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Navy
Reaver
A stripped-down raider built for speed over cargo — first off the slipway, first into a fight.
- Entity ID
reaver- Plunder hold
- 90 — resources one hull carries home from a won raid
- Naval combat power
- 8
- Berths for the crossing
- 70 troops — what one hull carries to Essos
- Build cost
- 260 wood, 90 iron
- Laid down at
- The Harbor, and nowhere else
Against the other two hulls
| Hull | Plunder hold | Combat power | Crossing berths | Wood | Iron |
|---|---|---|---|---|---|
| Coastal Skiff | 120 | 4 | 100 | 300 | 40 |
| Reaver | 90 | 8 | 70 | 260 | 90 |
| Longship | 260 | 11 | 300 | 700 | 140 |
| Cog | 420 | 7 | 650 | 950 | 90 |
| War Galley | 520 | 30 | 800 | 1,600 | 520 |
| Dromon | 680 | 46 | 950 | 2,600 | 950 |
What a harbor of this hull alone takes to fill
A harbor gates the crossing two ways at once: its berth cap limits how many troops can sail regardless of the fleet, and its keel cap (10 per level) limits how many hulls of ANY class may be laid down at all. The table below reads a harbor level's berth cap purely in reavers — the other two hull classes fill the same cap in fewer or more hulls, in proportion to their own berths.
| Harbor level | Berth cap | Reavers to fill it | Keel cap (any hull) |
|---|---|---|---|
| 1 | 800 | 12 | 10 |
| 10 | 8,000 | 115 | 100 |
| 20 | 16,000 | 229 | 200 |
| 30 | 24,000 | 343 | 300 |
| 40 | 32,000 | 458 | 400 |
| 45 | 36,000 | 515 | 450 |
Reaving with only this hull
A fleet reaves on a 3h cooldown and is genuinely at sea — unable to also cross to Essos — for the first 1h of it. A won raid fills at least 60% of the hold, more the more one-sided the fight; a loss carries nothing home and costs hulls, though never the last one. The table below is how many reavers alone — nothing else in the fleet — it takes to outmuscle each western coast this hull may reave.
| Coast | Shore defence | Richness | Reavers needed to win |
|---|---|---|---|
| A Fishing Hamlet | 6 | 0.35 | 1 |
| The Salt Wharf | 22 | 0.6 | 3 |
| A Free Port | 55 | 0.85 | 7 |
| Reaver's Harbor | 120 | 1 | 15 |
| The Stepstones | 220 | 1.15 | 28 |
| The Arbor Roads | 320 | 1.3 | 40 |
Related
Guides: The Navy & The Crossing. Database: the Harbor that lays every keel. Index: all 6 hull classes · the whole database.
Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.