- Merchants
- Three kinds. A sloop is quick, thin-hulled and worth little. A galleon is slow, takes 130 hull to put down and pays nearly five times as much. Five of them work the sea at any one time.
- The hold
- 150 gold to start with. Cargo Hold takes it to 800 across ten levels. A full hold is a full hold: treasure you sail over after that stays in the water.
- Upgrades
- Six, bought with banked gold at the port shop: Reinforced Hull, Heavy Shot, Fast Reload, Swift Sails, Cargo Hold and Gunports. Gunports is the one that changes the shape of a fight, taking a broadside from three shots to six.
- Heat
- A per-run greed meter that rises as you plunder, sink and sail out. High Heat is richer treasure and more hunters, up to roughly twice the loot and nearly twice the danger. It banks at the dock and it is gone if you sink.
- Notoriety
- Five ranks, Deckhand up to Legend, bought with banked Heat. Each one puts another named officer in the water, and they stay there until you sink them.
- The reefs
- Thirty-four rock formations, all of them outside the home waters. Ramming one costs hull and nothing else, which makes a reef a place to lose a warship rather than a wall.
- The sea
- A circle. Sail far enough out and it warns you, then turns you back. Everything gets more dangerous and more valuable the further from the island you take it.
- The Admiral
- Sinking Admiral Bramblewood banks the run, clears the officer ladder and puts the whole fleet back in the water harder than before. It is a lap marker rather than a finish line.