not derailment i was very much on topic
The first range of the dark sea:
The Atlantean brigs:
Idk about cannons because I use powerful iron culverins and apparently there are better (e.g. carronades), charged seems to work good as well
I’d say get decent speed (e.g. warship/brisk archaic sail or willow cloth)
Then your choice of silver or archaic hull (enchanted with brisk or armoured probably; archaic gives a balance of good stats; good stability can help)
For ram, brisk hammerhead for damage and some speed (personally, I use brisk light ram because I like to be fast and have access to it)
For deckhands, just use lots of whatever item lowers weather damage. And use their stats to fill in gaps for what stats you’re missing (e.g. I use 3 speed 1 turning because I like being fast and agile)
I use a pretty glass and fast (with good turning speed) ship (14.2k hp), which works for dodging waves and ships, and pretty good for getting into the blindspots of ships to rain fire from, as shown below:
- Brisk light ram
- Powerful iron culverins
- Warship archaic sailcloth
- Brisk archaic hull
- 3 speed 1 turning deckhands all with weather reduction
- No mortar
I cannot give an opinion on mortar because honestly I haven’t used one in months
Atlantean brigs spawn in range 2
My ship is 100% adkinsproof since last great blue whale encounter
Warship Ruined Archaic Hull
Reinforced Willow Sailcloth
Armored Hammerhead Ram
bam, you have ship that is moving Fortress in dark sea (23.6k HP while having 106 speeds with cannon and siege weapon if you have all 4 speed deckhands, 100% stability, 100% Resilience)