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    FAQ/Strategy Guide by TStodden

    Version: 1.000 | Updated: 05/02/11 | Search Guide | Bookmark Guide

    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
    * 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 &
    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
    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.
              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
              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.
              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
    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
              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
              * 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
              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
    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.
              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
              * $ 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
              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)
         * 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
         * 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
    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)
         * 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
         * 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)
         * 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
    4.4) Gunning
    Puzzle Difficulty: Hard
         * 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)
         * 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
              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
    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
    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
         * 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!
         * 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
    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
         * 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
         * 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
         * 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
         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)
         * 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)
         * 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)
         * 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
    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!
         * 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
    * 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!
         * 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
    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
         * 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)
         * 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
         * 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
         * 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)
         * 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
         * 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)
         * 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)
         * 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
         * 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
         * 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
         * 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
         * 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
    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
    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
    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
    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
    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
    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
         * 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.
         * 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
    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
         * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * Katana
         * Attack Pattern [INCOMPLETE]
    * Dadao
         * 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
    * 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
    * 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
              BAAY YOOR
    * 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
              Y YRBBO O
              O OBAAY Y
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
    * 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
         * Attack Pattern
    * 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
         * Attack Pattern
    * 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
         * Attack Pattern
    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
    <<< // 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
         * 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
    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
         * 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
         * 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
    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.
         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
         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
         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
    * 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
    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
    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.
    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!!!
    After the server is completely rebooted, you may restart your voyage... or at
    least restock the ship you were using.
    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
         * 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
    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
    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.
         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.
         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
         * 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
    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.
    24.6) Senior Officer's Badge
    Cost: 10 Doubloons for 30 Login Days
    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
    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
    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)
         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)
         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)
         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]
         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)
         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
    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)
         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)
         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]
         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)
         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]
         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]
         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
    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)
          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]
          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
              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
    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
              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)
              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
              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
    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
    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
              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
    * /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
    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
         * /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
    * /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
    * /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
    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.
    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
    * 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
    * 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
    * 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
    * 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
    * 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
    * Corsair -- A pirate that's typically in the Mediterranean sea (or Barbary
    * 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
    * 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"
    * [.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 &
    * [.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
         * 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 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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