====== Pirate Dungeon ====== The **Pirate Dungeon** pits you against jungle creatures, cursed sailors, and pirates before a multi-stage captain battle that moves from **Mad Captain Forky** to **Captain Redbeard**. ===== Preparation ===== * Expect melee bursts, projectiles, pulls, knockback, poison, and severe slowing effects. * [[dungeon_provisions|Antidotes]] help with Poison, not nausea, stuns, direct damage, or every curse. * Keep room for [[dungeon_loot|hotbar-restricted loot]] and avoid treating nearby water as automatically safe: some areas damage players standing in water. ===== Creature and Pirate Roster ===== Health below is base health and can increase with difficulty. ^ Enemy ^ Base health ^ Skills and hazards ^ | Lost Sailor | 100 | Short-range slash with a sweep sound. | | Poisonous Frog | 40 | Close-range Poison or Nausea attacks also throw the player. | | Ancient Worm | 30 | Burrows when wounded, leaving dirt/sound cues, then erupts with nearby damage and displacement. | | Jungle Spider | 100 | Cobweb projectile applies Slowness. | | Jungle Cave Spider | 100 | Its projectile applies Poison rather than the ordinary Jungle Spider's slow. | | Cursed Spearman | 100 | Visible spear projectile with high direct damage and knockback. | | Cursed Archer | 100 | Projectile attack with a ranged weapon sound. | | Pirate Guard | 350 | Strong melee attacks with particle and sound cues. | | Pirate | 100 | Two close-range slashes and a lunge toward distant targets. | | Undead Pirate | 100 | Uses the pirate attack sequence; also summoned by the Dark Nymph. | | Undead Quartermaster | 100 | Throws assorted object projectiles that deal damage and knock the target away/upward. | | Pirate Lord | 250 | Announces a pull followed by a heavy sweep; its greed curse applies a strong slow. | | Dark Nymph | 400 | Summons four Undead Pirates, initially stays still, and changes movement as summons die. Fires soul missiles at selected players. | | Mermaid of Lagoon Island | 100 | Distance-based Slowness, Darkness, and Weakness; can briefly stun with a message. | ===== Regular Encounter Cues ===== * Move away from the Ancient Worm's dirt trail and likely eruption point; the emergence has an area follow-up. * Avoid spear and web projectile lines rather than relying on Antidote to negate their direct damage or slow. * The Pirate Lord's pull message and particle line warn of a delayed heavy sweep. Its greed slow makes retreat harder. * Watch new Nymph summons and incoming soul missiles. * React to Mermaid debuff/stun messages. Antidote does not cover those effects. ===== Mad Captain Forky ===== **Mad Captain Forky** starts at **1,000 base health**. His attack set changes as his health falls. ^ Phase ^ What happens ^ Visible cues ^ | Opening | Cutlass combat, pirate summons, leap/lunge slash attacks. | Blue slash shapes and the captain's leaps. | | Pull and multi-slash phase | Undead Pirate summons, a pull beam toward a far player, and multi-slash movement. | Cloud/beacon-like beam effects and the no-escape callout. | | Renewed melee | Faster melee movement and continued pressure. | The change in movement and continued melee attacks. | | Lifesteal phase | Returns toward his starting position and uses an aura/beam sequence that can drain player health and heal him. | Expanding detection rings, soul/electric-spark beams, and sounds. | | Transition | Becomes damage-immune and performs a soul-tornado/levitation sequence, then summons Captain Redbeard. | The stopped combat movement, tornado effects, and dialogue. | **Forky's transition is not the end of the battle.** Stay ready for Captain Redbeard rather than treating the tornado sequence as a victory. ===== Captain Redbeard ===== **Captain Redbeard** starts at **1,200 base health** and replaces Forky as the fight continues. ^ Phase ^ What happens ^ Visible cues and hazards ^ | Swordfighting | Multi-hit melee sequence with lunges and knockback. | Crit/sweep effects and weapon sounds; remaining in range exposes you to follow-ups. | | Barrels | Throws explosive barrels toward selected players. | Smoking/flaming fuse; nearby blast damage and knockback when struck. The explosion can also damage the captain. | | Wind and compass | A wind sequence with temporary invulnerability, slowing/knockback effects, then a compass-guided teleport strike. | Wind rings, fog and sounds, followed by compass direction callouts and a teleport hit. | | Rum | Throws lingering bottles and creates normal or fire rum pools. | Pools slow nearby players and can spread ignition. They also remove Resistance, Fire Resistance, and Regeneration. | Move out of lit barrel and rum-pool areas, avoid beam/slash paths, and use transition cues to reposition. **Do not rely on Fire Resistance remaining active inside rum pools.** Phase timings depend on the fight's progress, not a fixed stopwatch rotation. ===== Treasure ===== **Cursed Coin** is a Pirate material reward available from tier 2, with a dungeon stack limit of 4. Despite its name, it redeems into a material item rather than automatically paying money. Other treasure follows [[dungeon_loot|the shared loot rules]]. ===== Related Pages ===== * [[dungeons|Dungeons]] * [[dungeon_provisions|Provisions and Treasure Chests]] * [[dungeon_loot|Loot, Heirlooms, and Inventory]] * [[blood_dungeon|Blood Cult Encounters]]