FANDOM


(Level 10 capitans? and effective crewmate set up.)
(Useful(-less-)ness of Oxhead and Horseface)
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: I see use for him on missions requiring multiple stats.  On dual stat missions he allows you to split the 1200 base stat units into 600 for each stat.  For triple stat missions this bonus is even greater.  In addition, he will give the Judge of Dice another crew type to add a bonus by, giving you another bonus to all 3 stats.  Narthoniel. 
 
: I see use for him on missions requiring multiple stats.  On dual stat missions he allows you to split the 1200 base stat units into 600 for each stat.  For triple stat missions this bonus is even greater.  In addition, he will give the Judge of Dice another crew type to add a bonus by, giving you another bonus to all 3 stats.  Narthoniel. 
 
 
 
: I thought the same, but the benefit would be JoD + O&H >> JoD x2 if u need to fill 2 or 3 bars... if you know what I mean :p [[User:Shinigamidaio|Shinigamidaio]] ([[User talk:Shinigamidaio|talk]]) 11:48, February 1, 2013 (UTC)
 
: I thought the same, but the benefit would be JoD + O&H >> JoD x2 if u need to fill 2 or 3 bars... if you know what I mean :p [[User:Shinigamidaio|Shinigamidaio]] ([[User talk:Shinigamidaio|talk]]) 11:48, February 1, 2013 (UTC)
 
::: Sure, but I rarely/never use two JoD on the same voyage, even on voyages which require stuff in all three stats. The only time this ever gives a better result is if most/all of a certain skill specific crew are not available, and you're left with a small choice of crew to pick from (to fill your last ship). And @ Narthoniel's note, how exactly is that better? Whether your voyage requires two or three stats/skills, until earlier stated break-even-points, the JoD will always provide more stats than the Oxhead. [[Special:Contributions/134.58.179.36|134.58.179.36]] 12:26, February 1, 2013 (UTC)
 
::: Sure, but I rarely/never use two JoD on the same voyage, even on voyages which require stuff in all three stats. The only time this ever gives a better result is if most/all of a certain skill specific crew are not available, and you're left with a small choice of crew to pick from (to fill your last ship). And @ Narthoniel's note, how exactly is that better? Whether your voyage requires two or three stats/skills, until earlier stated break-even-points, the JoD will always provide more stats than the Oxhead. [[Special:Contributions/134.58.179.36|134.58.179.36]] 12:26, February 1, 2013 (UTC)
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What is the best way to get your crew members statsup?  should you do easy voyages or continue with hard ones? [[Special:Contributions/197.221.199.192|197.221.199.192]] 16:45, February 5, 2013 (UTC) Prettynear
 
What is the best way to get your crew members statsup?  should you do easy voyages or continue with hard ones? [[Special:Contributions/197.221.199.192|197.221.199.192]] 16:45, February 5, 2013 (UTC) Prettynear
 
 
 
:Don't forget you don't have to choose between the Judge of Dice and Oxhead and Horseface. You can send both of them, and in fact this is works out great for 3-stat mission. Judge, Oxhead and one each of Morale, Seafaring and Combat crew. For morale/combat you replace the seafaring guy with a golem, for seafaring/morale you replace the combat guy with a witch and for combat/seafaring you er.. you'll have to add 2 of the same there I guess. The real problem with Oxhead though is it's evil Resurrection ability. {{Signatures/Tharkon}} 06:55, February 9, 2013 (UTC)
 
:Don't forget you don't have to choose between the Judge of Dice and Oxhead and Horseface. You can send both of them, and in fact this is works out great for 3-stat mission. Judge, Oxhead and one each of Morale, Seafaring and Combat crew. For morale/combat you replace the seafaring guy with a golem, for seafaring/morale you replace the combat guy with a witch and for combat/seafaring you er.. you'll have to add 2 of the same there I guess. The real problem with Oxhead though is it's evil Resurrection ability. {{Signatures/Tharkon}} 06:55, February 9, 2013 (UTC)
  +
:The Oxhead and Horseface is '''not useless AT ALL'''. You can put two Oxhead and Horseface, one Ferocious Tiger-Rider, one Harem of Fortune of Tellers, and one Judge of Dice on an 11,500 Combat + 11,500 Seafaring mission. And on 10,000 Morale + 10,000 Combat + 10,000 Seafaring missions, you can put four Oxhead and Horseface and one Judge of Dice. (The Oxhead and Horseface can also be used on Morale+Combat and also on Morale+Seafaring missions, but the crew tends to be able to handle those types of missions. However, on the Combat+Seafaring, and on the Morale+Combat+Seafaring missions, the Oxhead and Horseface is a key crewmember).  [[Special:Contributions/96.53.232.229|96.53.232.229]] 20:00, August 31, 2013 (UTC)
   
 
==Captains==
 
==Captains==

Revision as of 20:00, August 31, 2013

This talk page is for discussing the Player-owned port/Captains and crew page.

Captain Stats

Currently the captain stats table shows Hook having a Captain costing 5k Chimes, with 350 as base stat, and 700 in its speciality. I'm 46% into Scythe, atm, and I have never seen a 5k Captain in the Crew roster. I have however seen 10k Chime captains, and those have 350 base and 700 speciality stats, and this was /before/ I reached Scythe. As people seem to be editing this forth and back, can we get some proof either way? Next time I get a 10k captain I'll figure out how to upload a screenshot to the wiki. 83.101.44.209 13:12, January 12, 2013 (UTC)

Upload it elsewhere (photobucket or whatever) and include it here. Uploading images here that are not used in mainspace is in violation of the wiki's image policy. --User:Saftzie/Signature 13:46, January 12, 2013 (UTC)
Thank you for the heads-up. 83.101.44.209 14:37, January 12, 2013 (UTC)
Took a while before one showed up, but here's the proof image that the 10k Captains have 350 as base stat, and 700 in their speciality. Also, from what I recall, I had a 100 Chimes captain while still in Arc, who changed that and by what proof? 83.101.44.209 05:27, January 15, 2013 (UTC)
2wquyib.png


Someone added a 20k chime captain recently.  Any way we can get a confirmation on that one?  People were adding 20k chime captains for a while before, and it kept getting deleted.  I have yet to see a screenshot of one, and most reports I've seen have been someone claiming to know someone who has one.  And there is disagreement about the stats, which makes me even more suspicious.  White Tree (talk) 07:36, February 1, 2013 (UTC)
I'd much like to see a screenshot as proof before the page itself is edited. None of the people I know who actively play POP (most are in Bowl, some in Pincers) have seen a captain better than the 10k one, much like myself. Without a screenshot I will not believe that better captains exist at this time. 134.58.179.36 07:41, February 1, 2013 (UTC)
The recent edit to the page does give some positive hope: http://runescape.wikia.com/wiki/Player-owned_port/Captains_and_Crew?curid=444952&diff=7257938&oldid=7257936 . This'd suggest there indeed are currently no better captains. Hopefully we'll get a POP update at some point soon ^^ . 134.58.179.36 12:28, February 1, 2013 (UTC)

Sea Witch / Judge of Dice confusion

Just completed the Wind's Home voyage. Before accepting it, Sea Witches were on offer as a reward. On the voyage, Judge of Dice was stated as the reward. On successful completion, Judge of Dice was stated as the unlock. The island that appeared on the archipelago map states Sea Witches live there. I haven't seen either of them as a potential crew member in my day's rerolls yet. I've reported it as a bug so hopefully it'll get cleared up soon. Obsidian charm Magma2050 T C E Obsidian charm 08:30, January 13, 2013 (UTC)

It is definitely a bug. Similarly, the voyage that actually unlocks the Judge of Dice (from Bowl), says it unlocks the Bureaucrat (which you've long since got, without a voyage). Hopefully Jagex can patch that by next update. 83.101.44.209 08:35, January 13, 2013 (UTC)

Levelling Crew

Just dropping some information for those interested, I just had a Sea Witch level up from level 0 straight to level 2 after a single (Scythe) voyage. 83.101.44.209 15:40, January 15, 2013 (UTC)

It happens for captains too. Last night I had a captain level from 0 to 2 on a single Bowl voyage. Hopefully, they will add a way to let us see captain and crew xp. Someone asked about it in the forum PoP FAQ.  Shogo Yahagi (talk) 16:33, January 15, 2013 (UTC)
If anyone is trying to figure out the experience curves, for what it's worth, a brand new crew member will level from 0 to 3 on two trips to the Scythe (0 to 2 on the first, 2 to 3 on the second) or a single trip to the Bowl or the Pincers. Shogo Yahagi (talk) 14:23, February 20, 2013 (UTC)
That is, assuming all crew types require the same amount of exp to level (then again, otherwise would most likely be uselessly complicating matters). It could be possible that a Stowaway requires less exp to level than a Travelling Band (but I doubt it'd be at all noticeable). 134.58.179.35 14:28, February 20, 2013 (UTC)
On that note, a brand new Pincer crew member went from 0 to level 3 on a single Jade voyage, while having a Rallying Cry crew member on board as well. 83.101.44.209 16:01, February 28, 2013 (UTC)

Dropping some more information; I just had a (Bowl) Story voyage return (successfully) that had a level 0 crew member on it. When it returned, this crew member had risen to level 3. My original personal observation, that story missions give no experience, is false. They do. 83.101.44.209 12:15, January 27, 2013 (UTC)

Has anyone seen a captain or crewmember attain level 10?  The highest level I have seen any crew get to so far is 9.  Narthoniel February 8, 2013
Yes, I currently have a level 10 Chimera. 83.101.44.209 05:38, February 9, 2013 (UTC)
For a variant on that, I had a (Bowl) story voyage return today, and I received no level-up messages. However, when I checked my next ship—which was returning from a standard voyage—it showed three crew members gaining a level, only one of which was actually on that voyage. It took me a minute to realize the other two had been on the story voyage. Qloque (talk) 23:16, February 9, 2013 (UTC)

Someone just added to the main article that currently the max level is 10; is there any hard evidence for this? It takes ages for a crew member to level from 9 to 10, I expect it to take two ages to get a level 11 crew member (just to say, nobody might've kept a crew member long enough for this to happen)... 134.58.179.35 10:02, February 20, 2013 (UTC)
http://runescape.wikia.com/wiki/Player-owned_port/Captains_and_Crew?curid=444952&diff=7395312&oldid=7395308

I think by now it should be obvious that max level is 10, giving exactly double of all initial stats. I have several members that stay lvl 10 about 3 times of the time it took them to get there. Kana. 09:16, February 24, 2013 (UTC)
It's hardly obvious. As for 10x10=100, you can just as well argue that 20x10=200, so 20 is the max, etc. If we get to July and no one has a lvl 11 yet, maybe 10 is the max. Given that the xp curve is likely exponential, the same as with players and, e.g., followers in Temple Trekking, there needs to be a lot more time and voyages before a speculation on 10 as the max level has any credibility. Alternatively, if a J-mod posts saying it's so, that works, too. In the meantime, there's no basis. --User:Saftzie/Signature 17:24, February 24, 2013 (UTC)

Pincer region

Do not put 1,200. I know this is incorrect as I have trained my crew members with a good eye. Level 5 units of the region before them in their stats are usually near the next region's verison.

For example, a level 5 Golden Katana clansmen has a combat stat slightly above that of a level 0 Crow's Nest Sniper. Dungeonmaster12 (talk) 21:12, January 17, 2013 (UTC)


Theory as to why good captains are rare

maybe there's 5-6 teirs of bar upgrades? and unlocking a region doesn't allow you to unlock a captain, maybe you have to upgrade the bar before you have a chance to get the next teir of captian? Thoughts? Disproving Evidence? (I'm thinking teir 1 bar = teir1, teir 2 captians, teir 2 bar = teir 1-3 captains, ect) 72.218.140.11 14:33, January 19, 2013 (UTC)neokyle

This is a really interesting theory. It would explain the gap in seeing new captains. If true, that would make the captain progression follow the table below. It's a bit difficult to prove; because it's random, there's no guarantee that a new class of captain will show up immediately after a new area is entered or a new upgrade is built.
There are two important differences in this progression versus the area-based version currently shown. In the bar-based version, 200/500 captains can't show up until the Hook, not in the Skull, and 350/700 captains can't show up until the Scythe. I remember waiting for the captains to show up, but I can't remember exactly when I got them in relation to building the upgrades.
Bar upgrade Earliest Captain
Dilapidated Arc (starting) 50/100
Refitted Arc (tutorial) 100/200
Renovated Hook 200/500
Refurbished Scythe 350/700
Sinister/Nautical/Luxurious Bowl  ?
What we really need is for people who are still in the Skull and Hook to keep a close eye on what captains they're being offered. This could be disproved if someone gets a 200/500 or 350/700 captain in the earlier region on the main page, or in the region shown above without building the upgrade. Until then, I'd consider this a possibility. Shogo Yahagi (talk) 15:02, January 22, 2013 (UTC)
I currently have the Renovated Bar, and am 10% into the Scythe region. I have yet to see any 350/700 captains. I now am very interested to see what happens when I upgrade my bar, and I will now focus on doing so. Thanks! Karmaguy (talk) 18:49, January 22, 2013 (UTC)
I've had 4 of my 350/700 captains while having a refitted bar, the first one in Hook, the others in Scythe/Bowl/Pincers. Got my fifth 350/700 captain when my bar was renovated. There are really only three options left: 1) 350/700 captains are the best ones, or 2) there are better captains in Pincers, but due to the current small sample size we haven't seen them yet, or 3) only the Bowl/Pincers tiers of bars unlock them. The lower level bars are not related to them appearing or not, only to the rate at which they do.
Whynotnow (talk) 20:21, January 22, 2013 (UTC)
Thanks, good to know, if somewhat disappointing. =D Shogo Yahagi (talk) 21:14, January 22, 2013 (UTC)
Just to add some extra information; I got my 350/700 captain before I upgraded to a Refurbished bar. Since I upgraded... I've been getting free captains every single day <.< , talk about luck. And 2 captain rerolls today gave me 2 100 Chimes captains instead =D . 83.101.44.209 06:44, January 27, 2013 (UTC)

Firework Maniac

Posting an image as proof for my change of the "Firework Maniac" crew name. 83.101.44.209 05:31, January 22, 2013 (UTC)
16gbakz.png

Here is the proof for the Firework Expert name change; someone else will have to change the image names, tho. 83.101.44.209 05:16, February 17, 2013 (UTC)
14nz490.png

Here is the proof for the Fireworks Enthusiast name change; someone else will have to change the image names, tho. 83.101.44.209 05:19, March 25, 2013 (UTC)
30wt8ug.png

Color codes on traits

They do more harm than good imo, please revert. Why not list the traits by effect rather than alphabetically, which doesn't serve much of a purpose anyway? Whynotnow (talk) 20:24, January 22, 2013 (UTC)

Actually, it's a sortable table. You can click on the arrows next to the trait heading if you want to see them grouped by trait. Having the list default to an alphabetical list makes it easy for people to find a new trait they've run across, and it makes it easier to tell if a trait is missing from the table. Shogo Yahagi (talk) 21:12, January 22, 2013 (UTC)


The colors are painful on my eyes.  Whoever added them, please undo it.  I appreciate that you are trying to help improve the wiki, but this wasnt such a good idea.  Thank you, Narthoniel.
I agree, the colors are far too vibrant. Being a sortable table, I see no real need for colors at all. But, if there must be colors, it'd be much better if they were toned down quite a bit. Karmaguy (talk) 15:50, January 24, 2013 (UTC)
Done.  Narthoniel.


If you have trouble getting a good 350/700 captain like I am. I'm 70% away from region 6, and only have 2 of them :\

It seems that there's a max of 3 powerups. so if you can get 3 of every power up except captain rerolls. Then in theory you'd get 3 captain rerolls per random event. I could easily see being able to get 7 picks at a captain per day if this is the case. I'm in the process of maxing out my non captain powerups atm.

Note: if this is true than it means hands down the best icon hotspot or whatever is getting as many pandoras boxes as you can, this would be better than the greater likely hood of scrolls/tradegoods/xp icon hotspot because adventure rerolls commonly give scroll/tradegoods/xp missions.

If true it'd also make for good "power regioning" durring the first regions you'd choose voyage rerolls, then later regions you'd choose scroll missions (which give extra distance)

72.218.140.11 03:12, January 26, 2013 (UTC)neokyle

It used to work that way, but they corrected that behavior in one of the recent updates. You can no longer force random events to give you the reward you want by maxing out the other rewards. The maximum of 3 is just the maximum that it will let you keep. Random events will still generate maxed-out power-ups as rewards, you just lose them if you're maxed out. Shogo Yahagi (talk) 04:28, January 26, 2013 (UTC)

Useful(-less-)ness of Oxhead and Horseface

Does anyone see the use in this crew member, especially in comparison to the Judge of Dice? I often enough have at least 3 unique types of crew members on a ship, 4 if including the captain... When the Oxhead is level 10, it will have 1200 as stats. The Judge on the other hand, at level 10, will have 900 stats, plus 300 (for 3 unique creq members). This is the break-even level, according to my calculations. If you have 4 different crew members, the break even point is even later: at level 16, the Judge will have 1170 + 400, while the Oxhead has 1560. How long must one play POP to ever get a crew member to level 16 O o... Furthermore, the Oxhead doesn't have any speed stats, while the +400 of the Judge does also work for speed. Anyone have insight to share? 83.101.44.209 19:07, January 31, 2013 (UTC)

I see use for him on missions requiring multiple stats.  On dual stat missions he allows you to split the 1200 base stat units into 600 for each stat.  For triple stat missions this bonus is even greater.  In addition, he will give the Judge of Dice another crew type to add a bonus by, giving you another bonus to all 3 stats.  Narthoniel. 
I thought the same, but the benefit would be JoD + O&H >> JoD x2 if u need to fill 2 or 3 bars... if you know what I mean :p Shinigamidaio (talk) 11:48, February 1, 2013 (UTC)
Sure, but I rarely/never use two JoD on the same voyage, even on voyages which require stuff in all three stats. The only time this ever gives a better result is if most/all of a certain skill specific crew are not available, and you're left with a small choice of crew to pick from (to fill your last ship). And @ Narthoniel's note, how exactly is that better? Whether your voyage requires two or three stats/skills, until earlier stated break-even-points, the JoD will always provide more stats than the Oxhead. 134.58.179.36 12:26, February 1, 2013 (UTC)
My comment meant that I intend to use both JoD + Horseface.  Horsey gives you another unique crew type on the mission to boost the solidarity bonus on Jod.  Narthoniel.

What is the best way to get your crew members statsup?  should you do easy voyages or continue with hard ones? 197.221.199.192 16:45, February 5, 2013 (UTC) Prettynear

Don't forget you don't have to choose between the Judge of Dice and Oxhead and Horseface. You can send both of them, and in fact this is works out great for 3-stat mission. Judge, Oxhead and one each of Morale, Seafaring and Combat crew. For morale/combat you replace the seafaring guy with a golem, for seafaring/morale you replace the combat guy with a witch and for combat/seafaring you er.. you'll have to add 2 of the same there I guess. The real problem with Oxhead though is it's evil Resurrection ability. Promissory noteTHARKON 06:55, February 9, 2013 (UTC)
The Oxhead and Horseface is not useless AT ALL. You can put two Oxhead and Horseface, one Ferocious Tiger-Rider, one Harem of Fortune of Tellers, and one Judge of Dice on an 11,500 Combat + 11,500 Seafaring mission. And on 10,000 Morale + 10,000 Combat + 10,000 Seafaring missions, you can put four Oxhead and Horseface and one Judge of Dice. (The Oxhead and Horseface can also be used on Morale+Combat and also on Morale+Seafaring missions, but the crew tends to be able to handle those types of missions. However, on the Combat+Seafaring, and on the Morale+Combat+Seafaring missions, the Oxhead and Horseface is a key crewmember).  96.53.232.229 20:00, August 31, 2013 (UTC)

Captains

Are you sure the captain gainings are correct? I've never gotten the 500/200 (or was it 300) stat captain during the Skull Region. Instead, I got it when i reached the Hook Region. Also, with the 700/350 stat captains, I never got any until I was nearing the Bowl region (which was like 90%+). Is it me (probably unlucky with captains), or did someone label them incorrectly? I never got the 700/350 stat captains in the Hook Region. Dungeonmaster12 (talk) 00:57, February 12, 2013 (UTC)

There is some discussion of this a couple of sections up the talk page. It's a little difficult to tell because you progress so quickly through the early regions and the good captains are relatively rare. However, the better captains have shown up pretty early for some players. I'm inclined to think the areas are correct. Shogo Yahagi (talk) 01:47, February 12, 2013 (UTC)
Good captains can seriously be rare. I've been in Bowl for the past two weeks (or so), and for a full week of that time my daily captains remained the free ones or the 100 Chime ones, even using a few rerolls. Very bad luck plays a part too, I'm sure, but the higher captains are blasted rare. Only managed to get my 4th 10k Chimes captain a few days ago... 134.58.179.35 07:11, February 12, 2013 (UTC)

Icon for Ferocious Tiger-Rider

Why did Jagex not give the Ferocious Tiger-Rider its own unique icon? The Ferocious Tiger-Rider (taking the same icon as the Feral Chimera) is the only crew member in all Player-Owned Ports to not have its own unique icon.

99.231.140.200 04:56, February 18, 2013 (UTC)

Limited budget, laziness? Lord knows; but it's quite annoying trying to find my 2 Tiger-Riders when they're mixed in with my 3 Chimeras <.< ... 134.58.179.35 06:52, February 18, 2013 (UTC)

Drowned Ghost

I undid the edit by an anonymous user that removed any reference to the drowned ghost.  Unless the ghost has been removed from POP's entirely, I see no reason to remove it from the crew table.  It's inclusion in the wiki is informative, and as I understand, it is an actual crewmember even if it cannot be recruited.  If anyone thinks it should be removed, I'd love to hear your reasons, but personally I think it ought to stay.  White Tree (talk) 01:13, February 25, 2013 (UTC)

Unless it has been removed from the game altogether, I see no reason to remove it. Altho, one consideration, are the stats stated in the table currently correct? In all cases? (I never had one.) 134.58.179.35 06:54, February 25, 2013 (UTC)
I've had a Bureaucrat die on me once. Its undead replacement had the base stats currently shown. It kept the level of the "living" Bureaucrat, so it got a level boost, but it lost all traits and bonuses. --User:Saftzie/Signature 16:07, February 25, 2013 (UTC)

Max crew level?

Is there a confirmed max crew level yet? I've got quite a few level 10 crew members, but haven't heard of anyone getting a level 11 one. -Triforce 14

There's some discussion above. The short answer is no. --User:Saftzie/Signature 00:38, February 28, 2013 (UTC)

Multiple Oxhead and Horseface?

Is it possible to have more than one Oxhead and Horseface in the 25-roster crew? I have successfully completed The Shambling Lair, but only one Oxhead and Horseface has dropped by the bar to get hired, over many days.

It is possible to get more than one Cyclops, Siren Whalerider, Feral Chimera, Sea Witch, Judge of Dice (unlockable character for each area of the Wushanko Isles)... is it possible to get more than one Oxhead and Horseface?

99.231.140.200 00:40, March 2, 2013 (UTC)

It is possible. They are just very rare. It took me probably 200 rerolls before I saw another one. Triforce 14
Pincer crew in itself is rare... I can use all rerolls in a day without seeing a single one... The "special" crew members are even more rare than the normal crew of a region... 83.101.44.209 06:01, March 2, 2013 (UTC)

Traits: +/- 1% boost

Hey, there's some traits like Seafriend/Tactician that give a % boost in stats, but the Wiki says they don't work. I believe they do work. Try them out, the % applies for the entire ship, sort of like the shipyard boost. Overall, it's a pretty decent trait to have (on my biggest voyages, another 160+ to a trait), but I don't believe that it stacks with itself.

Actually, I was just going to post about this. I checked it this weekend and unless they fixed it with today's update, Tactician is definitely not working. I just got a Ferocious Tiger Rider with tactician (+1% combat). It doesn't even boost his stats, much less the whole ship. When adding him to a ship, the ship's combat stat changes by exactly his combat stat (plus the shipyard boost): Level 0 Ferocious Tiger Rider has 1200 combat, I have a Nautical Shipwright (3% boost to combat), and the ship's combat stat went up by exactly 1236 when I added him. I double checked after he leveled up, and there was still no effect from Tactician. Shogo Yahagi (talk) 16:20, March 4, 2013 (UTC)
I'll confirm that these traits don't work. I have a captain with both Seafriend and Tactician. I am also using a calculator to determine the best possible crew for a voyage; the calculator only knows the "Solidarity" trait, nothing else. The calculator's stats match the stats of my ship exactly, even though the captain should add 1% to Combat and Seafaring... 83.101.44.209 16:22, March 4, 2013 (UTC)

Today's patch notes contain: "In Player-Owned Ports, the percentage based traits should now work correctly.", however I still say they do not work... I have a Jade Merchant with -1% Speed trait (and "0 Speed" stat). Either it only works on the stats of the crew member, or it doesn't work at all (if it is supposed to affect the Ship as a whole)... Removing and/or readding the Jade Merchant to my ship does not change the speed at all. 83.101.44.209 18:53, March 12, 2013 (UTC)

That said on another ship, the calculator I've been using, gave me 3301/14569/3213 (M/C/S) for a voyage. The captain used has a +1% Combat and +1% Seafaring trait; ingame the stats are: 3301/14710/3243, which are (rounded) 1% more. Also seems like the trait is then applied after the boost from the Shipwright? The speed stat remains unchanged if I swap a crew member (with no speed) for my Jade merchant (with no speed, and a -1% Speed trait), however... 83.101.44.209 19:10, March 12, 2013 (UTC)

Someone edited the page to explain how the +/-1% traits work (and that they work now). In the first edit summary "captains" specifically are mentioned, but I can't find this being mentioned in the article itself. And as I noted above (different IP, same user), the -1% Speed trait of my Merchant has had no effect... 134.58.179.35 07:08, March 13, 2013 (UTC)

I can confirm that since at least a few days ago, my crew member (Travelling Band) with tactician (+1% combat) boosts my ship's total combat by +1%. +/- 1% bonuses are not included in the calculator I use, and when I include that crew member, the calculator combat total is lower than the actual combat total displayed in game by 1%.Haystacks (talk) 16:36, March 25, 2013 (UTC)
Good to know, let me double-check when I send off my ships later this evening. 83.101.44.209 17:06, March 25, 2013 (UTC)
Right, it took longer than last night, but I checked this morning. My ship's Speed stat still does not change if I swap in or out my "Albatross" Jade Merchant. Maybe only that one is bugged? =\ 83.101.44.209 05:25, March 26, 2013 (UTC)

Max level

Does anyone know of a crew unit leveld past 10? I have several level 10 crew members, can they go higher?Gormagon (talk) 23:38, March 15, 2013 (UTC)

There's some discussion above. The short answer is there is no known maximum. --User:Saftzie/Signature 23:52, March 15, 2013 (UTC)

Captain Names

I was wondering whether the names of captains are actually randomly generated, or are they drawn from a list? I have two captains with the same name (Shap Hook), and they are both 10k chime captains with 700 morale. They do have different personal bonuses, however, as well as different images. I'm not sure whether this would be useful information, but it interested me at least. Paronomasia (talk) 00:58, April 19, 2013 (UTC)

I suspect that's an interesting coincidence. There are only so many names, so there are only so many combinations. Even randomly picking them, you could get duplicates. I don't think there's any way to be certain, though. --User:Saftzie/Signature 01:07, April 19, 2013 (UTC)

Jade Merchant and Experience Voyages

Just dropping another observation, Jade Merchants do not increase experience from experience voyages. Oh well... 83.101.44.209 04:07, April 20, 2013 (UTC)

Neither do Fortunes of the Sea (and Cherry trees). . . . Yours, Void Knight banner Enquidou Talk Quest Icon Crest . . 10:01, April 22, 2013 (UTC)

Drowned Ghost trivia

During a failed voyage resulting in a lost captain being replaced by a Drowned Ghost, it is possible to have more than  25 crew members. Once a captain has been replaced by a Drowned Ghost the 26th crew member will be inaccessible until one of the twenty-five visible crew members have been dismissed. At the moment the number of crew members attainable from captains being replaced by a drowned ghost is unknown."

I've had this problem happen to me a while back. The thing is that the drowned ghost was recognized as both crew and captain, so the fifth captain slot where it once lived couldn't be occupied by a living captain (at least I assumed this since I couldn't recruit another captain until the ghost was jettisoned). Assuming this happens no matter how many ghosts there are, I would say that an extra five crew because of the ghost captains is possible. Of course, this wouldn't last long since you wouldn't have anymore captains to send off. Nothing special here. (talk) 21:10, April 21, 2013 (UTC)

Level 10 capitans? and effective crewmate set up.

Has anyone reached level 10 on their capitans yet or may level 9 be the max? I understand that capitans may take more exp to level then a crewmate, which is why its taking so long for them to level, so i've made it my mission to get a 10k capitan with empty traits and add 4 "Fast Learner" traits on him. Current i have the capitan and have 2/4 "Fast Learner" traits added to him. I will keep you updated about this.

As far as the Judge of Dice goes, it is theoretically better to use him in any many cases. Unless you have a single stat voyage and you have all the crew members for this stat above level 6/7 then it may be better to use them, but with my expierence the judge of dice at level 10 gives the same % to the single stat as a level 6/7 crew member that of the same main stat (moral/seafar/combat). Also considering you have a level 10 JOD (900/900/900), the capitan counts as a unique crew type plus four other crew member spots gives you a total of +500 more you can add to each stat on the JOD giving him a total of (1400/1400/1400) which is yes better then a level 10 Oxhead (1200/1200/1200) but only one JOD will get the boost on a ship, thus its not very efficiant to add more then one on a voyage unless as a last resort or to add any at all as the reason i stated in the begining.(Edit below)

Edit: I did a little research at my POP and figured out the the JOD counts inself as a unique crew member aswell, so the minimum boost you will get from him is +300 more to each trait (1200/1200/1200) and the maximum will be +600 to each trait. So if you have a set up of four different uique crew members + the capitan + the JOD, your JOD will have a total of (1500/1500/1500) assuming it is level 10.

With that being said, it is definitely worth it to have atleast three JOD and three Oxhead in your 25 crew mate roster. Why? Well when you look at everything all together an Oxhead is 1800 total in skill points while a single stat crewmate is only 1200, so its definitely worth it to have atleast a couple in your crew roster and same goes for JOD. The maximum JOD to have would be four though seeing as only one is effective on a ship and you can only send four voyages out at once.

As for other crew members, i would include a Sea Witch, a Jade merchant (only to be used on trade good voyages once you level it up a bit), six combat stat crewmates, six moral crewmates, and five seafaring crewmates (as you can count the Sea Witch[Level 10: M700/S1500] as a sixth seafaring crewmate). Along with 3 JOD and 3 Oxheads.

This is my crew set up so far, the last space is for a Jade Merchant once i get one. Originally i was using a Feral Chimera for its 10% bonus xp to level up my crew members, but i hit the point where i didn't need it anymore and a jade merchant would be more usefull. This set up is very effective for me and im able to get 90%+ on 20,000 stat req voyages, 90%+(if not 100%) on 11,500 double stat req voyages, and 80%+ on 10,000 triple stat req voyages.

I hope this has helped and i wish you luck on your POP. Feel free to ask any questions and i will answer them next time i check this page.

-Funk Master Flex-

A first quick answer to your first question: yes captains can go up to level 10 as well. I have 4 of them currently, but yes it does take quite some time. I have not yet seen or heard of a level 11 captain however (much like crew). 134.58.179.35 08:42, April 30, 2013 (UTC)
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