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 1.38 September 7, 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 across two dimensions. The First Sea teaches the game, the Other Sea carries the level-1000–2000 saga, and infinitely extending optional waters remain the unpredictable expedition endgame.

26Handcrafted regions and hubs planned
2000Planned maximum level
25Authored 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, personal material drops, deterministic crafting and refits, earnable fixed-effect accessories, 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 First Sea progression islands carry the opening saga continuously through level 1000, while Bobington occupies the exact center of the known First Sea chart as a permanent enemy-free town for services, dealers, and social play. Dawnport remains the starter island but now sits at Bobington’s former northwest position. Bobington’s plaza receives temporary decorations only during major seasonal celebrations such as Halloween and Christmas. Completing the cross-island quest The Erased Voyage, defeating its final boss, and earning the Void Totem opens the Horizon Gate into ten authored Other Sea regions spanning levels 1000–2000. Uncharted Sea Domains remain optional scaling voyages unlocked after level 500.

Version 1.26 geographic swap: Bobington now occupies Dawnport’s former central-chart position, and Dawnport occupies Bobington’s former northwest position. A short safe-water route directly connects them. Only their world coordinates and connecting chart lines changed—Dawnport remains the level-1 starter region, while Bobington remains enemy-free and keeps every dealer, utility, seasonal socket, and social feature.
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
Permanent social hub

Bobington

Central First Sea · No enemies · No level requirement

A friendly brick-and-timber harbor town centered on a broad public plaza. Weapons are automatically sheathed, hostile abilities are disabled, and all players can use its dealers, utilities, crew spaces, and social areas without interrupting the level-1–1000 story.

Town purpose

Restock, repair, organize a crew, manage storage and loadouts, or relax around the fountain. The ordinary town has no rotating event activities; temporary Halloween or Christmas scenery appears only while those seasonal events are active. A room inside Mariner’s Rest contains a changing teaser for the next major update.

Safe zoneTwo dealersTown plazaNext Tide Room
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, defeat Aevum, and use all fifteen Wake Sigils to reveal Admiral Vanta’s hidden Nullwake Vault.

Riftbound KnightsChrono CorsairsBoss: AevumFinal boss: Admiral Vanta
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 500–2000 progression across both dimensions.

Design intent

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

Optional voyagesScaling enemiesSpecial tradersTwo raid bosses

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 · NPCOran · 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 and the sealed Nullwake Vault. Illusions change what players see, never the floor, exits, Aevum’s arena, or Admiral Vanta’s final encounter space.
N Town PlazaFountain · benches · seasonal sockets Supply HouseMariner’s Rest Next Tide Room · upstairsCrew Hall Bank & LoadoutsTown Hall Bobington DockBea · utility dealer Pip · provision dealerMayor Bington Seasonal booth · events onlyHome point BOBINGTON · CENTRAL FIRST SEA SAFE TOWN
Bobington · Enemy-free social hubThe dock road opens into a circular town plaza surrounded by two dealers, Town Hall, Crew Hall, storage, loadouts, ship services, and Mariner’s Rest. Hidden prop sockets support Halloween and Christmas overlays without leaving permanent event clutter. The upstairs Next Tide Room holds the current update teaser. Trading remains unavailable until players reach the Second Dimension.
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 500–2000 story across either dimension. 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

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–III

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 III

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 III

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
Lv 1750–2000 · Danger IV · Other Sea

Empty Anchorage

A silent ring of anchored wrecks surrounds the intact black flagship The Hollow Meridian. Four brass chart pylons lead crews to Admiral Hollowwake’s fixed-deck raid arena; ships remain safely moored outside the combat boundary.

Other Sea onlyThree-phase raidNo summoned enemiesHollowwake Chart

Uncharted voyage structure

An Uncharted Domain is a self-contained 20–45 minute voyage assembled from a deterministic seed. It has a beginning, navigable middle, clear final objective, and safe extraction rather than becoming an endless chain of random rooms. Crews may leave after any completed sector and keep secured rewards.

Buy or recover a chartSelect a dimension, danger limit, reward clue, and expected voyage length.
Prepare the vesselChoose hull, repair stock, diving gear, bait, harpoons, and crew stations before departure.
Chart the sectorsReveal three to six connected sea, island, wreck, cave, or trench modules.
Secure discoveriesFinish objectives to bind materials, blueprints, lore, and dealer access to the voyage ledger.
Extract or escalateReturn through a safe rift or accept one clearly previewed optional finale for stronger rewards.

Generated sector library

Sector moduleLayout and identityPrimary objectiveOptional escalation and rewards
Lantern Reef
Danger I–III · Both dimensions
A broad crescent reef with three lighthouse islets, submerged arches, and a sheltered inner lagoon.Relight the beacons in the order shown by migrating lantern rays, then escort a damaged sloop through the safe channel.Follow the rays below the shelf to recover reef fiber, rare bait, a luminous figurehead pattern, and a sealed chart.
Sargasso Cathedral
Danger II–III · Both dimensions
Interlocked wrecks and giant kelp form nave-like sailing lanes around a motionless central mast.Cut marked vine anchors without severing the air hoses of trapped divers; tow two recoverable wrecks free.Ring the wreck bell to face a fixed group of existing Wreckborn Reavers for salvage fittings and Ghost Carrack materials.
Powdergrave Shoals
Danger I–III · First Dimension
Shallow sandbars hide half-sunken bomb ketches, powder trails, and narrow skiff routes.Read hull markings, flood live magazines, and salvage the one vessel whose cargo is not trapped.Light a visible fuse route to open a remote stone cache; rewards include Bomb Ketch parts, powderproof cloth, and Crowns.
Whale-Road Nursery
Danger I–III · Both dimensions
A moving migration corridor marked by warm currents, floating grass, calves, and circling hunters.Match sail speed to the herd, clear fishing nets, and drive predators away without striking a calf.Tag the elder with a research harpoon for creature lore, beast-hunting mastery, medicinal oil, and a nursery chart.
Black-Sail Anchorage
Danger II–IV · Both dimensions
A pirate repair harbor built across anchored hulks, rope bridges, drydock cages, and a concealed cliff tunnel.Choose disguise, underwater infiltration, or a direct naval breach to steal the command ledger and release prisoners.Challenge the resident captain aboard a fixed flagship deck for pirate reputation, historical weapon parts, and a ship blueprint.
Sunken Tribunal
Danger II–IV · Both dimensions
Three flooded court halls descend around a dry central bell chamber with permanent air pockets.Recover testimony tablets, compare physical evidence, and place the truthful account beneath the correct statue.Open the sealed lower court for Riftmarks, artifact research, pressure fittings, and a chance to meet Astrid Vale.
Stormglass Labyrinth
Danger III–IV · Other Sea preferred
Mirror-black sea lanes wind between fixed crystal cliffs; reflections show currents that the water surface hides.Steer by wake direction, rotate three grounded lenses, and cross the maze without repeating a false lane.Accept one faster lightning cycle to earn stormglass, advanced sail trim, and Thunder or Mirror awakening clues.
Bellwater Cloister
Danger II–IV · Both dimensions
Low monastery ruins surround six tidal bells, underwater courtyards, and a windless anchorage.Tune bell floats by visual pulse order while divers clear their chains below.Sound the complete sequence to open an Echo-material vault and summon no enemies; the finale is a timed current puzzle.
Rift Orchard
Danger III–IV · Other Sea
Rooted stone platforms hold luminous pods above a violet current, connected by fixed bridges and climbable roots.Harvest stable pods by matching compass pulses while sealing volatile growths before they rupture.Carry one unstable pod to extraction for greater Riftmarks and artifact materials, but it periodically marks a dodgeable hazard zone.
Horizon Scrapfield
Danger IV · Other Sea only
Ship fragments from impossible headings drift around a stationary compass tower and several safe mooring rings.Recover three log fragments, align the tower, and identify which wreck belongs to the crew’s dimension.Board the false wreck for Other Sea fittings, mastery materials, rare charts, and Crownless lore; it contains no infinite add waves.

Voyage modifiers

ModifierChange to playReadable counterReward effect
King TideLower paths flood on a visible three-minute cycle while upper routes remain permanently usable.Tide marks, bells, and the chart show the next waterline.Flooded rooms expose extra pearl and salvage nodes.
Dead CalmWind-powered ships lose speed unless crews row, tow, or activate marked current gates.Flags droop before entry; every seed includes two current-gate routes.Improves Echo, fishing, and shrine discoveries.
CrosswindStrong lateral wind changes cannon aim and sail approach angles.Cloud streamers and water streaks show direction continuously.Grants extra sailing mastery and Gale materials.
Black FogLong-range sight is reduced, but silhouettes, wakes, lamps, and compass bearings remain visible.Lookout stations extend range; no objective relies on color alone.Raises ghost, smuggler, and hidden-dealer chances.
Hungry WaterPredators investigate noise from cannon fire, engines, and struggling swimmers instead of spawning directly on players.A disturbance meter and widening wakes warn crews before contact.Raises beast materials and rare fishing schools.
Rift StaticThe compass briefly loses labels after pulses, but landmarks and the physical north needle remain reliable.Five-second violet arcs precede every pulse.Raises Riftmark and artifact-research yields.

Deterministic and fair

The server stores the seed, route graph, completed sectors, secured loot, remaining finale, and departure time. Rejoining restores the same voyage when possible; otherwise the ledger grants secured rewards and opens a compensation chart.

Guaranteed recovery

Every seed contains a starting safe anchorage, at least one mid-voyage repair or air checkpoint, and an extraction route that does not require defeating the optional finale. Emergency departure returns the crew and owned ship to the nearest stable harbor.

Difficulty boundaries

One major modifier and up to two minor conditions may appear. Enemy level and objective tier lock when the chart opens; a stronger late joiner cannot silently raise them. First Dimension generation rejects every Danger IV module and modifier profile.

Generation rules: one biome, one traversal modifier, one combat faction, one puzzle grammar, and one reward focus are combined from compatible modules. A validator must prove that the route, recovery stop, finale bypass, and extraction are reachable before the seed opens. Temporary islands never delete inventory when they vanish; any player still inside is returned to the anchored ship or a stable harbor with secured rewards intact.
05A · Central First Sea social hub

Bobington

Bobington is a permanent neutral town placed at the exact center of the First Sea’s common sailing routes, in Dawnport’s former chart position. It has no enemies, boss arena, grinding field, gacha, or required story fight. Players come here to restock, organize, socialize, and see what may be coming in the next update. Outside major seasonal celebrations, the plaza remains a simple public square with no event booths, event quests, or event currency.

Hard safe zone

No enemies

Weapons visibly sheath at the harbor buoys, damaging abilities stop resolving, hostile projectiles despawn at the boundary, and enemy ships cannot acquire targets inside town waters. Duels require leaving Bobington.

Two dealers

Useful, not mandatory

Quartermaster Bea sells ordinary ship supplies; Provisioner Pip sells bait and travel provisions. Their fixed stock is convenient, but no exclusive combat power or progression key is sold here.

Utility district

One-stop services

Storage, loadout presets, stat planning, crew management, boat repair, home-point binding, mailbox rewards, quest recap, photo mode, and matchmaking boards surround the plaza.

Social center

Bobington Plaza

A wide, uncluttered fountain square provides benches, crew-photo steps, chess and checkers tables, shaded trees, and open room for players to gather. Hidden attachment points are used only for major seasonal overlays.

Town services and locations

LocationNPC or stationFunctionRestrictions
Bobington DockHarbor Master NessaSpawn, repair, recolor, recover, and safely despawn owned boats; bind Bobington as a home point.Boats spawn beside the outer pier. Cannons and harpoons remain disabled inside the harbor buoys.
Supply HouseQuartermaster Bea · money dealerSells Ship Repair Crate for 2,500 Crowns and Signal Flare Pack for 750 Crowns.Repair Crates cannot be used while taking damage; flares are ordinary visual signals with no damage, stun, or blinding effect.
South Market StallProvisioner Pip · money dealerSells Bait Satchel for 400 Crowns and Travel Rations for 300 Crowns.Rations restore health only outside combat and cannot stack with boss-instance healing rules.
Bank and LoadoutsArchivist Pella and wardrobe stationsStorage access, loadout presets, appearance preview, stat planning, and a confirmation-based Riftmark stat reset.Equipment and stats cannot change during combat, queued PvP, active races, or encounter matchmaking.
Crew HallRegistrar BramCreate or manage crews, browse public parties, inspect voyage requirements, claim mail, and enter boss-replay matchmaking.Matched fights occur in their original encounter spaces; Bobington itself remains combat-free.
Town HallMayor BingtonQuest recap, newcomer guidance, patch-note archive, accessibility reminders, and restoration help for interrupted quest rewards.No daily event board or rotating activities operate here outside a major seasonal celebration.

Major seasonal plaza overlays

The plaza does not run weekly fairs, world-event rallies, update-launch ceremonies, or permanent event activities. It changes only for major calendar celebrations, then returns completely to its normal social-hub layout.

Seasonal eventLimited activitiesTemporary sceneryReward policy
Halloween · HallowtideGhost-story scavenger trail, costume photo challenge, haunted fishing requests, and a short cooperative lantern puzzle.Pumpkins, fog pockets, harmless ghost ships beyond the harbor, candle lanterns, autumn leaves, and a temporary steward booth.Earnable costumes, emotes, lantern skins, and ship decorations at clear deterministic prices; no paid random rolls.
Christmas · WinterwakeGift-delivery route, snowball target range, missing-toy clues, group tree lighting, and seasonal fishing requests.Snow cover, warm windows, wreaths, a decorated mast-tree, wrapped crates, bells, and a temporary steward booth.Earnable winter clothing, emotes, figureheads, and cabin decorations; rewards remain claimable for the full published event window.
Normal-state rule: when neither Hallowtide nor Winterwake is active, seasonal props, booths, NPCs, currencies, task markers, and reward prompts are completely absent. The fountain, benches, board games, dealers, and utility buildings remain available.

Mariner’s Rest · The Next Tide Room

Room placement

Enter Mariner’s Rest on the northeast side of the plaza, climb to the second floor, and interact with the brass anchor mounted beside the largest wall chart. The chart swings inward to reveal a small furnished room overlooking the fountain.

Update teaser display

The room contains a covered display plinth, miniature terrain table, pinned concept silhouettes, one looping ambient sound, and a short cryptic caption. The current launch teaser shows a black-violet doorway, a stormglass feather, a gold auction paddle, and the words: “The horizon has learned a new name.”

Refresh and archive

Each major update swaps the room’s props and caption through configuration rather than rebuilding the house. Old displays move into a dated scrapbook so discoveries are preserved without promising an unannounced release date.

Teaser-room rule: clues may suggest a biome, boss silhouette, weapon shape, ship, or story symbol, but the room never shows fake countdowns, false release dates, paid access, or guaranteed features that have not passed their production gate. The room is always free to enter.
05B · Level 1000–2000 expansion

The Other Sea · Second dimension

Beyond Riftheart Throne lies an ocean that reflects no familiar stars. The Other Sea is a complete authored dimension with ten permanent regions, its own sailing ambience, factions, mysteries, enemy ecology, bosses, and level-2000 ending. It is not a prestige reset: players keep levels, stats, equipment, mastery, classes, boats, currencies, and story choices when crossing dimensions.

Permanent unlock

The Void Totem

Complete The Erased Voyage across all fifteen First Sea islands and defeat Admiral Vanta at level 1000. Raising his guaranteed Void Totem summons a walkable portal into the Dimensional Rift; confirming the crossing there plays the transition cutscene and permanently unlocks the Other Sea. The quest is soloable but supports a full crew.

Dimension rule

Two seas, one profile

Harbor gates allow free return after the first Other Sea home point is bound. Matchmaking, crews, inventory, bounty, and mastery persist; only dimension-local quest objects and encounters unload.

Main world quest

The Compass Beyond

Recover one permanent Bearing from each of the ten Other Sea regions, learn why the Crownless Armada cuts routes between worlds, and decide how the two existing seas should remain linked at Horizon's End.

World safety

Stable impossible ocean

Inverted waterfalls, false stars, and mirror tides are visual, scripted, or encounter-local. Permanent islands, docks, boss floors, and escape routes never move beneath active players.

Unstable rifts and dimensional travel

Rifts are tears in space that can appear throughout both dimensions. Naturally occurring rifts create unpredictable shortcuts and small adventures; the Void Totem creates a controlled portal whose only destination is the dimensional-crossing chamber. Both systems use server-approved anchors, so “random” never means inside terrain, beneath an active boss, beyond a player’s progression, or somewhere without a safe return.

Rift typeHow it appearsPossible destinationRules and safeguards
Drift Rift
Common world tear
The server selects one randomized eligible land anchor every 10–18 minutes. The tear remains for 4–6 minutes and is introduced indirectly with: “The horizon creases where no wind blows.”A random safe arrival point on an already unlocked island in the current dimension, weighted away from the player’s present region.Walking through commits immediately after a one-second threshold. It never bypasses a level gate, enters a boss room, deposits a player in enemy aggro, or crosses dimensions.
Trial Rift
Uncommon challenge tear
May replace a Drift Rift after a violet pulse and three floating compass shards appear around it.One small instanced combat, traversal, fishing, or puzzle pocket followed by a randomized eligible same-dimension exit.Provides Crowns, mastery materials, or earned Riftmarks. A return tear remains until every participant leaves; failure returns the player safely with secured rewards.
Deep Rift
Rare expedition tear
Appears only at marked sea platforms, reef shelves, or undersea air domes during high danger. Nearby compasses bend toward it before the tear becomes solid.A random unlocked wreck, reef-cliff overlook, undersea chamber, or protected sea-event staging point.Checks diving gear and boat state before entry. It never abandons a vessel, strands an unprepared player underwater, or sends anyone into an active event without an exit.
Void Portal
Player-summoned gateway
An eligible level-1000 player raises the Void Totem during a 1.5-second interruptible channel. A black-violet doorway forms for 60 seconds.The private Dimensional Rift staging chamber, followed by the Other Sea only after explicit confirmation.Requires The Erased Voyage and the Void Totem. It cannot open during combat, inside dungeons, on moving ships, or near another portal; a 120-second cooldown begins only after a successful summon.

Void Totem portal flow

1 · Summon the portalUse the Void Totem on safe ground. The server validates ownership, level, quest completion, clearance, and destination availability before the portal becomes walkable.
2 · Enter the Dimensional RiftWalking through places the player—not their unattended ship—in a calm instanced chamber between dimensions. A visible return tear leads back to the exact safe origin anchor.
3 · Confirm the crossingA centered prompt asks: “Enter the Second Dimension?” Choose Yes, cross the rift or Not yet. No option is preselected and the prompt never accepts itself.
4 · Cutscene and teleportYes reserves an Other Sea server, autosaves the profile, plays the crossing cutscene, then teleports the player to Wayfarer Quay—the protected arrival district inside Rookspire.

Confirmation message

ENTER THE SECOND DIMENSION?
Your First Sea position and progress will be saved. You will arrive at Rookspire’s protected Wayfarer Quay and can return after binding its home point.

Buttons: Yes, cross the rift · Not yet

Crossing cutscene

A 16–20 second sequence shows the player’s silhouette entering a torn horizon, fifteen Wake Sigils orbiting the Void Totem, Vanta’s compass line breaking, and an inverted ocean forming beneath the ship. It is subtitled, reduced-flash compatible, and skippable after the first complete viewing.

Teleport recovery

If server reservation, autosave, or teleport fails, the player remains in the Dimensional Rift with a clear retry button and working return tear. The Totem, cooldown, position checkpoint, and inventory are not consumed. A transfer token prevents duplicate arrivals.

Party crossing: crew members may follow the summoner into the staging chamber, but each player receives their own confirmation and must possess the Void Totem or permanent Other Sea Passage flag. Declining returns only that player; one person can never drag an unready crew through a teleport or unlock the dimension for them.

Chart of the Other Sea

Four-act story

Act I · Levels 1000–1250

Signals Beyond the Horizon

Players enter the occupied metropolis of Rookspire, stop signal pirates from steering new arrivals into its sea walls, and carry the true beacon code across its rooftops. The courier then crashes among the jungle islands of Wildwake Archipelago after an abandoned laboratory broadcasts a living imitation of the code. Recovering the stolen Bearing from the lab’s experiments opens the route toward Ivory Maw.

Act II · Levels 1250–1500

The Borrowed Horizon

The crew follows mirrored testimony into Shacklecloud’s sunlit False-Flag Carnival, where masked pirates buy stolen captain names, seals, and ship colors. Exposing the masquerade reveals that the Crownless Armada is not invading the First Sea—it is erasing legitimate crews, impersonating their vessels, and quietly taking control of every route home.

Act III · Levels 1500–1750

Crownless War

Inside the Bastion, players choose which rebel captain receives its fleet records, then descend into Pearlgrave to recover the drowned Bearing. The decision changes allies, dialogue, and naval support without deleting access to rewards.

Act IV · Levels 1750–2000

The Last Line on the Map

Redwake forges the final compass housing, the Midnight Armada tests every route the player preserved, and Horizon's End reveals why Grand Admiral Eidon sealed the dimensions. Defeating him exposes Captain Malrick Vane, the living pirate mastermind behind the present-day Bearing thefts, who intends to seize the restored route and charge both seas for passage.

Permanent region catalogue

Other Sea arrival city

Rookspire

Levels 1000–1100 · Occupied stormglass metropolis

A vast walled port city rises in seven tiers around a green stormglass bay. Slate row houses, roof gardens, hanging markets, signal towers, rope trams, shipyards, plazas, canals, and the Crownmast Citadel create a dense urban region rather than a small cliff outpost. Wayfarer Quay is protected, but Corven’s forces patrol most streets above it.

Chapter · The Beacon That Hunts Ships

Rescue residents in Low Lantern Ward, expose false signals hidden among thousands of windows, cross the rooftop courier route, disable the city batteries, and defeat Commodore Corven at Crownmast Citadel before he turns the whole metropolis into a trap for Horizon Gate arrivals.

Seven city districtsRooftop routesEnemy patrolsCommodore Corven
Jungle laboratory archipelago

Wildwake Archipelago

Levels 1100–1200 · Overgrown research islands

Seven steep jungle islands surround the abandoned Meridian Laboratory. Saltroot mangroves, kapok canopies, monsoon rivers, orchid cliffs, jaguar fernlands, cenote caves, pirate shrines, vine lifts, and flooded service tunnels create distinct routes. Trailhead Cay provides a protected dock and home point, while permanent stairs and cable ferries ensure every objective has a recoverable path.

Chapter · The Garden That Learned to Hunt

Track Rookspire’s missing courier through altered wildlife and counterfeit signal calls, restore the laboratory’s field stations, reconstruct the Meridian experiment logs, survive Apex Warden Koro, and stop Director Selka Voss from using the stolen Bearing to turn the archipelago into a living compass.

Monsoon jungleCenote divingPirate sun shrineAbandoned laboratory
Beast-hunting island

Ivory Maw Atoll

Levels 1200–1300 · Fossil leviathan ring

A living settlement occupies the ribs and jaw of a colossal sea fossil. Bone lifts, harpoon rails, marrow caverns, and a sheltered inner lagoon support layered hunting routes.

Chapter · The Saint Who Hunts Bones

Track fresh wounds on a dead creature, discover poachers drilling its living marrow, disable four harpoon winches, and confront Harpoon Saint Garrick atop the fixed upper jaw.

Maw PoachersMarrow BeastsHarpoon Saint Garrick
Reflection mystery

Tidemirror Reach

Levels 1300–1400 · Twin-surface archipelago

Calm channels reflect ships that took routes the real vessel did not. Reflections forecast attacks and clues but never create invisible collision or fake walkable terrain.

Chapter · The Captain in the Water

Photograph four mismatched reflections, sail their predicted routes in reverse, identify the real lighthouse keeper, and duel Captain Ilyan while his mirrored tells expose the true strike.

Mirror DeckhandsRefraction DuelistsCaptain Ilyan
Pirate masquerade archipelago

Shacklecloud Isles

Levels 1400–1500 · Sunlit false-flag carnival

Seven warm limestone keys curve around a brilliant lagoon like a broken shackle. White quarry dust hangs above the terraces like low clouds, while striped pavilions, mask shops, dueling courts, regatta docks, and thousands of stolen flags conceal the Other Sea’s largest pirate identity market.

Chapter · The Carnival of Stolen Names

Win entry tokens through skill games, trace counterfeit ship colors, infiltrate Captain Vargo Sorn’s masked regatta, recover the registry of erased crews, and expose the Crownless Armada’s false-flag network.

Masksail CorsairsCardshot DuelistsCaptain Vargo Sorn
Faction war fortress

Crownless Bastion

Levels 1500–1600 · Armada command citadel

A fortress made from nine captured flagships encircles a permanent stone keep. Ship decks create distinct wings, not moving public terrain.

Chapter · Nine Flags, No Crown

Steal signal books from three flagship wings, forge a surrender order, select one rebel captain to support, and break Regent Seraphine's command seal during a three-phase coup.

Crownless MarinesVerdict GunnersRegent Seraphine
Deep-diving region

Pearlgrave Trenches

Levels 1600–1700 · Drowned memorial shelf

Air domes, shell cliffs, grave-bell reefs, and pressure elevators descend through three authored depths. Every trench has lit return chains and rescue bells.

Chapter · Names Beneath Pressure

Recover names from five grave pearls, escort a diving bell through predator water, reconstruct the drowned crew manifest, and answer Oracle Nym's three pressure trials.

Grave DiversAbyssal MournersOracle Nym
Volcanic ship forge

Redwake Caldera

Levels 1700–1800 · Sail-forging volcano

Ancient shipwrights temper sails, chains, and compass housings in volcanic wind tunnels. Lava channels are bounded encounter hazards with permanent bridges.

Chapter · Forge a Sail for No Wind

Gather three heatproof fibers, steer furnace bellows with cannon recoil, protect the master mold from saboteurs, and defeat Furnace Captain Brakka before the final Bearing melts.

Redwake ForgersCinder BoardersCaptain Brakka
Permanent fleet-city

Armada of Midnight

Levels 1800–1900 · Nightbound fleet region

A city of anchored capital ships surrounds a moonless central sea. Ferries and boarding lines connect permanent deck districts while hostile patrol vessels create naval encounters.

Chapter · The Fleet That Never Made Port

Join one of three boarding plans, capture signal lanterns, rescue navigators erased from the fleet ledger, and defeat Fleet Admiral Oran across three fixed flagship decks.

Midnight MarinesNullwake NavigatorsFleet Admiral Oran
Dimension capstone

Horizon's End

Levels 1900–2000 · Edge-of-world lighthouse

A vast circular island surrounds the First Lighthouse, whose beam draws the apparent horizon. The docks, archive rings, Eidon’s compass court, the Horizon Bell deck, and every evacuation route remain fixed through both boss encounters and every ending.

Chapter · Where Every Map Stops

Place all ten Bearings, replay the routes preserved by earlier choices, survive Eidon’s judgment fleet, defeat the admiral at the Last Line, then stop Captain Malrick Vane from stealing the Horizon Compass aboard his hidden flagship, The Unwritten.

Last-Bearing KnightsHorizon ExecutorsPenultimate boss: EidonFinal boss: Malrick Vane
Dimension completion rule: every level band has an authored main chapter, four fixed-level enemy types, one boss, one home point, recoverable travel, and at least three activity types. No level-1000–2000 progress requires procedural domains, PvP, gacha rolls, or paid products.
05C · Other Sea arrival metropolis · Levels 1000–1100

Rookspire · The City of Ten Thousand Signals

Rookspire is a full-scale vertical city, not a small archipelago outpost. Seven connected districts climb from a protected immigrant harbor to Crownmast Citadel, with dense streets, occupied homes, roof routes, canals, plazas, rope trams, shipyards, and signal towers. Friendly residents still live behind defended courtyards while Corven’s pirates control the main roads, making the city feel inhabited and dangerous at the same time. Stormglass remains its signature building material rather than its name.

Major city

Seven urban districts

Each tier has its own skyline, materials, traversal rhythm, civilians, enemy composition, and shortcut network. Permanent stairs and alleys connect every level even when trams are unavailable.

Protected arrival

Wayfarer Quay

The dimensional portal deposits players inside a fortified dock ward with a home point, boat service, inn, quest recovery, two dealers, the Other Sea’s Grand Exchange, and a clear view of the occupied city above.

Enemies in the streets

Occupied, not abandoned

Pirate patrols guard intersections, rooftops, bridges, batteries, and customs gates. Civilians remain visible in protected interiors and retreat behind shutters when a nearby encounter begins.

Urban traversal

Street or skyline

Players choose guarded avenues, canal boats, roof bridges, interior passages, or manually operated rope trams. No required route depends on perfect air-jump timing.

Detailed city map

N ROOKSPIRE · CITY DISTRICT CHART Wayfarer QuaySafe arrival · home point · docks Low Lantern WardRookery Raiders · Lv. 1020 GlassmarketRopeworks Canal Old RookeryAviary Courts Highmast TerraceBattery Row Crownmast CitadelCorven · Lv. 1100 Orro · harborIbis · dealerCorra · quest dealer Tamsin · Grand Exchange △ enemies · ◆ boss · ■ dealers · ● NPCs/home
City reading: pale roads are permanent street routes, thin trails are rooftops or alleys, teal arches are rope-tram towers, red fields are hostile patrol zones, and Wayfarer Quay is the only fully protected district. Every elevated objective also has a stair, lift, or interior fallback.

Districts and gameplay

DistrictPurpose and visual identityEnemy presenceUnique gameplay
Wayfarer Quay
Arrival tier
Fortified immigrant docks, green-glass customs hall, inn, home point, return gate, Grand Exchange, repair cranes, and a skyline overlook.None inside the blue harbor line.Dimension orientation, boat recovery, dealer access, trading tutorial, quest recap, and safe crew assembly.
Low Lantern Ward
Levels 1000–1030
Narrow row-house streets, laundry bridges, soup windows, tiny shrines, and shuttered courtyards beneath hundreds of hanging lamps.Rookery Raiders at fixed street posts.Rescue residents by matching door lantern codes, escorting no slow-follow NPCs; each correct door opens a permanent alley shortcut.
Glassmarket
Levels 1020–1050
A roofed bazaar of green-glass awnings, auction cages, spice boats, bird sellers, and connected interior shops.Raiders on roads; Signal Muskets on balconies.Identify false-beacon parts through vendor testimony, inspect cargo seals, and smuggle a true lens through optional stealth or direct combat.
Ropeworks Canal
Levels 1030–1060
Ship chandlers, pulley factories, canal locks, suspended rope coils, drydocks, and low tram machinery.Signal Muskets and rotating Raider patrols.Operate lock gates outside combat, ride short freight barges, and cut marked rigging to expose—not crush—enemy positions.
Old Rookery
Levels 1040–1070
The original hill town: crooked towers, slate stairs, rook nests, rooftop gardens, libraries, and bridge-houses.Gale Falconers on roofs; Raiders at stair junctions.Train the courier rook by reproducing a visual flag sequence across three roof courses with ground-level reset routes.
Aviary Courts
Levels 1060–1080
Grand bird courts, public baths, conservatories, mosaic plazas, and enclosed training mews.Gale Falconers and paired Signal Muskets.Track bird shadows, redirect harmless training perches, and distinguish Corven’s armored decoys from the true courier flock.
Highmast Terrace & Battery Row
Levels 1070–1090
Admiralty mansions, semaphore parks, barracks, cannon walls, and huge mast towers overlooking both seas.Mastwatch Captains command mixed patrol groups.Decode firing order from window shutters, sever command ropes, and turn three batteries seaward without changing public terrain.
Crownmast Citadel
Level 1100
A palace-fortress built around the city’s oldest living signal mast, with a fixed circular rooftop arena.Commodore Corven and encounter-bound guards.Two-phase boss battle using city flag language, trained-rook codes, permanent mast sockets, and stable escape lanes.

City services and characters

LocationNPC or stationFunctionSafety rule
Wayfarer QuayHarbor Master OrroSpawns, repairs, recovers, and transfers eligible boats; binds the first Other Sea home point.Boats spawn beside the outer quay and weapons unlock only after crossing the harbor chain.
Grand ExchangeBroker Tamsin and eight trade countersUnlocks trading after the level-1000 Fair Exchange tutorial; provides Crown, Riftmark, and Special value ledgers, receipts, history, request controls, and scam reporting.Trading functions only inside the Second Dimension. Bound items and currency balances cannot enter offers.
Tern & Talon InnScout Mira KestMain chapter, district guidance, lost-object recovery, quest restart, and unlocked-shortcut recap.The inn remains protected and cannot be entered by pursuing enemies.
Signalwright WorkshopSignalwright Ibis · money dealerSells a Stormglass Scope for 1,100,000 Crowns and a Signal Flare Bundle for 65,000 Crowns.The scope is a cosmetic reticle-and-spyglass side-grade with no aim assist; flares deal no damage or stun.
Courier LoftRooftop Mentor Corra · quest dealerAwards the Rookstep Mantle cosmetic after the player completes all three courier routes without missing a signal.The mantle has no speed, jump, dash, or Energy advantage.
Compass HouseOther Sea return gateReturns eligible players to the First Sea, manages parties, and retries failed dimension transfers.Cannot activate during combat, pursuit, active courier timing, or the Corven encounter.
Resident courtyardsHealer Nima and city residentsDialogue, story clues, cosmetic restoration, and out-of-combat recovery.Enemies stop at marked courtyard arches; players cannot attack outward through the protection boundary.

Enemy locations and city pressure

EnemyFixed level and healthPrimary locationsUrban behavior
Rookery RaiderLevel 1020 · 320,000–390,000 healthLow Lantern intersections, Glassmarket gates, Ropeworks bridgesPatrols in pairs, climbs only marked ladders, and cannot chase through resident courtyards or Wayfarer Quay.
Signal MusketLevel 1045 · 355,000–425,000 healthGlassmarket balconies, canal warehouses, Highmast windowsUses visible colored panes to mark firing lanes and must relocate through real stairs after losing line of sight.
Gale FalconerLevel 1070 · 390,000–465,000 healthOld Rookery roofs, Aviary Courts, semaphore parksCommands one readable bird path at a time and drops to street level if its perch is disabled.
Mastwatch CaptainLevel 1090 · 900,000–1,080,000 healthBattery Row gates, Highmast plazas, Citadel approachSignals nearby city patrols but cannot pull enemies across district boundaries or safe arches.
Commodore CorvenLevel 1100 · 4,200,000 healthCrownmast Citadel rooftop arenaUses two phases and the city’s established flag code; all batteries and hazards remain encounter-local.

Chapter flow · The Beacon That Hunts Ships

1 · A city behind shuttersArrive at Wayfarer Quay, bind the home point, meet Mira Kest, and rescue six households by reading their lantern signals rather than defeating a required enemy count.
2 · Ten thousand false lightsQuestion Glassmarket witnesses, inspect seized cargo, and identify which three windows are projecting Corven’s false harbor approach.
3 · The rook roadTrain a courier rook across Old Rookery and Aviary Courts. Choose roofs, interior stairs, or trams; a fall returns the player to the latest perch without failing the chapter.
4 · Silence Battery RowRead the shutters, enter each battery through a different urban route, defeat its Mastwatch Captain, and install one true-code panel.
5 · Fly the true flagRaise all three panels at Crownmast Citadel and defeat Commodore Corven. The city remains populated and repeatable patrols stay available after the story.
City-state rule: completing the chapter changes banners, civilian dialogue, open doors, and friendly guard placement, but it does not erase progression enemies from the entire region. Repeatable hostile blocks remain clearly marked, while Wayfarer Quay, service interiors, resident courtyards, and the return gate are always safe.
05D · Jungle laboratory archipelago · Levels 1100–1200

Wildwake Archipelago · The Garden That Learned to Hunt

Wildwake Archipelago is a broad tropical island chain where saltwater mangroves, giant kapok canopies, monsoon rivers, orchid cliffs, fern valleys, cenote caves, and glowing night jungles have swallowed an abandoned research network. Seven main islands surround the Meridian Laboratory, whose researchers tried to grow organisms that could sense dimensional routes. Bright beaches hide cracked glasshouses, quarantine cages, specimen vaults, pirate shrines, cable ferries, waterfall caverns, and flooded service tunnels. Rogue researchers hired corsairs to guard the work, converted old lookout towers into field stations, and disguised laboratory cargo as ordinary trade.

Seven islands

Route choice

Crews sail between outer keys, cross canopy bridges through the center, or dive through short flooded tubes. Every elevated route has stairs, ladders, or a ferry fallback.

Exploration mystery

Read the evidence

Players compare numbered journals, specimen tags, broken signal plates, and plant reactions to identify what escaped and which records Director Voss altered.

Abandoned lab

Still operating

Automatic shutters, pressure pipes, sample conveyors, and decontamination sprayers continue their routines. They create puzzles and telegraphed hazards, never random unavoidable damage.

Two boss moments

Koro and Voss

Apex Warden Koro is the elite field boss guarding containment. Director Selka Voss is the two-phase regional boss and transforms herself rather than summoning additional enemies.

Jungle biome districts

Jungle districtVisual identityTraversal and interactionDiscoveries
Saltroot MangrovesArching red roots, shallow turquoise channels, hanging moss, mudflats, and half-swallowed pirate skiffs.Navigate at high tide by boat or at low tide across root bridges; cut only marked snags so permanent paths remain intact.Mangrove fish, Reef Fiber, smuggler caches, crab nurseries, and the first counterfeit signal repeater.
Kapok CrownColossal trees rise above the mist with layered treehouse platforms, orchids, rope ladders, and observation blinds.Climb bark holds, swing from fixed vines, cross canopy bridges, or use the permanent cable ferry fallback.Courier fragments, rare fruit, bird-call codes, canopy survey points, and the entrance to an old pirate lookout.
Monsoon BasinA stepped river valley of waterfalls, broad leaves, slick stone, fallen trunks, and rain-filled terraces.Ride a steerable log raft, open floodgates in sequence, and choose slower high-ground paths when the river surges.Medicinal herbs, freshwater fish, drowned cargo, turbine parts, and a hidden field-station generator.
Orchid CliffsWhite limestone walls covered by giant flowers, bright butterflies, hanging pools, and narrow natural balconies.Use pollen gusts as visible lift currents, cross flower platforms after they unfold, or take carved stairs around the cliff.Antidote samples, luminous dye, glider routes, rare photographs, and one Black Chart landmark.
Jaguar FernlandsDense fern valleys, scratched trees, broken stone masks, warm springs, and trails that disappear beneath rain.Track paw marks, disturbed insects, and bent foliage without fighting the animal; loud weapons make the trail harder to follow.Nonlethal wildlife research, a shed-claw specimen, a rescued survey pack, and the route to a sealed shrine.
Cenote UnderwaysBlue sinkholes connect flooded limestone chambers, root curtains, air pockets, fossils, and laboratory pipes.Dive through short marked tubes, manage ballast, restore air valves, and surface through dependable cave exits.Specimen Glass, fossil records, underwater herbs, relic coins, and a shortcut beneath Quarantine Key.
Corsair Sun CourtA vine-covered pirate shrine surrounds a cracked sundial, carved sails, stone cannons, and buried captains’ offerings.Rotate the sundial with reflected light, read flag carvings, and aim three inert stone cannons at the truthful horizon.Historical pirate lore, Crown cache, weapon-finish pigment, a treasure chart, and Curator Ilex’s missing key.
Glassvine ExclusionLaboratory glasshouses have fused with thorn vines, luminous fungi, brass irrigation pipes, and escaped experimental flowers.Read numbered spray cycles, prune only marked growths, and redirect irrigation instead of burning the whole habitat.Meridian Resin, experiment logs, rare seeds, filter recipes, and proof of Voss’s altered records.

Detailed archipelago map

N WILDWAKE ARCHIPELAGO · JUNGLE EXPEDITION CHART Trailhead CaySaltroot Mangroves · dock · Juno Greenhouse IsleGlassvine Exclusion · Riflemen Quarantine KeyJaguar Fernlands · Tala · Ilex Kapok Canopy StationCanopy Pursuers · Lv. 1120 Orchid Containment IsleApex Warden Koro · Lv. 1190 Monsoon Waterfall AnnexCenote route · Corsairs · Lv. 1170 Corsair Sun ObservatorySun Court · courier crash site Meridian LaboratoryDirector Selka Voss · Lv. 1200 △ enemy zones · ◆ bosses · ■ dealers · ● NPCs/home
Archipelago reading: dashed turquoise paths are boat channels, gold spans are permanent bridges or cable ferries, and the pale route is the main chapter. The central laboratory has fixed rooms and shutters; story progress opens shortcuts without rearranging terrain.

Islands, facilities, and gameplay

AreaVisual identityEnemy presenceUnique gameplay
Trailhead Cay
Safe arrival
A white-sand harbor borders the Saltroot Mangroves, with expedition tents, a beached survey boat, supply crane, and signal mast aimed toward Rookspire.None inside the buoy line.Home binding, boat recovery, mangrove fishing, dealer access, journal reconstruction, and crew assembly.
Greenhouse Isle
Levels 1110–1150
The Glassvine Exclusion surrounds cracked domes beneath giant leaves, seed elevators, irrigation wheels, luminous fungi, and vines growing through specimen drawers.Spore Riflemen guard the upper glasswalks.Rotate irrigation valves to reveal safe pollen lanes, prune marked Glassvine stems, and match seeds to numbered research trays.
Kapok Canopy Station
Levels 1100–1140
Treehouse laboratories, fixed vine swings, rope bridges, observation blinds, and a broken courier tower crown colossal kapok trees above the mist.Canopy Pursuers patrol marked bridges and platforms.Complete canopy surveys, follow copied bird calls using matching flag shapes, repair the courier’s signal plate, and unlock a permanent vine lift.
Quarantine Key
Levels 1140–1180
Beach fences and a ruined field hospital divide the Jaguar Fernlands from a waterfall concealing Curator Ilex and the Corsair Sun Court key.Quarantine Corsairs patrol outside the protected field station.Track wildlife nonlethally, inspect cargo seals, mix an antidote from labeled samples, and choose which research records to preserve.
Monsoon Waterfall Annex
Levels 1160–1190
Rain-fed terraces descend through waterfalls into the Cenote Underways, turbine rooms, flooded service tunnels, mossy stairs, and clear air pockets.Quarantine Corsairs hold the pumps; Riflemen cover bridges.Run the river by raft, dive through marked cenotes, restore pressure in a visible order, and use waterwheels to reopen a fixed bridge.
Orchid Containment Isle
Elite encounter
Orchid cliffs and hanging pools surround reinforced cages, snapped restraint rails, growth-measure walls, and a circular testing court.Apex Warden Koro at level 1190.Use pollen lifts to reach the court, read old measurement markings to predict Koro’s reach, and vent three pressure tanks without releasing enemies.
Corsair Sun Observatory
Investigation
A vine-covered pirate court and cracked sundial sit beneath a high stone telescope, solar mirrors, courier wreckage, and panoramic archipelago views.One fixed mixed patrol outside; the interior and Sun Court become safe after their clues are recovered.Reconstruct pirate flags, aim three inert stone cannons, align the true Rookspire code, and trace the false broadcast back to Meridian Laboratory.
Meridian Laboratory
Level 1200
A vine-split concrete and brass complex with glass corridors, surgical rooms, specimen archives, and a fixed circular compass chamber.Director Selka Voss; no endlessly spawning laboratory guards.Two-phase boss fight using sample colors, valve order, manual aiming, and Voss’s self-transformation inside stable geometry.

Jungle exploration and side activities

ActivityGameplaySkill or puzzleRewards
Canopy surveyReach three treetop blinds and photograph the same migrating bird from different heights.Read branch movement, fixed vine anchors, wind direction, and the bird’s call-shape subtitles.Exploration mastery, courier-code clues, rare feathers, and a permanent survey marker.
Monsoon river runSteer a two-to-four-player log raft down the basin while recovering floating medicine crates.Lean through bends, duck fallen trunks, choose split channels, and harpoon crates without stopping.Sailing mastery, medicine supplies, Meridian Resin, and raft cosmetics.
Jaguar trailTrack a territorial jaguar to its den without attacking, trapping, or startling it.Compare paw prints, scratches, disturbed insects, and downwind routes; loud attacks reset only the current clue.Wildlife research, Meridian Resin, a camera pose, and the hidden Sun Court route.
Orchid bloomDuring warm rain, carry pollen between three giant flowers and protect their pollinators.Match petal patterns, ride visible updrafts, and avoid harmful Glassvine specimens.Antidote herbs, luminous dye, rare seeds, and a temporary fruit-harvest increase.
Mangrove night fishingFollow glowing insects into narrow root channels and cast beside breathing mud pools.Control boat speed, listen for surface movement, and use bait appropriate to fresh or salt water.Unique river fish, bait recipes, pearls, cooking ingredients, and Fisher mastery.
Corsair shrine huntRecover three carved flag pieces from wrecks and place them around the Sun Court.Align the sundial, identify the honest flag, and manually aim the stone cannons at its horizon bearing.Crowns, old pirate logs, a treasure chart, and weapon-finish pigment.
Cenote salvage diveDescend through a blue hole, restore an air valve, and retrieve cargo without breaking specimen jars.Adjust ballast, follow root-colored return markers, and time pressure-door cycles.Specimen Glass, relic coins, dive mastery, fossil entries, and laboratory keys.
Field botanyCollect visible bark, leaf, fungus, and flower samples for Medic Osa’s antidote board.Use journal sketches to avoid poisonous lookalikes; no random trial-and-error damage.Tonics, filters, herbs, recipes, and optional lore about the laboratory’s spread.

Weather and living-jungle states

Forecasted cycle

Warm monsoon

Heavy rain fills basin channels, starts waterfalls, opens raft routes, lowers pollen, and makes stone paths slick. Raised walkways and ferries remain available.

Night state

Firefly tide

Color-safe glowing insects outline roots, hidden flowers, animal trails, and cave entrances. It reveals optional discoveries without removing daytime access.

Canopy event

Fruitfall

Wind shakes fruit from marked branches while birds and small animals cross the canopy. Players catch, gather, or protect food stores rather than defeat an enemy wave.

Laboratory spill

Glassvine bloom

Experimental flowers unfold along fixed plots and spray in numbered directions. Crews close irrigation valves and prune marked stems; the event never changes permanent terrain.

Jungle comfort rule: Wildwake has no hunger meter, random poison ticks, invisible quicksand, unavoidable insect swarms, or paths permanently closed by weather. Status buildup is visible, filters are earnable, dangerous plants telegraph before reacting, and every canopy, cave, and river route has a reliable fallback.

Characters and dealers

CharacterLocationRole or stockRule
Surveyor Tala VennQuarantine Key field stationMain chapter lead, journal board, experiment-log recovery, home-point guidance, and failed-quest restoration.Her tent is protected; enemies stop at the striped quarantine arch.
Quartermaster Juno Pike
Money dealer
Trailhead Cay supply craneGrapnel Gun — 1,050,000 Crowns
Field Filter Pack — 95,000 Crowns
The filter protects only against exploration pollen for one expedition and gives no combat resistance.
Curator Ilex
Hidden quest dealer
Behind the Quarantine Key waterfall after restoring all six specimen tagsAwards the Meridian Field Compass, a wearable navigation tool that records restored stations without revealing undiscovered secrets.One permanent quest reward; no combat statistics, Crown shortcut, random roll, or paid skip.
Field Medic OsaTrailhead Cay and unlocked field stationsOut-of-combat healing, poison-status explanation, accessibility hints, and expedition reset.Healing stations deactivate during pursuit and cannot be attacked through.

Chapter flow · The Garden That Learned to Hunt

1 · The copied callRecover the courier’s broken signal plate and prove the archipelago is broadcasting a biological imitation of Rookspire’s code.
2 · Seven islands, six tagsUse boat channels, bridges, or waterfall tunnels to restore six specimen tags and assemble the laboratory’s real experiment order.
3 · Quarantine was a lieMix an antidote, compare the public manifest with Voss’s private journal, and learn that the Bearing was used to make living creatures sense rifts.
4 · The apex gateDefeat Koro by reading measurement walls and opening pressure valves; Koro is already in the arena and never calls reinforcements.
5 · Become the proofEnter Meridian Laboratory, disable the copied signal, and defeat Director Selka Voss after she transforms herself into her final experiment.
Completion state: cleared spores reveal cleaner skies, cable ferries begin running, and field stations become safe shortcuts. The laboratory remains abandoned and repeatable combat wings stay marked; no choice deletes dealer access, boss replay, the Bearing, or an earnable reward.
05E · Pirate masquerade archipelago · Levels 1400–1500

Shacklecloud Isles · The Carnival of Stolen Names

Shacklecloud Isles is a chain of seven sun-warmed limestone keys surrounding a turquoise lagoon. The islands resemble a broken shackle from above, while powder from their white-stone quarries hangs over the stepped streets like low clouds—giving the region its name without making it another storm biome. Captain Vargo Sorn hosts the permanent False-Flag Carnival, where pirates wear stolen uniforms, race ships under borrowed colors, and trade the names and seals of crews the Crownless Armada intends to erase.

Regional identity

A pirate city in costume

Striped sail pavilions, chalk terraces, carved masks, brass game wheels, dueling balconies, flag alleys, and regatta docks create a warm festival city instead of another ruined or weather-dominated island.

Traversal

Parade routes and ferries

Permanent stone stairs, arched bridges, chain ferries, rooftop awnings, and short cannon-lift launches connect every district. Mobility shortcuts reward timing but never replace dependable walking and boat routes.

Unique activity

Skill games with evidence

Players earn entry tokens through aimed bottle shots, timed rigging races, flag-memory duels, and loaded-wheel deduction. Every game has readable rules and practice attempts; no required progress depends on random outcomes.

Story conflict

Names for sale

Sorn sells authentic captain seals and ship identities to Crownless buyers. The player must distinguish original flags from excellent counterfeits before an innocent fleet is officially erased.

Detailed island map

N SHACKLECLOUD ISLES · FALSE-FLAG CARNIVAL CHART Sunwash LandingSafe dock · home point · dealers Bunting RowMasksail Corsairs · Lv. 1420 Brasswheel MidwayChalkstep Quarry False-Flag MarinaLedger House Grand Masque PavilionCaptain Vargo Sorn · Lv. 1500 Parade LagoonPryn · chapter leadTallow · money dealerEdda · hidden dealer △ enemies · ◆ boss · ■ dealers · ● NPCs/home
Map reading: gold lines are permanent limestone bridges and chain ferries, dotted gold lines are optional regatta launches, pale routes connect the investigation order, and the central mask marks the Parade Lagoon. Every district remains reachable when carnival activities are inactive.

Districts and unique gameplay

DistrictIdentityEnemy presencePrimary gameplay
Sunwash Landing
Safe arrival
A calm harbor of cream arcades, striped awnings, repair slips, registry boards, and a shaded home-point courtyard.None inside the painted shell line.Boat service, chapter recovery, dealer access, crew assembly, carnival tutorial, and a public board showing every game’s fixed reward.
Bunting Row
Levels 1400–1440
Narrow stepped streets disappear beneath thousands of flags, costume balconies, mask stalls, and laundry lines.Masksail Corsairs patrol marked alleys.Compare stitch direction, dye wear, and crest spacing to trace stolen uniforms; rooftop awnings offer an optional movement route.
Chalkstep Quarry
Levels 1430–1470
White terraces descend around block lifts, powder sheds, sculptors’ yards, and chain ferries.Powder-Keg Saboteurs defend counterfeit-seal molds.Redirect quarry carts, cut visible fuse lines, and stamp wax impressions without detonating evidence or changing the terrain.
Brasswheel Midway
Challenge district
A permanent pirate fair fills a broad plaza with aimed bottle galleries, rigging races, dueling circles, and enormous mechanical game wheels.Neutral attendants; Cardshot Duelists appear only in declared challenge rings.Earn deterministic entry tokens through accuracy, timing, memory, and duels. Practice is free, and losses never consume story evidence.
False-Flag Marina
Levels 1440–1480
Bright racing yachts sit beneath flag gantries, dry docks, sail-dye vats, and viewing terraces.Cardshot Duelists guard the qualifying docks.Enter a fixed-course regatta, choose the correct flags at checkpoint gates, and disable illegal rudder tricks with aimed shots.
Ledger House
Levels 1470–1490
A marble counting house stores captain seals, manifests, ship portraits, costume ledgers, and brass identity plates.Gilded Enforcers guard its three archive floors.Cross-reference portraits, signatures, and wax fractures to restore erased crews. Text, shape, and symbol clues always duplicate color information.
Grand Masque Pavilion
Level 1500
A fixed circular theater overlooks the lagoon, with numbered floor medallions, flag standards, curtain lines, and Sorn’s central dueling dais.Captain Vargo Sorn only; no reinforcements.Three-phase boss using established stage props and readable game rules. The floor, exits, sightlines, and safe outer arcade never move.

Characters, dealers, and services

CharacterLocationRole or stockRule
Registrar Pryn ValeSunwash registry arcadeMain chapter lead, stolen-identity ledger, home-point guidance, evidence recap, and interrupted-objective recovery.The arcade is protected, and enemies stop at the painted shell line.
Harbor Master CaskSunwash east pierSpawns, repairs, recovers, and moors boats beside the outer dock; also registers crews for the fixed-course regatta.Boats spawn to the side of the dock and never inside a race lane or another vessel.
Gunsmith Moss Tallow
Money dealer
Bunting Row galleryBoarding Carbine — 1,400,000 Crowns
Blank-Fire Practice Kit — 85,000 Crowns
The reusable practice kit activates carnival targets outside combat and grants no damage, aim assist, currency multiplier, or PvP advantage.
Maskmaker Edda Quill
Hidden quest dealer
Ledger House attic behind the portrait whose wax seal does not matchAwards the Unmasked Captain Coat cosmetic for restoring four erased captains to the public registry.One permanent cosmetic reward; no Crown shortcut, random roll, disguise power, or combat statistic.

Chapter flow · The Carnival of Stolen Names

1 · Wear no borrowed nameMeet Registrar Pryn Vale, bind Sunwash Landing, and learn that the carnival’s guest list contains crews officially declared dead while still sailing.
2 · Win the invitationEarn three entry tokens from an aimed gallery, a timed rigging course, and a flag-memory duel; each challenge has fixed targets and unlimited practice.
3 · Follow the false colorsTrace mismatched stitching through Bunting Row, recover a seal mold from Chalkstep Quarry, and identify the yacht wearing a living captain’s flag.
4 · Race under your own flagEnter the False-Flag Regatta, pass symbol-marked checkpoints, expose the rigged leader, and board Sorn’s records launch without sinking it.
5 · Give the names backCross-reference four portraits, signatures, and cracked seals inside Ledger House, then raise three authentic standards to open the Grand Masque Pavilion.
6 · Unmask the hostDefeat Captain Vargo Sorn on the fixed dueling dais, publish the stolen registry, and recover the True Flag Bearing.

Carnival events and completion state

Grand mask parade

NPC crews march a published route through Bunting Row. Players identify three stolen uniforms from stitch and crest clues, then return them without fighting the neutral performers.

Brasswheel exhibition

The Midway opens a cooperative sequence of aimed targets, rope timing, and memory plates. Its reward threshold is displayed before entry and never changes during the round.

Moonlit regatta

Crews race a fixed lagoon circuit beneath lantern buoys, choosing flag gates and using ship handling rather than combat. Loaner sloops keep the event equally accessible.

Completion state: defeating Sorn removes counterfeit banners in a cutscene outside gameplay space while the seven islands, bridges, ferries, enemy districts, and pavilion remain intact. Restored captain names appear on the Sunwash registry, neutral crews return to their real colors, and the True Flag Bearing saves immediately as the fifth Compass Beyond checkpoint.
Shared-world safety: Shacklecloud has no storm cycle, lightning hazard, moving island, disappearing bridge, forced launch, or public-terrain transformation. Race gates and festival props occupy reserved lanes, every clue has non-color and non-audio support, and Captain Sorn summons no enemies.
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 no 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
  • Near-miss dash rewards by class, earned only by physically clearing a hitbox
  • 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; the player remains vulnerable for the entire dash, and 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: dashes grant no invulnerability at any point. They cannot cancel committed attacks for free, ignore walls, or erase landing recovery. A “perfect dash” or near-miss reward triggers only when the player physically moves completely outside an attack hitbox before it becomes active; it never negates a connecting hit. 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, class, and mobility technique 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 to begin a four-beat Guard Break: three small, individually aimed setup blows build guard pressure before a slow fourth blow breaks the guard and knocks the defender backward. Each beat requires another timed R input; missing, being parried, taking a hit, or waiting too long cancels the sequence. The finisher never tracks, has clear startup and punishable recovery, and still causes shorter knockback against an unguarded target. 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.
Core actionTiming and cooldownFailure or interruption rule
Block · Hold F0.20s raise startup; Block can be held for up to 3.5s and has a 15s cooldown beginning when raised. Guard Stamina drains while absorbing attacks.Releasing Block or losing all Guard Stamina lowers it immediately, and it cannot be raised again until the 15s cooldown finishes. Block is unavailable during attack commitment, hit-stun, or dash recovery.
Parry · Tap F0.16s active window with a 20s cooldown beginning on input.A miss causes 0.75s recovery and leaves the player open. A successful parry staggers only the attacker that actually connected and never refreshes the cooldown.
Guard Break · RFour timed inputs over no more than 2.4s with a 25s cooldown beginning on the first input.A miss, parry, hit, late input, dodge, or weapon swap cancels the remaining blows but does not refund the cooldown. The fourth hit breaks an active guard and applies strong knockback.
Gun Butt / Pistol Whip · FOne short close-range strike with a 5s cooldown.It cannot parry, reload, or chain into itself; missing leaves 0.6s recovery.

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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown

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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
LMB
Hewing ChainThree chopping cuts with moderate crowd reach.
Base
Z
Brush ClearWide cut removes vines, kelp, and fragile hostile deployables.
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Whip · 5s cooldownR 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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 for up to 3.5 seconds while draining Guard Stamina. Heavy attacks and strikes from behind break through it.
Base · 15s
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 · 20s
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 BreakThree timed body taps build guard pressure before a slow overhead hammerfist breaks the guard and knocks the target backward. Every beat must be aimed; a miss, parry, interruption, or late input ends the sequence before the finisher.
Base · 25s
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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

Powder

Passive — Fusecraft: varied clean hits and precisely timed recoil movement prepare up to three Powder Charges. Rain shortens their fuse life, full submersion ruins unsealed charges, and careless fire can ignite either player's setup.

Core actions · Mastery 0LMB Basic ComboHold F Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
Z
Fuse PelletThrow a manually aimed, destructible powder charge with a flashing fuse. It sticks to terrain and ships, never directly to players.
M10 · 6s · 11 Energy
X
Recoil VaultFire a small blast behind the user to vault toward the aimed direction. The launch is collision-checked, cannot retarget, and consumes one prepared charge.
M30 · 9s · 18 Energy
C
Powder CircuitConnect up to three placed charges with a bright burning fuse. Enemies can cut the line, shoot a charge, or douse exposed sections before detonation.
M60 · 18s · 24 Energy
V
Dead Man's SalvoLaunch prepared charges overhead, then manually mark their landing circles one at a time. Every impact is warned and missing a selection wastes that charge.
M100 · 33s · 32 Energy
Rare artifact

Magnet

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

Core actions · Mastery 0LMB Basic ComboHold F Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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 Block · 15s cooldownTap F Parry · 20s cooldownR Guard Break · 25s cooldown
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

Transformed beast-artifact movesets

Activating a beast artifact's V move replaces its normal combat kit with the full creature moveset below. Transformed moves inherit the corresponding normal move's mastery requirement and share its cooldown, so transforming never refreshes Z, X, or C. Hold F still Blocks, tap F still Parries, and every transformed R follows the shared four-beat Guard Break rule. Forms drain Transformation meter continuously; hard stagger removes an additional portion, and V can end the form early. Larger bodies gain traversal options but also have larger, readable hurtboxes—transformation is a stance change, not a free damage multiplier.

Rare beast transformation

Stag Form · Elder Hart

A grounded support form that converts prepared Seed routes into fast charges and temporary healing territory.

LMB
Crown and HoofTwo aimed antler sweeps lead into a rear hoof kick. The kick creates spacing but cannot launch a fresh true combo.
Transformed base
R
Heartwood BreakerThree short horn-and-hoof checks build guard pressure before a full-antler ram breaks guard and knocks the target backward. Losing aim cancels the ram.
Transformed base · 25s
Z
Briar CrownFire a three-pronged antler fan at the aimed ground. Each tip plants one short-lived Seed; only the center tine deals full damage.
M10 · 6s · 12 Energy
X
Rootline GallopSelect a visible Seed and gallop toward it along a locked root trail. Enemies can sidestep the lane or destroy the destination Seed.
M30 · 10s · 18 Energy
C
Elder GroveConsume up to three Seeds to create overlapping healing circles and cleansing pollen. The grove changes no terrain and every circle visibly withers before disappearing.
M60 · 19s · 25 Energy
V
Shed AntlersReturn to human form. An early tactical cancel preserves at most 20% meter but locks transformation for 12 seconds.
Revert
Legendary beast transformation

Sphinx Form · Sun Guardian

A hovering duel form built around readable symbols, chosen attack lanes, and punishable landing decisions.

LMB
Riddle ClawsAlternating claw swipes end with a wing shove. Changing the final aim chooses a left or right knock-away angle.
Transformed base
R
Sun VerdictThree compact claw marks test the guard before a telegraphed pounce breaks it and knocks the defender away from the chosen landing point.
Transformed base · 25s
Z
Hieroglyph ClawChoose one of three shown glyphs, then carve its fixed line pattern into the sand. Opponents can read the symbol before the lanes erupt.
M10 · 6s · 13 Energy
X
Riddle PounceMark a landing circle and choose high, left, or right approach. The route is visible, cannot retarget, and has recovery on a miss.
M30 · 10s · 20 Energy
C
Gate of Three AnswersRaise three breakable mirage gates with different symbols. Passing through the symbol matching the announced clue grants Grit; false gates burst after a warning.
M60 · 20s · 26 Energy
V
Fold the RiddleLand and return to human form, leaving a harmless fading paw-print answer where the form ended.
Revert
Legendary beast transformation

Kraken Form · Deep Warden

A sea-control form for swimming, defending ships, and crossing manually aimed tentacle lanes without hiding attack warnings.

LMB
Port-Starboard LashA left lash, right lash, and forward tentacle thrust. Each limb has its own visible windup and narrow impact lane.
Transformed base
R
Keelbreaker CoilThree short tentacle checks pressure the guard before two arms slam together, breaking guard and producing strong outward knockback.
Transformed base · 25s
Z
CrosswakeAim two curling tentacles whose wakes cross at a chosen point. Damage peaks only at the intersection, rewarding prediction instead of wide spam.
M10 · 7s · 14 Energy
X
Undertow DiveSubmerge as a visible surface ripple and steer toward a bounded destination. The entry and exit are vulnerable and the path never becomes invisible.
M30 · 11s · 20 Energy
C
Blackwater VeilCreate a local fog bank around one chosen point. Silhouettes, hit warnings, and ship outlines remain visible; the veil provides concealment, not invulnerability.
M60 · 21s · 27 Energy
V
Release the DeepDissolve the spectral body and return to human form. Nearby boats receive no automatic damage from the transformation ending.
Revert
Mythic beast transformation

Dragon Form · Sky Serpent

A high-mobility aerial form whose breath, climbing, and diving all consume Energy and expose a long, readable body.

LMB
Talon-Tail ChainTwo close claw cuts end in a manually aimed tail sweep. The long body turns slowly during the finisher and can be punished from inside the arc.
Transformed base
R
DragonfallThree compact claw checks lead into a committed shoulder-and-tail drop that breaks guard and launches the target backward along the aimed line.
Transformed base · 25s
Z
Furnace BreathHold to steer a narrow breath stream across the camera line. Damage ramps only while aim stays on target; continued breath drains Energy each second.
M10 · 8s · 8–28 Energy
X
Skycoil DiveCoil upward, reveal a projected landing line, then dive to its fixed endpoint. Air control ends once the dive begins.
M30 · 12s · 24 Energy
C
Scale TempestShed a ring of destructible scales, then manually direct them toward one point. Destroyed scales reduce both defense and the final volley.
M60 · 22s · 30 Energy
V
Sheathe the SkyLand at the nearest valid surface and return to human form. Reverting in open air begins a normal Energy-governed fall.
Revert
Legendary beast transformation

Wolf Form · Bone Alpha

A ground pursuit form that reads trails, attacks creature armor, and commits to visible pounce routes rather than target locking.

LMB
Fang and RakeOne bite and two claw rakes form a compact chain. Striking the same angle repeatedly loses stagger strength.
Transformed base
R
Alpha BreakerThree low-damage fang checks build guard pressure before a full-body shoulder ram breaks guard and knocks the target down the scent line.
Transformed base · 25s
Z
Gravefang VolleyFire three brittle bone fangs along separately chosen aim taps. Unfired fangs vanish if the player is interrupted.
M10 · 7s · 13 Energy
X
Scentline PounceReveal the target's recent trail, choose any point on it, and leap there along a visible arc. It follows the trail—not the moving target.
M30 · 10s · 19 Energy
C
Packbone WardRaise directional rib armor around the front and flanks. Each section breaks separately, and the exposed rear remains vulnerable.
M60 · 19s · 25 Energy
V
End the HuntReturn to human form and retain the last discovered PvE creature trail for a short navigation window.
Revert
Legendary beast transformation

Thunderbird Form · Storm Herald

A rhythm-based gliding form with fast repositioning, beat-timed lightning, and vulnerable missed beats.

LMB
TalonbeatTwo talon swipes and a wingbeat land on a visible three-count. Off-beat inputs slow the next attack instead of extending hit-stun.
Transformed base
R
Stormbreaker DiveThree small beat-timed pecks pressure the guard before a marked diving shoulder breaks it and knocks the defender from the impact circle.
Transformed base · 25s
Z
Thunder ChoirRelease three expanding rings on successive beats. Each ring must be aimed by facing; repeating the same timing shrinks its damage window.
M10 · 7s · 14 Energy
X
Jetstream CarveGlide through two player-placed wind points. The connecting route is shown before launch and cannot bend toward enemies afterward.
M30 · 10s · 20 Energy
C
Resonant MoltDrop five charged feathers in a visible arc. A beat-timed wing pulse activates them; opponents can destroy individual feathers first.
M60 · 20s · 27 Energy
V
Fold the StormReturn to human form and release a harmless thunderclap that clearly marks the end of transformed pressure.
Revert

Flight & mobility move pool

These are production-ready movement moves for future weapons, fighting styles, artifacts, classes, techniques, and awakenings. A move replaces one key in its assigned moveset instead of adding a free fifth combat ability, and its mastery belongs to that loadout. Every option is manually aimed, collision-checked, interruptible, and fully vulnerable—none grants invulnerability frames, target tracking, or immunity to anti-air attacks.

Flight rule: ordinary powered flight pays an activation cost plus Energy per second, stops at zero Energy, and locks attacks that are not explicitly designed for flight. Open-ocean flight drains Energy twice as quickly once the player is far from an island, ship, or permanent platform, keeping boats essential. Gliding is cheaper but always loses altitude. Taking hard stagger cancels flight, while landing has a short readable recovery.
General traversal

Sailcloth Glide

A basic exploration move learned through an early navigation quest. It extends a jump without allowing true flight.

Hold Jump
Catch the WindOpen a compact sailcloth wing and steer a descending glide. Releasing Jump folds it immediately; taking damage or touching a wall causes a normal fall.
M0 · 4 Energy/s
Vertical mobility

Updraft Kick

A fighting-style launcher used to contest ledges and airborne opponents without becoming an attack escape.

X
Rising CorkscrewKick downward to rise along the aimed vertical angle. The start can be interrupted, horizontal travel is limited, and the user remains hittable throughout.
M30 · 9s · 18 Energy
Rope mobility

Grapnel Swing

A shipboard and city-traversal technique that rewards selecting real anchors.

X
Hook and ArcFire at approved beams, masts, cliffs, or rails, then swing on a visible rope using current momentum. Enemies may cut the tether, and a missed hook spends half the Energy.
M30 · 8s · 16 Energy
Gun mobility

Recoil Vault

A historical-firearm movement option that trades a loaded shot for positioning.

X
Powder JumpFire away from the chosen travel direction to launch in a fixed arc. The muzzle flash reveals the route, the weapon loses one loaded round, and the landing has recovery.
M30 · 10s · 17 Energy · 1 round
Water-surface mobility

Tide Skim

A Mariner or Tidehand option for crossing short water gaps and circling sea creatures.

X
Wake RunnerRide a narrow current across the water surface. Steering is gradual, sharp turns break the skim, and direct hits knock the user into normal swimming.
M30 · 9s · 6 Energy/s
Powered flight

Windwake Flight

A Gale or advanced aeronaut move for short aerial routes, scouting, and repositioning.

C
Ride the GaleAfter a visible one-second windup, fly toward camera aim for up to six seconds. Turning has inertia, ordinary attacks are locked, and hard stagger ends the flight.
M60 · 20s · 18 Energy + 8/s
Aerial combat route

Wingbeat Chain

A beast-form movement sequence with committed endpoints rather than free target pursuit.

X
Climb, Bank, DivePlace two visible air points, then fly through them in order and finish at a projected landing circle. Each segment direction-locks on entry; canceling early begins a fall.
M30 · 12s · 24 Energy
Precision route

Starline Traverse

A high-level Star or Rune movement tool that requires setup and leaves counterplay.

C
Thread the PointsManually place three short-lived route points on visible surfaces, then travel their connected path. Opponents see the line before launch and may break any point.
M60 · 18s · 26 Energy
Defensive reposition

Divebreak

An aerial disengage that converts height into a fast but punishable landing.

Z
Drop and RollDive toward manually aimed ground, show the impact circle, then roll in the held direction on landing. It deals no damage, cannot pass through attacks, and a blocked landing causes longer recovery.
M10 · 7s · 12 Energy
Crew rescue

Rescue Tow

A support movement move for recovering allies from cliffs, water, and damaged ships.

C
Lifeline CarryAttach a visible line to a consenting or downed ally and glide toward an aimed safe surface. Speed and turning are reduced, the line breaks on damage, and it cannot carry quest objects.
M60 · 24s · 10 Energy/s

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 III 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 III 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.
PowderStormproof ArsenalCharges gain selectable concussion or smoke loads, while burning fuse paths can be redirected once without refreshing their timer.Seal a powder vault during a hurricane and defeat its master gunner without causing a chain reaction.
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 III.
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, and dashes have no invulnerability frames: any attack that connects still hits.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: 2000. Fifteen First Sea chapters lead to ten permanent Other Sea regions, creating 25 authored progression chapters; 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 after First Sea progression, and 150 maximum through earned Other Sea milestones. 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 LMB, R, Z, X, and C with the transformed movesets in the ability catalogue; V becomes a manual revert. Forms drain meter over time, can be ended early, retain readable hitboxes and warnings, share cooldowns with their normal moves, 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
PowderRareTimed charges, visible fuse circuits, explosive recoil, and chain-reaction riskStormproof Arsenal hurricane powder-vault trial
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 bandDimension availabilityExpected eventsReward direction
0Coastal WatersBoth dimensionsLight storms, common fishing, tutorial piratesStarter money and supplies
1Restless ExpanseBoth dimensionsRough waves, raiders, wrecks, uncommon creaturesBetter fish and materials
2Predator WatersBoth dimensionsSea beasts, hostile fleets, waterspoutsRare equipment and artifact clues
3Abyssal ReachFirst Dimension maximum; also appears in the Other SeaLeviathans, ghost ships, severe supernatural weather, First Sea procedural domains, and optional raidsAwakening materials, Riftmarks, legendary charts, and endgame artifacts
4Fractured ExpanseOther Sea onlyDimensional fleets, reality storms, high-tier rifts, and Other Sea raid predatorsSecond-dimension mastery materials and rare expedition components
First Dimension danger cap: its sea danger can never rise above Level 3, including level-500–1000 routes, Uncharted Domains, world events, and optional raids. A First Dimension event that previously required Level 4 now uses Level 3 tuning with longer warnings, fewer simultaneous hazards, and the same earned reward path. Level 4 begins only after crossing into the Other Sea.

Active sailing and navigation

Open water is divided into large streamed sectors connected by authored shipping lanes, currents, reefs, and horizon landmarks. Sailing remains hands-on without turning into a survival chore: players manage wind, waves, damage, and route choices, but never need to refill hunger or wait through empty travel.

Sea systemWhat players doSkill and counterplayAccessibility and crew use
Wind and sail trimChoose sail height and angle for speed, turning, or control. Wind changes by broad forecasted fronts, not every few seconds.Correct trim creates a visible gold edge on the sail-speed gauge; poor trim slows the ship but does not damage it.Auto-trim offers 85% efficiency. A sail station lets a crew member reach full efficiency without taking the helm.
Wave readingTurn into large swells, ride following seas, and reduce sail before rogue-wave sets.Foam lines and deck tilt forecast each wave. Good timing preserves speed and prevents exposed hull hits.Camera stabilization, reduced deck roll, strong horizon line, and controller pulses are optional.
Currents and tide gatesUse colored and patterned water lanes as shortcuts, dive routes, migration paths, or escape corridors.Currents have entry angles and exits; fighting a current wastes time, while reading it rewards fast routes.Patterned chart arrows accompany color, and the navigator may pin the intended exit for the helmsman.
Lookout and spyglassIdentify flags, weather, creature wakes, wreck condition, reefs, and event clues before committing.Holding a target steady fills an identification ring; range and visibility alter time, never random accuracy.Any crew member can share a pin. Text summaries describe visual tells after successful identification.
Charting and bearingsPlace up to three route pins, record discoveries, compare safe lanes, and mark a return course.The fastest route may cross greater danger; charts expose uncertainty rather than hiding it.Compass heading, distance, icon shape, and route text are all available independently.
Anchoring and mooringAnchor beside dive sites, wrecks, fishing schools, and temporary islands; use dock moorings for safe spawning.Depth, current, and seabed decide anchor hold. Dragging begins with chain strain and a warning gauge.One-button assisted anchoring chooses the nearest valid side-of-dock or safe-water position.
Localized ship damageRepair hull breaches, torn sails, jammed rudders, disabled pumps, cannons, and harpoon lines at their actual stations.Crews choose between continuing pressure and repairing a vulnerable section; no single random hit instantly sinks a healthy ship.Damage icons appear on deck, minimap, and text list; solo ships have fewer simultaneous failures.
Cargo and towingSecure salvage, tow disabled vessels, carry live specimens, or transport fragile quest cargo.Extra weight changes acceleration and wave response, while poor securing risks only the marked loose cargo.A manifest lists every secured item; personal rewards bind before shared cargo is sold.

Crew stations

Helm

Steers, trims baseline sail, braces for waves, and selects the disengage course. Solo captains can operate every required function from here at reduced efficiency.

Navigator

Reads forecasts, plots pins, identifies safe current exits, tracks domain sectors, and warns when the voyage approaches its chosen danger ceiling.

Gunnery and harpoon

Loads shot type, aims manually, leads moving targets, controls harpoon tension, and chooses components or armor plates instead of firing only at health bars.

Deck and engineering

Repairs localized damage, pumps flooding, secures cargo, cuts hostile lines, tends diving air, and operates tow or salvage winches.

Solo and small-crew rule: every required voyage is completable alone in an appropriate ship. Crew stations improve speed, information, and recovery; they never become simultaneous switches that make solo progression impossible. Public crew matching can fill roles before an optional raid.

Ocean landmarks and route discoveries

LandmarkHow it changes a routeActivities and discoveries
Lighthouse chainCreates a long safe bearing through fog or storms; extinguished lights make the route slower, not invisible.Refuel lenses, decode flashes, escort keepers, reveal smuggler marks, or unlock a permanent chart pin.
Coral spire fieldOffers a protected shortcut for skiffs and cutters while larger hulls must weave through marked deep gaps.Pearl diving, reef fishing, predator nests, broken figureheads, and tide-gate puzzles.
Drifting wreck lineMoves slowly across a shipping lane and creates cover from cannon fire as well as collision risk.Rescue survivors, inspect flags, salvage fittings, tow a hull, or identify a disguised pirate trap.
Kelp highwayA surface current through giant kelp provides speed and concealment, but fouls an unattended rudder.Harvest reef fiber, track creatures, clear fishing nets, and find hidden diver camps.
Whale roadMigrating giants generate a stable following current and deter common pirates.Nonlethal tagging, calf rescue, parasite removal, rare fishing, and lore recordings.
Volcanic vent chainWarm updrafts create fast but rough water and expose temporary black-stone shelves.Gather forge minerals, cool overheated cargo, investigate fire ships, and access timed shore caves.
Iceberg processionSlow-moving ice creates narrow lanes and reflective false horizons around Frostveil-linked waters.Break trapped ships free, climb for survey points, fish cold pockets, and recover frozen cargo.
Floating tavernA neutral wandering stop provides repairs and rumors but relocates between approved anchors.Meet a wandering trader, recruit a temporary lookout, buy ordinary supplies, play crew games, and collect voyage leads.
Grave bell buoyMarks deep wrecks and dangerous dive descents; its pattern identifies the depth and current direction.Launch diving bells, read memorial names, recover logs, and begin ghost or observatory investigations.
Compass fractureOther Sea-only rift weather bends chart labels while fixed stars, beacons, and the physical needle remain trustworthy.Stabilize chart anchors, recover Riftmarks, enter optional Trial Rift pockets, or chart a Domain approach.

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: 6,000 Crowns.
Sloop
Hull health 5,000
1–4 players · balanced handlingTwo broadside cannons, repair locker, small cargo holdStandard Harbor Master purchase: 9,000 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: 40,000 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 70,000 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 25,000 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 125,000 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 750,000 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 100,000 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 300,000 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 1,000,000 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 180,000 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 3% of its listed Crown cost, capped at 25,000 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.
Version 1.23 ship affordability pass: Crown costs were reduced by roughly 50–60% across paid hulls, duplicate quest hulls, and construction projects. Blueprint, quest, trophy, and material requirements remain intact, but players should be able to afford a newly unlocked ship through its surrounding island chapter rather than pausing progression for a long money grind.

Story arena vessel

Finale location

The Unwritten

Malrick Vane’s long black-and-ivory flagship rests at a concealed, instanced mooring beneath Horizon’s End. Its broad main deck, raised quarterdeck, four fixed cannons, four capstans, gold signal mast, lifeboat exits, and Horizon Bell clasp form the final arena. The silhouette is an unmistakable pirate galleon, with torn chart sails and a compass-shaped stern gallery.

Fixed and recoverable

Not a naval health bar

The Unwritten cannot sail, sink, be captured, or take hull damage during the boss fight; only its clearly marked encounter devices react. It therefore does not join the sixteen roaming hostile-ship types. After the story, the same stable deck becomes a repeat-finale entrance and trophy display, while an emergency skiff always returns players to Horizon’s End.

Hostile and ghost ship variants

Encounter shipComplete naval attack patternWeak points and capture ruleDanger
Saltknife Scout Cutter
Hull health 1,550
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 2,900
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 5,600
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 4,750
A wind-rigged raider using gliders to deliver aimed powder payloads.
Level 140
Gust Strafe: fast crosswind cannon pass. Mast Hook: pulls on rigging. Glider Bombardment: three unmanned gliders trace visible descent lanes and drop breakable powder canisters.Cut the wind sail or destroy its central ring. Break the glider rack and one powder canister without sinking the cutter to make it capturable.2
Frostwake Longship
Hull health 6,800
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 8,000
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 12,500
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 21,000
A fortress-like galleon carrying a visible deck regiment and multiple gun decks.
Level 415
Siege Salvo: sequential twenty-gun broadside. Anchor Wall: drops chains that block a route. Regiment Volley: the pre-positioned deck crew fires two ordered musket lanes after its officer raises a flag.Destroy three gun decks or flood two hull sections. Capture requires breaking the command flag and defeating the crew already present on deck.3–4
Bellkeeper Ghost Carrack
Hull health 17,000
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 39,000
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 Scar: projects crossing damage seams across the deck.Destroy glowing rift anchors in the correct compass order and step between the announced seams. This vessel yields modules but is too unstable to capture intact.4
Sunken Crown Brig
Hull health 46,000
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 64,000
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 80,000
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 while its visible deck archers fire a hooked arrow fan. 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 115,000
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 155,000
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 100,000
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. Floodgate Surge: three flooded portals project sequential water-and-debris lanes. Map Rupture: divides the battle area.Ring the recovered navigation bell, cross each surge after it passes, 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 duel with the crew already visible on deckDock 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, unmanned glider bombs, 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 in the First Dimension · Danger IV in the Other Sea · 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 235,000
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 365,000
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 505,000
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 680,000
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 powder cargo. 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 880,000
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.

Dive expeditions and submerged objectives

Tether network

A Diving Tender can place up to three glowing tether relays between the ship, an air cave, and the active objective. Tethers show the shortest safe return route, transmit remaining air, and can be repaired if creatures or currents damage them.

Pressure and ballast

Pressure rises by depth band rather than by invisible damage ticks. Divers adjust suit ballast to descend, hover, or ride vent lifts; the HUD previews the next band before crossing it and always leaves time to turn back.

Shared discovery ledger

Murals, wreck names, creature scans, mineral seams, and vault clues record for every contributing crew member. Valuable materials remain personal drops, while heavy salvage is secured to the expedition manifest before towing.

Submerged siteObjective structureDistinct hazardReward focus
Reef clinicCollect medicinal coral samples, remove hooks from animals, and restore a water filter without damaging the nursery.Territorial creatures calm when the noisy machinery stops.Tonics, reef fiber, creature reputation, and support-crafting recipes.
Capsized air pocketEnter an inverted wreck, patch three leaks, identify its registry, and guide survivors along the tether.The air pocket shrinks only while a marked leak remains open.Crowns, survivor leads, historical cargo, and ship blueprint progress.
Cliffside fossil bedPhotograph bone layers, chip samples at highlighted seams, and reconstruct a creature outline.Rockfall follows visible crack lines and never seals the only exit.Leviathan lore, bone plates, beast-hunting recipes, and museum cosmetics.
Brine-lake laboratoryChange ballast to enter a dense underwater lake, recover sealed notes, and restart a sample lift.Buoyancy reverses at the brine boundary; clear bubbles show the transition.Lab components, artifact research, pressure upgrades, and special dealer clues.
Sunken gun deckRotate a wreck safely, unload live powder, and free an intact historical weapon from its mounting.Loose cannonballs roll with each announced current pulse.Gun materials, powderproof fittings, salvage, and a low-chance weapon drop.
Black-coral archiveTrace raised symbols by lantern, align three memory slabs, and copy the recovered route.Light attracts a hunter, so divers alternate between reading and concealment rather than fighting endless enemies.Echo materials, legendary charts, Riftmarks, and Chronicle entries.
Rift trench stationAnchor route beacons, stabilize an observation window, and measure an Other Sea current without entering it.Reality pulses disable one tool category at a time after a long violet warning.Endgame refit parts, Riftmarks, Domain charts, and dimensional lore.
Dive recovery: running out of breath starts a short rescue state rather than deleting loot. A crewmate, tether relay, diving bell, or hired rescue diver can recover the player; if all rescue options fail, the player returns to the Tender with secured discoveries intact and loses only unsecured heavy salvage from that dive.

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 100–145
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 145–210
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 195–290
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 335–505
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 505–720
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 600–880
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 1,000–1,450
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 1,350–1,800
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 1,700–2,250
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 2,250–3,050
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 2,700–3,650
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 3,900–5,050
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 4,500–6,000 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 5,600–7,200
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 8,000–10,000
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 10,000–13,000
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 14,000–18,000
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 15,500–20,000
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 39,000–50,500
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 60,000–80,000
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.
Wandering Rift“The horizon creases where no wind blows.”Floating compass shards and a shadow pointing toward empty air distinguish a travel rift from an attack or weather event.
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.
Rogue Wave Train“Three white lines are climbing the horizon.”A lookout times the repeating swell and marks whether the safest response is to face, follow, or shelter from it.
Powder Hulk“A burning wreck drifts downwind with no crew at its rail.”Powder flashes reveal live magazines, a trapped survivor compartment, and the hulk’s projected drift path.
Pirate Parley“A white flag rises beneath a loaded gun deck.”The flag pattern, visible deck crew, and faction ledger reveal who is negotiating and what would break the truce.
Harpoon Trial“Bronze targets rise behind a scarred hunting ship.”A Beast Hunter pennant and numbered target fins identify a nonlethal gunnery challenge.
Siren Current“A melody travels against both wind and water.”Paired wake lines and a compass pulse distinguish the real current from its mirrored lure.
Reef Bloom“The sea flowers with color where yesterday there was only blue.”A fishing journal identifies a temporary coral spawning field after the first careful sample.
Ice Drift Convoy“Lanterns move inside a wall of broken ice.”Climbing one marked floe reveals merchant silhouettes and the deep channel between them.
Lantern Run“A chain of warm lights races the darkening coast.”Shared spyglass pins identify courier boats, safe gates, and the one lantern carrying medicine.
Deepwater Upwelling“Cold bubbles carry things that should never reach the sun.”Temperature gauges and creature scans identify a rising deep-sea column before predators surface.
Compass Eclipse“Every needle points toward the same patch of empty sky.”Other Sea stars and three fixed beacon shadows reveal the physical route through the distortion.
Prisoner Hulk Breakout“Hammer blows answer from inside an armored black hull.”A coded lantern response identifies prisoner decks, powder stores, and the unmanned escape boats.
Lost Cartographer“Loose chart pages skim the water toward a bank of violet fog.”Collecting three pages reveals the missing navigator’s last sector pins and chosen danger ceiling.
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. If it escapes, the voyage gains one visible route-alert mark that strengthens the next eligible Saltknife patrol rather than spawning enemies immediately.Captured charts, starter ship parts, or a marked 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 2–3
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 2–3
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
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
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
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
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 3
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 · 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 · 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 · 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 3 · 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 3 · 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 3 · 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 3 · 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 3 · 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 2–3
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.
Wandering Rift
Uncommon · Any unlocked danger
A crease of violet light forms at one randomized approved land, reef, or sea-platform anchor.Walk through to reach a random eligible location in the current dimension or an optional Trial Rift pocket. A temporary return tear remains at the destination.Travel discovery and Chronicle credit; Trial pockets may award Crowns, mastery materials, or earned Riftmarks. It never bypasses progression.
Rift Maelstrom
Mythic · Danger 3
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
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.
Rogue Wave Train
Uncommon · Danger 1–3
Three large foam ridges form at the edge of the sector.Secure cargo, choose open-water or lee-side shelter, trim for each announced impact, and recover one vessel that broaches.Sailing mastery, rescue reputation, repair materials, and intact cargo bonuses.
Powder Hulk
Uncommon · Danger 1–3
An abandoned burning warship drifts toward a shipping lane.Board from upwind, flood numbered magazines, free survivors, then tow the hulk clear or trigger a controlled remote blast.Blackpowder components, salvage, survivor leads, and Bomb Ketch blueprint progress.
Pirate Parley
Uncommon · Danger 1–4
A hostile faction raises a white flag while holding firing position.Board unarmed, inspect the offered cargo, read the captain’s tells, and negotiate, expose an ambush, exchange prisoners, or withdraw.Faction reputation, temporary safe passage, dealer rumors, maps, or a fair duel reward.
Harpoon Trial
Rare · Danger 2–4
A veteran Beast Hunter launches moving bronze targets behind its wake.Lead targets, manage line tension, hit marked armor seams, and cut the line before a simulated capsize pull.Beast Hunting Technique EXP, harpoon modules, bait cages, and access to advanced hunt contracts.
Siren Current
Rare · Danger 2–3
Two identical melodies lead toward opposite wakes.Compare wave direction, mute the false resonance buoys, rescue entranced sailors, and sail the physical current rather than the louder route.Echo materials, rare fish, rescued-crew discounts, and Siren Angler research.
Reef Bloom
Common · Danger 0–2
A temporary coral spawning field colors a calm sector.Collect samples without grounding the hull, photograph spawning creatures, remove abandoned nets, and keep pirates outside the nursery.Reef fiber, pearls, bait, cooking ingredients, creature reputation, and cosmetic dyes.
Ice Drift Convoy
Rare · Danger 1–3
Merchant lights become trapped inside a moving field of ice.Scout the deep channel, harpoon and rotate marked floes, escort the convoy, and climb one iceberg to relight its navigation lamp.Coldproof fittings, Frostwake reputation, frozen cargo, Crowns, and rare cold-water fish.
Lantern Run
Uncommon · Danger 1–3
Courier skiffs race between lighthouse gates before nightfall.Carry one fragile lantern, choose fast or sheltered gates, exchange positions through clean passes, and keep the medicine boat from falling behind.Sailing mastery, harbor reputation, courier cosmetics, medical supplies, and a temporary repair discount.
Deepwater Upwelling
Mythic · Danger 2–4
A cold column lifts abyssal debris, fish, and predators to the surface.Tag creatures, collect samples from safe rings, rescue overturned fishers, and seal the column with three weighted survey buoys.Abyssal materials, legendary fish, creature scans, Diving Tender parts, and trench coordinates.
Compass Eclipse
Mythic · Danger 4 · Other Sea only
All compass needles turn skyward as a dark disk covers the false north star.Navigate by fixed beacons and shadows, stabilize three chart anchors, then choose a safe exit or a short Domain approach.Other Sea charts, Riftmarks, dimensional fittings, and high-tier expedition materials.
Prisoner Hulk Breakout
Rare · Danger 2–4
Coded hammer strikes come from a moving prison ship.Disable rudder and weapons without sinking the hull, cut cell locks in the signaled order, then escort loaded lifeboats through the pursuit.Freed-prisoner contacts, pirate intelligence, weapon components, bounty, and reputation choices.
Lost Cartographer
Rare · Danger 2–4
Chart pages lead into a bank of Domain fog.Reconstruct sector pins, follow physical landmarks, repair the cartographer’s grounded skiff, and decide whether to extract or finish the abandoned objective.Deterministic Domain chart, chartmaking materials, discovery lore, and improved first-sector information.
43-event world-and-ocean catalogue: the original 31 encounters are joined by twelve navigation, rescue, ecology, piracy, hunting, diving, and Other Sea events. Each outer-chart island contributes one pirate or fleet event and one environmental, weather, diving, or navigation event; random rifts and generated-domain approaches remain optional and never bypass the main story.

Sea-creature encounter attacks

Creature and levelComplete attack patternWarning and counterplayEvent tier
Reefback
Health 2,250–3,900
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 4,200–6,800 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 10,000–15,500
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 22,500–33,500
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 100,000–145,000
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

Expanded surface and open-ocean wildlife

These creatures make normal voyages feel inhabited. Several are neutral or protective rather than automatic enemies; attacking them can lose research or rescue rewards. Each species has one fixed level, a recognizable wake silhouette, and behavior that can be understood before combat begins.

Creature and levelBehavior and complete actionsWarning and counterplayEncounter use and rewards
Lantern Ray
Health 1,300
A harmless glowing ray that traces safe reef currents at dusk.
Level 40
Glow Turn: banks toward the next safe gap. School Flash: marks nearby predators. Scatter: flees sudden cannon fire.Follow its gold wake, slow near the flash, and avoid firing across the school.Common · Danger 0–1. Nonlethal tagging grants reef research, bait recipes, and lantern dye.
Sawfin
Health 5,100
A fast surface hunter that tests wooden hull seams with its serrated snout.
Level 120
Keel Saw: follows one flashing hull seam. Wake Feint: shows two foam lines before choosing the deeper one. Fin Slap: short broadside wave.Reinforce the flashing section, track the deeper wake, and turn the bow through Fin Slap.Uncommon · Danger 1–2. Drops Sawfin Teeth, fish oil, and light harpoon parts.
Cannon Crab
Health 7,850
A floating armored crab that packs stones into a hollow coral claw.
Level 180
Coral Shot: arcing rock follows a deck marker. Broadside Shell: turns its armored flank outward. Anchor Claw: grips a rail until the joint is struck.Leave the marker, fire after the shell turn exposes its back, and cut the marked claw joint.Uncommon · Danger 1–2. Drops Coral Plates, cannon wadding, and reef-shell accessories.
Hullback Turtle
Health 13,000
A peaceful island-sized turtle carrying coral, seabirds, and lost cargo across trade routes.
Level 260
Current Roll: creates a broad following wake. Shell Shelter: blocks storm debris. Panic Dive: submerges beneath a huge warning circle if badly startled.Match its speed, avoid the dive circle, and clear parasites rather than attacking its shell.Rare · Danger 1–3. Rescue play grants creature reputation, coral samples, cargo, and safe-current charts.
Bell Whale
Health 25,000
A neutral whale whose chambered song exposes wrecks and deep passages.
Level 380
Sounding Pulse: reveals underwater silhouettes. Tail Current: produces a strong but readable wake. Protective Breach: knocks predators away from a calf.Stay outside the calf ring, ride beside rather than behind the tail, and copy the pulse pattern.Rare · Danger 2–3. Research grants trench coordinates, Echo lore, rare fishing schools, and whale-song cosmetics.
Wreckjaw Shark
Health 37,000
A scarred predator that carries anchors and wreck metal fused around its jaw.
Level 520
Anchor Bite: locks onto one marked ship component. Scrap Breach: scatters three visible debris lanes. Chain Drag: pulls the ship sideways until a chain link breaks. Blood Turn: commits to the most recently damaged hull side.Brace the mark, steer between debris, strike the glowing chain link, and repair the opposite side to bait its turn.Rare · Danger 3. Drops Wreckjaw Teeth, anchor chain, heavy harpoon modules, and ship armor recipes.
Gravecoil Eel
Health 57,500
A spectral eel threading through drowned grave-bell routes and ghost convoys.
Level 720
Bell Coil: rings three buoys before crossing their lanes. Ghost Current: inverts one steering input after a visible green pulse. Mast Arc: leaps between two marked masts. Wake Shed: leaves a damaging spectral trail.Read buoy order, countersteer only during the green icon, clear both mast marks, and cross behind the fading trail.Mythic · Danger 3. Drops Echo materials, spectral rigging, grave-bell metal, and Ghost Carrack progress.
Rift Manta
Health 86,500
An Other Sea ray gliding between fractured currents without leaving the physical ocean.
Level 1150
Fracture Wing: two diagonal wake cuts. Compass Dive: attacks the bearing shown three seconds earlier. Static Veil: hides chart labels but not landmarks. Anchor Sweep: breaks one unstable event anchor.Cross the diagonal gap, remember the bearing, steer by beacon silhouettes, and repair or release the marked anchor.Mythic · Danger 4 · Other Sea only. Drops dimensional membrane, Riftmarks, high-tier sailcloth, and Domain charts.

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.
Other Sea domainsThe Admiral Beyond the Margin
Astrid Vale
Reach level 1750 → recover one Black Chart Corner from Horizon Scrapfield, Black-Sail Anchorage, Sunken Tribunal, and Rift Orchard at Danger IV → assemble the permanent Hollowwake Chart → sail to Empty Anchorage → defeat Admiral Hollowwake aboard The Hollow Meridian.Astrid Vale — Four Corners of Nothing: verify each recovered corner against a physical horizon landmark. Reward: Hollowwake Chart; first raid clear grants the Hollow Meridian chart table cosmetic and Beyond the Margin title.

The Erased Voyage · First Sea world quest · Levels 1–1000

After the Dawnport raid, Cartographer Elian Wake discovers a waterlogged logbook whose owner and destination have been cut from history. Its fifteen empty seals form a background story through every permanent First Sea island. Each step uses that island’s signature activity, awards one quest-bound Wake Sigil, and remains available after the local chapter so no player can permanently miss the dimension unlock.

Island and chapterWorld-quest objectiveWhat the player discoversPermanent checkpoint
1 · Dawnport
The Waterlogged Name
Search the Raider Boatswain’s captured skiff, repair the soaked log with sailcloth, and compare its blank crest to the harbor registry.The ship existed, but every written record of its captain was deliberately scraped away.Harbor Wake Sigil and the Chronicle tab.
2 · Whispering Atoll
A Song With No Singer
Fish a pearl resonator from the Moonlit Current and replay the reef melody against the logbook’s sealed spine.The melody contains a hidden coordinate and the first audible fragment of the name “Vanta.”Reef Wake Sigil.
3 · Ashen Crown
Seal in the Furnace
Recover a scorched brass plate, redirect caldera heat, and forge it into the logbook’s missing compass frame.The erased ship carried a black stone idol capable of opening water where no route exists.Ember Wake Sigil.
4 · Skyreach Bastion
The Route Above North
Cross six wind rings in the coordinate order and photograph the sky glyph visible only from the final ring.The voyage sailed toward a point above every known compass bearing rather than east or west.Gale Wake Sigil.
5 · Frostveil Reach
The Bell Beneath Ice
Follow buried bell echoes through the whiteout and thaw a frozen signal cylinder without breaking it.The full captain’s name is Admiral Vanta, once the royal chartmaker trusted to close forbidden routes.Rime Wake Sigil.
6 · Verdant Labyrinth
Roots Remember Hulls
Reroute water to an ancient tree, trace its roots around a fossilized mast, and copy the growth rings into the log.The erased vessel returned from its voyage; the crown buried it and imprisoned the surviving crew.Verdant Wake Sigil.
7 · Blacktide Citadel
The Prisoner’s Chart
Infiltrate the archive, free Vanta’s last navigator, and choose a stealth, disguise, or sea-gate escape route.Vanta refused to surrender the Void Totem and vanished into a vault beneath the future Riftheart Throne.Blacktide Wake Sigil.
8 · Sableglass Expanse
Noon Without Shadow
Align the north and south sun mirrors at true noon, then trace the one object whose reflection still points into darkness.The Void Totem is not an artifact power; it is a one-purpose key tuned to the boundary between dimensions.Glass Wake Sigil.
9 · Ironwake Republic
The Ship That Was Never Built
Compare forged manifests, operate two cranes, and assemble the erased vessel’s hull plan from mismatched yard sections.Royal shipwrights secretly rebuilt Vanta’s vessel as the foundation of the sealed Nullwake Vault.Iron Wake Sigil.
10 · Starfall Sanctuary
Beyond the Last Star
Rotate the crater orrery to the hidden coordinate and cross the resulting gravity route without repeating a platform.The forbidden destination is a second dimension whose false north points inward toward a closed horizon.Star Wake Sigil.
11 · Atlantis
The Sunken Oath
Open three tide gates in mural order, dive through a reef-cliff passage, and restore the oath tablet in the royal plaza.Vanta swore to test any future voyager before allowing the Totem to leave the First Sea.Tide Wake Sigil.
12 · Stormscar Dominion
Black Flag Witness
Decode three captain flags, board the correct witness ship, and defend its log during a storm broadside.The Crownless Armada has begun sending signals through the sealed route and knows the Totem still exists.Storm Wake Sigil.
13 · Moonfall Monastery
The Fifteenth Bell
Combine the earlier melody, bell, and flag clues to ring a seven-tone sequence without relying on sound alone.The sequence is a key phrase: “Fifteen wakes remember what one crown erased.”Moon Wake Sigil.
14 · Saltspire Freehold
The Price of Silence
Climb the ropeway vault, complete a nonlethal pirate heist, and recover the final half of Vanta’s compass seal.A smuggler dynasty was paid to hide the seal until a voyager collected every island’s testimony.Salt Wake Sigil.
15 · Riftheart Throne
Five Testimonies, One Lie
Defeat Sovereign Aevum, compare his five testimonies with the fourteen collected clues, expose the invented history, and place all Wake Sigils into the floor compass.The complete record opens a permanent stair beneath the throne to Admiral Vanta’s Nullwake Vault.Rift Wake Sigil and final-boss access.

Final chapter · The Gatekeeper of Nothing

Admiral Vanta does not attack because the player is evil; he tests whether they learned to read signals, protect crews, aim under pressure, and distinguish truth from spectacle. The encounter remixes learned mechanics inside one fixed vault rather than teleporting the party back through old islands.

Guaranteed reward · Void Totem

The first successful clear awards the Void Totem with 100% certainty. It is quest-bound, non-tradable, cannot be dropped, stored, rolled, purchased, or lost, and never occupies a normal artifact slot. Repeat clears award Crowns, mastery materials, and cosmetics instead.

Permanent passage

The first confirmed Totem crossing writes an Other Sea Passage flag to the player profile and preserves the reusable Totem in the Chronicle. Every crew member must own the Totem or passage flag to cross; unlocked players can return freely through either dimension’s gate.

Failure and catch-up: every Wake Sigil is a saved quest flag, not a physical item that can be deleted. Elian Wake’s Chronicle points to the earliest incomplete island step, local NPCs can restart failed instances, and defeating Admiral Vanta never consumes the fifteen checkpoints. Disconnecting during the final fight returns the player to the open Nullwake Vault entrance.

The Compass Beyond · Other Sea world quest · Levels 1000–2000

Binding the Wayfarer Quay home point reveals a ten-socket compass case hidden inside Vanta’s Void Totem. Scout Mira Kest opens the Beyond Ledger and begins a continuous story through every permanent Other Sea region. Each chapter tests that region’s signature gameplay, restores one quest-bound Bearing, and preserves it as an account checkpoint. Completing a local chapter and its world-quest step can happen in the same voyage, but neither one is silently auto-completed by the other.

Region and chapterWorld-quest objectiveWhat the player discoversPermanent checkpoint
1 · Rookspire
The Compass With No North
Bind Wayfarer Quay, compare Vanta’s compass case to Corven’s false-light network, carry the true rook signal across three roof routes, and raise it at Crownmast Citadel after defeating Corven.The Other Sea’s false north was manufactured: the Admiralty bent every official route inward so travelers would eventually reach Eidon’s controlled horizon.Signal Bearing and the Beyond Ledger tab.
2 · Wildwake Archipelago
The Direction That Grew Teeth
Follow the stolen signal plate across the seven jungle islands, restore six numbered field stations, reconstruct the Meridian experiment, survive Koro, and remove the living compass core from Voss’s machine.The laboratory tried to grow Bearings from creatures that sensed dimensional currents. The experiment copied direction but also copied fear and aggression.Meridian Bearing.
3 · Ivory Maw Atoll
Bone Remembers the Crossing
Map healed fractures through the fossil ribs, rescue the juvenile beast, rotate Garrick’s four harpoons away from its heart, and trace the natural route recorded inside the oldest bone ring.The colossal creature crossed between the two existing seas before either Admiralty existed; the original compass was carved from a shed plate rather than a slain beast.Marrow Bearing.
4 · Tidemirror Reach
Two Wakes, One Truth
Test reflections with wind, sound, and weight, sail the predicted route backward, identify the physical Ilyan, then place the real and reflected charts together without choosing a false destination.A Bearing records intention as well as direction. Eidon’s maps erased routes by erasing the people who intended to sail them.Mirror Bearing.
5 · Shacklecloud Isles
The Names They Stole
Win three deterministic carnival invitations, trace counterfeit uniforms through Bunting Row, recover a seal mold, expose the rigged False-Flag Regatta, restore four erased captains in Ledger House, and defeat Captain Vargo Sorn.Sorn has been selling legitimate crew identities to the Crownless Armada, allowing its ships to cross protected routes under trusted colors. His black ledger identifies the nine fleet councils funding the impersonation network.True Flag Bearing.
6 · Crownless Bastion
Nine Flags Choose a Course
Present Sorn’s purchase ledger to all nine fleet councils, identify forged votes, defend two dissenting captains, choose a lawful custodian for the records, and break Seraphine’s command seal.The Crownless Armada cuts routes because Eidon convinced it that an open passage would restart the royal invasions that scarred both seas.Council Bearing.
7 · Pearlgrave Trenches
Names on the Drowned Meridian
Repair the diving bell, map reef cliffs and air pockets, recover four name-pearls, match each epitaph to the suppressed fleet manifest, and answer Nym’s pressure trials.The dead include volunteers from both dimensions who once maintained a safe shared route. Eidon closed it after a disaster, then removed their names to prevent anyone rebuilding it.Memorial Bearing.
8 · Redwake Caldera
Forge an Open Course
Recover heatproof fibers, redirect sea-fed furnace gates, preserve the compass mold while choosing which unfinished ships to save, and quench Brakka’s stolen Bearing housing.A route can be stabilized without becoming a weapon. The recovered design separates civilian passage from fleet-scale dimensional movement.Forge Bearing.
9 · Armada of Midnight
The City Carries the Map
Decode moving flag streets, rescue lower-deck families, cross all nine permanent ship districts, lower Oran’s command flag, and ask the freed navigators to align their personal charts.No single admiral must own the route. Thousands of ordinary voyage records can keep it accurate even when one official chart is destroyed.Midnight Bearing.
10 · Horizon’s End
Open Every Bearing
Bring the nine recovered Bearings to Solenne, restore five suppressed voyage records, recover the Last Bearing, seat all ten in the Horizon Compass, survive the siege, and defeat Eidon. When Malrick Vane steals the compass housing, pursue The Unwritten, reclaim all ten Bearings during the fixed-deck battle, defeat Malrick, and ring the Horizon Bell.Eidon sealed the horizon to prevent another inter-dimensional war, but his permanent blockade became a prison. Malrick engineered the modern thefts to turn safe passage into his private empire. The evidence and recovered compass prove neither admiral nor pirate must own the route.Horizon Bearing, Malrick finale access, and completed Compass Beyond.

Penultimate chapter · The Admiral at the Last Line

Grand Admiral Eidon tests the skills learned across the full Other Sea and guards the Horizon Bell. His defeat permanently checkpoints the quest and reveals the concealed mooring of The Unwritten; repeat attempts against Malrick never require another Eidon clear.

Final chapter · The Horizon Thief

Captain Malrick Vane steals the unlocked compass housing and retreats to a fixed flagship deck beneath the lighthouse. Players reclaim the ten Bearings through aimed attacks and mechanics, defeat Malrick, then ring the Horizon Bell. The fight never teleports the party through old islands, changes public terrain, or summons enemy reinforcements.

Guaranteed reward · Horizon Compass

The first successful Malrick clear restores the ten Bearings into a 100%-guaranteed, quest-bound navigation tool. It records discovered home points, safe return gates, active tracked chapters, and known sea-danger boundaries. It grants no combat statistics, teleport during pursuit, rare-drop luck, or access to an unbuilt world.

Ending choice · One reward track

Choose to publish the route through a civilian chart council or guard it through trusted harbor keepers. The decision changes banners, finale dialogue, patrol allies, and the Horizon Compass appearance; both choices award the Wayfinder Beyond title, Open Horizon figurehead, repeatable finale, and identical endgame access.

Track the next truthThe Beyond Ledger identifies the earliest incomplete Bearing and the local chapter lead without revealing undiscovered islands or puzzle solutions.
Complete the regional testInvestigation, sailing, rescue, diving, puzzles, and boss mechanics rotate so the world quest never becomes ten repeated defeat orders.
Save the BearingEach recovered Bearing becomes an account checkpoint immediately; it is never a droppable inventory object and cannot be traded, sold, consumed, or lost.
Break the Last LineAt Horizon’s End, ten saved checkpoints fill the physical quest display and open Eidon’s penultimate encounter after the local archive objectives are complete.
Reclaim the compassEidon’s defeat saves a permanent finale checkpoint. Pursue Malrick aboard The Unwritten, recover the Bearings he tears from the housing, and ring the Horizon Bell.
Keep both seas openMalrick’s defeat improves travel, social spaces, repeat encounters, and endgame voyages across the First and Other Seas without creating another dimension.
Failure and catch-up: every Bearing saves independently. The Beyond Ledger appears at all unlocked Other Sea home points, local chapter leads can restore interrupted objectives, and Solenne can reconstruct a missing display from saved flags. Disconnecting during Eidon returns the player to the activated compass court. Once Eidon is defeated for the story, that checkpoint remains saved; disconnecting or failing against Malrick returns the player to The Unwritten boarding point without consuming Bearings, repeating the archive, or refighting Eidon.
Two-dimension scope: The Compass Beyond concludes the level-1000–2000 story by stabilizing travel between the First Sea and Other Sea. It does not summon a new portal, name a third dimension, reserve a third-world server, or promise a future level cap. Any later expansion requires a separate design and production decision.

Other Sea chapters · Levels 1000–2000

RegionMain chapterQuest stagesStory consequence
Rookspire
1000–1100
The Beacon That Hunts Ships
Scout Mira Kest
Rescue households in Low Lantern Ward by reading door codes → investigate false lights across Glassmarket → carry the true signal over the Old Rookery roof course → silence three batteries through separate city routes → raise the true flag and defeat Corven at Crownmast Citadel.Wayfarer Quay establishes the first safe route from the Horizon Gate, rescued city districts reopen their courtyards and shortcuts, and the courier rook restores the Signal Bearing.
Wildwake Archipelago
1100–1200
The Garden That Learned to Hunt
Surveyor Tala Venn
Recover the courier’s broken signal plate → cross seven jungle islands by boat, bridge, or waterfall tunnel → restore six specimen tags and laboratory field stations → synthesize the antidote from numbered samples → defeat Apex Warden Koro → enter Meridian Laboratory and stop Director Selka Voss.The Meridian Bearing becomes the second Compass Beyond checkpoint. Restored ferries and field stations create a permanent safe route toward Ivory Maw, while the choice to preserve or seal the living archive changes later dialogue without changing power rewards.
Ivory Maw Atoll
1200–1300
The Saint’s Last Hunt
Anatomist Sera Bone
Survey living tissue inside fossil ribs → sabotage poacher cages → rescue a juvenile sea beast → turn four mounted harpoons away from its heart → stop Garrick’s awakening ritual.The Marrow Bearing records a safe migration passage, while evidence reveals the Compass Beyond was carved from a creature that crossed dimensions naturally.
Tidemirror Reach
1300–1400
Two Captains, One Wake
Keeper Vell
Gather crew testimony → test reflections with wind, sound, and weight → sail a mirrored channel by opposite bearings → identify the physical Captain Ilyan → reconcile or destroy the duplicate.The choice changes which Ilyan becomes a navigator NPC, never the boss loot; both outcomes restore the fourth checkpoint, the Mirror Bearing.
Shacklecloud Isles
1400–1500
The Carnival of Stolen Names
Registrar Pryn Vale
Win three skill-game invitations → trace false colors through Bunting Row → recover the Chalkstep seal mold → qualify for the fixed-course regatta → board the records launch → restore four captains in Ledger House → raise the authentic standards → defeat Captain Vargo Sorn.The recovered True Flag Bearing becomes the fifth checkpoint. Sorn’s black ledger proves that nine Crownless councils have been buying crew identities so Armada vessels can pass as trusted ships.
Crownless Bastion
1500–1600
Nine Flags, No Crown
Captain Mara Voss
Attend nine fleet councils → uncover forged votes → defend two dissenting captains → disable color-coded batteries → challenge Regent Seraphine’s permanent emergency rule.Players restore the Council Bearing and choose a structure for the rebel fleets. The choice changes banners, patrol allies, and dialogue while preserving access to all services.
Pearlgrave Trenches
1600–1700
Names Beneath Pressure
Diver Ilara
Repair a diving bell → map reef cliffs and air pockets → recover four name-pearls → match epitaphs inside the shell cathedral → persuade or defeat Oracle Nym.The recovered names restore the Memorial Bearing, reveal who ordered the horizon closed, and unlock a peaceful refuge route for later civilian ships.
Redwake Caldera
1700–1800
The Fleet in the Furnace
Sailwright Fen
Infiltrate three ship foundries → redirect volcanic water gates → decide which unfinished hulls to save → cool a cannon path → defeat Furnace Captain Brakka.The Forge Bearing receives its stable housing. Saved hulls become evacuation ships or rebel warships in the finale; either choice offers equal power but changes supporting objectives.
Armada of Midnight
1800–1900
A City That Never Docks
Signal Child Nox
Decode moving flag streets → rescue lower-deck families → cross nine linked ships → disable command masts → confront Fleet Admiral Oran and lower the midnight flag.The aligned city charts restore the Midnight Bearing; the armada becomes a mobile home point and brings every prior ally toward Horizon’s End.
Horizon’s End
1900–2000
The Last Line on the Map
Archivist Solenne
Collect testimony from both dimensions → restore five suppressed voyage records → recover the Horizon Bearing → activate four compass engines → survive the admiralty siege → defeat Grand Admiral Eidon → board The Unwritten → defeat Captain Malrick Vane → reclaim the compass and ring the Horizon Bell.The border opens for free travel between the two dimensions only after Malrick’s defeat. Players choose whether the Compass Beyond becomes public knowledge or a guarded responsibility; endgame access is identical and no third destination opens.

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 local boss. Every later region has three standard enemies, one elite, and one regional boss. Riftheart Throne additionally contains Admiral Vanta, the final boss of the fifteen-island First Sea world quest. Horizon’s End additionally contains Captain Malrick Vane, the final boss of the ten-region Other Sea world quest, while Eidon remains its regional and penultimate story boss. Whispering Atoll through Skyreach use single-phase bosses; Frostveil is the first multi-phase encounter. The Other Sea continues with fixed arenas, aimed attacks, and mechanic checks. 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: 142 character combatants across twenty-five authored combat regions, optional domain encounters, and five roaming pirate captains, including 25 regional bosses, the Drowned Navigator and Admiral Hollowwake as optional Domain raid bosses, Admiral Vanta as the First Sea story-final boss, and Captain Malrick Vane as the Other Sea story-final boss; plus 16 hostile ships and 33 sea creatures. Bobington is the twenty-sixth handcrafted location but intentionally adds no enemies. Every named hostile type has one fixed level, and every hostile ship has explicit hull health.
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 10% health per additional eligible player, elites gain 15%, bosses gain 25%, sea creatures gain 15% per participating crew, and hostile ships gain 18% per additional participating vessel. Scaling is capped and never changes level or restores lost health when another participant joins.
Version 1.12 health nerf: every listed regular enemy, elite, boss, pirate captain, sea creature, and hostile-ship hull has 30% less base health than the previous balance pass. Multiplayer scaling was also reduced so larger crews spend less time draining health bars. Player-owned ship hull health was not reduced.
Version 1.23 health nerf: every displayed regular-enemy, elite, boss, raid boss, pirate-captain, and sea-creature health value was reduced by another 20%. Every hostile ship hull received the same reduction, while player-owned ship hull health remains unchanged. Combined with the earlier pass, current enemy base health is approximately 44% below the pre-nerf baseline. Per-player and per-vessel scaling was also lowered again.
Version 1.13 enemy-summoning limit: standard enemies and elites do not create new AI-controlled combatants during battle. Calls, musters, portals, cages, guardians, and boarding attacks instead use readable projectiles, hazards, destructible devices, or crew already present when the encounter begins. Only a rare major boss or set-piece naval encounter may use one pre-declared reinforcement wave as a signature mechanic: no more than two adds, once per attempt. Those adds share the encounter budget, cannot summon anything, despawn on reset, grant no separate farming rewards, and never refill boss health.

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
False-Flag RevelMasksail Corsair (Lv 1420), Cardshot Duelist (Lv 1445), Powder-Keg Saboteur (Lv 1470), Gilded Enforcer (Lv 1490), Captain Vargo Sorn (Lv 1500)Painted racing Sloops and disguised BrigantinesShacklecloud enemy table and detailed region map; hostile ships reveal their real faction through hull carvings and sail stitching
Rift MaraudersWreckborn Reaver (Lv 518), Rift Cartographer (Lv 552), Abyss Diver (Lv 590), Leviathan Cultist (Lv 635); Other Sea domain crews add Compass Husk (Lv 1080), Horizon Raider (Lv 1240), Brine Archivist (Lv 1430), Rift Harpooner (Lv 1650), and Starless Helmsman (Lv 1880)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 1,550
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 2,900
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 5,600
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 4,750
A wind-rigged raider using gliders to deliver aimed powder payloads.
Level 140
Sky CorsairsGust strafe and unmanned glider bombardmentWind Lancers and Cloud Marksmen already visible on deckSkyreach air-sea routes · Danger 2
Frostwake Longship
Hull health 6,800
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 8,000
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 12,500
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 21,000
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
Bellkeeper Ghost Carrack
Hull health 17,000
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
Rift-Fused Wreck
Hull health 39,000
Several shattered ships fused around unstable rift anchors.
Level 560
Unstable anomaly shipRift skip, decoy hulls, and crossing anomaly scarsRift Cartographers and Reavers already anchored to the wreckUncharted Void · Danger 3
Sunken Crown Brig
Hull health 46,000
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 64,000
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
Moonwake Dhow
Hull health 80,000
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 3
Spirehook Galleon
Hull health 115,000
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 3
Crownless Man-of-War
Hull health 155,000
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 3
Drowned Flagship
Hull health 100,000
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 3

Dawnport · Levels 1–12

EnemyComplete attacksCounterplayStatus
Dock Raider
Health 70–100
A rough unarmed dockside brawler dressed in stolen harbor gear, with empty hands and no sword, gun, club, or hidden weapon.
Standard fists-only unit · Level 2
Dockside Combo: two quick punches followed by a committed hook with knockback. Lunging Straight: a long forward punch with a clear shoulder windup. Braced Guard: raises both forearms to block attacks from the front. Heavy Haymaker: two short body blows culminate in a slow guard-breaking punch with knockback.Parry the second punch or punish the hook recovery, side-dash Lunging Straight, circle behind Braced Guard, and disengage before the Haymaker finisher.Built · 4 placed · fists only
Powder Runner
Health 85–125
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 100–145
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 365–505
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 170–235
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 200–280
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 235–335
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 800–1,000
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 4,500
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 390–505
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 450–600
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 475–600
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 1,550–2,000
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 8,800
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 680–840
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 720–920
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 800–1,000
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 2,500–3,100
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 17,000
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 1,100–1,400
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 1,300–1,700
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 1,550–2,000
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 4,750–6,000
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 33,500 · 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 2,250–2,800
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 2,500–3,250
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 3,100–3,900
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 8,800–11,000
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 68,000 · 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 4,500–5,600
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 5,050–6,800
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 6,000–8,000
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 18,000–22,500
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 145,000 · 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 8,000–10,000
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 8,800–11,500
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 11,000–14,500
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 31,000–39,000
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 235,000 · 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 12,500–15,500
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 14,000–18,000
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 17,000–21,000
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 45,000–56,000
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: plants two shield standards that reinforce the Marshal’s frontal guard. Pressure Valve: vents steam through breakable pipes.Stand between shock lanes, cross behind each chain sweep, break either standard to open that side, and destroy the glowing valve before steam fills the deck.Elite
Commodore Veyra
Health 335,000 · 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 19,000–24,000
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 21,000–27,000
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 25,000–32,500
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 64,000–80,000
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 475,000 · 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 42,000–51,500
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 48,000–60,000
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 55,000–68,000
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 135,000–170,000
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 Array: raises two fragile coral prisms that fire alternating marked lines.Attack the uncovered angle, cross behind the beam, destroy the matching crystal, and break one prism to create a safe side before returning pressure to the Warden.Elite
Drowned King Thalor
Health 505,000 · 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: Guardian Echo: two stationary coral projections repeat the last telegraphed pattern without health bars or AI; Temple Flood: shallow water sweeps fixed lanes without moving the floor; 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 the repeated projections and water sweeps, then align all three crystals before committing damage.Boss

Stormscar Dominion · Levels 600–700

EnemyComplete attacksCounterplayStatus
Stormscar Deckhand
Health 60,000–76,000
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 72,000–84,000
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 80,000–96,000
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 185,000–225,000
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 680,000 · 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 88,000–110,000
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 96,000–120,000
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 110,000–135,000
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 250,000–305,000
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 880,000 · Phase II at 65%
The monastery abbot guarding a forbidden seventh tone within the fallen moon.
Two-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. Below 30% health, Phase II intensifies with Moon Awakened: three Falling Fragment impacts appear at marked points, then Seventh Bell asks players to ring six fixed bells in the learned order to expose Lunaris. His health, arena state, and phase banner never reset.Associate tones with lanes, read the staff tangent, and attack the reflected opening. In Phase II, identify the counterfeit timbre, alternate ring positions, and watch the silent hand sign. Below 30%, leave the marked impacts and reproduce the six-note sequence before the final punish.Two-phase boss

Saltspire Freehold · Levels 800–900

EnemyComplete attacksCounterplayStatus
Saltblade Raider
Health 130,000–155,000
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 breaks only to the final blow of a Guard Break sequence.Avoid the delayed shard, aim at the landing mark, then complete a Guard Break sequence or rotate around the shield.Planned
Ropeway Gunner
Health 145,000–170,000
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 160,000–190,000
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 Snare: two hooked nets descend on marked circles with visible ropes. False Footstep: a delayed blast follows one intentionally skipped trail marker.Break the satchel, leave both net circles, and dodge during the silence after the skipped marker.Planned
Freehold Champion
Health 350,000–420,000
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 who were present when combat began until the visible horn is broken.Stand between hammer lanes, strike the revealed seam, leave pulsing marks, and destroy the horn before engaging the nearby raiders.Elite
High Captain Kharon
Health 1,150,000 · Phase II at 65%
The Freehold’s self-crowned ruler, guarding a legendary treasury stolen from a hundred crews.
Two-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; Contraband Drop: weighted powder crates descend to marked points on visible ropes. Below 30% health, the same phase intensifies with Vault Above the Sea: the two pirate groups already waiting behind opposing gates become disarm objectives, then Final Hoist asks crews to attach three cargo hooks and turn fixed capstans to expose Kharon. There is no health reset or third phase.Cut the tether, leave the crossing, and rotate to the seam. In Phase II, follow the cannon order, secure each marked brake, and avoid crate shadows. Below 30%, disarm both waiting crews, attach all three hooks, then turn the capstans together.Two-phase boss

Riftheart Throne · Levels 900–1000

EnemyComplete attacksCounterplayStatus
Riftbound Knight
Health 185,000–225,000
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 205,000–250,000
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 230,000–275,000
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 475,000–560,000
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 1,700,000 · Phase II at 65%
The rift sovereign sustaining a false reign through projected alternate histories.
Two-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. Below 30% health, Phase II intensifies with No Timeline Kneels: Riftheart Pulse alternates inward and outward rings, Broken Crown asks players to aim five testimony beams into the throne seal, and Final History combines one attack from each existing phase in a declared order. No phase banner, health, or arena state resets.Follow the physical shadow, read aperture numbers, and vary move categories. In Phase II, solve testimony claims, leave broadside lanes, and move away from the final current-position mark. Below 30%, alternate through Riftheart rings, align all five beams, then execute the remembered two-phase order without rushing the final opening.Two-phase capstone boss
Admiral Vanta
Health 2,500,000 · Phase II at 65% · Phase III at 30%
The erased royal chartmaker guarding the Void Totem and judging whether a voyager is ready to reopen the route between dimensions.
Three-phase First Sea story-final boss · Level 1000
Phase I — Fifteen False Bearings: Erased Cut: the physical blade shadow identifies one real line among two echoes; Signal Broadside: reef notes, storm flags, and numbered shutters announce three fixed firing lanes; Cartographer’s Counter: punishes the last repeated move category. Phase II — The Sea Remembers: Wake Trial: five island symbols appear at permanent pedestals and players choose the one matching Vanta’s clue; Bell, Sun, and Star: ordered rings, mirror beams, and aperture shots reuse learned visual grammar; Null Mooring: four breakable anchors shield Vanta while preserving open escape lanes. Phase III — Totem Unbound: Empty Horizon: alternating inward and outward void rings; Vanta’s Heavy: four small saber strikes culminate in a powerful knockback guard break; Open the Last Bearing: crews align five fixed compass engines using the accumulated sigils, then aim their beams into the Void Totem to expose Vanta for the final punish.Track the solid shadow, translate old signal languages, and vary attacks. Match clues to island symbols, respond to each familiar tell, and destroy anchors one at a time. Alternate through rings, disengage before the heavy finisher, and align all five engines. No phase moves permanent floors, exits, or hazards outside the vault.Three-phase story-final boss

Rookspire · Levels 1000–1100

EnemyComplete attacksCounterplayStatus
Rookery Raider
Health 180,000–220,000
A city pirate carrying a short cutlass and climbing hook through Low Lantern streets, market gates, and canal bridges.
Standard cutlass unit · Level 1020
Mast Chain: two cuts followed by a delayed hook. Roof Vault: follows a visible ladder or rope to a fixed perch. Wing Guard: braces toward the last attack angle.Parry the second cut, aim at the marked perch, and change attack angle against the guard.Planned
Signal Musket
Health 200,000–240,000
A balcony and warehouse marksman who fires only when a colored stormglass pane aligns with a real street lane.
Standard ranged unit · Level 1045
Glassline Shot: the matching colored pane previews the aim lane. Flag Reload: raises a flag while reloading. Stock Shove: close gun-butt strike with knockback.Leave the matching lane, use the raised flag to time a punish, and sidestep the shove.Planned
Gale Falconer
Health 220,000–260,000
A rooftop signal keeper directing armored sea rooks above gardens, bath courts, and semaphore parks.
Standard control unit · Level 1070
Rook Dive: feather shadows reveal two dive lanes. Whistle Turn: the second whistle bends the bird once. Streamer Snare: crossing ribbons close on the player’s old position.Watch shadows, wait for the second whistle before dashing, and move away from the old position.Planned
Mastwatch Captain
Health 505,000–600,000
An elite city officer carrying a boarding pike and master flag through Battery Row and the Citadel approach.
Elite commander · Level 1090
Pike Measure: three short thrusts prime a final knockback guard break. Red Flag: orders one fixed cannon lane. White Flag: shields nearby raiders through a cuttable signal rope. Black Flag: expands attacked aggro radius until interrupted.Parry early or retreat before the finisher, leave the red lane, cut the white rope, and interrupt the black-flag signal.Elite
Commodore Corven
Health 2,350,000 · Phase II at 50%
The occupying signal pirate using Rookspire’s windows, towers, and batteries to wreck new arrivals and rule the metropolis.
Two-phase region boss · Level 1100
Phase I — False Beacon: Three Flags: red, white, and black signals announce cannon, rook, or saber lanes; Corven’s Crossing: two hooked charge paths intersect after a whistle; Signal Counter: punishes the last repeated move category. Phase II — Rookery in Revolt: Broken Beacon: only the tower showing the courier-rook code is safe; Stormglass Volley: fixed city batteries fire in a memorized order; Commodore’s Heavy: three small saber strikes culminate in a knockback guard break; Fly the True Flag: players carry three code panels to permanent mast sockets to expose Corven.Read flag colors, leave the crossing, vary move categories, identify the trained-rook code, remember the battery order, disengage from the finisher, and mount all three panels.Two-phase boss

Wildwake Archipelago · Levels 1100–1200

EnemyComplete attacksCounterplayStatus
Canopy Pursuer
Health 240,000–285,000
A former laboratory tracker in torn expedition gear, using a machete and sample hook to hunt across marked bridges and canopy platforms.
Standard sword unit · Level 1120
Machete Series: two cuts followed by a delayed reverse chop. Vine Zip: follows a visible tether to one marked anchor. Sample Guard: braces toward the last attack angle.Parry the second cut or leave the reverse chop, aim at the shown anchor instead of the moving body, and change attack angle against the guard.Planned
Spore Rifleman
Health 265,000–310,000
A rogue field researcher carrying a brass dart rifle, stained sample coat, filter mask, and glass-vial bandolier.
Standard ranged unit · Level 1145
Injector Shot: one narrow line changes color before firing. Sample Burst: throws a breakable vial whose three pollen rings expand in sequence. Buttplate Recoil: a short melee strike knocks toward the Rifleman’s marked retreat point.Leave the colored aim line, break the vial or cross each ring after it passes, and parry the buttplate without following into the retreat shot.Planned
Quarantine Corsair
Health 290,000–340,000
A pirate guard hired to conceal Meridian cargo, wearing a yellow quarantine sash over jungle leathers and carrying a boarding pike.
Standard control unit · Level 1170
Seal Pike: thrust follows a striped floor line. Decon Sweep: two fixed sprayers mark alternating safe lanes. Cable Vault: travels to one announced platform and lands with a small knockback ring.Step across the pike line, change lanes after each sprayer pulse, and aim at the marked landing platform.Planned
Apex Warden Koro
Health 640,000–760,000
Meridian’s surviving security chief, altered into a broad carapaced humanoid but still wearing the laboratory’s numbered R15-scale restraint harness.
Elite field boss · Level 1190
Measured Break: three short armored blows culminate in a knockback guard break. Carapace Brace: exposes the side matching a lit measurement wall. Restraint Pull: two warned cables drag toward fixed anchors. Pressure Vent: three tanks project ordered steam lanes until broken.Parry early or disengage before the final blow, match the wall number to the exposed side, cross behind each cable, and break one lit tank to create a safe steam lane.Elite field boss
Director Selka Voss
Health 2,800,000 · Phase II at 50%
The missing Meridian director who stole the Bearing and used its rift sense to engineer herself into the laboratory’s final living compass.
Two-phase region boss · Level 1200
Phase I — Clinical Hunt: Specimen Mark: three colored scan lines announce saber, dart, or cable attacks; Surgical Crossing: two aimed saber paths intersect after a glass chime; Adaptive Dosage: punishes the last repeated move category. Phase II — Become the Proof: Voss transforms herself without summoning adds; Apex Rush: two carapaced charge lanes cross in a shown order; Venom Glass: numbered vials create brief fixed rings; Laboratory Lockdown: permanent shutters flash the safe corridor sequence; Purge the Formula: players turn three fixed pressure valves to remove Voss’s armor.Read scan colors, leave the crossing, vary move categories, follow the ordered rushes and rings, memorize the shutter sequence, and turn all three valves. The chamber floor, exits, and valve positions never move.Two-phase boss

Ivory Maw Atoll · Levels 1200–1300

EnemyComplete attacksCounterplayStatus
Maw Poacher
Health 325,000–380,000
A beast hunter stripping relic ivory from the ribs of an ancient sea creature.
Standard harpoon unit · Level 1220
Barbed Cast: aimed tethered harpoon. Flensing Cut: two knife arcs. Bait Cask: breakable barrel attracts a snapping jaw.Dodge perpendicular, parry the second cut, and destroy or avoid the bait cask.Planned
Marrow Driller
Health 350,000–410,000
A masked miner using a hand-cranked drill against fossilized leviathan bone.
Standard heavy unit · Level 1245
Drill Rush: loud straight charge. Boneburst: three cracks telegraph shard lanes. Crank Guard: repeated light hits accelerate its counter.Sidestep the charge, stand between cracks, and use one heavy attack against the guard.Planned
Ribcage Stalker
Health 375,000–450,000
A pale ambusher moving along the shadows cast by colossal ribs.
Standard assassin · Level 1270
Rib Shadow: lunges from the only shadow with disturbed dust. Spine Knives: alternating throws. Marrow Fade: retreats to a marked rib.Watch dust rather than silhouettes, alternate side steps, and aim at the marked rib endpoint.Planned
Harpoon Canon
Health 800,000–920,000
An elite order-enforcer carrying a ceremonial launcher and chain shield.
Elite hunter · Level 1290
Canon Shot: armor-piercing line. Chain Psalm: three sweeping chain notes. Quarry Mark: exposes one player but also the Canon’s back. Final Barb: charged guard break knocks targets toward a marked cage.Use ribs as cover, count chain notes, flank during Quarry Mark, and dodge inward past Final Barb.Elite
Harpoon Saint Garrick
Health 3,400,000 · Phase II at 55%
A revered hunter trying to wake the dead leviathan so he can kill it again.
Two-phase region boss · Level 1300
Phase I — Saint of the Hunt: Three-Barb Litany: three aimed harpoons with distinct timings; Ivory Wake: bone cracks preview rising spines; Hunter’s Halo: rotating chain with one low gap. Phase II — The Maw Remembers: Heartline: tethered players anchor at fixed winches; Rib Collapse: marked shadows fall without altering terrain; Mercy Is Missed: Garrick’s three light strikes end in a huge knockback guard break; Sever the Doctrine: crews fire four mounted harpoons into exposed clasps.Read each harpoon pause, leave cracked bone, jump the gap, operate winches, avoid rib shadows, escape the finisher, and aim all four harpoons at the lit clasps.Two-phase boss

Tidemirror Reach · Levels 1300–1400

EnemyComplete attacksCounterplayStatus
Mirror Deckhand
Health 415,000–490,000
A sailor whose reflection completes attacks one beat after the physical blade.
Standard sword unit · Level 1320
Double Wake: real cut followed by reflected line. Glass Step: dash to a mirrored floor mark. Bright Guard: blocks attacks from the reflection-facing side.Dodge twice on separate beats, punish the destination, and attack from the dark side.Planned
Refraction Duelist
Health 445,000–520,000
A precise rapier fighter splitting thrusts through suspended seawater prisms.
Standard duelist · Level 1345
Prism Thrust: one beam becomes three preview lanes. Riposte Gleam: brief directional counter. Low-Tide Lunge: travels only across wet tiles.Stand between split lanes, circle the counter, and leave wet tiles before the lunge.Planned
Wake Counterfeit
Health 475,000–560,000
A mimic assembled from reflected wakes, copying inputs but not player statistics.
Standard mimic · Level 1370
Copied Basic: repeats the last basic category with a blue tell. False Skill: harmless duplicate precedes one real narrow strike. Break Image: shatters into four images, one casting spray.Vary basic categories, wait for the solid tell, and strike the image disturbing water.Planned
Prism First Mate
Health 1,000,000–1,150,000
An elite officer directing a mirrored boarding formation with colored prisms.
Elite commander · Level 1390
Red Order: crossed melee lanes. Blue Order: aimed musket line. Gold Order: knockback shield march. Shatter Command: break the prism matching the announced order to stun the formation.Leave red crossings, sidestep blue, move behind gold, and destroy the matching prism.Elite
Captain Ilyan
Health 4,150,000 · Phase II at 50%
A captain facing an independent reflection that claims to be the original.
Two-phase region boss · Level 1400
Phase I — Captain Above: Wake Divide: paired sword lines land on different beats; Prism Broadside: reflected cannon lanes preserve a dark gap; Captain’s Measure: counters a repeated attack angle. Phase II — Captain Below: Which Ilyan: dialogue clues identify the body with a true shadow; Mirror Mutiny: reflected crew attacks follow colored banners; Shattered Guard: several small strikes build to a final knockback break; One Name: align three fixed mirrors on the true captain.Respect both beats, find the dark gap, rotate attack angles, solve the shadow clue, obey banner colors, disengage from the finisher, and align all mirrors before attacking.Two-phase boss

Shacklecloud Isles · Levels 1400–1500

EnemyComplete attacksCounterplayStatus
Masksail Corsair
Health 440,000–500,000
A cutlass duelist who changes costume accents between attacks but always keeps the same readable stance language.
Standard melee unit · Level 1420
Ribbon Feint: two light cuts precede a delayed thrust from the side marked by a trailing ribbon. Awning Vault: a visible rope swing ends on one painted landing medallion. Half-Mask Guard: blocks repeated frontal basics.Read the ribbon shape rather than its color, dash across the thrust, aim at the landing medallion, and vary attack direction to punish the guard.Planned
Cardshot Duelist
Health 470,000–535,000
A pistol fencer who announces every shot by throwing a large suit-marked calling card toward the firing lane.
Standard ranged duelist · Level 1445
Calling Shot: fires down the lane printed on the thrown card. Fan the Suit: three fixed shots follow left, center, and right suit symbols. House Courtesy: a pistol-butt strike after a missed lunge.Leave the printed lane, follow the symbol order, close distance between shots, and parry the clearly raised pistol butt.Planned
Powder-Keg Saboteur
Health 510,000–580,000
A quarry demolitions pirate who uses chalk marks and rolling powder casks to protect counterfeit seal molds.
Standard control unit · Level 1470
Fuse Lane: a bright chalk line burns toward one delayed blast. Rolling Keg: sends one cask along a fixed grooved track. Chalk Burst: three expanding rings pulse from a stamped barrel.Step over the fuse after its spark passes, clear the grooved track, and jump or retreat through the three-ring rhythm.Planned
Gilded Enforcer
Health 1,000,000–1,160,000
An elite registry guard carrying a coin-faced shield and a short naval swivel gun.
Elite defender · Level 1490
House Advance: shield rush follows one locked heading. Gallery Cannon: three numbered floor medallions fire in order. Loaded Odds: counters only the third repeated skill family. Final Bid: three short strikes end in a slow guard-breaking shield blow with knockback.Sidestep the heading, remember the medallion order, vary skills, and disengage before the final shield blow.Elite
Captain Vargo Sorn
Health 4,250,000 · Phase II at 65% · Phase III at 30%
The smiling master of the False-Flag Carnival who sells real captain names to pirates seeking trusted identities.
Three-phase region boss · Level 1500
Phase I — Masked Host: Calling Card: a brass card marks one aimed flintlock lane; Ribbon Cut: three rapier lines leave a perpendicular gap; Host’s Guard: breaks only after a complete varied heavy sequence. Phase II — Rigged House: Brasswheel Order: three permanent numbered medallions announce cannon lanes; Curtain Sweep: one gold-weighted rope crosses between fixed posts; Dealer’s Choice: identify the wax seal whose fracture contradicts its portrait. Phase III — Sorn Unmasked: Final Bid: four small blows end in a guard-breaking knockback; Loaded Floor: suit symbols illuminate fixed medallions in sequence; True Name: align three authentic flag standards, strike each exposed lock, and punish Sorn on the central dais.Dodge the marked shot, use the perpendicular gap, vary heavies, follow the numbered order, cross behind the curtain weight, inspect wax fractures, disengage from Final Bid’s last hit, trace the suit sequence, and open all three flag locks.Three-phase boss

Crownless Bastion · Levels 1500–1600

EnemyComplete attacksCounterplayStatus
Crownless Marine
Health 640,000–720,000
A disciplined marine serving a fleet that rotates rulers every tide.
Standard sword unit · Level 1520
Flag Chain: three cuts follow banner colors. Deck Advance: shielded lane march. Oath Break: guard-break sequence after two small pommel hits.Read colors, flank the march, and parry early or leave before the final blow.Planned
Verdict Gunner
Health 680,000–760,000
A swivel-gun operator announcing every shot as a naval judgment.
Standard ranged unit · Level 1545
Guilty Line: narrow cannon lane. Split Verdict: twin ricochets from marked plates. Buttstock Appeal: melee knockback during reload.Leave the line, read plate angles, and punish after the buttstock swing.Planned
Seal Adjudicator
Health 720,000–840,000
A robed officer applying magical fleet seals to allies and targets.
Standard support unit · Level 1570
Red Seal: delayed damage circle. White Seal: shields one ally until its stamp is struck. Black Seal: slows Energy recovery inside a small marked zone.Leave red and black zones, and aim at the visible white stamp.Planned
Nine-Flag Captain
Health 1,500,000–1,700,000
An elite commander switching formations with nine hand-sewn battle flags.
Elite commander · Level 1590
Cross Flag: crossing charge lanes. Gun Flag: ordered musket volley. Anchor Flag: chained pull toward a fixed capstan. Blank Flag: interruptible rally hiding all other banners.Leave crossings, memorize volley order, break the capstan chain, and interrupt the blank flag.Elite
Regent Seraphine
Health 6,150,000 · Phase II at 65% · Phase III at 30%
An elected war regent determined to unite nine rebel fleets through permanent emergency rule.
Three-phase region boss · Level 1600
Phase I — Nine Flags: Regent’s Cut: saber routes follow three raised colors; Fleet Decree: announced cannon lane; Emergency Guard: counters the most-used move category. Phase II — Verdict by Broadside: Nine Batteries: crews disable colored cannons in the flag sequence; Admiral’s Appeal: protect two dissenting captains at fixed posts; Sealstorm: red, white, and black seals overlap with readable edges. Phase III — Without a Crown: Unanimous Fire: nine lanes leave one abstaining gap; Regent’s Heavy: small saber strikes end in knockback guard break; Lower the Flags: capture three fixed capstans to end martial rule.Read colors, vary moves, follow battery sequence, defend the captains, prioritize seal edges, find the abstaining gap, disengage from the finisher, and capture all capstans.Three-phase boss

Pearlgrave Trenches · Levels 1600–1700

EnemyComplete attacksCounterplayStatus
Grave Diver
Health 760,000–880,000
A pressure-suited scavenger stealing name-pearls from underwater graves.
Standard spear unit · Level 1620
Pressure Thrust: aimed spear line. Grave Jet: backward burst. Name Mine: floating pearl flashes before imploding.Strafe the thrust, stay beside rather than behind, and shoot the mine early.Planned
Pressure Mourner
Health 800,000–920,000
A ritual swimmer weaponizing grief chants and sudden pressure changes.
Standard caster · Level 1645
Low Hymn: contracting ring. High Hymn: expanding ring. Silent Name: visual-only cone after the chant stops.Move outward, then inward, and watch the hands during silence.Planned
Shellbound Sentinel
Health 840,000–1,000,000
A living armored guard carrying grave bells inside its shell.
Standard defender · Level 1670
Shell Ram: fixed charge. Bell Vent: four pressure jets fire by tone. Pearl Guard: one glowing seam rotates around the shell.Bait the ram into stone, memorize tones, and strike the rotating seam.Planned
Bell Trenchkeeper
Health 1,800,000–2,100,000
An elite keeper controlling pressure locks and the names of the drowned.
Elite guardian · Level 1690
Depth Toll: descending pressure lanes. Lock the Breath: breakable bell suppresses air refills. Grave Procession: spectral divers cross marked routes. Keeper’s Weight: final heavy blow knocks toward a lit air pocket.Follow lanes downward, break the bell, avoid routes, and use the lit pocket to recover after the knockback.Elite
Oracle Nym
Health 7,550,000 · Phase II at 65% · Phase III at 30%
A blind oracle preserving drowned names inside a cathedral-sized shell.
Three-phase region boss · Level 1700
Phase I — Names Below: Pearl Prophecy: spoken names map to fixed shell sectors; Pressure Palm: aimed cone; Blind Counter: reacts to sound from repeated rapid attacks. Phase II — The Shell Remembers: Grave Bells: low and high notes call contracting or expanding rings; Four Lost Names: match epitaphs to fixed pearl sockets; Trench Procession: luminous swimmers cross shown routes. Phase III — Nym Rings Below: Crushing Hymn: pressure rises unless two valves are held; Oracle’s Weight: three taps end in a knockback break; Speak the Living: insert the four recovered names to expose Nym.Map names to sectors, leave the cone, space attacks, distinguish note height, solve epitaphs, avoid routes, share valves, escape the final blow, and place names correctly.Three-phase boss

Redwake Caldera · Levels 1700–1800

EnemyComplete attacksCounterplayStatus
Redwake Forger
Health 880,000–1,000,000
A pirate smith hammering ship weapons beside volcanic tide channels.
Standard mace unit · Level 1720
Forge Chain: two taps and overhead smash. Quench Burst: steam cone. Hot Rivet: aimed projectile cools into temporary cover.Parry a tap or leave before the smash, move sideways from steam, and use the cooled rivet as cover.Planned
Cinder Boarder
Health 920,000–1,050,000
A heat-armored raider crossing lava channels on chained boarding hooks.
Standard skirmisher · Level 1745
Hook Crossing: visible rope arc. Ember Cut: delayed fire line. Boot Quench: steam knockback on landing.Aim at the arc, cross the fire line after ignition, and avoid the landing circle.Planned
Bellows Gunner
Health 960,000–1,100,000
A hand-cannon operator feeding black powder with a portable forge bellows.
Standard ranged unit · Level 1770
Bellows Burst: charged shot widens with each pump. Cinder Spread: fan with center gap. Buttstock Vent: melee strike releases steam.Interrupt pumps, stand in the fan gap, and punish after the vent.Planned
Crucible Champion
Health 2,150,000–2,500,000
An elite arena champion wearing cooled slag plate and a furnace shield.
Elite bruiser · Level 1790
Crucible March: shielded advance. Slag Circle: marked impacts harden into cover. Heat Counter: reflects rapid repeated attacks. Furnace Break: three small shield hits end in knockback guard break.Flank the march, use hardened slag, vary attack tempo, and disengage before the final shield hit.Elite
Furnace Captain Brakka
Health 9,500,000 · Phase II at 65% · Phase III at 30%
A shipwright-captain forging an invincible fleet inside a sea-fed volcano.
Three-phase region boss · Level 1800
Phase I — Burning Bearing: Furnace Saber: heated lanes cool in sequence; Bellows Broadside: cannons charge by pump count; Captain’s Quench: steam counter stance. Phase II — Forge the Fleet: Three Hulls: protect or sabotage fixed assembly stations; Molten Salvo: marked impacts form safe cover; Chain Launch: hull chains sweep the arena. Phase III — Drown the Fire: Caldera Measure: open water gates in shown order; Brakka’s Heavy: small strikes culminate in massive knockback; Last Keel: aim three forge cannons at the flagship clasp.Read cooling order, count pumps, wait out steam, choose stations, use cooled cover, jump chains, solve water-gate order, avoid the finisher, and synchronize forge cannons.Three-phase boss

Armada of Midnight · Levels 1800–1900

EnemyComplete attacksCounterplayStatus
Midnight Marine
Health 1,000,000–1,150,000
A black-uniformed marine trained to fight across lashed-together decks.
Standard sword unit · Level 1820
Night Watch: three-cut chain changes side by lantern color. Gangplank Rush: fixed line. Dark Brace: guard exposes a silver buckle.Read lantern color, leave the line, and aim at the buckle.Planned
Nullwake Navigator
Health 1,050,000–1,200,000
A chart officer erasing routes with black salt rather than moving the world.
Standard control caster · Level 1845
Black Bearing: called direction becomes a narrow hazard. Chart Dust: small zone hides UI but not world tells. Return Line: projectile follows its painted route backward.Move perpendicular to bearing, watch animation tells, and avoid the return route.Planned
Black-Lantern Gunner
Health 1,100,000–1,300,000
A musket specialist firing only when the flagship lantern is shuttered.
Standard ranged unit · Level 1870
Shutter Shot: fires after the third lantern blink. Deck Ricochet: line bounces from a silver plate. Stock Keelhaul: melee knockback into a rope lane.Count blinks, read the plate, and sidestep the buttstock toward open deck.Planned
Flagship Reaver
Health 2,550,000–2,900,000
An elite boarding commander linked to the armada’s signal mast.
Elite commander · Level 1890
Nine-Deck Order: three banners choose melee, gun, or anchor lanes. Mast Ward: signal line shields nearby allies. Boarding Reversal: punishes repeated approach direction. Midnight Break: several pommel hits finish with knockback.Read banners, cut the signal line, vary approach, and escape before the final hit.Elite
Fleet Admiral Oran
Health 12,300,000 · Phase II at 65% · Phase III at 30%
The admiral of a city-sized armada that has refused land for generations.
Three-phase region boss · Level 1900
Phase I — Nine Decks: Admiral’s Route: colored flags order three permanent deck lanes; Black Lantern: shutter rhythm calls musket fire; Boarder’s Counter: punishes the last approach angle. Phase II — City at War: Signal War: disable three fixed masts in code order; Fleet Crossing: projected hull shadows mark broadsides; Rescue the Lower Deck: carry survivors through safe gangplanks. Phase III — Oran’s Last Command: All Ships Fire: nine lanes preserve one signal-colored gap; Admiral’s Heavy: small strikes end in a knockback break; Lower the Midnight Flag: operate four capstans while defending their ropes.Follow flags, count shutters, rotate approaches, decode masts, avoid hull shadows, escort survivors, find the signal gap, disengage before the break, and hold all capstans.Three-phase boss

Horizon’s End · Levels 1900–2000

EnemyComplete attacksCounterplayStatus
Last-Bearing Knight
Health 1,150,000–1,300,000
A white-armored guardian enforcing the final line drawn on every surviving chart.
Standard sword unit · Level 1920
Meridian Cut: cardinal lines cross after spoken bearings. White Step: fixed dash to a compass seal. Border Guard: blocks the last attack angle.Move between bearings, punish the seal, and alternate angles.Planned
Horizon Executor
Health 1,200,000–1,400,000
A polearm officer erasing unauthorized voyages from the admiralty record.
Standard heavy unit · Level 1945
Route Sentence: overhead blow on one numbered seal. Border Sweep: long semicircle. Final Appeal: interruptible execution charge.Leave the numbered seal, dodge inward through the sweep, and interrupt the charge.Planned
Archive Corsair
Health 1,300,000–1,500,000
A pirate-scholar wielding stolen route scrolls and a brace of flintlocks.
Standard ranged unit · Level 1970
Recorded Volley: repeats three prior aim lines in reverse. Scroll Mine: numbered rune detonates on its count. Twin Buttstroke: two close melee swings.Recall the lines, count the rune, and parry the second buttstroke.Planned
Meridian Champion
Health 2,950,000–3,400,000
An elite duelist who has memorized every approved route between both dimensions.
Elite capstone guardian · Level 1990
Four Bearings: sequential cardinal thrusts. Approved Route: only one lit lane remains safe. Compass Counter: rotates against repeated attack categories. Last-Line Heavy: several small strikes finish with extreme knockback.Follow bearing order, use the lit lane, vary attack categories, and disengage before the finisher.Elite
Grand Admiral Eidon
Health 17,900,000 · Phase II at 65% · Phase III at 30%
The architect of the closed horizon, convinced that freedom of navigation will destroy both seas, and the final guardian standing between the crew and the true thief.
Three-phase region boss and penultimate story boss · Level 2000
Phase I — The Last Line: Meridian Saber: cardinal lanes follow spoken coordinates; Admiralty Broadside: numbered fixed cannons fire in sequence; Closed-Water Counter: punishes repeated categories. Phase II — Every Route Denied: Archive Trial: arrange five voyage records by evidence; White Horizon: concentric aim lines leave one compass gap; Two Seas Fire: First and Other Sea motifs announce alternating broadsides. Phase III — Beyond the Compass: Erase the Wake: decoys repeat old player positions before a current-position strike; Eidon’s Sentence: four small blows end in a massive knockback guard break; Open Every Bearing: crews align four permanent compass engines, then fire the Horizon Bell to expose Eidon for the final skill check.Translate coordinates, remember cannon order, vary attacks, solve records, rotate with the compass gap, distinguish each sea’s motif, leave the current-position mark, evade the finisher, align engines, and aim the bell together. His story clear becomes a permanent checkpoint before Malrick.Three-phase penultimate boss
Captain Malrick Vane
Health 20,150,000 · Phase II at 65% · Phase III at 30%
A charismatic pirate strategist who arranged the modern Bearing thefts, waited for someone else to reopen the route, and plans to make both seas pay him for passage.
Three-phase Other Sea story-final boss · Level 2000
Phase I — The Unwritten Captain: Cutlass Ledger: three deliberate slashes end on the side shown by his shoulder stance; Brace of Flintlocks: two manually aimed shots leave visible crossing lines; Stolen Opening: counters only the last repeated attack category; Keelhaul Heavy: three pommel strikes culminate in a guard-breaking kick with strong knockback. Phase II — Claim Both Seas: Black-Flag Broadside: fixed deck cannons fire in the order of four raised flags; Boarding Line: one bright rope sweeps a shown lane without creating an enemy; False Surrender: a silver hand remains on his pistol before the punishable feint; Compass Theft: he rotates one arena dial, changing only marked attack bearings while the deck, rails, and exits remain fixed. Phase III — No Sea Belongs to One Captain: Every Wake Is Mine: ten short, preannounced attack patterns reuse learned visual grammar without summoning old enemies; Thief’s Horizon: four compass crescents preserve the gap named by the gold flag; Vane’s Last Claim: four light saber and buttstock strikes end in a large knockback guard break; Ring for the Crew: solo players operate four capstans sequentially while crews may split, then everyone aims at the bell clasp to expose Malrick.Read his shoulder, leave the crossing aim lines, vary attack categories, and disengage before the kick. Follow flag order, jump or dash across the rope lane, punish only after his pistol hand opens, and rotate with the dial markings. In Phase III, identify each familiar tell, take the gold-flag gap, evade the final heavy, operate the capstans, and manually hit the bell clasp. Malrick summons no adds and never changes public terrain.Three-phase story-final boss

Uncharted Sea Domains · Optional scaling voyages

EnemyComplete attacksCounterplayStatus
Wreckborn Reaver
Health 27,000–33,500
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 32,500–40,500
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 39,000–50,500
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 100,000–130,000
A bone-robed rune caster projecting abyssal-limb attacks across the deck.
Elite rune caster · Level 635
Bone Staff: sweeping melee cast. Scale Ward: rotating directional armor. Beast Echo: projects one warned tentacle-shaped strike with no independent health, AI, or persistence. 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 840,000 · 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
Compass Husk
Health 190,000–240,000
A hollow sailor pinned upright by a compass needle that turns before every attack.
Standard Other Sea domain unit · Level 1080
Needle Thrust: lunges along the shown bearing. Cardinal Guard: blocks one announced side. Lost Step: dashes once to a visible compass mark.Leave the bearing line, strike the opposite side of Cardinal Guard, and aim at the destination mark rather than the dash trail.Planned
Horizon Raider
Health 310,000–390,000
A veteran pirate who navigates Domain wrecks by stars invisible to ordinary charts.
Standard Other Sea pirate · Level 1240
False-North Cut: two slashes end opposite the raised shoulder. Star Pistol: aimed flintlock line fires after one flash. Boarding Vault: leaps over the target and commits to a marked landing strike.Read the shoulder, cross the pistol line, and turn toward the landing mark before punishing recovery.Planned
Brine Archivist
Health 455,000–570,000
A drowned scholar preserving stolen voyage memories inside pressurized glass tablets.
Standard Other Sea controller · Level 1430
Tablet Line: three glass panes project narrow lanes. Pressure Script: delayed circle expands once. Memory Counter: parries the last repeated attack category after displaying its icon.Move between panes, cross the expanding edge, and vary weapon, style, and artifact attacks when the icon appears.Planned
Rift Harpooner
Health 840,000–1,000,000
An armored hunter anchoring prey to fixed Domain landmarks instead of pulling the world apart.
Elite Other Sea hunter · Level 1650
Anchor Shot: aimed tether links the target to one visible post. Line Sweep: swings the taut rope across a marked lane. Plate Brace: protects the front until two shoulder clasps break. Winch Heavy: three short haft blows end in a guard-breaking knockback strike.Dash across the tether before it tightens, jump the line, aim at both clasps, and disengage before the heavy finisher.Elite
Starless Helmsman
Health 1,300,000–1,650,000
A towering domain commander steering phantom broadsides from a fixed wheel dais.
Elite Other Sea commander · Level 1880
Wheel Cleave: half-circle strike follows a turning brass spoke. Dark Bearing: names one safe cardinal lane before three deck lines fire. Keel Order: tilts encounter-local deck effects left then right without moving geometry. Last Command: marks two fixed cannon muzzles for simultaneous aimed shots.Stay behind the turning spoke, take the named lane, move against the effect indicator, and interrupt one cannon while dodging the other line.Elite
Admiral Hollowwake
Health 14,000,000 · Phase II at 65% · Phase III at 30%
A vanished Other Sea admiral who erased his own routes, trapped rival charts inside brass pylons, and claims ownership of every place no living sailor can name.
Three-phase optional Domain raid boss · Level 1850
Phase I — The Last Honest Map: Sextant Saber: three cuts follow the bearings shown by his rotating sextant; Survey Shot: a long matchlock aim line predicts the impact; Stolen Course: marks the last dash direction and punishes only an immediate repeat; Dead-Reckoning Heavy: three short pommel strikes finish with a guard-breaking saber blow and strong knockback. Phase II — Anchorage Under Fire: Eight-Bell Broadside: eight fixed cannons fire in the bell order shown on the mast; Mooring Cross: two bright ropes sweep intersecting deck lanes; Compass Debt: four brass quadrants illuminate while one safe bearing is announced; Harpoon Claim: tethers one player to a fixed capstan until the visible clasp is broken. Phase III — No Shore Left: Erased Bearing: chart labels fade, but permanent brass inlays, flag direction, and accessibility arrows preserve every tell; Fleet Memory: projected ship silhouettes fire three preannounced broadsides without becoming AI enemies; Captain’s Last Measure: one shortened pattern from each prior phase returns in a declared order; Break the Writ: crews manually aim at three mast seals to expose Hollowwake, sequentially for solo players or simultaneously for a crew.Read the sextant, cross the matchlock line, vary dash direction, and leave before the heavy finisher. In Phase II, memorize the bells, jump or dash through the rope gap, take the named quadrant, and aim at the harpoon clasp. In Phase III, use the inlays and arrows, follow the projected muzzle flashes, recall the declared patterns, then break the three seals. The deck, rails, cannons, capstans, exits, and ship position never move; Hollowwake summons no combatants.Three-phase Other Sea raid

Hollowwake raid access and rewards

Permanent unlock

Assemble the Hollowwake Chart

At level 1750 or higher, clear Horizon Scrapfield, Black-Sail Anchorage, Sunken Tribunal, and Rift Orchard at Danger IV. Each first clear awards one quest-bound Black Chart Corner. Astrid Vale assembles all four into the permanent, non-consumable Hollowwake Chart.

1–8 players

The Hollow Meridian

The Chart reveals Empty Anchorage as a deterministic raid destination. Matchmaking supports solo through eight players, saves the opened raid checkpoint, and returns every ship to the exterior mooring after victory, defeat, departure, or disconnect.

Earned rewards

Personal raid cache

Every eligible clear grants Crowns, Riftmarks, 8–12 Riftglass Dust, and 2–4 Bearing Filaments. The first clear guarantees the cosmetic Hollow Meridian chart table and Beyond the Margin title. The Long Rifle’s Hollowwake finish has a 4% independent drop chance with twelve-clear pity.

Raid fairness: the Hollowwake Chart is never consumed, traded, rolled, or sold. The raid grants no required story key or exclusive combat power, uses the published personal contribution rules, and can be abandoned through a clearly marked lifeboat without losing secured rewards from earlier Domain sectors.

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
  • Never spawn additional AI combatants
  • Avoid permanent hit-stun
  • React to repeated player habits

Elite rules

  • One signature mechanic
  • Breakable defense or resource
  • Environmental interaction
  • Use devices, hazards, or existing allies instead of summon loops
  • 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
  • Every boss below level 1500 may have no more than two phases, with exactly one exception: Admiral Vanta
  • Admiral Vanta remains a three-phase level-1000 story finale because he tests the entire First Sea journey
  • Ordinary Phase III encounters begin at level 1500 with Captain Vargo Sorn; the level-1850 Admiral Hollowwake raid follows this rule
  • At most one declared two-add wave, once per attempt, only when the encounter fantasy requires it; both Domain raids use none
  • Clear recovery windows and pity-protected rare drops
  • Required story keys such as Vanta’s Void Totem are guaranteed, bound, and never placed in a rare-drop table
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
Cartographer Elian WakeDawnport; Chronicle projections at every First Sea home pointTracks The Erased Voyage, restores missed clues, and guides players toward the earliest incomplete Wake SigilWeathered chart coat, ink-stained gloves, brass lens, and waterlogged logbook chained safely to his satchel
Mayor BingtonBobington Town HallTown host, newcomer guidance, patch-note archive, accessibility help, and interrupted-quest recoveryWarm burgundy mayoral coat, oversized brass key, civic sash, and a neatly fitted tricorn
Harbor Master NessaBobington DockBoat spawning, repair, recovery, recoloring, and home-point bindingTeal dock coat, rolled sleeves, rope belt, fitted harbor cap, and shipwright’s chalk
Quartermaster BeaBobington Supply HouseMoney dealer for Ship Repair Crates and Signal Flare PacksMustard waistcoat, canvas apron, supply ledger, and stacked crate-shaped backpack
Provisioner PipBobington south marketMoney dealer for Bait Satchels and Travel RationsGreen market coat, bait tins, bread basket, and soft fisherman’s cap
Seasonal Steward LumaBobington Plaza · Halloween and Christmas onlyAppears only during Hallowtide or Winterwake to explain the active seasonal activities and rewardsEvent-specific coat, ribbon staff, color-safe seasonal badges, and a portable notice scroll; absent during the normal town state
Archivist PellaBobington Bank and LoadoutsStorage, appearance preview, loadout presets, stat planning, and confirmed Riftmark resetsIndigo record-keeper robe, half-moon glasses, numbered keys, and folding wardrobe chart
Broker TamsinRookspire · Wayfarer Quay Grand ExchangeLevel-1000 Fair Exchange tutorial, Second-Dimension trading eligibility, Crown, Riftmark, and Special value ledgers, receipts, history, request settings, and scam reportsPlum broker’s coat, balanced brass scales, receipt case, inked value cards, and a plain cap without faction colors
Registrar BramBobington Crew HallCrew management, public parties, voyage requirements, mail, and boss-replay matchmakingNavy clerk’s coat, crew-seal press, message satchel, and broad-brimmed registrar hat
Scout Mira KestRookspire · Tern & Talon InnMain chapter lead, district guide, coordinator of the city resistance, and keeper of the Beyond Ledger that tracks all ten BearingsWeathered green courier coat, folded roof map, signal-glass monocle, and white rook feather
Harbor Master OrroRookspire · Wayfarer QuayOther Sea boat spawning, repair, recovery, transfer, and first home-point bindingHeavy sea-green dock coat, chain-hook belt, harbor registry board, and close-fitting storm hood
Signalwright IbisRookspire · Signalwright WorkshopMoney dealer for the Stormglass Scope and Signal Flare BundleLayered lens harness, copper-green apron, colored glass eyepieces, and a tool roll shaped like folded signal flags
Rooftop Mentor CorraRookspire · Courier LoftQuest dealer who awards the cosmetic Rookstep Mantle after all three courier routesShort flight coat, grip gloves, balanced message cases, and a fitted cap with one dark feather
Healer NimaRookspire · protected resident courtyardsOut-of-combat recovery, resident stories, cosmetic repair, and lantern-code cluesAmber shawl, medicine satchel, stormglass lantern, and simple rolled-sleeve city clothes
Surveyor Tala VennWildwake Archipelago · Quarantine Key field stationMain chapter lead, laboratory-log reconstruction, field-station repair, home-point guidance, and lost-quest recoverySun-faded survey coat, rolled jungle map, brass sample lens, striped quarantine scarf, and six-tag journal board
Quartermaster Juno PikeWildwake Archipelago · Trailhead Cay supply craneMoney dealer for the Grapnel Gun and Field Filter PackGreen expedition waistcoat, crane gloves, waterproof stock ledger, filter tins, and a broad canvas sun hat
Curator IlexWildwake Archipelago · hidden waterfall archive on Quarantine KeyQuest dealer awarding the Meridian Field Compass after all six specimen tags are restoredPreserved Meridian coat beneath leaf camouflage, glass specimen case, vine-wrapped key ring, and cracked laboratory goggles
Field Medic OsaWildwake Archipelago · Trailhead Cay and restored field stationsOut-of-combat recovery, poison guidance, accessibility hints, and expedition resetWhite-and-yellow medic sash, portable antidote case, signal whistle, and fitted rain hood
Registrar Pryn ValeShacklecloud Isles · Sunwash registry arcadeMain chapter lead, stolen-identity reconstruction, carnival guidance, home-point help, and interrupted-objective recoveryCream registrar coat, brass seal case, four recovered captain portraits, and an undecorated half-mask worn at the belt
Harbor Master CaskShacklecloud Isles · Sunwash east pierBoat spawning, repair, recovery, safe side-dock mooring, and fixed-course regatta registrationWhite harbor coat, anchor-hook belt, painted berth board, striped sash, and fitted straw tricorn
Gunsmith Moss TallowShacklecloud Isles · Bunting Row galleryMoney dealer for Boarding Carbine and Blank-Fire Practice KitBurgundy shooting vest, target-maker gloves, folding score ledger, and a brass gallery key ring
Maskmaker Edda QuillShacklecloud Isles · hidden Ledger House atticQuest dealer awarding the cosmetic Unmasked Captain Coat after four erased captain names are restoredLayered festival coat, wax-seal bracers, portrait-swatch sash, and a narrow feathered 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 islands and the Empty Anchorage approachLost cartographer, quest dealer for Rift Brace, and assembler of the permanent Hollowwake ChartInk-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
Outfitter MarisWandering blue-and-cream fitting cutter across four published routesCrown dealer carrying two fixed route-appropriate accessories while an island dealer slot is openLayered tailor’s greatcoat, brass measuring chain, needle-and-compass pennant, hat cases, and fold-out wardrobe screens
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.”
Cartographer Elian Wake“Someone scraped a captain from this log, but the sea pressed the name deeper.”“Fifteen islands, fifteen seals. Bring me the truth each shore refused to forget.”
Mayor Bington“Welcome to Bobington. The benches are free, the fountain is stubborn, and nobody is allowed to duel the pigeons.”“Read the board, meet a crew, and stay for the next tide. Town works better when somebody is enjoying it.”
Harbor Master Nessa“Bring me a damaged keel and an honest description of what hit it.”“Your boat is beside the outer pier. Weapons stay quiet until you clear the harbor buoys.”
Quartermaster Bea“Crates for cracked hulls, signal flares for finding friends. Simple things save expensive ships.”“Counted, stamped, and tied down. Try not to need all of it at once.”
Provisioner Pip“Bait for the fish, bread for the sailor, and no, they are not interchangeable.”“Eat before the fighting starts. My rations refuse to argue with swords.”
Seasonal Steward Luma“I visit twice: when pumpkins grin and when the mast-tree glows. The rest of the year, this square belongs to you.”“The decorations leave when the season turns, but anything you earned stays safely yours.”
Archivist Pella“A tidy locker is a kindness to your future self.”“Review every change before you seal it. Regret is not a storage category.”
Broker Tamsin“A fair trade is not always equal, but it is always understood.”“Read both columns, watch for changes, and confirm only what is actually on the scales.”
Registrar Bram“Solo legends are impressive. Crews are more likely to bring the ship back.”“Your party is posted. Check the requirements before promising them a horizon.”
Scout Mira Kest“Do not count the towers. Count the windows that blink when the wind is still.”“Corven owns the roads, not the city. Every open shutter is somebody choosing us.”
Harbor Master Orro“Welcome to the Other Sea. Bind your compass before you decide the sky is upside down.”“Your hull is beside the outer chain. Past that line, the city stops pretending to be safe.”
Signalwright Ibis“A lens should show you what is there. Anyone selling certainty is selling a trap.”“Green glass, brass rim, no magic aim. Your hands still have to do the honest work.”
Rooftop Mentor Corra“The fast route is not the route with fewer roofs. It is the one you can finish twice.”“Carry the code cleanly and the mantle is yours. It will not carry you.”
Healer Nima“Three lamps means medicine. Two means shelter. One means keep walking and do not look up.”“Catch your breath here. The courtyard arch is older than Corven’s courage.”
Surveyor Tala Venn“The birds are repeating Rookspire’s code. Birds do not learn classified signals by accident.”“Six tags, one missing courier, and a laboratory everyone swears was empty. Start with the lie that has a number.”
Quartermaster Juno Pike“Jungle eats rope, powder, and confidence. I sell replacements for the first two.”“The filter handles pollen, not poison blades. Keep dodging like you still need to breathe.”
Curator Ilex“An abandoned archive is merely a library whose readers ran faster than its secrets.”“You preserved every living tag. Take the Meridian Compass; let it remember paths without choosing one for you.”
Field Medic Osa“Yellow stripe means shelter. Red glass means hold your breath. Learn both before the vines test you.”“Antidote first, heroics second. The order is why I still have patients.”
Registrar Pryn Vale“At this carnival, a mask hides a face. A flag can hide an entire crime.”“Match the wax fracture to the portrait, the portrait to the ship, and the ship to the name Sorn crossed out.”
Harbor Master Cask“East-side berth is yours. Keep the center lane clear unless you registered to race.”“Your hull is beside the shell line—real name, real colors, and exactly where I left it.”
Gunsmith Moss Tallow“The gallery kit fires cork and smoke. The carbine does not. Check which one you loaded.”“A painted target never dodges. Sorn’s duelists will, so aim before you commit.”
Maskmaker Edda Quill“A good mask invents a character. Sorn’s masks steal one.”“Four captains restored, four lies undone. Wear the coat without a mask; that is the point.”
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.”
Outfitter Maris“A proper accessory should change a decision, not make it for you.”“Two pieces on this route, both priced, fitted, and free of mysterious statistics.”
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.”
Admiral Hollowwake“You call this sea uncharted because I buried everyone who knew its name.”“Mark the course you favor!” before Stolen Course; “Eight bells. Eight graves.” before Eight-Bell Broadside; “The margin closes!” at Phase III; “Break the writ, if your aim deserves a horizon!” before Break the Writ.“Then write it… beyond my name.”
Admiral Vanta“Fifteen shores carried my name to you. Tell me you learned more than the sound of it.”“Read the sea, not the spectacle!” before Wake Trial; “Four anchors. One honest opening.” during Null Mooring; “Open the last bearing!” at Phase III.“Then take the Totem—and do not make me right to fear you.”
Commodore Corven“Every window in my city points ships toward their final harbor.”“Red for cannon, white for wing, black for me!” before Three Flags; “Find the one honest tower!” at Phase II; “Raise your little truth!” before Fly the True Flag.“Ten thousand signals… and the city chose yours.”
Apex Warden Koro“Subject Koro. Warden Koro. The wall remembers which name was mine.”“Measure the reach!” before Measured Break; “Tank three—open!” before Pressure Vent.“Six tags… tell them I kept the seventh.”
Director Selka Voss“A compass points toward possibility. I taught possibility to grow teeth.”“Observe the dosage!” before Specimen Mark; “No assistants. No specimens. I become the proof.” at Phase II; “Purge it, if you can!” before the valve sequence.“The Bearing chose… a direction without me.”
Captain Vargo Sorn“A captain is only a name, a seal, and enough witnesses willing to lie.”“Card marks the shot!” before Calling Card; “The house chooses three!” at Phase II; “No masks now—bid with blood!” at Phase III; “Raise your true flags, then!” before True Name.“Keep the name… the sea knows what I was.”
Grand Admiral Eidon“I closed one horizon and buried the cost. You arrive carrying every reason I was afraid.”“Coordinates, then cannon!” before Admiralty Broadside; “Every route ends here!” at Phase II; “Ring the bell—if you can bear what answers.” before Open Every Bearing.“The thief waited for hands braver than his own. Do not let him leave with your compass.”
Captain Malrick Vane“Ten Bearings, two seas, and one captain clever enough to let you collect them.”“Read the flags before they bury you!” before Black-Flag Broadside; “A surrender is only another angle.” before False Surrender; “Every wake pays its captain!” at Phase III; “Ring it for me!” before Ring for the Crew.“No toll… no throne… just an open sea.”

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
Bobington
Enemy-free social hub
Quartermaster Bea · Crowns
Ship Repair Crate — 2,500 Crowns
Signal Flare Pack — 750 Crowns
Supply House
Provisioner Pip · Crowns
Bait Satchel — 400 Crowns
Travel Rations — 300 Crowns
South Market Stall
None; Bobington utility stock remains deterministic.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
Rookspire
Other Sea city
Signalwright Ibis · Crowns
Stormglass Scope — 1,100,000 Crowns
Signal Flare Bundle — 65,000 Crowns
Wayfarer Quay workshop
Rooftop Mentor Corra · Quest
Rookstep Mantle cosmetic
Courier Loft after all three routes
None; the arrival city teaches Other Sea exploration without a random-roll gate.2
Wildwake Archipelago
Other Sea jungle archipelago
Quartermaster Juno Pike · Crowns
Grapnel Gun — 1,050,000 Crowns
Field Filter Pack — 95,000 Crowns
Trailhead Cay supply crane
Curator Ilex · Quest / hidden
Meridian Field Compass
Waterfall archive after all six specimen tags
None; laboratory exploration and deterministic rewards replace random rolls.2
Shacklecloud Isles
Other Sea pirate masquerade archipelago
Gunsmith Moss Tallow · Crowns
Boarding Carbine — 1,400,000 Crowns
Blank-Fire Practice Kit — 85,000 Crowns
Bunting Row gallery
Maskmaker Edda Quill · Quest / hidden
Unmasked Captain Coat cosmetic
Ledger House attic after restoring four captain names
None; deterministic carnival challenges and investigation rewards replace random rolls.2

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.
Outfitter MarisHer fitting cutter follows one published 40-minute route at a time and appears only where a wandering-dealer slot is available.Needle-and-compass harbor-board notice appears fifteen minutes before arrival; the next route and exact pair are always shown.Two deterministic Crown accessories for the active level band; never random stats or Robux stock.
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, saved routes, and discovered rift anchors
  • Mastery preview and awakening checklist
  • Material Satchel with source hints, tracked recipes, and recent-drop history
  • Crafting preview showing exact costs, changes, recovery value, and PvP normalization before confirmation
  • Accessory wardrobe with source, effect, tradeoff, pity, equip, and hide-appearance controls
  • Boat status and damaged-section display
  • Artifact fusion confirmation and permanent inventory
  • Dimensional Rift confirmation, cutscene skip, transfer status, retry, and safe-return controls
  • 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 for up to 3.5 seconds with a 15s cooldown, or tap to Parry with a 20s cooldown, using swords, styles, and artifacts. Guns use a Gun Butt or Pistol Whip with a 5s cooldown.
RGuard Break sequence / gun ReloadWith swords, styles, or artifacts, three timed setup blows lead to a guard-breaking, knockback finisher on a 25s cooldown. Guns use R to reload. The input never switches equipment during an attack.
E / interactInteract, talk, board, or FishFishing becomes available near marked currents or valid boat locations.
Void Totem / Chronicle buttonSummon Dimensional PortalHold for a 1.5-second server-validated channel on safe ground. The portal lasts 60 seconds and leads to the confirmation chamber; it never teleports on activation alone.
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.

Complete 118-track soundtrack: every named cue now has a playable Lyria 3 production draft: 33 exploration themes, 30 combat layers, 29 boss themes, 12 sea-event themes, and 14 diving/UI/social cues. The files are organized into five numbered collections—First Sea, Voyages, Utility, Late First Sea, and Other Sea—then separated by exploration, combat, and boss use where needed. Bobington, the full level-500–1000 journey, Admiral Vanta’s world-quest finale, every Other Sea region, Captain Malrick Vane, and Admiral Hollowwake are all included with distinct tonal centers, meters, instrument families, and encounter motifs. A preview always stops the previous track. Open the 118-track production playlist, inspect the complete 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.
Bobington plazaA Table for Every CrewWarm bass clarinet, plucked mandolin, brushed frame drum, bottle percussion, and loose call-and-response strings support conversation; event overlays replace one instrument at a time so the town retains its identity during festivals.
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 AnswersBossPhase I presents six clean bell colors around a disciplined string canon; Phase II introduces the false seventh tone, then adds a falling-fragment percussion layer below 30% without announcing a third phase. The true tone remains isolated before every feint.
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; Phase II adds dock cannons and lift-brake strikes, then the full vault chorus enters below 30% as an intensity layer rather than a third phase.
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 KneelsBossPhase I keeps five testimony voices in conflict; Phase II aligns them during successful counters, then below 30% the same phase unites them as a full capstone orchestra without a third-phase sting or arena change.
Admiral VantaThe Admiral Who Erased the SeaFirst Sea story finaleFifteen tiny island motifs surface inside a grave 5/4 passacaglia for bass organ, solo viola, muted naval brass, compass ticks, and void choir; the motifs align into one open-bearing cadence when the five compass engines expose the Totem.
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.

Level 1000–2000 Other Sea themes

Region or bossTrackUseDistinctive sound
The Other SeaA Sky Below the KeelDimension sailingD♭ lydian glass organ, bowed vibraphone, low female choir, reversed surf, and a five-beat compass pulse make the second dimension feel inverted without resembling any First Sea sailing cue.
RookspireTen Thousand Windows in the StormCity explorationBass clarinet, bowed stormglass, mandolin, rope-pulley percussion, distant street voices, sea-rook calls, and layered 5/8 strings gain height as players climb from Wayfarer Quay to the crowded upper city.
RookspireSignal Fire Between the RooftopsUrban combatPiccolo trumpet codes, snapping flagcloth, low viola ostinatos, dry cannon taps, boot percussion, and shifting 3+3+2 accents turn each signal color into a different attack phrase without burying street-level warnings.
Commodore CorvenCorven Calls the RookeryBossBass oboe calls are answered by brass, wing percussion, stormglass chimes, and three flag motifs; the true courier-rook code cuts the full ensemble to one exposed saber pulse.
Wildwake ArchipelagoGreen Crown, Broken GlassJungle archipelago explorationBass marimba, bamboo flute, prepared piano, glass harmonica, cicada pulses, waterfall hiss, and a rising E-dorian figure trade between islands; the laboratory motif appears only as four cold metallic notes beneath the warmer canopy rhythm.
Wildwake ArchipelagoQuarantine Drums at High NoonJungle laboratory combatSplit log drums, muted trumpet, chain rattle, low string ostinato, machete scrapes, and short alchemical exhales drive an uneven 7/8 pursuit while leaving scan colors, glass breaks, and pressure cues audible.
Apex Warden KoroKoro Behind the GlassElite field bossBaritone saxophone, struck restraint rails, skin drum triplets, and a six-note measuring motif grow heavier without accelerating; each pressure-tank opening removes one metallic layer.
Director Selka VossThe Director Becomes the SpecimenBossDistorted cello, laboratory pipe percussion, breath choir, alarm bells tuned a semitone apart, and a descending chromatic line fracture at transformation; turning the three purge valves reveals Tala’s clear brass counter-theme.
Ivory Maw AtollCathedral of the MawExplorationContrabass recorder, bone clacks, bowed psaltery, breath choir, and a Phrygian melody echo through the fossil ribs like a living cathedral.
Ivory Maw AtollHarpoons Through MarrowCombatSnapping rope, col legno strings, bass drum heartbeats, and angular bassoon runs answer each harpoon release with a different interval.
Harpoon Saint GarrickThe Saint Draws Blood from BoneBossMale liturgical chant fractures against hunting horns, giant frame drum, winch ratchets, and three sharply separated barb motifs.
Tidemirror ReachThe Sea Remembers OtherwiseExplorationHarp harmonics play forward while granular piano echoes answer backward; fretless bass and quiet waterglass sustain an unresolved whole-tone horizon.
Tidemirror ReachBlades in the ReflectionCombatSolo viola and electric harpsichord exchange mirrored phrases over dry rim clicks, with the reflected phrase landing one beat late.
Captain IlyanIlyan Below IlyanBossTwo differently tuned tenor voices, dueling violins, deep water gong, and split stereo footwork reveal which captain casts the physical shadow.
Shacklecloud IslesA Thousand Flags at NoonExplorationMandolin, bass clarinet, brushed frame drum, glass harmonica, and short accordion turns carry a sunlit masquerade melody while distant gallery bells answer from the limestone terraces.
Shacklecloud IslesThe False-Flag RegattaCombatBaroque string runs, hard naval snare, muted brass, castanet triplets, and flintlock snaps drive a severe 7/8 pursuit; suit-marked shot tells puncture the rhythm without making it playful.
Captain Vargo SornSorn UnmaskedBossPipe organ, contrabass strings, struck brass game wheels, dueling harpsichords, and a descending masked-waltz theme fracture into three increasingly direct statements as Sorn’s performance collapses.
Crownless BastionNine Ships Around a ThroneExplorationNine solo instruments each state a two-bar flag motif: cornet, oboe, oud, viola, serpent, dulcimer, bass flute, cimbalom, and handbell.
Crownless BastionVerdict by BroadsideCombatAntiphonal brass batteries, snare cross-rhythms, cimbalom strikes, and low string ostinatos follow banner colors rather than a repeating four-beat pattern.
Regent SeraphineSeraphine Without a CrownBossMezzo-soprano, military side drum, nine horns, and one deliberately silent beat represent an election turning into martial rule.
Pearlgrave TrenchesNames Inside the ShellExplorationSub-bass hydrophone drones, porcelain bowls, solo English horn, whale-like synth, and widely spaced pearl notes create pressure and remembrance.
Pearlgrave TrenchesPressure TollCombatLow and high bells alternate contraction and expansion cues above pulsing contrabass, filtered noise, and breath percussion with no conventional drum kit.
Oracle NymNym Rings BelowBossBlindfolded choir whispers recovered names around bass waterphone, shell trumpet, and enormous pressure swells that duck before every mechanical tell.
Redwake CalderaSails Forged in FireExplorationHammered iron tuned to a pentatonic scale, bass accordion, bowed metal, hissing steam, and a rolling 12/8 forge rhythm drive the volcanic shipyards.
Redwake CalderaBellows at BroadsideCombatPumping bellows set the tempo while distorted low strings, cannon anvils, piccolo trumpet bursts, and cooling-water crashes trade four distinct phrases.
Furnace Captain BrakkaBrakka and the Burning BearingBossWagner tuba, forge choir, shipyard cranes as percussion, and a descending tritone are gradually quenched into clear brass at the final opening.
Armada of MidnightA City That Never DocksExplorationNyckelharpa, muted trumpet, deck footsteps, distant market voices, and nine overlapping waltz fragments turn the fleet into a moving city.
Armada of MidnightMidnight Boarding CallCombatContrabass pizzicato, shutter clicks, hand cannon reports, trombone falls, and rotating 9/8 accents encode deck and lantern patterns.
Fleet Admiral OranOran’s Nine DecksBossNine short ensemble blocks travel across the stereo field; bass trumpet commands, crew responses, and capstan drums unite only when the flag is lowered.
Horizon’s EndWhere the Map Turns WhiteExplorationSolo cello in C minor, pure sine tones, paper scratches, distant organ, and a four-note compass theme leave vast spaces between notes.
Horizon’s EndAll Routes Under FireCombatFull string fugue, field drum in 11/8, contrabassoon, metallic compass ticks, and abrupt meter changes quote each dimension without copying its instrumentation.
Grand Admiral EidonEidon at the Last LinePenultimate bossPipe organ and massive brass oppose a children’s compass choir; First Sea and Other Sea themes alternate, collide, then halt on a suspended low E as Eidon reveals the pirate waiting beneath the lighthouse.
Captain Malrick VaneThe Horizon Has a PriceOther Sea final bossA severe 13/8 battle suite for contrabass trombone, distorted hurdy-gurdy, prepared ship piano, bowed iron, chain percussion, low deck chorus, and two dry flintlock clicks. Malrick’s five-note motif falls a semitone, leaps a tritone, then drops a perfect fourth; Phase II adds flag-coded cannon brass, and Phase III turns the crew chorus against him while every saber, pistol, flag, capstan, and bell tell remains louder than the score.
Admiral HollowwakeBeyond the MarginUncharted Other Sea raidA tense 17/8 suite for bass saxophone, struck sextant brass, nyckelharpa harmonics, contrabass pizzicato, distant ship organ, dry rope snaps, and eight differently pitched bells. Phase II arranges the bells into the broadside order; Phase III removes the organ’s tonal center while brass inlay chimes and three mast-seal notes remain clear above the music.
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

Materials are not currency

Timber, metals, cloth, creature parts, regional resources, and boss components are earned from their world sources and stored in the Material Satchel.

  • Cannot be purchased directly with Robux
  • Cannot replace mastery or quest requirements
  • Used in deterministic recipes and refits
  • Tracked by source and pinned recipe
  • Protected from loss on defeat

Inflation controls

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

Drop protection

Pity counters, material bundles, 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.

18A · Loot, materials, crafting, and upgrading

Turn every voyage into useful progress

Enemies, bosses, ships, sea creatures, fishing, gathering nodes, puzzles, and exploration award materials used for deterministic crafting and upgrades. Materials complement Crowns, mastery, quests, and skilled play; they do not replace them. A player should leave a session with progress toward a chosen recipe even when a rare item does not drop.

Personal loot

No drop stealing

Eligible rewards go directly into each player’s Material Satchel. Other players cannot see, take, body-block, or despawn them.

Deterministic craft

No failure chance

A confirmed recipe always succeeds. Crafting never destroys the item, downgrades it, rolls random statistics, or asks for Robux to protect it.

Useful repeats

Pity and conversion

Repeat bosses grant regional materials, separate weapon-drop pity progress, boss-core pity progress, and duplicate conversion even when their signature equipment does not drop.

Skill remains primary

Capped power

Refits provide modest PvE growth or explicit side-grades. PvP normalizes tier bonuses, and no upgrade adds aim assist, automatic parries, or unavoidable attacks.

Drop rules by source

SourcePersonal drop ruleSpecial rewardExploit protection
Standard enemyOnly the material-carrying enemy types published below roll a regional material at their named rate. Every standard enemy also has an independent 12% chance for one appropriate universal material. Every fifth eligible material carrier defeated without its regional drop guarantees one.Small chance for food, bait, ammunition, or a cosmetic-dye ingredient appropriate to the faction.Requires meaningful server-validated participation. Enemies that cannot path, reset, or were created as encounter adds grant no loot.
Elite or field bossAlways grants 2–4 regional common materials and has a 45% chance for 1 refined material.10% blueprint-page chance; first quest clear awards the required page or component with certainty.One personal reward bundle per elite spawn; changing servers does not reset its account cooldown.
Regional bossBoss Cache contains 5–8 regional commons, 2 refined materials, Crowns, and mastery materials. Its personal weapon roll is separate from every other reward.Signature boss material is guaranteed on the first story clear, then has a 30% repeat chance with a guarantee after three misses. Named bosses can also drop the weapons published below.Damage alone is insufficient: participation checks include mechanics, survival, healing, objectives, or sustained threat. AFK players receive nothing.
Hostile shipDisabled or captured ships grant Timber Scrap, Sailcloth, Iron Fittings, and one faction material based on intact components.Preserving the rudder, magazine, helm, or cargo can add a module blueprint; sinking remains faster but yields fewer intact parts.Rewards are crew-personal and based on distinct actions. Repeatedly repairing enemy-owned damage or farming respawning deck crews grants nothing.
Sea creatureScales, oil, fiber, bone, or shell are awarded for readable weak-point participation; non-hostile creatures require fishing, photography, or rescue instead of attacks.Large creatures provide one anatomy material for each correctly resolved hunt phase.No reward for attacking protected calves, safe-zone wildlife, or a creature after its retreat state begins.
Fishing and gatheringFish oil, reef fiber, resin, ore, herbs, and salvage come from visible nodes, catches, dives, and timed gathering interactions.Perfect timing improves quantity, not exclusive rarity. Weather may expose special nodes with a clearly published source.Nodes are personal after interaction, use diminishing repetition, and relocate through authored spawn sets rather than instant respawns.
Quest, puzzle, or eventGuaranteed materials are shown before acceptance and delivered even if the final inventory animation is interrupted.One-time blueprints, station permits, and story components unlock account-wide recipes.Idempotent quest receipts prevent duplicate grants; a disconnect preserves completed objective flags.

Named enemy material drops

These are the standard enemies that deliberately carry farmable regional materials. Percentages are personal chances per eligible defeat, the universal-material roll is independent, and the fifth-miss guarantee applies separately to each enemy type. Elites and bosses still use their guaranteed bundles above.

RegionMaterial-carrying enemyRegional material chanceIndependent universal chance
DawnportDock Raider40% · Dock Iron12% · Sailcloth
Whispering AtollReef Stalker36% · Moonreef Fiber14% · Reef Fiber
Ashen CrownForge Saboteur38% · Ember Ore12% · Iron Fittings
Skyreach BastionGale Sentinel35% · Cloudcloth12% · Sailcloth
Frostveil ReachRime Hunter36% · Rime Hide10% · Fish Oil
Verdant LabyrinthSpore Alchemist34% · Heartwood Resin12% · Reef Fiber
Blacktide CitadelBlacktide Soldier34% · Cursed Iron12% · Iron Fittings
Sableglass ExpanseDune Corsair32% · Sun Glass10% · Black Powder
Ironwake RepublicRivet Guard36% · Riveted Plate14% · Iron Fittings
Starfall SanctuaryCrater Sentinel30% · Star Metal5% · Riftglass Dust
AtlantisCoral Sentinel34% · Coral Alloy14% · Reef Fiber
Stormscar DominionStormscar Deckhand32% · Stormbone12% · Black Powder
Moonfall MonasteryLunar Disciple30% · Moonstone10% · Fish Oil
Saltspire FreeholdSaltblade Raider34% · Saltwood12% · Sailcloth
Riftheart ThroneRiftbound Knight28% · Riftsteel8% · Riftglass Dust
RookspireSignal Musket31% · Stormglass Pane12% · Black Powder
Wildwake ArchipelagoQuarantine Corsair33% · Meridian Resin12% · Reef Fiber
Ivory Maw AtollMarrow Driller30% · Leviathan Bone14% · Beast Scale
Tidemirror ReachRefraction Duelist30% · Mirror Shell10% · Iron Fittings
Shacklecloud IslesPowder-Keg Saboteur32% · Masque Silk12% · Brass Carnival Token
Crownless BastionCrownless Marine29% · Verdict Plate12% · Iron Fittings
Pearlgrave TrenchesGrave Diver28% · Grave Pearl14% · Reef Fiber
Redwake CalderaCinder Boarder28% · Furnace Alloy12% · Black Powder
Armada of MidnightBlack-Lantern Gunner27% · Midnight Timber14% · Black Powder
Horizon’s EndArchive Corsair25% · Horizon Stone8% · Riftglass Dust
Readable farming: the Bestiary displays these exact rates after the enemy is first defeated. A small satchel icon marks material carriers in the Bestiary—not over their heads—and a pinned recipe can point to up to three discovered sources without revealing undiscovered regions.

Boss weapon drops

Each listed boss has a personal, independently rolled weapon reward. The drop grants the complete existing weapon and its boss-bound visual finish; it does not create a new mastery family or inflate the established sword and gun counts. If the player already owns that weapon, the first successful roll still unlocks the finish. Later duplicates convert into 3 matching refined materials, 5 regional commons, and Crowns.

BossLevelWeapon dropPersonal chance
Moon-Singer Nerissa30Coral Greatblade · Moonreef finish10%
Admiral Pyrehand50Iron Mace · Furnace finish10%
Storm Regent Caelus75Stormglass Blade · Gale finish9%
Whitefang Jarl Skadi130Frostbrand · Whitefang finish9%
Heartkeeper Oro210Falchion · Heartwood finish8%
Admiral Nocturne320Cursed Blade · Blacktide finish8%
Glass Regent Sael380Shamshir · Sableglass finish8%
Commodore Veyra440Boarding Carbine · Republic finish7%
Astral Warden Aster500Arc-Lock Rifle · Starfall finish7%
Drowned King Thalor600Harpoon Gun · Atlantean finish7%
Storm Queen Voltara700Hand Cannon · Thunderhead finish7%
Abbot Lunaris800Jian · Moonbell finish6%
High Captain Kharon900Officer Saber · Saltspire finish6%
Sovereign Aevum1,000Rift Edge · Timeworn finish5%
Admiral Vanta1,000Double-Barrel Flintlock · Nullwake finish5%
Commodore Corven1,100Signal Pistol · Rookspire finish7%
Apex Warden Koro1,190Bone Cleaver · Carapace finish7%
Director Selka Voss1,200Pepperbox · Meridian finish6%
Harpoon Saint Garrick1,300Harpoon Gun · Sainted-bone finish6%
Captain Ilyan1,400Rapier · True-mirror finish6%
Captain Vargo Sorn1,500Flamberge · Unmasked finish5%
Regent Seraphine1,600Twin Sabers · Nine-flag finish5%
Oracle Nym1,700Coral Greatblade · Pearlgrave finish5%
Furnace Captain Brakka1,800Dragon Pistol · Redwake finish5%
Admiral Hollowwake1,850Long Rifle · Hollowwake finish4%
Fleet Admiral Oran1,900Volley Gun · Midnight finish4%
Grand Admiral Eidon2,000Rift Edge · Last-bearing finish4%
Captain Malrick Vane2,000Officer Saber · Horizon-thief finish3%

Twelve-clear weapon pity

Every eligible miss advances that boss’s saved personal counter. If the weapon has not dropped after eleven eligible misses, the twelfth clear guarantees it. A successful weapon roll resets only that boss’s weapon counter.

Separate reward rolls

Weapon, accessory, boss component, blueprint, and ordinary material rolls are independent. Receiving one never removes another or resets its pity counter.

No progression lottery

No story gate, awakening, special technique, dimension unlock, or required quest consumes a random boss weapon. Existing dealer, quest, and crafting routes remain valid alternate acquisitions.

Loot UI: the boss panel shows the exact weapon percentage, current pity count, owned state, finish preview, and duplicate conversion before matchmaking begins. Pity is account-saved and cannot be reset by leaving, changing servers, or switching dimensions.

Universal Material Satchel

MaterialMain sourcesPrimary usesStorage
Timber ScrapWrecks, pirate ships, dock crates, logging objectivesRepair crates, hull patches, workbench recipesStack 999
SailclothPirate crews, captured sails, weaving questsSail repair, wraps, filters, rigging modulesStack 999
Iron FittingsArmored enemies, ship components, salvageWeapons, guns, keels, pumps, grapnelsStack 999
Black PowderGunners, magazines, fort objectives, merchant stockAmmunition bundles, cannon charges, demolition quest toolsStack 500; no explosion while stored
Fish OilFishing, cooking exchanges, approved creature harvestsLantern fuel, polish, tonics, waterproofingStack 500
Reef FiberUndersea gathering, net salvage, reef questsLines, filters, diving seals, medical wrapsStack 999
Beast ScaleHostile sea creatures and completed hunt objectivesHarpoon modules, pressure plating, hunter cosmeticsStack 500
Riftglass DustTrial Rifts, anomaly cleanup, safe artifact duplicate conversionArtifact resonance frames, endgame charts, dimensional modulesStack 500; account-bound
Satchel behavior: materials have no carry weight, never occupy weapon or artifact slots, survive defeat and dimension travel, and are visible by source, owned amount, tracked recipe demand, and recent acquisition. A full stack redirects overflow to the bank; if both are full, the reward becomes a claim ticket rather than disappearing.

Regional drop catalogue

Every authored combat region has one common material, one refined material, and a named boss component. The global boss rule above controls guarantees and repeat pity; required story objects remain separate guaranteed quest items.

RegionRegional commonRefined or elite materialBoss componentTypical crafting identity
DawnportDock IronSalted CanvasBoatswain BuckleStarter repairs, cutlass grips, ammunition pouches
Whispering AtollMoonreef FiberSinging PearlNerissa ConchFishing lines, tide-resistant fittings, sound-reactive cosmetics
Ashen CrownEmber OreThunder SlagPyrehand Anvil MarkWeapon tempering, heatproof gun parts, forge effects
Skyreach BastionCloudclothWindglassCaelus Storm PinionLight rigging, glider cosmetics, mobility side-grades
Frostveil ReachRime HideAurora CrystalSkadi FangCold-weather modules, insulated grips, aurora finishes
Verdant LabyrinthHeartwood ResinSpore SilkOro Seed CoreGrapnel lines, antidotes, flexible weapon hafts
Blacktide CitadelCursed IronBeacon AshNocturne SealHeavy refits, signal dampers, dark hull cosmetics
Sableglass ExpanseSun GlassMirage FoilSael Crown MirrorScopes, heat shields, reflective sail finishes
Ironwake RepublicRiveted PlatePressure BrassVeyra Launch KeyShip mechanisms, reinforced guards, reload tools
Starfall SanctuaryStar MetalGravity ThreadAster Orrery CoreArtifact frames, balanced weapons, observatory modules
AtlantisCoral AlloyTide CrystalThalor Crown ScaleDiving equipment, pressure seals, trident finishes
Stormscar DominionStormboneThunder PowderVoltara FlagheartStorm sails, cannon insulation, pirate standards
Moonfall MonasteryMoonstoneBell SilverLunaris Seventh ClapperTiming tools, sound-cue cosmetics, precision refits
Saltspire FreeholdSaltwoodSkyropeKharon Vault SigilClimbing gear, salt armor, cargo and hoist modules
Riftheart ThroneRiftsteelVoid LacquerAevum Time Seal
Vanta Null Bearing
First Sea capstone refits, rift-safe hull seals, dimensional charts
RookspireStormglass PaneSignal WireCorven Flag ClaspScopes, signal tools, city-roof traversal modules
Wildwake ArchipelagoMeridian ResinSpecimen GlassKoro Carapace Plate
Voss Meridian Core
Field filters, antidotes, jungle lines, laboratory refits
Ivory Maw AtollLeviathan BoneMarrow CordGarrick Saint BarbBeast-hunting gear, harpoons, bone hull ornaments
Tidemirror ReachMirror ShellRefraction FoilIlyan True LensDecoy-reading optics, parry indicators, mirror finishes
Shacklecloud IslesMasque SilkBrass GamewheelSorn Black LedgerDueling-pistol grips, ship pennants, parade cosmetics, practice galleries, festival cabin furniture
Crownless BastionVerdict PlateRoyal Seal WaxSeraphine Nine-Flag EmblemFaction liveries, guard refits, fleet command décor
Pearlgrave TrenchesGrave PearlPressure SilkNym Memorial BellDeep-diving suits, air systems, memorial cosmetics
Redwake CalderaFurnace AlloyEmber SailclothBrakka Bearing CasingEndgame hulls, fireproof sails, heavy weapon refits
Armada of MidnightMidnight TimberBlack Lantern LensOran Command PennantCapital-ship interiors, lantern modules, fleet cosmetics
Horizon’s EndHorizon StoneBearing FilamentEidon Bell Metal
Malrick Compass Clasp
Level-2000 refits, cross-dimension modules, finale trophies

Crafting stations

StationCrafts and servicesPrimary locationsAccess rule
Harbor WorkbenchRepair crates, ammunition packs, grapnel lines, bait tools, basic fittingsEvery permanent harbor; Bobington Supply HouseAvailable after Dawnport’s crafting tutorial; safe-zone use only.
Weapon ForgeSword, mace, and fighting-gear refits; visual tempering; modifier swapsAshen Crown, Ironwake, Redwake; Bobington service forge after unlockRequires the weapon, mastery threshold, recipe, materials, and Crowns.
Gunsmith BenchGun calibration, ammunition types, ramrods, barrels, recoil side-gradesDawnport, Ashen Crown, Rookspire, Armada of MidnightCannot be used while loaded, in combat, or aboard a moving ship.
Galley and Field TableFood, bait, filters, antidotes, lantern oil, exploration consumablesMajor towns, player ships with a galley, Wildwake Archipelago field stationsConsumables never provide direct PvP damage or defense bonuses.
Relic ResonatorArtifact resonance frames, awakening components, duplicate conversion previewsStarfall, Atlantis, Riftheart, Horizon’s EndCannot fuse, swap, or upgrade an artifact during combat; awakenings still require their puzzle.
DrydockHull plating, sails, pumps, harpoon racks, diving bays, cosmetic fittingsBobington, Ironwake, Rookspire, Redwake, Midnight ArmadaThe owned ship must be safely stored. Installation cannot repair an active battle for free.
Expedition BenchTracked recipes, portable field tools, domain charts, material conversionHome points and temporary-island safe anchoragesPortable crafting is limited to supplies; permanent refits require a full station.

Example recipe catalogue

RecipeCostResultUnlock
Field Repair Crate8 Timber Scrap · 4 Iron Fittings · 2 Sailcloth · 1,000 CrownsOne interruptible out-of-combat ship repair supply; cannot exceed maximum hull.Dawnport workbench tutorial
Standard Ammunition Bundle3 Black Powder · 2 Iron Fittings · 500 CrownsTen compatible historical-gun rounds selected before crafting.Own any reloadable gun
Expedition Filter Pack3 Reef Fiber · 2 Fish Oil · 2 regional plant materialsTemporary protection from authored exploration gas, pollen, or smoke; no combat resistance.Complete one field-medic lesson
Grapnel Line Spool6 Reef Fiber · 4 Sailcloth · 2 Iron FittingsRestores expedition grapnel supplies or repairs one approved rope mechanism.Discover a Grapnel Gun or ship grapnel
Weapon Refit I12 current-region commons · 4 Iron Fittings · 25,000 CrownsFirst PvE refit tier and one cosmetic material layer.Weapon mastery 25
Weapon Refit II18 regional commons · 6 refined materials · 75,000 CrownsSecond PvE refit tier; select one reversible side-grade modifier.Weapon mastery 60 and Refit I
Weapon Refit III24 refined materials · 1 matching boss component · 120 Riftmarks · 250,000 CrownsFinal capped PvE refit tier and a signature visual finish.Weapon mastery 100 and regional boss clear
Stormproof Gun Kit8 Windglass · 4 Thunder Slag · 6 Fish Oil · 60,000 CrownsPrevents weather from worsening reload handling; slightly lengthens calm-weather reload.Skyreach and Ashen forge records
Reinforced Keel I20 Timber Scrap · 12 Iron Fittings · 6 regional ship materials · 80,000 Crowns+5% maximum hull; advances toward the existing 25% total upgrade cap.Own the ship blueprint
Beast Hunter Rack12 Beast Scale · 8 Iron Fittings · 4 Marrow Cord · 100,000 CrownsAdds harpoon storage and weak-point display; no automatic aim or extra rare-drop chance.Complete the first major beast hunt
Diving Compressor10 Coral Alloy · 6 Pressure Silk · 8 Iron Fittings · 140,000 CrownsExtends a ship’s shared diving-bell air reserve without changing personal combat stats.Atlantis pressure-gate quest
Artifact Resonance Frame20 Riftglass Dust · 8 Star Metal · 1 compatible boss component · 150 RiftmarksUnlocks one artifact side-grade slot; it does not unlock moves or awaken the artifact.Artifact mastery 100 and Starfall resonator lesson
Regional Trophy1 boss component · 10 regional commons · 25,000 CrownsCabin, crew-hall, or profile display commemorating the clear; no statistics.Defeat the represented boss

Upgrade paths and caps

EquipmentPermanent tier benefitOptional reversible side-gradesHard limits
Swords and Iron MaceRefits I–III provide +2%, +4%, then +6% total PvE damage and stronger durability against PvE guard clashes.Balanced Grip: lower Energy cost but less knockback. Breaker Head: more PvE guard damage but longer whiff recovery. Hunter Edge: better creature weak-point damage but narrower crowd reach.One modifier active; no cooldown reduction, tracking, or PvP tier damage.
Historical gunsRefits I–III provide +2%, +4%, then +6% total PvE damage and clearer condition feedback.Quick Rammer: faster reload but lower shot damage. Heavy Ball: stronger PvE armor break but slower projectile. Saltproof Lock: stable storm handling but slower calm reload.No aim assist, hitscan conversion, modern magazines, extra PvP damage, or hidden accuracy.
Fighting-style gearCrafted wraps, boots, or practice tools add cosmetic progression and up to 6% PvE guard damage at mastery milestones.Footwork: slightly faster missed-attack recovery but lower tackle knockback. Brace: more PvE block stability but slower sprint startup.Moves still unlock only through mastery; crafted gear cannot award Technique EXP or widen parry timing.
ArtifactsOne Resonance Frame may add a modest PvE utility improvement such as +8% effect duration, +8% non-damage range, or reduced environmental drain.Players swap among compatible utility resonances at a safe resonator for a small Crown fee.No extra PvP damage or defense, free awakening, additional move, or removal of transformation drawbacks.
ShipsHull, sails, pumps, and station modules improve one role; hull upgrades remain inside the documented +25% maximum.Armor versus acceleration, cargo versus turning, storm control versus calm speed, hunting tools versus cannon capacity.Module slots force tradeoffs. No ship exceeds the performance budget of the best earnable vessel in its class.
Fishing gearRod, line, reel, and bait-box upgrades improve tension control, durability, and legal bait storage.Deep-water line, fast reel, careful hook, or collection-focused bait box.No hidden rare-fish luck, automatic catch, or Robux-only fishing tier.
Diving gearPressure seals, air tank, lamp, and salvage harness extend exploration range and recovery.More air versus more salvage slots; stronger light versus longer battery; pressure defense versus swim speed.Safe return remains possible without maximum upgrades, and no diving item grants land-combat armor.
Choose a projectPin one recipe or refit. The HUD shows owned amounts and up to three known sources without revealing undiscovered islands.
Earn materialsMix combat, sailing, fishing, gathering, puzzles, and events; no recipe should require one enemy loop for every ingredient.
Preview exactlyThe station compares current and resulting effects, PvE-only values, side-grade tradeoffs, costs, and dismantle return.
Confirm safelyThe server locks the ingredients, saves the transaction, grants the item or refit once, then releases the lock.
Retune, do not rerollUnlocked side-grades can be swapped deterministically at the correct station. Players never chase random affix rolls.

Dismantling

Crafted supplies return 50% of universal materials. Permanent refits can be removed for 60% of common and refined materials, but boss components and Crowns are not returned. A preview and typed confirmation protect rare gear.

Recipe discovery

NPC lessons, blueprints, journals, boss clears, wreck manifests, and puzzles permanently unlock recipes. Unknown recipes show a silhouette and discovery hint, never an unexplained material demand.

Crafting mastery

Crafting varied useful items raises profession reputation and unlocks cosmetics, batch crafting, and additional tracked recipes—not cheaper boss components, combat statistics, or improved drop luck.

Anti-grind rule: no main-story step requires an unprotected random material. No recipe requires more than one signature boss component unless it creates a cosmetic prestige item. The same standard enemy has diminishing material rewards after repeated rapid defeats, while varied activities restore full yield.
Monetization boundary: materials, blueprints, boss components, profession reputation, and completed refits are never sold directly for Robux. Purchased Crowns or Riftmarks may cover a listed deterministic currency cost, but cannot replace materials, mastery, discoveries, boss clears, or station access.
18B · Wearable side-grades and trophies

Accessories from bosses, crafting, and shops

Accessories are visible wearable rewards with focused utility, small PvE side-grades, and clear tradeoffs. Players equip one functional Adventure Accessory at a time; ordinary Roblox avatar cosmetics remain separate and never affect statistics. Every accessory has fixed effects—there are no random affixes, quality rolls, or duplicate tiers.

One functional slot

Readable builds

The slot unlocks at level 10. Accessories can be changed at home points, wardrobes, or safely anchored ship cabins, never during combat or pursuit.

Appearance choice

Show or hide

Players may hide their accessory, recolor approved cloth or metal zones, and preview clipping on their avatar without disabling its equipped effect.

Permanent discovery

Wardrobe ownership

Once obtained, an accessory is permanently recorded in the account wardrobe and cannot be dropped, destroyed, or lost during dimension travel.

Thirty launch accessories

Three fair routes

Twelve boss drops, ten deterministic crafts, and eight Crown purchases provide combat, sailing, fishing, hunting, diving, and exploration choices.

Accessory balance and acquisition rules

RuleImplementation
Boss-drop pityEach listed accessory has a personal 15% drop chance from its boss. The sixth eligible clear without that accessory guarantees it. Pity is saved per boss, shown before replay, and resets only when the accessory is granted.
Crafted accessoriesRecipes always succeed at the named station. Materials and Crowns are consumed only after an atomic server save confirms the permanent wardrobe unlock.
Bought accessoriesOutfitter Maris sells two deterministic accessories per published sailing route for Crowns. She occupies an open wandering-dealer slot and cannot appear where an island already has two active dealers.
DuplicatesA duplicate boss accessory becomes 4 refined regional materials and 1 Wardrobe Token used only for dyes, poses, or display stands. It never rerolls the accessory or increases its statistics.
PvP normalizationDirect PvE damage, guard damage, mitigation, maximum Energy, and control-duration effects are disabled in PvP. Explicit tradeoffs and noncombat navigation or presentation effects remain.
No hidden luckNo accessory changes artifact, boss, material, fishing, gacha, or rare-event odds. Source hints, outlines, or map markers only reveal information the player has already discovered.

Boss-drop accessories · 12

AccessoryBoss and requirementFixed effectTradeoff or limit
Nerissa’s Moon Shell
Neck
Moon-Singer Nerissa · Level 30+10% fishing tension forgiveness and +6% swim acceleration.Reeling speed is 5% slower; no rare-fish luck.
Pyrehand’s Forge Glove
Hands
Admiral Pyrehand · Level 50+4% PvE guard damage and stronger visual feedback when a Guard Break reaches its final blow.Missed Guard Breaks have 6% longer recovery.
Skadi’s Trail Mantle
Back
Whitefang Jarl Skadi · Level 13025% less cold buildup and snow dashes cost 2 less Energy.Provides no dash benefit outside cold or snow regions.
Nocturne’s Beacon Chain
Neck
Admiral Nocturne · Level 32020% less curse buildup and +4% PvE damage against cursed enemies.The chain emits a visible night glow; damage is normalized in PvP.
Veyra’s Rivet Harness
Back
Commodore Veyra · Level 440Ship repairs and carried-component interactions complete 12% faster.Provides no hull, weapon damage, or instant-repair bonus.
Aster’s Orrery Lens
Head
Astral Warden Aster · Level 500Manually aimed projectiles travel 8% faster against PvE targets.Projectile damage within 20 studs is reduced by 4%; no aim assistance.
Thalor’s Tide Crownlet
Head
Drowned King Thalor · Level 600+20% personal breath and 10% less environmental pressure damage.Grounded Energy regeneration begins 0.15 seconds later.
Voltara’s Storm Sash
Waist
Storm Queen Voltara · Level 700+10% helm response and 10% faster sail interaction during storms.Calm-water acceleration is reduced by 5% while helming.
Lunaris Bell Cord
Waist
Abbot Lunaris · Level 800A perfect PvE parry refunds 4 Energy with a five-second internal cooldown.Maximum guard stamina is reduced by 5%.
Vanta’s Null Compass
Neck
Admiral Vanta · Level 1000Rift hazards drain 10% less Energy and known safe exits appear earlier on the chart.Does not shorten Flash Step, Totem, portal, or world-rift cooldowns.
Voss’s Meridian Goggles
Head
Director Selka Voss · Level 120025% less poison and pollen buildup; a perfect PvE dash grants +4% weak-point damage to the next aimed hit.The damage bonus expires after three seconds and is normalized in PvP.
Eidon’s Horizon Ring
Hands
Grand Admiral Eidon · Level 2000+10 maximum Energy in PvE and cross-dimension exploration.Energy regenerates 5% more slowly; both values are normalized in PvP.

Crafted accessories · 10

Accessory and stationRecipeFixed effectTradeoff or limit
Deckhand Tool Belt
Harbor Workbench
10 Timber Scrap · 6 Iron Fittings · 4 Sailcloth · 8,000 CrownsBoarding repairs and grapple cutting complete 8% faster.No effect on hull maximum or combat damage.
Stormglass Goggles
Gunsmith Bench
8 Sun Glass · 6 Stormglass Pane · 3 Fish Oil · 45,000 CrownsReduces rain droplets, lightning bloom, and sea-spray opacity by 30%.Pure visibility comfort; enemy tells remain equally readable without it.
Deep Diver Hood
Expedition Bench
10 Coral Alloy · 6 Pressure Silk · 8 Reef Fiber · 90,000 Crowns+15% breath and 10% slower lamp-battery drain underwater.Land sprint speed is reduced by 3%.
Beast Hunter Bandolier
Harbor Workbench
12 Beast Scale · 5 Marrow Cord · 6 Iron Fittings · 110,000 CrownsHarpoon and Beastline reloads complete 10% faster after hitting a creature weak point.Other gun reloads are 5% slower; no material or rare-drop bonus.
Quarantine Mask
Wildwake Archipelago Field Table
10 Meridian Resin · 5 Specimen Glass · 8 Reef Fiber · 75,000 Crowns35% less exploration pollen, gas, and spore buildup.Maximum Energy is reduced by 5 while equipped; normalized in PvP.
Shipwright Harness
Drydock
10 Pressure Brass · 8 Riveted Plate · 6 Sailcloth · 120,000 CrownsRepair channels are 12% faster after the player manually diagnoses the damaged component.Q Dash costs 2 additional Energy while aboard a ship.
Reefrunner Fins
Expedition Bench
12 Reef Fiber · 4 Tide Crystal · 4 Rime Hide · 85,000 Crowns+10% swim speed and tighter underwater turns.Ground and air Dash cost 1 additional Energy.
Riftglass Monocle
Relic Resonator
18 Riftglass Dust · 6 Star Metal · 4 Signal Wire · 100 RiftmarksKnown rift anchors show stability and remaining duration on the chart.Never reveals undiscovered rifts, destinations, loot, or puzzle solutions.
Signal Mantle
Weapon Forge
8 Cloudcloth · 5 Signal Wire · 4 Windglass · 95,000 CrownsPlayer flares and crew navigation marks remain visible 20% longer.Signals still deal no damage, stun, or enemy reveal through walls.
Bearing Bracer
Horizon Forge
10 Horizon Stone · 6 Bearing Filament · 1 Eidon Bell Metal · 300 Riftmarks+10 maximum Energy and 8% less environmental Energy drain in PvE.Energy regeneration begins 0.20 seconds later; normalized in PvP.

Crown-purchased accessories · 8

AccessoryOutfitter Maris route and priceFixed effectTradeoff or limit
Sailor’s Scarf
Neck
Dawn route · 2,000 Crowns5% faster sail raising, trimming, and knot interactions.No movement-speed or ship-speed bonus.
Powder Bandolier
Waist
Dawn route · 8,000 CrownsCarry 20% more crafted ammunition between harbor restocks.Q Dash costs 1 additional Energy while a gun is equipped.
Fisher Cap
Head
Frontier route · 25,000 CrownsBait loses durability 10% more slowly after successful timing checks.No catch automation, tension forgiveness, or rare-fish luck.
Climber Gloves
Hands
Frontier route · 60,000 CrownsClimbing and approved rope traversal drain 10% less Energy.Maximum guard stamina is reduced by 5%.
Duelist Sash
Waist
Deep Sea route · 180,000 CrownsA missed Guard Break recovers 5% faster in PvE.Guard Breaks deal 3% less PvE guard damage; both effects are normalized in PvP.
Navigator Monocle
Head
Deep Sea route · 350,000 CrownsAdds three personal chart pins and displays distance to already discovered home points.Does not reveal hidden dealers, events, islands, or enemies.
Captain’s Greatcoat
Back
Other Sea route · 1,250,000 CrownsCrew revives and shared ship-station interactions complete 10% faster.No solo combat benefit, health, defense, or command aura.
Archivist Satchel
Back
Other Sea route · 2,100,000 CrownsTrack five additional recipes and preserve a searchable 50-entry recent-drop history.Does not increase stack sizes, yields, luck, or bank capacity.

Outfitter Maris’s sailing schedule

RouteLevel bandFixed pair soldAppearance clue
Dawn routeLevels 1–75Sailor’s Scarf · Powder BandolierBlue-and-cream cutter anchors outside Dawnport or Whispering Atoll for 40 minutes.
Frontier routeLevels 75–500Fisher Cap · Climber GlovesGreen wardrobe pennant appears on the next eligible island’s harbor board fifteen minutes early.
Deep Sea routeLevels 500–1000Duelist Sash · Navigator MonocleGold needle-and-compass flag is visible through a spyglass along the published route.
Other Sea routeLevels 1000–2000Captain’s Greatcoat · Archivist SatchelBlack-and-teal fitting ship alternates between Rookspire, Wildwake Archipelago, Crownless Bastion, and the Midnight Armada.

Boss reward feedback

The results panel shows the accessory, current pity, materials, and duplicate conversion separately. Players can inspect the model and effect before equipping it.

Build presets

Saved loadouts may remember one owned accessory, but switching still obeys home-point, wardrobe, safe-cabin, combat, and pursuit restrictions.

Accessibility

Large hats, masks, capes, glow, and movement sounds can be hidden independently. Essential combat tells never depend on owning or displaying an accessory.

Accessory hard caps: one functional accessory; at most +4% PvE damage, +5% PvE mitigation, +10 maximum Energy, 12% interaction speed, or 35% environmental resistance from the slot. No accessory grants a new attack, larger parry window, extra Instinct dodge, shorter Flash Step cooldown, artifact luck, material luck, or paid-exclusive power.
Ownership rule: all thirty accessories are earnable with gameplay or Crowns. None requires Robux, and no gamepass accessory may exceed these effects; paid wardrobe cosmetics, if added later, remain effect-free appearances.
18C · Second Dimension player exchange

Trading system and Crown, Riftmark, or Special values

Player trading is a Second Dimension-only system. It unlocks after reaching level 1000, entering the Other Sea, binding the Wayfarer Quay home point, and completing Broker Tamsin’s short Fair Exchange tutorial inside Rookspire’s Grand Exchange. Every item displays either a reference value in Crowns, a reference value in Riftmarks, or the classification Special. Special is reserved only for limited items, gamepasses, Permanent Artifact Licenses, and explicitly designated very rare weapons. These labels help players read an offer or collection entry; the displayed values are not automatically paid or transferred.

Other Sea only

Rookspire Grand Exchange

The main trading floor is protected inside Wayfarer Quay. Additional counters unlock at Crownless Bastion, the Armada of Midnight, and Horizon’s End, but every counter remains inside the Second Dimension.

Three value labels

Crowns, Riftmarks, or Special

Commonly available items use Crown values and scarce endgame items use Riftmark values. Only limited items, gamepasses, Permanent Artifact Licenses, and named very rare weapons display Special. Crown and Riftmark subtotals remain separate, and Special is never forced into a numeric conversion.

Atomic exchange

Both or neither

The server locks offered item identifiers, rechecks ownership and eligibility, writes both inventories in one transaction, then issues matching receipts. Any validation or save failure cancels the entire trade.

No paid resale

Special entitlements stay bound

Every gamepass and Permanent Artifact License carries the Special value label but remains account-bound. Developer Product currency, paid accessory bundles, paid weapon skins, and shop-boat ownership can never enter a trade slot or be represented by player-created vouchers.

Trade flow

1 · InviteSelect a nearby eligible player at a Second Dimension exchange counter. The recipient sees the sender’s display name, username, level, Other Sea Passage status, and account-specific trade cooldown before accepting.
2 · Build offersEach side may add up to four individual items or material stacks. The panel shows exact quantity, source, bound state, Crown value, Riftmark value, or Special label, rarity, and whether the item is newly obtained.
3 · LockBoth players press Lock Offer. Changing any item or quantity immediately unlocks both sides, clears confirmation, and restarts the review process.
4 · ReviewAn eight-second review displays separate Crown and Riftmark subtotals, every Special item, comparison warnings, duplicate warnings, inventory capacity, and large thumbnails. Neither player can confirm during the countdown.
5 · ConfirmBoth players independently press Confirm. No button is preselected, keyboard and controller focus begin on Cancel, and closing the window cancels safely.
6 · ReceiptThe server commits the swap, saves both profiles, and stores a receipt in each player’s 30-day trade history. Failed saves return every locked item to its original owner.

What can be traded

Item typeTradable?RulesValue treatment
Naturally acquired artifactsYesDealer, gacha, drop, or quest copies may be traded while stored and unfused. Artifact mastery and awakenings belong to the player profile and never travel with the item.Uses the exact artifact table below.
Ordinary dealer and crafted weaponsYesMust be unequipped, undamaged, and outside a refit transaction. Mastery stays with the player; ammunition is removed before transfer.Uses acquisition and crafting bands below.
Rare boss weaponsYes, after 60 minutesA one-hour receipt lock lets duplication checks finish. Guaranteed story weapons and required quest tools remain bound.Uses level-band and drop-rate values below.
Ordinary materialsYes, in stacksUp to 99 units occupy one slot. Boss components, quest evidence, Bearings, Wake Sigils, Rift keys, and the Void Totem are bound.The per-unit Crown or Riftmark value is multiplied by the exact offered quantity.
Earned cosmetic permits and limited itemsYes, before claimingOnly explicitly marked sealed permits may move once. Claiming a permit registers the cosmetic permanently and removes its tradable item form. Limited items retain their published edition identity.Ordinary permits use the Riftmark band below; limited editions are Special.
Functional Adventure AccessoriesNoBoss pity, crafts, and Crown purchases unlock directly into the permanent wardrobe, so their ownership cannot be sold or loaned.Show Account-bound instead of a value.
Crowns and RiftmarksNo at launchNeither earned nor purchased balances enter item trades. This prevents paid currency laundering, accidental zero entry, and off-platform cash pricing.Never included in offer totals.
Gamepasses and Permanent Artifact LicensesNeverEvery one-time gamepass entitlement remains attached to the purchasing account and can never enter an offer, including artifact, boat, weapon, cosmetic, storage, and utility passes.Show Special · Account-bound. Special is a collection value class, not permission to trade the entitlement.
Developer Products, classes, styles, and techniquesNeverRepeatable purchases, currency grants, progression systems, and equipped powers remain attached to the original account.Show Account-bound, not Special.

Artifact value index · launch baseline

Common through Epic artifacts use Crown values, while Legendary and Mythic artifacts use Riftmark values. Natural artifacts are never Special merely because they are rare: even Time and Rune receive numerical Riftmark references. Only the separately purchased Permanent Artifact Licenses are Special, and those licenses remain account-bound. Every natural copy has the same value regardless of owner; mastery, awakening progress, and cosmetic color never change it.

ArtifactRarityValueArtifactRarityValue
StoneCommon25,000 CrownsTideUncommon65,000 Crowns
FrostUncommon57,500 CrownsMetalUncommon60,000 Crowns
SteamUncommon62,500 CrownsLightRare155,000 Crowns
EmberRare162,500 CrownsPowderRare160,000 Crowns
CrystalRare165,000 CrownsGlassRare167,500 Crowns
ShadowRare170,000 CrownsMagnetRare172,500 Crowns
StagRare Beast175,000 CrownsVenomRare180,000 Crowns
GaleEpic275,000 CrownsThunderEpic312,500 Crowns
VoidLegendary220 RiftmarksSphinxLegendary Beast235 Riftmarks
EchoLegendary250 RiftmarksMoonLegendary260 Riftmarks
GravityLegendary270 RiftmarksDreamLegendary275 Riftmarks
SunLegendary280 RiftmarksKrakenLegendary Beast290 Riftmarks
WolfLegendary Beast300 RiftmarksThunderbirdLegendary Beast315 Riftmarks
DragonMythic Beast520 RiftmarksStarMythic560 Riftmarks
TimeMythic620 RiftmarksRuneMythic650 Riftmarks

Weapon, material, and cosmetic value bands

Tradable groupReference valueHow the exact value is assignedExamples
Basic dealer weapons10,000–45,000 CrownsBased on listed Crown cost, required level, and permanent availability; inexpensive always-stocked equipment stays lowest.Cutlass, Katana, Flintlock, Musket
Advanced dealer or crafted weapons50,000–175,000 CrownsAdd the published recipe effort and dealer rotation interval, never player-applied mastery or ordinary upgrades.Pepperbox, Boarding Carbine, Hand Mortar, Flamberge
Boss weapons · Levels 1–50060–95 RiftmarksLower drop chance and higher boss level raise the Riftmark reference within the band. Pity availability limits excessive inflation.Sableglass Shamshir, Republic Boarding Carbine, Starfall Arc-Lock Rifle
Boss weapons · Levels 500–100085–135 RiftmarksUses source level, published drop chance, and repeat time; required story items remain bound instead.Atlantean Harpoon Gun, Moonbell Jian, Nullwake Twin Flintlock
Boss weapons · Levels 1000–1500115–175 RiftmarksField-boss drops sit lower than regional bosses; Captain Vargo Sorn’s Unmasked Flamberge starts at 170 Riftmarks.Meridian Pepperbox, True-Mirror Rapier, Unmasked Flamberge
Boss weapons · Levels 1500–2000160–260 Riftmarks; designated very rare weapons are SpecialPublished drop chance and clear time set the ordinary band. Only weapons explicitly marked very rare—normally exceptional 3% drops or limited distributions—become Special. Malrick Vane’s 3% Horizon-Thief Officer Saber is the launch example.Nine-Flag Twin Sabers, Midnight Volley Gun, Horizon-Thief Officer Saber
Common materials100–1,250 Crowns eachWorld availability and recipe demand determine the per-unit value.Timber Scrap, Sailcloth, Iron Fittings, Reef Fiber
Refined materials1,500–6,000 Crowns eachIncludes the input value and guaranteed station cost, rounded upward.Coral Alloy, Riveted Plate, Pressure Brass, Refined regional parts
Rare regional materials6,250–20,000 Crowns eachUses personal drop chance and average activity time; boss components and story keys remain bound.Riftglass Dust, Star Metal, Masque Silk, Horizon Stone
Sealed earned cosmetics and limited editions20–150 Riftmarks; limited editions are SpecialOrdinary one-time quest permits use Riftmarks. Only items published as limited or numbered editions are Special. Claiming binds the appearance permanently.Earned dyes, figurehead permits, emote scrolls, cabin-decoration plans

Value updates and anti-scam rules

Published value ledger

The Rookspire Grand Exchange board and trade UI read one versioned Crown, Riftmark, and Special catalogue. Ordinary adjustments happen at most once per week, show the previous value and reason, and cannot change an already locked offer. Emergency duplication freezes affected items instead of silently changing them.

Uneven-offer warnings

Crown subtotals are compared only with Crowns, and Riftmark subtotals only with Riftmarks: below 20% difference is neutral, 20–40% is amber, and above 40% is red. Mixed-category imbalances or offers with Special items show Manual comparison required because the game never invents a conversion rate. A red trade requires a second unhurried acknowledgment from the lower-value side, but legitimate gifts remain possible.

Receipts and reporting

History records usernames, item IDs, quantities, catalogue version, Crown and Riftmark subtotals, Special labels, time, and result. Players can report a completed receipt, mute future requests, or block a trader; support can inspect records but never reverse a fair trade merely because market preference changed.

Trading safety: no loans, wagers, mystery slots, hidden quantities, timed-pressure popups, cross-server mail attachments, off-platform payment prompts, or administrator impersonation. Newly changed offers always restart the full review. The server rate-limits invitations, blocks self-trading and duplicate item IDs, and places a 30-second cooldown after every completed exchange.
Value disclaimer: Crown and Riftmark figures are reference labels for relative in-game acquisition difficulty; the corresponding currency is never removed, paid, or transferred during an item trade. Special is used only for limited items, all gamepasses, Permanent Artifact Licenses, and designated very rare weapons—not for ordinary Mythic artifacts, materials, or high-level gear. It does not automatically mean stronger or tradable. None of these labels may be advertised as a Robux or real-world exchange rate, and informed players may accept different totals.
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 48 gamepass products: 30 individual Permanent Artifact passes, 15 utility, weapon, cosmetic-accessory, 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.

Special classification: every one-time gamepass in this catalogue—including all 30 Permanent Artifact Licenses—is marked Special · Account-bound in the shop and collection UI. Developer Products are not Special. The label never makes a gamepass tradable.
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.
Dockside Corsair AccessoriesR$99Weathered Tricorn, Coin-Sash, Crossed Cutlass Backpiece, and Red Macaw shoulder companion.Classic pirate outfits and early-game role-play.Appearance items only; the cutlasses cannot be drawn and the macaw provides no warnings, targeting, or loot assistance.
Beast Hunter Trophy AccessoriesR$149Harpooner Hood, Trophy-Tooth Necklace, Reinforced Shoulder Net, and Brass Spyglass hip accessory.Hunters, fishers, and sea-expedition crews.No creature damage, tracking, fishing luck, environmental resistance, or functional spyglass zoom.
Shacklecloud Masquerade AccessoriesR$149Ivory Half-Mask, Feathered Festival Tricorn, Bunting Mantle, and Brasswheel Brooch.Players who enjoy the False-Flag Carnival aesthetic.These do not count as disguises, solve identity clues, grant carnival tokens, or change NPC reactions.
Ghost Captain AccessoriesR$199Phantom Bicorne, Tattered Spectral Cape, Broken-Chain Pauldron, and Ghost Gull shoulder companion.Ghost-fleet collectors and dramatic ship captains.Translucency and wisps are client-cosmetic, separately hideable, and provide no stealth, immunity, aggro reduction, or ship statistics.

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 PowderR$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.

Cosmetic accessory gamepasses

These passes unlock appearance-only Roblox accessories in the wardrobe. They are separate from the single functional Adventure Accessory slot, never copy an earnable boss accessory exactly, and can be mixed with ordinary avatar clothing where attachment points permit. Every item includes R15-scale fitting, color-safe previews, hide controls, and reduced-effects variants.

Accessory passIncluded wearablesAppearance directionProposed priceGameplay rule
Dockside Corsair AccessoriesWeathered Tricorn · Coin-Sash · Crossed Cutlass Backpiece · Red MacawSalt-faded leather, patched red cloth, dull brass coins, wooden sword scabbards, and a colorful shoulder bird.R$99Backpiece weapons remain decorative; the bird has idle animations but no combat, detection, dialogue, or reward function.
Beast Hunter Trophy AccessoriesHarpooner Hood · Trophy-Tooth Necklace · Reinforced Shoulder Net · Brass SpyglassWaxed canvas, stitched sea-leather, responsibly collected replica teeth, knotted rope, and scratched expedition brass.R$149Provides no creature tracking, bonus drops, fishing help, harpoon power, environmental protection, or functional magnification.
Shacklecloud Masquerade AccessoriesIvory Half-Mask · Feathered Festival Tricorn · Bunting Mantle · Brasswheel BroochWarm limestone ivory, burgundy velvet, gold stitching, layered pennants, and engraved carnival symbols.R$149Cannot impersonate a faction, bypass a guard, solve False-Flag clues, improve skill-game scores, or award carnival currency.
Ghost Captain AccessoriesPhantom Bicorne · Tattered Spectral Cape · Broken-Chain Pauldron · Ghost GullDark naval cloth, pale translucent edges, quiet blue wisps, broken iron, and a spectral seabird with a looping perch animation.R$199No stealth, aggro reduction, immunity, flight, light source, warning system, or ship bonus; all spectral effects can be hidden.
Accessory bundle ownership: buying a bundle permanently registers its four cosmetics in the account wardrobe. Players can equip, recolor approved zones, hide individual pieces, and restore ownership after rejoining without consuming inventory space.

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, material, fishing, or sea-event luck; functional accessories; 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, personal drop attribution, material inventory, accessory ownership and pity, atomic crafting and wardrobe transactions, trade eligibility, item locks, two-profile atomic exchanges, receipts and rate limits, enemy AI, boats, the randomized rift director, safe-destination authorization, reserved dimension servers, transfer tokens, and idempotent teleport recovery.

Shared config

Riftbound.Config

Classes, weapons, artifacts, accessory effects and caps, material sources, drop weights, pity counters, recipes, refit caps, tradability flags, versioned Crown, Riftmark, and Special reference values, value-warning thresholds, gacha weights, mastery moves, quests, home points, level math, sea danger definitions, fixed-arena mechanic budgets, summon and reinforcement caps, approved rift anchors, destination pools, portal lifetimes, and cutscene identifiers.

Client

RiftboundUI + Movement

Responsive HUD, menus, Material Satchel, recipe tracking, exact crafting previews, accessory wardrobe and appearance controls, trade offers, value comparisons, review countdowns, receipts and request privacy, island detection, aiming, Energy and movement feedback, rift VFX, the Dimensional Rift confirmation modal, accessible crossing cutscene, server-status feedback, and retry or safe-return controls.

Technical priorities before public release

  • Persistent DataStore profile system with schema migration
  • Server-authoritative hit validation and movement sanity checks
  • Atomic personal-drop, material, recipe, crafting, dismantling, and refit transactions
  • Encounter-scoped hazards, collision, objectives, and reset cleanup
  • Server-approved rift anchors and progression-filtered destination pools
  • Autosave, reservation, signed transfer token, retry, and rollback tests for dimension teleports
  • StreamingEnabled island boundaries and content loading
  • Object pooling for combat, portal, weather, and sea-event VFX
  • 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, complete the First Sea, build the level-1000–2000 Other Sea in four testable releases, prove the optional expedition 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, the level-10 accessory slot, boss-drop pity, crafted accessories, Outfitter Maris’s first route, weather triggers, puzzle quests, home points, wandering traders, enemy ships, sea creatures, boat combat, Crowns, Riftmarks, personal material drops, the Material Satchel, deterministic workbench recipes, Refit I, boss-component pity, and the first full dealer rotation. Build a reusable content pipeline for enemy rigs, moves, quests, dealers, island maps, drop sources, accessories, recipes, and boss arenas.

Exit gate: progression from level 1–75 survives a complete save migration, every reward, accessory, and craft is granted once, no disconnected transaction consumes ingredients or loses wardrobe ownership, drop, accessory-pity, and gacha values match the published rules, and a four-player server can finish the arc without an administrator.

Phase 3 · Authored-world beta

Frostveil, Verdant, Blacktide, and Bobington · 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. Build Bobington in parallel as the enemy-free central hub with safe harbor rules, two deterministic utility dealers, bank and loadouts, Crew Hall, a clean social plaza with hidden Halloween and Christmas prop sockets, and the configurable Next Tide Room inside Mariner’s Rest. Bobington has no player-trading service.

Exit gate: all progression islands are visually identifiable, every hostile type has one fixed level and readable attacks, Bobington remains combat-free in its normal, Hallowtide, and Winterwake states, its dealer and utility actions are server-safe, all seasonal scenery disappears cleanly after its published window, no weekly or world-event activity appears in the plaza, and the teaser room can update through configuration without false dates or paid access.

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 bosses use exactly two phases with below-30% intensity changes instead of extra phase banners, pirate heists preserve player choice, and crews can recover from every failed encounter without losing irreplaceable progress.

Phase 7 · First Sea capstone

Riftheart Throne and The Erased Voyage · Levels 900–1000

Finish the five-testimony capstone story, permanent citadel map, four final enemy types, Sovereign Aevum’s two-phase fixed-arena encounter, and the complete fifteen-island Erased Voyage checkpoint chain. Add Elian Wake’s Chronicle, the permanent Nullwake Vault, Admiral Vanta’s exceptional three-phase final test, the guaranteed reusable Void Totem, randomized same-dimension world rifts, approved anchor and destination pools, the Totem’s summonable portal, private Dimensional Rift chamber, explicit crossing confirmation, accessible cutscene, profile-safe Other Sea Passage unlock, Crownless Armada, Captain Cael Voss, two capstone sea events, and six exploration, combat, boss, investigation, and final-approach themes.

Exit gate: Aevum remains a two-phase boss even below 30% health, Vanta is the only sub-1500 boss with Phase III, all fifteen Wake Sigils recover after disconnects, every first Vanta clear grants exactly one Void Totem, random rifts never bypass progression or strand players, the portal cannot be used in unsafe states, declining confirmation returns the player, and a failed save, reservation, or teleport preserves the Totem and offers retry or return.

Phase 8 · Other Sea foundation

Rookspire, Wildwake Archipelago, and Ivory Maw · Levels 1000–1300

Build the Totem portal’s Dimensional Rift staging place, reserved-server transfer, first-entry cutscene, inverted-sky ocean, dimension-safe profile handoff, return gates, and Other Sea rift-destination pool. Begin The Compass Beyond with the Beyond Ledger and its first three saved Bearings. Produce Rookspire as a seven-district occupied metropolis, including the protected Wayfarer Quay Grand Exchange, Broker Tamsin, the level-1000 Fair Exchange tutorial, and the Crown, Riftmark, and Special reference catalogues; every trade permission must require an active Second Dimension server. Build Wildwake Archipelago as a seven-island jungle expedition spanning Saltroot Mangroves, Kapok Crown, Monsoon Basin, Orchid Cliffs, Jaguar Fernlands, Cenote Underways, Corsair Sun Court, Glassvine Exclusion, the abandoned Meridian Laboratory, cable ferries, quarantine field stations, and a living-compass mystery; then complete Ivory Maw’s beast-hunting chapter. Include canopy surveys, raft runs, wildlife tracking, orchid bloom puzzles, mangrove fishing, shrine hunts, salvage dives, field botany, four jungle weather states, twelve regular or elite enemy families, Commodore Corven, Apex Warden Koro, Director Selka Voss, Harpoon Saint Garrick, region maps, local NPCs, home points, two Wildwake dealers, sailing ambience, and eleven exploration, combat, field-boss, and boss themes.

Exit gate: only eligible profiles can confirm a crossing, party members opt in individually, transfer tokens cannot duplicate arrivals or rewards, authorized players never lose state, unlocked players can return freely, no trade invite, counter, or exchange remote works in the First Dimension, changing offers clears confirmation, bound items and currency balances are rejected, the Beyond Ledger restores interrupted steps, the first three Bearings save independently, Rookspire reads as a large inhabited city, Wildwake’s seven islands, jungle districts, and laboratory routes remain readable without relying on audio or perfect color vision, every elevated, sailing, underwater, river, or weather route has a dependable fallback, nonlethal wildlife activities cannot be ruined by unrelated crews, restored field stations and dealer areas remain safe, laboratory enemies never create summon loops, each region remains navigable on low-memory devices, and all regional bosses use fixed geometry and readable two-phase mechanics.

Phase 9 · Other Sea middle

Tidemirror and Shacklecloud · Levels 1300–1500

Produce the mirrored-water mystery and sunlit pirate-masquerade archipelago, including opposite-bearing sailing, reflection tests, deterministic carnival games, costume-and-seal investigation, the fixed-course False-Flag Regatta, the Ledger House identity mystery, eight regular or elite enemies, Captain Ilyan, Captain Vargo Sorn, two chapter NPC ensembles, and six sharply differentiated region and boss compositions.

Exit gate: reflection, portrait, stitching, wax-fracture, and flag mechanics reveal physical truth through non-audio and non-color cues; every rooftop or launch shortcut has a stair, bridge, or ferry fallback; failed games can be retried without losing evidence; Ilyan remains a fair two-phase deduction fight; and Sorn introduces ordinary level-1500 three-phase combat on a fixed pavilion floor without adds, moving platforms, weather dependence, or obscured safe routes.

Phase 10 · Crownless war

Crownless Bastion and Pearlgrave · Levels 1500–1700

Build the nine-fleet political war and pressure-trench memorial arc: council choices, colored flag combat, diving-bell routes, reef cliffs, air pockets, eight regular or elite enemies, Regent Seraphine, Oracle Nym, persistent but power-neutral story consequences, and six new themes with banner and pressure-note mechanic cues.

Exit gate: every political choice preserves equivalent services and power, underwater objectives are accessible without relying on color or sound alone, both bosses pass three-phase multiplayer tests, and no public terrain changes for unrelated crews.

Phase 11 · Other Sea finale

Redwake, Midnight Armada, and Horizon’s End · Levels 1700–2000

Finish the volcanic fleet foundry, city-sized moving armada, and closed-horizon citadel. Implement twelve regular or elite enemies, Furnace Captain Brakka, Fleet Admiral Oran, Grand Admiral Eidon, Captain Malrick Vane, The Unwritten fixed-deck arena, cross-dimension ally states, the final three Bearings, the assembled Horizon Compass, the complete ten-region Compass Beyond checkpoint chain, eleven final exploration, combat, boss, and dimension themes, and permanent free travel after the ending.

Exit gate: level 2000 is reachable without procedural or paid content, all ten Bearings recover from saved flags, Eidon’s story defeat creates a durable pre-finale checkpoint, Malrick’s first clear grants the Horizon Compass exactly once, finale choices alter presentation rather than power, all four bosses remain legible under full-server load, Malrick creates no adds or map changes, every ally state recovers after disconnects, and the ending keeps both existing dimensions open without deleting prior quests or creating a third destination.

Phase 12 · Optional expedition track

Uncharted Sea Domains and living ocean · Scaling voyages after level 500

Separately implement deterministic seeded voyages, nine temporary-island destinations, ten generated sector modules, six readable voyage modifiers, chart selection, three-to-six-sector route graphs, mid-voyage recovery stops, secured-loot extraction, First and Other Sea fixed-level Domain rosters, the two-phase Drowned Navigator raid, Admiral Hollowwake’s level-1850 three-phase Empty Anchorage raid, active sail trim, crew stations, route landmarks, towing, dive tethers, submerged objectives, eight additional surface creatures, and the expanded 43-event ocean catalogue. Domains supply repeatable side rewards, rare discoveries, and crew challenges but never gate levels 500–2000 or either dimension’s ending.

Exit gate: the route validator proves that every generated voyage has a reachable objective, recovery point, finale bypass, and extraction; server recovery restores the seed or grants secured rewards; solo crews can operate every required station; Hollowwake’s permanent Chart unlock, fixed arena, solo sequencing, personal drops, and twelve-clear weapon pity survive disconnects; neither Domain raid summons enemies or alters public terrain; events cannot overlap a sector’s major encounter budget; no First Dimension seed, wildlife encounter, or event can request Danger Level 4; temporary islands never strand players; and the complete optional system can be disabled without breaking authored progression.

Phase 13 · Economy and commerce beta

Fair progression, trading, and gamepasses

Run economy simulations for Crowns, Riftmarks, repair costs, material yields, boss-component and accessory pity, recipe demand, accessory prices, Crown, Riftmark, and Special value catalogues, duplicate wardrobe conversion, dismantle returns, refit caps, dealer stock, gacha costs, and duplicate conversion across both dimensions. Reserve Special strictly for limited items, gamepasses, Permanent Artifact Licenses, and designated very rare weapons. Stress-test Second-Dimension-only permission checks, two-profile atomic exchanges, item locks, eight-second reviews, receipts, history, separated-currency and manual-comparison warnings, duplication freezes, invitation privacy, and server rate limits. Then implement Permanent Artifact Licenses, repeatable bound-currency Developer Products, storage and loadout convenience, side-grade weapon packages, Captain’s Fleet, exclusive ship variants, effect-free accessory cosmetics, customization passes, safe previews, idempotent receipt recovery, ownership restoration, and fulfillment logging. Publish exact contents and fairness restrictions on every offer.

Exit gate: no invite, trade counter, exchange remote, or offer can function in the First Dimension; no failed or concurrent trade can duplicate, erase, or strand an item; changing an offer clears both confirmations; bound progression, entitlements, and currency never enter trade slots; Crown and Riftmark subtotals remain separate; Special items always require manual comparison; no ordinary artifact, material, accessory, cosmetic, or weapon is mislabeled Special; catalogue updates cannot alter locked offers; purchase interruptions cannot consume Robux without granting access; crafting interruptions cannot consume ingredients without granting the saved result; paid weapons and ships remain inside free performance budgets; every functional accessory remains earnable without Robux; purchased currency cannot replace materials or enter randomized or player-traded systems; free players can obtain every combat power; and Technique EXP, accessory or material luck, stat power, boss clears, and direct awakening unlocks cannot be purchased.

Phase 14 · Release candidate and soft launch

Performance, rights, measurement, and live operations

Profile full servers on target mobile, console, and desktop devices; configure streaming and dimension teleports; 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 1–2000 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; standard enemies and elites never spawn new AI combatants; rare signature add waves obey the two-add, once-per-attempt cap; 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, an encounter can chain-summon or farm spawned adds, or one encounter moves terrain or hazards for unrelated players.
PersistenceProfiles migrate safely and preserve level, stats, mastery, Technique EXP, inventory, Material Satchel stacks, recipes, boss-material pity, boss-weapon pity, accessory wardrobe ownership, accessory pity, equipped accessory and visibility, refit tiers, chosen modifiers, artifacts, boats, quests, trade cooldown and 30-day receipt history, all fifteen Wake Sigils, all ten Other Sea Bearings, Beyond Ledger state, Eidon story-clear checkpoint, Malrick finale access and clear state, Horizon Compass ownership and appearance, the Other Sea Passage flag, currencies, home points, and entitlements.A disconnect, teleport, drop grant, accessory grant or equip, craft, dismantle, refit, trade, fusion, boss clear, dimension crossing, Bearing recovery, finale checkpoint, finale choice, boat loss, or version update can duplicate or erase meaningful progress.
Rifts and teleportsRandom rifts use validated anchors and progression-filtered destinations; Totem portals require safe state and ownership; dimension crossing uses explicit confirmation, pre-transfer save, one-use transfer token, reserved destination, retry, and safe return.A rift bypasses content, spawns inside hazards, strands a player or vessel, teleports without confirmation, consumes the Totem, loses progress, duplicates rewards, or leaves a failed transfer without recovery.
ContentEvery progression island has a unique main quest, mapped NPC and hostile locations, distinct traversal or puzzle play, fair enemy levels, and memorable rewards. Bobington instead provides a complete enemy-free social, utility, seasonal-event, and update-preview experience, with no player trading.Progress relies on repeated kill quests, reused arenas, unexplained level jumps, inaccessible dealers, unfinished NPC presentation, or a Bobington seasonal event introduces combat or blocks permanent town services.
Sea and shipsBoats launch safely, support crews, take readable localized damage, and interact correctly with storms, creatures, pirates, docks, diving, and generated sectors. First Dimension danger is server-capped at Level 3; Level 4 is available only in the Other Sea.Ships spawn on land, trap avatars, lose ownership, allow reward exploits, make travel a passive loading corridor, or any First Dimension route, event, or domain enters Danger Level 4.
Economy and tradingEarn rates, prices, repair sinks, published drop sources, personal attribution, boss and accessory pity, fixed accessory effects, recipe costs, dismantle returns, refit caps, gacha odds, duplicate conversion, tradability flags, Crown, Riftmark, and narrowly assigned Special reference values, item locks, reviews, receipts, and comparison warnings support several useful goals at every level.Progress stalls without Robux, materials vanish or can be stolen, a required component or boss accessory lacks deterministic protection, crafting can fail or destroy gear, trading works anywhere in the First Dimension, a failed trade duplicates or erases items, an offer can change without clearing confirmations, bound items enter trade slots, mixed value types receive a fake conversion, anything outside limited items, gamepasses, Permanent Artifact Licenses, or designated very rare weapons is labeled Special, accessory or refit bonuses dominate PvP, 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, danger creates rewards worth pursuing, and the First Dimension never exceeds Danger Level 3.

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.

Trading test

Both players can explain exactly what will move, why the values differ, and how to cancel. Disconnects, offer changes, concurrent saves, and duplicate identifiers never lose or duplicate an item.

Performance test

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