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Introduction

Both Emoira and I worked as beta testers for this game, so we've decided to combine the knowledge we
acquired during that period in order to create a compendium of Nantucket's enemies.

This guide is divided in 14 sections:

Strategy Glossary: this section offers a general description of the two main strategies you can employ
when playing through this game.

Status Glossary: this section describes all the statuses that can affect any character during combat
encounters.

Enemy Skill Glossary: this section describes all the skills that enemies will use throughout the game.

Sea Creature sections: the information regarding aquatic enemies is split into 10 sections: one per whale
species, making a total of 8, one for sharks and a last one for bosses. These sections are labeled as SC,
e.g, the section that contains information on blue whales is called SC - Blue Whale, and they describe the
best strategies to defeat each sea creature.

The sections regarding whale species also include images of their migration routes, which are specific
map spots where you'll be able to hunt whales during certain times of the year.

Human Enemies: this section lists all the human enemies you'll find throughout the game, including
bosses, and describes the best strategies to defeat each of them.

PS: feedback and grammar corrections (English isn't our mother tongue) are appreciated.

Strategy Glossary

There are two main strategies or approaches that you can adopt when engaging in combat encounters:

Offensive Strategy: this approach focuses on dealing as much damage to your enemies as possible.

When playing offensively, you should always prioritize using attack cards such as Strike, Shot, Fasten,
etc. Needless to say, you'll need Hunters to carry out this strategy, ideally one per whaleboat. If you
have any Craftsmen on your whaleboats, you should use them to re-roll your Hunter's dices.
This approach is very useful during the early game, as you'll often be able to kill most sea creatures
during the first rounds of a combat encounter, but as the game progresses you'll need to pay more
attention when playing offensively.

Once enemies grow stronger and healthier, you should focus your attacks in such a way that allows you
to take down as many enemies in as few rounds as possible, i.e, don't waste high power attacks against
almost dead creatures; use your weaker crew members to deal the killing blow while you use your more
powerful crew members to wear down the healthier enemies.

Note: during pirate encounters this will be the only viable strategy due to sailor skills being disabled, but
if possible bring a Sciencist to the fight instead of 3 Hunters.

Defensive Strategy: this approach focuses on protecting your crew members and wearing down your
enemies little by little.

When playing defensively, you should always prioritize using defensive and healing cards such as
Protective Maneuver, Evasive Maneuver, First Aid, etc. Needless to say, you'll need Sailors and
Sciencists to carry out this strategy, ideally one of each per whaleboat. If you have any Craftsmen on
your whaleboats, you should use them to re-roll your Sailors and Sciencists dices.

This approach is very useful when you're fighting enemies that deal great amounts of damage, i.e,
enemies that could one-shot or two-shot your characters if given the chance.

When using this strategy you should only use attack cards if no enemies are targeting your whaleboats
(or if you have managed to remove all enemy attack cards) or if you're confident that your crew
members will be able to withstand enemy attacks during the next round.

Once you acquire a ship capable of carrying two or three whaling boats, you can mix up these two
strategies by using both whaleboats focused on offensive strategies and whaleboats focused on
defensive strategies.
On a final note, I recommend always killing weaker enemies first regardless of which strategy you're
using, as their attacks could become real threats if they are targeted to a whaleboat that is already
under the attack of a strong enemy.

Status Glossary

Overboard: only crew members can be afflected by this state.

The afflicted crew member will be launched from the whaleboat, so he will be unable to use any skills.

This status' effects will last for one turn, unless any afflicted crew members are inflicted with this status
again while they are Overboard.

Having a Whaler Man with the Perfect Balance skill will prevent the crew members that are on the same
whaleboat as he from getting afflicted by this status.

Stunned: both crew members and enemies can be affected by this status.

The afflicted character will be unable to use any skills.

This status' effects will last for one turn, unless any afflicted crew members are inflicted with this status
again while they are Stunned.

Bleeding: both crew members and enemies can be affected by this status.

The afflicted character will lose 2 HP per turn until this status is removed or the combat ends.

Having a Field Doctor with the Bandages skill will prevent the crew members that are on the same
whaleboat as he from getting afflicted by this status.

Fastened: only sea creatures can be affected by this status.

The afflicted sea creature will be unable to use the DIve skill until it manages to get rid of this status.

Immersed: only sea creatures can be affected by this status.

An immersed sea creature is untargetable by crew member skills, but it can still use all of his skills.

Inmune: both crew members and enemies can be affected by this status.
Any character affected by this status will become inmune to all damage and negative status.

This status' effects will last for one turn, unless a skill that grants this status is used again.

Enemy Skill Glossary

Unique abilities: each enemy type has one, but in the case of sea creatures, only adult, old and
legendary specimens can benefit from its effects. In the case of human enemies, only those who are
level ≥ 5 are affected by it.

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Sea Creatures: they are split into 5 categories depending on their age: newborn, young, adult, old and
legendary. The older a creature is, the more HP it has. It is also worth mentioning that some attacks can
only be performed by adult or older creatures.

The damage that sea creatures deal is determined by your crew's overall level, which means that hiring
high level crew members will increase it and vice versa.

These are the SEA CREATURE'S SKILLS:

Peduncle Throw

Target: a single crew member.

Effect: deals a variable amount of damage depending on your crew's overall level.

Lunge

Target: all crew members inside a whaleboat.

Effect: deals a variable amount of damage depending on your crew's overall level.
Bubble net spiral

Target: self and a single crew member.

Effect: afflicts the target with the Overboard status and the creature becomes Immersed for one turn.

This skill is exclusive to humpback whales.

Charge

Target: a single crew member.

Effect: deals a variable amount of damage depending on your crew's overall level and afflicts the target
with the Overboard status.

Breach

Target: all crew members inside a whaleboat.

Effect: deals a variable amount of damage depending on your crew's overall level and afflicts the targets
with the Overboard status.

Lobtail

Target: a single crew member.

Effect: deals a variable amount of damage depending on your crew's overall and afflicts the target with
the Stunned status.

Tail slap

Target: all crew members inside a whaleboat.

Effect: deals a variable amount of damage depending on your crew's overall level and afflicts the targets
with the Stunned status.

This skill is exclusive to southern right whales.

Tusk strike
Target: a single crew member.

Effect: afflicts the target with the Bleeding status.

This skill is exclusive to narwhals.

Ambush

Target: a single crew member.

Effect: deals a high amount of damage depending on your crew's overall level.

This skill is exclusive to narwhals, but they can only use it when they are Immersed.

Bite

Target: a single crew member.

Effect: deals a variable amount of damage depending on your crew's overall level and afflicts the target
with the Bleeding status.

Blood Frenzy

Target: a single crew member.

Effect: deals a high amount of damage depending on your crew's overall level.

This skill is exclusive to sharks, but they can only use it against Bleeding targets.

Spyhop

Target: other sea creatures.

Effect: raises damage by 50% for one round.

This skill is cumulative, meaning that, if two sea creatures use this skill during a round, the third one will
duplicate its damage output during that same round.

Logging
Target: self.

Effect: heals 20 HP.

Flex parasitic armor

Target: self.

Effect: the creature becomes Inmune for one round.

This skill is exclusive to grey whales, but if they were afflicted by the Bleeding status before using it, the
bleeding damage will bypass the Inmune status.

Tangle ropes

Target: self.

Effect: the creature gets rid of the Fastened status and becomes Immersed for one round.

Sea creatures can only use this skill after unsuccessfully trying to dive while Fastened.

Dive

Target: self.

Effect: the creature becomes Immersed for one round.

Crash Dive

Target: self.

Effect: the creature gets rid of the Fastened status and becomes Immersed for one round.

Unexpected dive

Target: self.

Effect: dodges a single attack.

This skill is exclusive to legendary sea creatures, except for narwhals and grey whales.
Joust

Target: self and a single crew member.

Effect: the creature dodges a single attack and counterattacks, dealing a variable amount of damage
depending on your crew's overall level.

This skill is exclusive to legendary narwhals.

The jaw! The jaw!

Target: all crew members inside a whaleboat.

Effect: deals a high amount of damage depending on your crew's overall level and afflicts the targets
with Bleeding and Overboard status.

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HUMAN ENEMIES: the higher the level of a human enemy is, the higher his HP and damage output are.

There are two types of human enemies and these are their skills:

WAR CANOES

Strike

Target: a single crew member.

Effect: deals a variable amount of damage depending on the attacker's level.

War chant

Target: other war canoes.

Effect: raises damage by 50% for one round.


This skill is cumulative, meaning that, if two war canoes use this skill during a round, the third one will
duplicate its damage output.

Miracle ointment

Target: self.

Effect: heals 10 HP and removes the Bleeding status.

Warrior trance

Target: self.

Effect: the war canoe becomes Inmune for one round.

If a war canoe was afflicted by the Bleeding status before using this skill, the bleeding damage will
bypass the Inmune status.

Hallucinating powder

Target: All crew members

Effect: Inflicts the Stunned status

This skill is exclusive to the Chief Koyah Boss.

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PIRATES

Shot

Target: a single crew member.

Effect: deals a variable amount of damage depending on the attacker's level.

Suppressive Fire

Target: a single crew member.


Effect: deals a variable amount of damage depending on the attacker's level and afflicts the target with
the Stunned status.

Tactical Cover

Target: self.

Effect: dodges a single shot.

No Quarter

Target: dead pirate.

Effect: summons a new pirate to replace a dead one.

This ability is exclusive to pirate captains and some special characters.

SC - BLUE WHALE

Unique ability

Unsoppable: the creature gets rid of the Fastened status every time it attacks.

Skills: Lobtail, Logging, Dive

Adult or older only: Breach

Legendary only: Unexpected dive (immerse)

This species is the one that has the most HP, but conversely it is the one that yields the most blubber
and exp, which makes it the best target for farming levels and $.

Fighting adult or older blue whales can be somewhat dangerous due to their Breach attack, but as long
as you have Whaler Men on your crew and you play offensively you should be able to easily kill elder
members of this species.

Migration routes: (click on the images to enlarge them)

SC - BOWHEAD WHALE

Unique ability
Massive Skull: the creature is immune to the Stunned status.

Skills: Charge, Dive

Adult or older only: Lunge, Crash Dive

Legendary only: Unexpected dive

This species has very low HP, but it yields an standard amount of blubber and exp, so it's a good target
for farming during the early game.

Fighting bowhead whales is only difficult if you don't play offensively, but otherwise they are quite an
easy prey. Also, having Whaler Men on your crew is always helpful to avoid the Overboard status that
their Charge attack inflicts.

Migration route: (click on the image to enlarge it)

SC - GRAY WHALE

Unique ability

Experienced Migrant: the creature deals +50% damage in migration routes.

Skills: Lobtail, Flex parasitic armor, Tangle ropes

Adult or older only: Lunge

This species is average in terms of HP, dangerous attacks and yielded blubber and exp, but its migration
route is located near other routes belonging to sea creatures that are better farming targets, so you
should only bother to hunt them in order to earn the Check List achievement.

Grey whales are unique in the sense that they will use their Flex Parasitic Armor skill instead of diving to
avoid danger, but they can still become Immersed if they manage to use the Tangle Ropes skill. Other
than that, fighting gray whales is quite easy, except when they're migrating, in which case you should
prioritize defensive maneuvers over offensive ones.

Migration route: (click on the image to enlarge it)

SC - HUMPBACK WHALE
Unique ability

Fasting Creature: the creature deals +50% damage in feeding areas.

Skills: Peduncle Throw, Bubble net spiral, Dive

Adult or older only: Breach

Legendary only: Unexpected dive

This species has average HP and yields low amounts of blubber and exp, so it's only a good target for
farming during the early game.

Humpback whales are one of the easiest preys to hunt, except for adult and old specimens, which can
be more dangerous due to their Breach attack, but, as long as you have Whaler Men on your crew, you'll
have no problems killing elder members of this species.

Migration routes: (click on the images to enlarge them)

SC - KILLER WHALE

Unique ability

Learning Path: the creature deals +50% damage against targets already attacked in the same
round.

Skills: Bite, Spyhop, Crash Dive

Adult or older only: Breach

Legendary only: Unexpected dive

This species has low HP, but, considering that it's one of most dangerous and yields average amounts of
blubber and exp, you should only fight it to earn the Check List achievement.

You should never fight killer whales if you haven't Field Doctors and Whaler Men on your combat crew,
and even if you do have them, you should always play deffensively in order to prevent killer whales from
using their unique ability and the Spyhop skill to increase their damage output.

Killer whales will always attack the same target, so, if you manage to shield said target with the
Protective Maneuver skill during each round, you'll be able to avoid their attacks and kill them without
taking many risks.

Migration route: (click on the image to enlarge it)


SC - NARWHAL

Unique ability

Power of Love: the creature deals +50% damage in mating areas.

Skills: Tusk strike, Ambush, Dive

Adult or older only: Spyhop

Legendary only: Joust

This species is the one that has the less HP, but conversely it's the one that yields the less blubber and
exp. Despite that, it's the best target for farming during the early game.

Narwhals are the easiest preys of the game, but you shouldn't let your guard down when fighting them,
as their Ambush attack deals a lot of damage, enough to one-shot one of your crew members if they're
buffed by their unique ability.

Migration route: (click on the image to enlarge it)

SC - SOUTHERN RIGHT WHALE

Unique ability

Maternal Bond: the creature deals +50% damage when fighting alongside newborn or young
whales.

Skills: Peduncle throw, Dive, Tangle ropes

Adult or older only: Tail slap

Legendary only: Unexpected dive

This species has average HP, but it yields high amounts of blubber and exp, so it's a good target for
farming if you have problems killing blue whales.

Fighting right whales is simple enough; the only attack you'll need to watch out for is Tail Slap, but if you
play offensively they won't get many chances to use it.

Migration routes: (click on the images to enlarge them)


SC - SPERM WHALE

Unique ability

Thick Skin: the creature is immune to the Bleeding status.

Skills: Charge, Logging, Crash Dive

Adult or older only: Breach

Legendary only: Unexpected dive

This species has high HP and yields great amounts of blubber and exp, so it makes for an excellent
farming target.

Having Whaler Men on your combat crew is pretty much essential when fighting sperm whales, as all of
their attacks inflict the Overboard status. If you manage to avoid said status, killing them will be easy
enough.

Migration routes: (click on the images to enlarge them)

SC - SHARKS

Unique ability

Deadly Jaws: the creature deals +100% Bleeding damage.

Skills: Bite, Dive

Adult or older only: Blood Frenzy

Sharks are usually encountered when you're given wrong indications regarding new whaling areas or if
said indications point to a whale species' migration route. Apart from that, you'll have to fight them in
Main Mission 1 and can appear in certain minor quests, such as the ones involving finding a missing ship.
They yield low amounts of food barrels and average amounts of exp.

Fighting sharks is almost trivial if you have Field Doctors on your combat crew, but if you don't they can
be really dangerous, as they'll often use the Blood Frenzy skill against Bleeding crew members.
Sharks will always attack the same target, so, if you manage to shield said target with the Protective
Maneuver skill during each round, you'll be able to avoid their attacks and kill them without taking many
risks.

SC - BOSSES

WASCO

Unique ability

Spirit of the Wolf: the creature ignores negative effects and random condition cards.

Skills: Bite, Breach, Crash Dive, Unexpected dive

This boss is fought in Main Mission 7 and has 120 HP. The fight against it pretty much functiones as a
fight against a legendary killer whale, so as long as you have Field Doctors and Whaler Men on your
crew you should have no problems defeating this boss.

MOBY DICK

Unique ability

Beyond Nature: the creature is inmune to damage and negative statuses.

Skills: Charge, Breach, Logging, Unexpected dive, The jaw! The jaw!, Abyss Cloak

This boss is fought in Main Mission 10 and has 250 HP. First of all, I'll warn you that this boss is
unbeatable unless you equip a crew member, preferably your strongest Hunter, with the Raven's Spear
object.

I recommend fighting Mocha once your captain is at level 20 and you have at least 3 level 9 Whaler Men
on your crew. I also advise deploying 1 level 9 Carpenter on the same whaleboat as the Hunter that has
the Raven's Spear object equipped in order to double your chances of activating the Raven Spear's
power, Holy Might.

In order to defeat the legendary white whale you'll first need to use the Holy Might skill against it so
that your crew can deal damage to it. Once you remove Moby's unique ability, you'll need to play as
offensively as possible, as after a few rounds have passed MD will use its Abyss Cloak skill to restore its
unique ability, which will force you to use Holy Might skill again in order to defeat this boss.
HUMAN ENEMIES

Note: human enemies can use all of their skills regardless of which level they are, so there's no point in
repeating which skills each type can use.

WAR CANOES

Unique ability

Sharpened Spears: this enemy's attacks inflict the Bleeding status on his targets.

War canoes can be fought in Main Mission 5 and in The Northwest Passage quest 2 if you choose to do
so, but in order to complete Main Missions 6 and 9 you'll need to beat several canoe encounters. They
can also appear in minor quests that involve finding lost ships.

Fights against war canoes are similar to sea creatures encounters, but your crew members will use
pistols instead of harpoons to defeat them, so having Men-at-Arms in your crew will allow you to use
their special skills against them; conversely, Harpooners' skills will be disabled during canoe encounters.

Their War Chant skill can turn them into really dangerous enemies, so play defensively every time they
place their skill cards over their character cards, but otherwise play offensively to end the encounter as
soon as possible.

Once defeated, canoes will yield a random number of barrels of any resource but blubber and oil.

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PIRATES

Unique ability

Boarding: this enemy deals +50% damage in the first round.

Pirates can be fought every time you run into the ships that patrol pirate areas or in Main Missions 3 and
4 if you choose to do so. They also must be fought in Cook quest 4.

Fights against pirates are completely different from canoe or sea creatures encounters due to two
reasons:

First, you'll only be allowed to bring three crew members to the fight, so I recommend always bringing
your captain, a hunter, preferably a Man-at-Arms, and a scientist, preferably a Field Doctor.
Secondly, each character will be allowed to use skills during every round, which means that if you're
lucky you'll be able to play 1-3 actions during every round, but, conversely, enemies will always play 3
actions at the start of every round.

Due to the above-mentioned peculiarities, fighting pirates is always very dangerous, as if RNG isn't
favorable to your characters they can easily end up dead in a few rounds. However, once you beat a
pirate encounter, you'll be able to plunder the attacking pirate ship, which will award you some $ and a
random number of barrels of any resource, including blubber and oil.

If you defeat a pirate captain when he boards your ship, the pirate area that his ship patroled will
disappear from the map.

Note: during Bass quest 3 you'll have to fight Guards, which are similar to pirates, except for their
unique ability, No Mercy, which grants them a +50% damage buff against targets that have ≤ 25% of
their Max HP. Guards that haven't said ability will behave like pirate captains, meaning that they'll be
able to use the No Quarter skill.

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DIABOLITO

Unique ability

The Devil's Touch: this enemy's attacks inflickt the Bleeding status on his targets.

This is a pirate boss that can be fought in Main Mission 4 if you choose to confront him once he reveals
Gardiner's location. He has 50 HP and will be accompanied by two pirates.

This boss fight functions the same as any other pirate encounter, so remember to bring a Man-at-Arms
and a Field Doctor to the fight if possible and try to kill Diabolito first, as he'll behave like a pirate
captain, meaning that he'll be able to use the No Quarter skill.

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CHIEF KOYAH

Unique ability

Frenzy of Raven: this enemy's damage output increases by 50% every time he is hit.
This is a war canoe boss that must be fought at the end of Main Mission 9. He has 80 HP and will be
accompanied by two war canoes. I recommend bringing at least 1 level 9 Man-at-Arms and 3 level 9
Whaler Men to the fight.

This boss fight will end as soon as you kill Chief Koyah, so you won't need to defeat the 2 war canoes
that will accompany him, but, in order to avoid getting overwhelmed, I recommend doing so
nonetheless.

During the boss fight you should always prioritize removing Chief Koyah's attack cards, as his unique
ability will increase his attack power to ridiculous levels as the fight progresses, which will allow him to
one-shot any of your crew members if you give him the chance. You should also avoid his unique skill as
often as possible, as if he manages to use it there's a high chance that one or more of your crew
members will end up dead in the next round.
A closer look at crew and captain skills

Classes and basic skills

Skills as seen in combat

Cabin Boy (White die) - 2/6 chance of hitting in combat (Non-hunters all get this)

Hunter (Red die) - 3/6 chance of hitting in combat (replaces white die)

Scientist (Green die) - 3/6 chance of healing someone in the same whaleboat

The following are only used in combat on the seas, and are not used in hand-to-hand fighting

Sailor (Blue die) - 3/6 chance of a defensive maneuver to protect someone in the whaleboat

Craftsman (Yellow die) - 3/6 chance of granting a reroll to someone in the whaleboat

ADVANCED SKILLS

At prestige level 1, cabin boys choose one of three classes - Hunter, Sailor, Craftsman or Scientist. At
prestige level 2, crew members choose a specific career path available to their class which locks them
into a specific set of three skills, which are then unlocked as they level up.

Skills are listed below. Skills in italics add a special die face in combat. Those with two stars ** unlock the
ability to invest in selected ship technology upgrades which grants access to purchase different vessels.
Those underlined are focused on the creation and use of safe docks. Other skills offer passive benefits,
immunities, economic bonuses or buffs of various kinds.

HUNTER

Harpooner
Fasten

Pain master

Blind

Man at arms

Cover fire

Cannon **

Grenade

Survivor

Clean bill of health

Hunter

Die hard

Sailor

Whaler man

Evasive

Perfect balance

Confusing maneuver

Harbourmaster

Black market

Captain’s cabin **

Man of the masses

Helmsman

Wind rider

Safe docking

Weather man
Craftsman

Carpenter

Re-balance

Lumberjack

Tech support

Cook

Balanced rationing

Caboose **

Healthy food

Oil master

Butcher

Try-works **

Master boiler

Scientist

Field doctor

Emergency kit

Bandages

Resuscitation

Medic

Have some rest

Sick bay **

Guinea pig

Biologist
In vivo testing

Rhabdomancy

De rerum animalia

In my opinion, the most important skills for surviving battles with creatures of the deep are: Bandage
(everyone in the boat is immune to bleeding), Perfect balance (everyone in the boat is immune to falling
overboard), Evasion (remove an enemy card) and Confusing maneuver (remove an enemy card and stun
the enemy). Tech support (pick a result on a colleagues die) is also good.

For sea battles, Harpooners, Carpenters and Whale Men are a potent combination against whales that
breach and ram (bigger cash whales). Not as strong against whales and sharks that cause bleeding
effects, but these tend to have lower hit points.

Captain skills

As Captain, you can purchase skills from any career path, although you still have to buy lower tier skills
before you can access higher tier skills. Skills cost the same number of upgrade points as their tier. You
can only have a certain number of skills active at any time. The number increases as you level up your
captain.

Captain skill choice

My Captains tend to take the place of a Whale Man in whaleboats and so maxing out the whale man skill
list is essential for me. Evasive (1), Perfect Balance (2), Confusing (3) [Captain should specialise in
removing enemy cards and stopping crew from going overboard].

Having the captain perform double duty as a field doctor is less critical if you avoid narwhals and killer
whales, but Emergency kit (1), Bandages (2) [Protection from Bleeding is good value]. I don't find
resuscitate that useful on the whole.

The Captain is often dragged into life or death fights against pirates, guards and other miscreants.
Having a method of removing enemy attack cards in these fights is crucial. Covering fire (1) [working up
to Grenade (3) is a luxury]

Clean bill of health (1) [Bonus to HP is very welcome]

Allocating captain stat points


The damage you cause to targets is based on red dice / Hunter skill points

The amount of hits you can heal is based on green dice / Science skill points

The bonus to ship speed or visual range is based on blue dice / Sailor skill points

The bonus to crafting jobs is based on yellow dice / Craftsman skill points

In general, there seems little point in your captain having more than a point in Yellow. Any Sailor can
give you plenty of speed and vision bonus - your Captain need not spend points there. So Green dice are
valuable for healing capacity - and red dice for damage output for those fights where you’re boarded by
pirates, or ambushed during a mission.

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