Table of content

The P101 crew! (Left to right back) Ratberd, Bonnie Anne, Fin D. Mordekai & Gortez
(Left to right front) One-Eyed jack, Morgan Lafitte, Ol' Fish Eye, Avery, Boochbeard, Gandry, Commodore, Madame Vadima, CatBeard, Frogfather, Blind Mew & Troggy.

These are the Main characters (Left top to right) BoochBeard, Mr.Gandry, Captain Avery, Commodore
(Left Bottom to right) Ol' Fish eye, Morgan LaFitte, Mordekai, & Madame Vadima    

Privateers are the natural leaders of the pirate world, attracting more Companions than any other class. Their ability to rally their troops and heal them in the thick of battle can see them through the most desperate battles.

Speed, finesse, and surprise are the qualities of the Swashbuckler. Deadly with a blade and using surprise attacks, Swashbucklers inflict the greatest damage.

Buccaneers are the big hitters who wear the heaviest class of armor and carry the largest weapons. Buccaneers rely on raw strength and courage.

Musketeers are the best marksmen in the spiral, using long range attacks with their lightning powder charged weapons. Traps and trick shots make a Musketeer a wily opponent indeed.

  Masters of the mysterious powers of hoodoo, witchdoctors make the spookiest opponents. Witchdoctors rely on hexes, magical blasts and charms to turn the odds to their favor.                                                                                                                         

Pirate101 World

                                                                   Skull Island
 Too far from the center of the Spiral for the great powers to exert much control, most of Skull Island is ruled by the Pirates themselves - crews and gangs have taken over failed colonies or built new ramshackle cities of their own: Jonah Town, Flotsam, Scrimshaw, and Skull Island itself, Captain Avery's Pirate capital. The southern Skyways of Skull Island are dominated by Pirates, while the north features two great colonies: the thriving Monquistan city Puerto Mico, and the Marleybonian colony of Port Regal. Monquista owes its entire rise to the gold the Monkeys found in the ancient ruins, while the Dogs of Marleybone work tirelessly to corner the spice market. Their power broken long ago, the Cutthroats still prowl the shipping lanes, making as much trouble as they can, while Wharf Rats smuggle all manner of cargoes in and out of Skull Island, building a huge black market. There are also 5 zones in Skull Island Jonah Town, Flotsam, Great Volcano, ScrimShaw & Puerto Mico

The Skyways of Valencia have more Stormgates than any other realm in the Spiral - Valencians say their realm is the heart of the Spiral, and most sky charts are drawn with Valencia at the center. Valencia has used its location to flower into a thriving hub of trade and shipping between the realms. Valencia's emerald skies and lush orchards are hauntingly beautiful, and the Unicorns are an emotional, zestful people whose passions are as stormy as their realm's skies. Unicorns are renowned throughout the Spiral for their talents with poetry, scholarship and fencing. Beneficiaries of Valencia's unparalleled wealth and status, the Unicorns dwell in ornate, baroque cities full of grand plazas, columned palaces, and grand statuary. There is always some grand ball, festival, or masque to offer entertainment and diversion. Duty, honor, and family pride are the pillars of their social order.  Valencia is also home to the hardy Crabs and pragmatic Guinea Pigs, who serve as the hard-working middle class to the Unicorn elite. Skilled craftsmen and tireless laborers, their efforts sustain the magnificent (some would say decadent) lifestyle of the Unicorns. Guilds and Merchant Houses of Crabs and Guinea Pigs drive Valencian commerce, and have grown very powerful in recent times. Things are changing in Valencia. The recent invention of Clockworks was a wonder, whose full impact has yet to be seen. Kane and his legions revolutionized warfare in Valencia - at the height of the Polarian Wars, King Casimir turned all control of Valencians by land or sea over to Kane. The Armada won the war, saved the Spiral, and has worked tirelessly ever since. With Clockwork ships protecting merchant ships and stamping out smuggling and piracy, Valencia is growing even richer. As the Unicorns turn inward, distracted by their endless revels, Kane grows ever more powerful, and rumors are emerging that the Armada may have an agenda of its own. Some wonder what price Valencia will pay for their success...

Monquistans have a highly structured (some would even say oppressive) society, where manners, personal dignity, and reputation are valued above all else. Disagreements over the most trivial matters turn into the stuff of generational feuds, and to many outsiders Monquistan politics and priorities can seem downright silly. The Monquistans believe they have brought themselves up out of barbarism through sheer force of will, and that they are the only truly civilized beings in the Spiral – all others are barbarians and pretenders. As a result, the Monkeys are well-mannered to a fault – to imply that a Monquistan is acting wild, brutish, or like a wild monkey is the greatest insult one can levy.   Well-mannered need not mean friendly: political intrigue between the Monarchy, the Holy Monquisition, and the various Noble Houses is vicious and deadly. Monquistan politics are notoriously fluid: a noble house can find that blood enemies from a month ago are now relatives by marriage, and therefore dear friends. Monquistan nobles and officials often seem, to outsiders, to have no memory: they arbitrarily turn on people they recently supported and praised, or greet blood enemies with effusive praise, never acknowledging any dispute. Monquista is ruled over by a King and Queen (the power behind the throne changes day to day!), advised by the Holy Monquisition and presided over by the Noble Houses. Each faction seeks to advance its fortunes however it can. Every Monquistan is the member of a Noble House, and thanks to the endless web of marriage alliances and the shifting political landscape, all of them have some claim (however remote) to royal line. Even lowly servants are some kind of distant third cousin to a famous past king, causing everyone in the cluster to have a constant air of superiority.


                                    Cool ranch
A steady stream of bold and enterprising Birds has come to Cool Ranch, hoping to make a new beginning or escape a troubled past. Their skill at industry rivals Marleybone's: the Birds brought locomotives, steam engines, and other modern devices with them. Life has been hard for the new settlers, however: many of the new boom towns soon went bust, and the great railroads now stand empty. But the honest ranchers and townsfolk keep working: there's gold in them there mesas, and there's good money to be made herding the sleepy Buffaloons. The steady demand for refined food and other niceties has nurtured a bustling mercantile trade for ship captains willing to sail that far.  Cool Ranch is a land of legendary figures: heroes like the Chicken Rangers, Wild Bill Peacock, and the masked hero El Toro, fighting lawlessness and standing up for the humble settlers; but the wild frontier has also fostered terrible outlaws like Libirdy Valence, El Guapo, and the dreaded Duck With No Name. Smugglers and pirates have always been drawn to Cool Ranch - far from everyplace, the dusty realm is an ideal place to hide. Indeed, Captain Barnabus Blood, one of the most infamous pirates in the history of the Spiral, is said to have built a hidden stronghold somewhere in Skull Island before his well-deserved end. Blood's treasure has never been found...

MooShu is ruled by the Emperor, who is considered the Child of the Spirit of the Sun, and is served by legions of loyal Samoorai. The Cows of MooShu form the ruling class made up warriors, princes and master artisans. They are attended by Goat bureaucrats and ministers, while the Sheep and Pig peasants humbly work the land. The people of MooShu are notoriously secretive and suspicious of outsiders; foreign ships are only allowed to dock in one port, the resplendent city of Hamamitsu, without special permission, and only the mysterious Wizards have ever walked in the Imperial Skyway or visited the Imperial place For generations, MooShu has enjoyed a special relationship with the realm of Marleybone: in exchange for generous tribute payments, the Emperor grants the Dogs of Marleybone exclusive control of the tea trade and unfettered access to all of MooShu's Stormgates. This treaty keeps the trade lanes to the prosperous colony of Port Regal open – and has made MooShu a critical hub in Marleybone’s mercantile empire.

Combat in Pirate101

Pirate101 introduces a brand new combat style to our players. Use strategy, special powers and your talented Companions to take out the baddies on Skull Island! Combat begins when you run into an enemy - so if you're not looking for a fight, keep an eye out for sidewalks.Battles begin with a planning phase, where you choose actions for your Pirate and Companions. Before executing your move, you can review information about characters and objects on the board by mousing over their portraits. 


Using Powers in Combat!

Some Units can cast Powers! Some Powers have beneficial effects on friendly targets, and other Powers have negative effects on hostile targets. If your selected Unit has Powers, they will show up at the bottom of the screen. You can review them by moving your mouse over them, at which point an information pop-up will appear. To use one, click on the icon and then click on a target. A beneficial Power shows a green target reticle over allies the Power can reach, and a red target reticule for enemies the Power can affect. The Power may also be able to affect an area, rather than a single unit – in that case you see green or red colored squares that move around as you move your cursor. Click on a target to use it. NOTE: Some Powers are auto-casting. They don’t rely on you to tell them where to be used. A self-heal Power, for example.

Pirate Ship

Pirates not just only love their's treasure! Every Pirate needs a ship to soar through the spiral, Ship battles is when your ship & an enemy fight, With cannons, And you can repair your ship too! Your ship will have a flag and when you start to play P101 you will have to make a flag, It gives options for flag pictures on your flag, Such as a Buccaneer boy or girl, Squid, Sea monster, Swords & so many more!
                   How do I get a ship? 
There is ALOT of ways to get a ship, But first you'll get a FREE ship some point at lvl 2-5. There are ship vendors too that sell ships and ship parts (Such as cannons, Armor etc etc.) You also can earn ships for either side quest or mains quest!

BoochBeard's ship 

MarleyBone ship

Ship Quick Facts

  • Earn different levels of cool ships through questing
  • Display your Pirate's signature flag on the sails of your ship
  • Customize aspects of your ships like cannons, anchors, sails and much more!
  • Fight enemies of the sky in ship to ship combat

Companions - Your Pirate Sidekick!

Birgus Latro, A 10 Buccaneer crab thug 

Companions are special helpers you pick up along the way in your Pirate adventures. They range in appearance and have different fighting styles and special abilities. Your Companions help you in battle as well as travel along beside you as you quest through Skull Island! Some companions come from side quest or main quest or even drops! (For the CR)

Training Your Companions

As your Pirate learns new skills and advances through the Spiral, your Companions may learn and train as well. Each time your Pirate advances a level, you gain special training points to level up your Companions.

Additionally, some Companions may be promoted. Once you complete a special promotion quest for them, they’ll become more powerful and look even cooler!

Companion Quick Facts

  • Your first Companion is unique to your Pirate's story
  • Additional Companions can be earned through Main & Side Quests
  • You can choose your favorite or most powerful Companion to be your Pirate's Sidekick
  • You can order your Companions to pick who is most likely to help you during combat
  • Companions have special powers & combat abilities
  • Companions can be trained & promoted

 Your natural enemy! The armadas
Armada MarineYe aren't th' only one that's looking for the treasure! The armadas will do whatever it takes to stop you for getting that treasure! Armadas are clockwork soldiers, Some are Musketeers other are Buccaneers! The mess started during the Polairian war.  The first armada (Clockwork soldier) were created by a genius in Valencia and help end the war. They started to build more and more and more of armadas and then they lost control of them. They are pretty much like puppets, They don't live so they do what they please. The strongest, Smartest and fasted armada out there- Kane, But Kane also has court of Elite Clockworks to do his wills. Deacon is Kane's Spymaster, but that's not it, There is more Rooke, Bishop, Phule and female armada- No name yet. Armadas have been worming their's way in Skull island. The Armadas are also after El Dorado. They want to conquer the spiral and rebuild it, with no homes or place for pirates!