
Cannon Mastery #
Raises every broadside's damage. The core damage climb. Rank 1: +10% cannon damage. Rank 2: +20% cannon damage. Rank 3: +30% cannon damage. Each rank costs 1 SP.
- Branch
- Combat
- Ranks
- 3 ranks
The three-lane captain skill tree: every skill, what each rank grants and what unlocks it.
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Pure offence: cannon damage, reload, FireShot burns, finishing blows, stern rakes and range, capped by Broadside Expert's free extra shot. The fastest way to shorten every fight.

Raises every broadside's damage. The core damage climb. Rank 1: +10% cannon damage. Rank 2: +20% cannon damage. Rank 3: +30% cannon damage. Each rank costs 1 SP.

Shortens reload between salvos. Fire more often. Rank 1: 6% shorter cannon reload. Rank 2: 12% shorter cannon reload. Rank 3: 18% shorter cannon reload. Requires 1 SP in the preceding skill on this line. Each rank costs 1 SP.

Improves purchased FireShot. Rank 1: +15% FireShot burn damage. Rank 2: +30% FireShot burn damage. Rank 3: +45% FireShot burn damage. Changes FireShot burn damage only, not ignition chance or duration. Requires 5 SP across the two preceding skills on this line, including 1 SP in the preceding skill. Each rank costs 1 SP.

Increases hull damage against targets at or below 25% hull. Rank 1: +15% hull damage at or below 25% hull. Rank 2: +30% hull damage at or below 25% hull. Rank 3: +45% hull damage at or below 25% hull. Cannon hull damage only; excludes ability shots and ongoing fire. These two bonuses add together. Each rank costs 1 SP.

Strengthens stern rakes. Rank 1: +10% stern-rake hull damage. Rank 2: +20% stern-rake hull damage. Rank 3: +30% stern-rake hull damage. Cannon hull damage only; excludes ability shots and ongoing fire. These two bonuses add together. Requires 1 SP in the preceding skill on this line. Each rank costs 1 SP.

Extends cannon range. Rank 1: +8% cannon range. Rank 2: +16% cannon range. Rank 3: +24% cannon range. Requires 5 SP across the two preceding skills on this line, including 1 SP in the preceding skill. Each rank costs 1 SP.

Each cannon fires a second, spread shot. Wider volleys. Free extra shot per cannon; GrapeShot excluded. The extra projectile matches the loaded ammo and costs no additional ammo. Requires 10 SP across both lines of this discipline, with at least 1 SP in each column. Each rank costs 1 SP.
Speed, storms, loot and handling: outrun what you cannot beat, take less from squalls, sail closer to the wind and cripple with Chain and Grape. Its legendary calls up a burst of wind.

Increases top speed. Kite heavies and close gaps faster. Rank 1: +5% sailing speed. Rank 2: +10% sailing speed. Rank 3: +15% sailing speed. Each rank costs 1 SP.

Cuts the hull damage storms deal. Survive rough seas. Rank 1: 15% less environmental storm damage. Rank 2: 30% less environmental storm damage. Rank 3: 45% less environmental storm damage. Requires 1 SP in the preceding skill on this line. Each rank costs 1 SP.

Boosts wood, iron and crew-supply pickups. Rank 1: +8% supply pickup yield. Rank 2: +16% supply pickup yield. Rank 3: +24% supply pickup yield. Wood, iron and crew-supply pickups only; excludes gold and fixed rewards. Requires 5 SP across the two preceding skills on this line, including 1 SP in the preceding skill. Each rank costs 1 SP.

Softens adverse wind penalties. Rank 1: At least 40% forward wind efficiency. Rank 2: At least 50% forward wind efficiency. Rank 3: At least 60% forward wind efficiency. Each rank costs 1 SP.

Improves turning control. Rank 1: +8% angular turning speed. Rank 2: +16% angular turning speed. Rank 3: +24% angular turning speed. Requires 1 SP in the preceding skill on this line. Each rank costs 1 SP.

Boosts Chain and Grape Shot damage. Rank 1: +10% Chain sails / Grape crew damage. Rank 2: +20% Chain sails / Grape crew damage. Rank 3: +30% Chain sails / Grape crew damage. Requires 5 SP across the two preceding skills on this line, including 1 SP in the preceding skill. Each rank costs 1 SP.

A brief burst of favourable wind. Ability: full wind, +25% turn for 8s. Keeps better wind efficiency. Does not repair sails or remove other speed penalties. Requires 10 SP across both lines of this discipline, with at least 1 SP in each column. Each rank costs 1 SP.
Durability, crew and the captain's own ability: hull HP, module HP, crew berths, a stronger and faster-cycling ability, and plating against enemy shot. Its legendary rallies the crew.

Raises max hull. Take more hits before you sink. Rank 1: +10% maximum hull HP. Rank 2: +20% maximum hull HP. Rank 3: +30% maximum hull HP. Raises maximum HP without healing current HP. Each rank costs 1 SP.

Modules you mount survive more hits before they are knocked out. Rank 1: +10% module durability. Rank 2: +20% module durability. Rank 3: +30% module durability. Requires 1 SP in the preceding skill on this line. Each rank costs 1 SP.

Adds crew berths. Field a larger, stronger crew. Rank 1: +1 crew berths. Rank 2: +2 crew berths. Rank 3: +3 crew berths. Requires 5 SP across the two preceding skills on this line, including 1 SP in the preceding skill. Each rank costs 1 SP.

Strengthens the captain's ability. Captain Rourke: Board at or below 23% hull / Board at or below 26% hull / Board at or below 30% hull. Captain Reyes: +10% storm bolt damage / +20% storm bolt damage / +30% storm bolt damage. Captain Voss: Ramming Speed lasts 3.5 seconds / Ramming Speed lasts 4 seconds / Ramming Speed lasts 4.5 seconds. Captain Sable: +10% Fan the Hammer damage / +20% Fan the Hammer damage / +30% Fan the Hammer damage. Captain Marisol: +10% initial Greek Fire damage / +20% initial Greek Fire damage / +30% initial Greek Fire damage. Each rank costs 1 SP.

Reduces the captain ability cooldown. Rank 1: 15% shorter captain ability cooldown. Rank 2: 25% shorter captain ability cooldown. Rank 3: 50% shorter captain ability cooldown. Requires 1 SP in the preceding skill on this line. Each rank costs 1 SP.

Reduces hull damage from enemy projectiles. Rank 1: 10% less enemy projectile hull damage. Rank 2: 20% less enemy projectile hull damage. Rank 3: 30% less enemy projectile hull damage. Excludes ram, fire over time and environmental storms. Combined hull reduction is capped at 60%. Requires 5 SP across the two preceding skills on this line, including 1 SP in the preceding skill. Each rank costs 1 SP.

The captain's ability rallies crew and briefly shortens reload. Ability: rally crew, 25% shorter reload for 8s. Clears the current crew reload penalty; new crew hits still apply. Repeated activation refreshes the duration. Requires 10 SP across both lines of this discipline, with at least 1 SP in each column. Each rank costs 1 SP.