Crew & skills
How your crew grow, fall and carry on.
Crew growth#
Skills grow with use, up to cap (knack for a knack's own skill, tinker for Tinkering). Each new level brings a choice of N small perks: pick one on the victory panel, or later on the crew sheet. A fighter's Melee perks are mostly boarding tactics, and on a ship with a Prison a Melee level also offers Take Them Alive. Crew also grow traits from what they live through: beat out six fires (Fire-hardened), put down five boarders on your own deck (Boarder-bane), live through a sinking (Unsinkable), or come back up from a delve (Delver).
What each skill does#
The captain#
The ship's mage starts the voyage as her captain (unless the captain you chose is a clan outcast, a gnome exile or a wild caster fugitive, who take the first crewmate's place, or the ship carries no mage). The captain never dies. Struck down in a battle, a landfall or an event (and with no Vitality Chamber aboard), they are gravely injured instead: they drop to 0 HP and leave the decks, out of fights and landfalls, but stay on the crew list (their tooltip says how to heal them). A surgeon in any city (its Tavern & inn or Services tab) treats them for silver, and they are back on the ship. If nobody else is left standing, the voyage ends.
The Vitality Chamber#
A room that needs no Flow. With one aboard, nobody who falls is lost: a crewmate who dies (the captain too) is held in the chamber at 0 HP instead, off the decks and out of fights and landfalls, and wakes at 10% health at the next town or outpost. Each level wakes them sooner: after 3 passages at level 2, 2 at level 3, 1 at level 4. At level 5 they also wake in battle, back aboard in the chamber, 25 s after falling. Boarders standing in the chamber hold the waking back.
It spares the captain the surgeon's fee: a captain the chamber holds wakes with the others, and one already gravely injured is carried into a chamber built later. A ship that goes down takes everyone the chamber holds with her, and it does nothing on a Hardcore voyage or at Brand mark 15. It cannot be torn out while it holds anyone.
- Skill
- Crew proficiencies (Helm, Drive, Wards, Gunnery, Repair, Melee, Casting, Tinkering). Skills level up through use and grant a perk at each new level. Skills go up to level 2 (3 in the skill a knack belongs to). A construct stops at 1. Anyone's Tinkering can reach 3. What each one does is listed under its own name.
- Role
- A crewmate's job class: Deckhand (+repair), Rigger (+evasion/wind immunity), Gunner (+reload speed), Marine (+HP/boarding), Duelist (+parry), Surgeon (+healing), Quartermaster (-food use, -10% shop prices). Tinkers can build devices at a Tinker's Bench (found in roughly 1 out of 7 hiring halls).
- Knack
- A hidden special talent in a specific skill that unlocks after the crewmate practices that job.
- Captain
- Your player character. If reduced to 0 HP, the captain is gravely injured and out of action until treated by a port surgeon (or revived by a Vitality Chamber).
- Beastborn
- Clan people with animal traits: Vulpine (fox), Ursine (bear), Avian (hawk), Lupine (wolf), Emberkin, Otterkin, or Chiropteran (bat). Each species has unique passive and active abilities (Trace < Blooded < Deep).
- Lowborn
- Working-class crew from the Charter's lower class. Few Lowborn mages ever see the Academy: most discovered and learnt their magic on their own. Unlocks Lowborn choices in events, but Charter ports inspect your ship starting at Heat 2 instead of Heat 3 (Heat is your wanted level, shown by the flame icon in the top bar; carrying contraband or casting unlicensed magic raises Heat).
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord