Difficulty & modes
The five winds, Brand marks 1–15 and Endless voyages.
The winds#
Five difficulties, from gentlest to hardest: Tailwinds (double starting resources, much weaker enemies, 75 s to save a sinking ship), Fair Winds, Trade Winds (the voyage as intended), Crosswinds and Headwinds (stronger, better-armed enemies, higher prices, less to start with, and a front that presses harder). A win on any winds opens the next Brand mark.
The five winds compared#
| Winds | Starting stores | Enemy hull | Enemy damage | Boarders | Prices | Sinking timer | Delve damage |
|---|---|---|---|---|---|---|---|
| Tailwinds | ×2.5 | 55% | 50% | 50% | 80% | 75 s | 50% |
| Fair Winds | ×1.5 | 80% | 80% | 80% | 100% | 60 s | 80% |
| Trade Winds | ×1 | 100% | 100% | 100% | 100% | 60 s | 100% |
| Crosswinds | ×1 | 95% | 105% | 100% | 120% | 45 s | 110% |
| Headwinds | ×0.7 | 120% | 130% | 115% | 130% | 40 s | 125% |
Brand marks#
After your first win, Brand marks stack extra rules on a voyage. Each mark includes every mark below it.
| 1 | The front takes an extra step every 4th passage |
| 2 | Elite captains appear from Act II |
| 3 | Market prices +15% |
| 4 | The debt is 180 silver |
| 5 | Mages recover 25% between passages |
| 6 | Provisions spoil |
| 7 | Every boss grows stronger |
| 8 | Heat cools half as fast |
| 9 | Start with one fewer crewmate |
| 10 | Hull repair costs 3 silver a point |
| 11 | Wild casters leak even at Control 1 |
| 12 | Enemies gain +1 ward layer from Act III |
| 13 | The Hush reaches Act I |
| 14 | Surveyor's Pages only in dungeons |
| 15 | Nothing refunds it |
Non-ending voyage#
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord