Captain's Helm

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 18% · combined 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)28%Scales with crew morale (70% + 30% × avg crew eff) × perk rarity multiplier
GunnerLess morale loss; softens failures9% morale + 7% failure hardening per effective gunnerCrew morale 24% / failure 18% · combined morale 50%Stacks with Battle ships for morale protection
QuartermasterMore season points on success7% points boost per effective quartermaster (× avg rarity)24%Does not boost failure payouts
NavigatorHigher success chance2pp success per effective navigator (× avg rarity)+12ppInside 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%

First Mates

Premium pirates who trade one berth for extra fleet power and stronger crew perks.

A First Mate is a special pirate that sails alongside your ordinary crew. Assign it in the Pirates step of the Cabin builder. It occupies one crew berth, adds personal power, and boosts the class perks supplied by the other pirates on its ship.

RarityPerk boost to other piratesFirst Mate personal power
Common+2%41
Uncommon+3%62
Rare+4%97
Epic+5%158
Legendary+7%257
Mythic+10%416

Example

2 Quartermasters + 1 Navigator + 1 First Mate

The First Mate boosts the Quartermaster and Navigator perks from the other pirates. It does not boost itself, but it still contributes its listed personal power.

  • One First Mate per ship.
  • Occupies one crew berth.
  • Boosts other pirates on its ship.
  • Does not boost itself.
  • Perk caps still apply.

Command Ships

A specialist bay choice that uses one normal ship slot to strengthen matching classic hull perks.

A Command Ship occupies one normal ship slot and contributes normal ship power for its rarity. Its special advantage is boosting the class perks from eligible classic ships in the same bay.

RarityTotal perk boostShip power at full hull
Common+56%120
Uncommon+59%173
Rare+62%257
Epic+65%384
Legendary+71%580
Mythic+80%878

The listed value is one combined boost. It already includes the fixed +50% slot compensation and the Command Ship's rarity bonus.

Example

Command + Cargo + Cargo

Both Cargo ships have their class perks boosted by the Command Ship's single total boost.

Command Ships contribute normal ship power for their rarity. Their special advantage is the perk boost; they do not receive an extra hull-power premium.

  • Occupies one normal ship slot.
  • Maximum one Command Ship per bay.
  • Boosts eligible classic ships in that bay.
  • Cannot bypass perk caps.

Perk caps

Raw bonuses stack up — applied bonuses stop at their reachable 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 sourcesReachable capIf exceeded
Voyage speedScout crew + Scouting ships−35%Extra reduction is wasted
Hull protectionCarpenter crew−28%Extra reduction is wasted
Morale protectionGunner crew + Battle ships−50%Extra reduction is wasted
Loot quantityCargo ships+42%Extra loot bonus is wasted
Season pointsQuartermaster crew+24%Extra boost is wasted; failures ignore QM
Navigator successNavigator crew+12ppExtra 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

The table shows the highest bonus currently reachable from each perk. For combined perks, crew and ship contributions stack toward that cap: Scout crew + Scouting ships can reach −35% duration (minimum duration multiplier ×0.65). Cargo ships can reach +42% loot quantity.

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 perk caps still apply.

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. Fragments always award at least one when found
TradeDriftwood, Coral, Kraken InkCore resource route; Cargo ships boost quantity
SalvageCommon PiratesWreck recovery; pirate chance rises with deeper waters
BoardingCommon ShipsCombat prizes; ship chance rises with deeper waters
StormGolden Fang, Relic, Ancient KeyPremium rare route; Relic and Ancient Key odds rise with deeper waters

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. Renown XP still awards 10% of the mission value; the Season Points bonus does not apply.

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 +24%).
  • Failure pays 10% of base points — no Quartermaster boost on failures.
  • After Pioneer (and trial, when applicable), eligible successful voyages gain a small lifetime Renown bonus frozen at dispatch. Failures keep their existing points.

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 →

Renown

Lifetime voyage XP. It never resets. Season Points bonuses apply to later successful voyages.

Connect your wallet to view your Renown level and progress.

Win harder voyages to earn more Renown. Better preparation helps. Each level slightly increases Season Points on future successful voyages; higher levels take increasingly more XP.

Renown is attached to your wallet, not your NFTs. Transferring ships or pirates does not transfer levels. Genuine past voyages, including Season 0, grant starting XP once history is imported.

How XP is earned

  • Mission value uses waters tier (weights 1 / 1.5 / 2.25 / 3.25), required power within that tier, and the mission's unmodified duration. Scout speed does not reduce XP.
  • Success pays full mission XP. Failure pays 10% of mission XP.
  • A successful voyage can earn up to 15% extra XP when dispatched fleet power is up to double the required power. Underpowering never increases XP.
  • Extra bays do not multiply XP. Full-fleet voyages use per-bay difficulty and total fleet power for preparation.

Preparation examples

At required power there is no preparation bonus. At double required power the success award is 15% higher. Anything in between scales with log₂ of the power ratio, capped at that 15%.

Levels and Season Points

Level 1 starts at zero XP with no bonus. Each level costs 600 more XP than the last. The success-only bonus grows as 0.6% × √(level − 1). There is no maximum level and no gameplay ceiling on the bonus.

LevelCumulative XPSuccess bonus
10+0.000%
2300+0.600%
54,800+1.200%
1024,300+1.800%
20108,300+2.615%
25172,800+2.939%
50720,300+4.200%
1002,940,300+5.969%
20011,880,300+8.464%
50074,700,300+13.402%
1000299,400,300+18.964%
  • Renown bonus applies to successful voyages only.
  • The bonus is frozen at dispatch as Renown at dispatch. XP from a voyage cannot raise that voyage's own bonus.
  • Claiming does not award XP again, change the multiplier, or recalculate bonus points. XP is credited when the voyage resolves.
  • Tiny Season Point fractions are kept per season and added as a whole point on a later successful voyage. At season close, less than one point can remain unallocated.

A small points multiplier is not a promise of the same share of a seasonal RUM pool. See Season points for how scoring is built before Renown is applied.

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

How the Moon shapes voyages, recovery, and Harbor costs.

Moon Tide

Moon Tide follows the lunar calendar. Active Fleet Era seasons run from New Moon until Third Quarter begins. The between-seasons break runs from Third Quarter to the next New Moon. Early in the break, passive hull and morale recovery speeds up. Late in the break, Harbor recovery costs less RUM.

Phase Spectrum

PhasePhase boon
New Moon+10% Season Points on success
Waxing Crescent15% chance for +1 Fragment
First Quarter−15% hull wear
Waxing Gibbous+5pp success
Full MoonEclipse Tide or Eclipse Surge
Waning Gibbous+15% resource cargo · fractional bonuses can become +1
Third Quarter+50% passive hull and morale recovery
Waning Crescent−20% Harbor RUM recovery cost

Every voyage keeps the Moon Tide boon it had when it was dispatched. Harbor and passive recovery always follow the live Moon Tide instead.

New Moon

+10% Season Points on success

Successful voyages earn +10% Season Points. Failure points are not increased. It does not change success chance or cargo, and Harbor recovery is unaffected.

Applies: Locked at dispatch; Season Points multiplier applied at resolution only if the voyage succeeds

Example: Rule: the Season Points multiplier applies only on success. If a voyage would normally pay 100 Season Points on success, New Moon lifts it to 110 before any final points cap binds. A failed voyage keeps its ordinary failure points.

Waxing Crescent

15% chance: +1 Fragment

Affects Map Fragments only. When a successful Tailwind voyage already finds fragments, there is a 15% chance to add 1 more. It does not turn a missed fragment drop into a hit.

Applies: Resolution

Example: A Tailwind voyage that already found fragments can pull one extra fragment on top. Claiming later does not re-roll it.

First Quarter

−15% hull wear

Affects hull wear on voyages dispatched during First Quarter. It reduces the wear taken after the voyage and does not change Harbor prices, cargo, or success chance.

Applies: During the voyage and at resolution

Example: If a ship would take 20 hull wear, First Quarter cuts that to 17.

Waxing Gibbous

+5pp success

Affects success chance by adding percentage points, not percent scaling. Crew and Moon bonuses still combine inside the final 95% success cap.

Applies: Dispatch and preview

Example: A voyage preview showing 61% success would rise to 66% here unless another cap stops it sooner.

Full Moon

Tide +20% Season Points on success · Surge +10pp success & +35% on success

Full Moon is the eclipse phase. Most voyages in its 24-hour Tide window earn +20% Season Points on success, while some voyages close enough to the eclipse instead lock the stronger Surge bonus shown on their expedition card. Failure points are not increased.

Applies: Locked at dispatch; Season Points multiplier applied at resolution only if the voyage succeeds

Example: Rule: Tide and Surge Season Points multipliers apply only on success. Two fleets sailing near the same Full Moon can receive different eclipse bonuses if one voyage is timed close enough to catch Surge and the other is not.

Waning Gibbous

+15% resource cargo · fractional bonuses can become +1

Affects resource cargo on successful voyages dispatched during Waning Gibbous. It does not change Season Points, Harbor pricing, or passive recovery.

Applies: Resolution

Example: Waning Gibbous adds 15% to resource cargo. Because cargo is awarded in whole units, any fractional bonus becomes a matching chance to bring home 1 extra. A haul of 2 Driftwood has a 30% chance to bring home 1 extra.

Third Quarter

+50% passive recovery

Affects passive hull and morale recovery while fleets rest between seasons. It does not reopen expeditions, and it does not discount Harbor RUM costs.

Applies: Passive recovery between seasons

Example: A ship that would naturally recover 0.75% hull per hour instead recovers 1.125% hull per hour during this break window.

Waning Crescent

−20% Harbor RUM cost

Affects Harbor full repair and full recovery prices during the late break. It does not speed natural resting recovery, and it never stacks with Third Quarter recovery.

Applies: Harbor during the late break

Example: A 10 RUM Harbor recovery quote falls to 8 RUM in Waning Crescent.

Eclipse

Eclipse Tide grants +20% Season Points on success during the 24-hour window around the Full Moon.

Voyages close enough to the eclipse may receive Eclipse Surge instead: +10pp success · +35% Season Points on success. Surge depends on the voyage timing and duration.

Tide and Surge never stack. If a voyage is Surge-eligible, Surge replaces Tide for that voyage. The expedition card and preview show which eclipse bonus your voyage will lock.

The visible Full Moon phase is not the same thing as the entire Eclipse Tide scoring window. A voyage can still be under Eclipse Tide when the Moon display has already moved on, and a long-enough voyage can catch Surge earlier than a short one.

Between Seasons

Expeditions close when the active season ends at Third Quarter. Early in the break, +50% passive recovery speeds up passive hull and morale recovery while fleets rest.

At the midpoint of the break, that recovery boon ends and Waning Crescent takes over with −20% Harbor RUM cost. The two break boons never apply at the same time.

The Moon banner, phase spectrum, Harbor prices, and passive recovery all follow the same Moon Tide state, so what you see in the interface matches the live break effect.

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 its active cap is applied
Ship / CrewSplit between ship-class perks and crew-role perks before the active cap
FinalWhat actually applies on dispatch after all caps
WastedRaw value lost because a cap was hit
CapMaximum currently reachable for that bonus type
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 → 0.8 × 0.40 × 1.35 ≈ 0.43 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/hour resting before Season 2; +1.5/hour from Season 2 (+2.25/hour during Recovery Tide)
  • • 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.
Renown
Lifetime voyage XP on your wallet. Levels slightly increase Season Points on later successful voyages.
Season Points
Season scoring for Legends. Separate from lifetime Renown XP.