Korsaros Online Wiki
Combat
Choose a training mode, fit your equipment and understand the rolls behind every ordinary cannon attack.
Temporary boss pause
In version 0.21.8, Europa’s Kraken, Hydra and Sirene encounters are temporarily unavailable during server architecture work. Ordinary pirates remain active. Existing earned titles and saved player progress are retained.
Boss stats, rewards and title requirements are unchanged. New boss kills and boss-title progress cannot be earned while these encounters are paused.
Engaging a target
Select a legal opponent to attack. Cannon range, movement and the water’s combat rules still apply. Your ship follows ordinary attack timing; repeatedly clicking does not produce extra shots. A missed shot deals no damage. A successful shot rolls damage from zero to maximum, then raises a successful zero to one.
Attack modes and training
Damage trains one chosen combat skill at 4 XP per damage, plus Health XP in every mode. Switching mode changes training and the listed mode benefit.
The default is Quick shot for Triremes, Long shot for Biremes and Power shot for Fireships and civilian boats. You can choose a different mode on any hull.
On player warships, Power and Quick shot retain 50% of the intrinsic hull defence-roll bonus. Long shot keeps the full hull bonus and then multiplies the roll by 1.1. For example, a ×1.20 hull defence modifier becomes ×1.1 in Power or Quick shot and ×1.32 in Long shot. This does not reduce equipment Defence or the other intrinsic hull modifiers.
| Mode | Trains | Benefit |
|---|---|---|
| Power shot | Power | +3 effective Power; player-warship damage also scales by base attack ticks ÷ (base attack ticks − 1), retaining 50% of the intrinsic hull defence bonus |
| Quick shot | Attack | One tick faster (minimum one tick); +3 effective Attack on player warships, retaining 50% of the intrinsic hull defence bonus |
| Long shot | Hull Defence | +3 effective Hull Defence and +2 range tiles; full intrinsic hull defence bonus then ×1.1 defence roll on player warships |
Maximum hit
First calculate floor(0.5 + (Power + 8 + Power shot bonus) × (64 + cannon Strength) ÷ 640), where Power shot bonus is 3 in Power shot mode and 0 otherwise. While God of War is active, use floor(Power × 1.10) in this formula. Apply the ship’s damage multiplier and applicable damage multipliers after the formula, then round the resulting maximum down.
Gunner Captain adds 5% damage. Player warships using Power shot also multiply damage by base attack ticks ÷ (base attack ticks − 1), before the final rounding. This heavier-shot bonus does not apply to NPCs or civilian hulls.
Hit chance
Attack roll A = floor((Attack + 8 + Quick shot bonus) × (64 + Accuracy bonus) × hull and active accuracy multipliers). Defence roll D = floor((Hull Defence + 8 + Long shot bonus) × (64 + Defence bonus) × hull, Long shot and active defensive multipliers).
When A > D, hit chance = 1 − (D + 2) ÷ (2 × (A + 1)). Otherwise, hit chance = A ÷ (2 × (D + 1)). The final chance is bounded between 0% and 100%. Power increases damage; it does not enter the accuracy roll. Hull Plates increase the chance of a miss rather than subtracting their number from every hit.
Warship matchups
When both attacker and defender are player warships, Bireme counters Fireship, Fireship counters Trireme and Trireme counters Bireme. Advantage applies ×1.1 damage; disadvantage applies ×0.9. The modifier is applied before the final max-hit rounding.
Matching families are neutral. NPCs and civilian hulls do not trigger this matchup bonus. Hull roles, equipment, skills, mode, accuracy and positioning still matter; an advantage does not guarantee a win.
Spells and Captain specials
Your god provides three spells on keys 1–3, paid with Favor. An eligible named Captain provides a special on key 4, paid with special energy. Spells and Captain specials have their own timing, charges and effects.
Roots prevent sailing but still allow attacks and repairs. Zeus’ stun also blocks attacking, repairing, casting and Captain specials. Temptation blocks new harmful god spells; it does not block cannon attacks or Captain specials.
Combat waters
PvP requires both sailors to be in PvP water. Party members cannot attack one another. Where a PvP level range is present, the combat-level difference must fit the smaller limit of both sailors’ zones.
Single-combat and multi-combat water govern engagement access. A safe-water label means no player-versus-player attacks; it is not a promise that every nearby NPC is harmless. Read the chart’s zone label and the opponent’s level.
Safe arrival protection
Every successful regional arrival and teleport grants 15 seconds of Safe arrival protection against incoming player and NPC damage and aggression. This includes passage crossings, god and boss portals, T/home travel, tutorial transfers and respawn, including a home or respawn trip within the same region. The shield above the action bar shows the remaining seconds and disappears when the timer ends. Any attack attempt, including an attack from the social menu, a hook, an offensive spell or a Captain special, ends it immediately even if the attempt is rejected. Ordinary login or reconnect does not grant or restart protection.
For a regional crossing, your ship stays inactive while the destination view is prepared behind the loading screen. Preparation includes the visible ships, crew and NPC models, textures and the first rendered view. Regional entry completes after that view is ready and the server activates your arrival; the full 15-second Safe arrival timer starts at activation.
Safe arrival is temporary travel protection. It does not change ship statistics, cannon formulas, level bands or ordinary Wilderness loss rules.
