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Cannons
April 24, 2026 at 01:17 AM
Expanded article with caliber and hull compatibility table, full modification line effect descriptions, complete 12-variant catalog, crafting recipes at all three Shipwright's Workshop tiers for both baseline and modded cannons, full plans vendor table, Tumbaga ascension matrix, Weak Spot mechanic, ammunition pairing, wave and arc physics, naval tactics and Grog synergy, ship-specific loadout recommendations, and boarding workflow.
Cannons are the primary ship weapon in Windrose, mounted in each hull's cannon slot and crafted at the Shipwright's Workshop. Every cannon comes in three calibers (12-Pounders, 24-Pounders, and 36-Pounders) with three modification lines (Tempered, Perfectly Ordered, and Devastating). Each modded cannon has a Rare base tier that can be ascended to Epic using Tumbaga Ingot. This page indexes all twelve canonical variants, explains when each one shines, and documents the crafting recipes, plan vendors, ascension costs, and ship loadout picks for Naval Combat.
Cannons use four combat stats. ATK is a hidden base multiplier shared across every cannon at 380 at max rank. Damage is the per-volley number and scales with caliber: 1,500 for 12-Pounders, 2,000 for 24-Pounders, and 2,500 for 36-Pounders. Reload Time ranges from 11 seconds (12-Pounder baseline) up to 16 seconds (36-Pounder Tempered and Perfectly Ordered). Range and Accuracy ranks are ordinal (B, A, S) and are mostly B or A on lighter calibers. The 36-Pounders: Tempered is the only variant that reaches S rank in both.
Effective cannon range in the live build is approximately 185 meters for a straight shot. Heavier calibers hit harder per volley but reload slower and cost more to craft. Each hull class has specific slots that only accept certain calibers, so you cannot simply bolt 36-pounders onto every ship. A Ketch is locked to three 12-pound slots; a standard Frigate carries a mix of 12-pound and 24-pound guns; only the Blackbeard Frigate accepts 36-pound guns at all.
Caliber | Damage | Base Reload | Fits Hulls |
|---|---|---|---|
1,500 | 11s | Brig, Frigate, Ketch, plus every Brethren and Blackbeard faction hull of all three classes | |
2,000 | 13s | Frigate, Brethren Frigate, Blackbeard Brig, Blackbeard Frigate, Blackbeard Ketch | |
2,500 | 14s | Blackbeard Frigate only |
Uncommon baseline cannons have no special effect and are strictly for filling slots when you have not yet unlocked a modded plan. Every modded line comes as Rare by default and can be ascended to Epic. The Epic bonus stacks with the Rare effect; it does not replace it, so an Epic modded cannon is always strictly better than its Rare equivalent once the Tumbaga Ingot cost is paid.
Modification | Rare Effect | Epic Bonus (Ascended) | When to Use |
|---|---|---|---|
Tempered | After reloading, waiting 6 seconds before firing increases the next volley's Damage by 40%. | Hitting a Weak Spot deals 20% bonus Damage. | Patient broadsides. Disciplined crews that can hold fire to land the +40% volley, or Blackbeard Frigate skirmishes where the S-rank range lets you open from maximum standoff. |
Devastating | Hitting a target with more than 50% of a volley applies Raked for 25 seconds. All Damage dealt to affected targets is increased by 10%. Stacks up to 3 times. | Reload speed increased by 15%. | Sustained broadsides against high-HP targets like Brethren Brigs, Brethren Frigates, and Blackbeard boss encounters. The reload bonus helps maintain the stack uptime. |
Perfectly Ordered | After reloading, hitting an enemy within 4 seconds increases reloading speed by 30% for 22 seconds. | Aiming speed increased by 30%. | Hulls with stable reload cadence that can chain hits for the rolling reload-speed buff. Strong default pick on Ketch and Brig because the 30% aim-speed ascension helps swing the view between targets on smaller hulls. |
All twelve canonical variants, with their verified stats from the Rare or Uncommon tier. Epic tier shares the same Damage, Reload, Range, and Accuracy numbers as Rare; only the effect text grows.
Cannon | Rarity | Damage | Reload | Range | Accuracy | Effect |
|---|---|---|---|---|---|---|
Uncommon | 1500 | 11s | A | B | No effect. Baseline cannon. | |
Rare / Epic | 1500 | 12s | A | A | Wait 6s after reload for +40% Damage on next volley. Epic: +20% Weak Spot damage. | |
Rare / Epic | 1500 | 12s | A | B | 50%+ volley hit applies Raked for 25s, +10% damage taken, stacks x3. Epic: +15% reload speed. | |
Rare / Epic | 1500 | 13s | B | B | Hit within 4s of reload grants +30% reload speed for 22s. Epic: +30% aim speed. | |
Uncommon | 2000 | 13s | B | B | No effect. Baseline cannon. | |
Rare / Epic | 2000 | 14s | A | A | Wait 6s after reload for +40% Damage on next volley. Epic: +20% Weak Spot damage. | |
Rare / Epic | 2000 | 13s | B | B | 50%+ volley hit applies Raked for 25s, +10% damage taken, stacks x3. Epic: +15% reload speed. | |
Rare / Epic | 2000 | 14s | B | B | Hit within 4s of reload grants +30% reload speed for 22s. Epic: +30% aim speed. | |
Uncommon | 2500 | 14s | A | B | No effect. Baseline cannon. | |
Rare / Epic | 2500 | 16s | S | S | Wait 6s after reload for +40% Damage on next volley. Epic: +20% Weak Spot damage. | |
Rare / Epic | 2500 | 15s | A | A | 50%+ volley hit applies Raked for 25s, +10% damage taken, stacks x3. Epic: +15% reload speed. | |
Rare / Epic | 2500 | 16s | A | B | Hit within 4s of reload grants +30% reload speed for 22s. Epic: +30% aim speed. |
Every Rare modded cannon requires a corresponding plan (recipe paper) to unlock the crafting recipe. All nine modded plans drop from the same NPC: the Rogue Buccaneers Provisioner at ascending reputation tiers. 12-pound plans unlock at Rep Level 2 for 300 Piastre each. 24-pound plans unlock at Rep Level 3 for 400 Piastre each. 36-pound plans unlock at Rep Level 4 for 500 Piastre each. Plans are consumed on use, but one copy unlocks the recipe permanently, so you never need to buy the same plan twice.
Plan | Cannon Unlocked | Vendor Tier | Price |
|---|---|---|---|
Plans: Tempered 12-Pounders | Rogue Buccaneers Provisioner, Rep Level 2 | Piastre x300 | |
Plans: Perfectly Ordered 12-Pounders | Rogue Buccaneers Provisioner, Rep Level 2 | Piastre x300 | |
Plans: Devastating 12-Pounders | Rogue Buccaneers Provisioner, Rep Level 2 | Piastre x300 | |
Plans: Tempered 24-Pounders | Rogue Buccaneers Provisioner, Rep Level 3 | Piastre x400 | |
Plans: Perfectly Ordered 24-Pounders | Rogue Buccaneers Provisioner, Rep Level 3 | Piastre x400 | |
Plans: Devastating 24-Pounders | Rogue Buccaneers Provisioner, Rep Level 3 | Piastre x400 | |
Plans: Tempered 36-Pounders | Rogue Buccaneers Provisioner, Rep Level 4 | Piastre x500 | |
Plans: Perfectly Ordered 36-Pounders | Rogue Buccaneers Provisioner, Rep Level 4 | Piastre x500 | |
Plans: Devastating 36-Pounders | Rogue Buccaneers Provisioner, Rep Level 4 | Piastre x500 |
The three Uncommon baseline cannons (12-Pounders, 24-Pounders, and 36-Pounders) do not require any plan. They are learned automatically once the Shipwright's Workshop is built, which is why they are the fallback option whenever you outfit a new hull before farming reputation.
Every cannon is crafted at the Shipwright's Workshop. The recipe changes with station tier: each upgrade unlocks access to the next material pipeline while the old recipe stays available. Craft time is 1 second at every tier, meaning output is effectively batchable at 60 per minute. The station itself needs 15 Wood, 10 Coarse Fabric, and 5 Copper Ingot to build, and it must sit under a roof within bonfire range.
Caliber | Station Tier 1 | Station Tier 6 | Station Tier 11 |
|---|---|---|---|
Copper Ingot x10, Wood x10 | Foothills Iron Ingot x10, Timber x4 | Mire Metal Ingot x10, Tarred Planks x5, Shipwright's Tools x2 | |
Copper Ingot x15, Wood x15 | Foothills Iron Ingot x15, Timber x6 | Mire Metal Ingot x15, Tarred Planks x7, Shipwright's Tools x3 | |
Copper Ingot x20, Wood x20 | Foothills Iron Ingot x20, Timber x8 | Mire Metal Ingot x20, Tarred Planks x10, Shipwright's Tools x4 |
All three modifications of a given caliber share the same ingredient list. The only difference from the Uncommon base recipe is that modded versions use Wooden Plank instead of raw Wood at Tier 1 and gain a Shipwright's Tools requirement at Tier 6.
Caliber (Modded) | Station Tier 1 | Station Tier 6 | Station Tier 11 |
|---|---|---|---|
12-pound (any modification) | Copper Ingot x10, Wooden Plank x5 | Foothills Iron Ingot x10, Timber x4, Shipwright's Tools x2 | Mire Metal Ingot x10, Tarred Planks x5, Shipwright's Tools x2 |
24-pound (any modification) | Copper Ingot x15, Wooden Plank x7 | Foothills Iron Ingot x15, Timber x6, Shipwright's Tools x3 | Mire Metal Ingot x15, Tarred Planks x7, Shipwright's Tools x3 |
36-pound (any modification) | Copper Ingot x20, Wooden Plank x10 | Foothills Iron Ingot x20, Timber x8, Shipwright's Tools x4 | Mire Metal Ingot x20, Tarred Planks x10, Shipwright's Tools x4 |
Every Rare cannon variant ascends to Epic at the Shipwright's Workshop by combining the base Rare cannon with Tumbaga Ingot. The Tumbaga requirement scales with caliber and is identical across modifications: 7 ingots for any 12-pound variant, 8 for any 24-pound, and 9 for any 36-pound. Ascending keeps the Rare-tier effect active and layers the Epic-only bonus on top, so the Epic cannon is strictly better once the ingots are available.
Caliber | Tumbaga Cost | Tempered Epic Bonus | Devastating Epic Bonus | Perfectly Ordered Epic Bonus |
|---|---|---|---|---|
+20% Weak Spot damage | +15% reload speed | +30% aiming speed | ||
+20% Weak Spot damage | +15% reload speed | +30% aiming speed | ||
+20% Weak Spot damage | +15% reload speed | +30% aiming speed |
Tumbaga Ingots come exclusively from chests tied to Blackbeard Treasure Maps. Each treasure chest typically contains three ingots. The maps drop from named encounters and boss-tier enemies in Blackbeard's fleet. Because Tumbaga is scarce and competes with every other Rare weapon and piece of gear you might want to ascend, most captains ascend their ship's primary caliber first and leave secondaries at Rare.
Every enemy ship has a weak spot on its stern, directly below the wheelhouse. Hitting this spot registers a critical hit and scales with the Tempered Epic bonus for a straight +20% damage. The stern is also the blind angle of the target: ship cannons are broadside weapons, and very few enemy hulls carry rear-facing guns, so a captain who can maintain a position behind the enemy's stern fires freely while receiving almost no return damage.
Practical weak-spot engagement looks like: slow to three-quarters sail to tighten the turn radius, angle diagonally across the target's wake, fire the aft-side broadside into the stern, then break off before the target swings its own broadside around. Tempered Epic cannons are built around this loop. The Rare-tier +40% buff for holding fire for 6 seconds stacks multiplicatively with the Epic-tier +20% Weak Spot bonus, which is why Tempered on a Blackbeard Frigate with S-rank range is the highest single-volley damage configuration in the game.
Cannons alternate between two ammunition types during combat. Standard Cannonballs are selected with the 1 key and deal raw hull damage. Chain Shot is selected with the 2 key and shreds sails and masts, applying a speed and turn-rate debuff rather than hull damage. Neither round is consumable: ammunition is effectively infinite in combat. The finite cost is the cannon itself (unlocked via plans) and the reload timing, not the shot.
The standard workflow on a hauler farm is: open with five or six chain-shot volleys to strip the target's sails, switch to cannonballs, beat the hull down to the disabled state, and stop firing the moment the Boarding Combat prompt appears. Continuing to fire cannonballs after the prompt sinks the ship and loses the cargo. Against escort patrols that do not carry loot worth boarding, standard cannonballs finish them faster; save chain shot for anything that might try to flee.
Cannon fire is physics-based, not stat-based, which means it interacts with the ocean. Waves physically block cannon shots: when a large swell rises between your hull and the target, the volley hits the wave crest instead of the enemy. Greater distance and higher tides make this worse, which is one reason why closing range matters as much as aligning broadsides.
Cannonballs also travel in a natural arc. Aiming at the visual center of a distant target overshoots, so the community convention is to aim slightly lower than center and let the arc land on the waterline. Right-click shows a white trajectory arc that turns red when the line crosses the target, which is the fastest way to judge lead and drop on a moving enemy. Time broadsides for the moment your own hull peaks on a wave rather than when it troughs, or shots will plow into the water a few meters short of the target.
Cannon effects stack with every active Naval Tactics buff and with Grog crew drinks. Notable pairings:
Broken Rhythm reduces enemy damage and reload speed by 20%, which widens the window to stack Raked on a Devastating loadout.
Gunroom Grog gives a flat -15% reload time for 30 minutes per brew. It multiplies with the Perfectly Ordered +30% reload buff, turning the 12-pound reload cycle from 13s into roughly 8s during the buff window.
Stretch the Supply extends Grog duration by 200%, which is the difference between a single fight on Grog and a full patrol route on Grog. Strong pick on any cannon build that relies on reload or Weak Spot cadence.
Hull Bracing: Keelhold keeps repair kits active while taking damage, which matters during broadside duels where the Devastating Raked stack keeps the target pinned.
There is no universal best cannon. The right pick depends on the hull, the typical engagement, and which plans you have already unlocked. The table below covers the community-converged loadouts for every hull that exists in the launch build.
Ship Class | Cannon Slots | Recommended Loadout | Reasoning |
|---|---|---|---|
3 (12-pound only) | A nimble starter hull cannot waste reload cycles. The rolling +30% reload bonus pays off every time the small 12-pound volley actually lands. | ||
12-pound battery | 12-Pounders: Perfectly Ordered for sustained DPS, or 12-Pounders: Devastating for boss hunts | The Brig is the workhorse PvE hull. Perfectly Ordered shines for patrol and trade-route work. Devastating is the pick when you expect a long, high-HP duel. | |
Can upgrade to 24-pound slots | Swapping to the 24-pound option is the main reason to grind the Blackbeard Brig. Perfectly Ordered keeps the heavier reload cycle from stalling. | ||
Mixed 12- and 24-pound slots | 24-Pounders: Devastating on the main battery; 12-pound Devastating on secondaries | Frigates want stack maintenance across both decks. The reload synergy between Rare Raked uptime and Epic +15% reload keeps three stacks live during long brawls. | |
Heavy Brethren-themed hull | Brethren hulls reward raw durability. Raked stacks multiply their long-fight damage advantage. | ||
Only hull that mounts 36-pound slots | 36-Pounders: Devastating main battery; swap a row to 36-Pounders: Tempered for long-range opens | The endgame PvE cannon. 2,500 base damage per volley plus the Devastating Raked stack is the highest theoretical broadside DPS in the game. Tempered's unique S/S range and accuracy matters on specific engagements where you need to land a single crushing opening volley before the target closes. |
Uncommon baseline cannons are not wasted. They are still the correct fallback on a new hull or when you are rebuilding a fleet after a wipe. A Ketch with three baseline 12-Pounders can clear any patrol tier up through mid-game; the upgrade to Perfectly Ordered is a convenience buff, not a requirement.
Cannons and boarding are paired systems. Cannons exist to bring a target into boarding range. Over-firing cannons after the Boarding Combat prompt appears sinks the ship and loses the cargo, which is why the single most common early-game mistake is continuing standard cannonball fire past the disabled state. The full loop looks like:
Use Chain Shot to disable the target's sails and prevent escape.
Switch to Cannonballs and drop the hull to the disabled state.
Stop firing the moment the boarding prompt appears above the target.
Press Space to initiate the Boarding Combat sequence.
After the board, repair at a Wharf if the cannon row took hits, and refit from the Shipwright's Workshop if any cannons were destroyed.
Ships: the hulls that mount cannons
Naval Combat: broader combat system, controls, and wave mechanics
Ship Plans: overview of every ship-related recipe paper
Shipwright's Workshop: primary crafting station for cannons and fittings
Ship Customization: pairing cannons with hulls, hull mods, and tactics
Naval Tactics: combat buffs that stack with cannon effects
Rogue Buccaneers: faction whose Provisioner sells every modded plan
Tumbaga Ingot: weapon ascension material used for Rare-to-Epic upgrades
Cannonballs: standard ship ammunition
Chain Shot: sail-targeting ammunition
Boarding Combat: the loot path that cannons set up
Wharf: where cannons are equipped, repaired, and removed