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Sailor
May 22, 2026 at 12:00 PM
Added a Danger Level section and a Faction Use section explaining the insignia turn-ins, plus extra wikilinks
Sailor is a generic low-tier hostile humanoid in Windrose, a pirate deckhand encountered on enemy ships and inside small camps in the early-game biomes. Sailors are the basic mob most newcomers fight first, and the drops are correspondingly modest.
Defeating a Sailor rolls drops from the table below.
Drop | Quantity |
|---|---|
1 | |
1 | |
1 to 2 | |
1 | |
1 |
Spawns on small enemy ships at sea and inside the smaller pirate camps in the Coastal Jungle. The Insignias they drop are turn-in items for raising reputation with one of the four major factions, so a session of clearing pirate camps doubles as faction grinding.
Sailors usually fight in groups of two or three. Pulling them one at a time with a ranged weapon is safer than charging the whole patrol.
Save the Newhand Insignia and Deckhand Insignia for the faction the player wants to rank up. Trading both at once gives the largest reputation jump.
Sailors are among the weakest hostile humanoids in the game and pose little threat one on one. The real risk is being swarmed: they patrol in groups of two or three near enemy ships and camps, and a careless pull can stack their hits. Their drops are modest, so they are valuable mainly as a steady early source of Homemade Gunpowder and faction Insignias rather than for rare loot.
The Newhand Insignia and Deckhand Insignia Sailors drop are turn-in items for Faction Reputation. Clearing the smaller pirate camps in the Coastal Jungle therefore doubles as reputation farming for whichever of the four factions you are trying to rank up.
Sailor is most useful as part of a route that also covers nearby enemies, resources, or points of interest. Check the drops table before farming it directly, then follow the linked creature-family, biome, and material pages to decide whether the same route covers other needed materials.