Captain's Helm
Fleet Era

Fleet Era

Logbook

Your command deck for fleets, voyages, and season progress.

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Captain's log

Your in-game manual — mechanics, caps, and optimization reference.

This is your captain's manual for Fleet Era. Use it to understand power, perks, caps, rewards, and seasons — then build smarter fleets in the Cabin and sail with confidence.

How to sail

The full loop — every season runs on these four steps.

  1. Step 1Build

    Assemble ships and assign pirate crews in the Cabin.

    Open Cabin
  2. Step 2Sail

    Pick a voyage from the board and dispatch a fleet.

    Open Expeditions
  3. Step 3Claim

    Return to port and collect your rewards.

    Claim rewards
  4. Step 4Repair

    Patch hull damage and lift crew morale at the Harbor.

    Open Harbor

Fleet power

How strength is calculated and how it affects success.

Fleet power is your strength on paper. Higher power improves success odds and makes runs steadier — but only if hull and morale are in good shape.

Power formula

  • ShipPower = base × rarityMultiplier × hullEffectiveness
  • CrewPower = base × rarityMultiplier × moraleEffectiveness
  • BayPower = Σ(ship + crew) × (1 + synergy)

Hull effectiveness floors at 30% at zero durability. Morale effectiveness floors at 25% at zero morale.

Success chance

Exact rule

clamp(
  baseSuccessChanceAtReq
  + 10pp × log₂(fleetPower / effectiveRequired)
  + navigatorSuccessPp + scoutTailwindSuccessPp + scoutUniversalSuccessPp,
  10%, 95%
)

baseSuccessChanceAtReq is set per voyage — your success % when fleet power exactly matches required power (before role bonuses). See the waters table below.

Simplified (at required power)

At exactly required power (log₂(1) = 0): success ≈ baseSuccessChanceAtReq + Navigator pp + Scout Tailwind pp + Scout universal pp, then clamped to 10–95%.

  • Navigator adds flat percentage points on all archetypes; Scout adds Tailwind-only pp plus a small universal pp on every archetype. All are added inside the final 1095% clamp — total success cannot exceed 95%.
  • Navigator and Scout success bonuses scale with crew morale and perk rarity multiplier (perk strength: 70% + 30% × average crew effectiveness).
  • Multi-bay dispatch: fleet power sums all ready bays; effective required = per-bay required × ready bay count.
  • Dispatch warns below 25% success (preview badge colors use separate thresholds).

Base success at required power (by waters)

Each voyage picks a value in this band. Easier archetypes within a tier tend toward the high end; harder ones toward the low end.

WatersBase % at required
Beginner Waters65–78%
Coastal Routes55–65%
Deep Sea48–58%
Black Seas40–52%

Synergy bonus

  • +3% if a bay has 3+ distinct crew roles
  • +2% per ship in that bay with 3+ distinct roles assigned
  • Max +8% per bay; averaged across ready bays on multi-bay dispatch

Power by rarity (100% condition)

RarityShip powerPirate powerMultiplierDurability maxMorale max
Common120181.00×100200
Uncommon150241.15×120220
Rare190321.35×145250
Epic240441.60×175290
Legendary305601.90×210340
Mythic390822.25×250400

Power scales down with damaged hull or low morale. Higher morale max means Mythic pirates need more absolute morale to stay at 100%.

Condition impact on powerTap to expand

A Rare ship at 50% hull sails at roughly half effectiveness above the 30% floor. The same applies to crew morale. Repair at the Harbor before chasing harder waters.

Rarity system

What rarity actually changes — and what it does not.

  • More power — higher base power and a rarity multiplier on every ship and pirate.
  • More durability and morale capacity — rarer assets can hold more hull and morale before hitting zero.
  • More crew slots — rarer ships carry more pirates, enabling more perk stacking.
  • Stronger perk contributions (Model B) — rarer ships and pirates multiply their perk output via a separate perk rarity multiplier (Mythic ≈ 1.35× vs Common 0.65×).
  • Not flat perk rates — a Mythic Cargo ship contributes more loot per ship than Common because of the perk multiplier, not a different base rate.

Mythic assets contribute more power and stronger perk output via the perk rarity multiplier — not just more crew slots.

Crew capacity by ship rarity

RarityCrew slots
Common3
Uncommon6
Rare9
Epic12
Legendary15
Mythic18

Ship classes

Each class adds a fleet-wide perk — linear per ship, capped per expedition.

ClassPerkRateCapBest use
CargoLoot quantity+9% per ship (× rarity)+42%Trade and Salvage runs
BattleMorale loss reduction−7% per ship (× rarity)−30%Boarding and Storm runs
ScoutingVoyage duration reduction−5% per ship (× rarity)−22%Tailwind runs and short Trade jobs

Ship class perks are not scaled by crew morale. Only crew role perks use perk strength (morale-based scaling).

Pirate roles

Each role pulls a different lever — stacking the same role gives diminishing returns.

Mix roles instead of stacking one. More of the same role still helps, but each extra same-role pirate adds less value than the last.

RoleEffectStackingCapNotes
ScoutFaster voyages; Tailwind + universal success edges6% duration per effective scout (× avg rarity)Crew source 18% · expedition 35%+2pp Tailwind / +0pp universal per effective scout (class caps +6pp / +2pp). Scales with crew morale (70% + 30% × avg crew eff) × perk rarity multiplier
CarpenterLess hull wear9% wear reduction per effective carpenter (× avg rarity)Crew source 28% · expedition 40%Scales with crew morale (70% + 30% × avg crew eff) × perk rarity multiplier
GunnerLess morale loss; softens failures9% morale + 7% failure hardening per effective gunnerCrew source 24% / 18% · expedition 50%Stacks with Battle ships for morale protection
QuartermasterMore season points on success7% points boost per effective quartermaster (× avg rarity)Crew source 24% · expedition 40%Does not boost failure payouts
NavigatorHigher success chance2pp success per effective navigator (× avg rarity)Class +12pp · expedition +18ppInside final 10–95% success clamp. Scales with crew morale (70% + 30% × avg crew eff) × perk rarity multiplier
Diminishing returns explainedTap to expand

effectiveCount(n) = (1 − 0.6ⁿ) / (1 − 0.6)

Example: Scout duration bonus uses 5% × effectiveCount(scouts). Six raw Scouts do not equal six times one Scout.

ScoutsEffective countDuration bonus
11.00+6%
21.60+9%
31.96+11%
42.18+12%
52.31+13%
62.38+13%

Perk caps

Raw bonuses stack up — final bonuses stop at expedition caps.

Raw is everything your fleet contributes before caps. Final is what actually applies. Wasted is the difference — visible in Cabin Fleet Stats when you over-stack.

Bonus typeRaw sourcesFinal capIf exceeded
Voyage speedScout crew + Scouting ships−35% (min duration ×0.65)Extra reduction is wasted
Hull protectionCarpenter crew−40%Extra reduction is wasted
Morale protectionGunner crew + Battle ships−50%Extra reduction is wasted
Loot quantityCargo ships+50% (max ×1.5)Extra loot bonus is wasted
Season pointsQuartermaster crew+40%Extra boost is wasted; failures ignore QM
Navigator successNavigator crew+18ppExtra success pp is wasted
Scout Tailwind successScout crew (Tailwind only)+6ppExtra pp is wasted
Scout universal successScout crew (all archetypes)+2ppExtra pp is wasted
SynergyBay role diversity + per-ship role spread+8% per bayAveraged across ready bays

Ship and crew sources cap independently, then combine toward expedition final caps. Examples (Model B): 9 Common Scouting ships contribute about +19% duration (below the +22% ship source cap). 9 Mythic Cargo ships reach the +42% ship loot source cap before the +50% expedition cap. Combined Scout crew + Scouting ships stack toward −35% final duration (minimum duration multiplier ×0.65).

Condition & morale

Hull and morale quietly shape power and perk strength.

  • Hull affects ship power — floors at 30% effectiveness at zero durability.
  • Morale affects pirate power — floors at 25% at zero morale.
  • Crew perk strength scales with average crew effectiveness: 70% + 30% × avg crew eff × perk rarity multiplier — including Navigator, Scout Tailwind, and Scout universal success bonuses.
  • Mythic pirates have higher morale max (400 vs 200 Common) — the same morale bar % is harder to maintain in absolute terms.

Morale capacity by pirate rarity

RarityMorale max
Common200
Uncommon220
Rare250
Epic290
Legendary340
Mythic400

Restore hull and morale at the Harbor before dispatching to harder waters.

Crew capacity

More slots mean more roles — but caps and diminishing returns still apply.

Crew capacity is set by ship rarity, not pirate rarity. More slots let you stack more roles and chase perk synergies — but identical roles give diminishing returns and expedition caps still bind final bonuses.

Ship rarityCrew slots
Common3
Uncommon6
Rare9
Epic12
Legendary15
Mythic18

Build strategy: pair high-capacity Mythic hulls with mixed roles. See Ship classes and Perk caps before over-stacking one role.

Expedition rewards

What each voyage type pays — and how waters scale the payout.

Voyage archetypes

Each archetype has a distinct reward identity. Pick the route that matches your fleet build.

TypePrimary lootNotes
TailwindMap FragmentsCharting runs; Scouts add a small success edge
TradeDriftwood, Coral, Kraken InkCore resource route; Cargo ships boost quantity
SalvageCommon PiratesWreck recovery; chance rises with pool tier
BoardingCommon ShipsCombat prizes; chance rises with pool tier
StormGolden Fang, Relic, Ancient KeyPremium rare route; highest pool tiers unlock keys

Waters

Higher waters · bigger pay · harsher seas

Four tiers on the mission board. Beginner Waters are free; deeper waters unlock by finishing and claiming every available expedition in the current rotation, or instantly with RUM.

Beginner Waters

Calm seas — modest loot, gentle on your crew

Power
220–520
Rewards
×1.0
Unlock
Free

Coastal Routes

Stronger contracts — better payouts, light risk

Power
700–1.5k
Rewards
×1.4
Unlock
Free (complete available) or 10 RUM

Deep Sea

Dangerous runs — rich loot, real wear on hulls and crew

Power
1.7k–2.8k
Rewards
×1.8
Unlock
Free (complete available) or 25 RUM

Black Seas

Elite payouts, brutal seas — optimized fleets only

Power
3.0k–4.8k
Rewards
×2.3
Unlock
Free (complete available) or 50 RUM

On failure: season points ×0.1 (Quartermaster does not boost failures), resources ×0.25, bonus roll chance ×0.25.

Preview stats explainedTap to expand

Before dispatch, the expedition preview shows cost, payout, and risk. Every line in plain English:

Success %
Your chance to clear the voyage and keep the full prize.
Power / Required
Total ready-bay fleet power versus effective required (per-bay required × bays sailing). Higher ratio improves success odds.
Bonuses
Boosts from crew roles and ship classes — better odds, faster runs, or more loot.
Impact
Wear and morale the run will cost — every voyage leaves a mark.
Rewards
Expected loot if you run this voyage — scaled by your success chance and fleet bonuses. Quantities show expected value; “on success” is the payout when the run clears.
Avg hull damage / ship
Average wear taken per ship on this voyage.
Avg morale damage / pirate
Average morale lost per pirate on this voyage.
Season points
Score added to your seasonal standings — bigger waters score more.
Duration
How long the voyage lasts before you can claim it.
Open Expeditions →

Season points

How scoring works — success, failure, and Quartermaster boost.

  • Each voyage rolls base season points from its mission band (higher waters = higher point bands), then scales by participant multiplier when multiple bays sail together.
  • Success pays full points × (1 + Quartermaster boost, up to +40%).
  • Failure pays 10% of base points — no Quartermaster boost on failures.
  • Points climb the Legends leaderboard each Moon Tide. Season 0 is beta — leaderboards run live; rewards will be announced.

Higher waters and Quartermaster crews score more on success. Failed voyages still return a small share so every sail counts toward the season. Reward scaling when multiple bays sail: n × (1 − 0.05 × (n − 1)) — e.g. 2 bays ×1.95, 3 bays ×2.70. Does not change success chance.

View Legends →

Fleet Era Pioneer

Season 0 tester badge — lifetime +1% Season Points from Season 1 onward

Fleet Era Pioneer was awarded to Season 0 participants who helped test the game before launch. It is a non-transferable lifetime entitlement (NTT), template ID 907190.

While you hold the badge, you earn +1% Season Points on every expedition from Season 1 onward. Season 0 standings are final and were not adjusted.

  • Applies only to Season Points — not RUM, resources, NFT drops, or success chance.
  • Stacks with Quartermaster and other Season Point modifiers.
  • Duplicate badges do not stack; one entitlement grants one bonus.
  • Entitlement is verified once on-chain and stored permanently — it is not revoked automatically.

Moon Tide & seasons

Season 0 pacing, moon phases, and why timing matters.

  • Season 0 is the live beta Moon Tide — voyages, points, and leaderboards are active now.
  • Each season runs 28 days across eight moon phases (~3.5 days each).
  • Active window: New Moon through Third Quarter (phases 0–6). Voyages and scoring run during this window.
  • Season break: Third Quarter through the next New Moon — the tide recedes until the next Moon Tide begins.
  • Each Moon Tide carries an Eclipse identity — its name gives the season its theme.

Eight moon phases

PhaseNotes
New MoonThe fleet waits in still waters.
Waxing CrescentThe tides begin to stir.
First QuarterCrews push further into open waters.
Waxing GibbousThe sea grows restless.
Full MoonThe oceans reveal their secrets.
Waning GibbousFortunes shift beneath the swell.
Third QuarterVeteran captains make their final push.
Waning CrescentThe tide recedes — season's end draws near.

Timing matters: push for season points before the active window ends. Legends standings lock when the Moon Tide closes.

Fleet stats panel

How to read the Cabin breakdown — raw, final, wasted, and caps.

The Fleet Stats panel in the Cabin shows your ready bays exactly how dispatch will apply perks. Use it to spot over-stacking and wasted bonus value.

Field glossary

FieldMeaning
Ready powerTotal fleet strength from all ready bays, including synergy
RawPerk contribution before source and expedition caps are applied
Ship / CrewSplit between ship-class perks and crew-role perks before final cap
FinalWhat actually applies on dispatch after all caps
WastedRaw value lost because a cap was hit
CapMaximum allowed for that bonus type per expedition
Perk strength70% + 30% × average crew effectiveness × perk rarity multiplier — scales crew perks only
SynergyBay diversity bonus, up to +8% per bay, averaged across bays
Avg hull / moraleFleet-wide condition affecting power and perk strength
Participant multiplierReward scaling when multiple bays sail together

Example: when caps bind

BonusRawFinalWasted
Loot quantity+126%+42%+84%
Voyage speed−52%−35%−17%

Amber = capped / wasted value

Raw = pre-cap contribution from your fleet. Final = what dispatch applies. Wasted = value lost because a cap was hit. Navigator and Scout Tailwind rows show success pp before the expedition success clamp; the preview applies the full clamp to the combined total.

Open Cabin → Fleet Stats →

Harbor & upkeep

Patch hulls and lift morale before you sail again.

Hull repair

Hull is your ship's health. Patch it up so you sail at full strength next voyage.

Harbor restores to full automatically. Cost scales with how much is missing — a Common asset at 100% missing pays 6.0 RUM base.

Example: a Rare ship missing 50% hull → 6 × 0.50 × 1.16 ≈ 3.48 RUM to repair fully.

Crew recovery

Morale is your pirate crew's stamina. Tired crews swing weaker on power and perks.

Harbor restores to full automatically. Cost scales with how much is missing — a Common asset at 100% missing pays 0.8 RUM base.

Example: a Legendary pirate missing 40% morale → 2 × 0.40 × 1.35 ≈ 1.08 RUM to recover fully.

Passive recovery

While resting (not on an active expedition), ships and crew recover slowly over time. RUM at the Harbor restores instantly.

  • • Crew: +1 morale per hour
  • • Ships: +0.75% of max hull per hour
  • • Recovery pauses while the asset is sailing

Why upkeep matters

  • • Low hull and morale drop Fleet Power and perk strength.
  • • Weaker fleets get worse odds, smaller bonuses, and rougher failures.
  • • RUM spent at the Harbor usually earns more than it costs.
  • • Higher rarity assets have more max hull/morale and a small upkeep premium.

Rarity maintenance multiplier

  • Common1.00×
  • Uncommon1.08×
  • Rare1.16×
  • Epic1.25×
  • Legendary1.35×
  • Mythic1.50×
Open Harbor →

Glossary

Quick terms not covered in the sections above.

Fleet
Ships and pirates saved together in a bay preset.
Bay
One dispatch slot — three ships sailing as a single fleet.
Waters
Four voyage tiers — Beginner, Coastal, Deep Sea, Black Seas.
Archetype
Voyage flavor — Tailwind, Trade, Salvage, Boarding, or Storm.
Eclipse
The season's themed identity for each Moon Tide.
RUM
Spending token for Harbor upkeep and unlocking higher waters.