Combat & skills
Power, accuracy and defence each have their own job.
The skills that shape a fight
Power, Attack and Hull Defence train separately. Hull HP controls your basic hull capacity. Divinity contributes to the combined combat rating. Active skills have a level cap of 120.
Choose an attack mode
Accurate adds 3 effective Power. Rapid reduces the normal shot interval by one tick. Long range adds 2 tiles of attack range and 3 effective defence levels. A tick lasts 0.6 seconds.
The old Trireme–Bireme–Fireship combat triangle is retired. Families retain their own ship bonuses, but do not receive a matchup damage multiplier.
Accuracy comes before damage
Attack and cannon accuracy oppose the target’s Hull Defence and equipment defence. A missed attack deals zero damage. A successful ordinary hit rolls damage up to its maximum, with a minimum successful hit of 1. Hull plates and spyglasses improve the defence roll; they do not reduce every incoming hit by a percentage.
Captain specials
Some named Captains fire more than once or add damage over time. These are separate effects from ordinary cannon attacks. The stat builder shows ordinary attacks and permanent bonuses; it does not simulate specials, temporary boosts or every combat situation.
