Brigand
A brigand is a computer created and controlled ship.
Brigands are spawned by the game to engage and fight player controlled ships. It fights opponents using the swordfighting puzzle. On the Ice Ocean, barbarians also roam the sea, engaging in rumbles with their opponents. The frequency of brigand spawn and relative might of the brigand will depend on the particular league point your ship is traversing. Brigands do not spawn in the 30 minutes before a reboot.
Attacking brigands is the primary PoE fountain in all production oceans. When a brigand ship is defeated (assuming no-one beat it before you), PoE and/or commodities are transferred to your ship. The amounts are relative to:
- Your current ship might.
- The number of pirates on your ship.
- The brigand class, which can be any of the following (in ascending order):
- Sailors
- Mostly Harmless
- Scurvy Dogs
- Scoundrels
- Blaggards
- Dread Pirates
- Sea Lords
- Imperial
Generally, higher might, more players, and tougher opponents (as determined partially by their brigand class) increase brigand payouts. However, having greenies on board decreases brigand payouts.
Because brigands are the primary PoE fountain on all production oceans, much energy has been used up trying to work out how best to beat them and therefore earn the highest possible payouts. This thread, which attempts to explain brigand behavior, is a good example.
Brigands are the only source of Kraken's blood.
Intercepting Brigands
Methods for intercepting the brigands depends on two factors: Approach directions and speed. It is important for any navigator to know how to respond in these situations.
For example, assume both ships are going in the same direction. If the ship to be intercepted is ahead of the intercepting ship, the intercepting ship must increase its speed. If it is going about the same speed as the other ship, chances are that it will never catch the ship before it reaches the next league point. If the ship is behind the intercepting ship, it should turn about twice to reduce speed and let the other ship catch it.
If the ships are going in opposite directions, timing is key. It is ideal for the intercepting ship to turn about before the fleeing ship can pass it. If its timing is too late, they must try to catch the ship from behind, with the 20% speed penalty from turning about.