Every ship at sea: how they behave, their levels, their strength, the shot they fire and the loot they leave.
Sea ships rise at the levels of their zone. Hull and damage are set against a typical captain's ship of the same level; the multipliers show how tough and how hard-hitting a kind is against that yardstick.
Flees: Merchants never attack; when hit they try to get away.
Fights back: Navy ships, icebreakers and magma galleons don't start a fight, but come after you once you fire on them.
Aggressive: Pirates, raiders and the like come at any captain inside the listed distance. They leave ships in the harbor and ships under a shield alone.
The gold and XP listed are for a level-1 ship. Gold grows by 30% a level (×2.2 at level 5, ×6.7 at level 20) and floats where the ship sank, give or take 20%.
The crystal column is the average a sinking drops: the fraction is the chance of one more, and every ship has a further 3% chance.
Ships more than 3 levels below you give 12% less experience for each further level (never under 25%). Past level 10 your share of experience also slows: Levels and experience