Hunting the Beasts of the Zee (Guide)
Mid Zailing Content |
Once you have a Ship, you may begin hunting the Beasts of the Zee. One of the beasts requires 16, others have requirements and rely on world qualities as well. As these destinations aren't docks, they will not reset . Every completed hunt will increase your by 1. For more information on reaching the locations, see Zailing (Guide).
Zee Beasts[edit]
Below is a cheat sheet for hunting quarries via Hunting the Beasts of the Zee.
Many of these hunts can only be done with the proper Living World Events.
Target | Zee Location | Requirements | + | Rewards | Value ( ) | |
---|---|---|---|---|---|---|
110 | Narrow 5 | N/A | ||||
111-209[1] | 8-13 | 19.39-53.91[2] | ||||
5 | 175 | 11 | 32 | |||
210? | 8 | Up to 45 | ||||
220? | 10 | Up to 45 | ||||
220 | 11 | 36.40 to 60.00 | ||||
165 | 12 | 50.22 to 62.19 |
Hunting a Creature[edit]
Upon starting a hunt, the player needs to navigate to the requisite Zee region. Once you have reached your destination, the player will need to build their to the required level before they may slay the beast and collect the reward.
Difficulty Calculation[edit]
Except for the plated seal, Zee-Beasts require a set amount of as a threshold in order to finish the hunt. For the Angler Crab, this is equal to 8 + /20. This rounds down at 10, 30, 50, 70, etc.. In the case of the Plated Seal, there is instead a narrow difficulty challenge of 5 that needs to be passed. Additionally, together with also affect the difficulty of skill checks to raise on all hunts. This is represented in the table as a "challenge level", to give an impression of how difficult the different hunts are.
Target | Challenge Level ( + ) | Pursuit needed |
---|---|---|
Plated Seals | 110 | Narrow 5 |
Angler Crabs | 111-209 | 8-13 |
Feral Crocodiles | 175 | 11 |
Lifebergs in The Salt Steppes | 210 | 8 |
Lifebergs in The Sea of Voices | 220 | 10 |
Lifebergs in Shepherd's Wash | 230 | 13 |
Midnight Whale | 220 | 11 |
Lorn-Fluke | 165 | 12 |
Angler Crab Scaling[edit]
Angler crabs offer scaling rewards and elusiveness based on how many remain in their world quality.
The Logistic Scaling for Elusiveness and Rarity are similar, with both having a midpoint of of 25000 and a scaling factor of -1/5000. The difference is that Elusiveness scales to a maximum value of 100, while Rarity scales to a maximum value of 7000. Elusiveness E scales with crab popuation C with the following formula:
Rarity R scales with crab popuation C with the following formula:
Values at select breakpoints:
Crabs Left | 50000 | 35986 | 29236 | 25000 | 20764 | 14014 | 0 |
---|---|---|---|---|---|---|---|
Elusiveness | 1 | 10 | 30 | 50 | 70 | 90 | 99 |
Pursuit needed | 8 | 9 | 10 | 11 | 12 | 13 | 13 |
Rarity | 47 | 700 | 2100 | 3500 | 4900 | 6300 | 6953 |
24 | 350 | 1050 | 1750 | 2450 | 3150 | 3476 |
Hunting Actions[edit]
Option | Requirement | Challenge | Success | Failure |
---|---|---|---|---|
Make a daring approach | ||||
Pursue the (Zee-Beast) | N/A | Zee Peril + | ||
Take a risk | 2 | Zee Peril + 75 + | ||
Outflank the (Zee-Beast) | 2 | Formula[1] | ||
Predict its movements | Formula[1] | |||
Chum the waters | 3 | |||
Dive below the waves | +30 |
Elusiveness | 0–17 | 18–28 | 29–34 | 35–39 | 40–42 | 43–45 | 46–48 | 49–51 | 52–54 | 55–57 | 58–60 | 61–65 | 66–71 | 72–82 | ≥83 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Target | Angler Crabs | Feral Crocodiles | Midnight Whale | |||
---|---|---|---|---|---|---|
Challenge Level | 110 | 11-209 | 175 | 210 | 220 | 220 |
Turning in Valourous Deeds[edit]
When hunting lifebergs, the player will accumulate , each of which is equivalent to 20 . These can be turned in for the following rewards:
Action | Cost | Rewards | Value per Deed |
---|---|---|---|
Claim a crate of clinking souls | 1 | 20[1] | |
Claim an armful of discarded steel | 2 | ( 40)[2] | |
Claim a box marked "FAULTY ORDNANCE: DO NOT USE". | 3 | ( 20)[3] | |
Claim a pile of waterlogged papers | 4 | 20 | |
Claim a strongbox, illuminated from within | 4 | 20 | |
Claim a pallet of mouldering rations | 5 | 20 | |
Claim a suitcase, stamped with a horse's head | 10 |
| |
Claim a consignment of confiscated silks | 16 |
|
- ↑ worth more to Shepherds and Spirifers.
- ↑ inconvenient to liquidate.
- ↑ the Devices can be sold through the Rat Market, but the Hillmovers are generally only worth a Revolutionary Favour each.
- ↑ selling the Airag and Atlas for 250 Khaganian Coins, buying Crackling Devices, and then selling through the Rat Market. Although "worth" slightly more than the Silks, the extra actions spent here selling to the Rat Market make this less efficient (3.68 actions to make an extra 10).
- ↑ selling the Ivory Organza through the Rat Market.
Strategy[edit]
Strategy consists of three matters - building as fast as possible, but also minimising so that you can avoid docking for a while, and for clippers when hunting Angler Crabs: reducing the amount of actions taken while zailing.
For the first matter, Monster-Hunters have a very useful opening gambit with Make a daring approach that will instantly boost the player's to level 6. Otherwise, the player will have to open up with Pursue the (Zee-Beast). Use the calculator below in order to find the optimal action on average, but bear in mind that there's no point in overpreparing, and if sufficient gain can be gained with Pursuing the Zee-Beast, that should be a priority. Pursuing is equivalent to outflanking and predicting so use whichever has the highest success probability.
For Angler Crabs, if the crab's Elusiveness is less than 7 above a rounding point, (eg. 10, 30, 50, 70, etc..) it may be worth chumming the waters if the player is having difficulty making the checks, as this will also lower the required Pursuit by 1 level. Similarly, the zubmersible option works if you're less than 5 above a rounding point.
For reducing gain, it is adviced not to play risky challenges, because opportunities to lower TW are few and will usually sacrifice Zee-EPA or zailing progress. owners and owners should usually use their options to reduce TW, as these are also often profitable. options and the should also be used when necessary, as these are very effective. Other options to lower/minimise TW should also be considered. Piracy is a good idea, as long as your skills are high enough that the options are at least very modest (80%). Even so you will have to dock more than someone not using piracy options. It is recommended to dock around TW 6, as the menace cards at TW 7 are hard to use efficiently. Dream cards are a decent alternative to piracy cards when balancing profit, progress and speed, as long as you have a decent way of dealing with the resulting in London.
For Clipper owners hunting Angler Crabs, the A Giant Angler Crab card is especially useful, as it provides more than 80 in a single action, thereby saving an action.
Calculating echoes per action is difficult given the high variability in reaching particular zee regions, the ability to deal with zee menaces, and reward variability. Lifeberg Hunting is likely profitable when available, but the data has to be confirmed to be sure. Angler Crabs become profitable once their numbers are lower (about 3.3 EPA from the get-go, towards 5-6 EPA at the end). Crocodiles approaches 4-5 EPA for extremely dangerous pirates. Whales have a potential max EPA around 6.5 EPA, but 5-5.5 EPA is more realistic.