop gamepassR$499Dark woodwork, lantern mist, ghostly sail effects, and an expanded social cabin.Uses the standard Galleon combat profile and gains no stealth or spectral immunity.
Earned prestige remains strongest: the Beast Hunter, Leviathan Galleass, Ghost Carrack, and other quest vessels cannot be bought. Their ownership proves the player completed the associated hunts, storylines, or sea events.

Purchase, display, and balance policy

Before purchase

  • Show every included item, model, statistic, restriction, and compatible mastery family.
  • Provide a safe preview room for weapon animations, artifact effects, ship interiors, and cosmetics.
  • Label cosmetic variants, side-grades, level requirements, and home-point restrictions clearly.
  • Validate the proposed prices through economy and age-appropriate purchase testing; never disguise the real Robux total.

After purchase

  • Validate ownership on the server and restore entitlements automatically after rejoining.
  • Never consume a permanent entitlement because of a failed teleport, save, fusion, or ship spawn.
  • Let players hide purchased VFX, fanfares, companions, and HUD ornaments for accessibility.
  • Record fulfillment failures so support can restore missing items without duplicating tradable goods.
Never sell: Technique EXP or multipliers; Aura damage or defense; extra Instinct dodges; a shorter Flash Step cooldown; PvP damage, health, or stat points; paid gacha rerolls; increased artifact, boss, fishing, or sea-event luck; quest skips; exclusive awakenings; boss defeats; temporary invulnerability; or ships that outperform the best earned vessels.
Store rule: use calm, honest purchase screens with exact contents and permanent ownership terms. Avoid misleading rarity language, coercive countdowns, fake discounts, gambling-style Robux purchases, or power gaps that invalidate aim, dodging, mastery, exploration, and player skill.
Roblox implementation note: passes are permanent one-time privileges; repeatable currency purchases use Developer Products and server-side receipt processing. Use live MarketplaceService product data and Managed Pricing so players see their actual current price. Review the official Developer Products documentation, Roblox monetization overview, price optimization guidance, and regional pricing documentation before release.
Production reference

Current prototype architecture

Server

RiftboundServer

Profiles, combat damage, mastery, quests, dealers, home spawning, prompt connections, fishing rewards, enemy AI, encounter membership and hazard filtering, and functional boats.

Shared config

Riftbound.Config

Classes, weapons, artifacts, gacha weights, mastery moves, quests, home points, level math, sea danger definitions, and fixed-arena mechanic budgets.

Client

RiftboundUI + Movement

Responsive HUD, menus, island detection, aiming, predicted Energy display, server-validated ground/air Dash, repeatable Air Jump, fishing input, move input, and movement feedback.

Technical priorities before public release

  • Persistent DataStore profile system with schema migration
  • Server-authoritative hit validation and movement sanity checks
  • Encounter-scoped hazards, collision, objectives, and reset cleanup
  • StreamingEnabled island boundaries and content loading
  • Object pooling for combat VFX and procedural sea events
  • Device-specific UI and performance budgets
  • Original owned animation and audio asset set
  • Automated balance configuration and telemetry hooks
  • Exploit-resistant purchase and gacha validation
  • Accessibility: remapping, effects reduction, contrast, subtitles
  • Private-server, party, crew, and matchmaking policies
20 · Development plan

Production roadmap and release gates

The prototype already proves the game’s breadth. Production now advances through playable gates: stabilize the foundation, perfect one representative voyage, expand the authored world, prove the endgame generator, then add commerce and launch operations without weakening the skill-first design.

Phase 0 · Foundation lock

Stabilize the current prototype

Audit the existing Roblox Studio place; separate server, client, and shared configuration cleanly; finish profile schemas and migration; validate remotes; make damage and purchases server-authoritative; repair NPC R15 rigs, hats, ground offsets, and animations; and make every boat spawn beside its dock with reliable seats, steering, damage, despawning, and recovery.

Exit gate: two players can join, save, rejoin, fight, fish, spawn a boat, sail, die, and respawn at a home point without data loss or a blocking error.

Phase 1 · Vertical slice

Dawnport to Whispering Atoll · Levels 1–30

Ship a polished first voyage containing the Riftbound nautical HUD, separate class-resource and Energy bars, stat points, 18-Energy Q ground/air Dash, default double jump plus repeatable 14-Energy Air Jumps, Energy-tagged attacks, camera-aimed combat, anti-LMB-spam rules, the 200-Crown Cutlass, Flintlock, the free Combat starter style, starter classes, mastery unlocks, fishing, the Dawnport defense, the Singing Current investigation, a working boss, one sea event, generated original music, and complete mobile, keyboard, and controller prompts.

Exit gate: a new player can reach level 30 without developer help, understand every core resource, budget Energy without losing basic defense, defeat enemies by reading attacks, and complete both islands with no placeholder assets or repetitive kill-only quest chain.

Phase 2 · Core-systems alpha

Ashen Crown and Skyreach · Levels 30–75

Complete the first four-island arc; level 50 artifact fusion and gacha; Artifact Dealer stock; weapons, gun reloads, fighting styles, classes, mastery, awakenings, weather triggers, puzzle quests, home points, wandering traders, enemy ships, sea creatures, boat combat, Crowns, Riftmarks, pity protection, and the first full dealer rotation. Build a reusable content pipeline for enemy rigs, moves, quests, dealers, island maps, and boss arenas.

Exit gate: progression from level 1–75 survives a complete save migration, every reward is granted once, gacha odds match published weights, and a four-player server can finish the arc without an administrator.

Phase 3 · Authored-world beta

Frostveil, Verdant, and Blacktide · Levels 75–320

Turn the built terrain into production islands with distinct stories, NPC and enemy locations, one or two dealers each, hidden quest rewards, dungeons, weather puzzles, pirates, hostile ships, advanced fishing, reefs, cliffs, caverns, wrecks, pressure and breath systems, quest-unlocked boats, and bosses that may introduce additional phases beginning at Frostveil. Expand Technique training with Aura and the first deeper mastery trials.

Exit gate: all seven islands are visually identifiable, every hostile type has one fixed level and readable attacks, each island offers a non-grind signature activity, and underwater exploration works without trapping or deleting player rewards.

Phase 4 · High-sea content complete

Sableglass, Ironwake, and Starfall · Levels 320–500

Finish the tidal desert, moving shipyard, and gravity observatory; their story choices, maps, dealers, gachas, techniques, pirate factions, naval encounters, quest ships, and late-game puzzles. Introduce Instinct at Sableglass and Flash Step at Starfall. Produce Veyra and Aster as fully telegraphed two-phase encounters built on fixed floors, encounter-only hazards, and stable landmarks. Complete and balance the target library of 21 swords plus the Iron Mace, 20 historical guns, the Combat starter baseline plus 12 advanced fighting styles, 30 artifacts, all mastery moves, and their correctly ordered awakenings.

Exit gate: level 1–500 is content-complete, all equipment has a legitimate acquisition path and counterplay profile, Veyra and Aster pass multiplayer mechanic tests without moving permanent arena geometry or affecting nonparticipants, and no required build depends on a paid item.

Phase 5 · Deep-world expansion I

Atlantis and Stormscar Dominion · Levels 500–700

Build the sunken crystal kingdom and pirate storm citadel as permanent, authored islands. Complete the Atlantean tide-gate and Stormscar captain-cipher questlines, mapped NPC and dealer routes, eight regular or elite enemies, Drowned King Thalor, Storm Queen Voltara, the Sunken Crown Corsairs, Blackstorm Fleet, four regional sea events, and ten new exploration, combat, boss, and story-event compositions. Keep flooding, storm broadsides, and boss hazards local to fixed encounter spaces with permanent escape routes.

Exit gate: level 500–700 progresses without an Uncharted voyage, both islands remain readable in multiplayer, every enemy and hostile ship owns one fixed level and complete counterplay, Stormscar reads immediately as a pirate stronghold, and neither boss nor sea event changes public terrain or another crew’s encounter state.

Phase 6 · Deep-world expansion II

Moonfall Monastery and Saltspire Freehold · Levels 700–900

Produce the lunar bell sanctuary and vertical salt-cliff pirate city, including investigation choices, underwater branches, climbing and heist routes, eight regular or elite enemies, Abbot Lunaris, High Captain Kharon, the Moonwake Corsairs, Spirehook Brotherhood, four regional sea events, and ten strongly differentiated exploration, combat, boss, puzzle, mystery, and social compositions. Expand high-level aiming, parry, ropeway, and movement tests without inflating unavoidable damage.

Exit gate: level 700–900 has no grind-only progression wall, the six-bell and ropeway-vault mechanics remain legible without music, both three-phase bosses preserve stable geometry, pirate heists preserve player choice, and crews can recover from every failed encounter without losing irreplaceable progress.

Phase 7 · Level-cap chapter

Riftheart Throne · Levels 900–1000

Finish the five-testimony capstone story, permanent citadel map, four final enemy types, Sovereign Aevum’s fixed-arena three-phase encounter, the Crownless Armada and Captain Cael Voss, two capstone sea events, and five exploration, combat, boss, investigation, and final-approach themes that reconcile the musical testimonies. Alternate histories appear only as lighting, projections, encounter-local barriers, and marked hazards; floors and navigation never shift beneath players.

Exit gate: the complete authored story reaches level 1000, all five testimony routes converge without deleting player choices, Aevum and the Crownless fleet are difficult through aim and decision-making rather than visual overload, and the ending requires no procedural domain or paid item.

Phase 8 · Optional expedition track

Uncharted Sea Domains · Scaling voyages after level 500

Separately implement deterministic seeded voyages, four danger bands, temporary island modules, trenches, leviathan nests, ghost ports, artifact vaults, special traders, pirate fleets, Beast Hunter harpoon play, and the two-phase Drowned Navigator raid. Domains supply repeatable side rewards, rare discoveries, and crew challenges but never gate levels 500–1000 or the main ending.

Exit gate: generated voyages remain completable and recoverable across server failures, temporary islands never strand players, every seed has a valid route and reward, and the optional system can be disabled without breaking authored progression.

Phase 9 · Economy and commerce beta

Fair progression and gamepasses

Run economy simulations for Crowns, Riftmarks, repairs, dealer stock, gacha costs, pity, crafting, and duplicate conversion. Then implement Permanent Artifact Licenses, repeatable bound-currency Developer Products, storage and loadout convenience, side-grade weapon packages, Captain’s Fleet, exclusive ship variants, customization passes, safe previews, idempotent receipt recovery, ownership restoration, and fulfillment logging. Publish exact contents and fairness restrictions on every offer.

Exit gate: purchase interruptions cannot consume Robux without granting access, paid weapons and ships remain inside free performance budgets, purchased currency cannot enter randomized or player-traded systems, free players can obtain every combat power, and Technique EXP, luck, stat power, boss clears, and direct awakening unlocks cannot be purchased.

Phase 10 · Release candidate and soft launch

Performance, rights, measurement, and live operations

Profile full servers on target mobile, console, and desktop devices; configure streaming; pool combat and weather effects; test anti-cheat under real latency; complete remapping, subtitles, contrast, reduced effects, camera comfort, and separate audio controls; replace temporary assets with original or licensed production work; then open gradually to measure progression, boss failures, PvP fairness, economy stability, retention, and purchase fulfillment.

Exit gate: saves and purchases are stable, level 1–1000 has no severe progression dead zones, target devices remain responsive during full encounters, critical exploits are closed, accessibility and rights checks pass, and the team can operate the game without unsustainable emergency work.

Release gates

GateMust passBlocks advancement when
CombatHits are server-validated; aim, dash timing, positioning, and tells decide outcomes; keyboard, touch, and controller remain competitive; boss floors and permanent world geometry remain stable.LMB loops dominate, attacks lack readable cues, latency creates unavoidable hits, paid equipment wins through raw statistics, or one encounter moves terrain or hazards for unrelated players.
PersistenceProfiles migrate safely and preserve level, stats, mastery, Technique EXP, inventory, artifacts, boats, quests, currencies, home points, and entitlements.A disconnect, teleport, trade, fusion, boat loss, or version update can duplicate or erase meaningful progress.
ContentEvery island has a unique main quest, mapped NPC and hostile locations, distinct traversal or puzzle play, fair enemy levels, and memorable rewards.Progress relies on repeated kill quests, reused arenas, unexplained level jumps, inaccessible dealers, or unfinished NPC presentation.
Sea and shipsBoats launch safely, support crews, take readable localized damage, and interact correctly with storms, creatures, pirates, docks, diving, and generated sectors.Ships spawn on land, trap avatars, lose ownership, allow reward exploits, or make travel a passive loading corridor.
EconomyEarn rates, prices, repair sinks, gacha odds, pity, drops, and duplicate conversion support several useful goals at every level.Progress stalls without Robux, inflation makes rewards meaningless, the gacha hides odds, or one activity invalidates all other income sources.
PerformanceFull-server storms, bosses, NPC battles, sea creatures, ship combat, and streamed islands stay within measured client, server, memory, and network budgets.Only high-end PCs can maintain responsive combat or effects obscure hazards and accessibility cues.
Safety and rightsPurchases, trading, chat-facing UI, moderation, data handling, licensed assets, and age-appropriate presentation pass review.Ownership is unclear, offers use coercive design, user-generated content lacks moderation, or any production asset has uncertain rights.
Scope rule: build breadth only after depth passes its gate. Six polished artifacts come before producing all 30; one excellent multi-phase boss comes before three; one reliable generated domain comes before a large module library. Content counts are targets, not permission to ship unfinished systems.
Parallel production streams: systems and networking; world and quests; combat and AI; character, weapon, ship, and VFX art; UI and accessibility; audio; economy and analytics; QA and moderation. Each stream works toward the same phase exit gate so unfinished dependencies are discovered early.
Definition of success

Quality bar and validation

Combat test

A new player can explain why they were hit. A skilled player wins through timing and aim. Repeating LMB is weaker than reading the encounter.

Island test

Players can identify an island from a screenshot, describe its unique activity, and remember at least one local NPC or mechanic.

Sea test

Travel produces decisions and stories. The fastest route is not always the safest, and danger creates rewards worth pursuing.

Progression test

Mastery unlocks feel earned, stats create recognizable builds, and players have several useful goals at any level.

Fairness test

Every power needed to compete is earnable through play. Purchases never erase counterplay or mastery.

Performance test

Combat, UI, weather, boats, and streamed islands remain responsive on target mobile devices under realistic server load.