Fire Cannons

Base damage is 8 plus 4 per Cannons level, rolled ±2.

Multipliers stack, each rounded in turn: ×0.7 at close range, ×0.8 under the acid debuff, ×0.3 against a Shellback. The floor is 1 damage no matter how many multipliers land.

Ram

Requires close range and a target that isn't submerged. Base damage is 18 plus 4 per Ram level, rolled ±3 — and it costs recoil, which can sink you. See the weight guide for how recoil is actually priced.

Maneuver

Toggles range between far and close, and grants +50% dodge against the monster's next attack only.

Brace & Patch

Heals 12% of max hull and halves (×0.5) the monster's attack this turn.

Gated by patch kits: 20 gold each in port, never restocked — a kit you don't buy is a kit you don't have.

Flee

Success chance is 60% plus half your evasion. On success you still take a parting blow — it can sink you. On failure the monster gets its turn as normal.