Tidebreaker has three seas. Each is split into three rings of water round its harbor: the further out, the stronger the ships and the bigger the loot. The next sea is reached through the whirlpool in the north.

Emerald Isles Lv 1+
Every captain starts here. Merchants, pirates and navy ships; raiders and the Ghost Ship in the outer waters. Captains cannot fire on each other.

Northern Ice Sea Lv 20+
From level 20. Frost raiders, longships and icebreakers; the Frost Keep and the Ice Dragon. Outside the harbor waters captains may attack each other.

Fire Isles Lv 35+
From level 35. Ash corsairs, fireships and magma galleons; the Ember Keep and the Magma Kraken. The richest loot and the hardest fights.
The seas at a glance#
| Sea | From level | Captain fights | Sea monster | Fort | Ship levels |
|---|---|---|---|---|---|
| Emerald Isles | 1 | None | Kraken | — | 1–20 |
| Northern Ice Sea | 20 | Yes (outside the harbor waters) | Ice Dragon | Frost Keep | 20–36 |
| Fire Isles | 35 | Yes (outside the harbor waters) | Magma Kraken | Ember Keep | 35–50 |
Zones and their ships#
Distance is measured from the harbor's centre. The shares are the chance a ship rising in that zone is of each kind.
| Zone | From the harbor | Level | Ships at once | Ships |
|---|---|---|---|---|
| Calm Waters (Emerald Isles) | 650–1,400 px | 1–3 | 10 | Merchant 60%, Pirate 40% |
| Pirate Strait (Emerald Isles) | 1,400–2,400 px | 4–9 | 12 | Merchant 22%, Pirate 44%, Navy 33% |
| Cursed Sea (Emerald Isles) | 2,400+ px | 10–20 | 12 | Navy 25%, Corsair 50%, Ghost Ship 25% |
| Glacier Shore (Northern Ice Sea) | 650–1,400 px | 20–24 | 11 | Frost Raider 71%, Icebreaker 29% |
| Snow Strait (Northern Ice Sea) | 1,400–2,400 px | 24–30 | 12 | Northern Longship 44%, Frost Raider 33%, Icebreaker 22% |
| Frozen Deep (Northern Ice Sea) | 2,400+ px | 30–36 | 12 | Northern Longship 57%, Icebreaker 43% |
| Ash Shores (Fire Isles) | 650–1,400 px | 35–40 | 11 | Ash Corsair 83%, Magma Galleon 17% |
| Magma Strait (Fire Isles) | 1,400–2,400 px | 39–45 | 12 | Fireship 44%, Ash Corsair 33%, Magma Galleon 22% |
| Dragon's Cauldron (Fire Isles) | 2,400+ px | 44–50 | 12 | Magma Galleon 50%, Fireship 50% |
Whirlpools: sailing between seas#
- In the north of each sea, past the outer waters, lies a whirlpool: sail into it and you reach the next sea. You first reach a sea only through its whirlpool, and your level must be high enough.
- Every sea after the first has a return whirlpool in the south that takes you back to the sea before.
- A whirlpool won't take you if you traded fire with another captain in the last 15 seconds: nobody dives out of a fight.
- A sea you have found can later be sailed to straight from the sea chart in the harbor.
Fights between captains#
In the Emerald Isles captains cannot hurt each other. In the Northern Ice Sea and the Fire Isles, outside the harbor waters (further than 650 px from the harbor) captains may attack each other; both ships must be in those waters. Fleet mates never fire on each other.
