Boat & expeditions
Upgrade your fleet's boat, sail on fleet expeditions and fight the events met at sea.
Copied
Your fleet shares one ⛵ boat. Members sail it together on fleet expeditions, fight the events met at sea, and everything they bring back goes to the fleet treasury. This boat is separate from your personal boat and its expeditions.
The fleet boat
Section titled “The fleet boat”/fleet boat shows the boat, its health and its seven components. Each component shapes a different part of an expedition:
| Component | What it improves |
|---|---|
Hull |
The boat’s max health, and less loot lost on tough destinations |
Sails |
A faster return from expeditions |
Lookout |
Blueprints and resources brought back per participant |
Cargo Hold |
Berries and colas brought back per participant |
Cannons |
Firepower when trouble arises at sea |
Workshop |
Health regenerated between expeditions |
Quarters |
The number of participants per expedition |
Open a component to see its current effect and what the next level brings.
Upgrading
Section titled “Upgrading”Each upgrade has a recipe: blueprints and resources (wood, iron, fabric, rope, glass, resin, leather, gunpowder) taken from the treasury. Blueprints come from expeditions, and resources come from expeditions or from members’ donations. A component at its top level shows Fully upgraded.
The Captain and Vice-Captains upgrade the boat. When the fleet uses specialised roles, the Shipwright can too.
Boat health
Section titled “Boat health”Every expedition costs the boat some health, and events can damage it further. The boat regenerates over time between expeditions, faster with a better Workshop, and the boat page shows when it will be full again.
Fleet expeditions
Section titled “Fleet expeditions”/fleet expedition lists the destinations, each in the East Blue with its own difficulty, voyage duration and recommended hull level. The Captain, the Vice-Captains and the Navigator launch and cancel expeditions.
- Recruitment. Launching opens a sign-up window. Members press Join or Leave while it is open, up to the number of seats your Quarters allow. Once enough members have joined, Depart now sets sail early. The member who launched it cannot leave and cancels it instead.
- At sea. The boat sails for the voyage duration and meets events on the way. The message shows when it returns.
- Return. The boat comes back on its own with its loot, and the summary lists the rewards, the events and the boat’s health.
Your fleet runs one expedition at a time, and you can only be aboard one.
Rewards
Section titled “Rewards”Rewards are counted per participant and paid to the fleet treasury:
berries,
colas, blueprints and resources. The fleet also earns
fleet XP, and events add
wanted. The more members sail, the more the fleet brings home.
- A hull below the recommended level reduces the loot.
- If the boat’s health is too low for the trip, the expedition will likely fail: it returns damaged, at no health, with reduced loot.
Both warnings show before you depart, along with the health the trip should cost.
Events at sea
Section titled “Events at sea”Expeditions meet events on the way: sea monsters, patrols, rival pirates and more. Each event tests one boat component, and everyone aboard gets a short window to answer the alert.
Combat events
Section titled “Combat events”Press Man the cannons to take your post, then Fire a volley shot after shot:
- 🎯 Each hit secures a rung of loot, and the next shot gets harder.
- 💰 Cash out at any time to keep what you secured.
- 💥 A miss while you hold rungs loses everything: the loot is gone, the enemy damages the boat, and the fleet loses some wanted.
- 🛟 If the window closes while you are still firing, you keep what you secured.
Your odds per shot depend on the level of the component the event tests. Secured rungs pay wanted, and the more members answer the same event, the bigger the shared loot. Some events go one rung further, shift the odds or cancel the cost of losing everything.
Choice events
Section titled “Choice events”Some events reach a participant by DM instead: you get a role aboard and pick how to handle the situation. A good call helps the expedition, a bad one costs it, and letting the timer run out has no effect.
Event alerts
Section titled “Event alerts”When a combat event opens, the bot posts an alert in the fleet’s notification channel, or in the channel where the expedition was recruited, and mentions the participants.
- The Captain turns these alerts on or off with the Combat Call-outs category of
/fleet notifications. - Each player can stop being mentioned with Fleet combat call-outs in
/adventure notifications.
Hull
Sails
Lookout
Cargo Hold
Cannons
Workshop
Quarters