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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#

WindsStarting storesEnemy hullEnemy damageBoardersPricesSinking timerDelve damage
Tailwinds×2.555%50%50%80%75 s50%
Fair Winds×1.580%80%80%100%60 s80%
Trade Winds×1100%100%100%100%60 s100%
Crosswinds×195%105%100%120%45 s110%
Headwinds×0.7120%130%115%130%40 s125%

Brand marks#

After your first win, Brand marks stack extra rules on a voyage. Each mark includes every mark below it.

1The front takes an extra step every 4th passage
2Elite captains appear from Act II
3Market prices +15%
4The debt is 180 silver
5Mages recover 25% between passages
6Provisions spoil
7Every boss grows stronger
8Heat cools half as fast
9Start with one fewer crewmate
10Hull repair costs 3 silver a point
11Wild casters leak even at Control 1
12Enemies gain +1 ward layer from Act III
13The Hush reaches Act I
14Surveyor's Pages only in dungeons
15Nothing refunds it

Non-ending voyage#

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord