Deep Waters

The sea has more to offer than what you can catch from the dock. Fish schools drift across the chart, a new faction has surfaced, and the old Quest Board has been retired. There's no daily quest limit anymore. You can run 2 quests at a time (5 for members), and if you've got the towns to visit, you can quest all day.
Offshore Fishing
Fish schools now appear on the sea chart. Look for the fish icon on charted tiles. Click it to see what's there and deploy a fishing fleet.
TrawlerLightFishingHeavy-netted fishing vessel for offshore trawling. Slow but hauls big.Catch: Base barrels of fish it brings home from a school.Attack 0Hull 30Cargo 400Speed 4 Catch 50
LonglinerLightFishingFast deep-water fishing ship with reinforced hull.Catch: Base barrels of fish it brings home from a school.Attack 5Hull 50Cargo 600Speed 7 Catch 80
WhalerMediumFishingEndgame harvester. Tough enough to survive what the deep throws at you.Catch: Base barrels of fish it brings home from a school.Attack 25Hull 100Cargo 1000Speed 5 Catch 120
Leviathan HunterMediumBlueprintsepicThe Accord's finest. Built to chase the great schools and survive what guards them.Doubles the chance of a bumper haul.Catch: Base barrels of fish it brings home from a school.Attack 40Hull 150Cargo 1500Speed 8 Catch 160
- Herring Shoals and Cod Banks - safe, any fishing boat
- Tuna Runs - low risk, needs a Trawler
- Swordfish Grounds - medium risk, needs a Longliner
- Whale Pods - high risk, needs a Whaler
- Kraken's Wake - guaranteed encounter, needs a Leviathan Hunter
Schools rotate daily and are first come first served. When someone fishes a school, it's gone until tomorrow. Rarer schools spawn less often.
Your fleet returns with barrels of fish. Sell them at the fishmonger for gold, gut them for crafting materials, or cook them into rations that buff your next fishing run.
Barrel of HerringSalted herring from offshore trawling. Sell, cook, or gut for materials.
Barrel of TunaChoice cuts of tuna. Sell, cook, or gut for materials.
Barrel of SwordfishPremium swordfish steaks. Sell, cook, or gut for materials.
Barrel of WhaleWhale blubber and oil. Highly valuable. Sell, cook, or gut for materials.
Barrel of KrakenTentacle meat and ink sacs from the deep. Extremely rare.
Fishing Ships
Four new ships built for the open water. Each one unlocks deeper, more dangerous schools.
- Trawler - entry-level offshore vessel. Requires Trawling 1.
- Longliner - handles swordfish grounds. Requires Trawling 3 and Hauling 2.
- Whaler - built for whale pods. Requires Trawling 5, Hauling 3, and Navigation 3.
- Leviathan Hunter - the only ship that can survive a Kraken's Wake. Earned through the Deepwater Accord at Exalted reputation.
Fishing ships use new materials from gutting: Fish Oil, Cured Scales, Sea Sinew, and Kraken Ink.
Fish OilMaterialRendered oil for waterproofing and lamp fuel. Gutted from oily fish.
Cured ScalesMaterialTreated fish scales for hull reinforcement. Gutted from scaled fish.
Sea SinewMaterialStrong fibre from large fish. Used for nets and rigging.
Kraken InkMaterialDark ink from cephalopods. Prized by the Deepwater Accord.
Trawling Research
A new research line at the Navigator's Guild. Five levels that gate fishing ship construction and improve haul yields.
Deepwater Accord
A fourth faction joins the world. The Deepwater Accord are fishermen, whalers, and sea scholars. Earn reputation through fishing quests, especially at Fishing Villages.
- Honoured - Deep Sea Green fleet dye
- Revered - "Deepwater" title
- Exalted - Leviathan Hunter blueprint
Town Questgivers
Quests no longer come from the Quest Board. To pick up work, dock a fleet at any town and speak to the Taskmaster.
Each town offers its own selection of quests, biased toward the town's faction. A Fishing Village favours Deepwater Accord work. A Naval Outpost leans toward Ironwright contracts. Different towns, different opportunities.
Quests rotate daily. Each quest type can only be completed once per day, so visiting multiple towns across different archipelagos is how you keep busy. Bigger towns offer more work. The old daily quest cap is gone. Travel time is the throttle now.
You can see which quests are available at each town directly from the sea chart, along with a timer showing when the next rotation happens.
Shipyard Categories
The shipyard is now organised into sections: Combat, Cargo and Colony, Fishing, Specialist, and Command.
Under the Hull
A lot of invisible work went into this patch. Every game action now runs inside atomic transactions, so interrupted requests can't lose ships, duplicate rewards, or double-spend gold. An audit log tracks every build, dispatch, purchase, and claim. Shared game logic has been pulled into a central operations layer, which means fewer bugs from copy-pasted code across routes. If the game feels more solid, that's why.
Cast your nets wide, Captain. The deep waters are waiting.


0
30
400
4
Catch 50










