Don Q - Guidelines

Category: seven seas

Seven Seas Weather

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Weather Conditions

The island will have its own weather and can change on the same day.

Weather conditions provide different strengths and weaknesses for leaders. These effects are determined by the weather on the island where the Leader’s Turf is located.

Weather is divided into 3 types:
– Regular weather: includes sunny, cloud and overcast, which lasts 1 day. These types of weather provide buffs with no negative effects. Leaders can also gain additional regular weather buffs by studying weather tech or purchasing weather privileges.

– Special weather: includes rain, snow and fog. which lasts 1 day. These types of weather provide buffs with both positive and negative effects. Leaders can also gain additional regular weather buffs by studying weather tech or purchasing weather privileges. Special weather becomes availablke when the level 1 security base is unlocked.

– Extreme weather: includes thunderstorms, hurricanes and blizzards, which lasts 2 hours. They temporarily replace any regular or special weather when they appear. Extreme weather provides small buffs and significant negative buff effects. Extreme weather is rare and becomes available when the level 2 security base is unlocked. The island can experience extreme weather once per day.

Leaders can use the event’s weather forecast feature to follow the weather situations for the next day.

Weather Conditions – policies

Policies are powerful effects leaders can use daily. They are divided into personal and city policies.

Personal policies:
Used by leaders personally, each weather policy is independent and does not share cooldowns. Leaders’ turf must be on the island to use the weather policy. If leaders leave the island, the policy will become ineffective and enter cooldown.

City policies:
only official members can use them. There are two city policies for each weather type. Only one city policy weather type can be activated daily on the island.

City policy activation conditions:
The city must be connected to the island. Some policies require the initiator to send ops for it to be effective. Other can be activated without official members being on the island.

Only Special and Extreme weather have policies useable by leaders.

Weather Policies

  • Rain
    • Deadly Floods (City policy)
      Designates a lookout tower/building to reduce the attack and defense of all enemies for a period of time
    • Torrent Strike (City policy)
      For a period of time, no lookout towers can be placed around the designated enemy tower, and construction speed is greatly reduced.
    • Smooth Sailing (Personal policy)
      While active, increases ops speed on the island and provides additional, special benefits to the rain city policy. The effects will be lost after leaving the island
  • Snow
    • Zero Meltdown (City policy)
      All allied active lookout towers on the island auto-recover durability for a period of time.
    • Icy Hills (City policy)
      Adds a frost mark to an enemy lookout tower. Breaking it while it is active will deal damage to the next lookout tower and its guards.
    • Winter Wars (Personal policy)
      While active, battles on the island increase your crew’s revival ratio. The effect will be lost after leaving the island.
  • Fog
    • Death Mirage (City policy)
      Creates an imaginary lookout tower on the island at no cost (with basic functions) that will be converted into a normal lookout tower if no enemy captures for a certain time. If converted, it will not count towards the normal lookout tower limit.
    • Shadow Ambush (City policy)
      Temporarily shrouds your island’s buildings/lookout towers in a fog. When enemies attack in the fog, there is a chance their attacks will be weakened, and your crew will have chance of having their attack increased.
    • Misty Assault (Personal policy)
      While active, you can launch a sneak attack on the island, but there may be a slight decrease or a great increase in your crew attack.

Seven Seas

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How to obtain personal points in the Seven Seas event

  • Defeating Mercenaries (limit: 2.000 points / day)
    • Lv. 1: 5 points
    • Lv. 2: 10 points
    • Lv. 3: 15 points
    • Lv. 4: 20 points
  • Defeating Pirate Portées (limit: 20 Portées / day)
    • Lv. 1: 10 points
    • Lv. 2: 20 points
    • Lv. 3: 30 points
    • Lv. 4: 40 points
    • Lv. 5: 50 points
  • Maritime Trades (available after chapter 1 ends)
  • Kill Ranking
    • Points from kills in SC Core Vault are doubled.
    • No points are rewarded for killing Sailor and Tactical Privateers
  • War Day Contest
  • Island Daily Kill Settlement
  • Lighthouses event
  • Island Recon Operation
  • Jet Ski Racing
  • Battles fought at neutral buildings give extra kill points

Reward for acquiring 80.000 personal points.

Trading Ports

Upon unlocking the trading ports, leaders can send ops there for Ship Repairs. After that, Maritime Trade can be unlocked at the Council Hall.

Lookout Towers

Build lookout towers to reach Security Base, Neutral Buildings and more. Once you occupy one neutral building, adjacent neutral buildings can also be occupied.

HQ Fortress

If your city occupies a neutral building that’s adjacent to the HQ Fortress, you can attack HQ Fortress, occupy it then proclaim the domain. Proclaiming a domain may take some time, but once it’s done, it will bring significant assets to your city.

Lv. 2 Security Base

Reach Security base through the lookout towers, after which the base will establish a connection with the next island’s base. When two security bases are in the same state, you can teleport your mansion to the island where the connected base resides.

In the storm islands, you can only send ops to the island where your mansion resides. You cannot send ops to other islands.

Goods

There are 4 types of goods. Textile, Artwork, Spice and Jewelry. To get these goods you have to attack in-season wandering pirates and in-season mercenaries. Goods can be gathered from first 20 NPCs.

Maritime Trades (permalink)

Trading ports unlock after first chapter ends (a day after season map opens).
Once it’s unlocked, you have to repair 3 ships by sending 3 ops to the port. It doesn’t matter how many troops you send (it’s recommended you send the fastest troop – a biker).

There are 3 different types of ships.

  • Merchant Ships
    • 60 minutes to repair it
  • Turret Ships
    • 90 minutes to repair it
  • Torpedo Ships
    • 120 minutes to repair it

Once any of your ships is repaired you unlock weapons (limit: 300 weapons at a time).

Once all your ships are repaired, you can send them to other ports where you can trade various goods.

Each island offers different goods for different prices. The price of goods on each island will change every 6 hours, and any ships dispatched before the change will trade according to the price when they began their trip.

When you select what island you want to go to, you will be asked whether you want to ship or pillage. For shipping you can use the merchant or turret ship, and for pillage you can use turret or torpedo ship.

Shipping

For shipping you have to add goods and weapons to the ship. Add maximum number of weapons to minimize the loss of goods if plundered.

IslandPersonal Points Gained
Small Island120 base points
*60 extra points
Average Island140 base points
*70 extra points
Advanced Island160 base points
*80 extra points
* extra points depend on how many coins you lose during the trip. If you don’t lose any, you get whole extra amount.

Pillaging

For pillaging you can only select number of weapons. It’s recommended to use maximum number of weapons if plundered.

IslandPersonal Points Gained
Small Island50 base points
*200 extra points
Average Island60 base points
*230 extra points
Advanced Island70 base points
*260 extra points
* extra points depend on how many coins you plunder during the trip. The more coins you plunder, the more extra points you get.

Plundering

The ratio of pirate coins acquired is based on the difference in the number of weapons on each ship. Each ship can be plundered up to 3 times. Transportation ships can only be plundered on the return course of a trip. If a ship on its return course has less than 20% of its pirate coin capacity, it will not be plundered again.

If you send your ships to plunder, they will look for other ships for 60/70/80 minutes. At the end they will bring some coins, depending on number of ships they will find, and you will also lose the weapons in the process.

Trip Time

For all 3 ships, complete trips to a Small Trading Port will take 60 minutes, trips to Average Trading Port will take 70 minutes, and trips to an Advanced Trading Port will take 80 minutes.

Fighting while travelling

If your ships gets attacked while shipping goods, you will fight them and both sides will lose some weapons and pirate coins.

Producing Weapons

When the amount of weapons owned is less than maximum capacity, weapons will automatically be produced: 1 weapon / minute, until it reaches maximum capacity again (300 weapons).

Pirate Coins

Pirate coins can be used in a pirate store.

ItemPrice [pirate coins]
10x Silver SC Card800
1x 10.000 Rum4.000
1x 50.000 Rum20.000
1x 150.000 Rum60.000
1x 500.000 Rum200.000
1x 10.000 Tobacco4.000
1x 50.000 Tobacco20.000
1x 150.000 Tobacco60.000
1x 500.000 Tobacco200.000
1x 100 Mastery EXP25.000
100x Medallion Certificate500
1x Single Quality
Medallion Chest
25.000
1x Single Quality
Medallion Chest II
50.000
1x Single Quality
Medallion Chest III
150.000
1x 1.500.000 Cargo6.250
1x 1.500.000 Cash6.250
1x 250.000 Arms6.250
1x 62.500 Metal6.250
1x 500.000 Cargo2.500
1x 500.000 Cash2.500
1x 80.000 Arms2.500
1x 20.000 Metal2.500
1x 8-Hr common speedup4.875
1x 1-Hr common speedup750
1x 5-min common speedup80
1x Lv. 2 Resource Supply Gift75

Maximum Capacity

ShipGoodsWeapons
Merchant Ship10-2040-110
Turret Ship5-1550-120
Torpedo Ship60-150

Island Recon Operation (perma link)

Drag a radar drop it on the squares and watch where the dot on the radar is. This tells you where the treasure is located relative to where you dropped the radar.

Lighthouse Event (permalink)

Three types of lighthouses

  • Harvest Lighthouse
  • Rally Lighthouse
  • Combat Lighthouse

Repairing the lighthouses will bring powerful buffs and blessing to your city. Each lighthouse has its own effect.

Leaders need to send their Ops to repair lighthouses, and by repairing they will produce durability. Lighthouses are upgradeable if the city’s durability meets the required conditions. However, the lighthouses are old and will wear out over time. The wear will reduce the lighthouse’s durability, and if city leaders want to keep the lighthouse buffs, they will need to maintain and repair the lighthouses.

Providing durability to lighthouses give silver SC cards (Lighthouse tasks).

LighthouseEffectWear Rate
Harvest LighthouseMaterial Development18.000 / hour
Rally LighthouseCrew Training18.000 / hour
Combat LighthouseBattle Advantages18.000 / hour

The lighthouses have 10 levels. First two levels offer no effects. Levels 3-7 offer active buffs, and levels 8-10 provide blessed skills to city leaders.

LevelHarvestRallyCombat
1
2
3+4%
gathering
speed
+2%
training
speed
+2%
crew
attack
4+8%
gathering
speed
+4%
training
speed
+4%
crew
attack
5+12%
gathering
speed
+6%
training
speed
+6%
crew
attack
6+16%
gathering
speed
+8%
training
speed
+8%
crew
attack
7+20%
gathering
speed
+10%
training
speed
+10%
crew
attack
8Harvest Blessing
Level 1
Rally Blessing
Level 1
Combat Blessing
Level 1
9Harvest Blessing
Level 2
Rally Blessing
Level 2
Combat Blessing
Level 2
10Harvest Blessing
Level 3
Rally Blessing
Level 3
Combat Blessing
Level 3

Blessings

  • Harvest Lighthouse Blessing benefits
    • The harvest Lighthouse surrounding area becomes a high-level material belt. (The higher the benefit level, the higher the probability of high-level material tiles).
  • Rally Lighthouse Blessing benefits
    • Rally lighthouse can recruit sailor privateers
  • Combat Lighthouse Blessing benefits
    • Combat lighthouse skill allows you to increase revival during battles.

Maintenance Stones

  • Maintenance stones can increase the lighthouse’s durability by 10.000.
  • When leaders need to use maintenance stones, they can send their ops to selected lighthouses with maintenance stones, and the durability will increase.
  • Maintenance stones are only obtainable in [Storm Islands] City Contest.

Eye of the Storm (permalink)

  • Event Intro
    • During the season, there will be 4 rounds of events. Each round lasts 7 days, divided into the warmup phase (1 day), registration phase (2 days), registry result phase (1 day), scramble phase (1 day), and showcase phase (1 day).
      • Warm-up phase
        • Lasts one day. Leaders can prepare for the impending battle and learn about the amazing rewards available.
      • Registration phase
        • Lasts 2 days. The Mayor or City Officials can register to participate in the selected Storm Sites’ Scramble. The registration time and location can be modified throughout this Phase. Up to 4 Cities can register for each Storm Site. Early registration is recommended. Leaders can only select 1 Storm Site during the registration phase of each round. The system will automatically select a Storm Site for Cities that fail to register during the registration phase.
      • Registration result phase
        • Lasts 1 day. Leaders can view their City’s final registration location and time, as well as the location of the Storm Site against the corresponding City Protection Area.
      • Scramble phase
        • Lasts 1 day and starts concurrently with War Day. Each Storm Site will be open to Scramble for 5 hours. Cities will only be considered to have successfully Occupied a Shipwreck when they manage to Occupy it for 2 hours, and the Storm Site will also be closed for Scramble. When the City successfully occupies the Shipwreck, the City Leaders who participated in the Storm Site Scramble this round will receive a reward. The City will also receive the occupation points corresponding to the Storm Site, which will be used to settle the City’s Objective Points at the end of the 4 rounds. If no City Occupied it for 2 hours, then the City with the longest occupation time in that storm site will be considered to have successfully occupied it. If no one participated in occupying the shipwreck then it will be deemed to be a neutral occupation.
      • Showcase phase
        • Lasts 2 days. Leaders can see the final results of the Scramble and the City Points earned for Occupying the Storm Site
  • Event Tasks
    • Tasks can only be completed by going to the corresponding registered Storm Site when the scramble period begins.
    • The tasks will be reset each time the event starts a new round.
  • Storm Sites
    • During each Scramble Phase, Leaders can obtain I free Teleport chance to the Storm Site they registered for. At the Storm Site, Leaders can participate in the Scramble without building a Lookout Tower. Once the Scramble is complete, Leaders at the Storm Site will be sent to their respective City’s Expedition Base.
    • At the Storm Site, Leaders who kill enemies will obtain additional War Day Contest Points.
    • Leaders can only participate in the Scramble by entering the Storm Site. There will be no communication between those in and out of the Storm Site.
    • Storm Sites have 4 corresponding City Protection Areas, which will protect Turfs from the attacks of other City Leaders. Other Leaders will also be unable to Teleport their Turf to a City Protection Area that does not correspond to them. Outside of Protection Areas, Leaders will be unable to use a Truce.
    • Different Storm Sites have different rewards, and successfully occupying them will also give different amounts of city points. The strength of storm site defenders will increase along with storm site occupation points.
  • Pirate Coves
    • The pirate cove will be in a new location with every scramble phase.
    • When the shipwreck has enemy forces, the pirate cove will send out pirate ops at set intervals to attack the wreckage.
    • The The pirate cove can be attacked. The city that successfully attacks the pirate cove will occupy it. It will periodically help the city attack enemy factions in the shipwreck.
    • After the pirate cove is occupied by a city, if there are no garrisoned crew members for 15 minutes, the cove will rebel and recover its neutral status and defending forces.
  • Event Rewards
    • Task reward: Obtain rewards after completing certain tasks during the scramble phase.
    • Occupation reward: when your city successfully occupies a storm site shipwreck building, leaders who participated in the round’s scramble will receive an occupation reward.
    • City points reward: City points will be calculated after 4 rounds of the event. During the 4 rounds, cities will receive points for occupying storm sites. Rewards will be sent based on the total score after the 4 rounds are completed.

Location of the event

Buildings that provide City Points (permalink)

Listed buildings are located in these areas.

  • Regular Moturiti Base Fortress – 5 city points per minute
  • Regular Moturiti Shipwreck – 5 city points per minute
  • Regular Moturiti Pirate League – 5 city points per minute
  • Advanced Tangaloo Base Fortress – 5 city points per minute
  • Advanced Tangaloo Shipwreck – 5 city points per minute

Special Skills (permalink)

Off-Radar Assault

After activation, increases crew damage by 50%, and prevents next solo attack from appearing on the target’s radar, with ops trail only visible to you.

Dying Revenge

After activation, enter a Death Keeper state, where for 30 minutes, the souls of all your lost crew will be collected to form a team at the end of this state. This team can be used to initiate one solo attack on an enemy turf.

Hostile Treasury

After activation, locate a nearby rival mercenary (reaches your turf in 5 minutes) that will give random season materials equivalent to the highest-leveled resource tile if fended off.

Long Shot

After activation, get a +100% gathering, crew training or healing speed buff lasting 1 hour, or a -20% cost buff on your next researched island contract (these buffs only take effect in seven seas.)

Two-Edged Returns

Doubles mercenary/wandering pirate ops damage, their energy cost, and drop reward for 2 hours (each attack is counted 2 times).

Territorial Motion

After activation, the max travel time of all ops within the range of lookout towers will be 5 minutes for 30 minutes (if activated with “total roadblock” skill, the latter activated one will override the first.)

Overkill Spree

After activation, increases overkill ratio of your clan member, when attacking with a 9×9 area around your turf by 5% for 1 hour.

Early Warning Radar

For 15 minutes after skill activation, have the detection level of clan members’ radar max out while rendering enemies’ stealth operation invalid and can effectively counter off the off-radar assault skill.

Banishment

After skill activation, make the picked clan member unable to attack others or be attacked for 1 hour (this skill will cause the disbanding of any raid they participate in and send back any crew garrisoned outside.)

Siege Team

For 5 minutes after skill activation, the clan members’ attack on defenders of lookout towers and neutral buildings will ignore 25% of their defense and lower their own crew’s defense by 25%

Cunning Smuggler

For 30 minutes after skill activation, boost the season material gained by clan members via gathering (after returning to turf) by 25%.

High-Speed SUV

For 30-mins after skill activation boost the gathering speed and ops speed of clan members by 50%.

Engineering Master

For 30 minutes after skill activation, boost the construction speed of clan lookout towers by 100% (this speed my be affected if the skill user exits the lookout tower.)

Artillery Suppression

After skill activation, deal damage to 10% of the crew garrisoned in the picked enemy lookout tower (its region must be connected to your faction) after a 5-min countdown.

Total Roadblock

For 2 hours after skill activation, drastically reduce the ops speed of the picked leader turf (the latter activated skill will override the first if this skill is activated with the “territorial motion” one.)

Mega Bomb

For 30 minutes after skill activation, the clan members’ next single attack victory on an enemy turf will force its current location and restricted from returning there or its surrounding 9×9 area for 24 hours.

Charge Together

For 1 hour after skill activation, boost the damage stat of any clan member within a 9×9 radius of the picked clan member’s turf by 100%.

Emergency Recruitment

After skill activation, remove all negative skill effects on the picked clan member and make them invulnerable to those effects for 12 hours.

Assault Medic Aid

For 1 hour after skill activation boost the overkill ratio of any clan member within 9×9 radius of the picked clan member’s turf by 5%.

Weather Conditions

For more info about seven seas weather conditions, click here.