Sailing and ships
Ten classes of ship, from a harbour skiff to a deep-water galleon: Tidewick, Saltwren, Kestrel, Stormwake, Voyager, Emberline, Black Tide, Blackwake, Crownbreaker, Sunwrought. Hulls heave, pitch and heel through four sea states, from a dead calm to a storm. Trade broadsides, ram, board and finish the fight on the enemy’s deck. Corsairs patrol the lanes and a ghost galleon roams. Bell buoys ring as the swell rolls them, and strange weather rolls in, from bell fog to a moon calm. Past the Gate the Danger Dial reads how deadly the water is, and pays more the further out you sail.
Fighting styles and weapons
9 fighting styles, each taught by a teacher in their own hut: Bare Fists, Tidefist, Galeheel, Ironknuckle, Stillwater, Undertow, Anvilarm, Knotwork, Jab-and-Cross. Bare Fists you already know. 30 weapons in 8 classes, Swords, Claws, Broadswords, Maces, Spears, Daggers, Greatswords, Flintlock, each with mastery to level 300. Greatswords trade speed for big two-handed blows.
The 12 races
Your race comes from the race wheel, and each one has strengths of its own.
- Human
- Stubborn, adaptable and everywhere the tide reaches. Humans carry the most skills.
- Fishman
- Gilled and broad-shouldered, Fishmen fight best where everyone else is drowning.
- Dwarf
- Two feet of iron will. Dwarfs read ore like sailors read weather.
- Giant
- Ten to twenty feet of patience. The deck groans when one moves.
- Emberwing
- Rarest of all. A shield of fire that slows them, or speed when it is out.
- Wildkin
- Fur, fangs and moonlight. A fine sailor by day, something worse after dark.
- Oni
- Oni hit like falling masts and do not bother to hurry.
- Zombie
- The sea gave them back. Their wounds knit faster, but every blade bites deeper.
- Reefborn
- Coral folk budded in the warm shallows. Their wounds close like a reef regrowing.
- Galeborn
- Storm-touched sailors. Nobody crosses a deck faster, but they are lightly built.
- Brassbound
- Brass-plated folk with a winding key. Blades skid off them, but they sink like an anchor.
- Shellback
- Slow on the sand and sure in the swell. They shrug off a broadside.
Mythological traits
The rarest tier of the 22 personal traits: the chance of rolling the Mythological tier is 0.15%. Each of the four has its own aura, lit only while it works.
- BerserkerBlazing Crimson
- Below 20% health, deal 27.5% more damage of every kind. Crimson flame pours off your back only while it is active.
- Battle ManiacPure Blue
- From 75% health down, your attacks recover faster the more you are hurt. The cold blue aura grows with the danger.
- Echo of WarSovereign Gold
- Land three different skills within ten seconds and the third strikes 25% harder, under a gold halo and a spectral double.
- Death DefierPale Eclipse
- A blow that should end you leaves you standing at 1 health, half-shielded for two seconds, once every five minutes.
Crews and other captains
Invite other captains to your crew and fight side by side: crewmates share the credit for every kill in full. Trade the items you earned, with both sides confirming and the trade saving for both or for neither. Fighting other captains is opt-in, Anchorfall is always safe, and those who want it can fight duels and carry bounties.
Life skills: hunting, cooking and marksmanship
Three life skills share one level track, from 1 to 99.
- Hunting
- Track beach crabs and wild fowl from level 1, goats from 5 and boar from 10. Every catch is graded rough, fine or prime and goes to your larder, and the game dealer buys what you do not cook. A felled animal vanishes in a puff, leaving a parcel.
- Cooking
- Twenty-eight dishes from the pan, the spit and the smoker, on ship stoves and town hearths. A ring closes as the food cooks: hit it and you make the perfect twin of the dish, a quarter stronger and longer-lasting. Only food left too long burns. Tallyport’s Galley Row holds a daily cook-off with judges and ribbons.
- Marksmanship
- Pistol and musket at the Tallyport range, three lanes of bottles, gourds, ringed and swinging marks, and floats on the tide. Keep the reload rhythm, take the daily challenge, and win the popinjay contest to be named King of Marksmen.
Fishing, diving and mining
Cast from piers and haven shores, and dive the reefs and wrecks below the hull, where the sea goes muffled overhead. Any captain can work the six ore veins of Wintermast: strike the seam on time and carry the ore to the forge.
Treasure, secrets and the story
Treasure maps drawn like the real thing, riddle sites that make you think before they pay, and the Unmapped: hidden places found by a clue, never by a map marker. A tuning fork hums when one is near. The story runs from Anchorfall’s harbour bell to the Gate Trials, with choices it remembers. Daily and weekly contracts wait on the quest boards, and the Captain’s Almanac adds a page of rewards every month. Climb the ropes to the lookouts hand over hand, then ride the zip line back down.
The Captain’s Council puts surveys and problem reports inside the game, so players help steer what the crew builds next. Report a bug, a way to cheat or an idea from Report a problem in the game’s menu: nothing is paid when you send it, but once the crew reviews a report and confirms it, it earns in-game gold. See the FAQ for how much.
Badges and pets
Roblox badges in three tiers, Common, Rare and Legendary, for first voyages, island collections and great deeds, awarded the moment you earn them. Floe the ice-otter is earned by caring for it at its den on Wintermast from level 131, never sold or rolled, and fights at your side.
Every device
Computer, phone and tablet, with touch controls laid out for the thumb, keyboard and mouse with keys you can move, and gamepad support. Settings cover text size, reduced motion and flashing, sound captions and four separate volumes, and they are saved with your captain.
