Perilous Legends Wiki

Pirate

Gold accumulator and ship raider - the deeper your purse and the closer the waterline, the deadlier you get.

Overview

The Pirate is the shard's gold-and-sea class. Its passives fatten every purse you pull off a monster, sharpen your lockpicking, and turn your cannons up once there is water under both of you. It fights with a blade at close quarters, and it rewards players who like being in the thick of a boarding scrap rather than plinking from range.

Like every class here, the Pirate is a layer over your own skill template, not a lock. You still build the character you want; picking Pirate leans the bonuses toward blades, boarding, gold and the running fight between ships that the sea is built around.

Passive Bonuses

These scale with your Pirate level and are always on against monsters (they switch off in PvP). At level 14 they are all maxed:

Pirate passives, per level
BonusPer levelAt level 14
Gold dropped by mobs and treasure chests+2%+28%
Lockpicking skill (a failed pick also gets one more try at the same odds)+5+70
Damage to monsters while on a ship+5%+70%
Damage taken-1%-14%

Signature Procs

Every class has two proc attacks that can fire off your own hits and spell casts against monsters. The weaker one triggers at 0.2% per class level (2.8% at level 14); the stronger at 0.1% per level (1.4% at level 14). Both are PvM only.

Fork Abilities

At levels 2, 4, 6, 8, 10, 12 and 14 you pick one of two abilities. The choice is permanent for that build, and each pick costs Doubloons (10 / 20 / 30 / 40 / 50 / 60 / 70 as you climb).

Pirate fork choices
LevelOption AOption B
2Gold Affinity - +1% damage per 1,000 gold carried (cap +25%)Golden Shield - -1% damage taken per 1,000 gold carried (cap 25%)
4Sailing Winds - +2% sailing speed per level at the helmHeavy Ordinance - +2% cannon damage per level
6Treasure Hoarder - +1% rare-item drop rate per levelTreasure Collector - +1% ultra-rare drop rate per level
8Corsair - +2 Swordsmanship per level (up to your skill cap)Buccaneer's Fury - active: +25 Tactics and +15% damage for 30s, 3-min cooldown
10Dead Man's Chest - 0.5% per level chance on an Ultra-Rich-or-tougher kill to drop a bonus chestBribery - 10% chance to pay a hit's damage out of your gold instead of your health
12Captain's Aura - your whole crew regenerates 1 health every 2 seconds in combat, 2 out of combatCaptain's Rage - your whole crew deals 15% more damage in combat
14Star Reader - +25 tiles of spyglass rangeWave Reader - +25 tiles of tracking range

Gold is ammunition. Gold Affinity, Golden Shield, X Marks the Spot and Bribery all read the coins in your pack. A rich Pirate hits harder, tanks better and can literally buy off damage - so a fat purse is a build stat, not just savings.

How It Plays

PvM. This is a duelist that farms. You close, you trade blows, and your kills pay 28% more gold at the cap. On the water the ship-damage passive and the Heavy Ordinance / Sailing Winds forks turn you into a proper raider; on land you are a solid cutlass fighter who happens to pick locks and loot chests better than anyone. The ocean is lawless, so it is the Pirate's natural hunting range - no murder counts out there, and the Trade Pack haulers crossing it are slow, visible and worth real gold.

PvP. Class perks are built for hunting monsters. Your gold-scaled damage, damage reduction, ship bonus and procs all switch off against players, so in a player fight you are running on your raw skills and gear, Corsair's Swordsmanship bonus included. Play the Pirate for the farm and the sea, not the duel.

Coins & Leveling

The Pirate spends Doubloons. Every class earns XP worth 10% of the gold its kills drop, but only your active class banks it. The XP bar fills to a threshold and stops - it does not auto-level. To take the level you visit the Pirate Guildmaster and pay Doubloons equal to the target level times ten (10 up to 140, about 1,050 coins for the whole climb to 14). Fork abilities cost extra coins on top.

Coins drop for everyone off tougher monsters, so you will pull other classes' coins too - that is the trade economy working as intended. If you are short a class coin, Prism Coins act as a universal wildcard that can cover any class cost.

Not Locked In

Your first class pick is free and instant. Changing class afterward takes a 2-minute channel (hold still, take no damage, dismiss any class summons first) and there is a cooldown between swaps. Each class keeps its own level and fork picks, so grinding a second class never wipes your Pirate progress.

On top of that, one character can hold several skill builds through the Personality system - two build slots to start, up to five bought with gold or Ether Charged Powder, swapped with a 2-minute channel. The first time you activate a fresh slot it zeroes your skills to train up from scratch. So you are never stuck as one class or one skill set: a maxed Pirate and, say, a mage build can live on the same character.

Crafted Class Item

Corsair's Sextant. A raiding scanner for hunting laden cargo, holding fifty charges. Each use sweeps a wide radius and reports every target carrying goods: players hauling a trade pack or on a sport fishing run, pack animals loaded with cargo, and ships whose hold carries cargo, giving each one's name, location, compass bearing and distance, with a beacon marking the target. It works on land or at sea, with no ship needed, and it never points at your own animals or your own ship. When the last charge is spent it crumbles.

How to make it: Tinkering, 100 skill: ten iron ingots, two diamonds, and one Doubloon (a Prism Coin can stand in for it). One craft makes one sextant.