HOW A CREW MEMBER ROLLS

THE STATS what each one does for the ship

SPEEDhow fast she runs under full sail
MANEUVERfaster turning, more responsive commands
HULL HPthe hull’s maximum hit points
CANNON POWERheavier broadsides, more hull damage
RELOADcannon reload time (rolls read “−%”, faster guns)
ACCURACYtighter scatter, shots land where you aimed
REPAIR AMOUNTrepair kits and carpenter mends restore more hull
CREW HEALINGstrengthens the aura that heals your deck crew
BOARDING DEF.harder for enemies to step onto your deck
CREW DAMAGEevery deckhand’s spears and steel hit harder
SPYGLASS RANGEextra tiles of spyglass sight
PROFILEharder for enemy spyglasses to spot you at sea
TIER COOLDOWNSLesser / Regular / Greater, one ability tier each
FISHINGbetter special-catch odds for anyone fishing off the deck

THE ROLE: WHAT THEY CAN ROLL

CAPTAINCrew Healing · Speed · Maneuver
GUNNERCannon Power · Reload · Accuracy
BOSUNRepair Amount · Crew Healing · Boarding Defense
LOOKOUTSpyglass Range · Profile · Maneuver · Fishing
SURGEONRepair Amount · Boarding Defense · Crew Healing
CARPENTERHull HP · Repair Amount
QUARTERMASTERCrew Damage · Boarding Defense
ARTIFICERLesser Cooldown · Regular Cooldown · Greater Cooldown

THE RARITY: HOW MANY ROLLS

COMMON
1 roll
UNCOMMON
★★
2 rolls
RARE
★★★
3 rolls
EPIC
★★★★
4 rolls
LEGENDARY
★★★★★★
6 rolls

EACH ROLL: A FIXED SLICE OF A STAT

Every roll picks one stat from the role’s pool and is always worth the same fixed amount:

SPEED+5% per roll
MANEUVER+6% per roll
HULL HP+7% per roll
CANNON POWER+6% per roll
RELOAD−7% per roll (faster)
ACCURACY+8% per roll
REPAIR AMOUNT+8% per roll
CREW HEALING+6% per roll
BOARDING DEF.+6% per roll
CREW DAMAGE+6% per roll
SPYGLASS RANGE+5 tiles per roll
PROFILE+8% per roll
TIER COOLDOWNS+6% per roll (each tier its own stat)

ROLLS STACK, AND THE BEST EARN A NAME

Rolls that land in the same stat simply add. A Rare Lookout whose three rolls all strike Maneuver:

+6%+ +6%+ +6%= +18% Maneuver
4+ same rolls on an EPIC or better crew earns a flavour name: Selma Vanwyck of Pure Wind (a Captain with 4 Speed rolls)
SPEEDof Pure Wind
MANEUVERof the Helm
HULL HPof the Ironwall
CANNON POWERof Pure Bronze
RELOADof Quickflash
ACCURACYof the Deadeye
REPAIR AMOUNTof the Mender
CREW HEALINGof the Black Flag
BOARDING DEF.of the Bulwark
CREW DAMAGEof the Cutthroat
SPYGLASS RANGEof the Crow’s Nest
PROFILEof the Phantom Sail
LESSER CDof the Quick Fuse
REGULAR CDof the Sure Winch
GREATER CDof the Masterwork

LEVEL THEM TO INCREASE EACH OF THEIR ABILITIES

Sink enemy ships to earn XP and level your crew.

ROLLED STATS+5% stronger per level: that +18% Maneuver becomes +27% at level 10
MASTERYan intrinsic bonus in the role’s own craft, growing every level: guns for the Gunner, hull for the Carpenter, healing hands for the Surgeon
SIGNATUREa passive proc that fires on its own, hitting harder at every level

THE SIGNATURES every role’s auto-firing proc, level 1 → level 10

CAPTAINTake the Helm: every 25s while under way, a 5s burst of flat speed, turning gains double (+0.03 → +0.25 tiles/s)
GUNNERCharged Shot: every 3rd broadside bites for bonus hull damage (+4% → +30%)
BOSUNRepel Boarders: for 10s after boarding or being boarded: crew damage up, damage taken down (+2%/−1% → +20%/−10%)
LOOKOUTSpotter’s Call: at a random moment every 45–60s, an 8s window of extra spyglass range (+2% → +15%)
SURGEONSurgeon’s Rounds: every 60s, heals every deck crew a share of max health (3% → 12%)
CARPENTEREmergency Repairs: every 60s in combat, mends the hull, boosted by Repair Amount (+5 → +23 hull)
QUARTERMASTERWar Cry: every 30s in combat, a 6s surge of crew damage (+1% → +10%)
ARTIFICERGrease the Gears: every 30s, shaves a share off any ability cooldown still running (3% → 12%)
◆ LYONSPYRE ◆