Perilous Legends Wiki

Ships & Sea

A full how-to for buying, outfitting, crewing, sailing, and fighting your ship.

Overview

The ocean is a live part of the shard, not just water between towns. You pilot a boat, kit it out with combat and travel upgrades, hire a fighting crew, ride out storms, and fight other ships. Most of the high-value sea play - piracy and Trade Pack hauling - happens out here, and the open ocean is lawless, so a ship is both an investment and a target. This page walks you through the whole thing: buying a hull, fitting it, crewing it, and working the cannons in a fight.

Getting a Ship

Ships are sold by the Harbormaster at the docks. Double-click one to open the shop; he hands out ship deeds that you place in the water to launch, plus all the naval supplies you need. Everything is priced in both Plunder and gold - the shop shows both columns and you can pay with either, or a mix of the two. You keep one ship deployed at a time, and only the owner can steer it, so nobody sails off in your hull while your back is turned.

A Harbormaster NPC at the docks
The Harbormaster sells ship deeds and naval supplies - cannons, cannonballs, black powder, repair tools, and spyglasses.

The Harbormaster also stocks the gear that makes a ship fight and survive:

What the Harbormaster sells besides hulls
SupplyWhat it is
Culverin DeedA light deck cannon: standard damage, full range, standard reload.
Carronade DeedA heavy deck cannon: 1.5x damage, 2 tiles less range, 2 seconds longer reload.
Blundercannon DeedA massive deck cannon: double damage, 4 tiles less range, 4 seconds longer reload.
CannonballAmmunition. You need one per shot.
Black PowderThe charge for each shot - one per shot alongside the ball.
Message in a BottleA treasure lead for deep-sea diving.
Ship Repair Tools10 charges of hull repair (also craftable with Carpentry).
SpyglassScans the horizon for ships and hazards (50 uses).

Exact deed and supply prices are set in-game and get tuned, so read the current numbers off the Harbormaster's shop window rather than memorizing them.

Ship Types

There are six hulls, each with a job. The four warships all take the full slate of upgrades and crew; the Fishing Boat and Merchant Galleon are purpose-built haulers.

The ships you can buy
ShipRole
SchoonerSmall, fast, cheapest to buy. Two crew slots.
GalleonThe all-rounder warship. The most crew - four slots.
Man of WarHeavier hull that absorbs more punishment, about 10% faster base sailing than the Galleon. Three crew slots.
BarqueA raider's hull: about 20% faster base sailing than the Galleon, at the cost of one fewer crew slot (three).
Fishing BoatCarries a hold for stowing caught sport-fish.
Merchant GalleonDedicated cargo hull for hauling Trade Packs in bulk.

Sailing

Boats work the classic way: place your ship, climb aboard, and pilot it either by steering with the mouse or by giving the tillerman a course and letting it run. Bigger hulls carry more and take more punishment. One thing to know if you are hauling cargo: a set course captures its speed at the moment you issue it, so a mid-sail speed change - a storm slowing you, or a speed upgrade kicking in - will not take hold until you re-issue the course. Mouse-piloting picks the new speed up right away.

Shallow Water

Shallow reef areas require a special upgrade to travel. Shallow tiles near shore block ships unless your boat has the Shallow Draft navigation upgrade. Without it you bump the shallows and have to keep to deeper water; with it you can nose right up to coastlines other captains cannot reach - useful for landing where nobody expects a ship.

Storms

Storms roam the map and you will sail into them. There are always a handful active, each parked over a wide stretch of the world for a while before it moves on. Inside a storm you get real weather - rain at sea (snow over land), rolls of thunder, and a fog that closes in around you like a fog-of-war, cutting how far you can see. A storm also slows your ship by about 20%, so a squall between you and port costs you time. It will not sink you - storms do not damage the hull - but they will blind and slow you, and that is when other ships come hunting. The Fog Runner sail upgrade flips that penalty into a bonus, and radar upgrades still pick out nearby ships and storm zones through the murk.

Your Ship Loadout

Every ship has a loadout: five upgrade slots and a set of crew slots. You open and manage it from the Ship Loadout window.

Upgrades and crew can only be changed while your ship is dry-docked. If a ship is deployed in the water the window will refuse the change and tell you to dry-dock first (use the tillerman's dry-dock option). You can still use an already-installed active ability at sea - you just cannot swap what is fitted.

Every Ship Upgrade

Upgrades slot into six categories - Hull, Sail, Cannon, Lesser Cannon, Navigation, and Utility - and you fit one per category. Because each slot holds a single upgrade, outfitting a ship is about choosing an identity. Below is the complete catalog. Entries marked [Active] are fired on command (see Using Active Upgrades); [Auto] entries fire themselves when a condition is met; the rest are always-on passives.

Hull upgrades
UpgradeWhat it does
Reinforced Hull+5,000 maximum hull HP.
Ironclad Plating−20% cannon damage taken.
Watertight HoldIf you sink, your hold's items float for 5 minutes to be recovered.
Brine-Treated TimbersYour ship is not crippled until 10% hull instead of 25%, so you keep full speed deep into a losing fight. A crippled hull still sails, at 20% speed; only a sinking ship, or one with enemy boarders on deck, cannot move.
Copper Sheathing50% more hull restored by the Ship Repair Saw.
Spiked GunwhalesAnyone who boards you takes 25% of their max health as damage over 5 ticks.
Emergency Bulkhead[Auto/Active] Repairs the hull to 25% when it drops to 10% or lower; can also be triggered on command. 5-minute cooldown.
Inflammable CoatingYour hull cannot catch fire or take burn damage.
Spiked ProwRamming deals an extra 2,000 hull damage to the target.
Salvage Hold+500 weight and +100 item capacity in the hold.
Tsunami[Active] A tidal wave rolls out from both sides of your hull for 15 tiles. Every enemy ship it crosses is carried 15 tiles along with it, crew and pets riding along, until land or a ship the wave did not hit stops it.
Kraken of the Deep[Active] A kraken surfaces around your ship and slams the water: every enemy ship close by loses 20% of its maximum hull and cannot move for 5 seconds.
Sail upgrades
UpgradeWhat it does
Battle Sails−25% incoming cannon damage.
Ghost SailsNPC ships do not aggro you. Firing on or engaging an enemy ship drops the veil for 20 seconds.
Blood Sails+10% speed for 2 minutes after you sink an enemy ship, stacking up to three times.
Desperate Wind[Active] Burst to 150% speed for 8 seconds.
Chain RiggingHull damage no longer slows your ship.
Midnight SailsInvisible on enemy minimaps during night hours.
Fog Runner+20% speed inside storms, instead of the usual slowdown.
Silk Sails+20% speed while you are not combat-flagged.
Cannon upgrades (fitting one sets your gun style)
UpgradeWhat it does
Heavy Cannons+30% cannon damage, +3 seconds reload.
Swivel GunsIf the side you fire is out of shots, your other battery fires instead. Never both at once.
Auto-Loader−2 seconds reload time.
Double-Shot BraceFires your whole volley twice, at +5 seconds reload (15 seconds between volleys).
Incendiary Rounds20% chance per shot to set the enemy deck on fire (500 hull damage over 30 seconds).
Anchor Bolt Launcher[Active] Immobilize a target ship for 8 seconds.
Barrage System[Active] Instantly resets your cannon cooldown for another volley.
Silenced ChargesYour cannon fire does not flash on enemy minimaps.
Dead Man's Volley[Auto] Fires all loaded cannons at 150% damage when your hull hits 15% or lower.
Powder Horn Cache−5 seconds cannon reload (5 seconds between volleys).
Iceberg Cannon[Active] Greater cannon: an icicle that takes 15% of the target ship's maximum hull on impact and leaves it taking 20% more damage from everything for 30 seconds.
Explosive Ordinance[Active] Greater cannon: one heavy shot into the hull, then a fiery mess on that deck for 10 seconds. Anyone standing in the flames loses 5% of their maximum health a second.
Lesser cannon upgrades (a second, lighter gun slot)
UpgradeWhat it does
Chainshot[Active] Chains into the enemy sails: 10% slower, then 20%, then 30%, over 30 seconds.
Cluster Shot[Active] A shell that splits over the enemy deck. No hull damage; heavy damage to NPC crew and pets, less to players.
Bone Shot[Active] A pile of bones that scatters on the enemy deck: light hull damage, and three bone knights claw up onto that deck and fight everyone aboard, their own crew included.
Navigation upgrades
UpgradeWhat it does
Navigator's Wheel[Active] +20% sailing speed for 10 seconds (120-second cooldown). Your escape button.
Crow's NestReveals nearby ships on the minimap.
Reinforced Mast−10% hull damage taken.
Current ReaderShows SOS and message-bottle locations within 100 tiles on the minimap (needs an SOS in your pack).
Battle Anchor[Active] Lock your position for +25% cannon damage; raising the anchor takes 5 seconds.
Shallow DraftSail into shallow water other ships cannot enter.
Deep Keel+10% speed while out of combat.
Storm ChartReveals storm zones, ghost ships, and Armada spawns on the world map.
Waterspouts[Active] Raise three waterspouts at a spot up to 20 tiles away. A ship that touches one loses its steering and spins for 5 seconds.
Utility upgrades
UpgradeWhat it does
Grappling Hooks+25% boarding success chance.
Repair CraneAuto-repairs 50 hull HP every 30 seconds.
Alchemist's Furnace10% chance a cannonball explodes for +10% bonus damage.
Sea Net[Active] Slows all ships and creatures within 10 tiles by 50% for 10 seconds.
Medic StationEvery player and crew member on board regenerates 1 HP per second.
Arcane RelaySpells cast by friendly players and crew on board deal +10% damage.
Oil Barrels[Active] Leaves a burning oil trail in your wake for 5 seconds; enemy ships that sail through it burn (Inflammable Coating stops the damage).
Fog Cannon[Active] Enemy cannons have a 40% chance to miss you for 30 seconds.
Depth Charges[Active] Drop an unseen depth charge off the stern. Ten seconds later it detonates, and every ship near that spot is 50% slower for 30 seconds.
Flaming Barrels[Active] Fiery barrels float in your wake for 10 seconds. A hull that touches one, or the timer, sets it off for 20% of that ship's maximum hull.
Fog Bank[Active] A blinding fog rolls over the screen of every player within 50 tiles, you included, for 10 seconds.

Exact upgrade numbers are tuned in-game; confirm the current values in your loadout window and at the outfitter.

Using Active Upgrades

Upgrades tagged [Active] are fired on command. You can click the Use button on that row in the loadout window, or type the matching command while aboard your ship:

Activation commands (one per category slot)
CommandFires the active upgrade in…
[ActivateHullyour Hull slot (Emergency Bulkhead, Tsunami, Kraken of the Deep).
[ActivateSailyour Sail slot (Desperate Wind).
[ActivateCannonyour Cannon slot (Anchor Bolt Launcher, Barrage System, Iceberg Cannon, Explosive Ordinance).
[ActivateLesserCannonyour Lesser Cannon slot (Chainshot, Cluster Shot, Bone Shot).
[ActivateNavigationyour Navigation slot (Navigator's Wheel, Battle Anchor, Waterspouts).
[ActivateUtilityyour Utility slot (Sea Net, Oil Barrels, Fog Cannon, Depth Charges, Flaming Barrels, Fog Bank).

Each category shares a 5-minute cooldown after use (Navigator's Wheel runs on its own 120-second cooldown). Only the ship's captain can activate upgrades, and you must be aboard. A Chief Engineer in your crew shortens these cooldowns.

Crew

Crew turn your deck into a fighting one. A crew member comes from a Crew Contract - a deed that drops from sea combat (pirate ships, ghost ships, and Armada ships) and from sea-boss loot. Each contract has a type (its bonus) and a tier from Common up to Legendary - the higher the tier, the stronger the bonus and the tougher the deckhand.

Assigned crew are not just passive bonuses: each one appears on your deck as a real fighting NPC that guards you, fights what attacks you, and can board enemy ships alongside you. Crew slots by ship: Galleon 4, Man of War 3, Barque 3, Schooner 2.

To add or change crew, dry-dock your ship, open the loadout window ([galleon / [manofwar / [schooner / [abyssalgalleon), and in the crew section:

Two commands manage the crew already on your deck at sea:

Tiers

Every contract carries one of five tiers: Common, Uncommon, Rare, Epic, Legendary. The tier is a straight multiplier on the bonus below (a Rare Gunner, tier three, gives three times the per-tier value) and it sets how hard the deckhand is: health, damage, armour and weapon skills all climb with tier, and the hand's gear improves at tiers three and five. The boat outfitter sells Common contracts of every type. Higher tiers drop from sea combat, or you make them yourself: a Contract Renegotiations deed (from the Perilous Vendor) combines five contracts of the same type and tier into one of the next tier. Legendary is the top and cannot be combined further.

What a hand does on deck

Every hired hand stands on your deck as a real fighter of their tier. They guard you, follow the captain's stance ([crew attack, guard, follow, stay, status, or just say "crew attack"), throw a harpoon every 5 seconds at anything hostile within 10 tiles that they cannot reach with a blade, hunt down boarders on your own deck before anything else, chase a fleeing enemy across the rail onto a hull that touches yours, and never run away. The Sea Witch is a spell caster: she fights with magery instead of steel, with caster skills that grow with her tier, on top of the mana she feeds the crew. Slain crew are knocked out of commission and rejoin the deck after five minutes.

Every crew type and its bonus (per tier)
CrewBonus
RepairmanPassive hull repair - 1% of max hull per tier every 60 seconds.
Powder MonkeyFaster reload - −0.5 seconds per tier.
Navigator+2% sailing speed per tier, always on.
Surgeon+1 HP every 3 seconds per tier to everyone on board.
Gunner+4% cannon damage per tier.
Marine+5% health and damage for every deckhand aboard, per tier; every Marine you carry counts.
Sea Witch+1 mana every 3 seconds per tier to everyone on board. She fights with magery.
Smuggler+3% Plunder per tier.
Lookout+5 tiles minimap detection range per tier.
Spymaster−5 tiles to how far enemies can spot you on the minimap, per tier.
Veterinarian+1 pet HP every 3 seconds per tier.
Rare Collector+1% rare drop rate per tier.
Chief Engineer−10 seconds upgrade cooldown per tier.

Cannons & Firing

Naval fights are cannons and boarding. Buy deck cannons and their ammunition from the Harbormaster, mount the cannons on your ship, then load and fire in two steps.

Load: keep cannonballs (or grapeshot) and black powder in your backpack, then type [loadcannons to load both sides at once - up to 8 shots per side. To load a single side, use [loadcannons port or [loadcannons starboard. Loading takes ammunition from your backpack only. The hold is storage: nothing is ever drawn from it, so move a resupply into your pack before you reload.

Fire: type [firecannons, then click the tile you want to hit. The game picks port or starboard automatically from where you clicked, spends one shot from that side, and the volley travels to the marked tile and lands as a short barrage - lead a moving target so all of it connects. Cannon fire can hit crew on deck as well as the hull. There is roughly a 10-second cooldown between volleys, shortened by Powder Horn Cache or lengthened by Double-Shot Brace, and the slowest cannon aboard sets the reload: a Carronade adds 2 seconds, a Blundercannon 4. A cannon that cannot reach the marked tile holds its fire while the longer-ranged ones shoot.

Swapping a cannon: double-click one of your deck cannons to change its type between a Culverin (light), a Carronade (heavy) and a Blundercannon (massive) - you need the matching deed in your pack, and the cannon you pull out is refunded as a deed.

Repairs

You patch hull damage with a repair tool, used from your backpack while aboard. There are two:

Some upgrades and crew repair for you automatically - Repair Crane, a Repairman in your crew, and the Emergency Bulkhead all mend the hull without a tool.

Boarding

When you close the distance, boarding sends your deck crew across to fight the enemy's. Bring your hull alongside the enemy ship (within about 14 tiles), then type [board and target the enemy ship's rope or deck. Your living on-deck crew leap across and hold the enemy deck for 2 minutes, fighting its crew (and any enemy players) so you can soften up the boarding party before you cross yourself. A captured NPC ship keeps its hold sealed until its crew is dead, so you have to win the deck before you loot the hold.

The ocean is lawless by default, which means these fights carry no murder counts, but full loot is on the table. Being at sea is consent to fight. See Lawless Zones for how that works.

Sportfishing

The deep sea is also where the big fish live. Sportfishing is a hook-and-fight minigame: sail out to a feeding frenzy (marked by circling seagulls), hook a prize fish, and win the fight to land it. Carry the catch home strapped to your back and cash it in at a Prize Fish Buyer for treasure-tier rewards. The full breakdown of the fish and the controls lives on the Sportfishing page.

For crossing the water without a hull, the ethereal dolphin sea-mount is covered on the Mounts & Flight page.

Tips