Yo! Ho! Ho! Puzzle Pirates The Unofficial Omnibus by T. Stodden, Ludologist Version 1.000 -- Silver Edition (May 2, 2011 - Present) ================================================================================ NOTICE & DISCLAIMER: The game that is being written here is an actively evolving online massively multiplayer game. Therefore, information in this guide may become incorrect, dated or no longer relevant as this guide ages. While most information will be updated to include relevant data, the guide will be updated as long as the author remains interested in Puzzle Pirates. Please visit the Puzzle Pirates website (http://www.puzzlepirates.com) for the most up-to-date information with the game. Other writers MAY choice to rewrite this guide or make their own guide AFTER this author has retired from the game without requesting permission. Please read Section E for Copyright & Licensing information. 0) Table of Contents ----------------------- Quick Tip: You can jump to the action you want by copying & pasting the TOC entry in the Find prompt. Hit CTRL + F to pull up the Find prompt. <<< Part I : Introduction >>> 1) Introduction to Puzzle Pirates 2) Signing up for Adventure 2.1) Creating your Pirate 2.2) Creating your Account 3) The Laws of the Seas 3.1) Social Laws 3.2) Crew Laws 3.3) Currency Laws <<< Part II : Puzzle, Games, & Crews >>> 4) Sailing Puzzles 4.1) Bilging 4.2) Carpentry 4.3) Sailing / Rigging 4.3.1) Sailing 4.3.2) Rigging 4.4) Gunning 4.5) Navigation 4.5.1) Standard Navigation 4.5.2) Battle Navigation 4.6) Treasure Hauling 5) Crafting Puzzles 5.1) Blacksmithing 5.2) Alchemistry 5.3) Shipwrighting 5.4) Distilling 5.5) Foraging 5.6) Weaving 6) Social Puzzles / Games 6.1) Rumble 6.2) Swordplay 6.3) Drinking 6.4) Treasure Drop 6.5) Hearts 6.6) Spades 6.7) Poker 7) Crews <<< Part III: Village Life >>> 8) Islands 9) Buildings 10) Clothing 10.1) Footwear 10.2) Pants & Skirts 10.3) Shirts 10.4) Headgear 10.5) Special Holiday Items 11) Weapons 11.1) Swords 11.2) Bludgeons 11.3) Mugs [INCOMPLETE] 12) Commodities [INCOMPLETE] 13) Decay & Consumption <<< Part IV: Sailing Voyages >>> 14) Pillaging 15) Expeditions 15.1) Treasure Treks 15.2) Merchant Catch 15.3) Shipwrecks 15.4) Viking Defense 16) Flotillas 17) Blockades 18) Atlantis Voyages 19) Cursed Isles 20) Foraging 21) Alternative Voyages <<< Part V: Advanced Pirating >>> 22) Puzzle Workings on the Ship 22.1) Damage Level to Bilge Performance 22.2) Water Level to Sailing Performance 23) Ship Tips 23.1) Pre-Voyage Tips 23.2) Pre-Launch Tips 23.3) At Sea Tips 23.4) League Points 23.5) When to Attack, When to Evade 23.6) Post Battle Check-list 23.7) Notes about Server Reboots 23.8) Post-Voyage Checklist 23.9) Tips for Enjoyable (& Profitable) Voyages 24) Badges 25) Ships 26) FAQ's for the Potentially Hopeless 27) Chat Commands 27.1) Chat-based commands 27.2) Informational Commands 27.3) Status Commands 27.4) Game Issue Commands 27.5) Miscellaneous Commands 27.6) Greeter Commands [INCOMPLETE] 27.7) RETIRED COMMANDS 28) Game Jargon 29) Pirate Lingo 29.1) Expressions 29.2) Important Pirate Words 29.3) People Words 29.4) Objects 29.5) Action Words <<< Part VI: THE APPENDIX >>> A) About the Author... B) Acknowledgments C) Suggested Viewing D) A Brief History of the Guide E) Copyright Information & Licensing F) The Final Word <<< ================================ PART I ================================ >>> ~ Introduction ~ Welcome ye landlubber to Puzzle Pirates! Before you hop on the account (NO, not your actual account... The account of the high seas), you greenies will want to read this section so you can learn the ropes to avoid becoming a blackspotted jackanape. So take notes from your fellow messdeck here & get a hang of things you scurvy sprogs! <<< ======================================================================== >>> 1) Introduction to Puzzle Pirates ------------------------------------ Welcome the high seas of Puzzle Pirates, where you can become a reputable pirate of the seven seas without having to risk losing life or limbs (well, SOME limbs) during your adventures. Instead, you flex you mental muscles doing puzzles. Before you can enjoy the game, please be aware of the following system requirements... * 500 MHz processor * 128 - 256 MB's of RAM * Java Runtime Environment (available at http://www.java.com) * A Decent Video Card -- A basic video card with 8-16 MB's of RAM should do * ~500 MB's of Hard Drive space for the game client * Most recent version of your preferred internet browser To put this bluntly... * Mac OS X users should be OK (although Apple has discontinued Java support) * PC users running Windows Vista or 7 will have no problems... * Windows Experience Index of 3.0 is more than enough. * Netbook users may have some visual issues. * PC users running Windows 98, Me or XP could have problems. * These OS's are no long officially supported, due to age. * Linux users running the most recent version SHOULD be OK. Tablets (like the iPad, Tab & Xoom) are NOT SUPPORTED at this time... & probably SHOULDN'T be used for this game anyways, unless you like to be "Silent Bob". Low-end systems may incur some graphical glitches while playing. These are more annoying to the player & may drive you a bit crazy. Having a discrete video card on your computer is suggested to prevent this. Puzzle Pirates runes completely on Java, which makes the game completely OS independent & even browser independent. However, the game is geared towards a 2-button mouse interface. 2) Signing up for Adventure ------------------------------- One fairly unique deal with Puzzle Pirates is that they allow you to create a pirate & try the game out without any commitments. However, once you get hooked on the game, you can then register your own account (with a separate username & password). 2.1) Creating your Pirate ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Typically, before you get on the servers, Three Rings wants you to create the initial look of the pirate you want to play. On existing accounts, you can do this in the game, but new accounts generally do this in your browser. Pretty much here's where you get to select your gender, skin tone, hairstyle & color as well as initial wardrobe. While I will admit that your initial choices for clothes will be limited (mostly rags, as you are a newbie), you'll be able to improve your looks once you start getting a fair amount PoE's & Doubloons into your wallet to spend at the tailors. This is where you'll also create the name for your pirate. This can be a little restrictive as you can only use letters & can only be one-word, but this is mostly to keep things simple & with the pirating world. Please be aware that your pirate's name needs to be unique to the server (aka Ocean) that you'll be playing on. If you wanted a name like "Sailor Moon" or "Long John Silver", the game will only accept it as "Sailormoon" & "Longjohnsilver"... assuming nobody else has taken the name. 2.2) Creating Your Account ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once that you're hooked on the game & want to make your pirate a permanent fixture in that Ocean, it's time to create your account! To make this simple on you, just click on the "Ye" tab on the right side of the game window & click on "Save my Pirate" to pull up the account registration form in your preferred browser. There's pretty much 2 options you have here. A) Fill out the user registration form. -- Just punch in your desired username (there's less restrictions here, but still need to be unique for the game), a password, your birthdate (for COPPA reasons) & e-mail address (optional, but HIGHLY SUGGESTED for account recovery purposes). B) Connect with your Facebook account. -- This glosses over the registration process using your Facebook details to login. HOWEVER, you'll need to use the Puzzle Pirate's Facebook application to automate the login process. For those who aren't sure which way to go, I suggest registering your account normally first... this way, you can log into the game directly without having to slosh through Facebook. You can always do the Facebook link-up with an existing account later. Please be aware that the pirate you created with your account is specifically dedicated to the Ocean you were playing on. When logging out, you'll need to note the Ocean that you were playing on so you can log back onto that Ocean later... without having to check each ocean separately. Three Rings typically places new users on their Doubloon Oceans to help easy players into the game. 3) The Laws of the High Seas ------------------------------- If you've been socially inept online... There's always some rules that everybody MUST abide in order to prevent getting into trouble. The laws of Puzzle Pirates are typically broken up into three sections & are fairly easy to understand. 3.1) Social Laws ~~~~~~~~~~~~~~~~~~~ As with social areas, there are always a few rules in order to prevent chaos & mayhem from exploding (with the resulting exodus from the game). While these may be considered "Common Knowledge" (which may not be as "common" as what most people believe)... I'll spell them out for you, just to be on the safe side. 1) SWEARING IS HEAVILY DISCOURAGED in the majority of areas. This is a family-friendly game. Since it's fairly difficult to know the age of any particular player without getting social awkward or creepy... You should be on your best behavior in public places. The game does have a swear censors in place that will highlight the offending words (which is an in-game warning) that would get censored out (depending on the player's censor setting) if sent. It's best NOT to push your luck on this. The laws of swearing is a little more lenient in private areas like your house (but NOT your boat(s), as your crewmates can board without your asking)... but you should still keep a civil tongue just to avoid The Stickenbaums from reporting you. Players who consistently break this rule may get reported, placed on ignored lists, draw negative attention of the Ringers & potentially get your user account (not just the pirate) BANNED from the game. 2) Avoid Spamming at Inns & other public places Just like swearing, players who spam in public places like Inns (which are major social hubs) will annoy other players in large amounts... so it's discouraged as well. Spamming is considered a wide-area message for goods or services (that you want to buy or sell) at a moderately consistent rate without any regards to who may want to hear about it. Generally, other players will likely consider you as spamming if you repeat the same message (or similar) 3 times in a row over a 3-5 minute span. Players are permitted to make transactions & transaction wishes within the Inn & other places, you should pace yourself in order to reduce the annoyance you're causing to others within these places. There are others who are trying to do the same thing AS WELL AS social with fellow players in the Inn or the available parlor games. Violators risk getting planked (ejected) from the Inn, added to ignore lists, get reported, receive NEGATIVE ATTENTION from The Ringers & possibly banned from the game. 3) "Small Chat" is encouraged before requesting a challenge OR a trade. This is more of a courtesy detail than a law, "small chat" is a bit helpful as it keeps things a little lighter than the dry & cut deal of issuing a challenge or trade request. Hashing out details with the player you're interested in dealing with (including challenges) makes the actual request run a bit smoother. "Small Chat" also helps to separate the bots from actual humans since humans tend to be social & respond better to off-the-cuff remarks. Those who avoid "Small Chat" MAY be bots. 4) DO NOT BEG FOR ANYTHING IN THE GAME... EVER!!! Let's just face it... Beggars ARE LAME for multiple reasons... A) They annoy the heck out of everybody! B) You're practically stating that you're too lazy to work for the funds needed to buy the item(s) you want. C) There a HIGH RISK OF BEING SCAMMED! D) You risk getting reported as a spammer! If you beg others for stuff, you're wasting everybody's time & bandwidth with your spamming messages... time that you could be using to actually EARN your own PoE to buy the stuff that you want legitimately. Instead of begging, just actually go on some voyages & earn the funds to buy the items you want. There's pretty much two options here. 1) Sail with the Navy -- While the pay is relatively low & dependent on your skills in the games (higher rating = higher pay), it's steady work (as you can ALWAYS do this by yourself), you get paid while practicing the games & you can earn some free items as you progress in the navy ranks. 2) Go on a Voyage with a crew -- While the pay on voyages can be a bit inconsistent & the number of available voyages depends largely on the number of players on the Ocean at that time, the pay can be greatly better by comparison... especially if you're on a crew that's having a good battle run (Winning more times than losing). While there are some options NOT noted here, they typically require you to have funds OR badges on hand to do stuff... which typically kills it as a viable option. 5) NEVER DISCLOSE YOUR USERNAME NOR PASSWORD TO ANYBODY, INCLUDING ADMINS! This is just a common sense law that you should know by heart if you ever been online for some time. If you give your user & password to somebody (even to a friend in real life), they can easily hijack your account & either keep it as their own OR strip every pirate on every ocean of everything (& I DO MEAN EVERYTHING) they have! Unless you want to be a victim here... just don't give this type of information to ANYBODY, include those are actual administrators! The Ringers (the guys with Blue Names) will NEVER (& repeat, NEVER) ask for your login information because they don't need it in order to access your account! Anybody who claims to be an administrator & DOESN'T have a blue name should be reported for scamming. In the event that you need to give others access to items / locations within the game, you should use in-game measures to handle the item in question. While there are still risk of getting scammed using in-game measures, the risk is far less (as some activities may be logged) as a result. 3.2) Crew Laws ~~~~~~~~~~~~~~~~~ When participating in a pirate crew, either as a jobber (temporary) OR as a full-time crew member, there are a few thing that you'll need to be aware of if you want to stay employed & in good standing with the crew. 1) NEVER, EVER, ANNOY THE CAPTAIN (including the CO & XO) OF THE SHIP!!! In the laws of the high seas, the captain of the ship is THE SUPREME RULE OF THE VESSEL, REGARDLESS OF THEIR RANK WITHIN THEIR CREW! The ship's captain must be at least an officer in their crew (w/ badge, on the Doubloon Oceans) & is most likely the owner of the ship (assuming that the ship is NOT UNLOCKED). The captain is charged with managing the entire ship, including the crew, in order to have a successful voyage. Therefore, it's extremely bad for you to annoy them. Annoying the captain will increase the risk of you getting slapped with a voyage fine (noted as a "-" in the booty split) OR getting planked, which nullifies any rights you have at the booty split. On some ships, typically mid & large-class ships (but it can occur on small-class ships as well), you may have multiple crew members (which may be higher-ranking than the owner) may be on the ship. They may use the terms CO (Commanding Officer) & XO (Executive Officer) instead of "Captain". Both officers may exchange voyage duties (especially on unlocked ships) for some reason. HOWEVER, when these terms are used, the XO's commands typically carry more weight than the CO since the XO is funding the voyage on the ship. 2) Check the crew's articles before applying to be a full member with any crew you wish to join. The articles of each pirate crew will typically contain rules that full members will need to abide by when you join up. Typical rules listed here are voyage decorum (Permission to Board, Permission to Leave, ect.), requirements for specific ranks, ect. Jobbers are not required to fully comply with the rules listed within the crew's articles, but they should be observed as much as possible. The one major exception is the boarding permission as the game will automatically take you aboard the voyaging ship upon accepting the captain's offer... so the permission is implied. 3) Try to follow the captain's (CO's / XO's) orders as much as possible. During your voyages across the seas, the captain may issue orders on the ship in order to address the needs of the ship. These typically come in three methods: Informal Requests, General Orders & Direct Orders... * Informal Requests -- These requests are usually noted within the ship's chat. These requests are typically causal & may not be a major priority... unless they carry the threat of planking. This is typical on small ships. * General Orders -- These orders usually follow a ship whistle & will generally be listed as "Need [MORE / LESS] pirates on [POST]". General Orders may not apply to you, but should be followed as they typically help the needs of the ship. This is typical on mid & large-class ships, when there's a lot of players around. * Direct Orders -- These orders will follow a ship whistle & will be be noted as "The captain orders you to do [POST]". Direct Orders are specifically direct to you & should be followed immediately to avoid annoying the captain. Some posts on the ship (like Gunning & Navigation) will require a direct order by the captain for jobbers to perform. Orders are only issued when specific needs of the ship have to be addressed. Failing to follow orders will annoy the captain & may get you planked for insubordination. 4) Avoid idling on the ship. When you sign up for a voyage, you're not getting paid just to be a model for the ship's masthead! You're obligated to the captain of the ship to perform a job & you will need to be doing something productive to the ship's crew if you're going to get paid. Once you select an open post, make sure that you're actually playing that puzzle game & doing a fair job at it. Idling on a puzzle will hurt your job performance & those who consistently getting a "booched" rating will either need to buckle down to improve your performance rating OR quickly find another open post on the ship. Booching any post is VERY BAD for ship moral & will typically incur some penalty for the ship. If you don't shape up (& stop getting "Booched"), you're going to get planked... mostly on the conspiracy of sabotage. Getting a Poor rating on Job performance is undesirable, but at least it shows you're making an effort to help the ship. The ONLY PERSON that is permitted to idle on the ship is the captain (CO / XO) as they have the monumental task of managing the entire ship as well as keeping an eye out for other ships to attack. These tasks are typically easier to do if they're not tied up at a post, but a good captain knows when they can idle & when they need to pitch in for the needs of the ship. 5) Check the Booty Distribution BEFORE signing on with a crew. When a crew posts a job offer for a voyage, it's noted HOW the crew splits up the booty obtained at the end of the voyage. This is noted clearly in the voyage listings & there's 9 ways that booty can be divided amongst the voyaging crew. * (A) Even -- EVERYBODY get 1 Share / Battle, regardless of rank. * (B) Rank's Privilege -- Officers receive a slightly higher share than non-officers under this structure. * 2 Shares / Battle for Cabin Persons * 3 Shares / Battle for Pirates & Jobbers * 4 Shares / Battle for the Rest of the crew * (C) Jobber's Delight -- Jobbers are given an incentive to job with the crew using this structure. * 5 Shares / Battle for Jobbers * 3 Shares / Battle for Cabin Persons * 4 Shares / Battle for the Rest of the crew * (D) Crew Loyalty -- Pirates are given an incentive to voyage with their own crew instead of jobbing. * 4 Shares / Battle for Jobbers & Cabin Persons * 5 Shares / Battle for the Rest of the crew * (E) Promotion Pays -- This pay scale is a more detailed version of the Rank's Privilege scale, which pays those with higher rank within the crew more than lower-ranked members. * 5 Shares / Battle for Jobbers * 6 Shares / Battle for Cabin Persons * 7 Shares / Battle for Pirates * 8 Shares / Battle for Officers & Fleet Officers * 9 Shares / Battle for Senior Officers * 10 Shares / Battle for Captains * (F) Officer's Club -- This pay scale is similar to Promotion Pays, but it treats Jobbers as Pirates for pay. * 5 Shares / Battle for Cabin Persons * 7 Shares / Battle for Jobbers & Pirates * 8 Shares / Battle for Officers & Fleet Officers * 9 Shares / Battle for Senior Officers * 10 Shares / Battle for Captains * (G) Jobber's Bane -- This pay scale is slanted against Jobbers & Cabin Persons to encourage crew members to become pirates. * 1 Share / Battle for Jobbers & Cabin Persons * 2 Shares / Battle for the Rest of the crew * (H) Trader Shares -- This pay scale is geared more towards the lower ranking members of the crew than officers * 4 Shares / Battle for Jobbers & Cabin Persons * 5 Shares / Battle for Pirates * 2 Shares / Battle for the Rest of the crew * (I) The Cruel Shelf -- This is the harshest pay scale as it heavily pays it's own members over jobbers & especially those who are higher ranked within the crew on this pay scale. * 5 Shares / Battle for Jobbers * 10 Shares / Battle for Cabin Persons * 12 Shares / Battle for Pirates * 15 Shares / Battle for Officers * 20 Shares / Battle for the Rest of the crew Please be aware that booty splitting is based on TOTAL number of "Battle Shares" & the crew's restocking fee is taken out of the booty BEFORE the funds are divided amongst the crew. FOR EXAMPLE, You, as a jobber, join a voyage with 3 others (a Pirate, an Officer & a Senior Officer). Your voyage included 5 battles, no expeditions, no changes in crew & 10,000 PoE in the Booty Chest. The crew has a 20% restocking policy... so that leaves 8,000 PoE to split amongst the crew. (This example is a bit unrealistic in terms of funds, but it's just to show things off). Assuming there's no bonuses or penalties, here's how the numbers stack up for each pay scale... +----------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | | A | B | C | D | E | F | G | H | I | +----------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | Jobber | 5 | 15 | 25 | 20 | 25 | 35 | 5 | 20 | 25 | | Pirate | 5 | 15 | 20 | 25 | 35 | 35 | 10 | 25 | 60 | | Officer | 5 | 20 | 20 | 25 | 40 | 40 | 10 | 10 | 75 | | Senior Officer | 5 | 20 | 20 | 25 | 45 | 45 | 10 | 10 | 100 | +----------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | Total Shares | 20 | 70 | 85 | 95 | 145 | 155 | 35 | 65 | 260 | +----------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | PoE / Share* | 400 | 114 | 94 | 84 | 55 | 51 | 228 | 123 | 30 | +----------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | * = Values rounded down to the next PoE, for mathematical simplicity | +----------------------------------------------------------------------+ Under the "Even" (A) scale... (400 PoE / Share) * Everybody gets 5 shares = 2000 PoE Under "Rank's Privilege" (B) scale... (~114 PoE / Share) * You get 15 shares = 1714 PoE * Officers get 20 shares = 2285 PoE Under "Jobber's Delight" (C) scale... (~94 PoE / Share) * You get 25 shares = 2352 PoE * Everybody else gets 20 shares = 1882 PoE Under "The Cruel Shelf" (I) scale... (~30 PoE / Share) * You get 25 shares = 769 PoE * Pirate gets 60 shares = 1846 PoE * Officer gets 75 shares = 2307 PoE * Senior Officer gets 100 shares = 3076 PoE This should give you an idea on why choosing a good crew to work with is important for your fiscal success. If you're going to be a Jobber, "Jobber's Delight", "Trader Shares" & "Even" would be the desired pay scales. If you're venturing with your own crew, "Even" would be a good option, but other scales have their ups & downs. Please be aware that the officer splitting up the booty (usually the captain of the ship) reserves the right to awards bonuses (+'s) & penalties (-'s) to anybody they choose. HOWEVER, the dividing officer can only award 1 + or - to each person who participated in the voyage, but they can inflict as many -'s as they wish upon themselves. Each + / - affects the battle count for the each affected person & will affect the number of shares & the PoE / Share numbers, which the game will automatically recalculate. Using the previous example, the crew you did the previous voyage with the even pay scale. The Senior Officer (the CO the voyage) gives you a bonus for excellent work in a battle while the Pirate gets a penalty for being away on a battle & Senior Officer wants to be generous by taking 2 penalties. The new figures would be... * You get 6 Shares = 2666 PoE (+666 PoE) * Pirate gets 4 Shares = 1777 PoE (-223 PoE) * Officer gets 5 Shares = 2222 PoE (+222 PoE) * Senior Officer gets 3 Shares = 1333 PoE (-667 PoE) ======================================================= Total of 18 Shares @ ~444 PoE / Share In this example, the number of shares decreased by 10% (-2 shares), but the PoE per share increased by ~11% (+44 PoE / share). If you think the Senior Officer (as CO) is screwing themselves out of money, remember that the person who owns or runs the ship gets access to the Restocking Reserve. Since ships that have good voyages (like in the example), it's likely that the CO will only have to use a small fraction of the reserve to top off the ship's stocks... meaning that they can pocket the rest & come out on top. DON'T FORGET that everybody gets half of the spoils from each battle WON, which is paid IMMEDIATELY to the voyaging crew based on the pay scale. This means that you'll get some PoE, even if you don't join the voyage mid-way or leave early. In our example, that means that everybody received a total of 2,000 PoE during the voyage (w/ 2,000 PoE in the Restocking Reserve). DON'T WORRY ABOUT ALL THESE FIGURES HERE. The game will do all the calculations for booty & spoil shares for you. The examples are just to show how the game handles this stuff... so you know what to look out for. Just be aware that everybody who participated in the voyage to the end will get to vote on the booty distribution, so you'll know exactly what everybody is getting. The booty only gets distributed when the majority of active voyage members agree to it. 6) ALWAYS try to do your best, especially in multiplayer battles! Multiplayer battles are a group effort where you have to eliminate all the players of the rival team BEFORE your team gets eliminated. Please be aware that your fellow players (on BOTH SIDES) can see the current condition of EVERYBODY'S PLAYFIELDS (although they cannot see the exact tiles) with EVERY PIECE PLAYED. Therefore, it does become very apparent who put up a good fight & who committed suicide. Those who commit suicide will likely get slapped with a penalty. Inversely, if you manage to pull out a miracle & defeat a rival crew single-handedly (like a 1-vs-5 deal), you'll likely get rewarded with a bonus. 3.3) Currency Laws ~~~~~~~~~~~~~~~~~~~~~ The Doubloon Oceans (the "Free" servers) on Puzzle Pirates runs on a two currency system: Pieces of Eight (PoE) & Doubloons. Pieces of Eight (PoE) is the standard game currency that is utilized on ALL OCEANS. Doubloons (Dubs or D) is the "Premium" currency that's used on the Doubloon Oceans ONLY in the conjunction with PoE to buy certain items... typically mid & high-level items like ships & badges. With currency, you will need to be aware of the following laws: * Players may buy & sell Doubloons using the in-game marketplace at ANY PRICE that they deem fair. -- This allows players on the Doubloon Oceans to trade Doubloons for PoE & vice versa. While there is a small transaction fee of 2% incurred, it allows players to buy Doubloons without spending any actual money & those who actually have Doubloons to pick up PoE quickly. * Doubloon Exchange prices are in CONSTANT FLUX & WILL GREATLY VARY on a lot of variables... The Ocean you play on, events within the ocean, new items, the time of the year (summer / winter / ect.) & the number of active players on the Ocean, ect. This means that you buy now MAY become more valuable in the future... but can also mean that they become less valuable as well. * Doubloons are attached to your user account, NOT your pirate's account. -- Since Doubloons are a premium currency, they're attached to your account... you can use them on ANY PIRATE within your account. ONLY PoE is specifically tied to each pirate. IMPORTANT NOTE: DO NOT ATTEMPT TO BUY DOUBLOONS ON ONE OCEAN & SELL THEM ON ANOTHER OCEAN IN AN ATTEMPT TO MAKE A PROFIT!!! ATTEMPTING THIS WILL RESULT SCREWING YOURSELF OUT OF SOME FUNDS!!! Raising funds to buy Doubloons on a Ocean with a lower PoE-Dub rate is discouraged as well since you'll likely be tapping their Doubloon supply & will likely inflate their own exchange rate... besides, you would be forced to stick to low-end stuff to make it reasonably profitable for you. * Doubloons can be purchased with real funds. -- Because it's a premium game currency, the makers of Puzzle Pirates will allow you to buy a package of Doubloons for a set price. The "per Doubloon" rate will vary between $.25 / D down to $.20 / D, depending on the package you purchase. * $ 2.95 = 12 Doubloons ( $.25 / D) * $ 9.95 = 42 Doubloons (~$.238 / D) * $19.95 = 90 Doubloons (~$.222 / D) * $49.95 = 240 Doubloons (~$.208 / D) * $99.95 = 500 Doubloons ( $.20 / D) Prices stated here are for the credit card purchases. PayPal & the many other payment options that Three Rings permit for purchases may incur higher prices due to different transaction fees imposed by those systems. In order to protect their players, either from fraud or from excessive spending from a fiscally irresponsible player from racking up a large bill, Three Rings imposes a $100 / mo. spending limit on all players by default. This limit can be increased, but typically requires extra paperwork to prove that you're the actual person making the purchases. * You can buy access to the Subscription Oceans through Doubloons -- This method is called a "Coin-scription" since you paying the subscription fee with Doubloons instead buying subscription time directly. The current Coin-scription rate is 42 Dubs / month (which matches the $9.95 level). While this option is still available, Coin-scriptions are discouraged for other methods, but it's still supported for those who cannot purchase subscription time through normal methods. <<< =============================== PART II =============================== >>> ~ Puzzle, Games, & Crews ~ Now that you're up to speed with the Laws of the Seven Seas, it's now time to actually venture in the core of the game. While this section will mostly benefit greenies, veterans can likely pick a few pointers from this section as well. You'll learn the games that your fellow pirates will be playing as well as finding other games that you can play offline to help hone your skills. Feel free to develop your own tactics & strategies here, but this section should get you on the right foot... assuming you're willing to read. <<< ======================================================================== >>> 4) Sailing Puzzles --------------------- This is the CORE of Puzzle Pirates as each ship contains various puzzles (or "Posts") with a minimum of 1 post for each type of puzzle. Each post on the ship is designed to help the ship function over four major sectors of the ship, which makes up the majority of gameplay. Please be aware that there are some requirements with some puzzles that you will need to take care of (with the proper badge) before you can take a specific post on the ship. This section is to help players learn these puzzle games. For more information about how each of the major sectors affect the ship, please see Section 21 on the intricate workings. 4.1) Bilging ~~~~~~~~~~~~~~~ Puzzle Difficulty: Easy Similar Games to practice on: * Panel de Pon (various Platforms) * Tetris Attack (SNES / GBY) * Pokémon Puzzle League (N64 / GBC) * Dr. Mario & Puzzle League (GBA) -- Puzzle League * Puzzle Planet League (DS) * Crack Attack (PC) Controls: * Mouse / Arrow Keys: Move Cursor * Left Click / Space / Enter: Swap Pieces Bilging (or "Bilge Pumping") is pretty much one of the easiest puzzle games on the ship. If you've played any of the similar games noted, you've pretty much got the gist of this game. However, there are a few unique changes to tailor the game to Puzzle Pirates. 1) The playfield is ALWAYS FULL -- Unlike the other games, where you lose the game if the pieces reach the top of the playfield. Bilging will always have the playfield full of pieces. 2) There's no time limit... per se -- Unlike the other games, you are NOT requires to constantly make moves to keep the stack from reaching the top of the playfield (which eventually means Game Over). HOWEVER, this doesn't mean that you can just sit on your ass & do nothing. 3) Pieces "float" upwards on the board -- Bilge Pumping does the "reverse gravity" idea, so pieces will float up from the bottom of the screen when pieces are cleared instead of dropping downward. The object of the game is to swap pieces HORIZONTALLY (Not vertically or any other way) in order to line up 3 or more pieces in a horizontal or vertical line to clear the pieces. As you progress through the game, you'll start seeing new things introduced to the game that will help & hinder your progress. * Level 4 through 7 -- The game will start adding new pieces to the playfield & will max out when you're playing with all 7 pieces. * Blowfish (Lv 4 onward) -- These are generally good critters as they allow you remove all the pieces in a one-block radius of the blowfish (3x3 area, centered on the Blowfish) when activated. They can be helpful when you have problems finding good moves. * Crabs (Lv 5 onward) -- These annoying, stubborn creatures will refuse to move from the column they're in, blocking what would be consider good moves. However, they seem to like the water & will leave the playfield once they get above the waterline. * Jellyfish (Lv 6 onward) -- These fish are consider dangerous to your pieces (which is a GOOD THING for you) as they will remove ALL instances of a piece that you try to swap with it. They can be considered a godsend when you're totally stumped as they'll stimulate the board. As you play the game, you'll notice that some pieces are under water. This is the "Water Line" & will reflect the ship's water meter. When the water meter is empty, only the water line will only cover the bottom 3 lines. When the water meter is maxed out (& the ship is waterlogged), only the top 3 lines will remain dry. Though you can move swap pieces while they're underwater, it takes more time to do so compared to moving pieces above water... so it's generally not recommended, when possible. In the lower-right corner of the game window is your performance indicator, which is a water pump. The better your performance, the faster the pump will move. When it turns gold, you're in the "Excellent" range (giving 200% to the bilge efforts). If you can make the pump sparkle, you're in the "Incredible" range (giving 300% to bilge efforts). The bilge efforts are affected by the ship's damage rating, which negatively affects the bilging efforts. During Flotilla & Blockade events, you'll see special tokens appear on the pieces while you play. In order collect these tokens (& help the ship), is to line up the token halves together. You are NOT REQUIRED to clear the pieces that the token halves are on to collect them... but it's preferred. Tips for Success: * Shoot for a high "Clear-Swap" ratio. -- While you may not be able to make a good move every time. The more pieces you can clear with less swaps generally results in a good rating. * Try for combos & chains, if you can pull them off in 3 swaps. -- Most of the great players try to set up combos & chains to clear a lot of pieces on the board. HOWEVER, spending too many swaps will damage your "Clear-Swap" ratio & may hurt you more in the long run. If you can do it within 3 swaps, go for it. Otherwise, just try to scrape something together. * Don't waste too much time trying to find easy clears. -- While it's nice to clear pieces with one swap, if you can't find them easily... look for an easy 2-swap clear & so on. Since your performance rating will decrease over time, it's best to keep things moving. 4.2) Carpentry ~~~~~~~~~~~~~~~~~ Puzzle Difficulty: Moderate Similar Games to practice on: * Tetris (various platforms) * Blokus * Pentaminos * Jigsaw Puzzles Controls: * Mouse / Arrow keys: Move Piece * Left-Click / Enter: Select / Place Piece * Right-Click / Z: Flip piece * Mouse Wheel / X / C: Rotate Piece Carpentry is a little hard, but a vital post as you try to patch up the various holes in the ship that tend to occur (either naturally or inflicted by others) during your voyages. The object is to fit the various pieces that you're given into the holes you're provided with as little overlap as possible. The controls are fairly easy, but you may want to have a few fingers on your left hand around the Z / X / C keys to help flip & rotate the pieces into place. All the pieces you'll be given are 5-piece units as shown (in crappy ASCII art). XXXXX - I block XXX - Z/S block XXX - P block (or "BAR") XX ("Little") XX X XXX X XXX - + Block X - T Block XX - M/W/E/3 Block X ("Little T") X ("Big T") XX X XX XX XXXX - R Block XX - F Block X - Z/S Block X XX ("Big") X X - C Block XXXX - L/J Block O - Putty XXX X (Up to 5 squares) You'll have 3 pieces in your toolbox to select from & place in each hole. A new piece will appear where the old piece was. This does give you some flexibility when you're trying to patch up the various holes & allows you to hold onto a piece (like putty) to use when needed. Putty is the special "Wild Card" piece that allows you to fill in any hole of any shape that is 5 square units or smaller. If the hole you're trying to fill is larger than 5 square units, you will not be able to use the putty until you shrink that area down. During normal gameplay, you'll have around 4 holes to work on at the same time. The typical exception to the 4-hole deal is when you're near the end of your level bar. HOWEVER, you must multitask to some level as you'll need to make some progress on each hole to prevent the holes from getting larger. The game will warn you in two ways. * If you haven't placed ANY PIECES in the hole, the outline of the hole will start flashing red & the flashing will increase in frequency when ignored. If you don't place a piece in the flash hole within 3 pieces, that hole will increase by 1 piece after you place the 3rd piece elsewhere. This extra square unit in the hole typically makes it impossible to fill in the hole without any overlaps. * If you have pieces in the hole, one of the pieces (typically the last one placed) will start to shake when ignored. If you don't place a piece in that hole within 2 pieces, the shaking piece will fly off after you place the 2nd piece elsewhere... causing you to lose progress. As you finish patching the holes, you'll get a judgement based on how well all the pieces fit. Here's a rough list of judgements... * Masterpiece -- Perfect fit with NO overlap. * Craftsmanship -- Little overlap, but great work. * Fair Job -- Some overlap, but otherwise an OK patch job. * Sloppy Work -- A little too much overlap to be a good patch job. * Pig's Breakfast -- WAY TOO MUCH OVERLAP! Like you're not even trying! Masterpiece judgements can be stacked as a streak. It'll get noted as "Masterpiece^##" (replace ## with the streak number) & is consider a HIGH MARK in this game. A long (& preferably unbroken) streak of masterpiece judgements will quickly skyrocket your performance rating. The streak is broken if you get a non-masterpiece judgement or a piece flies out of a hole. To the right of the toolbox is your "Performance Rating Hammer". The better your current rating is, the faster the hammer moves. As with Bilging, when the hammer is gold, you're in the "Excellent" range. When you see gold sparks, you're in the "Incredible" range. During Flotillas & Blockade events, you'll see special tokens ingrained on the pieces. To collect these tokens, you just have to put all 4 token pieces together (amongst 2-4 pieces) that matches the token pattern (as a +, X or O) AND finish the hole with at least Fair or better judgement. If you're work is too sloppy, you'll see a "No Bonus" note on it. Carpentry is one of the most critical posts on a ship as it affects PRACTICALLY EVERYTHING on the ship. During Flotillas & High-Risk ventures (where sinking is a real threat), you need to keep the red damage meter from maxing out... as that would result in the sinking of the ship. Tips for Success: * Try to plan out your piece placement -- Having an idea on what pieces you need to fill in a hole will help you avoid overlaps. * You can "nudge" the last piece you place, if you missed your mark -- If something happened & you placement of the last piece was just a hair off, you can pick that piece up & move only ONE SPACE in any direction. You can't rotate the piece, but it does allow you to fix small mistakes. * Pay less attention to holes where you're forced to overlap -- If you know that you can't get a masterpiece judgement on a hole, shift your focus on the remaining holes & use that hole as your "scrapehole"... use pieces that you don't want to use on the other holes on it. * Remember to pay attention to ALL HOLES -- Ignoring a hole too long is hazardous to your ship's health & your performance rating. * Save putty for emergencies -- As putty will take the shape of ANY HOLE that is 5 square units or smaller, it can become an indispensable tool to avoid wrecking a masterpiece streak. * Don't waste too much time making your moves! -- Like the other games, time is a factor for your progress rating. Since Bilge, Sails & the overall health of the ship rides on the performance of this game, you can't lallygag on this & expect to score well. 4.3) Sailing & Rigging ~~~~~~~~~~~~~~~~~~~~~~~~~ The Sailing & Rigging posts generally consider the "Sails" section of the ship as either task will assist with the sails & the speed of the ship. Rigging was added in April, 2009 to help break the task into 2 equally important tasks to give pirates something a little different to play. There are typically more sailing & rigging posts on the ship than any other post on the ship as the captain of the ship needs speed to catch other ships & move tokens during ship battles. The Ship's speed is indicated by the Yellow gauge & your Sailing / Rigging efforts are negatively affected in part by the ship's water level. The higher ship's speed is, the faster you reach each league point in the voyage. Just to give you an idea here. When the ship's wind gauge is empty, it takes you 5 minutes to reach the next league point. When the wind gauge is full, it takes yous only 1-2 minutes to reach the next league point. 4.3.1) Sailing ***************** Puzzle Difficulty: Moderate Similar Games to practice on: * Dr. Mario (Various Platforms) * Puyo Puyo (Various Platforms) Controls: * Left / Right: Move Piece * Up / Down: Rotate Piece * Space Bar: Drops Piece Sailing is the more difficult of the forced time element in the game, but it's not that hard to get the hang of. The object of sailing is to fill the sails with the appropriate combination of "Wind Orbs" that slowly drops as a pair from the top of the playfield. The "Wind Orbs" come in 3 colors (White, Blue & Gold) & are always dropped in a linked pair. These pairs can be broken when one of the two orbs are cleared from the board, which will drop the remain orb in respect to gravity & any obstacles in it's way. When you complete all the sails on the playfield, you'll clear the board & start a new one. HOWEVER, when you make a bad drop (which EVERYBODY, even the best sailors will do from time to time), you just line up 4 orbs of the same color in a horizontal or vertical line to clear them. The sails on the board will follow one of these patterns: O O O O OO O O O O O O OO O O OO OO OO O O OO O O OOO OOO OO -- -- -- -- -- --- --- -- Each sail contains a spar on the bottom, which is placed to help you fill up the sail's pattern with the appropriate colors without having to build a stack of orbs to reach them. HOWEVER, these spars also become a hazard as they remain on the playfield after that sail is completed. On later levels you'll see "Wind Blocks", which is an addition hazard that you have to deal with. However, you can clear these by using them in a line of similarly colored Wind Orbs. In the Upper-right corner of the game window is a little ship that serves as you performance indicator. The better your performance, the higher the sail on the ship is. As with the other posts, Gold Sails = Excellent Performance & Sparkling Sails = Incredible Performance. During Flotillas & Blockades, you'll notice specialty tokens on the wind orbs as the fall on the playfield. In order to collect these tokens, you just have to match 2 of the same token together when you clear the line or sail. Tips for Success: * Shoot for a Bottom-up attack plan -- the sails on the lower part of the playfield are harder to clear, especially as your spend time on the board as the lower part of the playfield can get littered with junk orbs. * Try keeping the center of the playfield open near the top -- This is where the wind orbs drop into the playfield, so you need to keep this area cleared in order to avoid booching the board & incurring a small performance penalty. * Shoot for chains when possible -- While setting up chains can be a little difficult, they can quickly boost your performance rating by clearing a chain of wind orbs & sails. Keep clearing chains to skyrocket your performance rating. 4.3.2) Rigging ****************** Puzzle Difficulty: Moderately Easy Similar Games to practice on: * Chuzzle (PC, Various Platforms) Controls: * Left-click & drag : Move piece along a line. Rigging is the relatively easier alternative to sailing as you pull on the ropes along the sails to clear tiles from the hexagonal playfield. The object of the game is to get 3 or more of the same tile touching each other on the highlighted pulley to clear them from the board & help propel the ship. With each move you make, the highlighted pulley rotates clockwise around the 6 pulleys located on the edge of the playfield. In order to clear tiles from the board, you must get the tiles lined up with that highlighted pulley. You are NOT requires to place the tiles in a straight line, but they do have to be touching each other to be cleared. When you select a tile you want to move, you'll have 3 lines of movement to choose from. All the tiles along that line will wrap around, so if you're move the line up & down, the tile on the top will move to the bottom of the line & vice versa. Please bear this in mind when making your moves as you might be able to get an extra tile in the group from the wraparound. If you're having second thought on a move, just move your cursor back to the line's starting point (which is highlighted on the playfield) & release the left mouse button. As you didn't move any pieces, it won't count as a move. With each tile you clear from the playfield, you'll add 1 coil of rope to the rope meter at the bottom of the game window. This meter maxes out with 20 coils, which clears the meter & adds a wild card tile to the playfield. HOWEVER, if you fail to clear any tiles within 3 moves, you'll lose 5 coils of rope. The game will warn you when you make 2 non-clearing moves with a warning tone, a shaking pulley & 5 coils of rope shaking in the rope meter. Rigging includes some specialty tiles that you can strive to pick up. * Wild Card (Rainbow Ball) -- This is created when you fill the rope meter with 20 coils. It can be used to help extend a line of tiles. * Splice (two-tone knot) -- This is created when you make clear a line of tiles that touch another pulley. This specialty tile can help you extend a line of cleared tiles by provide an option to change the line of tiles being used. For example, if you have a blue-white splice tile, you can clear a line of blue tiles on one side of the splice & white tiles on the other side with the splice tile between them. * Gaffer (Hook Tile) -- This is created when you actually clear a line of tiles that surrounds a different tile (or tiles). The gaffer tile allows you to clear ALL the tiles around this specialty tile, without any regards of the color. Just like sailing, the upper-right corner contains a sailboat performance indicator. Gold Sails = Excellent, Sparkling Sails = Incredible. When you're in a flotilla or blockade, you'll see specialty tokens on the playfield. In order to redeem these tokens, you have to clear a tile with the same token on the NEXT MOVE to earn it. While you can clear MULTIPLE tokens on one move, this only expands your ability to redeem each of the DIFFERENT TOKENS on the next move. Clearing two or more of the same token in one move WILL NOT REDEEM the token as you MUST clear another token on the next move to redeem it. Tips for Success: * Keep an eye on the highlighted pulley -- You can only clear tiles with currently highlighted pulley. * Don't be afraid to make a non-clearing move -- There will be a few times when you won't have the tiles together to clear on the current pulley, just try to set things up for the next pulley. This can help you clear even more tiles. * Shoot for moves that make gaffs & splice tiles -- While these moves are hard to pull off, these specialty tiles can help you clear even more tiles. 4.4) Gunning ~~~~~~~~~~~~~~~ Puzzle Difficulty: Hard GAME REQUIREMENTS (1): * Pirate Rank of higher (Crew Ships ONLY) * Pirate Badge or higher required on Doubloon Oceans * Captain's Order (Non-Crew Ships ONLY) * Pirate Badge or higher required on Doubloon Oceans Similar Games to practice on: * Chu Chu Rocket (various platforms) Controls: * Mouse / arrow keys: Move cursor * Mouse Wheel -- Rotate direction of Arrow Tile * W - Change arrow direction to up * A - Change arrow direction to left * S - Change arrow direction to down * D - Change arrow direction to right * Left Click: Place Arrow Tile Gunning is one of the most difficult puzzles on the ship that has to be handled & therefore is typically restricted to more experienced pirates & crew members. Less experienced players should practice gunning on navy ships to learn the ropes of this game. The object of the game is to load the 4 cannons on the playfield by directing the items roaming around the deck into the cannons. You'll have 2 of each item: * Gun Powder -- Used to fire the cannon * Packing Paper -- Used to separate the powder from the projectile * Cannon Ball -- The projectile to fire out of the cannon * Water Bucket -- Used to flush out the cannon. When left unattended, the items will move in a straight line until it hits an obstacle. Once it hits an obstacle, it'll try to turn clockwise (to the right) when possible. The items will only turn left if it can't turn right & will only go backwards if it can't move any other way. You are armed with 3 arrow tiles to help direct the movement of the items. After you have 3 arrow tiles on the playfield, the next arrow tile you place will replace the oldest tile on the playfield. HOWEVER, change the direction of an existing will not cause you to lose tiles on the playfield, NOR will it affect the order the placed tiles. In order to properly load the cannons, you must place the items in a specific order... Gun Powder ----> Packing Paper ----> Cannon Ball ^---- Water Bucket <---- Fire Cannon <---+ Once a cannon is loaded, it'll be marked as "Ready" & you won't be able to see the inside. Once fired, the inside of the cannon will be visible again, but you will need to flush the cannon out before you can reload it. In the event that you mess up the order of the items, just flush the cannon out & restart. Gunning is mostly a battlefront puzzle as once all the cannons on the ship are filled, you'll have to wait until they're fired by the captain of the ship. On larger ships, where there are more gunning posts, you might be able to load more cannons at a different post. The exception to this is when you're not voyaging with a crew, which is... A) Practicing Gunning with the Navy B) Participating in a Viking Defense expedition. In these cases, once all 4 cannons are loaded, they're fired immediately. At the bottom of the playfield is the speed meter, which serves a dual purpose: A) Allows you to manage the pace of the items on the playfield (slider). B) Gives you a rough measure of your performance. As you properly load the cannons, the speed meter increases. Whenever you make a mistake or jettison items, the speed meter decreases. By default, the speed slider is on the far left side (slowest). More experienced players can increase the speed of the items to load the guns. HOWEVER, the slider cannot go higher than the length of the meter. If you max out the slider & make mistakes, the slider with go down with the speed meter... but it won't go up when you're doing well. Tips for Success: * All items want to move around the board in a clockwise fashion naturally -- Try to arrange a track around the board to help keep the items moving & avoid traffic jams. 4.5) Navigation ~~~~~~~~~~~~~~~~~~ Navigation is one of the posts that is so important on the ship, that there's only ONE. As a result, it's usually reserved for the captain of the ship to perform. However, it can be delegated to another officer within the crew if desired. The Navigation post is broken up into 2 separate parts: * Standard Navigation * Battle Navigation Doing well on both sections can really help the welfare of the ship AND help yourself as well. 4.5.1) Standard Navigation ***************************** Puzzle Difficulty: Moderately Hard GAME REQUIREMENTS (1): * Officer Rank or higher (Owned or Unlocked crew ships) * Officer's Badge (or higher) required on Doubloon Oceans * Captain's Order at Pirate Rank (All other ships) * Pirate's Badge (or higher) required on Doubloon Oceans Similar Games to practice on: * NO KNOWN GAMES... SORRY! Controls: * Left / Right: Rotate Selected Ring * Up / Down: Change Selected Ring * Space: Drops Star The object in "Standard" Navigation is to match the constellation pattern shown on the playfield's wheel with the stars falling onto the three navigation rings, each contains 8 slots. While you cannot control the falling stars, you CAN control the rings themselves. Please be aware that gravity applies towards the center of the wheel, so the stars will ALWAYS drop to an open slot on the inner rings. As there are a limited number of slots on the wheel, you have to line up 3 or more stars in a line to clear them. You can clear the stars on a single ring or more frequently across all 3 rings. The one key thing to avoid is not to let ANY STARS land outside the outermost ring, which forces you to booch the board. In the upper-right corner of the game window is a group of four stars that serves as your performance indicator. The faster these stars spin amongst each other, the better you're doing. If they look like shooting stars, you're in the Incredible range. Doing well in Navigation is very critical for two reasons: 1) Navigation performance acts like an amplifier for the ship (mostly the sails), which can help you greatly & make the ship run faster. 2) Allows the navigator to memorize the league point(s) -- This is a very important & beneficial to players since it allows you to chart courses on ships without requiring sea charts. While this does require you to obtain at least a "Fine" rating in order to pick up "memory credits", the better you perform, the faster you can memorize the league points & the less money you have to invest in sea charts. HOWEVER, Booching the game is very bad as it'll force the ship to do a turnabout & ANNOUNCE your booching to the entire ship. While the ship's direction can be corrected, the embarrassment is something you'll have to deal with for the duration of the voyage. Tips for Success: * Remember the spacial relationship of the stars in the constellation. -- While it can get a bit difficult when you're rotating the rings, knowing how far one star is from another will help you match the constellation. * Complete the constellation pattern on the inner rings FIRST -- Since you have to deal with gravity here, it's harder to complete the pattern on the inner rings than the outer rings. * Practice with the Navy! -- This is one puzzle game that you should NOT attempt on a typical voyage. At least with the Navy, you won't suffer any embarrassment for booching, you get paid for your practice (albeit small) & you can memorize the league points within the archipelago. 4.5.2) Battle Navigation *************************** Puzzle Difficulty: Hard - Very Hard GAME REQUIREMENTS (1): * Officer Rank or higher within the crew. (Owned or Unlocked ships) * Officer Badge or higher required on Doubloon Oceans * Jobbers are NOT PERMITTED to work this puzzle. Similar Games to practice on: * Robo Rally (Board Game) Battle Navigation is an entirely different puzzle than the "Standard" navigation since there's another ship (hopefully a computer & NOT another crew) trying to do the same thing against your ship... hence why the difficulty level is one of the highest on the ship. Additionally, EVERYBODY ON YOUR SHIP will know what you're actually doing, as it's shown in the small ship window... so only those who own the ship or an officer in the crew (on the unlocked ship) can take the helm during Battle Navigation. In Battle Navigation, you have a set amount of time per round to issue commands for your ship AT THE SAME TIME as your opponent. You'll be able to issue up to 4 movement commands (3 on larger ships) as well as firing your cannons OR your grappling hook. There about 3 core things you need to do. A) Attack -- This is when you want to go on the offensive. You try to get the other ship within firing range so you can inflict damage. HOWEVER, you need to remember that you can be withing firing range of the other ship as well. B) Evade -- The defensive aspect of Battle Navigation. Where you try to move your ship to keep it out of firing range of your opponent. this is typically mixed in with attacks. This is usually helpful to give your gunners time to reload the cannons. C) Board -- Once you've damaged your opponent enough (or get tired of fighting), you come to the final approach to your opponent's ship & fire a grappling hook to start the final multiplayer battle game. While it takes a group effort to obtain the movement & gun tokens (from sailing, rigging & gunning), it ultimately depends on the battle navigator to perform well to give your team the advantage on the multiplayer battle game. On the battlefield, there's wind icons that will affect the movement of your ship. At the end of each move, the ship will move one square in the direction of the wind. In the cases of whirlpools, you'll move in a clockwise fashion. Battle navigation ends when one ship boards another OR you choose to disengage after a set number of turns (where no ship has taken damage). During special voyages (Flotillas, Blockades, ect.), there are special "Safety Zones" where ships can enter & leave these battle boards. Ships within these areas cannot attack other ships NOR be attack while within these zones. Tips for Success: * PRACTICE WITH THE NAVY! -- Selecting the "Battle Brigands with the Navy" mission allows you to practice Battle Navigation with no risks to your wallet as the Navy will provide everything for the ship (so there's NO COST to you). As you win the battles, you'll get a share of the booty won. * Consider apprenticing with fellow officer -- While it does carry a bit of a fiscal risk (costing up up to 10,000 PoE on a disastrous voyage), a more experienced officer can assist you on deciding what moves to make. * Avoid ramming into the other ship -- Ramming does 1/2-point of damage to each ship (assuming they're in the same size class) & can potentially mess up your planned moves. * Anticipate your opponent's moves -- While it can be difficult to figure out, if you can anticipate where your opponent's ship will be, you can plan your moves to counter & get the advantage. 4.6) Treasure Hauling ~~~~~~~~~~~~~~~~~~~~~~~~ Puzzle Difficulty: Easy GAME REQUIREMENTS (2): A) Your ship is in a special battle event * Flotilla * Sinking Blockades * Atlantis Battles B) You're participating in a Shipwreck Expedition * You're near a recently sunken ship Similar Games to practice on: * Panel de Pon (various Platforms) * Tetris Attack (SNES / GBY) * Pokémon Puzzle League (N64 / GBC) * Dr. Mario & Puzzle League (GBA) -- Puzzle League * Puzzle Planet League (DS) * Crack Attack (PC) Controls: * Mouse / Arrow Keys: Move Cursor * Left Click / Space / Enter: Swap Pieces Treasure Hauling is nearly identical to Bilging, but there's two differences with this game: 1) The game's playfield is 8x8. 2) You can only swap pieces vertically instead of horizontally. The object of the game is to line up 3 or more coins in a straight line to clear them from the playfield. The coins get hauled further up until no extra coins get matched. During your run on the treasure haul, you'll likely run into two "Power Gems" that can help you clear coins from the playfield & even trigger some combos & chains. Click on a gem will trigger it's effects & if another gem is in the line of fire, it'll trigger as well. * Rubies (Red) -- Clears all coins in the same row & column of the gem... In a + Pattern. * Emeralds (Green) -- Clears all coins diagonally from it... In an X Pattern. Please be aware that this post is only available for a LIMITED TIME as you need to be near a sunken ship & they don't stick around for long. During Atlantis battles, treasure chests will sporadically appear in your playfield. Pretty much clear all the coins above the chest in order to claim it & the contents of the chest, which typically contains more PoE. Players will typically keep a ruby on the top row of the playfield to help the last few coins that may prevent the chest from being cleared. Tips for Success: * Focus more on speed than combos -- Time is of the essence with treasure hauling, so you need to make as many good moves as you can. If you can pick up a combo or a chain along the way, more power to you... but it's not critical for getting a good performance rating. * Try to align gems for a chain reaction -- This is a fairly easy way to clear a lot of coins from the playfield. 5) Crafting Puzzles ---------------------- Crafting Puzzles are a group of puzzles for landlubbers & allow you to create items for sale. With the exception of Thursday, there's one crafting puzzle that's available for all players each day, but you need to pick up a Labor Badge OR a Deluxe Labor Badge on Doubloon Oceans in order to keep playing any particular puzzle beyond the designated day & get constant pay. Labor Badges allow you to generate labor for stall each day. Each time you play a game, you generate one hour of labor for the orders of the stall that you're working for. Please be aware of the following limits: 1) You cannot produce more labor than what your badge permits. * Labor Badges limits you to 24 labor hours / day. * Deluxe Labor Badges limits you to 72 labor hours / day. * Subscription Oceans have a limit of 24 labor hours / day. 2) You cannot produce more labor than the work limits of the stall you're working at, due to labor restrictions of that stall. 3) You can only produce labor ONLY for working orders that are pending. If there's no orders... there's no labor needed. 4) Your labor hours may be downgraded, as needed, to fill work orders -- Even if you produced expert labor, you may only get paid the basic rate if there's no need for expert labor on orders. You are paid an hourly rate for your labor, based on the quality of the work that you provide. You are REQUIRED to login to the game every 10 days in order to retain your job(s). Failing to do so will have your account marked as inactive & you will quit all the jobs you're working on. If the stall has maxed out on OFFLINE LABOR OR you have maxed out your labor badge for the day (if you're on a doubloon ocean), you will only be able to practice the crafting puzzles. You won't get able to get any extra pay, but you can pick up more experience. IMPORTANT NOTE: Labor Badges (required on Doubloon Oceans) are the ONLY badges that run on CALENDAR DAYS, NOT LOGIN DAYS! The main reason is that you'll get paid for the labor you produce. Unless you plan to play at least once every 10 days (preferably EVERY DAY), you most likely will not want to unwrap your labor badges (assuming you buy wrapped badges) until you're ready to work. 5.1) Blacksmithing ~~~~~~~~~~~~~~~~~~~~~ NOTE: Free Access on Sunday Puzzle Difficulty: Moderate / Moderately Hard Similar Games to practice on: * "Peg" or "Golf" solitaire (the NON-card version) Controls: * Mouse / Arrow keys: Move Cursor * Left Click / Enter: Confirm Move This puzzle actually requires some thought as the object of the game is to clear as many squares from the playfield as possible fore you run out of moves. You can start from any square, but your subsequent moves will be restricted based on the last square you hit shows. This is where critical analysis of the board will help you out. The playfield is 3 layers thick & you'll run into the following squares. * 1 - You may strike a square that is 1 square away from it. * 2 - You may strike a square that is 2 squares away from it. * 3 - You may strike a square that is 3 squares away from it. * 4 - You may strike a square that is 4 squares away from it. (Lv 4 onward) On the number squares, you may go in any of the 8 directions. As you proceed through the puzzle, you'll start running in chess squares at Lv 2, which act similarly to their actual chess piece & does restrict your movements. * Bishop - You may strike any square on the edge of the playfield that's located in a diagonal line from it. * Rook - You may strike any square on the edge of the playfield that's located in a horizontal OR vertical line from it. * Knight - You may strike any square that's located 1 square horizontally or vertically & 2 squares the other direction from it. Think of the "L" pattern for this. * Queen - You may strike any square on the edge of the playfield that's located in a straight line in ANY DIRECTION from it. (Lv 3 onward) Finally, when you get to Lv 4 in the puzzle, you'll find the "Rum Jug" square, which will replace the last piece hammered on the top & middle layers of the playfield. The "Rum Jug" square acts as a wild card & allows you to strike ANY SQUARE on the board, making it a highly desirable square to obtain. Please be aware that each individual square on the playfield can only be struck 3 times during the game. Once you hit the square a third time, that square is completed & no longer available on the playfield. When you can no longer make any moves OR (more desirably) complete the board, the game ends & you'll be ranked on how many strikes you left. +------------------------------+--------------+--------------+ | Message | Strikes Made | Strikes Left | +------------------------------+--------------+--------------+ | Maybe use that one as a club | Under 78 | Over 30 | | A Hefty Blade | 78 - 91 | 30 - 17 | | Finely Balanced | 92 - 101 | 16 - 7 | | Keen Edge | 102 - 107 | 6 - 1 | | A Masterpiece! | Exactly 108 | NONE! | +------------------------------+--------------+--------------+ The metal you're working on will improve as you reach the better ranks. Tips for Success: * Try to clear each layer before proceeding to the next. -- This will help you to prevent creating holes in the playfield early & reduce the risk of a premature ending. * Avoid clearing the edges early -- The chess pieces (except the knight) require edge pieces to clear. * Shoot for Chains & sets -- Chains are when you hit the same piece on the board in a row. Sets are special sequences (like 1-2-3-4). Getting these help score you bonus points 5.2) Alchemistry ~~~~~~~~~~~~~~~~~~~ NOTE: Free Access on Wednesdays Puzzle Difficulty: Moderately Easy / Moderate Similar Games to practice on: * Talismania (PC / Web) * Rocket Mania (PC / Web) Controls: * Mouse / Arrow keys: Move Cursor * Left Click / S: Rotate pieces Counter-clockwise * Right Click / D: Rotate pieces Clockwise * Spacebar: Confirm "Fill" Alchemistry is a fairly simple, but challenge puzzle where you try to fill the bottles at the bottom with the right color of liquid at the top by manipulating the pipes in-between. You have to fill the bottles with the right liquid or they will shatter. In the lower-right corner of the game window is a mouse on a conveyor belt with a number next to it. That number is the turn limit & you must manipulate the pipes to fill at least one bottle before it runs out. The turn limit decreases time you rotate a pipe in the playfield. HOWEVER, the turn limit only decreased when you rotate a new pipe. You can rotate the same pipe as much as you like without hurting your turn limit (as you've already spent the turn rotating it). In fact, there will be times that you'll need to rotate a pipe as two or three times to complete a desired connection. You'll need to fill as many bottles with the right color as possible before you run out of turns. Then the counter is under 10 some of the bottles will start to shake as a warning. When the counter hits zero, one of those bottles will shatter. When you hit the "Fill" button, all the liquids from the bulbs at the top will fill all the bottles you have routed with that specific color. The bottles that receive the right color will be cleared while the bottles that get the wrong color will shatter. Originally, you'll have to deal with just primary colors (Red, Yellow & Blue)... but you'll eventually run into bottles that require secondary colors. In order to fill these bottles, you have to join the two colors together within the pipes to make that color. Please be aware that when mixing colors, ALL THE PIPES that are connected to the two color bulbs will be mixed TOGETHER. You can't use a splitting pipe to separate the primary color from the pipes that are mixing the secondary color. Each of the primary colors will contain 2 bulbs, so you have to route the primary color with the other bulb. For those who need a elementary refresher course (as "Are You Smarter Than a 5th Grader" has proven that some of us do), here's the color mixing table... * Red + Blue = Purple * Red + Yellow = Orange * Yellow + Blue = Green * Yellow + Red = Orange * Blue + Red = Purple * Blue + Yellow = Green * Red + Yellow + Blue = Brown (COMPLETELY UNDESIRABLE!) It bears noting that mixing all three colors will produce Brown, which is a completely UNDESIRABLE COLOR as NO BOTTLE will require it. Filling a bottle with brown will shatter it. For those who may suffer from some level of colorblindness, each of the colors are designated with an astrological symbol. * Red = ??? (Greek letter PSI) * Yellow = Taurus Symbol (looks like a Y with curls) * Blue = ??? (looks like a 3 NOTE: The symbol for each color may change & is subject to error. The secondary colors will contain 2 of these symbols to help you out. Further plays will eventual give you larger "Striped" Bottles, which require you to fill them in a specific (bottom-up) order to clear. While they do take more time to fill (as they require 2-3 fills to complete), they are worth more. As you play the game (preferably well), you'll find three special tokens on the playfield to help you out. * Bonus Piece (Gold Coin) -- Routing a color through this pipe when filling a bottle will help boost your performance rating. * Multifill Piece (Arrow) -- This rare, but valuable piece allows you to fill ALL CONSECUTIVE INSTANCES of a color in the bottles... assuming you still need that color for a bottle. * QuickSilver (Q token) -- This very rare & highly desirable piece, will change the source bulbs routed through this pipe into QuickSilver, which is a silverish-grey "Wild Card" color. QuickSilver can be used for ANY COLOR a bottle needs... but for scoring (& performance) purposes, Quicksilver only counts as a primary color. If you route a primary color through this piece, only 1 bulb of that color will turn into QuickSilver. If you route a secondary color through this piece, 1 bulb of EACH color will turn into QuickSilver. One way to really pick up points quickly (& skyrocket your performance rating) is to use the Quicksilver with a Multifill token to fill ALL the bottles at one go. Tips for Success: * AVOID BREAKING BOTTLES AT ALL COST! -- Broken bottles remain on the bottom of the playfield, rendering those slots unusable for the remainder of the game. If you break all the bottles, you've booched the game. * Try to fill as many bottles as possible in as few turns as possible -- Efficiency is a key thing in this game. The more bottles you can fill correctly in each turn, the better your performance rating. * Shoot to fill secondary colors & striped bottles -- While they're harder to fill, they're worth more points. 5.3) Shipwrighting ~~~~~~~~~~~~~~~~~~~~~ NOTE: Free Access on Saturdays Puzzle Difficulty: Moderately Hard Similar Games to practice on: * NO KNOWN GAMES... SORRY! Controls: * Mouse - Move cursor * Left Click - Move title (in direction specified by that piece) Shipwrighting is the game that's used to produce labor for ships & bludgeoning weapons at the shipyards. Those that are good with slide puzzles may like the challenge provided here. The object is to line up the material pieces into the pattern that matches on of the pieces at the bottom of the screen. You'll want to match up as many of the bottom pieces with the material board by movings as few pieces as possible. There are 5 pieces that are available on the board, each moves in a specific way. * Cloth -- Cannot be moved by itself, but can be swapped with other pieces * Iron -- Moves horizontally (left & right) & can be swapped with other pieces * Wood -- Moves vertically (up & down) & can be swapped with other pieces * Rope -- Moves diagonally & can be swapped with other pieces * Gold -- The Mystical "Wild Card", which cannot be moved at all. At the bottom of the board, you'll have 6 pattern pieces that you need to match on the material board. Each piece will contain a specific pattern of 3 - 5 material pieces. While you're working to match the pattern pieces the water level at the bottom of the game screen will slowly start to rise. If the water gets too high, it'll start carrying away pattern pieces. On the left side of the screen is a flag, which serves as your progress indicator. As you clear patterns, the flag will rise up the flagpole. When it reaches the top, you're done. Tips for Success: * Try to set up chains, when possible. -- The more pattern pieces that you can clear in a row (each move after the first piece clears MUST clear another piece), the larger your chain & the better your performance rating will be. * Avoid using your biggest pieces to start a chain. -- Chains act as a multiplier, so you get more points towards your performance rating if you clear them later in your chain than at the beginning. * Work fast to avoid pieces getting washed away -- This game is one of the few that carries time-pressure, so you have to think relatively fast to keep the water away from the pieces. 5.4) Distilling ~~~~~~~~~~~~~~~~~~ NOTE: Free Access of Fridays Game Difficulty: Very Hard / EVIL!!! Similar Games to practice on: * NO KNOWN GAMES... SORRY! Controls: * Left click 2 pieces -- Swap pieces * Left click & drag -- swap pieces Distilling is the fine (if not frustrating) art of turning sugar cane into rum. This is one of the most frustratingly difficulty puzzle games (at least in my opinion) in Puzzle Pirates. The object of the game is to line up as many white sugar pieces in a column on the right side of the playfield to produce as clean of a rum as you can. There are 5 different types of balls on the playfield: * White -- Sugar, the highly desirable piece * "Burnt White" (light grey) -- Burnt Sugar, Works OK... not totally desirable. * Orange -- Spice, works great with EVERYTHING! * Brown -- Caramelized Sugar or wood... Undesirable * Black -- Coal or "Charcoaled" Sugar... TOTALLY UNWANTED!!! You can swap the pieces on the playfield where the links are shown, but here are the rules that all the pieces follow. * White & "Burnt" White (light grey) Balls * Swaps Upward with Black Balls * Swaps Downward with Brown Balls * Brown Balls * Swaps Upward with (Burnt) White Balls * Swaps Downward with Black Balls * Black Balls * Swaps Upward with Brown Balls * Swaps Downward with other Black Balls * Orange Balls * Cannot be swapped with anything This game does carry some time pressure. When the furnace meter (in the lower right corner of the game window) fills up, the rightmost column gets removed from the playfield & gets rated. Most of the time, the column will float up to the storage vat, where it'll get rated, based on the following: * All White balls -- Noted as "Crystal Clear" (Highly desirable) * Mix of White & "Burnt" White balls -- No notes (desirable, but not "Crystal") * More White than Brown (No Black) balls -- Noted as "Smooooooth!" * More White than Brown or Black balls -- No notes * All Brown balls -- No Note (undesirable) * Equal mix of white & black balls -- Noted as "Blecch!" (highly undesirable) Orange balls (spice) added to a column will add a "Spicy!" note, but will not damage the "Crystal Clear" rating. If there's more black than white balls in the column, it gets rejected & gets sent through the furnace for further processing. Please be aware that you'll get one "Burnt" White ball for every 2 White balls that get rejected in the column. As you proceed with the distillation, the storage vat in the upper-right corner of the game window serves BOTH as your progress & performance meter. The vat will change color depending on the number of white & brown / black balls that go upwards. The clearer the rum, the better your performance. Once you have distilled 12 columns from the furnace, you're done. Tips for Success: * PRACTICE, PRACTICE, PRACTICE! -- This is a difficult game to learn how to play well & master. There are hard rules that you have to follow, so you need to get those down to become a master distiller. * Shoot for "Crystal Clear" as much as possible! -- "Crystal Clear" is the best rating you can get for each column & it starts a combo meter. If you can get a chain of 12 "Crystal Clears", you did an incredible job & can keep playing until you break the chain. This "overtime" is mostly for bragging rights as it doesn't affect your performance rating. Top distillers are able to do this more than half the time. 5.5) Foraging ~~~~~~~~~~~~~~~~ Free Access on Tuesdays (Practice ONLY) Puzzle Difficulty: Moderately Easy / Moderate GAME REQUIREMENTS (1): * On an Treasure Hunting Expedition. * On a "Cursed Isles" Voyage. * Requires Bravery Badge on Doubloon Oceans * On a Foraging Voyage. * Requires Labor Badge on Doubloon Oceans Similar Games to practice on: * Bejeweled Twist (PC / Various Platforms) Controls: * Mouse / Arrow Keys: Move Cursor * Left Click / X: Rotate Counter-clockwise * Right Click / C: Rotate Clockwise Foraging allows you to search uncolonized islands for fruits & other rarities to sell in the markets of the colonized islands. The object of the game is to get the baskets, crates & chests that appear on the playfield to the bottom (& into the ship). For each item that gets added to the ship, you'll spend one hour of OFFLINE Labor. To clear pieces on the board, you rotate a group of 2x2 tiles (either clockwise OR counter-clockwise) in order to line up 3 or more of the game tile in a horizontal or vertical line. The three contains that you'll run into on the board are... * Baskets (1x1 tile): Common items, low-value stuff * Foraging: Bananas, Coconuts, Limes, Mangoes, Pineapples. * Cursed Isle: Specialty Trinkets * Crates (2x2 tiles): Uncommon items, more exotic & valuable stuff. * Foraging: Carambolas, Durians, Passion Fruit, Pomegranates, Rambutan * Cursed Isles: Specialty Clothes * Chests (2x3 tiles): Rare & Valuable items * Foraging: Gems & Gold Nuggets * Cursed Isles: Specialty Furniture In Treasure Hunting voyages, all the containers contain PoE. When practicing, the contains will be empty. In order to assist your work, there are some specialty tiles that you can use to aid in your work to clear the chests. * Machete: Clears all pieces to the left OR right of the item. * Shovel: Clears all pieces BELOW the item. * Monkey: Swaps all pieces in a 5x5 grid (with it in the center). * Earthquake: Shifts all pieces to the left OR right. * Ant: Eats pieces that are ahead of it for X number of turns (excluding the edge of the playfield & containers). Ants can be rotated to go where you want. Ants will die when it eats the designated number of tiles OR when it runs out of tiles to eat. Tips for Success: * WORK FAST! -- Since you typically have a limited amount of time to play this puzzle (except when doing a foraging voyage), you need to work fast in order to clear as many containers as possible. * Try to keep a machete OR earthquake on the bottom of the playfield, when possible -- This can help you clear any containers that might get stuck. Earthquakes aren't as helpful, but they can change the tiles underneath the chest to make it easier for you to clear them. 5.6) Weaving ~~~~~~~~~~~~~~~~~ NOTE: Free Access of Mondays Game Difficulty: Moderate Similar Games to practice on: * Gem Drop (PC / Web) * Columns * Dr. Mario Controls: * Left / Right - Move Threads * space bar - Batten Down Threads Weaving is the game that allows you to weave threads into cloth to use in the creation of clothing. You're given a set of threads at the top of playfield to drop on the board in order to clear groups of 4 of more. You move the threads across the 10 columns & then use the comb to batten the threads as far as you can on the playfield. All the threads in a complete line down the playfield & will only go as low as the highest column on the playfield. As you makes groups of 4 or more of the game color thread, you fill up the loom in the upper-right corner of the game window. When you complete the bolt of cloth, you're done! The game has 6 levels of gameplay... +-------+-------------+-------------+-------+--------+-----------------+ | Level | # of Colors | # of Pieces | Gaps? | Bonus? | Groups to Clear | +-------+-------------+-------------+-------+--------+-----------------+ | 1 | 2 (R/Y) | 2 | No | No | 5 Groups | | 2 | 2 (R/Y) | 2 - 4 | No | No | 10 Groups | | 3 | 3 (R/Y/B) | 2 - 4 | No | No | 15 Groups | | 4 | 3 (R/Y/B) | 2 - 4 | Yes | No | 15 Groups | | 5 | 3 (R/Y/B) | 2 - 4 | Yes | Yes | 20 Groups | | 6 | 4 (R/Y/G/B) | 2 - 4 | Yes | Yes | 25 Groups | +-------+-------------+-------------+-------+--------+-----------------+ Tips for Success: *Try to set up chains, which are worth more points. When you pull down the comb, it keep pulling until all the combos are cleared. 6) Social Puzzle / Games --------------------------- An MMO game can't be complete without some type of multiplayer games & Puzzle Pirates has them in spades. These games are usually available at the various inns & places (like player houses & ships) that contain parlor tables. There are typically 3 types of players for these games. * Social Players -- These players just play for fun. They don't really care who they play with, just as long as everybody is having fun. * The Gamblers -- These player are trying to pick up some extra PoE by placing a wager on the game in hopes they win. These players will try to limit who can play with them. * Tournament Players -- These players hang around the tournament board & look at the available tournaments in hopes of winning big & have some fun. Since tournaments are funded by other players, the prize pot for the tournaments will vary greatly. While there is usually a game or two that is available to play for free each day on the Doubloon Oceans, you'll need to have a Parlor Badge (4 Doubloons) if you want to play a specific game anytime. Please be aware that these games will NOT contain a puzzle difficulty rating as you will be typically going against other players of various skill levels, so the difficulty can vary greatly from extremely easy to infuriatingly hard. 6.1) Rumble ~~~~~~~~~~~~~~ Notes: * Free "Parlor Table" access on Mondays, Thursdays & Saturdays on Doubloon Oceans * Direct Challenge Requests (Non-Table) Access Available * Team Support (Tables / Battles Only) * Pirate Battle Game Similar Games to practice on: * Bust-a-Move / Puzzle Bobble (Various Platforms) * Snood (PC, GBA) * Dynomite (Web, PC) * Frozen Bubble (Linux) * Phlinx (Web, PC) Controls: * Mouse: Move Cursor * Left-Click / Z: Fire Left Ball * Right-Click / X: Fire Right Ball * Left-Click: Select Target Opponent (Team) : Select Fellow Teammate to Defend (Team) If you've played ANY of the games in the practice list, you've got the gist of the game... The only difference is that you have 2 shooters (which represents your hands). The object is to shoot balls into the playfield in order to match 3 or more of the same color (or symbol, for those who are color-blind) to clear them from the board. To throw in a competitive twist, your opponent(s) are doing the same. In order to help stack the odds in your favor, you try to clear large numbers of balls & even drop balls from your playfield. As the battle progresses, the balls in the playfield will slowly descend towards your shooters. However, your opponent can cause number of balls to fly upwards onto the playfield & even jab balls lower onto the playfield. The bludgeoning weapon you have (if any) will change the specific order of the balls that are sent to your opponent. In short, just try to outlast your opponent(s) while clearing large number of balls from your playfield. 6.2) Swordfighting ~~~~~~~~~~~~~~~~~~~~~ Notes: * Free "Parlor Table" access on Mondays, Thursdays & Saturdays on Doubloon Oceans * Direct Challenge Requests (Non-Table) Access Available * Team Support (Tables / Battles Only) * Pirate Battle Game Similar Games to practice on: * Super Puzzle Fighter (Various Platforms) Controls: * Left / Right: Move Piece * Up / Down: Rotate Piece * Space: Drop Piece * Left-Click on Mouse: Select Target Opponent (Team) For those who have played Super Puzzle Fighter, you already have the gist of the game... but I'll state it anyways. The object of Swordfighting is to knock out your opponents by filling their playfield so they cannot clear any blocks. A 2-block puzzle piece will drop from the top of the playfield for you to place where you see fit. You want to place the blocks of the same color (or sword design, for the colorblind) together, ideally in a solid block, so you can clear them later with a sword piece. When the matching sword lands next to a block of the same color (& design), all the connecting blocks will clear from your board & send blocks to your opponent. Clearing individual blocks will only send separate blocks to your opponent while making larger blocks (like 2x2 or larger) will send larger sword-size blocks. The blocks that you send to your opponent will typically take 2 pieces before those blocks will become colored & therefore viable for your opponent to clear. The exact pattern of the pieces you send to your opponent will depend on the weapon you've equipped. 6.3) Drinking ~~~~~~~~~~~~~~~~ Note: Free Access on Sundays & Wednesdays on Doubloon Oceans Similar Games to practice on: * Alchemy (PC, Web) Controls: * Mouse -- Move cursor * Left click - Select / place drink Drinking is similar to Pop Cap's Alchemy in a multiplayer environment. Each player places a drink on the table that matches either in shape of color to the drinks around the spot while you rally to earn points. Whenever a row or a column on the table is completed, it's cleared from the table. The one catch is that you can't place one of the three drinks available at the bottom of the playfield, you just down a drink yourself. HOWEVER, you need to be aware that if you down three drinks during the game, you'll pass out for a couple of turns, giving your opponent some free moves. Players can obtain mugs that they can use to help give them an advantage in this game, but it's totally optional. Whoever reaches the target score first wins the game. 6.4) Treasure Drop ~~~~~~~~~~~~~~~~~~~~~ NOTE: Free Access on Tuesdays & Fridays on Doubloon Oceans Similar Games to practice on: * Plinko * Avalanche (Board Game) * Pachinko Controls: * Mouse - Select Slot * Left Click - Drop Coin Treasure Drop is one of the interesting strategy games where you have to think ahead if you want to win. The object of the game is to earn more points than your rival. You do this by drop coins from the top of the playfield in hopes of reaching the bottom. However, the board is filled with coin trap levers that catch coins. However, when a coin hits the lever side of the trap, the lever switches sides & release the caught coin. With a well-placed drop, your coin can create a chain reaction & cause an avalanche of coins to reach the bottom. You're awarded points for each coin that reaches the bottom of the table during your turn, but the point value varies. The further the coin lands from the center of the table, the more points it's worth... but those slots are harder to clear as well. The game is broken up into 4 scoring rounds. You'll start the next round when either player breaks the round's scoring threshold. Each scoring round changes the value of the slots. The game ends when the scoring threshold of the final round is reached & whoever has the highest score at the end wins. Those who think this game is all luck are either foolish or have played against equally weak players. This game is mostly strategic since you need to think ahead to really score well. 6.5) Hearts ~~~~~~~~~~~~~~ Notes: * Free Access on Tuesdays & Wednesdays on Doubloon Oceans * Requires 4 Players As the name states, it's just the standard card game that nearly everybody & their grandmother has played at least once in their lifetime. In order to save time, space & brain cells... I'm not going into details on this, go to the library & learn how to play this game. 6.6) Spades ~~~~~~~~~~~~~~ Notes: * Free Access on Monday & Thursdays on Doubloon Oceans * Requires 4 players Similar Game(s): * Spades As the name states, it's just the standard card game that nearly everybody & their grandmother has played at least once in their lifetime. In order to save time, space & brain cells... I'm not going into details on this, go to the library & learn how to play this game. 6.7) Poker ~~~~~~~~~~~~~ Notes: * Free Access on Sundays & Fridays on Doubloon Oceans * REQUIRES PoE TO PLAY (Minimum of 20 PoE buy-in) * Supports up to 10 players per table Similar Game(s): * Texas Hold'em Poker (Card & Various Platforms) As the name states, it's just a standard card game that nearly everybody & their grandfather has played (or the very least, watched on TV). Therefore, to save space, time & brain cells... you're better off hitting the library to learn the game & even play the game with friends in real life (preferably without any money) to get things down. Please be aware that the Poker tables here play Texas Hold'em ONLY. Each poker table will have a minimum buy-in value, which you must have enough PoE in your wallet in order to join the current table. However, you are not required to use all the PoE on hand for the game & you can buy-in as many times as you like when you run out of chips, assuming that you can still cover the minimum buy-in. Please be warned that players can quickly win & lose a LOT of PoE at the Poker tables since most of the run on a no-limit system. Therefore, make sure you only risk the amount of PoE that you're willing to lose while playing the game. If you're a player with low impulse controls, consider investing in a treasure chest for your house (to save PoE by removing it from your wallet) OR using your ship's hold (assuming you keep it locked) to protect your funds. There are plenty of players who will be more than happy to take all the money you risk on the poker tables. 7) Crews ----------- Crews are groups of people who choose to work together in the game for whatever reason that they desire & composes the greatest part of the Puzzle Pirates economy. Each crew will have various members, rules, & ships at their disposal, so it can be challenging for find a crew that's right for you... if you even wish to join a crew. 7.1) Crew Ranks ~~~~~~~~~~~~~~~~~~ There are 6 full-time & 1 temporary ranks with the crew structure that various people can occupy. 7.1.1) Jobbing Pirate ************************ Requirements: Must apply for a voyage looking for pirates. Otherwise, NONE Jobbing Pirates (or "Jobbers") are TEMPORARY MEMBERS of the crew who have applied to work with the crew on a specific voyage... be it exploring Atlantis, attacking a Flotilla, participating in a blockade, or just basic pillaging. Jobbers can only perform the basic posts on the ship (Sailing, Rigging, Bilging & Carpentry) without any orders. Jobbers can be order to do Gunning & even Navigation. Navigation, however, requires that the pirate has an active Pirate's Badge (or an active subscription) to perform. Jobbers are typically paid the same rate as Pirates within the crew, but they typically get the low-end of the pay scale by comparison most of the time. If the members of the crew are pleased with your performance when the voyage ends, they may invite you to become a full member of the crew. 7.1.2) Cabin Person ********************** REQUIREMENTS: NONE The Cabin Person is the lowest ranking member of the crew & is typically reserved for new members. Players who do not have any crew badge (or an active subscription) are consider to be a Cabin Person, regardless of their assigned rank. Cabin Persons can only do the basic posts, but they can be ordered to do Gunning by the ship's captain. Some crews tend to use the Cabin Person rank as an entry-level spot (mostly on subscription oceans). However, most use this rank as a form of punishment. Cabin Persons are usually the least paid on voyages under most pay scales. 7.1.3) Pirate **************** Requirement: Pirate's Badge (1 Dub) or Active Subscription Pirates are the second lowest rank in the crew, but is usually the entry-level spot on most crews. Players must meet the requirements in order to obtain the benefits of this rank. Pirates can do all the basic posts & Gunning without any orders from the captain on ships operated by the crew. Pirates may also do standard navigation as well upon captain's orders. In democratic crews, pirates have the ability to bring up & vote on issues. Most crews tends to promote newly signed members to Pirate rank since it has all the powers of the Cabin Person, with a few extras. Pirates are usually 2nd lowest on most pay scales. 7.1.4) Officer ***************** REQUIREMENT: Officer's Badge (8 Dubs) OR active subscription. Congratulations! You're now a member of lower-middle management within the crew structure! While Officers are the 3rd lowest (4th highest) rank within the your crew, this is the rank that gives players a lot more freedom to enjoy the game as you can now start your own voyages! Officers are permitted to perform ANY JOB on any of the crew's ships without any orders & you can perform your own voyages. While you can use any unlocked ship available to you within the crew (assuming the owner is OK with it), most crews prefer that you use your own ship... when you can afford to buy one. Officers are permitted to buy rum & cannonballs to stock ships they're planning on using. Officers also have the right to propose promotions & demotions for any member of the crew, which causes an issue to be posted... which also means a vote in democratic crews. Please be aware that most crews typically have specific requirements in order to be promoted to officer rank, mostly because it's possible for new & potentially irresponsible pirates to abuse their powers (typically by leave borrowed ships on deserted islands, making it difficult for the owners to retrieve them). It's typically these irresponsible officers that cause ship owners to lock down their ships... typically forcing officers to buy their own ship for their own voyages. Those who own a ship will be typically be placed no lower than Officer rank. Officers usually get a decent pay on the pay scales... but they typically earn a lot more on their own voyages. 7.1.5) Fleet Officer *********************** REQUIREMENT: Officer Badge (8 Dubs) or active subscription Fleet Officers are the 3rd highest rank in the crew & is typically considered the "Glass Ceiling" within most crews, as you need to be loyal to the crew & get the attention of Captain (& possibly the Senior Officers) to get beyond this rank. Fleet Officers retain all the powers of an Officer, but they now can access everything on unlocked ships & may take bid tickets at the various markets. Fleet Officers usually get good pay on the pay scales, but typically earn a lot more on their own voyages. 7.1.6) Senior Officer ************************ Requirement: Senior Officer Badge (10 Dubs) OR active subscription CONGRATULATIONS! YOU'RE TOP MANAGEMENT & YOU'VE GOT TENURE! Senior Officers contains all the rights of Fleet Officers, but you now have the power to help manage the crew a bit. Senior Officers can now promote (up to Fleet Officer), demote (down to Cabin Person) & expel any lower member of the crew without the permission from the captain within an autocratic system. Senior Officers also get a voice in oligarchic crews in all issues. Additionally, Senior Officers are granted tenure with the crew because of the Captain's trust in that pirate. Only the Captain(s) of the crew can demote & expel a senior officer from the crew. Because of the great powers that are granted with this rank, the captain(s) must have great trust in you as they're the only one that can give (& take) this rank to fellow crew members. Senior Officers are usually the 2nd highest on the pay scales & usually the highest rank that pirates will ever reach in the majority of autocratic crews. 7.1.7) Captain ***************** REQUIREMENT: Captain's Badge (20 Dubs) or active subscription NOTICE: CREATING A NEW CREW'S ARTICLES REQUIRE AN EXTRA 10 DUBS (ON TOP OF YOUR BADGE) ON DOUBLOON OCEANS! Captains are the highest rank in any crew & typically reserved for the founder of the crew. However, it is possible for captains to promote other members (typically a SO) to this rank as well. Since captains are the head of the crew, they do whatever they like... especially in autocratic crews. HOWEVER, this is typically the hardest position within the crew as well since you have to manage nearly everything. Captains usually receive the highest pay on the pay scales, but you'll probably have to start your own crew to reach this. 7.2) Crew Politics ~~~~~~~~~~~~~~~~~~~~~ Each crew can be managed under one of the three political systems. The politics of the crew CAN be changed under the agreement of the current political system in use. In all political systems, dormant members of the crew (including Captain) are NOT permitted to vote... but since they're not an active member (as you need to login every 10 days to remain active), you'll likely miss the voting phases. 7.2.1) Autocratic ******************** Political system similar to Monarchies & Dictatorships. Under the Autocratic political system, the crew does WHATEVER the Captain wants without having to clear it with anybody. The Captain is the only person that's permitted to promote crew members to Senior Officer OR Captain. As a result, no member of the crew can pull off any power plays & "theft" of the crew. This is the most common form of political system with crews since Captains are the ones paying the premium to create the crew articles. 7.2.2) Oligarchic ******************** Political system similar to the US Government's Legislative Branch. Under the Oligarchic political system, power is shared amongst the crew with the highest ranks. Captain(s) & Senior Officers are permitted to propose a vote on issues, which only those within these ranks may vote upon. Issues that receive the majority of votes (amongst those who voted) will pass within 3 days. It is possible for Senior Officers to make a power play & take over the crew (by getting yourself promoted to Captain, then propose to change the political system), but it typically requires the consent of the senior crew to pass. This political system goes into effect automatically when there is no active Captain within the crew... either because they left, become dormant OR decide to promote a dormant member of the crew to Captain. 7.2.3) Democratic ******************** Political system similar to US Government, in general... & many other country governments as well. The Democratic system gives all "paying members" (those who are at least Pirate rank or higher, with an active subscription OR appropriate badge) a voice with the activities of the crew. All paying members may post & vote on issues that are proposed by the crew. Issues that receive the majority of votes (amongst those who vote) will pass. It's possible for any paying member to make a power play & attempt to take over the crew (by getting yourself promoted to Captain, then propose to change the political system); HOWEVER, this is very difficult to do so as you have to get the majority of the voting crew to consent to this. Please be aware that crews cannot be set to the democratic system by default, so it requires action by the ruling member(s) of the crew to set it to this. 7.3) Crew Articles ~~~~~~~~~~~~~~~~~~~~~ The Crew's Articles are practically the "Cover Letter" of the crew that anybody can view. It shows the major details of the crew... like current members, Pay Scale, Restocking Reserve, Political system, Rules, Ideals & any public notices of the crew. Everybody who is decide to apply for a voyage with a crew or choose to join a crew can view the articles ahead of time. When changes are made to the crew's articles, everybody currently in the crew will be notified. If the pay scale OR restocking reserve is changed, all ships on currently voyages will be notified, but the changes will NOT affect the voyage-in-progress until the voyage is complete & booty is split amongst the voyaging crew (under the old pay system). 7.4) Crew Management ~~~~~~~~~~~~~~~~~~~~~~~ Members of the crew will see the following buttons within the crew articles, that can help you manage the crew. * Leave Crew * Available to all members. This allows you to leave the crew. As this is a critical decision (as you would be listed as a "Free Lancer" with no rank... therefore, you will NOT be able to run your own voyages), you will be asked to confirm this before actually leave the crew. * Post News * Available for Officers & higher. This allows officers to post issues for the entire crew to view. As issues are viewable by EVERYBODY, it's important that you only post stuff that is important to the crew. Stuff that may be considered important are... * Special Voyage charts -- Sea Monster & Cursed Isle charts are very special & are good for a limited time, so those who may want to take these voyages should be aware of them. * Special Events planned -- If you doing something like a tournament with the crew, participate in a blockade or something. * Fund Raising -- While the context may border on spam, if you're trying to raise funds for the good of the crew (like purchasing a large ship OR prepare for a blockade raid), you'll likely get some people of the crew to bite. The following buttons are visible ONLY to those what can control the crew. In an Autocratic Crew, only the Captain will have access to these. * Change Articles * This allows you to change the articles of the crew, like public & private statements, pay scales, restock reserves & political systems. * Disband Crew * This allows you to PERMANENTLY DISBAND the crew (essentially expelling EVERYBODY, including yourself). While this may not be a great option, considering you're wasting the 10 Dubs used to create the crew, it's mostly the option of last resort. * WARNING: CANNOT BE REVERSED ONCE CONFIRMED! * Merge Crew * This allows you to PERMANENTLY MERGE your crew with another crew of your choice. While it may not be a great option for everybody & requires the consent of another crew's captain (or governing body of the crew), it's the least destructive option available. Members of the former crew will be merged into the other crew at their current rank. However, the captain (or governing staff) will likely demote all members of the merging crew down to Officer Rank... usually to allow ship-holding members to run their own voyages without issues. * Leave Flag * Available for crews signed to a royalty flag * This allows a crew to PERMANENTLY LEAVE a royalty flag, but ONLY under peaceful terms. Crews are NOT PERMITTED to leave a royalty flag if the flag is at war. Royalty members are the ONLY MEMBERS permitted to allow a crew to rejoin a previously departed flag. <<< =============================== PART III =============================== >>> ~ Village Life ~ Now that you've gotten down the sea-faring part of life within Puzzle Pirates, this section is dedicated to the land-lubbing part of life... or when you're NOT on a voyage or partaking in "shore leave". Since you cannot live on the seas forever, you should take the time & find out what's going on with the islands that you're visiting. <<< ======================================================================== >>> 8) The Islands ----------------- Each ocean contains various islands that ships can sail between them. Each island can contain different items (for uncolonized islands) OR shops (for colonized islands) that it makes you want to travel! The islands within each ocean are grouped into archipelagos, which is consider a "nation" (for political reasons). Each island within the archipelago can be consider a "state" as well. The name of all the islands in the game won't be listed here as the islands vary from ocean to ocean... which would be a big waste of time, space & author's sanity. Islands come in about 3 sizes (small, medium, large) & 3 development levels. * Staff Colonized -- These islands were established & developed by the Dread Ringers of the Vilya flag (or essentially the Three Rings staff). These can be considered "Seed Islands" (created for the purpose of starting out the ocean) & may not be eligible for blockades. * Crew Colonized -- These islands have been colonized by either the Three Rings staff OR another crew. These islands are managed by the ruling crew & may be developed however the manager governor wishes. Blockades may be issued on these islands in an attempt to take control. HOWEVER, blockades are fairly expensive to attempt & are pretty lengthy events, so only those who are committed to explore the greatest venture in the game will want to attempt this. * Uncolonized -- These islands have absolutely NO BUILDINGS on it... the only reason the visit an uncolonized island is to pick up knowledge of it for your personal sea chart, forage for items OR hit a treasure hunt expo. It's possible to colonize SOME of these islands. 9) The Buildings ------------------- On each colonized island, there'll be a few buildings that you can explore. While you may not be able to find all these buildings on the island, you should know what they are. 9.1) Government Building ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Points of Interest: * Palace Shop (for Badges or specialty items) * Doubloon Exchange * Portrait Studio Each colonized island will always have some type of Government Building on it, as that's where the colony starts. Each Government Building (not necessarily a "Palace") contains the Palace Shop, where you buy your badges on Doubloon Oceans & some specialty items. Each building also contains a link to the Doubloon Exchange on the server, where you can buy & sell Doubloons for PoE. The Government Building can be consider a "Fort" on a lesser developed island. Please be aware that only the Governor of the island has the ability to modify the furniture & the size of this building. 9.2) Real Estate Office ~~~~~~~~~~~~~~~~~~~~~~~~~~ Points of Interest: * Adding / Removing Buildings * Upgrading / Downgrading Buildings This is the second most important building on the island, but it's powers are reserved for the governor. This building allows the governor to develop the island as they see fit, using the taxes imposed on businesses (& funds obtained in voyages). Staff Colonized islands (those controlled by the Dread Ringers) typically will NOT have this building on it as they're permanently controlled by the staff. 9.3) Player Housing ~~~~~~~~~~~~~~~~~~~~~~ Points of Interest: * Player Houses This is where players can call "Home" on the island. You'll be able to furnish the rooms, update the house news & control who can enter your house. This place will also serve as your "Go Home" spot on the "Ye" tab... assuming you have a house on the island you call home. While an island may contain multiple houses & you can own multiple houses (if you like), but you can only own ONE HOUSE PER ISLAND. Therefore, if you want a larger house, you must sell your old house (at HALF the PoE price) before you can buy the newer house on that island. Please be aware that you will need Doubloons in order to buy houses on Doubloon Oceans (which is non-refundable). If you want a specific house, the island MUST have the desired house on the island itself for you to buy one. If the island doesn't have that type of house you want, you'll either have to look elsewhere on your ocean for that type of house... but you'll most likely have to live with whatever is available. Please check the pages of the YPPedia (See Section C) to see what islands within your ocean (& archipelago) have what types of houses you can buy. The Ringers do give players a free 1-room shack with a bed roll, create & a pet rate for free as part of a mission. While players cannot sell their free shack (as it must be "given back"), they may request a free shack as many times as you desire (even if you given back your other free shacks before)... ASSUMING the island you want to live on has shacks available. 9.4) Bank ~~~~~~~~~~~~ Points of Interest: * Doubloon Exchange The Bank is mostly used to give players quick & easy access to the Doubloon Exchange & as well as quick access to buy Doubloons. There's really no major interest in hanging out here except for working on exchange bids. 9.5) The Inn ~~~~~~~~~~~~~~~ Points of Interest: * Parlor Games * Tournament Board * Swabbies The Inn practically serves as the social hub for players, where players can relax & wind down from lengthy voyages by playing card games or work on their combat skills. There's usually a Tournament Board in the pub, where players can see what tournaments are going on (new & in-progress), participate in & arrange tournaments. Please be aware that tournaments typically have an entry fee. There is no cost in setting up a tournament... except for providing the prizes. You will also be aware that you'll need a fair amount of time for tournaments as the length will vary on the number of players participating & structure. Unless you get eliminated from the tournament early, plan to spend about a hour or so on it. On Doubloon Oceans, you'll need a Parlor Badge (4 Dubs) in order to play any of the games that aren't marked "Free to Play" for that specific day. Finally, you can find swabbies at the inn that you can temporarily recruit for your ship to cover any empty posts on your ship. If you feel generous, you can buy the "old salts" a drink for 10 PoE. Buying drink can be considered a waste of money, but you can eventually pick up a reward for your trophy list. 9.6) Tailors ~~~~~~~~~~~~~~~ Points of Interest: * Clothes Shopping * Weaving Puzzle Unless you like you pirates looking like street urchins, running around in rags, you'll want to make a stop at the tailors to update your look. You can choose to order clothes you want OR visit the shops to see what's available on the rack. Direct ordering is typically the easiest & gives you the best quality for items, but there's typically a doubloon cost added & some time delay. Buying items off the shop rack can be a faster, but prices are typically inflated to offset the doubloon costs & the quality of items are slightly lower. 9.7) Blacksmiths ~~~~~~~~~~~~~~~~~~~ Points of Interest: * Sword Shopping (for Swordfighting) * Cannonball Shopping * Blacksmithing Puzzle For all things metal, you'll want to visit this place! You can shop around & order swords for yourself & cannonballs for the ship(s) you own. Like the Tailors, you can order swords directly if you want to spend doubloons OR visit shops & see what's available on the sword racks (with the prices offset by doubloon rates). You can typically get cannonballs at a discount by ordering directly, but it'll generally require some time to receive. 9.8) Apothecary ~~~~~~~~~~~~~~~~~~ Points of Interest: * Potion Shopping * Paintbrushes (for personal painting) * Paints, Dyes & Enamel (for shops) * Alchemistry Puzzle This unusual shop contains stuff that's useful for both personal & business use. There's potions to alter your pirate's appearance, including injury cures & the mystical whisking potion (for controlled teleportation). You can pick up paintbrushes to paint your house OR ship as well as picking up paint, dyes & enamel for shop stalls. IMPORTANT NOTE: Please be aware that paint used by the paintbrush is SOLD SEPARATELY THROUGH the paintbrush itself. The paint available here is for COMMERCIAL USE ONLY. This explains why the the paintbrush is available for about 20 PoE. The actual cost for painting a room OR part of the ship will vary based on the actual color you want to use. This cost will be disclosed prior to confirming the change in color. 9.9) Distillery ~~~~~~~~~~~~~~~~~~ Points of Interest: * Rum Shopping * Distillation Puzzle The main manufacturer of fine Rum & Rum-based products... the essential fuel for any crew on the open seas to run on. You can put in advanced orders for your ships in an attempt to get a discount, but only if you're willing to wait. 9.10) Shipyard ~~~~~~~~~~~~~~~~~ Points of Interest: * Ship Shopping * Bludgeon Weapon Shopping (for Rumbles) * Sea Charts * Shipwrighting Puzzle This is one of the biggest, most expensive & labor-intensive shops amongst all the builds on the islands. This is the place where you can order ships & bludgeoning weapons (for rumbles). On the Doubloon Oceans, this is where you will spend the majority of your Doubloons as it's composed of the majority of the ship's construction costs (comprising roughly between $5 & $20). The shipyards on most islands (especially the staff colonized islands) you can purchase a few sea charts within that archipelago, mostly to so you can take your ship out on voyages (pillaging) & eventually expand your sea charts collection, allowing your go further... assuming you haven't memorized any of the league points. 9.11) Furniture Shop ~~~~~~~~~~~~~~~~~~~~~~~ Points of Interest: * Furniture Shopping * Mugs Shopping For those who like to pimp out your house(s) or ship(s) will want to stop by here. Items here vary from the decorative to the practical, but it gives the places you own a personal touch... assuming you have enough space for it. You can also purchase mugs here to use with the Drinking parlor game. Please be aware that items ordered here will likely contain Doubloon costs, so unless you're a fairly successful pirate OR willing to pay for Doubloons out of your own pocket... you might want to skip this place for now. 9.12) Commodities Market ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Points of Interest: * Buying / Selling Commodities This is the core building where players buy & sell items that players may need to run their ships OR shops. For Officers, market access is pretty much limited to buying ship supplies (like rum & cannonballs) & selling unneeded commodities (like fruits & lumber) that you pick up during your pillaging voyages. Fleet Officers & higher ranking players can expand their gameplay options by picking up & fulfilling bid tickets. Bid Tickets are item contracts that shops issue in order to secure commodities they want or need. Shop owners can use the marketplace to buy supplies for their stalls as well. Items purchased in the marketplace are done IMMEDIATELY, while selling items is based on what shops want & are willing to pay. <<< Author's Note >>> Due to requirements in the game to fully utilize the commodities market, I am unable to fully elaborate on this place at this time. It is very likely that more research is required at this time to better explain this building... <<< // End Note >>> 9.13) Notice Board ~~~~~~~~~~~~~~~~~~~~~ Points of Interest: * Keeps you up-to-date with current events (in game) * Contains Notices of Active Voyages looking for Jobbers. The Notice Board (also available on the "Ye" tab) is the first thing that loads up in the main window whenever you log in & is usually located next to the dock on all inhabited islands. Not only does the notice board helps you keep tabs of current & upcoming events, you can find voyages that other players are doing & are looking for other players to job with them. You'll have to check the details of each voyage that is listed as each voyage has different challenges & each crew has different pay scales & restocking reserves. 9.14) Dock ~~~~~~~~~~~~~ Points of Interest: * View ships available to board * Locate ships of the crew * Ferries to other islands (colonized ONLY) The dock varies in appearance from just a boat (on uncolonized islands) to a fully featured boardwalk (on colonized islands). This is where you go & see what ships are currently available on the island & what ships you can board. Inhabited islands within an archipelago will typically include ferries that you can take between them (usually for free). Please be aware that you will NOT be able to board any ships that are NOT owned by your crew (permanent or jobbing). Additionally, you won't be able to sail on a ship unless your an officer & have access to a ship... either with an unlocked ship OR a personally owned ship. When you're in a crew, you can click on "Where's my vessels" to see what ALL the ships within your crew are currently located... assuming they're NOT in use for a voyage. For ships that you actually own (you have the deed(s) for them), the ship's icon will be highlighted in blue. It's a bit harder to notice as they have added special variations (or "classes"), which add extra color shades. However, you can refer to the deeds you have (in the "Booty" tab) to help you remember the names of the ships that you own. 10 Clothing -------------- Let's just face human fact here... everybody likes to appear successful & even fashionable (to some reason) when possible. While you can choose to look like a poor stowaway in the game, most players prefer to spend some of their funds to look respectable to others. Please be aware that when you order clothes at the tailors, you'll be asked what color(s) you want. While you can preview the look of the item, the exact color scheme you want WILL AFFECT THE PRICE of the item. Therefore, you will need to be aware of the following facts. * Black, Gold & Purple colors are EXTREMELY EXPENSIVE! These colors are mostly "Pirate Royalty" colors, which tends have high costs for the materials as well as high desire amongst players. As a result, these colors will typically have a greatly higher price (up to 10x the price of other colors). * Tan is usually the cheapest option Tan tends to be the "default color" for most things (like ships & buildings). As the color seems to be in an abundance & somewhat undesirable by players, you can typically get a good discount by selecting tan over other colors. Ordering items will typically have an ETA on how long it will take for the items you order will be ready for pick up & most clothing items on Doubloon Oceans will contain a Doubloon Price as a "Delivery Fee" (which is NON-NEGOTIABLE). If you don't want to deal with Doubloons for items, you can visit the individual shops & see what items they available available "on the rack". The Quality on the items on the rack will vary greatly (Shoot for "New" & avoid "Old") & will vary in price. Most shop owners tend to set prices higher to match the overall cost of the item with Doubloons (converted to a comparable PoE value) on Doubloon Oceans. Subscription Oceans don't deal with Doubloons, but you'll need an active subscription before you can purchase (or use) many of the items within the game. 10.1) Footwear ~~~~~~~~~~~~~~~~~ You want to walk around in comfort right? Your pirate will spend practically every waking moment on their feet. Unless you like to go around barefoot (with all that wood that you can pick up splinters on), why not treat your feet with some footwear? +-------------------------+--------+-------------+------------+----------------+ | Item | Gender | Order Price | Decay Rate | Restrictions | | | | PoE | Dub |(Login Days)| on Ordering | +-------------------------+--------+-------+-----+------------+----------------+ | Boots | Unisex | ~300 | 2 | 60 Days | | | Buckled Shoes | Unisex | ~xxxx | 3 | 80 Days | | | Boots with Gaiters | Male | ~xxx | 3 | 80 Days | | | Curled Slippers | Female | ~xxx | 3 | 45 Days | | | Curled Boots | Male | ~xxx | 2 | 80 Days | | | Fancy Boots | Unisex | ~xxxx | 5 | 90 Days | | +-------------------------+--------+-------+-----+------------+----------------+ * Boots (M/F) * These are just a simple pair of boots (of your color) that covers & protects you feet. * Buckled Shoes (M/F) * These are more frequently see on more "high class" player or governors than standard players. This shoe is typically accompanied by tights. * Boots with Gaiters (M) * These are a step-up from regular boots as they have gaiters (an extra covering for the legs), which add a little more style & color to the boots. * These tend to look more like "high boots" (that go to the knee). * Curled Slippers (F) * These are a simple shoe with a curled tip that the ladies can wear. * It's about as close as they can get to "high heels" in this game. * Curled Boots (M) * A variation on the boot design that has a curled tip. * While it's more for an Arabian flair, it can be mistaken for "elf boots". * Fancy Boots (M / F) * This style of boot is a little flash knee-high boot with a little flair on the top. * This style of boot has been worn by Jack Sparrow (Pirates of the Caribbean) & Guybrush Threepwood (Tales of Monkey Island). 10.2) Pants & Skirts ~~~~~~~~~~~~~~~~~~~~~~~ Nobody wants to see your unmentionables in public & wearing rags around your waist seems to be a bit of a fashion faux pas. It helps to keep something on to make you look somewhat representable. +-------------------------+--------+-------------+------------+----------------+ | Item | Gender | Order Price | Decay Rate | Restrictions | | | | PoE | Dub |(Login Days)| on Ordering | +-------------------------+--------+-------+-----+------------+----------------+ | Rag Pants (colored) | Male | ..... | ... | ~30 Days | CAN'T ORDER! | | Rag Skirt (colored) | Female | ..... | ... | ~30 Days | CAN'T ORDER! | | Rag Pants (faded) | Male | ..... | ... | Infinite* | CAN'T ORDER! | | Rag Skirt (faded) | Female | ..... | ... | Infinite* | CAN'T ORDER! | | Patched Pants | Unisex | ~xxx | 0 | ~30 Days | | | Striped Knickers | Unisex | ~xxx | 0 | 30 Days | | | Pants | Male | ~xxx | 2 | 30 Days | | | Plain Knickers | Female | ~xxx | 2 | ~30 Days | | | Loose Pants w/ Sash | Male | ~xxx | 5 | 25 Days | | | Bloomers | Female | ~xxx | 12 | 30 Days | | | Flare Pants | Female | ~xxx | 5 | 60 Days | | | Pantaloons | Male | ~xxx | 5 | 60 Days | | | Kilt | Male | ~xxxx | 10 | 60 Days | | | Short Dress Bottom | Female | ~xxx | 3 | 30 Days | | | Long Dress Bottom | Female | ~xxx | x | 60 Days | | | Gown | Female | ~xxx | 10 | 90 Days | | | Wrap | Female | ~xxx | 2 | 90 Days | | +-------------------------+--------+-------+-----+------------+----------------+ | * -- until a replacement bottom is obtained & worn. | +------------------------------------------------------------------------------+ * Rag Pants (M) / Rag Skirt (F) * This is the default item that you'll wear around your waist when you have no other piece of clothing to wear. * For the next 30 login days, the rags will match the same color as the item you previously worn (before it fell apart from wear). * After 30 login days, the rags will become faded & will lose their color. * Faded Rag Pants (M) / Skirt (F) will remain in your inventory indefinitely until you replace the item with something newer, at which point you can safely discard it. * Patched Pants (M / F) * These are a worn pair of pants that have been partially revived with some patches. They may not be totally appealing, but they're cheap. * Striped Knickers (M / F) * These are essentially a fair of white pants with colored stripes. They're pretty basic, but their good for the working pirate. * Pants (M) / Plain Knickers (F) * It's a pair of PANTS!... IN A SOLID COLOR!!! (//cue the sarcasm) * While the ladies version are considered "Knickers", they have a similar look. * Loose Pants w/ Sash * For the guys who like the "baggy" or relaxed look, these are the pants for you. However, this type of look tends to wear faster. * Bloomers * These are a baggy, somewhat ruffled pair of pants for the ladies to wear. However, this type of look tends to wear faster. * Flare Pants * Essentially "Bell Bottoms" for the ladies. * Pantaloons * These are puffy pants (around the thigh) that some men around the Renaissance wear. * Kilt * For the men of Scottish decent (or wish to look Scottish). Since this item requires black cloth, it's consider an expensive item. * Short Dress Bottom * It's a simple "mini" skirt for the ladies. * Long Dress Bottom * This is the standard "full-length" skirt that most civilized ladies would wear casually. * Gown * This is the elegant variation of the full-length skirt for the ladies in a more formal occasion. * Wrap * This a deceptively simple skirt (possibly of Arabian style) that's comprised of layers of cloth that are wrapped around the lady's body. 10.3 Shirts ~~~~~~~~~~~~~~ Shirts... love 'em or hate 'em, but the law of the ocean states that you must wear one (of something that qualifies as such). +-------------------------+--------+-------------+------------+----------------+ | Item | Gender | Order Price | Decay Rate | Restrictions | | | | PoE | Dub |(Login Days)| on Ordering | +-------------------------+--------+-------+-----+------------+----------------+ | Rag Shirt (colored) | Unisex | ..... | ... | ~30 Days | CAN'T ORDER! | | Rag Shirt (faded) | Unisex | ..... | ... | Infinite* | CAN'T ORDER! | | Striped Shirt | Unisex | ~xxx | 0 | 30 Days | | | Striped Shirt w/ Vest | Unisex | ~xxx | 2 | 60 Days | | | Plain Shirt | Unisex | ~xxx | 0 | 30 Days | | | Shirt w/ Sash | Male | ~500 | 1 | 30 Days | | | Shirt w/ Belt | Female | ~xxx | 1 | 30 Days | | | Shirt w/ Cape | Male | ~xxx | 4 | 90 Days | | | Frilly Shirt w/ Sash | Male | ~xxx | 2 | 60 Days | | | | Female | ..... | ... | 30 Days | | | Midriff Blouse w/ Scarf | Female | ~xxx | 12 | 30 Days | | | Vest w/ Sash | Male | ~xxx | 5 | 60 Days | | | Vest w/ Scarf | Female | ~xxx | 5 | 80 Days | | | Jerkin | Male | ~xxx | 5 | 60 Days | | | Belt & Bracers | Male | ~xxx | 10 | 60 Days | | | Apron | Unisex | ~xxx | 3 | 60 Days | | | Captain's Jacket | Unisex | ~xxx | 9 | 90 Days | CAPTAINS ONLY! | | Swashbuckler's Jacket | Male | ~xxx | 9 | 90 Days | | | Buccaneer Jacket | Female | ~xxx | 9 | 90 Days | | | Bandolier Jacket | Male | ~xxx | 9 | 90 Days | | | Chainmail | Unisex | ~xxx | 5 | 60 Days | | | Conquistador Armor | Male | ~xxx | 5 | 90 Days | | | Dress Top | Female | ~xxx | 3 | 60 Days | | | Corset | Female | ~xxx | 9 | 90 Days | | | Bodice | Female | ~xxx | 5 | 60 Days | | | Tudor Bodice | Female | ~xxx | 3 | 90 Days | | | Tabard | Female | ~xxx | 9 | 90 Days | | +-------------------------+--------+-------+-----+------------+----------------+ | * -- until a replacement bottom is obtained & worn. | +------------------------------------------------------------------------------+ * Rag Shirt (M / F) * This is the default item that you'll wear around your waist when you have no other piece of clothing to wear. * For the next 30 login days, the rags will match the same color as the item you previously worn (before it fell apart from wear). * After 30 login days, the rags will become faded & will lose their color. * Faded Rag Shirts will remain in your inventory indefinitely until you replace the item with something newer, at which point you can safely discard it. * Striped Shirt (M / F) * This is essentially a white shirt that has colored stripes & is the cheapest shirt available in the game. * Striped Shirt w/ Vest (M / F) * This is a step up from the striped shirt as it includes a vest that you wear on top of it. * Plain Shirt (M / F) * It's a plain, solid color shirt. A little more expensive than striped shirts, but it's a good basic shirt for the working-class pirate. * Shirt w/ Sash (M) & Shirt w/ Belt (F) * This is a small step-up from the plain shirt as it includes a little extra to place around your waist. * Men get a sash & Ladies get a sash, but it's essentially the same item. * Shirt w/ Cape (M) * While it's a bit more fanciful than a plain shirt, it comes with a waist length cap that works well in formal occasions as well as life on the open seas. * Frilly Shirt w/ Sash (M / F) * It's a ruffled shirt that contains a sash with it. * Due to differences in look & materials used, the decay rate is different between the male & female versions. * Midriff Blouse w/ Scarf (F) * This is probably the closest the ladies get to the "bikini look" in this game... which may account for the high doubloon cost. * Belt & Bracers (M) * This is pretty much the ONLY OPTION that guys have to go shirtless... which may account for the high doubloon cost. * Vest W/ Sash (M) * This is a combo look that gives you a plain shirt with a vest & sash. * Vest w/ Scarf (F) * This classy look for ladies sports a closed vest with a scarf around the neck. Something that Pirate Hunter Morgan LaFlay (Tales of Monkey Island) would ware. * Jerkin (M) * This is a more formal look that contains a ruffled shirt with vest, but still works well on the open seas. * Apron (M / F) * For the working pirates what want to look like they run a shop on an island somewhere. Comes with a plain shirt. * Captain's Jacket (M / F) * Purchase RESTRICTED to players of Captain's Rank * This is a knee-length jacket with a frilly shirt that shows your status amongst others that you are a captain of a crew. * Swashbuckler's Jacket (M) * This is the jacket for the successful male pirate who wants to look like a captain without being able to purchase the Captain's Jacket. * Buccaneer Jacket (F) * This is the jacket for the successful female pirate who wants to look like a captain without being able to purchase the Captain's Jacket. It contains a bold white trim that works well in a lady's figure. * Bandolier Jacket (M) * This jacket is for the pirate who likes to have a military (or even a "gun ho") look. * Chainmail (M / F) * For pirate who wants to mix armor with fashion with this flexible & breathable shirt of linked chains. * DISCLAIMER: Costume Piece ONLY. Provides no defensive capabilities! * Conquistador Armor (M) * For those male pirate who wishes to have that Spanish look with this plate mail armor with puffy forearms. * DISCLAIMER: Costume Piece ONLY. Provides no defensive capabilities! * Dress Top (F) * For the lady who wants to complete their dress look, this is the top that you'll want for the more formal occasions. * Corset (F) * This top is for more casual occasions, this fitted top can help charm the males with your looks. * Bodice (F) * The Bodice is a bit more of a conservative look with a form-fitting vest & a long sleeved shirt. * Tudor Bodice (F) * This is a more fanciful variation on the bodice that with a different looking vest that's well suited for swordplay. * Tabard (F) * The Tabard is a tunic, similar to the musketeers. 10.4) Headgear ~~~~~~~~~~~~~~~~~ People like to compliment their appearance with a good hat or piece of headgear. While this is a completely OPTIONAL ITEM for pirates, most like to customize their look with something. +-------------------------+--------+-------------+------------+----------------+ | Item | Gender | Order Price | Decay Rate | Restrictions | | | | PoE | Dub |(Login Days)| on Ordering | +-------------------------+--------+-------+-----+------------+----------------+ | Bandana | Unisex | ~150 | 0 | 30 Days | | | Scarf | Female | ~xxx | 2 | 60 Days | | | Conquistador Helmet | Male | ~xxx | 7 | 60 Days | | | Diving Helmet | Unisex | ~xxxx | 20 | 100 Days | | | Feathered Hat | Male | ~xxx | 5 | 90 Days | | | | Female | ~xxx | 3 | 30 Days | | | Fez | Male | ~xxx | 4 | 40 Days | | | Laurels | Female | ~xxx | 5 | 30 Days | | | Ornate Headdress | Female | ~xxx | 8 | 30 Days | | | Muffin Hat | Female | ~xxx | 5 | 60 Days | | | Musketeer Hat | Male | ~xxx | 5 | 90 Days | | | Wide-brimmed Hat | Female | ~xxx | 5 | 60 Days | | | Sleeping Hat | Unisex | ~xxx | 2 | 30 Days | | | Tricorne Hat | Unisex | ~xxx | 7 | 60 Days | | | Turban | Male | ~xxx | 3 | 60 Days | | | Overlord Helmet | Male | ~xxxx | 12 | 60 Days | | | Valkyrie Helmet | Female | ~xxxx | 12 | 60 Days | | | Viking Helmet | Unisex | ~xxx | 5 | 60 Days | | | Veil | Female | ~xxx | 1 | 30 Days | | | Wig | Unisex | ~xxx | 8 | 60 Days | | | Savvy Hat | Unisex | ..... | ... | INFINITE | CAN'T ORDER!* | | Captain's Hat | Unisex | ~xxxx | 10 | 90 Days | CAPTAINS ONLY! | | Crown | Male | ~xxxx | 10 | 90 Days | ROYALTY ONLY! | | Tiara | Female | ~xxxx | 10 | 90 Days | ROYALTY ONLY! | | Atlantean Helmet | Unisex | ..... | ... | 30 Days | CAN'T ORDER!** | | Enlightened Mask | Unisex | ..... | ... | 30 Days | CAN'T ORDER!** | | High Enlightened Mask | Unisex | ..... | ... | 30 Days | CAN'T ORDER!** | +-------------------------+--------+-------+-----+------------+----------------+ | * -- This was a special item for the Boxed Version of the game. | | ** -- This item is part of a special voyage's booty. | +------------------------------------------------------------------------------+ * Bandana (M / F) * This is a simple, but cheap covering to cover your head with with a color of your choice * Scarf (F) * This simple scarf is a step up to the regular bandana that can help hold back the flowing hair of the ladies. * Conquistador Helmet (M) * To help complete the Spanish look for the guys, this iron helmet contains a feather in it to make you look like you're searching for El Dorado. * DISCLAIMER: Costume Piece ONLY. Provides no defensive capabilities! * Diving Helmet (M / F) * Scared of sinking OR planning on becoming a member of the 20,000 Leagues (under the sea) Club? Then you might want to pick this little number up. HOWEVER, this is one of the most expensive hat within the game as it contains a 20 Dub delivery fee on Doubloon Oceans * Feathered Hat (M / F) * This is a stylish hat that contains a feather in it. * The Female version of this hat is cheaper as it contains less materials & doesn't have as much detail. Therefore, the decay rate on the female version is much lower than the male version. * Fez (M) * For the guys who want to show an Arabian flair & believe that brimmed hats are overrated. * Laurels (F) * For the ladies that wish to have the look of a bride or a fair maiden of the seas, it's a hairband that's decorated with flowers. * Ornate Headdress (F) * For the ladies that want to go more native or "tribal" than traditional with this headdress. * Muffin Hat (F) * This is a puffy (bonnet-like) hat that contains a feather in it. While it could be passed off to men in medieval times, it's restricted to the ladies only. * Musketeer Hat (M) * This is the hat most male pirates enjoy wearing to show off their success as a pirate. It's a broad-brimmed hat that contains a feather in it & looks similarly to those worn in the movies. * Wide-brimmed Hat (F) *This is the female's version of the Musketeer Hat. It may not be as fancy as the Musketeer hat, but still very stylish. * Sleeping Hat (M / F) * This low-hung, cone-shaped hat is for those who want to look that they just got out of bed... or want to look like Link from The Legend of Zelda. However, such a low-hanging hat tends to suffer from heavy wear & tear. * Tricorne Hat (M / F) * Just like the old colonial times (in the US), it's a rimmed hat that contains 3 raised sides to create this hat's look. * Turban (M) * Another Arabian headdress, which is primarily worn around India. * Overlord Helmet (M) * For the successful Viking raider who want to show it. The male version contains horns on the side. * Valkyrie Helmet (F) * This is the lady's version of the Overlord Helmet. Instead of horns, the lady's version contains wings. Not suggested for large (& potentially overweight) ladies... unless you're an opera singer. * Viking Helmet (M / F) * This is for the viking on a budget. This fur-lined, iron skull cap helps to give you the look of a mid-level raider on the high seas. * Veil (F) * Another Arabian inspiration, it's for the ladies that wish to entice the guys with a little mystery. * Wig (M / F) * This is similar a powdered wig, for those who want to look their best amongst royalty & members of "high society". It's a little snooty for most people's taste. * Savvy Hat (M / F) * NOTICE: This is a special item from the Puzzle Pirates: Box Edition (& Starter Pack). It's NOT AVAILABLE in any in-game market. * The Savvy Hat is similar to the Tricorne Hat that includes a pony tail, so it's suitable for everybody. * Captain's Hat (M / F) * NOTICE: This item can only be ordered by Captains. * This is a hat that's emblazoned with the Jolly Roger to show everybody that you are the captain of a crew. * Crown (M) * NOTICE: This item can only be ordered by Flag Royalty. * All Hail the Pirate (Flag) King! This crown will show everybody that you are a pirate to reckon with. * Tiara (F) * NOTICE: This item can only be ordered by Flag Royalty. * God save the (Pirate Flag) Queen! This is the ladies equivalence to the crown. * Atlantean Helmet (M / F) * NOTICE: This item can only be obtained through Atlantis Battle Voyages. * The Atlantean Helmet is a lost treasure that looks similar to a Roman (or Spartan) battle helm that's typically in an Aqua color. * Enlightened Mask (M / F) * NOTICE: This item can only be obtained through Cursed Isles Voyages. * This is a tribal mask recovered from the Cursed Isles that strike fear upon the opponents who look at it. Could be cursed as well... * High Enlightened Mask (M / F) * NOTICE: This item can only be obtained through Cursed Isles Voyages. * This is a tribal mask recovered from the high chieftain of the Cursed Isles & command respect amongst those who look upon it. It could be cursed for all I know as well... 10.5) Special Holiday Items ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The makers of Puzzle Pirates like to celebrate the holidays, just like everybody else. Puzzle Pirates releases special holiday items within the Palace Shoppe that players can purchase. These items are only available for a few days & most items last only for a few days, excluding the collectible items. These items typically carry doubloon costs on Doubloon Oceans. However, since most of the items change with each year, only the major holidays & events that have been celebrated before are noted. 10.5.1) Collectibles *********************** These are the following holiday items that are collectible & will remain long after the holiday is over. * Easter Eggs -- Available during Easter Season (March - April) 10.5.2) Masks **************** These are special items that you can wear to celebrate various holidays. * Funny Glasses -- April Fool's Day * Good for 1 Calendar Day * Laurels of Triumph -- Available during Olympics * Good for 10 Calendar Days * Halloween Masks -- Available around Halloween * Good for 15 Calendar Days * Christmas Headgear -- Available around Christmas * Good for 15 Calendar Days 11) Weapons -------------- As with all multiplayer games, there is usually some special items that you can utilize to help tip the scales of battle in your favor. The weapons listed here will give your opponents a different pattern of sprinkles for them to deal with. Like everything else in the game, there's plenty of options & costs available... especially based on the colors you choose for your weapons. 11.1) Swords ~~~~~~~~~~~~~~~ Swords are a necessary item for swordplay, so you'll ALWAYS have some type of sword on hand. Each sword has it's own attack pattern, which can make it harder (or in some cases, EASIER) for others to counter. Swords (like the cutlass) that have asymmetric attack patterns CAN be "reserved" (mirrored image) by having a blue, green OR purple guard. Otherwise, the colors of the hilt & guard will only affect the colors of your "Battle Dot". Having that said, there may be some restrictions on color choices. +---------------------------------------------------+-------------+------------+ | Item | Order Price | Decay Rate | | | PoE | Dub |(Login Days)| +---------------------------------------------------+-------+-----+------------+ | Stick | ..... | ... | INFINITE* | | Backsword** | ..... | ... | INFINITE | | Foil | ~2500 | 0 | 30 Days | | Dirk | ~xxxx | 3 | 30 Days | | Short Sword | ~xxxx | 3 | 30 Days | | Stiletto | ~xxxx | 3 | 30 Days | | Cutlass | ~5000 | 3 | 60 Days | | Poniard | ~xxxx | 5 | 60 Days | | Rapier | ~xxxx | 7 | 60 Days | | Long Sword | ~xxxx | 9 | 60 Days | | Falchion | ~xxxx | 7 | 90 Days | | Saber | ~xxxx | 7 | 90 Days | | Skull Dagger | ~xxxx | 9 | 90 Days | | Cleaver | ~xxxx | 12 | 90 Days | | Scimitar | ~xxxx | 12 | 90 Days | | Katana | ~xxxx | xx | xx Days | | Dadao | ~xxxx | xx | xx Days | +---------------------------------------------------+-------+-----+------------+ | * -- until a replacement bottom is obtained & equipped. | | ** -- Item is only available in the Puzzle Pirates: Box Edition | +------------------------------------------------------------------------------+ For the Attack pattern of each sword, I'll be using the first letter of each color that is used: R = Red G = Green B = Blue Y = Yellow Please be aware that the patterns shown are for the STANDARD attack patterns. * Stick * NOTICE: This weapon CANNOT be purchased & will NOT decay until you equip another sword. * The stick is the default weapon provided to everybody who does NOT have a sword in their equipment. It is also considered one of the weakest swords in the game because of it's very organized attack pattern, but some expert swordsmen choose to use it for that challenge. * Attack Pattern YRBBGY RRBBGG RRBBGG * Backsword * NOTICE: This weapon is available ONLY in Puzzle Pirates: Box Edition & does NOT decay. * The Backsword is a special weapon that was primarily designed to helpful against the computer opponents. However, it usefulness seems to be a bit limited against human competitors. * Attack Pattern GGRBYY GRRBBY GRGYBY RGGYYB * Foil * The Foil is the basic sword that all new pirates are given. While the attack pattern is pretty basic & fairly easy to counter... It's at least better than a stick & OK for a low-end "Budget" sword, as it contains no Doubloons in it's price. * Attack Pattern GGBBYY GGBBYY RRGGBB RRGGBB * Dirk * A short dagger that can cause some frustrations amongst those who must go against this weapon. It's consider the best choice amongst the swords of the low-end spectrum. * Attack Pattern BBGGYY BBGGYY BGGRRY BBRRYY RRRRRY * Short Sword * This sword is geared to fight opponents with only one hand (figuratively speaking). This sword is consider a good choice for those who prefer the low-end swords, but the attack pattern is a mix between the stick & the foil. *Attack Pattern GGBBYY GGBBYY RRGGBB RBGGYB * Stiletto * This low-end dagger can leave some opponents a bit dazed & confused from the damage. The attack pattern is a bit symmetrical, but carries enough chaos to challenge opposing players. * Attack Pattern *BBYRGG BRGBYG BRBGYG BBRYGG * Cutlass * The Cutlass is a fair entry-level sword in the mid-range class of weapons to cut your foes down to size. While the cost is similar to most of the low-end weapons, the cutlass lasts twice as long, making it an cost-effective option. * Attack Pattern RRGGYY BBBYGG GGBBRR GGBBRR YYGBBR YYGGRR * Poniard * The Poniard is consider a mystery amongst the mid-range weapons as it seems to be a mixed bag with players. Those who are experienced with the weapon can really do some damage. HOWEVER, it's a weapon that experienced player can quickly defeat with some of it's stick-like attack pattern. * Attack Pattern YYRBGG GYRBGY GGRBYY GGRBYY GRRBBY RGRBYB * Rapier * The Rapier is one of the swords typically used in swordplay. It's a bit pricier than other mid-range weapons, but the attack pattern can be a challenge for those who oppose you. * Attack Pattern YGRYBR RGBGBY RRBGYY GGGBBB RGGBBY RRGBYY * Long Sword * This two-handed sword can help inflict heavy blows to your opponents. While the sword is most expensive in the mid-class weapons, it is one weapon that is hard to counter. * Attack Pattern BBRRYY BGGGGY YBRRYB YBRRYB BBGGYY BBRRYY * Falchion * The Falchion is considered one of the best swords in the high-end range of weapons amongst players. This weapons somewhat symmetrical attack pattern doesn't give players much room for counterattacks & it's low doubloon cost makes it an excellent choice. * Attack Pattern GGYYBB GBYRRB RBBGRY RRGGYY * Saber * The Saber is the alternative in the high-end swords that can be dangerous amongst those performing a lot of sprinkles & a little luck in the reserve configuration. The attack pattern have colors a bit more together, which can give opponents an opening for counterattacks... but the prince is similar to the Falchion. * Attack Pattern GBBRRG GGYYGG GGYYGG GRRBBG BRRBBB BBBRRB * Skull Dagger * The Skull Dagger is considered to be one of the most dangerous high-end weapons available in the game, but it doesn't seem to be one of the preferred weapons amongst players. It's attack pattern is similar to the Poniard, but the colors are a bit more broken up. * Attack Pattern GGYRGG GBYRBG GBYRBG BBYRBB BYGGRB * Cleaver * The Cleaver can hack & slash opponents in pieces. One of the most expensive weapons, the attack pattern is asymmetrically & seems to be a little heavy with one color. It doesn't seem like one weapon that gets selected by players. * Attack Pattern GGYBYY GYYYBY GGBYYB RGGRYY RRGYRY RGGYYR * Scimitar * The Scimitar is the high-end sword of Arabian flair that most players of the high-end weapons tends to use. While there are two color lines in the attack pattern, it does seem to be a challenging sword to face. * Attack Pattern GRRRRY GGGYYY BRGYRB BBGYBB * Katana * NO INFORMATION IS AVAILABLE AT THIS TIME... [INCOMPLETE] * Attack Pattern [INCOMPLETE] * Dadao * NO INFORMATION IS AVAILABLE AT THIS TIME... [INCOMPLETE] * Attack Pattern [INCOMPLETE] 11.2) Bludgeons ~~~~~~~~~~~~~~~~~~ In Rumbles, players can equip a weapon (if they desire) to help them defeat their opponents by changing the attack pattern sent. Unlike Swordfighting, you are NOT REQUIRED (nor originally provided) any bludgeoning weapon. Just like swords, the color of bludgeoning weapons will affect the exact attack pattern.. but color choices may be restricted on items as well. +---------------------------------------------------+-------------+------------+ | Item | Order Price | Decay Rate | | | PoE | Dub |(Login Days)| +---------------------------------------------------+-------+-----+------------+ | Bare Fists | ..... | ... | INFINITE* | | Hook** | ..... | ... | INFINITE* | | Fish*** | ..... | ... | 5 Days | | Broken Bottle**** | ..... | ... | 9 Days | | Skeleton Bone**** | ..... | ... | 30 Days | | Gaff | ~1000 | 0 | 30 Days | | Rope Coils | ~800 | 1 | 30 Days | | Belaying Pin | ~xxxx | 3 | 30 Days | | Brass Knuckles | ~xxxx | 3 | 30 Days | | Cane | ~xxxx | 5 | 60 Days | | Leather Gloves | ~xxxx | 5 | 60 Days | | Chain | ~xxxx | 6 | 60 Days | | Blackjack | ~xxxx | 7 | 90 Days | | Gauntlets | ~xxxx | 9 | 90 Days | | Skull Rings | ~xxxx | 9 | 90 Days | | Hammer | ~xxxx | 12 | 90 Days | +---------------------------------------------------+-------+-----+------------+ | * -- This is the default weapon for all players & can ONLY be replaced by | | equipping another weapon. | | ** -- This weapon is obtained through a "Sinking Injury". This weapon can | | be removed through the usage of a injury-curing potion. | | *** -- This weapon is obtained by surviving a sinking ship on a voyage. | | **** -- This weapon is obtained by through combat on special voyages. | +------------------------------------------------------------------------------+ Attack patterns will use the first letter of each color used. HOWEVER, normal balls are noted in upper-case while "Bruised" balls (balls that players cannot clear immediately) are noted in lower-case. A/a = Aqua (light blue) B/b = Blue O/o = Orange R/r = Red Y/y = Yellow * Bare Fists * NOTICE: This the default for MOST players without a weapon equipped. * For those who choose NOT to use a bludgeoning weapon (or can't afford a weapon), this is what you get. The attack pattern is very basic & can be easily countered... but it seems to be a popular choice amongst beginners & expert players who want a challenge. * Attack Pattern BBOOORRAA BBOOORRAA OOBBAAARR OOBBAAARR AAARRRYYY AAAOROYYY * Hook * NOTICE: This the default for players who suffered a sinking injury where they lost a hand. This weapon can be removed by using an injury curing potion. * The Hook is a small variation on the Bare Hands that contains a small shift in color in the attack pattern few modifications on the right side. Comparing the attack pattern amongst other weapons, the hook appears to be a permanent version of the gaff. * Attack Pattern BBYYYOOAA BBYYYOOAA YYBBAAAOO YYBBAAYOO AAAOOOYRR AAAOOOYYR * Fish * NOTICE: Fish can only be obtained from surviving a sinking ship. * A natural byproduct from sinking ships in high-risk voyages, Fish have a slightly unpredictable attack pattern. HOWEVER, since fish are a natural weapon (considering they were once alive & NOT preserved), they have a very short lifespan as a bludgeoning weapon. * Attack Pattern RRBBBBBRR BAAY YOOR RAAYYYOOR RRBBBBBRR RRBBYBBRR RRBBYBBRR RRBBYBBRR * Broken Bottle * NOTICE: This item can only be obtained in Atlantis Voyages. * This bludgeon is a byproduct created in the battle against Atlantis. While the attack pattern is a bit organized, the holes within the pattern can make it tricky for opponents. As this weapon was received as a damaged item, the lifespan of the weapon is greatly reduced. * Attack Pattern YYYRRBOOO Y YRBBO O OOOBBAYYY O OBAAY Y YYYRRROAA YYYRRROOA * Skeleton Bone * Notice: This item can only be obtained through Atlantis Voyages OR from A Skellie Fray * Obtained from the bones of a long defeated foe (hopefully), this weapon can be a force to reckon with as the attack pattern is a bit chaotic. As it lasts as long as the low-end bludgeoning weapons, it's probably the best weapon you can obtain for "free". * Attack Pattern BYYOORRYY YBBORRYAA YOOBBYYAA OORRYBBOO OORRYYOBB OORRYYOAB * Gaff * The Gaff, which is commonly used on ships for sails & to transport fish (in the modern world), is essentially a hook on a stick. While the attack pattern isn't the greatest, it's one of the cheapest bludgeon weapons in the game. It is noted that the gaff has a similar pattern to the hook, but you can choose the colors on the stick (which affects the attack pattern). * Attack Pattern BBYYYOOAA BBYYYOOAA YYBBAAAOO YYBBAAYOO AAAOOOYRR AAAOOOYYR * Rope Coils * Rope Coils is a bludgeoning weapon that you practically wrap around your own fists (like a primitive boxing glove) at most players of the low-end weapon users like. While the attack pattern can be countered with a good triangular base (to line up the colors), it's better than bare fists. * Attack Pattern OORRYRROO RRYYBYYRR RRYYBYYRR YYBBABBYY YYBBABBYY BBYYYRRBB BBYYRRRBB * Belaying Pin * This large wooden dowel is typically used to hold things on the ship, but it can be used in rumbles to belay your opponent's attacks & their counterattacks. While colors are connected, they're in unusual lines to make it difficult to counter. * Attack Pattern OOBBAOYBB RRRRAOYBB RRYYAOYYB BBBBAOYYB RRAAAOOYB RRYYAABBB RYYAAABBB * Brass Knuckles * A simple piece of metal that is fitted over the knuckles of the wearer to add a little more damage to your offense. While the center of the attack pattern is fairly easy to counter, the outer sections are bit harder to deal with. * Attack Pattern BBRRAYYOO OBBAAAYYB OOOAAABBB ORRAAAYYB OOYYARRBB OOYYARRBB * Cane * The cane is useful to help older & injured pirates to walk about, it is also useful to club your opponents with. The attack pattern is a bit asymmetrical, but nothing that would be consider detrimental. * Attack Pattern OOOYYBAAA ORRBBBAOO ORRYBBAOO OORYYYAAO OOYYYBAAA OOYYYBAAA * Leather Gloves * These simple, but sturdy leather gloves are useful to protect your hands on the ship, but also help keep your hands clean from the various body fluids flying from your opponents. The attack pattern seems to be an inverse of the Rope Coils, but it would be a pattern that would be a challenge to counter. While most players tend to skip the mid-range bludgeoning weapons, this would likely be a good choice. * Attack Pattern RBBBBBBBO RRRRBOOOO YYYRBOAAA YYOOOAAAA AAARRRBBB AARRORRBB * Chain * This iron chain can wrap your opponents in pain. However, discriminating players would notice that the chain tends to have a flaw in it's attack pattern that would give opponents a fair opportunity to get a counterattack in. * Attack Pattern AAABBBRRR AAYYYYRRR YYYBBYRYY AAABBYYYR OAAOOORRR OORORORRA * Blackjack * The Blackjack is a small club that contains a small iron bar (or pipe) that's covered in leather, with a flexible handle that's designed to really hurt your opponents. This is the most popular choice of bludgeoning weapons for high-end users, probably because is the most cost-effective. While there are a few sections that could be easy to counter, the bruised balls in the attack pattern makes it harder for opponents to clear. * Attack Pattern RAAAOOOOY RaaOOOORR RRROaOYRO AAROOYYRO AAROYABOA YYRYABAAA OOYYYRRRR OOYBYYRBR * Gauntlets * These are heavier combat gloves that are reinforced with small iron plates to inflict more damage on your opponents. While the attack pattern is decent, it doesn't include any bruised balls & costs 2 Dubs more. * Attack Pattern RBBAYAOOR ARRAAYRRA ARRYAARRA OAAAYAAAB OOYYYYYRR OOOYYYOOO ROOYYYBBR ROOAAABBR * Skull Rings * The pairs of iron rings are nothing to laugh at since they can definitely leave an "impression" on the unsuspecting victim(s) who have to go up against them. While the center of the attack pattern contains a small weakness, the bruised balls help to reduce the impact of any counterattacks. * Attack Pattern OoYAAARBb OOYYaRRBB OYYAAARRB OOrRAYYBB ORRAAAyYB OOYYYYYBB ROOYRYBBR * Hammer * The most expensive bludgeoning weapon available, the hammer can really inflict the bruised balls to your opponent. HOWEVER, the attack pattern could be counter fairly easy with the right combination of 3 balls. * Attack Pattern YYYRRRAAA YrrRyRrAA YrrROOoAA YYYRRRAAA OOORRRBBA AOARRRABA 11.3) Mugs ~~~~~~~~~~~~~~ Mugs are a special item that you can equip to give yourself an advantage when playing the drinking game against other players. While mugs are more for those who frequently play the game, they're totally optional equipment. <<< AUTHOR'S NOTE >>> Due to lack of interest in the Drinking game. The Author of this guide has not bothered to look into mugs at this time. This section may be expanded in the future. <<< // END NOTE >>> 12) Commodities ------------------- Commodities, as the name states, are the items that the shops need to create the items that they sell. <<< COMING SOON >>> 13) Decay & Consumption -------------------------- Before you start knocking down the doors of Three Rings in the heat of a Raging Mob, you should at least try to understand WHY items within Puzzle Pirates have Decay & Consumption mechanisms. These mechanisms are designed to preserve the ocean economies. As the items you own decay, they will eventually turn to dust & require you to buy a replacement. This allows the shops to keep refreshing their stocks, which refreshes the commodities market to make the items & keeps the whole ocean running. If stuff never decayed or consumed, there would likely be a flood of items on all of the oceans, which would heavily devalue all items. This would make shops unprofitable as there would be a lack of demand for items, which would cause a chain reaction as the commodities markets would be flooded with items that nobody is interested in buying (or could afford due to the losses from the devalued items). As all the shops would stop producing labor, the supply of items would likely start dropping as newer players start picking up items, which would likely cause hyper-inflation across the board. This would make ALL in-game currency (PoE AND Doubloons) useless. Doubloon exchange rates would be so obscene that it would be practically impossible for players to enjoy the game without spending their own funds on Doubloons... which would eventually cause the entire game to become undesirable to play & kill it. Having that said, there are some items within the game that NEVER decays nor can be consumed through normal use. * Ships (& their related Deeds) * Player Houses (& Deeds) * Pets * Trinkets * Boxed Edition items * Backsword * Savvy Hat * Bid Tickets * Commodities (only consumed when made into items) * Portraits * Special Furniture * Sticks * Colorless Rags Furniture that you purchase in the game does not decay through normal means. Furniture only decays when you move them OR remove them from a room within a player's house OR ship. If you want to keep your furniture in near-pristine condition, just never move the items once you placed them in the desired spot within your house (or ship). Ships do not decay, mostly because they're a critical item within the game & they're expensive to build (especially on Doubloon Oceans). Ships, however, CAN BE DESTROYED. In certain voyages that are classified as "HIGH RISK", ships that are used can be sunk IF the damage meter is maxed out. When this happens, the ENTIRE CONTENTS of the ship (including the ship's hold & any furniture placed in the ship) as well as the ship's deed are destroyed. The crew of the now sunken ship are transported to the nearest island from the place the ship was sunk. It is possible for pirates that were on that ship to sustain injuries. While some players may not like this mechanism in the game, it's a necessary evil in the game that keeps the whole economy in check as it completes the cycle of life... much like reality itself. <<< =============================== PART IV =============================== >>> ~ Sailing Voyages ~ Voyages are the heart of the game as it's the major income system for crews & pirates. There are various ways to do a voyage, so this section covers the gist of various voyages that you could partake in. <<< ======================================================================== >>> 14) Pillaging ---------------- Pillaging is the simplest & most common voyage that is partaken by crews. This is were crews set a course to another island somewhere in hopes to running into various ships to attack & hopefully plunder. The law of the high seas is that everybody (including yourself) is fair game & to the victor goes the spoils... which means that if you ship loses, you'll lose some of the stuff on your ship. However, your ship will gain stuff when you win. Typically "Good" pillaging voyages (or "Pillies" as typically called) will have a lot more wins than losses. While good pillies typically benefit everybody who participated, the pirate who runs the pilly comes out on top as the ship will have minimal restocking requirements & can pocket the majority of the restocking reserve. As a result, the person running the ship can make up to 4 TIMES the pay of the voyaging pirates... even if the pay scale is against the officer & they take penalties! Pillies are typically broken into about 5-6 phases. 1) Seek -- This is when your ship is looking for other ships to attack. This is where you try to find a ship that looks good to attack. 2) Attack -- The Attack phase is when your ship is in a sea battle. You try to damage the other ship as much as possible, while sustaining as little damage to your own ship before you grapple each other. 3) Battle -- Once the ships are grappled, the main event takes place! This is where you face the crew of the other ship. Whoever wins gets to plunder stuff from their opponent. 4) Post-Battle Assessment -- This is where you assess the condition of your ship (& time) to see what needs to be done to get back to "Battle Ready" condition & back to the "Seek" Phase. 5) Expeditions (Optional) -- After winning a battle, you obtain information about a special expedition that you may partake in completing to get more PoE... with limited risk to your ship. Unless the captain is pressed for time OR the ship is running low on supplies, most captains will try to do these. 6) Post-Voyage Assessment -- When the pilly is over & the ship is back in port, you split the booty (assuming a good run) & restock the ship to desired levels. 15) Expeditions ------------------ During your pillies, a member of the defeated crew (of brigands or barbarians, NOT another crew) might leak information about a special expedition (or "expo") that your crew can partake in. Expeditions are randomly earned & MUST be completed BEFORE the voyage ends. Once the booty chest is paid out, all pending expos are lost! There are roughly 4 types of Expeditions that are available: * Treasure Trek * Merchant Catches * Shipwrecks * Island Defense 15.1) Treasure Treks ~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: Moderately Easy Treasure Treks are one of the easy expeditions as you travel to a special, tiny island (that's not typically found on sea charts & only visible to the crew when your ship has this expo). As nobody else (other than the crew that gave you the expo) knows about it, you can take your time & sail to it along your way to another island en-route. Once you reach the island destination, your entire crew disembarks the ship (don't worry, your ship act like you've ported on the island) to go searching for the treasure. Once you find the treasure spot (as the location of it does vary with the island), you'll start the Foraging game to dig for treasure. Once you start the Foraging game, you'll have a limited amount of time to dig up as many chests as you can. Once all the treasure is found (or everybody's time is up on the game), you take your newly found treasure to the booty chest. 15.2) Merchant Catch ~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: Hard Merchant Catch is, as the name states, a race to catch a loaded merchant ship that's in transit & is ripe for plundering. HOWEVER, the catch is that you have to catch the ship BEFORE it reaches it's port. This expo runs very similar to a standard pilly, but there's a guaranteed large payout for the ship if you win. 15.3) Shipwrecks ~~~~~~~~~~~~~~~~~~~ Difficulty: Easy Similar to Treasure Treks, Shipwreck Expos is where you sail to a sunken ship instead of a tiny, previously undisclosed island. This sunken ship was loaded with treasure when it went under, making it a ripe for hauling. When you reach the sunken ship, your entire crew heads to the hold to play the Treasure Haul game. While there is a time limit for the players, once they start, but all you have to do is make as many matches as you can to pull up the PoE's. All the PoE collected will go into the booty chest. While your ship may pick up a little water while you're actually doing this expo, you don't have to worry about other ships attacking & trying to sink you, which can happen in other voyages. 15.4) Island Defense ~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: Moderate The Island Defense expedition is a relatively new expo where your crew gets word of a viking raid on a tiny island & the island's governor is seeking pirates to defend them. This expedition is a two-parter. The first part is the Viking Defense, where the entire crew plays the Gunnery game in order to weaken the Viking's offensive line. Every time you fill all the cannons on the board, they'll immediately fire at the Viking ship. This is a timed event as it'll end once the Viking ship reaches the port. The second part is the Confrontation, where the crew actually fights the Viking Raiders, which is the critical part of the expedition. If your ship's crew wins the battle, the Governor of the island will pay your ship handsomely (which goes into the booty chest) & you may pick up a small trinket. 16) Flotillas ---------------- CAUTION: THESE CAN BE SINKING VOYAGES! IF THE SKULL ICON IS RED, YOUR SHIP WILL BE DESTROYED WHEN THE DAMAGE METER MAXES OUT! Notice: * Flotillas typically run in 10-minute blocks (with a 1-minute break in between). Make sure you have about 30 minutes planned. * Flotillas typically require a fair number of pirates, so expect larger ships to be used & plan on waiting for a while as the captain tries to obtain enough pirates for an attack run. Flotillas are typically a special event where a computerized crew (The Brigand King) blocks a specific route between islands. The object of the Flotilla is to sink the opposing ships (decreasing the Brigand's fleet) & loot the sunken ships while trying to keep your own ship afloat. Flotillas typically last as long as there is an opposing ship on the battle map. When the damage meter on your ship maxes out, your ship is considered sunk. ALL THE BOOTY THAT WAS OBTAINED DURING THE VOYAGE IS LOST & everybody is teleported to the nearest island. If it was a Sinking Flotilla, the ship will be lost as well. In Non-Sinking Flotillas, the ship will return to the island as well, but will be in a "crippled" state (temporarily unsuitable for additional voyages) for the moment. It is CRITICAL for the ship's captain (/CO/XO) to keep track of the ship's condition (including the number of pirates on the ship) & decide when it's in the ship's best interest to flee from battle, then either recruit more pirates OR port the ship. 17) Blockades ---------------- CAUTION: THESE CAN BE SINKING BLOCKADES! YOUR SHIP MAY BE DESTROYED IF THE DAMAGE METER MAXES OUT! PARTICIPATE AT YOUR OWN PERIL!!! Notice: * Blockades are PvP EVENTS! -- You are playing against OTHER PLAYERS! * Blockades are lengthy! -- Blockade rounds last 45 minutes (broken into 4 10-minute blocks w/ 1 minute break in-between) & requires one side to win 2 rounds. PLAN ACCORDINGLY! * Ships can only enter Blockades between rounds -- To prevent one side from constantly cycling in new ships during a round, sides have to wait for for the start of the next round before they can bring in any desired reinforcements. * Blockades typically use large ships that require many pirates -- As the crews / flags participating are trying the best to win the Blockade, they want to bring in as much muscle into the battle as possible & will try to launch ships into the Blockade as soon as the ships are filled. HOWEVER, due to entry restrictions, be prepared to wait. * Blockades ARE EXPENSIVE TO PARTICIPATE IN! -- It takes somewhere along the lines of 250,000 PoE OR MORE in the crew's "War Chest" to pay the pirates who in on the cause. Pirates are typically paid around 1,000 PoE per 10-minute block (actual payment is based on your performance), regardless of the ship's status... so it can be profitable for those who job for one of the crews / flags. * Blockades are listed on the notice board (under the events tab) -- This is to notify all pirates who are interested in participating, which includes the starting time. Blockades are special events where one crew, or more commonly a crew flag, tries to take over an island to become the governing authority. The crew / flag that controls the island have the power to develop the island however they see fit. While participating in a Blockade & developing an island are the most expensive activities in the game, they're also the biggest & ultimately most rewarding aspect of the game as the governing group can leave their mark on the ocean. A fair number of blockade events are considered SINKING BLOCKADES... which is the common type of blockade for unclaimed islands. BE WARNED THAT YOUR SHIP WILL BE DESTROYED IF THE DAMAGE METER IS MAXED OUT WHILE YOU'RE IN THE BLOCKADE! Therefore, crews & flags should NOT attempt to participate in a blockade unless they're willing to accept ship losses & can afford to develop the island, should you win the blockade. 18) Atlantis Voyages ----------------------- NOTE: This Voyage is consider a "Sea Monster Hunt" within the game. WARNINGS: 1) THIS IS A SINKING VOYAGE! -- You can lose your ship if the damage meter maxes out in battle. 2) A special chart is required to partake in this voyage. -- These charts can be obtained through pillies OR purchased from other players. These charts are only good for 8 CALENDAR DAYS. 3) ALL PIRATES ARE REQUIRED TO OWN A BRAVERY BADGE (or active subscription) -- This is a very special, "High Risk" voyage... so only those who can prove their bravery may apply. Atlantis Voyages are special voyages where you take on the Atlantean Army that has an outpost somewhere in your ocean. Those who partake in this voyage are trying to cripple their outpost in order to protect the islands in the ocean. The Atlantis Battle Board will contain a few changes... 1) Treasure Haul will be available through various blocks of the battle board. 2x2 chests will appear in the game's playfield, which players strive to collect by clearing all the coins above it. 2) Atlantean Dragoons will periodically board the ship & challenge players to a swordfight. Players must fight the Dragoons in order to maintain control over the ship. Dragoons must be defeated before they'll leave the ship. The Aqua Trident will appear in the Swordfighting game. 3) MULTIPLE Sea Monsters will be post around the battle board. They will try to trap & even sink ships. 4) Citadels will periodically appear on the battle board, which ships can attempt to board & attack for treasure. All pirates join in the swordfight (as a team) with the special piece. The majority of this voyage is directed towards the ship's captain (/CO/XO) as they have to use their battle navigation skills to keep the ship relatively safe as they try to attack the Atlantean Outpost while the crew works furiously to power & protect the ship while picking up treasure. 18.1) Atlantis Treasure ~~~~~~~~~~~~~~~~~~~~~~~~~~ There are various items that can be obtained from treasure chests that are exclusive ONLY to Atlantean Voyages. These are awarded to pirates who performed well during the voyage. Here's the following items you can pick up. * Clothing (Gender Neutral) * Atlantean Helmet (Head) * Atlantean / White Feathered Hat (Head) * Atlantean / Blue Captain's Jacket (Body) * Aqua / Atlantean Pair of Flared Pants (Waist) * Atlantean / Navy Pair of Fancy Boots (Feet) * Furniture * Anglerfish Statue * Archelon Model * Atlantean Amphora * Atlantean Armor * Atlantean Octopus Statue * Atlantean Princess Statue * Atlantean Seal * Atlantean Statue * Broken Atlantean Amphora * Crossed Tridents * Gorgonyx Model * Triketos Model * Trinkets * Archelon Egg * Atlantean Band * Atlantean Brooch * Atlantean Totem * Broken Trident Tine * Engraved Atlantean Band * Inscribed Shell * Atlantean Clam Shell * Atlantean Knobby Coral * Atlantean Spiky Coral * Atlantean Starfish * Sand Dollar * Pets / Familiars * Pet crab called "Karkinos" * Available in Blue, Navy, Aqua OR Atlantean * Contain Gold, Silver OR Bronze Filigree. * Familiar seahorse called "Ippolito" in one of 6 colors: * Black * Navy * White * Aqua * Blue * Atlantean 18.2) Injuries ~~~~~~~~~~~~~~~~~ If your ship sinks while on the battle board during this voyage, it's possible for members on the ship to get a starfish stuck to their face, as a special Atlantean injury. This starfish injury is mostly a cosmetic deal, which is mostly visible when you commission a portrait. The starfish can be removed from your pirate with an injury curing potion. 19) Cursed Isles ------------------- WARNINGS: 1) THIS IS A SINKING VOYAGE! -- You can lose your ship if the damage meter maxes out in battle. 2) A special chart is required to partake in this voyage. -- These charts can be obtained through pillies OR purchased from other players. These charts are only good for 8 CALENDAR DAYS. 3) ALL PIRATES ARE REQUIRED TO OWN A BRAVERY BADGE (or active subscription) -- This is a very special, "High Risk" voyage... so only those who can prove their bravery may apply. The Cursed Isles is a multi-stage voyage that ships of any size can partake in. Ships voyage to the much rumored & often feared "Cursed Isles", where evil cultists reside & try to take over the world through strange & convoluted ways. 19.1) The Battle Board ~~~~~~~~~~~~~~~~~~~~~~~~~ When you reach the area where the Cursed Isles are located, you'll enter a very special "Cursed Battle Board" (commonly referred to as "The Gauntlet"), where you have to navigate your way to the small island. There are a fair number of changes to the battle board, which are... 1) The board is MUCH DARKER than normal (wrapped in the cloak of cursed darkness). 2) There's patches of green fog, which you must avoid AS MUCH AS POSSIBLE since it damages the well-being of the entire ship... which includes reducing the crew's production levels AND causes the ship to take damage (which is VERY BAD). 3) There are cursed COUNTER-CLOCKWISE Whirlpools (noted with a green tint) in addition to the normal CLOCKWISE Whirlpools. 4) No Treasure Hauling opportunities are available -- Considering the ships you are sinking are teaming with the undead... you probably don't want to haul something unwanted onto your ship. 5) There are "Rafts of the Undead" on the battle board. -- They carry no offensive capabilities, but their crew will try to board your ship to distract your crew by challenging them. 6) A special "Cursed Tokens" is available to help eliminate unwanted guests from your ship. The captain (/CO/XO) needs to be on their top game to navigate past the battle board's hazards to reach the cursed island. The most dangerous ship are the "Rafts of the Undead", as they'll try to reach your ship & forcefully board it. Players must deal with these "unwelcomed guests" by defeating them in a rumble, either as solos OR team efforts. The "Cursed Tokens" are a special token that can be obtained to help turn the tides against the "unwanted guests" & come in two flavors: * Silver Cursed Token -- Removes 2 "Guests" from the ship. * Golden Cursed Token -- Removes ~5 "Guests" & Gives ~4 Thralls (Helpers). * Limit 1 Thrall per pirate in the crew. * Thralls are tied to individual pirates. * Thralls stay until they're defeated OR you depart the battle board. 19.2) Island Raid ~~~~~~~~~~~~~~~~~~~~ Once you reach the Island's harbor, your party will be "greeted" by a welcoming committee of zombies, which should be fairly easy to defeat. After defeating the "Welcoming Committee", the entire crew will be sent into the foraging minigame in search of treasure to take from the island. This is a timed event as the islanders are regrouping for another attack. Each attack phase will cycle between cultists (swordfighting) & zombies (rumbles). It is up to the captain (/CO/XO) to decide whether to risk fighting the group & stay on the island longer OR flee, taking everything you found so far. The longer your crew stays on the island, the larger the islander's group becomes & the harder it is to defeat them. If you lose the fight against the islander's, you'll lose half the treasures obtained from the last round & you are forced off the island. However, if you win, all the treasures obtained are secured & you get take another foraging round. Foraging performance is based on how many "Chest Points" you obtain during that session. * Bone Boxes (1x1) are worth 1 CP * Fetish Boxes (2x2) are worth 2 CP's * Cursed Chests (2x3) are worth 3 CP's +----------------+--------------------+ | Foraging Score | Performance Rating | +----------------+--------------------+ | 0 - 2 CP's | Asleep | | 3 - 5 CP's | Lethargic | | 6 - 8 CP's | Steady | | 9 - 11 CP's | Brisk | | 12 - 14 CP's | Swift | | 15+ CP's | Frenetic | +----------------+--------------------+ Once you make it safely back into port, your crew will split up all the treasure that you've collected. 19.3) Cursed Treasure ~~~~~~~~~~~~~~~~~~~~~~~~ * Clothing (Gender-Neutral) * Enlightened mask (head) * High Enlightened mask (head) * Indigo / Magenta (Cursed) Feathered Hat (Head) * Purple / Indigo (Cursed) Bandolier Jacket (Body) * Indigo / Red (Cursed) Loose Pants with Sash (Waist) * Purple / Indigo (Cursed) Buckle Shoes (Feet) * Furniture * Crossed Spears (Brown) * Fancy Crossed Spears (Green) * Jarred Homunculus * Necromancer's Table (red) * Vargas Statue * Indigo / Indigo (cursed) crest tapestry * Trinkets * Beaded Fetish * Cursed Effigy * Dried Homunculus * Hemlock * Powdered Lizard Tail * Shrunken Head * Spell Scrap * Talon Fetish * Cursed Chalice (Mug) The Cursed Chalice allows you to earn 30 extra points when chugging, but you get drunk faster, & does not require adjacent piece placement when used in the Drinking parlor game. It also allows you to drink from it & temporarily colors your face similar to the Cultist for the current session. 20) Foraging --------------- NOTE: Requires Labor Badge (or active subscription) to partake. Foraging is more of a labor-based voyage as you take your ship to an uncolonized island in order to pick up fruit & other valuables, which the ship's captain will pay you based on what you dig up, to sell at the markets of the colonized islands. The hard parts of this type of voyage are... 1) The ship needs to have the funds in the ship's hold to pay the pirates who do the foraging, since payments are on a per-item basis. 2) The ship needs to have the space in the hold to carry the items foraged from the island. Larger ships (Cutters, Merchant Brigs, ect.) are typically used for this type of voyage. 3) The captain of the ship will want to enlist pirates to protect the ship while transporting everything foraged so far. Foraging ships want to move as fast as possible in order to avoid getting attacked & losing their goods. This is typically done by paying pirates some PoE for league completed, which comes out of the ship's hold. It's a bit tricky to properly budget such voyages, but a good forager can clean up if they can obtain the items the captain wants & the ship's captain can do well if they know where to sell their foraged bounty. 21) Alternative Voyages -------------------------- Despite all the possible voyages already disclosed, there are some lesser voyage options that aren't greatly used by captains. They're listed here in order to complete the listings. * Greeter Pillaging -- This is a pilly geared towards the greenies as a way for them to get introduced to the game. * Swabbie Transport Ship -- You hire swabbies (at a designated rate per league) to sail on your ship as you transport them from one island to another. * Evasion -- This is where you elect to higher jobbers (at a specified rate per league) to get move the ship as fast as possible & to protect the ship from potential attackers... This is the most commonly used option of the lesser voyages, mostly used to move ships across the oceans. <<< ================================ PART V ================================ >>> ~ Advanced Pirating ~ This part of the guide is geared towards those who have a fair grasp of the the game & could use some insight into the inner workings. <<< ======================================================================== >>> 22) Puzzle Workings on the Ship ---------------------------------- You may be wondering "Why are we doing these puzzles" during your voyages. Besides keeping shipmates occupied during transit, they actually provide some valuable functions with the ship's performance. Here's the rough hierarchy of performance in the basic ship posts... Carpentry -[ AFFECTS ]-> Bilging -[ AFFECTS ]-> Sailing -[ AFFECTS ]-> Voyage. Bit too much to take in? Here's the longer explanation of this hierarchy. Carpentry is the most critical of the posts on the ship. As the ship receives damage from various sources (cannonballs, battle collisions & normal wear & tear during transportation), it's the carpenter's job to keep the ship in one piece. As the more damaged the ship is (as noted by the red damage meter in the ship's gauges), more water gets into the ship & negatively affects Bilging. Bilging is next chain in the voyage hierarchy. As the ship takes on water due to damage & the typical micro-leaks that occur (as these are wooden ships that are being sailed), it's the bilger's job to expel that water as fast as they can. As the ship takes on more water (as noted by the blue water meter in the ship's gauges), the heavy the ship is & negatively affects Sails. Sailing (which is know broken up into Sails & Rigging) is the final chain in the voyage hierarchy. It's the sailor's job to manipulate the sails & the sailing rig to capture the wind & keep the ship moving (which is noted by the yellow speed meter in the ship's gauges). HOWEVER, the sailors can only work as well as the bilgers can, which in turn can only work as well as the carpenters on the ship... so everything is related. In the duty system, one person producing "Fine" work on a small ship (as larger ships require more people) is enough to "stabilize" the related gauge (maintain the current status, doesn't increase or decrease) on the ship's gauges. However, it typically requires better performance in general & possibly more pirates on a post to get the gauges towards their ideal conditions (max speed, no damage, no water). Here's a table of the various performance ratings that you can get for each job on the ship. +------------+---------------+-----------------------------------------------+ | | | Comparison Chart (in x*) | | Rating | Work Produced | | | | | B | P | F | G | E | I | +------------+---------------+-------+-------+-------+-------+-------+-------+ | Booched | 0% (0.0x) | ..... | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | | Poor | 50% (0.5x) | ..... | 1.000 | 0.500 | 0.333 | 0.250 | 0.167 | | Fine | 100% (1.0x) | ..... | 2.000 | 1.000 | 0.667 | 0.500 | 0.333 | | Good | 150% (1.5x) | ..... | 3.000 | 1.500 | 1.000 | 0.750 | 0.500 | | Excellent | 200% (2.0x) | ..... | 4.000 | 2.000 | 1 1/3 | 1.000 | 0.667 | | Incredible | 300% (3.0x) | ..... | 6.000 | 3.000 | 2.000 | 1.500 | 1.000 | +------------+---------------+-------+-------+-------+-------+-------+-------+ | * - Numbers are rounded off, where needed. | | | | ..... denotes no number available due to "Divide by Zero" error. | | | | "Learning" is not listed as it's only noted when a greenie is learning the | | that task. The exact performance rating is unknown to players. | +----------------------------------------------------------------------------+ Based on this table, you can run the rough figures your yourself to see how much "work" is being placed in a task. So, if you have one pirate producing fair work & another producing excellent work, the total work output would be 300% BEFORE any bonuses (like good Navigation) or penalties (like high damage or water levels... & possibly poor Navigation) are thrown into the mix. The next sections go into details about the relationships of the various posts. 22.1) Damage Level to Bilge Performance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For those who wonder, the Damage to Bilge Performance ratio is a direct, inverse ratio. Meaning that Bilge Performance decreases as the ship's damage increases & vice versa. +--------------+---------------------+---------------------+ | Damage % | Bilging Performance | Times Work Required | +--------------+---------------------+---------------------+ | 0.000 % | 100.000 % | 1.000 x | <- NO DAMAGE | 5.000 % | 95.000 % | ~1.053 x | | 10.000 % | 90.000 % | ~1.111 x | | 15.000 % | 85.000 % | ~1.176 x | | 20.000 % | 80.000 % | 1.250 x | | 25.000 % | 75.000 % | ~1.333 x | <- 1/4 Damage | 30.000 % | 70.000 % | ~1.429 x | | ~33.333 % | ~66.667 % | 1.500 x | <- 1/3 Damage | 35.000 % | 65.000 % | ~1.538 x | | 40.000 % | 60.000 % | ~1.667 x | | 45.000 % | 55.000 % | ~1.818 x | | 50.000 % | 50.000 % | 2.000 x | <- 1/2 Damage | 55.000 % | 45.000 % | ~2.222 x | | 60.000 % | 40.000 % | 2.500 x | | 65.000 % | 35.000 % | ~2.857 x | | ~66.667 % | ~33.333 % | 3.000 x | <- 2/3 Damage | 70.000 % | 30.000 % | ~3.333 x | | 75.000 % | 25.000 % | 4.000 x | <- 3/4 Damage | 80.000 % | 20.000 % | 5.000 x | | 85.000 % | 15.000 % | ~6.667 x | | 90.000 % | 10.000 % | 10.000 x | | 95.000 % | 5.000 % | 20.000 x | | 100.000 % | 0.000 % | ...... x | <- MAX DAMAGE +--------------+---------------------+---------------------+ | ....... = cannot calculate due to Dividing by Zero | +----------------------------------------------------------+ While this table is pretty much informational overkill, the important levels are noted on the right side as they're the ones that are easiest to estimate. As you can see, as the damage increases, the amount of work required to maintain the ship's water level greatly increases. As it gets above 2/3 Damage, the amount of work required gets so high that it can become an exercise in futility. Using a Sloop for an example (as it's the smallest ship in the game), there's are only 2 bilge pumps on the ship. So if the ship is at 1/3 Damage, it will take 1 pirate to maintain a "Good" performance rating to maintain the ship's water level (to obtain the 1.500 work requirement). As the damage increases to 1/2 Damage, it'll takes 1 pirate with an "Excellent" rating OR 2 pirates with at least a "Fair" rating (or "Poor + Good") to get the needed 2.000 work requirement to maintain the water level. If the damage meter increases to 2/3 damage, you will need one pirate with an "Incredible" rating (which is extremely difficult to obtain & maintain) OR 2 pirates getting "Good" rating (or "Fair + Excellent") to get the needed 3.000 work requirement... which is about as much as you can realistically demand from your fellow pirates. Here's how to calculate your ship's "bilge futility point"... [1 / (# of Bilge Slots) x 1.5] x 100 This will give you a percentage of damage your ship can before the bilgers, giving "good" performance, becomes futile. * For Small ships (like Sloop), this is around ~66.667% (2/3) Damage. * Resume Bilging when Damage is under 50% (1/2). * For Mid-sized ships (like War Brig), this is around ~83.333% (5/6) Damage. * Resume Bilging when Damage is under 75% (3/4). * For Large ships (like War Frigate), this is around ~94.444% (17/18) Damage. * Resume Bilging when Damage is under 91.667% (1/12). * Due to a small window, captains will likely keep pirates on Bilge. 22.2) Water Level to Sailing Performance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Water Level to Sailing Performance is reduced proportionally inverse ratio. As the Water Level increases, the Sailing Performance decreases. HOWEVER, as sails are a critical item on a ship, it never becomes futile when the ship's water meter is maxed out. The ratio here is 1 - (( [WATER %] * 2) / 3) +--------------+---------------------+---------------------+ | Water % | Sailing Performance | Times Work Required | +--------------+---------------------+---------------------+ | 0.000 % | 100.000 % | 1.000 x | <- NO WATER | 5.000 % | ~96.667 % | ~1.034 x | | 10.000 % | ~93.333 % | ~1.071 x | | 15.000 % | 90.000 % | ~1.111 x | | 20.000 % | ~86.667 % | ~1.154 x | | 25.000 % | ~83.333 % | 1.200 x | <- 1/4 Water | 30.000 % | 80.000 % | 1.250 x | | ~33.333 % | ~77.778 % | ~1.286 x | <- 1/3 Water | 35.000 % | ~76.667 % | ~1.304 x | | 40.000 % | ~73.333 % | ~1.364 x | | 45.000 % | 70.000 % | ~1.429 x | | 50.000 % | ~66.667 % | 1.500 x | <- 1/2 Water | 55.000 % | ~63.333 % | ~1.579 x | | 60.000 % | 60.000 % | ~1.667 x | | 65.000 % | ~56.667 % | ~1.765 x | | ~66.667 % | ~55.555 % | ~1.800 x | <- 2/3 Water | 70.000 % | ~53.333 % | 1.875 x | | 75.000 % | 50.000 % | 2.000 x | <- 3/4 Water | 80.000 % | ~46.667 % | ~2.143 x | | 85.000 % | ~43.333 % | ~2.308 x | | 90.000 % | 40.000 % | 2.500 x | | 95.000 % | ~36.667 % | ~2.727 x | | 100.000 % | ~33.333 % | 3.000 x | +--------------+---------------------+---------------------+ Again, this table (like the one before) is for those who love informational overkill. Just like the other table, the important levels are noted on the right side as they're the ones that are easiest to estimate. On small ships, like sloops, 1 pirate producing "Fine" work SHOULD be able to maintain the ship's speed under ideal conditions while it would take 3 pirates producing "Fine" work when the ship is waterlogged. HOWEVER, since the ship's load (which is an untracked variable here) produces drag on the ship & will require a bit more work to move. Just to state the obvious here, you'll need more work to move a ship that has a maxed out hold than a ship that is empty. 23) Ship Tips ---------------- For those who like to take ships out for a spin, I thought I should give you some pointers before you start sailing on the open seas to avoid problems with your crew. Please be aware that you should dedicate at least an hour (preferably 2 hours) to run a voyage. 23.1) Pre-Voyage Tips ~~~~~~~~~~~~~~~~~~~~~~~~ Before you actually take a ship out (either one you own OR a one that is available for crew use), you will want to take care of this checklist. 1) Make sure you're at least an officer (or higher rank) within your crew. -- If you're not an officer, you can't operate a ship on your own. 2) Make sure you have an Officer's Badge (or higher) OR an active subscription. -- In order to take advantage of your rank, you need to cover this. 3) Make sure you have charts you can use from the island you're at. -- If you want to take a ship out, you need to know where you're going... which means that you need sea charts to go from the island you're at to the island you want to sail to. 4) Check your Crew's Articles about usage rules. -- Unlocked ships noted in the crew's articles are typically OK to use without asking. 5) Check the Ship's Officer Board for usage rules. -- Owners of unlocked ships will have some rules (typically where to leave the boat & restocking) that pirates will have to comply with in order to keep the ship unlocked. 6) Find a boat that's not heavily damaged. -- Heavily Damaged ships are ones that were used recently by other pirates. The damage will be repaired over time when docked, so look for another ship. 7) Make sure you're fiscally capable of restocking the ship. -- If your voyage goes bad, you're on the hook for restocking the ship to the owner's levels. 8) Make sure the ocean is NOT SCHEDULED FOR A REBOOT. -- Getting caught away from a port during a reboot is VERY BAD. If you cannot clear this checklist... you probably shouldn't take an unlocked ship out until you can. If you own your ship, you can pretty much ignore the majority of this checklist, except items 1, 2, 3 & 8... as these are critical items. Item 3 may be covered as some ships will contain SOME sea charts to use with the ship. Item 8 is something that may be unexpected, but if you're aware of a reboot, don't start a voyage until the ocean is rebooted. 23.2) Pre-Launch Tips ~~~~~~~~~~~~~~~~~~~~~~~~ Once you have found a ship to use, there's a few things you should do BEFORE you set sail. 1) Get Permission from the ship's owner... just in case. 2) Board the ship & take the wheel for a brief moment. You don't have to play the navigation game (you can leave after you hop in), but it gives you access to the ship's controls. 3) Check the Officer Board for desired restocking levels, if listed. 4) Inspect the hold & take pre-launch inventory. 4.1) Check for Valuable Commodities. If there's any, consider using a different ship OR try to transfer the items to another ship at the same port... best to let the owner do this for you. 4.2) Check Rum & Cannonball supplies. Post a notice on the Officer Board IF the numbers are BELOW the desired levels. Otherwise, make a note of levels. 4.3) Buy any supplies you may need. 5) Notify your crew of your planned voyage & the ship being used. -- It's good form to give your crew first shot at board the ship for the voyage. 6) Post a Job Offer on the Notice Board. -- This will post your voyage on the ocean's Notice Board, where anybody can apply. If you don't have enough pirates on the ship, you'll receive some swabbies to help you out. 7) Assign stations to shipmates & swabbies on the ship. Note: Swabbies require direct orders to take a station. Once you reach the end of this list, you're ready to set sail! Just hit the "Sail" button (as it'll automatically deport the ship) & off you go! Ideally, you should have at least 5 pirates (regardless of ship size) to cover the basics on the ship before you sail. However, you can still pick up pirates while you're on the open seas... especially as pirates leave your ship for whatever reason they may have (but it's consider good form to warn the captain a few minutes before your departure). Captains who are confident in their battle skills... or just impatient can sail with less than 5 pirates, but they will have a disadvantage in the team battles. When you have less than the minimum number of pirates to cover the basics (there is a minimum of 4 pirates for small ships), swabbies will come aboard to help you out. 23.3) At Sea Tips ~~~~~~~~~~~~~~~~~~~~ Once you're out at sea, it's your duty to make sure that everybody is doing their job properly, keep track of the ship's "Sunrise Gauges" & look out for potential ships to attack. Please note that some pirates (especially greenies) will need some extra explanation & encouragement to do jobs that need to be done. Swabbies that are lazing (usually because a pirate bumps them off their previous post) will require a direct order to another post. Don't feel bad for ordering Swabbies around, they're just brainless NPC's. Pirates normally try to comply with orders on the ship, but they're only human & may need a little "assistance" to direct them to a post. But there are a few ways to do this. A) All-Purpose Request -- This is the most generic order captains give to pirates, pretty much this request just tells everybody to take a post that they prefer. The captain doesn't really care what the crew does, just as long as every post is covered... this is usually issued when starting a voyage & the captain doesn't want to push players to a post they don't want to do. Example: "... Please take any open post you like." B) General Requests -- These are general requests that captains give when they need somebody on a specific post, but don't care who does it. Such requests are made when there's a gap in posts. Example: "Could somebody please get on Carp?" C) General Orders -- These are OFFICIAL orders (which follows a whistle) that the captain issues to address needs of the ship... It typically states that more OR less pirates are needed on a specific post. Example: "The Captain orders more pirates on Sails." D) Direct Orders -- These are OFFICIAL orders (which follows a whistle) that the captains issues to a specific pirate on the ship to tell them what post they should be doing. Swabbies only understand this type of order, so don't hesitate to use this on them. Please be aware that Gunning & Navigation posts require direct orders in order for jobbers to do these posts. Example: "The Captain orders you to do Bilge." E) Direct Demand -- This is where you tell the pirate exactly what you want them to do. This is usually done to scold uncooperative pirates as they typically follow a plank threat. Example: "Please get on sails or I'll be forced to plank you." The general order for post priorities are typically... 1) Carpentry 2) Sailing 3) Bilging 4) Gunning 5) Navigation HOWEVER, priorities can vary depending on the ship's condition. Things can be shuffled around to address more important things on the ship. Here's a few common conditions for the ship. 23.3.1) "Fair Winds" (Ideal) ******************************* This is the best condition that you obtain & is typically the condition of the ship when you take it out of the port at the start of your voyage. The ship has no damage & practically no bilge water. You're pretty much ready to take on whatever comes in your way. Post Priorities are... 1) 1st Carpenter 2) 1st Sailor 3) 1st Bilger 4) (1st) Gunner (until maxed guns), then any open post. 5) 2nd Sailor 6) Officer in Crow's nest, doing long-range radar 7) 3rd Sailor 8) All other open posts 9) Navigator It's is possible to have a pirate alternate between carpentry & bilge, but it can be a bit too demanding on a single pirate. It's better to have pirates dedicate their efforts on one post than swapping between two. Gunning may get bumped up on the priority list at the start of a voyage so that they're ready by the first battle. Bilging may get bumped down (for Gunning) during the sea battle phase as well when you don't have a dedicated gunner. 23.3.2) "Dire Straits" (Heavily Damaged) ******************************************* This is the most undesirable condition you can get your ship into as you're nearly dead in the water & can become "easy prey" to other ships. In this case, you need to address the damage to the ship first before you try any bilging. Post Priorities are: 1) 1st & 2nd Carpenters 2) (1st) Gunner (until maxed guns), then any open post. 3) 1st Sailor 4) 1st & 2nd Bilgers 5) 2nd Sailor 6) Officer in Crow's Nest, doing long-range radar 7) All Remaining Carpentry posts 8) All Remaining Bilging posts 9) All Remaining Sailing posts 10) Navigator You'll want to get your best carpenters (minimum of 2) on the job to get the ship's damage level to a point where the bilgers can make some headway on it (See Section 22.1 for suggested levels for each size class). Gunning becomes a priority as you're going to be moving slowly & will likely become easy prey for other ships... so you'll want to be able to defend yourself. Sailing gets dropped on on the priorities list as your sailors will have to put in roughly 3 times more work (at max water) to produce the same results when the ship was in ideal conditions... so it's better to redistribute the sailors to other posts in order to get the ship back in fighting condition. 23.3.3) "High Waters" ************************ The ship is "recovering" under this condition, but still has a way to get back to full fighting condition. Damage levels are under control & you only have to address the water level on the ship. Post Priorities are: 1) 1st Carpenter 2) 1st & 2nd Bilger 3) (1st) Gunner (until maxed guns), then any open post. 4) 1st Sailor 5) All Remaining Bilging OR Carpentry posts 6) Officer in Crow's Nest, doing long-range radar 7) All Remaining Sailing posts 8) Navigator While carpentry is still the top post, the damage level is under control that you may only need one pirate on it for now. Bilgers are in demand to make short work of the high water level. Sailors are still a lower priority since the high water level is dampening their efforts. While you're no longer "easy prey", there may still be some ships that go after you. Therefore, guns are still a high priority... just in case. 23.3.4) "Battle Stations" (Sea Battle) ***************************************** When you're in a standard sea battle ONLY, you may want to focus a bit more on the sails to pick up more move tokens & a pirate handling the guns to you can fire on your opponent. However, you can't completely ignore the other posts on the ship. Post Priorities are: 0) Navigator (for the battle) -- Unavailable for jobbers. 1) 1st Sailor 2) (1st) Gunner, subsequent gunners (on larger ships) may take other open posts when their guns are filled. 1st Gunner may remain on standby. 3) 1st Carpenter 4) 1st Bilger 5) All Remaining Sailing posts 6) All Remaining Carpentry posts 7) All Remaining Bilging posts Sailing is critical as the ship needs to generate movement tokens so the battle navigator (typically the captain of the ship, but may be another officer within the crew) can move the ship. Gunning becomes important as well since the battle navigator will want to be able to fire the cannons to damage their opponent's ship to get the advantage on the team battle. 23.3.5) "Sheets to the Winds" (Evasion) ****************************************** When you're tired of pillaging or need to get off the ocean for some reason, you want to get the ship going as fast as you can, regardless of current conditions. Post Priorities are: 1) 1st & 2nd SAILORS 2) 1st Carpenter 3) 1st Bilger 4) All Remaining Sailing posts 5) All Remaining Carpentry posts 6) All Remaining Bilging posts 7) Officer in Crow's Nest, doing long-range radar 8) Navigator In this condition, Gunning is not a priority as you're not planning on getting into any more battles as you want to get into your desired port. While you want to get the ship going as fast as you can, you need at least one pirate doing carpentry & bilging to prevent the damage & water levels from degrading further. If there's 2 pirates on each post, the captain of the ship (or a fellow officer in the crew) may go in the crow's nest to do long-range radar in order to keep an eye out for ships that may attack you so you can evade them (even if it means issuing turnabouts). 23.4) League Points ~~~~~~~~~~~~~~~~~~~~~~ While traveling between islands, there are a number of league points that are between them. These are primarily checkpoints along the way & are used to help break the voyage up. A duty report is shown to all pirates on a post to see how everybody is doing. There are a few useful things that can be done during this league point stops. * Check crew performance & possibly reassign duties. * Sit & wait for an unwanted aggressor to pass. * Sit & wait for a wanted target to catch up to you. * Rechart your course, in case you need to change your destination. * Turn back on course without losing speed. * Take a VERY SHORT BREAK (no more than a minute or two) * Pick up more jobbers Please be aware that league points ARE NOT PORTS! Ships idling at league points will continue to take on bilge water, so waiting too long at a league point will cause you get into "High Waters" as well as annoy your fellow pirates. If you're going in the opposite direction of your charted course, you'll be returned to your original charted direction without any loss of speed. It's generally faster to sail back to a league point & take off in the right direction from there than issuing a "Turn About" order, which incurs a speed penalty with each use. DO NOT LEAVE YOUR COMPUTER without announcing the quick break to the crew, so they know about the break without upsetting them & limit it to about 2 minutes or less. Avoid using the restroom (beyond a quick pee break) or eat anything that requires both hands while on the ship. You should wait until you've ported the ship on an island (preferably a colonized one). Breaking this rule will likely cause your the crew members to hate you & hurt the public reputation of the crew & flag. You could get demoted or even ejected from the crew for leaving ships in the middle of the ocean. Wars have been declared between flags & crew over much less stuff. 23.5) When to Attack, When to Evade ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The success of pillies are typically judgement calls between opponents who want to attack & when you should attack. While the decision is ultimately up to you, the captain of the ship, here's some information you to consider. 23.5.1) When to Attack ************************* For those who are running small ships, the ones you'll want to go after will typically depend on the general skill level of the pirates you take. Ideally, you'll want to go after the following... * Green OR Yellow <Brigands> * Green OR Yellow <Barbarians> * Green OR Yellow <Merchants> For mid-class ships & those who are experienced in battle, that want to challenge themselves... * Yellow, Orange & Red <Brigands> * Yellow, Orange & Red <Barbarians> * Yellow, Orange & Red <Merchants> You can ignore these suggestions, but you're doing so at your own risk to moral & your wallet. 23.5.1) When to Evade ************************* There will be some times when it's better NOT to go after a ship OR try to evade another ship... typically because your ship isn't ready OR the battle puts you at a disadvantage. DO NOT ATTACK ANY SHIPS WHEN YOUR SHIP IS DAMAGED! Your ship is considered "Damaged" when any of the following applies: * Your ship's damage meter is over 25% * Your ship's water meter is over 25% * You need more than one person on bilge or carpentry when there's less than 3 pirates on sails. You should also avoid attacking when you don't have any cannons loaded since it makes it difficult to gain the advantage when you can't damage your opponent. Additionally, you should avoid attacking the following ships: * Ships that have a color ring outside your desired range. -- These may be harder than what you're looking for. * Ships that contain a crew OR flag name. -- This will cause an unprovoked PvP battle, which may start a war & typically yield undesirable rewards. * Ships with names too good to be true. -- Custom-named ships are usually reserved for successful pirates & crews who are willing to pay the high price to rechristen a ship. * <Independent> Ships -- These are typically navy ships that contain mostly greenies & those who are practicing the various posts, including battle navigation. These yield disappoint rewards as well. * ANY Ship with the "Dread Ringers" as the crew name OR "Vilya" as the flag name. -- These ships are operated by the staff of Three Rings (the makers of the game). Only the bravest & most reckless pirates dare to go up against them. 23.5.3) Player vs Player (PvP) Battles ***************************************** Player vs Player battles (noted as PvP) are frequently unprofitable battles for a few reasons... * The voyaging crew may not have won many battles, making the battle fiscally unrewarding. * Green ships may be full of experienced "Alternative" Players, who are looking for easy targets. * Some Larger Ships may be in operation by a single pirate, who is trying to shuttle the ship to another island (typically done to prepare a ship for larger events, like blockades & flotillas) & may be running on minimal supplies. * Your opponents are trying to achieve the same things as you. If you're engaged in a PvP Battle by accident, you will want to contact the captain of the other ship to disengage as soon as you can. You can find out who is running the ship with the "/vwho <SHIP>" command, as their name will be listed in parenthesis after the ship's name. ALTERNATIVELY, you can use the "/who" command to see all the ships out & who's running them. Then use the "/tell <PLAYER>" command with a friendly request to disengage in battle. If your opponent asks you to disengage near the beginning of a fight, it's polite to honor such requests. When such a request is made, neither ship should make ANY MOVES to avoid spooking your opponent & breaking the agreement. Both sides can see if any moves are planned by the white bar above each ship & if your opponent can strike at you & starts placing moves, then it can be safe to assume the disengage request as done as a ruse to disarm you. Try to take the appropriate evasive actions, or take them on if you feel like it. If either side breaks the disengage request, they may report it to their crew, give your crew a bad reputation & potentially start a war. 23.6) Post Battle Check-list ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When you finish a battle, you should do the following: 1) Check to see what item(s) were won OR lost from the battle. 2) Check the ship's condition & redistribute the crew as needed 3) Check that your Job Offer is still posted, assuming you haven't maxed out the ship. 4) Double-check the ship's supplies If the ship is low on necessary ship supplies (cannonballs & rum), you should consider making a port call IMMEDIATELY so you can restock the ship & maybe end the voyage. If your ship runs out of cannonballs, you won't be able to load the cannons for battle... making it difficult to gain the battle advantage. If your ship runs out of rum, things will become VERY DIFFICULT for your crew on multiple levels. * Overall ship performance will slowly decrease, forcing pirates to work better to produce the same level of work with rum. * The Swordfighting playfield drops to 4 columns, as the 2 outer columns will be filled with rum jugs (that can't be broken). * Accuracy during rumbles will decrease, making it hard to aim shots. * General moral will plummet. In the event that your crew wins a battle & loot some rum, it'll temporarily stabilize the crew. The rum will help the crew recover for a moment... until the supply runs out. For those who are running their own ship OR borrowing an unlocked ship as a fleet officer (or higher), you may want to consider removing any PoE in the ship's hold in order to protect those funds from potential loss during the voyage. HOWEVER, such transactions are noted in the ship's logs & you will need to return those funds when the pilly ends (preferably BEFORE the booty split). Your job offer will automatically be taken down when the ship is at maximum capacity (which varies by ship). If your ship is no longer maxed out, you will want to repost the job offer so you can recruit more pirates. 23.7) Notes about Server Reboots ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When a reboot is scheduled, everybody currently on the ocean will receive a server warning message stating "The server will be rebooted in <TIME LEFT>." When you see this notice, END YOUR VOYAGE AS SOON AS POSSIBLE!!! GET YOUR ASS TO THE NEAREST ISLAND (PREFERABLY A COLONIZED ISLAND) IMMEDIATELY , PORT & SPLIT THE BOOTY (IF ANY). RECHART YOUR COURSE, IF NEEDED, AS GETTING STUCK IN THE MIDDLE OF THE OCEAN IS EXTREMELY BAD!!! I WOULDN'T USE ALL CAPS ON SOMETHING THAT ISN'T EXTREMELY SERIOUS! After the server is completely rebooted, you may restart your voyage... or at least restock the ship you were using. FAILURE TO PORT YOUR SHIP PRIOR THE REBOOT WILL EJECT THE ENTIRE CREW FROM THE SHIP & SHIP WILL BE CONSIDERED ABANDONED AT SEA. YOU WILL LIKELY FACE THE WRATH OF YOUR CREW & POTENTIALLY THE CREWS OF THE JOBBING PIRATES (Starting a war as a result)! 23.8) Post-Voyage Checklist ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once your voyage is over for whatever reason you need necessary, just port your ship on a colonized island & start on the post-voyage. If you're borrowing an unlocked ship, you should return the ship to the island you started from... unless noted by the ship's owner. Please remain vigilant against other ships as you can be attacked before you reach the port... it an unwanted thing, but it can happen. Otherwise, prepare the ship for "Sheets to the Wind" condition. When you're ready to put your ship in port, just hit the "Port" button when you reach your destination island. Unless it's an emergency (like a server reboot), you should avoid porting on an uncolonized island as there's no marketplace to help you restock the ship. Once you're in the port, please complete this checklist. 1) Thank the crew for their work. -- While it's unnecessary, it's considered good form to thank the pirates who sailed with you for the past hour or so. 2) Check the Booty Chest for non-ship commodities & sell them, if possible. -- Commodities within the Booty Chest are items that the crew obtained during your voyage, so it's only fitting that you sell them. While only the owner of the Ship OR a crew member that's at least a Fleet Officer can sell these commodities, it does add PoE to the Booty Chest. If you're unable to sell them, consider adding some PoE from your own wallet to cover the PoE that could have been earned from the sales. 3) Split the Booty with the crew. -- This is the time to provide bonuses & penalties to members that warrant it. If you had a good voyage, consider giving yourself a few penalties so that everybody else gets a few more PoE. 4) Invite Jobbers to the crew, if the crew policies permit it... & if Jobbers want to join your crew. Greenies will typically ask about this. 5) Restock the ship, using the restocking reserves obtained from the booty chest & any funds on hand (if necessary). -- You should get the ship's supplies to the owner's desired levels (if any), even if you have to use your own funds if the restocking reserves doesn't cover everything. 6) Transfer any valuable commodities BACK to the ship, if you transfered anything before your voyage. -- Try to leave the ship with the same stuff that it originally had. 7) Make notes on the Officer's Board if there's ANYTHING wrong with the ship... mostly if you can't restock the ship to desired levels as the ship's condition will eventually be reset to 0 (in damage, water, speed & guns). When restocking the ship, you should do some comparison shopping for rum if the owner of the ship permits substitutions. The main reason to do this is that the costs for the three qualities of rum will vary between island markets & prices between them may not be in alignment. Here's the rule of thumb when comparing prices. * Rum is 100 proof. You need 6 barrels for comparison purposes. * Grog is 60 proof. You need 10 barrels for comparison purposes. * Swill is 40 proof. You need 15 barrels for comparison purposes. In short... 6 Rum = 10 Grog = 15 Swill An alternative measures are... * 5 Grog = 3 Rum * 5 Swill = 2 Rum * 1 Grog + 1 Swill = 1 Rum To put this into practice, the market prices in our example are... * Rum -- 59 PoE / Barrel -> 59 x 6 = 354 PoE / group * Grog -- 33 PoE / Barrel -> 33 x 10 = 330 PoE / group [BEST BUY] * Swill -- 23 PoE / Barrel -> 25 x 15 = 345 PoE / group * Grog + Swill -- 56 PoE / unit -> 56 x 6 = 336 PoE / group In our example, Grog has the lowest price in the market comparison & should be the primary purchase. Using the Grog + Swill option would still save you some money over Rum, but not as much. Unless you're making a trade run with some bulky commodities (like wood & hemp), you probably won't run into storage problems since sloops (the smallest ship in the game) can store over 10,000 barrels. However, most ship owners typically don't ask for any more than 100 barrels of Rum, which would be equal to 250 barrels of Swill, on the most commonly used ships for voyages / pillies. In the event that you have a surplus after restocking the ship to the owner's desired levels (if any), you're typically permitted to pocket the surplus as a bonus for a well completed pillage. HOWEVER, you may want to check with the Crew's Articles & the Officer Board on the ship to see what should be done with surpluses. 23.9) Tips for Enjoyable (& Profitable) Voyages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As a pirate who has experienced the complete range of voyages, including some very disastrous voyages (a few on my own ship), there's a few things that you probably want to know in order to keep things enjoyable (& hopefully profitable) when you sail the open seas. 1) Make sure you have a "Disaster Fund" or "Insurance", in case your voyage goes SERIOUSLY WRONG for some reason. I know it's one thing that nobody really want to think about, but when you start your own voyage, you should have enough money set aside (either in your own wallet OR in a chest you have in your house) to cover all the ship supplies, in case your voyage goes badly. Here's a guideline to use when setting up your own "Disaster Fund". * Small Ships (like Sloops) require 5,000 PoE for supplies. * Medium Ships (like War Brigs) require ~15,000 PoE for supplies. * Large Ships (like War Frigate) require ~45,000 PoE for supplies. If you own multiple ships, you probably want to reserve enough funds to cover all of them... but you should hold onto enough to cover the largest ship in your fleet. In the event that you permit your ship(s) to do high-risk voyages, you might want to try to insure your ships by holding enough funds (including doubloons, if you're on a Doubloon Ocean) to cover the cost of replacing the ship... or at the very least, cover the cost of replacing your largest ship. 2) Do NOT make excessive demands for excellence. When you go on a voyage, unless you restrict your voyage to fellow crew members, you'll RARELY have any say in the quality of pirates that job for you. While you want your shipmates to do well, you shouldn't demand them to do any more than what you can do on the ship. This holds ESPECIALLY TRUE with Greenies, as they're new to the game & they are trying to learn the puzzle games. All you can do is ask everybody to do their best & ask them not to booch up. 3) Try to maintain a positive attitude on your voyage, even when things go bad. Ship moral is one thing that can't really be measured, but it's one thing that can help keep pirates on the ship & make the voyage enjoyable. While a string of losses can be demoralizing, it's important to keep a positive attitude as you're more likely to turn things around. It's also helpful to praise your shipmates when you win a battle ("Great Job Everybody!") & console them when you lose ("Nice Try Everybody, we'll get them next time.") 4) Avoid playing the "Blame Game" when things go wrong. The "Blame Game" is one of the wrong things you can do when a voyage goes wrong! It's very demoralizing & will likely cause pirates to junk ship as well as incur more losses. There are a lot of variables that can contribute to a battle loss. You could have hired better jobbers, a shipmate could have a better weapon, a greenie could do better at a station, you could have done better during battle navigation... the list could go on practically forever. If a pirate tries to blame themselves for a loss & asks you to forgive them, it's best to tell them it's OK, accept their apology (even if it's not their fault) & kindly ask them to resume their duties. The best way a pirate can make up for their battle shortcoming is to remain productive on the ship. In the event that you absolutely have to blame somebody, it's better to blame yourself, as the voyage coordinator, than anybody else... even if it's just bad luck. The hazards of pillying is yours & it doesn't hurt the feeling of your shipmates. 5) Try to keep everybody on the ship busy, INCLUDING YOURSELF! While you (as the captain) have the right to laze on your own ship during your voyage to do radar (within the Crow's nest), I find that it's better for crew morale if you participate on one of the ship's posts... this is important when you're running on a skeleton crew (under 5 pirates), when everybody's input is important. For those who tend to laze a bit, you should try to prod them a couple of times. Usually with a kind request first before issuing direct orders. Those who don't follow orders after a couple of prods will have to be planked as they're not contributing to the ship. A fair prodding system is a rule of three... which goes like this: 1) Ask the lazing pirate to take an open post. 2) Give them a direct order to a post, threaten a penalty. 3) Penalize Pirate, Give another direct order & threaten to plank. 4) Plank Pirate If a pirate needs to go away for a moment, you should try to be flexible enough to allow them to... assuming you can cope with the temporary loss in performance. I typically prod players that go away for a moment to hurry back. 6) Let the auto-targeting system do it's job when it comes to potential targets. While the auto-targeting system may allow some ships to pass you, the system will only go after ships that are within your desired voyage range. It also allows you to avoid other player ships when you didn't select the "PvP" option. HOWEVER, a good captain will know when to disable auto-targeting so you can avoid battles when your ship isn't in battle-ready condition. There are a FEW PIRATES (at least one within the crew I'm with) that choose NOT to utilize auto-targeting on voyages & choose to fight ships as they see fit. This should only be done by experienced pirates as you can get yourself into trouble by attacking the wrong ship. 7) Try to encourage pirates to stay until AFTER the booty split is completed, UNLESS they tell you in advance. While it can be a bit unfair, it's a fairly common practice to penalize pirates who leave a ship in mid-voyage as it makes it's harder to keep things going consistently. Additionally, pirates to jump ship lose their voice in the booty split, so they can't object to the penalty. HOWEVER, pirates that give advanced notice of their departure (typically no later than 10 minutes prior to departure) shouldn't get penalized as they're giving you some notice that they will be leaving & they want you to be aware of this. 8) Don't be afraid to share voyage duties with a fellow officer. While it may be a little confusing to have a fellow officer on the ship, it can be helpful to split duties up & can increase the odds of having a successful voyage. It can also keep a voyage going on unlocked ships if you OR your fellow officer gets disconnected for some reason & helps you to avoid committing the cardinal sin of abandoning a ship at sea. When you have a fellow officer on an unlocked ship (even your own), you should try to set up a working hierarchy. The person who originates the voyage should be considered as the XO & the other officer as the CO. This way, you know who's in control. IMPORTANT NOTE: AVOID TAKING COMPLETE CONTROL OVER A VOYAGE FROM ANOTHER OFFICER, WHEN POSSIBLE! You can cover for your fellow officer as needed, but you should always yield the ship's command to the XO when possible to avoid inter-crew fights. 9) Try to complete all the expeditions you can BEFORE porting for a booty split. Expeditions are only good for the current voyage. Therefore any incomplete expos will vanish from your ship once you split the booty. It's within the crew's best interest to complete as many of them as possible, but doing so will take more time as you have to travel around more to reach them. If you're pressed for time or supplies, you may skip the expos... but doing so will likely disappoint your crew. 10) ALWAYS PORT SHIPS ON INHABITED ISLANDS! When you finish a voyage, you'll need to port your ship on an inhabited island so that you can properly restock it. While it's best to port the ship on an island within your home archipelago that has ferry access (it's easier to return to the ship), any inhabited island should do. In certain emergencies (like an impending server reboot OR when you're critically short on time), you should port on the nearest island, set foot on that island (as it will register that island on your map). If you don't have a whisking potion on hand (which costs 1 Dub for 9 uses), you should hit "Set as Home" so you can quickly return to the island that you ported the ship. Setting foot on an island is the requirement for the whisking potion as you need to register that island on your world chart before you you can ever whisk yourself there. 24) Badges ------------- On the Doubloon Oceans, pirates will need to own various badges to gain access to games, jobs & rank privileges within the game. Badges are purchased at the Palace Shoppe (available on all islands with a government build & as a button on the notice board) for doubloons & come in 2 varieties: Wrapped & Unwrapped. Wrapped Badges allow you to save the abilities granted by that badge until you need them... similar to pre-purchases. Since Wrapped Badges are remain unused until unwrapped, they can be used in trades with other pirates. While you can buy as many wrapped badges as you like (& afford), there's no premiums on them. Players who try to be fiscally responsible try to keep at least one wrapped rank badge on hand. Unwrapped Badges give you the abilities that they grant immediately. HOWEVER, once you purchase them, you cannot trade them & you cannot buy another unwrapped badge of that type. In the cases of rank badges, you cannot purchased unwrapped badges of lower rank... but you can trade-in your current badge for a higher ranking badge. When upgrading rank badges, the value of your current badge is pro-rated based on the age of the badge. If your badge is less than 3 login days old, you'll likely get the full trade-in value. HOWEVER, if your badge only has 3 login days left... you'll only get a trade-in value of 1 Doubloon. 24.1) Parlor Badge ~~~~~~~~~~~~~~~~~~~~~ Cost: 5 Doubloons for 30 login days The Parlor Badge are for those who like to spend a lot of time at the inns (either socially OR as a professional gambler). This badge gives you access to ALL the parlor games to play as much as you like. 24.2) Labor Badge ~~~~~~~~~~~~~~~~~~~~ Cost: * Standard (24 hours): 5 Doubloons for 30 CALENDAR Days * Deluxe (72 hours): 15 Doubloons for 30 CALENDAR Days The Labor Badge gives you unrestricted access to all the labor games & allows you to produce a certain number of OFFLINE LABOR each day as well as producing expert level labor, which is required to complete high-end orders. Pirates with the Labor Badge can also apply for Foraging Voyages as well. The amount of labor you can produce each day depends on the type of Labor Badge you purchase. The standard badge allows you to produce 24 hours of work. The deluxe badge allows you to produce up to 72 hours (or 3 days) of work per day, but costs 3 times more. The Labor badge is the ONLY badge that runs on CALENDAR DAYS, since you'll be able to produce labor, even when your offline. HOWEVER, you still need to login every 10 days (or more) to keep your job(s) on the ocean. 24.3) Bravery Badge ~~~~~~~~~~~~~~~~~~~~~~ Cost: 5 Doubloons for 30 Login Days The Bravery Badge permits pirates to partake in high-risk voyages that only the bravest pirates can participate in (by buying this badge). If you want to visit the Cursed Isles OR take on Atlantis... you'll need one of these. 24.4) Pirate Badge ~~~~~~~~~~~~~~~~~~~~~ Cost: 1 Doubloon for 30 Login Days The Pirate's Badge allows pirates to fulfill their rank in the crew as a pirate & allows access to Gunning on crew ships without a direct order. Pirates can also access Gunning & Navigation games on navy ships during those specific missions as well. 24.5) Officer's Badge ~~~~~~~~~~~~~~~~~~~~~~~~ Cost: 8 Doubloons for 30 Login Days CAN BE TRADED IN FOR UPGRADES The Officer's Badge allows you to fulfill your rank in the crew as an Officer OR a Fleet Officer. If grants all the privileges of the pirate's badge & grants you access to Navigation (& Battle Navigation) on your own ship as well as your crew's unlocked ships. Pirates with the Officer's Badge are permitted to start voyages with ships (either owned or unlocked for crew use). HOWEVER, Officers are NOT PERMITTED to access the ship's hold (beyond restocking purposes) NOR modify charts being held on unlocked ships... while Fleet Officers may. ALL PIRATES MUST BE AT LEAST AN OFFICER WITHIN A CREW & POSSESS THIS BADGE OR HIGHER TO SAIL YOUR OWN SHIPS! 24.6) Senior Officer's Badge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cost: 10 Doubloons for 30 Login Days CAN BE TRADED IN FOR UPGRADES The Senior Officer's Badge allows you to fulfill your rank as a senior officer in the crew. It grants all the privileges of the officer's badge & permits senior officers to promote & demote crew members (within an autocratic crew) WITHOUT the captain's permission. 24.7)Captain's Badge ~~~~~~~~~~~~~~~~~~~~~~~ Cost: 20 Doubloons for 30 Login Days IMPORTANT NOTE: Pirates wishing to start up their own crew are required to pay an ADDITION 10 DOUBLOONS to draft up the Crew's articles, on top of the purchase of the Captain's Badge. The Captain's Badge allows you to fulfill your rank as Captain of the crew, which is the highest position within the crew. It grants all the privileges of the senior officer's badge & allows you to manage the entire crew as you see fit. 25) Ships ------------ You really can't go anywhere in the game without boarding a ship for a voyage. This is one of the more obtainable dreams within the game as it's a mark of a pirate's success (or at least their wallet, especially on the Doubloon Oceans) as officers & crews can't partake in voyages without having an available ship. Ships are one of the biggest investments a pirate can make for their crew as it increases the crew's armada... for the duration of that pirate's stay within the crew. While they are many different types of ships, each with a different cost, please be aware that you are making a long-term investment here. It takes a lot of materials & a lot of labor to produce them. This means that it can take between a few hours to a month or longer for the shop to complete the order it'll take up to a few months before you can take the deed & set sail on ALL NEW ORDERS. HOWEVER, some shipbuilding stalls may be working on a ship already & therefore, you could have your ship a lot sooner than anticipated. Here's the compressed list of ships you could purchase. +------------------+--------+----------------+----------------+----------------+ | Ship Name | Ship | Crew Capacity | Ship Cost* | Required Time* | | | Class | Posts / Full | PoE | Dub | for New Orders | +------------------+--------+----------------+----------+-----+----------------+ | Sloop | Small | 8 / 7 | ~10,000 | 20 | 10 - 20 hrs | | Cutter | Small | 13 / 12 | ~20,000 | 30 | 16 - 32 hrs | | Dhow | Small | 12 / 12 | ~22,500 | 32 | 14 - 32 hrs | | Fanchuan | Small | 12 / 12 | ~xx,xxx | 32 | 17 - 35 hrs | | Longship | Medium | 15 / 15 | ~34,000 | 38 | 21 - 41 hrs | | Baghlah | Medium | 18 / 18 | ~40,000 | 38 | 23 - 48 hrs | | Junk | Medium | 18 / 18 | ~xx,xxx | 38 | 24 - 50 hrs | | Merchant Brig | Medium | 23 / 20 | ~45,000 | 40 | 27 - 55 hrs | | War Brig | Medium | 24 / 30 | ~50,000 | 50 | 30 - 63 hrs | | Merchant Gallon | Large | 43 / 30 | ~xx,xxx | 60 | 50 - 105 hrs | | Xebec | Large | 38 / 45 | ~xx,xxx | 55 | 44 - 90 hrs | | War Frigate | Large | 55 / 75 | ~107,500 | 75 | 58 - 121 hrs | | Grand Frigate | Grand | 77 / 159 | ~xxx,xxx | 100 | 105 - 219 hrs | +------------------+--------+----------------+----------+-----+----------------+ | * Price Estimate is for STANDARD CLASS ship. Special & limited edition | | class ships have greatly higher costs across the board. | | * PoE costs will vary between islands & shops, so shop around! | | * Time required on new ship orders are estimated based on OPTIMAL Shop | | conditions for labor & supplies. | +------------------------------------------------------------------------------+ 25.1) Sloop ~~~~~~~~~~~~~~ Size Class: Small Crew Capacity: 7 pirates / 8 posts Hold Capacity: 13,500 Kg / 20,250 L Resale Value (Dub Oceans): ~65,000 - 75,000 PoE (@ 2,500 PoE / Dub) Stations: 1 Navigation 3 Sailing 2 Carpentry 2 Bilging 1 Gun Battle Stats: * 4 Move tokens / turn * 4 Small cannons * 1 Cannon shot / side / move Blockade Stats: * 1 Block diameter of influence * 3 Pirates required for influence Max Damage Stats (Combat / Sink): * 6.000 / 10.000 Small Cannon Balls * 4.000 / ~6.667 Medium Cannon Balls * 3.000 / 5.000 Large Cannon Balls The Sloop is the smallest, but cheapest ship in the entire game. It's the easiest ship to operate, since you can solo the ship (w/ swabbies) while keeping everything in check... making it THE "Starter Ship" for all ship-buying pirates. Most pirates tend to mass a fair number of sloops (around 3 or more) in their fleet because of they're easy to use. Sloops are commonly used in pillaging as pirates can quickly pick up jobbers quickly & can be soloed by a pirate. HOWEVER, Sloops have very limited use for blockades due to the ship's weak range of influence & low battle durability (as most blockades use medium & large-class ships). "High Risk" Voyages may have longevity problems since a larger ship could sink this ship in one turn. While it can take as little as 10 - 20 hours for a shipbuilding stall to build a new sloop, but it typically takes around a week. 25.2) Cutter ~~~~~~~~~~~~~~~ Size Class: Small Crew Capacity: 12 pirates / 13 posts Hold Capacity: 40,500 Kg / 60,750 L Resale Value (Dub Oceans): ~95,000 - 115,000 PoE (@ 2,500 PoE / Dub) Stations: 1 Navigation 5 Sailing 4 Carpentry 2 Bilging 2 Guns Battle Stats: * 4 Move tokens / turn * 8 Small cannons * 1 Cannon shot / side / move Blockade Stats: * 2 Blocks diameter of influence * 4 Pirates required for influence Max Damage Stats (Combat / Sink): * 7.500 / 12.500 Small Cannon Balls * 5.000 / ~8.333 Medium Cannon Balls * 3.750 / 6.250 Large Cannon Balls Originally called the "Large Sloop", the Cutter is essentially a larger version of the sloop. The ship's hold is 3-times larger & supports about double the crew, making it a good choice as a starter trade ship. For Blockades, it's slightly better than the sloop since it has a larger range of influence, but still a bit too weak for major use. This ship may fair well on "high risk" voyages since it can survive (albeit, heavily crippled) a turn of double-cannon fire from MOST medium-class ships. While it can take as little as 16 - 32 hours for a shipbuilding stall to build a new cutter, but it typically takes around a 1.0 - 1.5 weeks. 25.3) Dhow ~~~~~~~~~~~~~ Size Class: Small Crew Capacity: 12 pirates / 12 posts Hold Capacity: 13,500 Kg / 20,250 L Resale Value (Dub Oceans): ~115,000 - 125,000 PoE (@ 2,500 PoE / Dub) Stations: 1 Navigation 5 Sailing 3 Carpentry 2 Bilging 1 Gun Battle Stats: * 4 Move tokens / turn * 4 Medium cannons * 1 Cannon shot / side / move Blockade Stats: * 2 Blocks diameter of influence * 4 Pirates required for influence Max Damage Stats (Combat / Sink): * 7.500 / 12.500 Small Cannon Balls * 5.000 / ~8.333 Medium Cannon Balls * 3.750 / 6.250 Large Cannon Balls The Dhow, a traditional Arabian sailing vessel (commonly used around the Arabian Peninsula, India & Eastern Africa), was introduce into the game by Azarbar the Great. The Dhow has storage capacity of a Sloop, the crew capacity similar to a Cutter & cannons of most mid-class ships. As a result, some pirates may misjudge this ship in battle. Just like the Cutter, the Dhow has very limited use in blockades... but it's medium cannons can surprise some of the mid-class ships that are typically used & may be suitable when it's difficult to obtain enough pirates for war brigs. While it can take as little as 14 - 32 hours for a shipbuilding stall to build a new Dhow, but it typically takes around a 1.0 - 1.5 weeks. 25.4) Fanchuan ~~~~~~~~~~~~~~~~~ Size Class: Small Crew Capacity: 12 pirates / 12 posts Hold Capacity: 13,500 Kg / 20,250 L Resale Value (Dub Oceans): UNKNOWN... [INCOMPLETE] Stations: 1 Navigation 5 Sailing 3 Carpentry 2 Bilging 1 Gun Battle Stats: * 4 Move tokens / turn * 4 Large cannons * 1 Cannon shot / side / move Blockade Stats: * 2 Blocks diameter of influence * 4 Pirates required for influence Max Damage Stats (Combat / Sink): * 7.500 / 12.500 Small Cannon Balls * 5.000 / ~8.333 Medium Cannon Balls * 3.750 / 6.250 Large Cannon Balls Background information about the Fanchuan is unknown at this time... but is considered to be of Chinese origin & possibly a "Small Junk". The Fanchuan is similar to the Dhow in statistics, BUT it has large cannons... giving this small ship a BIG bite, making it easy to cripple any small ship in one turn for combat. Just like other small ships, the Fanchuan has very limited use in blockades... but it's large cannons can totally surprise some of the mid-class ships that are typically used & may be suitable when it's difficult to obtain enough pirates for war brigs. While it can take as little as 17 - 35 hours for a shipbuilding stall to build a new Fanchuan, but it typically takes around a 1.5 - 4 weeks. 25.5) Longship ~~~~~~~~~~~~~~~~~ Size Class: Medium Crew Capacity: 15 pirates / 15 posts Hold Capacity: 13,500 Kg / 20,250 L Resale Value (Dub Oceans): ~140,000 - 150,000 PoE (@ 2,500 PoE / Dub) Stations: 1 Navigation 5 Sailing 3 Carpentry 3 Bilging 3 Guns Battle Stats: * 4 Move tokens / turn * 12 Small cannons * 2 Cannon shot / side / move Blockade Stats: * 2 Blocks diameter of influence * 5 Pirates required for influence Max Damage Stats (Combat / Sink): * 9.000 / 15.000 Small Cannon Balls * 6.000 / 10.000 Medium Cannon Balls * 4.750 / 7.500 Large Cannon Balls The Longship is a Norse ship that was commonly used by Vikings & Saxons for coastal raids during Middle Ages (or Medieval Times) as well as long-distance trading & commerce voyages. Thankfully, nobody needs to stroke oars. This is first of the mid-class ships. Despite this classification, it tends to have the same stats as the small ships on everything except for capabilities in battle... which is a bit higher. While it can't sink any of the small ships with it small cannons, it can cripple them in battle in one turn with it's double-shot ability. In Blockades, the Longship does have a few good qualities, but not enough to make it a viable option with it's limited influence & usage of small cannons. It can survive attacks from all but the large-class ship, it would be heavily crippled. While it can take as little as 21 - 41 hours for a shipbuilding stall to build a new Longboat, but it typically takes around a 1.5 - 4 weeks. 25.6) Baghlah ~~~~~~~~~~~~~~~~~ Size Class: Medium Crew Capacity: 18 pirates / 18 posts Hold Capacity: 18,000 Kg / 27,000 L Resale Value (Dub Oceans): ~150,000 - 160,000 PoE (@ 2,500 PoE / Dub) Stations: 1 Navigation 6 Sailing 4 Carpentry 4 Bilging 3 Guns Battle Stats: * 3 Move tokens / turn * 12 Medium cannons * 2 Cannon shot / side / move Blockade Stats: * 4 Blocks diameter of influence * 6 Pirates required for influence Max Damage Stats (Combat / Sink): * 12.000 / 19.000 Small Cannon Balls * 8.000 / ~13.333 Medium Cannon Balls * 6.000 / 10.000 Large Cannon Balls The Baghlah is a larger-scale version of the Dhow with an extra sail & bigger guns. This can be consider the first "decent" mid-class ship, even though it's typically overlooked by players for more traditional ships. In Blockades & High-Risk Voyages, it has enough firepower to heavily cripple small ships & even sink Sloops in one turn while managing to survive a similar attack by larger ships, although it would cripple this ship. While it can take as little as 23 - 48 hours for a shipbuilding stall to build a new Baghlah, but it typically takes around a 1.5 - 4 weeks. 25.7) Merchant Brig ~~~~~~~~~~~~~~~~~~~~~~ Size Class: Medium Crew Capacity: 24 pirates / 20 posts Hold Capacity: 90,000 Kg / 135,000 L Resale Value (Dub Oceans): ~145,000 - 160,000 PoE (@ 2,500 PoE / Dub) Stations: 1 Navigation 6 Sailing 9 Carpentry 6 Bilging 2 Guns Battle Stats: * 3 Move tokens / turn * 8 Medium cannons * 1 Cannon shot / side / move Blockade Stats: * 4 Blocks diameter of influence * 7 Pirates required for influence Max Damage Stats (Combat / Sink): * 12.000 / 19.000 Small Cannon Balls * 8.000 / ~13.333 Medium Cannon Balls * 6.000 / 10.000 Large Cannon Balls The Merchant Brig is main entry into mid-class trade ship, sporting DOUBLE the size of the Cutter in practically every aspect. For Blockades & High-Risk Voyages as it can survive 1 turn of double-fire from the large ships (albeit crippled), which makes it a fair option... but most pirates prefer the War Brig over this for it's greater firepower. While it can take as little as 27 - 55 hours for a shipbuilding stall to build a new Merchant Brig, but it typically takes around a 1.5 - 4 weeks. 25.8) Junk ~~~~~~~~~~~~~ Size Class: Medium Crew Capacity: 18 pirates / 18 posts Hold Capacity: 18,000 Kg / 27,000 L Resale Value (Dub Oceans): UNKNOWN... [INCOMPLETE] Stations: 1 Navigation 6 Sailing 4 Carpentry 4 Bilging 3 Guns Battle Stats: * 3 Move tokens / turn * 12 Large cannons * 1 Cannon shot / side / move Blockade Stats: * 4 Blocks diameter of influence * 6 Pirates required for influence Max Damage Stats (Combat / Sink): * 15.000 / 25.000 Small Cannon Balls * 10.000 / ~16.667 Medium Cannon Balls * 7.500 / 12.500 Large Cannon Balls The Junk is a traditional Chinese sailing vessel that has some efficient ideas that were later incorporated into western ships. The Junk is a bit better in blockades & high-risk voyages compared with the Merchant Brig, but you sacrifice 2 crew members & considerable hold space. While it can only fire 4 guns per turn, the larger guns help counter this. This ship can also withstand the damage from 1 turn of large double-fire, 2 turns of medium double-fire, OR 3 turns of small double-fire (while crippling & eventual sinking of the ship). While it can take as little as 24 - 50 hours for a shipbuilding stall to build a new Junk, but it typically takes around a 1.5 - 4 weeks. 25.9) War Brig ~~~~~~~~~~~~~~~~~ Size Class: Medium Crew Capacity: 30 pirates / 24 posts Hold Capacity: 54,000 Kg / 81,000 L Resale Value (Dub Oceans): ~175,000 - 185,000 PoE (@ 2500 PoE / Dub) Stations: 1 Navigation 9 Sailing 6 Carpentry 4 Bilging 4 Guns Battle Stats: * 3 Move tokens / turn * 16 Medium cannons * 2 Cannon shots / side / move Blockade Stats: * 6 Blocks diameter of influence * 8 Pirates required for influence Max Damage Stats (Combat / Sink): * 15.000 / 25.000 Small Cannon Balls * 10.000 / ~16.667 Medium Cannon Balls * 7.500 / 12.500 Large Cannon Balls The War Brig is the mid-class ship of choice for large-scale pillaging, blockades & high-risk voyages. It's a very comparable ship as it contains just the right balance of costs, crew & firepower. While it can take as little as 30 - 63 hours for a shipbuilding stall to build a new War Brig, but it typically takes around a 2 - 6 weeks. 25.10) Merchant Galleon ~~~~~~~~~~~~~~~~~~~~~~~~~~ Size Class: Large Crew Capacity: 30 pirates / 41 posts Hold Capacity: 270,000 Kg / 405,000 L Resale Value (Dub Oceans): UNAVAILABLE... [INCOMPLETE] Stations: 1 Navigation 9 Sailing 14 Carpentry 14 Bilging 3 Gun Battle Stats: * 3 Move tokens / turn * 12 Large cannons * 1 Cannon shot / side / move Blockade Stats: * 6 Blocks diameter of influence * 13 Pirates required for influence Max Damage Stats (Combat / Sink): * 18.000 / 30.000 Small Cannon Balls * 12.000 / 19.000 Medium Cannon Balls * 9.000 / 15.000 Large Cannon Balls The Merchant Galleon is the large-class ship that is primarily designed to be a trade ship, with it's large (2nd largest in the game) hold. Strangely, there's more posts on the ship than the number of pirates that are permitted to run it. While it can survive a turn of double-fire from all ships, making it a viable choice for all voyages with a moderate crew, the lack of double-fire support does limit it's power in battle-heavy voyages like blockades. While it can take as little as 50 - 105 hours (~2.083 - 4.250 days) for a shipbuilding stall to build a new Merchant Galleon, but it typically takes around 3 - 8.5 weeks. 25.10) Xebec ~~~~~~~~~~~~~~~ Size Class: Large Crew Capacity: 45 pirates / 38 posts Hold Capacity: 121,500 Kg / 182,250 L Resale Value (Dub Oceans): UNAVAILABLE... [INCOMPLETE] Stations: 1 Navigation 14 Sailing 9 Carpentry 8 Bilging 6 Guns Battle Stats: * 3 Move tokens / turn * 24 Medium cannons * 2 Cannon shot / side / move Blockade Stats: * 6 Blocks diameter of influence * 12 Pirates required for influence Max Damage Stats (Combat / Sink): * 21.000 / 35.000 Small Cannon Balls * 14.000 / ~22.333 Medium Cannon Balls * 10.500 / 17.500 Large Cannon Balls The Xebec is the largest of the Arabian-inspired ship. The ship's battle stats are decent for Blockades & High-Risk Voyages, but it's medium cannons make it a bit undesirable as the large-class ships typically have large cannons to make quick work against opponents. While it can take as little as 44 - 90 hours (~1.833 - 3.750 days) for a shipbuilding stall to build a new Xebec, but it typically takes around 3 - 8 weeks. 25.11) War Frigate ~~~~~~~~~~~~~~~~~~~~~ Size Class: Large Crew Capacity: 75 pirates / 55 posts Hold Capacity: 216,500 Kg / 324,000 L Resale Value (Dub Oceans): ~300,000 - 325,000 PoE (@ 2500 PoE / Dub) Stations: 1 Navigation 18 Sailing 18 Carpentry 12 Bilging 6 Guns Battle Stats: * 3 Move tokens / turn * 24 Large cannons * 2 Cannon shot / side / move Blockade Stats: * 8 Blocks diameter of influence * 17 Pirates required for influence Max Damage Stats (Combat / Sink): * 30.000 / 50.000 Small Cannon Balls * 20.000 / ~33.333 Medium Cannon Balls * 15.000 / 25.000 Large Cannon Balls The War Frigate is the ship of choice for blockades & other high-risk voyages that require a LOT of pirates to participate in. It's the third largest ship in the entire game, but second to the number pirates it can carry. The War Frigate is preferred as it gives you the maximum firepower with a moderate crew & cost. While it can take as little as 58 - 121 hours (~2.417 - ~5.042 days) for a shipbuilding stall to build a new War Frigate, but it typically takes around 4 - 12 weeks (1 - 3 months). 25.12) Grand Frigate ~~~~~~~~~~~~~~~~~~~~~~~ Size Class: Grand (XL) Crew Capacity: 159 pirates / 77 posts Hold Capacity: 540,000 Kg / 810,000 L Resale Value (Dub Oceans): UNKNOWN... [INCOMPLETE] Stations: 1 Navigation 30 Sailing 24 Carpentry 16 Bilging 6 Guns Battle Stats: * 3 Move tokens / turn * 24 Large cannons * 2 Cannon shot / side / move Blockade Stats: * 10 Blocks diameter of influence * 29 Pirates required for influence Max Damage Stats (Combat / Sink): * 36.000 / 60.000 Small Cannon Balls * 24.000 / 40.000 Medium Cannon Balls * 18.000 / 30.000 Large Cannon Balls The Grand Frigate is... well... a BIG ASS BOAT! It's the largest in the game & the most expensive ship in the entire game (costing 100 Doubloons for the STANDARD class... Much more for the special classes) & has enough crew capacity to serve as a floating island. While only the most successful & affluent pirates would ever consider purchasing such a ship, it's sturdy enough to handle at least 3 full turns of double-large, 5 turns of double-medium OR 7 turns of double-small cannon fire before the ship is in trouble on blockades & other high-risk voyages. HOWEVER, due to the high cost & building requirements, it's very likely that the only the owner of the ship will take this ship into these high-risk voyages. While it can take as little as 105 - 219 hours (4.375 - 9.125 days) for a shipbuilding stall to build a new Grand Frigate, but it typically takes around 8 - 26 weeks (2 - 6 months). 26) FAQ's for the Potentially Hopeless ----------------------------------------- For those who still have some questions... or didn't bother to look things up for a simple answer, I hope you find your answer here. Please be aware that these questions (& their related answers) are listed in no particular order. Q.01) Do I need to register to play this game? A.01) No, but you DO need to register if you want to save your progress within the game. The main reason why registration isn't required to play is that it serves as an active "demo". If you like the game after playing for a while, you'll register. If not, you can leave without having to worry about having your personal details on the Three Rings servers. Q.02) How many pirates can I have? A.02) You're permitted to have up to 3 pirates PER OCEAN on your account. As there's 2 subscription servers, 4 Doubloon & 2 international oceans publicly available... you have have a total of 24 pirates on your account. I will note that there is 1 private ocean (Ice) that serves as the "Beta Ocean" for Three Rings. There is a separate Japanese Ocean that is operated by GungHo Online Entertainment, which operates separately from Three Rings... which is available at http://www.puzzlepirates.jp Q.03) Do I have to pay to play this game? A.03) No, you can play this game without spending a single cent by playing on the Doubloon Oceans. The majority of the game is available to all players for free, but higher-end items & activities requires players to obtain Doubloons (the ocean's premium currency). The Subscription Oceans require you to have an active subscription (of $10 / month) in order to participate in the majority of the activities. Q.04) Do I have to buy Doubloons with real money? A.04) Not at all! On all of the Doubloon Oceans contain a Doubloon Exchange, where pirates can buy & sell Doubloons for an agreed amount of PoE. This allows pirates to actually buy Doubloons with real money to get quick amount of PoE while it allows pirates who choose not to spend any money to trade in their hard-earned PoE for Doubloons. The Doubloon exchange works on an buyer / seller listing system. Pirates place a listing of the number of PoE they're willing to pay or receive (less a 2% commission) in exchange for a Doubloon. All listings (to buy or sell Doubloons) require pirates to put up the complete amount of funds (PoE for Buyers, Doubloons for Sellers) as once a price is agreed upon, the transaction is immediately processed by the exchange & is noted in your account history. Listings are good for 10 calendar days & can be processed while you are offline. If your listing is completed within this time, you will receive a complete refund. If somebody sells their Doubloons BEFORE your listed price, the difference will be refunded... HOWEVER, the pirates who have the highest buying big gets priority in this case. Please be aware that the exchange rate is in CONSTANT FLUX! Meaning that the going rate is based on what your fellow pirates are willing to buy & sell Doubloons for as well as current events on the ocean. It is possible for Doubloon prices to fluctuate at much as 300 - 400 PoE / Doubloon in a single day (in few cases, a single hour). Q.05) Since I can just buy Doubloons with real money, can't I just buy my way through the game? A.05) Money isn't everything... Experience is. Sure, buying Doubloons with real funds & exchanging them for PoE is a quick way to raise funds for items, but that's all you can do... quickly pick up stuff instead of working hard in the game to earn the funds for the item. Sure, you can buy the biggest ships in the game... but without any experience in running a ship or going on voyages, those large ships are nothing more than expensive floating rocks. You need a crew to help you use those ships & a voyage to sail towards. It's the voyages within the game that gives you the experience. Q.06) I want to play on a Subscription Ocean... can I get on them for free? A.06) While you're better off playing on the Doubloon Oceans than getting on the Subscription Oceans (where you need an active subscription to do most the activities & use items), it is possible to do so in two ways: 1) By purchasing a "Coin-Scription" with 42 Doubloons -- This is the same price as a 1-month subscription. While it is a depreciated purchase method, it's still available for those who cannot buy subscription time directly. Those who play hard on the Doubloon Oceans can use their PoE to buy enough Doubloons to cover this cost. 2) By receiving a "Gift Subscription" from a subscribing player -- While it requires the gifting player to have at least one full month of subscription time to do this, players can give time to other players this way. Q.07) What's better: Doubloon or Subscription Oceans? A.07) While it's ultimately up to each pirate to decide... Most pirates prefer the Doubloon Oceans over the Subscription Oceans. The Subscription Oceans are considered "prix fixe", as you get full access to the game for a specific length a time (typically 1 month)... regardless how much you play the game. You don't have to deal with any Doubloons on these oceans. The Doubloon Oceans are considered "a la carte", as you get some of the game for free & you pay for items you want, like badges & higher end items, individually. While items cost more because of the Doubloon costs, items are only used when you log into the game. So when you buy an Officer's Badge, you get to use it for next 30 days you log into the game. If you want to have the "All Access" deal on a Doubloon Ocean, it'll cost you 35 Doubloons for the badges... leaving you 7 Doubloons for purchases. HOWEVER, 30 out of the 35 Doubloons you're spending are only used on the days you log in... so if you play the game one a week, you can make those badges last for 30 weeks (that's 7.5 months)! The labor badges last only for 30 calendar days, but it earns you PoE for each hour of labor you can provide each day... even when you're offline. If you buy just the necessities as an officer, which is the rank that most crews give to pirates, you're spending only 8 Doubloons for 30 login days... meaning that you can make the 42 Doubloons last for 150 login days, which can be as little as 5 months OR roughly 3 years if you log in once a week. In short, if you're going to play the game on a near-daily basis, you probably want to play on the Subscription Oceans as you'll be able to do everything within the game without any extra cost. If you're more of a casual or infrequent player, the Doubloon Oceans are probably a better choice as you only use items when you login. Q.08) I'm no longer interested in the game... Can I get a refund on my unused subscription time OR my Doubloons? A.08) Sorry, but once you sink any real money into the game, you CANNOT get a refund! The only time when Three Rings will give you a refund is fraud cases (which is EXTREMELY RARE). If you have unused subscription time, PoE or Doubloons that you want to get rid of, there's pretty much 2 options... A) Give this stuff away, preferably to hearties OR fellow crewmates -- While you don't get anything back for doing so, it'll help out those who played the game with you. B) Consider putting up the items on eBay -- While this is typically against the rules of the game, it is possible to sell your unwanted items (or unused subscription time) to the highest bidder. While you'll likely get much less than what you paid for them, but can get some money back. Please be aware that all Doubloon Transactions are logged by Three Rings. Q.09) I was looking at placing an order with a ship & the ordering catalog said it'll take 3 weeks for delivery... What's up with that? A.09) When placing orders in a shop, there's a real-time restriction on the creation of items. Therefore, the time noted by the ordering catalog is a working estimate at how long it'll take for that shop to complete the item you're ordering. The time estimate gives you an idea on how long it'll take for your order to be ready for delivery based on the shop's supplies & the workforce available for the shop. This estimate is only off about 1% of the time as it's possible for the shop to run out of materials OR there's a sudden flux in available labor. With this in mind, please be aware that prices can vary between shops as well as delivery time. Typically an item that is ready in a few hours from one shop may cost more than an item that'll be ready in a few days. HOWEVER, you may want to avoid shops that don't give you a definitive estimate. If the shop's estimate says "A long time...", it can mean at least a few months to complete... probably because their work force is split on a couple of orders. Ships are typically the items that take the longest to complete as they may take up to 4 months to complete an order, depending on the size of the shop stall you're ordering from. Q.10) Why is there a delivery charge on my order in Doubloons? A.10) On Doubloon Oceans, the delivery charge is a way for Three Rings to keep these Oceans operational (& profitable). While you are NOT REQUIRED to have the Doubloons on hand when placing your order (you will need the PoE, however), you will need to pay the Doubloons to receive your order. Delivery Fees for items are set by Three Rings & the Doubloons used are "sunk" with the purchase (taking them out of the system). Shop stalls (like tailors) may have items on racks that you can buy without having to pay the Doubloon cost. HOWEVER, the quality on the items can vary greatly & prices are typically adjusted to match the relative Doubloon Exchange Rate. This can cause some items to cost MORE than a typical order. For example, a pair of green boots may cost around 500 PoE + 2 Dubs when ordered, while an in-stock pair may cost around 6000 PoE... * Order Cost : 5,500 PoE = 500 Poe + (2 x 2,500 PoE / Dub) * In Stock Cost: 6,000 PoE Just remember that Doubloon Prices are always in flux, so that 6,000 PoE for a pair of boots may seem a bit high one day... but reasonable the next if the exchange rate increases (which typically happens)... SO SHOP AROUND! Q.11) Do I really have to join a crew? A.11) While it may sound like fun being a lone wolf in the game, you can only enjoy everything the game has to offer if you're in a crew. While playing the Navy Missions are OK, the pay is typically VERY lousy... making it very difficult to make a living. Jobbing for a crew is OK as well, but you're only with the crew for a short time... more like a "trial" as it were... You'll be playing with other pirates, but you have no long-term loyalty to the crew. You're pretty much just joining their voyage for the money. However, you can earn a good amount of money by participating in Blockades & Flotillas (~5,000 PoE / hr). The big money lies in becoming an officer within the crew & taking ships out on voyages. While it does require you to perform well on the voyages, the voyaging officer can make a lot more money than the pirates who sign up for the voyage. Finally, if you don't find a crew that you like, you can create your own crew... but it's fairly expensive as you need to own at least 3 ships (for the crew to use) & it costs 30 Doubloons for the Captain's Badge W/ the Crew Articles. Q.12) Do I have to buy Badges on Doubloon Oceans? A.12) Unless you want to stay on the bottom rung of the crew forever or not interested in playing the non-ship games... You'll just have to face the inevitable face that you'll need to invest in some badges. You'll most likely need to invest in a Rank Badge, especially if you're an Officer within the crew as it's required to take any ship out on a voyage (including your own). The Bravery Badges are only required to participate in high-risk voyages. The Parlor & Labor badges are only required if you want access to a game more than once (or twice) per week. Q.13) It's [day of week], but I can't access [game]... What's going on? A.13) All the Oceans that are operated by Three Rings run on Pacific Time (which is generally UTC-8). So you have to wait until it's Midnight, Pacific Time for the free access listings to change. Here's a rough list of times for most users. * Australian Time (UTC+10) -- 6:00 PM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Central European Time (CET, UTC+2) -- 10:00 AM * Western European Time (WET, UTC+1) -- 9:00 AM * Greenwich Mean Time (GMT, UTC-0) -- 8:00 AM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Eastern Time (ET, UTC-5) -- 3:00 AM * Central Time (CT, UTC-6) -- 2:00 AM * Mountain Time (MT, UTC-7) -- 1:00 AM SERVER -> * Pacific Time (PT, UTC-8) -- 12:00 AM Midnight <- SERVER * Alaskan Time (AT, UTC-9) -- 11:00 PM (-1 day) * Hawaiian Time (HT, UTC-10) -- 10:00 PM (-1 day) IMPORTANT NOTE: SERVERS OBSERVE DAYLIGHT SAVINGS TIME (AKA "SUMMER TIME"). PLEASE SUBTRACT AN HOUR HOUR FROM YOUR TIME ZONE BETWEEN MARCH & OCTOBER/NOVEMBER IF YOUR LOCATION DOESN'T OBSERVE THIS! To help out all players, regardless where they're living in the world, you can enter "/info" in the chat prompt to get the exact date & time on the ocean. Q.14) What's the difference between "Login Days" & "Calendar Days"? A.14) The main difference between "Login" & "Calendar" days is how fast items decay & dust. It's not that hard to understand, once you get the basics... Calendar Days are EXACTLY what you think. The item will decay every day since you obtained the item (or unwrap a badge), whether you use that item or NOT. Labor Badges & special voyage maps are the only items that specifically use Calendar Days. Charts stored on ships will use Calendar Days as well since these charts are available for your crew to use every day. Login Days are similar to a "Prepaid Day Pass", which is a bit gentler on more casual players. You obtain an item, you'll be able to use that item for certain number of days & ONLY gets used when you log in for that day (which Midnight PT as the daily cutoff). You pretty much decide what days to use your items by logging in. Nearly everything (except furniture, houses & ships) use this method. Standard Charts will use Login Days if you are holding them, as only you have access to those charts. Using Badges as the example, as they last 30 login days... If you only login once a week, the badge will last 30 weeks or roughly 7 1/2 months! Q.15) A fellow pirate who was trying to sell me something quoted "15K" as the price... What do they mean by that? A.15) Some pirates like to use shorthand for larger numbers. This is where pinball jargon (the predecessor to video & MMO games) creep in. It's not hard to understand, once you're familiar with the terms. K -- From the prefix "Kilo-", which means 1,000 M -- From the prefix "Mega-", which means 1,000,000 As previously noted, this type of shorthand was originally used on pinball tables to compress information on the table to better fit the small lights. This terminology as it's roots within the metric system & has come a commonplace when discussing prices to shorten messages. In your case, that "15K" is actually 15,000 PoE. Please be aware that some players may use decimals with the prefixes as well. So if somebody says 137.5K or 2.08M, They mean 137,500 & 2,080,000 respectfully. Got it now? Q.16) Why do you have "Similar Games to Practice on" listed by nearly each puzzle game? A.16) While Puzzle Pirates try to give each game their own unique flair, their games contain some resemblance to the games listed. Therefore, logic dictates that you can improve your skills if you play one of the games on the list. Let's say that your Rumble Skills need work, you could practice with Snood OR Bust-A-Move offline. Need to work on Sails? Practice on Dr. Mario! While the similar games listed aren't 100% perfect analogs, but they should help you with the core aspects. If you can master the similar games, you should do very well within Puzzle Pirates. Q.17) I don't have a credit card or PayPal, can I still buy Doubloons OR subscription time another way? A.17) Three Rings has become VERY FLEXIBLE with payment methods. While Credit Cards & PayPal are the most preferred, there are many other options that you can try. The easiest is to buy a Three Rings pre-paid card, which is commonly found at Target for $10 or $20. These are valid for any game that Three Rings supports. In the case of Puzzle Pirates, you'll pick up 42 / 90 Doubloons OR 1 / 2 Months time with the respected card. The alternative payment options that aren't listed here will take more time to process & will likely cost more money than listed as there are higher processing fees charged by the payment companies. Q.18) The Billing System says that I can't buy any more Doubloons! What's going on here & what can I do? A.18) As part of Three Rings' security measures, they place a monthly limit on the amount of money you can spend on their games. By default, this limit is set at $100 / month. HOWEVER, you can request for this limit to be raised... which reason. To raise your buying limit beyond... say $300 / month (which is more that what most sane users would spend), you'll need to fill out an authorization form to acknowledge that you're responsible for the transactions, include a copy of a photo ID (like a driver's license OR a passport) & send it in to Three Rings (either by fax, e-mail or snail mail). These purchase limits are desired to prevent fraud & abuse... which protects you more than inconvenience you. Unless you spend money on other Three Ring games (like Whirled & Spiral Knights) alongside with Puzzle Pirates (as they all use the same billing system), you most likely will never need to go beyond the default limit. Q.19) I just saw a note in the chat window that the ship has ran out of rum, what's going on here? A.19) The captain of the ship either underestimated crew requirements for the voyage OR forgot to check the ship's hold & they've committed a VERY BIG MISTAKE by letting the ship's rum supply go dry. That note to the ship's crew is a warning that VERY BAD THINGS are going to happen with the ship & the crew as "Rum Sickness" (which is essentially "alcohol withdrawal" symptoms) slowly takes over... decreasing the performance of the crew (regardless how well you perform) & makes team battles harder while the ship runs on fumes. The ship's captain will need to get their ship to the nearest colonized in order to resupply the ship with rum (restoring the crew to full power). In the meantime, prepare for some rough traveling for a while until you can reach a colonized island... or temporarily patch the problem with a pilly win (as you typically take some rum from the losing ship). Q.20) Why won't the captain allow me to do Guns or Navigation? A.20) First of all, both Guns & Navigation carry badge requirements... which means that only those who have been around & own a rank badge can do these... so GREENIES NEED NOT APPLY! Second, both posts require some skill to do them properly. The ship's captain expects the cannons to be loaded at a reasonable pace. Most crews prefer that pirates train with the navy (as there's no risks to the ship's supplies & no major time requirements). On small voyages, some captains may allow pirates with reputation levels below Master do guns. However, on high-risk voyages (like blockades), captains may only permit those with GrandMaster level or higher to do guns. Navigation is the one post that most captains reserve for themselves OR a fellow officer within the crew during the voyage... especially as only the ship's captain (or a fellow officer on unlocked ships) can take the helm. Since it acts as a amplifier during transport, it is only those who can do well on it should attempt it. THEREFORE, if you REALLY WANT to do these posts, you should seriously consider training with the navy (with a Pirate's Badge or higher) to learn & perfect these games to increase your experience & reputation as this is the only place you'll have free access to these puzzle games without any consequences for failure. Q.21) I'm marooned on a deserted island! What should I do? A.21) First of all... DON'T PANIC!!! While you're currently in an undesirable position, it's only a temporary position that you can get yourself out of. There's a few options available for you. First of all, you can just hit "Go Home" on your "Ye" tab to go back to where you designated as your home. This is typically your own house OR the Inn on your preferred island. Second option is to use a Swishing Potion. While Swishing Potions cost to buy (~1 Dub + PoE) for 9 uses, it allows you to teleport to ANY ISLAND that you've set foot on... which will include at least one colonized island. Third option, if you're an officer of higher, check the island's dock to see if there's any ships that you own OR unlocked ships within your crew that you can use. If here are no ships available (or you're NOT an officer), there may be a ferry to other islands within the current archipelago... which typically includes a colonized island. Your Final option is to check the notice board & get yourself on the next available ship that's running a voyage. When you sign up for a voyage, you'll be teleported to the voyaging ship. You won't have any control on what islands you'll be passing by, but it's fun way to explore your ocean! Q.22) I thought I heard a whistle... What's going on? A.22) The captain of the ship has issued a request for pirates to board their ship OR they've issued an order on the ship. When such orders are issued, the "Ahoy" tab will pop-up & will immediately show the order. These typically follow one of the orders. * Boarding Request -- These are request to the crew (including all jobbers) that the officer on the ship would like everybody who is available to come aboard their ship. Example: "<PIRATE> Requests all available hands to board the <SHIP>." * General Orders -- These are general requests to help address the needs of the ship. These typically note "More" or "Less" pirates are needed for a specific post. Example: "<PIRATE> orders <more / less> pirates on <POST>." * Direct Orders -- These are order that were specifically sent to you by the ship's captain. They tell you EXACTLY what the captain wants you to do. Example: "<PIRATE> orders you to perform <POST>." Boarding requests can be ignored without problems. General orders should be followed & Direct orders need to be followed to avoid annoying the captain. Ignoring orders without a good reason does increase the risk of you getting planked. One example where you could ignore a direct order would be if all the posts are filled. On a sloop, if one pirate is already on guns & the captain orders you to gun, you can tell them that you cannot comply since there's no open post for you to fill. Q.23) Why are the resale prices on ships so high? A.23) The resale values on ships are primarily listed in PoE & pirates take into account the Doubloon cost that was spent when they purchased (or place an order for) the ship. Such values are typically use the current exchange rate for that Ocean. Ship commodities that are in the ship's hold are typically added to the ship's resale value as it makes the ship "Ready to Sail"... which is typically a desired thing for potential buyers. Please be aware that resale values listed in the guide are for STANDARD CLASS SHIPS ONLY! Special & Limited Edition Class ships (like Emerald Class Sloop or Imperial War Brig) will have a greatly higher resale value because the ship's cost is a lot higher as well, typically DOUBLE the Doubloon Price & 10x the PoE Price than standard. FINALLY, the resale values listed here are ONLY A GUIDELINE! Pirates are permitted to quote ANY PRICE on any ship they own when they're ready to sell it. However, the noted values in this guide is what can be considered the "Reasonable Range" with the noted exchange rate. Q.24) My captain spouted something like "4 - 2" or something similar... What are they talking about? A.24) Your captain is keeping a running tally of combat damage of both ships. The standard notation is "<Opponent's Damage> - <Your Damage>". This only tracks combat damage (which all ships on the battle board starts as zero) & not sinking damage (which you only know your own). These tallies will note how many lines your opponent's playfield will be reduced for the team battle. In the above example, your opponent's playfield would be reduce 4 lines for swordfighting OR 8 lines in rumbles... while your side would be reduced 2 lines in swordfighting OR 4 lines in rumbles. This tally typically maxes out at 6, which is the maximum amount of damage that can be done to the team battle playfield... which just happens to coincide with the sloop's stats. If either side is using a larger ship, these numbers may be higher OR use smaller increments. Needless to state, you want the tally to be in your favor before you board the other ship for the team battle so your side will have the advantage. Q.25) How do I chat with others WITHOUT leaving my post? A.25) In order to chat, you need to pause the game (which is essentially lazing) by hitting the Escape (ESC) key. While you're currently lazing at your post, you may chat. Hitting Escape (ESC) again returns you to your post. While lazing, you'll see the current duty report. Please be aware that the game keeps going while you're lazing at your own post, despite that your game is paused. This means that your duty performance will drop while you're lazing, so it's NOT SUGGESTED to laze at your post for too long. Just laze enough to get your message sent & get back to work. The person at the helm during the sea battle phase will be able to chat as they have 35 seconds per turn to issue all their commands prior to execution, giving them plenty of time to issue indirect orders & battle tallies. During Team Battles (Rumbles & Swordfighting), the chat window will remain open, but you will not be able to pause the game since you have multiple players on BOTH SIDES playing against each other at the same time. Therefore, it's critical to have a relatively safe position within the game while you quickly punch out your message. During parlor games, you can chat with others (apart from Rumbles & Swordfighting) as the games are running on a slower, more sociable pace & therefore players may chat while waiting for their next turn. Q.26) My crew suddenly changed overnight... What happened here? A.26) The likely thing that happened while you were offline is that your captain (or governing grew, in non-autocratic crews) has entered into a merger with another crew. This occurs when the captain (or governing crew) have decided to strike their articles & disband the crew. HOWEVER, in an act of compassion towards the crewmates, they chose to see a crew merger so that crewmates would retain their rank in some aspect. While most high-ranking crew members will likely get demoted back to Officer with the new crew, they will still retain the ability to take their ships out on voyages. It may not be ideal for the incoming crew here, but it's better than starting all over with the crew process. When a merger occurs, I suggest that you check the articles of the new crew in order to check the rules & see if your fellow crewmates (like your hearties) are sticking around. Chances are that your new crew will have similar rules & structure that your old crew had. However, if things just don't seem right... it might be time to part ways & look for a new crew to join. Q.27) Why is a word in my chat prompt highlighted? A.27) Three Rings are kind enough to implement a PRE-CENSOR system in chat. While Three Rings let users decide how much censorship is done in the chat window for them, the pre-censor system will warn you when a word will be censored why highlighting it. This way, you'll have a chance to rephrase your message (or change the word) to something that isn't as offensive & trigger the censors. The pre-censor system runs on-the-fly, which means that it'll flag words as it currently sees them. When entering the word "assistance", the system will highlight the word when you get to "ass", but will drop the flag when you get beyond it to "assist". Again, if any word you type in gets flagged by their system, you should consider changing it. HOWEVER, Three Rings will not prevent you from swearing occasionally on the ocean, but excessive swearing will get you in trouble. Q.A) Hey! I think you misspelled something! A.A) That's not really a question, but I'll answer it just the same... Most words that you may considered misspelled are typically from game jargon, but it can happen with sheer laziness on my part. I write my guides using Notepad++ with ASpell for the spell checker. Unlike the office suites (like MS Word & Open Office Write), Notepad++ doesn't spell-check on the fly. Therefore, it can be very possible for me to overlook misspelled words before I run the spell checker (if I choose to run it). I will note that most misspellings are usually subtle mistakes that most people will overlook. It is very likely that there may be some grammatical errors as well. Such errors usually result from through fragmentation (where something or someone interrupts my train of thought) OR some type of mental oversight. While I may, on occasion, use the speech plug-in to help catch such errors; however, I only use it on small sections as guides like this can get very big. Finally, for the internationalists (as I know that some players in Australia & other English-speaking countries do play the game), I am using the AMERICAN STANDARDS here. What this means is that I some word will be contain a slightly different spelling (like "color", which can be spelled as "colour" in the "British English" dictionary) & I use commas for digit groupings & periods for decimal points, which is the complete inverse of the "European Standard". While I'll acknowledge the other standards, I haven't grown up with them & I'm not bound to use them. If you don't like this, you are more than welcome to write your own guide that's geared towards that particular player base. Otherwise, just deal it. Q.B) Can I be a heartie OR a crew member? A.B) You have to find me first!!! I only consider doing this while I'm in the game. I don't take any requests for these outside the game for a few reasons. 1) We may be playing on different oceans & different pirates. -- Each pirate on each ocean has a separate list of hearties & crew. 2) I may not be enrolled with a crew. -- On some of the oceans, I prefer just being a jobber in order to earn PoE to pick up Doubloons to use on another ocean (it's a little underhanded, but it's a known tactic used by some players). 3) I only process crew enrollment requests AFTER voyages. -- If you want to join the crew, you need to be around when the ship ports. I only sign up jobbers while I'm on a voyage & typically use it as a probationary trial. If you leave the ship OR get planked, I won't sign you as a full member. Promotions are a different thing altogether. Please be aware that this is running under the assumption that I am an officer within the crew. 4) I reserve the right to drop hearties. -- If we have nothing in common (as in not talking or doing voyages), there's no reason to keep you as a heartie. Q.C) What's up with the Bronze / Silver / Gold deal with edition? A.C) This is one of the unique ways I separate myself from other guide writers. I use the metal (under the Olympic system) to note the overall status of the guide. * Bronze Edition = This is a developmental "Alpha Version" of the guide, or more typically a "Beta version" when it comes to publishing. There's typically a lot of gaping holes in the guide as it's still being written & it very rough around the edges. * Silver Edition = This is the "Release Version" of the guide. While it may not be 100% complete, the core information that the most readers want is there. You may still see some errors within the guide, but you'll definitely some level of polish. * Gold Edition = This is essentially my "Final Version" of the guide. Information is complete (at time of publishing, since most MMO's tend to evolve & cause information to get dated). Things are highly polished & the errors are nearly non-existent. 27) Chat Commands -------------------- While Three Rings has made the chat system as user-friendly as possible, there are still a few chat commands that are very helpful to know. Before you start using these commands in the game, there's a few things you need to know. * Angled Brackets (like <PIRATE> ) are REQUIRED FIELDS that you need to enter. The note within the brackets tell you what item you need to put in at that point. In the cases of numbers, you'll see "###" instead. * Square Brackets (like [PIRATE]) are OPTIONAL FIELDS. You can use the command without entering the item, but that command has extra support that utilizes it. Again, the note within the brackets tell you what you should enter at that point. * "(DEPRECIATED)" notes tell you that this command isn't used as much since they're now integrated within the game interface. You can still use the command if you want... but there's no need for it. * Some commands include short-hand versions, which you can use to save a few keystrokes or are easier to remember. These have to be unique in order for the game to acknowledge them. With that said... here are the commands! 27.1) Chat-based commands ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * /clear -- clears the chat window of all messages. * /crew <MESSAGE> -- (DEPRECIATED) Sends <MESSAGE> to the crew that you're currently enrolled with. These messages are noted in orange. * /emote <MESSAGE> -- Displays <MESSAGE> as an action. * /em <MESSAGE> * /e <MESSAGE> * /me <MESSAGE> * /fbroadcast <MESSAGE> -- Sends <MESSAGE> to all members of your flag. This requires you to be a member of Flag Royalty to use. * /FB <MESSAGE> * /fofficer <MESSAGE> -- Sends <MESSAGE> to all officers within your flag. This requires you to be a member of Flag Royalty to use. * /fo <MESSAGE> * /game <MESSAGE> -- (DEPRECIATED) Sends <MESSAGE> to all pirates playing OR watching the parlor game you're in OR viewing. This is the default channel when you're inside a parlor game. * /house <MESSAGE> -- (DEPRECIATED) Sends <MESSAGE> to all players with the house. Typically good for larger, multi-room houses. This is the default when you're inside a pirate's house. * /jcrew <MESSAGE> -- (DEPRECIATED) Sends <MESSAGE> to the crew you're currently jobbing with. Looking similar to crew messages, but the background is in purple. * /officer <MESSAGE> -- Sends <MESSAGE> to all officers with your crew. This requires you to be an officer of the crew to use. * /o <MESSAGE> * /royalty <MESSAGE> -- Sends <MESSAGE> to all flag royalty within your flag. This requires you to be a Royal member of the Flag to use. * /shout <MESSAGE> -- Tells EVERYBODY in the same channel (or area) <MESSAGE>. This enlarges your message within the chat window for improved visibility, but frequent usage is discouraged. * /speak <MESSAGE> -- (DEPRECIATED) tells everybody within your conversation circle <MESSAGE>. This is the default channel when you're not on a ship, in a parlor game OR in a pirate's house. * /say <MESSAGE> * /tell <PIRATE> <MESSAGE> -- (DEPRECIATED) Tells <PIRATE> your <MESSAGE> directly, so only you & the pirate you're talking to can see it. * /think <MESSAGE> -- Shows <MESSAGE> as a thought bubble. * /vessel <MESSAGE> -- (DEPRECIATED) Tells <MESSAGE> to everybody on the ship. This is the default channel when you're on a ship. * /v <MESSAGE> 27.2) Informational Commands ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * /cwho <CREW> -- Shows all online members within <CREW>. * /cw <CREW> * /fwho <FLAG> -- Shows all online members within <FLAG>. * /fw <FLAG> * /gwho -- Shows all Greenies (& Greeters) online. * /gw * /help -- Shows help for chat commands. * / * /info -- Shows the current time on the ocean... which is normally listed in Pacific Time, including DST when observed (UTC-8/7). * /vwho <SHIP> -- Tells you information about <SHIP>, which includes where it's located, who's on it & who's running it. * /who [PIRATE] -- Tells you WHO is online, which is centered around your current archipelago OR gives you specific information about a [PIRATE], like where they're currently are in the ocean. IMPORTANT NOTE: When looking up information about a crew, flag, ship OR pirate, the command will give you information on EVERYTHING that matches your search parameter. For example, if you do "/cwho read", it'll give you information on ALL CREWS that include "read" somewhere in their name. In this example, you would get a hit on "DREAD Ringers", "DREAD Pirates", "IncREADible Voyagers", ect. 27.3) Status Commands ~~~~~~~~~~~~~~~~~~~~~~~~ * /away [MESSAGE] -- Turns on your "Away" flag & sends [MESSAGE] to anybody that sends you a message. A similar message will be sent when you're within a game. * /afk [MESSAGE] * /back -- Turns off the "Away" flag & drops the away message. * /dnd -- Toggles the "DO NOT DISTURB" flag & will prevent you from receiving messages, orders & other requests while on. You can turn this flag off by entering the command again. This command should only be used when you ABSOLUTELY WANT TO BE LEFT ALONE! Otherwise, you're better using the away command. * /mute <PIRATE> -- Adds <PIRATE> to your ignore list. This pirate will not be able to communicate with you. * /unmute <PIRATE> -- Removes <PIRATE> from your ignore list. 27.4) Game Issue Commands ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * /blackspot <PIRATE> -- Tags an unruly or annoying <PIRATE> for your crew. This places a "Red Flag" that your fellow officers can see. This requires you to be an officer to use. * /bug <MESSAGE> -- Reports a bug in the game, attaching <MESSAGE> with the bug report to help Three Rings to fix the problem. * /complain <PLAYER> <REASON> -- Files an abuse report against <PLAYER> for a <REASON> you believe is violating the game laws. This command should only be used when you truly believe that a player is breaking the game laws. Submitting false reports may get you in trouble. 27.5) Miscellaneous Commands ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * /gift <PIRATE> ### -- Gives <PIRATE> ### months of subscription time. This requires you to have enough months of unused subscription time to use this command. * /invite <PIRATE> -- Invites <PIRATE> to your house OR ship. This requires you to have control of the house or ship. * /job <PIRATE> - Invites <PIRATE> to job with your crew. This requires you to be an officer of a crew. * /pay <PIRATE> ### -- Gives <PIRATE> ### PoE. This requires you to have enough PoE in your wallet to use this command. * /plank <PIRATE> -- Ejects <PIRATE> from ship or building, typically for unruly behavior. This requires you to have control of the building or ship. * /print -- Prints out Chat log. * /tip <PIRATE> ### -- Gives <PIRATE> ### Doubloons. This requires you to have enough Doubloons in your wallet to use this command. IMPORTANT NOTE: Pirates using the "/gift", "/pay" or "/tip" commands will bring up a confirmation prompt since you CANNOT UNDO THIS TRANSACTION. Once you confirm the transaction, the respected item will be deducted from your account & given to that Pirate to use as they please. As these commands don't bring up a trade prompt with the receiving Pirate, the only way the can refuse these gifts are if they immediately gift it back. Pirate will be notified in the chat window when they their send or receive a gift. 27.6) Greeter Commands ~~~~~~~~~~~~~~~~~~~~~~~~~ * /duty * /gmute * /greeter IMPORTANT NOTE: These commands are reserved for GREETERS ONLY! Information about these commands are unknown at this time. 27.7) RETIRED COMMANDS ~~~~~~~~~~~~~~~~~~~~~~~~~ The following chat commands have been retired from the game, but are noted here for historical reference. * / eject <PIRATE> -- Ejects <PIRATE> from a building. * Length of usage: June 29, 2005 - July 8, 2005 * This command was appended to "/plank" due to short-hand issues with the "/emote" command. 28) Game Jargon ------------------ As with all games, there's usually some specialized terms that players develop special game jargon for stuff that newer players may not understand. Here are some terms that you'll likely run into. * + -- Plus; Bonus awarded in the booty split for exceptional performance. This is enacted on the discretion of the ship's captain. * - -- Minus; Penalty enacted in the booty split for poor performance OR disobeying the captain's orders. This is enacted by the ship captain's discretion. * Alt -- Short for "Alternative Pirate". * Booched -- 1) Messed Up / Screwed Up. 2) Failed. * Captain -- 1) Owner of the ship for the voyage. 2) Head of the ship for the voyage (may be called XO) 3) Head of the crew. * CI -- Short for "Cursed Isles". * CO -- Short for "Commanding Officer" * Commanding Officer -- The pirate that is considered the 2nd in command on a voyage & is being permitted to run the ship, despite the owner OR a higher ranking crew member being aboard. * D -- Short for "Doubloons" * Deed -- Ownership Papers to a ship OR building. The pirate who holds the deed will have complete powers to manage said ship or building. * Doubloon -- Premium game currency that's used on Doubloon Oceans. * Doubloon Oceans -- The "Free to Play" servers, which anybody can play on. * Dubs -- Short for "Doubloons". * Executive Officer -- The pirate that is considered in charge of the voyage. This pirate is typically the owner of the ship OR the pirate who is footing the bill of the voyage. * Expedition -- These are optional side-trips that can be partaken during a pillaging voyage. * Expo -- Short for "Expedition". * FO -- Short for "Fleet Officer". * Greenie -- Newbie; Inexperienced Player. Noted by the "Green" username. * Greeter -- A player, selected by the OM, to assist Greenies with the game. These players are noted by a "Pink" username. * Heartie -- A Pirate you've chosen to be a friend with on the ocean. * Jackanape -- Lamer; Jerk; A rude player that may be violating rules. * Jobber -- A pirate that temporarily joins the crew for a specific voyage. Within the crew hierarchy, they're between "Pirate" & "Cabin Person" in rank. * K -- 1) Short for 1,000 when used with numbers (from the prefix "kilo-") 2) Short for "OK", when NOT used with numbers. * Lazer -- A player that is NOT performing a post on a ship. * Lazing -- The act of NOT performing a post on a ship. * M -- Short for 1,000,000 when used with numbers (from the prefix "mega-") * Meme -- Short for "memorization". * NPP -- Non-Player Pirate, see Swabbies. * Ocean -- The game server. * Ocean Master -- Server Administrator OR a noted employee of Three Rings. They are noted with a "Blue" username. * OM -- Short for "Ocean Master". * Permission to Board -- A formal request to aboard a fellow crew member's ship, which some crews enforce on full members of their crew for courtesy purposes. * Permission to Leave -- A formal request to depart a fellow crew member's ship, which some crews enforce on full members of their crew for courtesy purposes. * Pieces of Eight -- Standard game currency that's used to buy items. * Pirate Time -- The time zone that servers use, which corresponds to Pacific Time & follows Daylight Savings Time (UTC-8/7). * Plank -- Forcefully removed from the ship or building by owner of person who is authorized by the owner. Based on the phrase "To Walk the Plank." * Planky -- Term referring to the bad mood of a pirate in authority who's ready to plank others. This is a blend of the words "Plank" & "Cranky". * Player vs Player -- A multiplayer term where you are playing against another player & NOT a computer opponent. * PoE -- Short for "Pieces of Eight". * PT -- Short for "Pirate Time". * PTB -- Short for "Permission to Board", which some crews Require. * PTL -- Short for "Permission to Leave", which some crews Require. * Puzzle Vision -- A condition where a pirate has focused all their attention to the puzzle game they're working on, ignoring practically everything else in the game window (like chat). * PvP -- Short for "Player vs Player". * Restocking Reserve -- A fixed percentage of funds (as determined by the crew's articles) reserved from the booty split to help restock the ship after the completion of a voyage. * Ringers -- Employees of Three Rings. * Rum sickness -- An undesirable condition caused by a ship running out of rum. * SMH -- Short for "Sea Monster Hunt", which is commonly referred with "Atlantis Outpost" Voyages. * SO -- Short for "Senior Officer" * Suicide -- Intentionally defeating yourself in a team battle game, which is highly noticeable, very shameful & irresponsible to do. * Swabbies -- An Non-Player Pirate that can temporarily take a post on a ship in place of an actual player. These pirates have a "White" name & typically have 2-word names like "Daring Darla" or "Bootstrap Bob". * XO -- Short for "Executive Officer". 29) Pirate Lingo ------------------- Since this IS a pirate-themed game, it should be noted that speaking like a pirate is encouraged... but not required. Here's some ACTUAL terms you can use in the game. 29.1) Expressions ~~~~~~~~~~~~~~~~~~~~ * Ahoy! -- General Greeting, usually used to hail a ship OR a person. * Arr! / Argh! / Harr! / Yarr! / ect. -- Generic expressions, typically used as for simple notes, like "Here Here", ect. * Avast! -- Stop; Desist. Typically used as a command. * Belay -- Order to stop, halt or delay. * Blimey! -- Frustration expression * Bucko -- Friend * "Dead men tell no tales." -- Common expression used to explain why pirates leave no survivors. * Gangway! -- Expression used to clear a passage through a crowded area. * "...gone to Davy Jones' Locker" -- Deceased. * "hang the jib" -- To look Ill-Tempered OR Annoyed. To Pout. * "Me Hearties" -- Comrades, Boon Companions, Good Fellows; Friend. Term of familiar address & fellowship among pirates & sailors. * "Shiver me timbers!" / "Sink Me!" -- Expression of surprise. * Smartly -- Quickly. * "Splice the Mainbrace!" -- To have a drink (or several... hundred... thousand or so... I can just keep this little joke going here). * "Yo-ho-ho" -- Generic, meaningless phrase. 29.2) Important Pirate Words ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Aft -- Rear of the ship (short for "After"). * Aye -- Yes, Affirmative. * Bilge -- 1) The part of the ship's hull (or bottom) which is the broadest & nearly flat, which the ship would rest upon if run aground. 2) Stupid or nonsensical talk or writing. * Bilge Pump -- A pump to draw the water from the bilge OR hold of the ship. * Bilge Water -- Water that collects in the bilge (or bottom of the ship). * Clap of Thunder -- A Strong Drink. * Fore -- Front end of the ship (short for "Forward" or "Before"). * Mast -- The tall, vertical spar (sometimes in sections) that rises from the keel or deck of the ship to support the sails, the standing & all the rigging. * Me -- My (British reference) * Mizzenmast - The hindmost mast of the three-masted vessel. * Poop deck -- The deck forming the roof of a pop OR poop cabin, built on the upper deck & extending from the mizzenmast aft. * Port -- The "Left" side of the ship, when facing the prow. * Prow -- The "Nose" or front of the ship. * Rigging -- The arrangement of masts, spars & sails on a ship. * Spars -- Wooden of metal poles used to support the sails & rigging. * Starboard -- The "Right" side of the ship, when facing the prow. * Ye -- You. 29.3) People Words ~~~~~~~~~~~~~~~~~~~~~ * Brigand -- An armed thief who typically works in a group. * Buccaneer -- A robber of the seas, A pirate that's typically in the Caribbean seas. * Corsair -- A pirate that's typically in the Mediterranean sea (or Barbary Coast). * Hand -- A person who is part of a group OF crew. * Jack -- 1) A sailor (like a pirate) 2) A flag on a ship, showing nationality or association to others. * Jack o' Coins -- Paymaster; Quartermaster. The person who's paying the bills. * Jack o' Cups -- First Mate. Typically a Senior Officer, just under Captain. * Jack o' Staves -- First Lieutenant. Typically a Senior Officer. * Jack o' Swords -- Bosun, Crew Foreman, or "Petty Officer". * Jack Ketch -- Public Execution; Hangman. * Jack Tar / Jack Afloat -- Popular casual name for a sailor. * Lad -- Young Man. * Landlubber -- Person that works & lives on land; Inexperienced sailor. * Lass -- Young Lady. * Matey -- Sociable; Friendly; Another way to address a familiar pirate. * Messdeck -- Lawyer; Know-it-All (like a Guide Writer). * On the Account -- Living the life of a pirate. * Privateers -- A Ship privately owned & crewed, but authorized by a government during wartime to attack & capture enemy vessels. * Scallywag -- A Deceitful, unreliable scoundrel. * Scurvy -- Vile, Mean, Low, Vulgar, Contemptible. * Sprogs -- Raw, untrained recruits; Children. * Squiffy -- Buffoon. * Sutler -- Supplier. * Swab -- Sailor, often a lout. 29.4) Objects ~~~~~~~~~~~~~~~~ * Booty -- Goods or property seized by force or piracy. * Cat O' Nine Tails -- A whip with nine knotted cords that's used to flog offenders as punishment. * Chantey / Shantey / Shanty -- Song sung by sailors to pace their movements to while working on the ship. * Cutlass -- Short, heavy sword with a curved, single-edged blade. * Deadlights -- Eyes. * Doubloons -- Gold coins formerly used in Spain & Spanish America; Premium currency used within Puzzle Pirates. * Grog -- Diluted Rum (typically with water). * Hempen halter -- Hangman's noose. * The Hulks -- Old or wrecked ships that are abandoned & used as jails. * Jolly Roger -- The Pirate's flag, which is typically a black flag with a white skull & crossbones. * Letter of Marque -- A license issued by a governor to a private citizen to seize property of another nation. Typically use to denote your affiliation to a country. * Pieces of Eight -- Silver coins formerly used in Spain & Spanish America; Standard currency used within Puzzle Pirates. * The Plank -- A piece of wood, place on the side of the ship that's primarily used to forcefully eject people from the ship. * Rope's End -- A piece of rope that's primarily used as a form of punishment. * Six Pounders -- Cannons, typically referring to the weight of the cannonball. 29.5) Action Words ~~~~~~~~~~~~~~~~~~~~~ * Black Spotted -- Blackballed, Mark of Death for pirates. * Careen -- To lean a ship on one side for cleaning, caulking or repairs. * Chain Shot -- Two cannon balls connected by a chain, formerly used in naval warfare for it's destructive capabilities. * Chase -- To engage in pursuit of a quarry OR a ship being pursued. * Heave To -- To turn a sailing ship so that its bow heads into the wind & the ship lies motionless, except for drifting, in order to meet a storm. * Hornswaggle -- To Cheat. * Keelhaul -- To haul under the keel of a ship, by ropes attached to the yardarms on each side. Typically used as punishment. * Marooned -- To put ashore on a desert island or coast & intentionally abandoned. * Overhaul -- To gain upon in a chase, to overtake. * Run Through -- To stab, preferably to have the sword or knife to go cleanly through a person, in order to kill them. * Scuttle -- 1) To cut open a hole (or holes) in a ship's hull, usually done to sink the ship. 2) To reclaim all items from an abandoned ship. * Titivate -- To clean up, make shipshape. * "To be three sheets in the wind" -- Casting out all three sails of a ship, causing the ship to shudder & stagger like a drunken sailor. This increase in speed causes the pirates to lose a little control of the ship. * "Walk the plank" -- To force a person to walk off a plank extended over the side of a ship, in order to passively drown them. * "Weigh Anchor" -- Heave up an anchor in preparation for sailing (Deporting). <<< =============================== PART VI =============================== >>> ~ THE APPENDIX ~ This part of the guide is what most readers don't care about, but it's stuff that the guide writers include in order to make it complete. While some writers tend to slap this garbage near the front (or top) of the guide & force readers to go through it. I, on the other hand, shove this junk in the back (or bottom) of the guide as the majority of readers don't care about this & only want the useful information that the guides have. It would be nice if readers would read (or print) this section, but I'm not offended if it's dropped. <<< ======================================================================== >>> A) About the Author... ------------------------- The author of this guide has been in the field of Ludology since 1985, but did not start to write guides until 2005 on games that he loved. The guides that were available were either poorly written, inaccurate, outdated or a jumbled mess that was difficult to find... so he started writing his own. As of 2008, all of his guides have been released under the Creative Commons Non-Commercial licenses so that anybody can use the data find within his guides for whatever purpose they may need... AS LONG as it complies with license that is used. For those who wish to including information (like non-spelling errors) OR want to obtain a license waiver (removing any restrictions the Creative Commons licenses place) may e-mail the author at TStodden@hotmail.com with the subject line "Puzzle Pirates FAQ" (or something similar). Please be aware that the e-mail address listed is an old secondary e-mail account, so you may wait roughly 4 weeks to receive a reply, if your e-mail warrants one. Anybody who sends 3 or more of the same e-mail in this time period will be reported as a spammer & your e-mail will NOT get any response. B) Acknowledgments ---------------------- The author of this guide would like to thank for the follow people, companies & sites for assistance in creating this guide. * Three Rings -- The makers of Puzzle Pirates * YPPedia -- Puzzle Pirates Wiki site, which contains way more information that what's included here... including server histories. Their site is updated with the most up-to-date information about the game. * Michael Segekihei -- For his guide. Granted it's fairly outdated, but it does contain some useful information to be somewhat helpful. * The crew of Heaven & Earth -- For putting up with me & making me an Officer. * Various Guide Hosting Sites * Game FAQ's * Super Cheats * NeoSeeker C) Suggested Viewing ----------------------- For more information about Puzzle Pirates, including information that may be missing out outdated within this guide, please check out the following. * YPPedia -- http://yppedia.puzzlepirates.com D) A Brief History of the Guide ---------------------------------- For those who like to see HOW this guide evolved through the revisions, look no further than here! In order to save space, this section will occasionally get abridged to reduce the amount of garbage that most people don't care about. D.1) Versions 0.100 to 0.600 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From Feb. 14, 2009 to June 27, 2009 This was the original run of the guide, originally containing 125 pages of data (OK... roughly 120 pages of actual content, as Part VI contains all the boring crap). Since the work of Mr. Segekihei was extremely outdated (useful, but it was still very outdated), I went to work on my own guide to give players a guide that was more up-to-date. While this guide was originally planned to be a "Beginner's Guide", it eventually evolved into the "Unofficial Omnibus". * [.101] Included Creative Commons By Attribution Non-Commercial License. * [.102] Added FAQ's, Badges, Social Laws, Game Jargon, Ships & "Free Access" notes. * [.103] Officially renamed guide from "Beginner's" to "Omnibus" * [.204] Added 2 new parts to the guide (to 5 parts) * [.204] Added Islands (WIP), Buildings & "Rum Sickness" * [.205] Added more Game Jargon, Chat Commands & info on Distilling & Shipwrighting. * [.306] Fleshed out Chat Commands, Adding depreciation notes * [.306] Added more Game Jargon * [.307] Broke the Chat Commands into categories * [.308] Added Pirate Terms, Resale Values for Ships & more notes about Ships * [.400] Changed versions to 4-digit system (previous version was 0.3r8) * [.400] Added Clothes, Weapons (WIP), Commodities (WIP) & Decay to Part III * [.402] Modified Acknowledgements to support multiple hosting sites. * [.402] Additional minor modifications to the guide. * [.500] Added Part IV: Voyages to guide, pushing other parts down. * [.500] Added information about Expeditions * [.500] Added "Expo" to the game Jargon * [.502] Added Shipwrecks to the Expeditions. * [.503] Upgraded Guide to Silver Edition. * [.503] Fleshed out Curse Isles & Atlantis Voyages * [.600] Added "Voyage Tips" * [.600] Added some extra Game Jargon & Pirate Lingo. * [.600] Added "Correction Notes" about booty split with pay scale. D.2) Version 1.000 -- Silver Edition ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ March 21, 2011 to May 2, 2011 to Present... After about an 18-month retirement, I decided to return to the game & my crew to see what has changed since I last played.. which was a fair amount! Instead of attempting to modify the existing guide & piecing in new information, I just opted to do a complete re-write. This way, I was able to update everything, compress data that needs to be kept (but took too much space originally), remove data that's not of interest to most players & add more stuff where it's needed. This rewrite has added 1/3 more stuff while only adding 3 pages to the total (a total of 103 pages) WHILE keeping less than 5% crap (3 pages) in the appendix! Here's the highlights... * Updated information on the Crew Pay Scales... * Added comparison table (for a 4-player, 5-battle voyage) * Improved information about how booty is split. * Clothing (Section 10) & Weapons (Section 11) greatly overhauled to save space, or at least SEEM like it's saving space. * Ordering Information compiled in a table. * Smaller details on items listed afterwards. * Ship (Section 25) greatly overhauled to save space by dropping unnecessary information. * Key information compiled into a table. * Optimal ship processing times have been corrected. * Ship details reduced to main components. * Added Weaving (Section 5.6) * Expanded TOC. E) Copyright Information & Licensing -------------------------------------------------------- (c) 2009-2011 TStodden, (c) 2009-2011 NESpresso Multimedia Entertainment SOME Rights Reserved This guide is published under the Creative Commons Attribution Non-commercial License 3.0 (See http://creativecommons.org/licenses/by-nc/3.0/ for details). In short, you MAY use this guide in part or in whole (preferably not the entire guide to avoid plagiarism... unless you're going to host this) WITHOUT HAVING TO ASK FOR PERMISSION! To take advantage of this license (without e-mailing me), you just have to do the following: 1) Give me credit for the parts you used from this guide (a note in your acknowledgements is all you need). 2) You must provide your guide for free as well (hence the "Non-commercial"). -- I'm doing this for free, so you can go free as well! You may charge for the storage medium (paper, cd-rom, ect.), but it has to be "at cost" 3) Please e-mail me a note if you're going to use the guide in whole -- It's not part of the license, but I like to know where my work is hosted. 4) You are NOT REQUIRED to use the same license, but you still must adhere to these conditions. That's about it! Again, check the address above for the "human" (simple) & "legal" (technical & legally binding) terms of the license. If you bother to e-mail me (see section A for details), I'll try to send you updates of this guide when they're ready... but it's not a guarantee as I normally publish updates on Game FAQ's first (as it's the public clearinghouse for game guides) & I might forget about you as I don't update on a regular schedule. The main reason why I'm releasing my guides under a Creative Commons license as it makes it easier for others to build on my work without as many legal hurdles to deal with. It also means I don't have to monitor the web as heavily for violators as this license is designed to permit others to distribute this... as long as they doing for free. However, it does give me the right to revoke the license in the future... but that creates too many legal issues to deal with. If you don't like the license, you can e-mail me (see Section A for the address) for non-license permission. Most requests accepted, but I'll likely place a commercial provision on such permission (as long I get a cut, I won't object). Those who wish to translate my guide into other languages are encouraged to contact me. F) The Final Word -------------------- Ahoy! This is line 7204... Ye Scurvy Scalleywag!
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