Mortar
The base Mortar lobs a shell into a high parabolic arc meaning it takes around 3-5 seconds to hit its target. The slow moving projectile can be easily avoided if you’re paying attention due to the large red marker on the ocean.
| Mortar |
Total Damage | 13455 |
Explosive Damage | 1755 |
Perks
- Blast – Adds 15% of damage as Explosive damage in a 50m blast radius
Leopold
The Leopold is an anti-ship variant of the Mortar. While structures are immune to flooding, this mortar will deal increased damage to ships. This is probably the best auxiliary choice for most people.
| Leopold |
Total Damage | 15221 |
Explosive Damage | 1691 |
Flooding Damage | 2255 |
Perks
- Blast – Adds 15% of damage as Explosive damage in a 50m blast radius
- Flooding – Adds 20% of damage as Flooding damage
La Fleur (Season 1)
The La Fleur has been shown in a number of end-game videoes. The weapon leaves behind a persistent green puddle, which is probably some kind of AoE damage.
| La Fleur |
Total Damage | 14145 |
Explosive Damage | 1845 |
Perks
- Putrefying – Releases toxic fumes for a short period upon impact, dealing damage and sapping crew stamina, damages from toxic fumes cannot be blocked by bracing
- Blast – Adds 15% of damage as explosive damage in a 50m radius
Repair Mortar
The only healing auxiliary in the game. The Repair Mortar can be used on the Barque to enhance its healing; or as a support weapon on other Medium ships to provide healing support to other members of your group.
| Repair Mortar |
Total Damage | 11700 |
Perks
- Repair Blast – Restores Hull Health of a friendly ship in a 50m blast radius
Rocket
Rockets are a high skill weapon. With a high arc, hard-to-see impact marker and short range, they can seem a worse choice than the Mortar. If all 30 rockets hit, they do up with 15300 damage.
|
Damage per Rocket |
Damage |
425 |
Burning Damage |
85 |
Weak Point Damage |
765 |
Perks
- Burning –Adds 20% of damage as Burning damage
Termites
Termites have a higher arc than the normal rockets to suit their Siege perk. The problem being no-one wants to be within 400m of a Megafort’s cannon, so the better choice for siege will almost always be a Mortar. The increased weakpoint damage though, makes for a formidable close range anti-ship weapon. If all 30 rockets hit, they will do up to 16029 damage.
|
Damage per Rocket |
Damage |
446 |
Burning Damage |
44 |
Piercing Damage |
44 |
Weak Point Damage |
1068 |
Perks
- Siege – Increases damage to Structures by 50%
- Burning –Adds 10% of damage as Burning Damage
- Piercing – Adds 10% of damage as Piercing Damage. Increases weakpoint damage to 200%
The Warhammer
The warhammer, which is a new weapon introduced with season 2, is a rocket launcher that deals fire and explosive damage, with a full volley hit between 19396 and 32003 damages.
|
Damage per Rocket |
Damage |
1939 |
Burning Damage |
149 |
Explosive Damage |
298 |
Weak Point Damage |
3199.35 |
Perks
- Rocket Artillery – Fires a volley of 10 heavy rockets instead of many smaller rockets
- Burning – Adds 10% of damage as Burning Damage
- Explosive II – Adds 20% of damage as explosive damage in a 35m blast radius
Mine Springloader
Springloaders are a new type of weapon that came with season 2, this specific type is bound to flooding damages.
| Damage per mine |
Total Damage | 2455 |
Flooding Damage | 409 |
Weak Point Damage | 3068.75 |
Perks
- Flooding II – Adds 20% as flooding damage
Little Grace
This version of the springloader is one tied to repair and healing allied ships.
Perks
- Repair II – Greater restoration of hull health of a friendly ship
Infernal Maw
This version of the springloader is one that deals fire damages. It is the best one so far, and can trigger ablaze effect with it when ever needed.
| Damage per mine |
Total Damage | 3517 |
Burning Damage | 811 |
Weak Point Damage | 4396.25 |
Perks
- Incinerate –Deployed buoy erupts into a fiery explosion when destroyed, dealing 300% damage and instantly causeing targets to be set ablaze.
- Burning III –Adds 30% of damage as Burning damage.