Sails on Every Horizon

Two days left of the event. New equipment and new fights that come out of gutted fish, a new trader in the Smuggler's Dens, and a new cargo hull.
The Hunt
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Pirate MedallionTokenA stamped brass medallion taken from a rogue captain. The Scallywag Market takes them while it lasts.
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War SloopLightCombatCheap and fast. The backbone of any early fleet.Attack 30Hull 20Cargo 20Speed 8Powder 4/rd
The water is three times as thick with rogues, and every one of them is carrying half the fleet it was. A smaller squadron can take one.
Hunting stops on Friday. The Scallywag Market keeps taking medallions for two days after that.
The Collector
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ScrimshawTokenCarved whalebone, worked with a needle and lampblack in the long watches. The Collector pays in it and takes it back for the things on his shelf.
Black PearlA rare dark pearl of considerable value.
GemstonesMaterialPrecious stones from treasure maps and chests. A Gold Panner at level 8 and up sifts out the odd one.
Gold ChestChestA gilded chest. Always a gemstone, rare materials likely, dyes and blueprints possible.
Clipper BicorneEquipmentBlack felt, gold lace, worn fore-and-aft by a captain who never once shortened sail. The fleet under it learns the habit.
This is what the two hundred mark bought.
There is a man in about one Smuggler's Den in three who will not take your gold. He wants the odd things that come out of a fish. Pearls, teeth, fins, scales, shells. He pays in scrimshaw of his own carving, and once a week there is one curiosity he wants badly enough to pay double for.
He takes gemstones as well, and every chest now carries them, more of them the better the chest.
His shelf has four hats on it. They are not for sale anywhere else.
In the Belly
TidepennyEquipmentA holed coin on a rotted cord. Sailors drop one over the side for luck, and the sea returns a few.
StormheraldEquipmentAlder Vane's, found with the needle still turning. He put the helm over into the weather on purpose.
ThroughshotEquipmentA ball that went through a man and kept going. Gunners file them down and keep them.
The Bosun's CapEquipmentBlown off a bosun who was pointing at something. Nobody agrees what.
Elna's CalmEquipmentSaint Elna went over in a flat calm. Whoever carries this has been lucky ever since.
Fourteen species of fish are carrying something.
One is a holed coin on a rotted cord. One is a compass with the needle still turning. One is a ball that went through a man and kept going. Somebody owned every one of them, and the sea has had them a long time.
Four are rings, so the slot now holds something other than an Admiralty Ring.
Three Bottles
Bottle: Sallow Pike
Bottle: Mother Cinder
Bottle: The Quiet Abbot
Some fish have a bottle in them, and the bottle has a name in it.
Sallow Pike works the cod grounds, four years past his commission and still taking boats. Mother Cinder fires her own ships when a fight turns, and her crews sail with her anyway. The Quiet Abbot waits in deep water where the sea monk runs. Nobody has heard his voice.
Read it, sail, fight. Win and the sea might give you his.
Plans You Already Have
MenderLightBlueprintsuncommonA repair barge that patches damaged ships during battle.Patches the worst-hit ally by 15% hull each round.Attack 0Hull 40Cargo 50Speed 4
BulwarkMediumBlueprintsuncommonA reinforced shield ship. Absorbs damage meant for other ships.Takes all incoming damage before other ships.Attack 10Hull 120Cargo 0Speed 5
Fire RamLightBlueprintsuncommonA ram ship that deals devastating damage on first contact.One huge broadside, no powder. Burns the foe when sunk.Attack 200Hull 30Cargo 0Speed 7
Smoke ShipLightBlueprintsuncommonDeploys smoke screens that reduce enemy accuracy.Reduces enemy attack by 10% per Smoke Ship (max -40%).Attack 15Hull 35Cargo 0Speed 6Powder 2/rd
A second set of plans for a hull you already hold now ranks that hull up, II to V, and every one of them in your harbour gets it.
The shipyard card shows the rank, and a fight report names the hull with it: Mender III.
The Grand Argosy
Grand ArgosyHeavyCargoFour decks of hold under a forest of masts. Ports plan their year around her arrival.Attack 0Hull 600Cargo 20000Speed 6
Heavy ArgosyMediumCargoA massive merchant vessel with enormous holds. The backbone of colonial trade.Attack 0Hull 200Cargo 5000Speed 3
HaulingResearchUnlocks larger cargo ships. Each level increases cargo capacity by 5%.Navigator's Guild 3
There is a new hauler, and it is the top of the ladder: the Grand Argosy.
It carries twenty thousand, four times a Heavy Argosy, and moves at twice the speed. You need Hauling 9 and Shipyard 9 to build one, and it costs Admiralty Brass and Grave Iron on top of everything else.
A Price On Your Head
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CorsairLightBlueprintsrareA boarding vessel crewed by veteran fighters.15% chance per Corsair to capture a sunk enemy ship.Boarding: Recovers hull from the damage it deals.Capture: May take a sunk enemy hull as a prize.Attack 100Hull 80Cargo 30Speed 6Powder 12/rd Boarding 15% Capture 15%
FrigateMediumCombatFast, well-armed warship. The hunter of the seas.Attack 150Hull 100Cargo 80Speed 7Powder 16/rd
Merchant CogLightCargoHeavy transport. Slow but enormous cargo capacity.Attack 0Hull 50Cargo 500Speed 3
Raid hard enough to go Notorious and a fleet is sent against you.
Twelve hours' warning, the name of the port it sails from, and transports enough to empty your holds. Bring your ships home or they will not be there to fight.
Whatever they carry off goes back to that port, and they spend it on hulls. It sits on the chart wearing the same red border you do. Sail there and take it back.
A Wiki
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Abyssal ChartMaterialA chart of impossible waters. Dropped from campaign bosses.
There is now a wiki at wiki.dunmast.com, with a page for nearly everything in the game.
Every piece of equipment says where it drops. Every stat has a page listing everything that grants it. Every building, research line and defence has its costs laid out level by level.
Sign in with your captain name and write what the numbers cannot hold: which town sells which scroll, what a hull is actually good for, how a boss went down and what it cost you.
Misc.
- Wrecks in sight are now marked on the ocean strip from Salvage 2.
- Research levels ten to fifteen have had their durations reduced.
- Alliance raids and bounty fleets now use each captain's own research, gear, talents and blueprint ranks.
- A wreck now leaves everyone else's chart while your fleet is sailing to it.
- Watch Fires, the Coastal Fortress, Sea Wall and Harbour Chain can now be built from port inventory.
- Returning fishing and salvage fleets now show their cargo.
- Gutting a fish now always finds something, even if it is only a coin.
- Drydock repairs now take cordage as well as timber and iron.
- The bounty recipes now ask for the fish they name.
Fair winds, captains. Happy hunting.





30
20
20
8
4/rd






















Boarding 15%
Capture 15%


