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Special Events Sethrakul, the sea serpent

The fight

Attacks threaten hull, sails and crew. The table gives the standard warning time; repositioning can delay an attack's landing. Read the marks on the water and keep enough speed to leave them.

Attack Wind-up Warning Response
Tail Lash 2.6 s A 120° tail sweep reaching 85 m. Steer out of the marked sector.
Breaching Ram 3.6 s An 18 m-wide charge lane. Turn across its edge; the charge continues for 4.4 seconds.
Rising Maw 3.2 s A 20 m-radius eruption beneath the targeted ship. Sail out of the circle.
Venom Spit 2.6 s A 13 m-radius impact that leaves venom for 9 seconds. Keep moving after the initial hit.
Constrict 4.8 s From 66% health. A 36 m ring closes around a ship; allies have 24 seconds to break the coil with ship fire. Success stuns Sethrakul for 9 seconds. Use ship fire to break the coil within 24 seconds.
Abyssal Roar 2.8 s From 33% health. A broad danger ring from 22 to 120 m. It is especially damaging to sails. Move inside its inner edge or outside its outer edge.
Satakal's Call 2.6 s Marks the transition into the Coil phase. A warning call rather than a direct damage hit. —
The Maelstrom 5 s At 33% health, creates a whirlpool with a 40 m eye. Stay clear of the vortex; the eye still damages the hull.

Use Naval combat — Firing and ammunition to break a constricted ally free. Constrict begins in the Coil phase at 66% health; the Maelstrom phase begins at 33%.

Sources (7)

Last edited 27 Oct 2026. View history · What links here.