Captain & Company
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10. Pirate Pass

The Pirate Pass is the optional upgrade. It is not a gate on the game.

What it does

A pass holds 1,000,000 energy every day for thirty days.

Energy is the right to write a Doubloon into the ledger of whichever event is running, one for one, and everybody gets 30,000 of it free each day. A pass raises that ceiling; it does not change the rate, and holding two of them does not make a day any longer.

Events are limited and seasonal, so a pass is how you take a bigger position in one while it is on. It buys no advantage in the game itself.

A pass also lets you run autopirate.

What it does not do

A pass is not required to earn Doubloons, and it is not required to take part in an event or to mint. Players without one play the whole game, earn the whole game's Doubloons, write them to the event at the same one-for-one rate, hold land, run a guild, and win a war. What a pass buys is how much of a day reaches the event.

When a pass lapses, autopirate stops and your daily energy returns to the free 30,000. Everything you earned stays yours, and so does everything you have already written to an event.

The other way to buy energy

Energy Orbs at the Plunderhold add energy to the day you buy them, and they pay for the haul you have already made rather than only the next one:

  • a small orb adds 500,000 for that day;
  • a large orb adds 1,000,000 for that day.

Orbs stack on top of a pass. Buying a large orb every day for a month costs roughly three times what the pass costs, which is what the pass is for: the same resource, at the committed price.

Getting one

In game at the Plunderhold, or from your profile page.

Last updated 31 August 2026. Something wrong or missing? Tell us in Discord.