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STATUS GLOSSARY

Overboard Only crew members can be affected by this state.


The affected 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, unlass 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.
Immune Both crew members and enemies can be affected by this status.
Any character affected by this status will become immune 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 case of sea creatures, only adult, old and
legendary specimens can benefit from its effects. In the the case of human
enemies, only those who are level ≥ 5 are affected by it.
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 or older creature.

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.
SEA CREATURE'S SKILL

Pnducle Trow 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 level and afflicts the target 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 Immune 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
Immune 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 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 demage depending on your crew's overall
level and afflicts the targets with Bleeding and Overall status.

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 Immune for one round.

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

Hallucinating powder Target: all crew members.


Effect: inflicts the Stunned status.

This skill is exclusive to the Chief Koyah Boss.

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 Quarters 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: Unstoppable: 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
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.

SC - BOWHEAD WHALE
Unique ability: Massive skull: the creature is immune to 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.

SC - GRAY WHALE
Unique ability: Experienced migrant: the creature deals +50% damage in migration
routes.
Skills: Logtail, Flex parasitic armor, Tangle ropes
Adult or older only: Lunge
Legendary only: ?
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.

SC - HUMPBACK WHALE
Unique ability: Fasting Creature: the creature deals +50% damage in feeding area.
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.

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.

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.

SC - SOUTHERN RIGHT WHALE


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

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.

SC - SHARKS
Unique ability: Deadly Jaws: the creature deals +100% Bleeding damage.
Skills: Bite, Dive
Adult or older only: Bloody 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.
Skill: 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 immune 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 abilities: Sharpened Spears: this enemy's attack inflicts 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.

PIRATES
Unique abilities: Boarding: the 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.

DIABOLITO
Unique ability: The Devil's Touch: this enemy's attack inflicts 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.

CHIEF KOYAH
Unique abilities: 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.

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