World of Sea Battle map, ports and navigation
World

World of Sea Battle map, ports and navigation

The World of Sea Battle map is a ring of risk: quiet waters around the edge, a dangerous centre, and the open Endless Sea beyond. Knowing where you are on that ring tells you how much you can carry and which flag to fly.

By Mobile Games Guide EditorialUpdated
Danger levels1 to 7 by region
Central PvP circleFrom level 15
Beyond the edgeThe Endless Sea
WindBroad reach is fastest (B21)

The World of Sea Battle hub gives a quick overview of the game. This page is about getting around: regions, ports and sailing. If you just started, the beginner guide explains which flag to fly while you learn the map.

How the archipelago is laid out

A parchment map showing the Archipelago and the planned Endless Sea around it
Developer map from the Endless Sea announcement (22 October 2026): the current Archipelago and the planned open sea around it.
Map icons: forts, imperials, black marks, trade routes and hazard zones (LifeofKino)Map icons: forts, imperials, black marks, trade routes and hazard zones (LifeofKino)

The game world is an archipelago split into regions, each rated by danger from 1 to 7. Low level regions are where you start, with weaker NPCs and shorter hops between ports; higher levels pay better and hit harder. At the centre lies the dangerous zone, a circle where territorial wars and the best NPC rewards meet. Since B20 the central circle can be entered from level 15, and since B19 it has more enhanced NPCs.

AreaWho sails thereRisk
Low danger regionsNew captains, traders, quest runsLow under the peace flag
Higher danger regionsMid players hunting NPCsMedium to high
Central dangerous circlePvP, guild wars, enhanced NPCsHigh; the peace flag is not allowed
Port watersEveryone dockingDepends on whose port it is and your faction
The Endless SeaExplorersBeyond the map edge; big expansion planned for spring 2027

Heart of the Abyss is one region name you will see in patch notes: B19 split it into two regions, each with its own point of interest.

Ports that matter

A three masted ship moored in a busy port city with mountains behind
Official screenshot of a port city.

Every port has an exchange, a shipyard, a tavern for quests and a warehouse. What differs is who owns it:

  • Faction cities build ships of their faction with a 20 percent material discount.
  • Khanfar Caliphate ports are neutral and build trading ships only.
  • Pirate City and other pirate ports host the rare double reward pirate missions added in B20.
  • Guild owned cities pay taxes to their owners and can be put under tribute.

Port names you will meet in the official patch notes include Gray Island, Masadora, El Tigre, Pirate City, Saint Jean, Fiji and Santa Marta. Since B18 the world map also shows how full each port's trading house is, which is the fastest way to plan a trade run; see the trading guide.

Lighthouses, forts, altars and fishermen

A coastal settlement with a lighthouse and a stone fort
Official screenshot of a lighthouse and fort.
Giant stone arch
Giant stone archPoint of interest from the official preview.
Statue on a rock
Statue on a rockPoint of interest from the official preview.
Shipwreck on a rock
Shipwreck on a rockPoint of interest from the official preview.
Update B19: New Horizon (official channel)Update B19: New Horizon (official channel)
  • Lighthouses are respawn points; since B20 a ship that respawns at a lighthouse gets brief immunity. Your personal island can have its own lighthouse.
  • Imperial forts are group PvE targets with resource loot; after B21 their loot stays for 15 minutes. See the PvE guide.
  • Altars appear on the map and have been used for event exchanges (B18).
  • Fishermen trade fish for iron and wood, a useful stop on long trips.
  • Mines for iron, wood and coal sit around the map; your island must be within about 7,000 of them, as explained in the personal island guide.

Sailing with the wind

Overhead view of a ship inside the coloured wind rose ring
The B21 wind rose seen from above.

Every ship has a wind rose: a diagram of its speed at each angle to the wind. B21 reworked the unique wind rose to make it more predictable:

  1. Broad reach is your highway. With the wind on your rear quarter you are in the favourable zone, now 33 percent wider with a 0.5 speed bonus.
  2. Do not run dead downwind. The running zone shrank by 33 percent, so angle off it.
  3. Tack, do not fight the wind. The head to wind zone shrank by 22 percent, but sailing straight into the wind is still slow; zigzag instead.
  4. Read the wind strength indicator (B19). Strong wind far from shore and in storms gives a speed bonus, so long open water legs can be faster than coastal ones.
  5. Keep off the rocks. Running into land damages your hull.

The game encyclopedia got a separate section on wind mechanics in B21; it is worth a read once.

Fast travel and planning a voyage

The Fast Travel captain skill moves you between neighbouring ports without sailing, and Logistics adds more uses. Use it to get to the start of a route, not to skip the hauling: you still sail with cargo. A good voyage plan answers four questions: what danger levels the route crosses, whether it enters the central circle, where the nearest lighthouse is, and which legs run on a broad reach.

Port waters and tension

A sloop sailing past a snowy northern harbour
Official art of a northern harbour.

Port waters are the zone around each city where special rules apply: enemy towers, mooring fees and, for guilds, the tension that leads to port battles. B21 enlarged port waters from 765 to 900 and the patrol spawn zone from 510 to 900, so expect patrols further out than before. Since B19 the peace flag no longer protects military and trade faction players in enemy port waters. City capture is covered in the guilds and port battles guide.

Which flag where

WhereRecommended flagWhy
Low danger regions, haulingPeace flagProtection outweighs the 20 percent reward cut
Hunting NPCs you can defendCombat faction flagPlus 30 percent experience and loot
Enemy port watersThink twiceMilitary and trade faction players lose peace flag protection there (B19)
Central circleAny combat flagThe peace flag is not allowed

Voyage checklist

A lone ship sailing towards a giant wall of storm clouds
Official art from the Endless Sea announcement.
  1. Check the route's danger levels on the map.
  2. Avoid the central circle unless you are there to fight.
  3. Note the lighthouses along the route.
  4. Plan broad reach legs and tack early rather than late.
  5. Check port stock on the map if you are trading.
  6. Bank anything you do not need before you leave port.

FAQ

How big is the World of Sea Battle map?

The archipelago is split into regions rated by danger from 1 to 7, with a dangerous central circle and the Endless Sea beyond the map edge.

When can I enter the central PvP circle?

From level 15, according to the update B20 notes. The peace flag is not allowed there.

How does wind work in World of Sea Battle?

Each ship has a wind rose. After update B21 the broad reach, with the wind on your rear quarter, is the fastest and widest favourable zone, and strong wind away from shore gives a speed bonus.

What is the Endless Sea?

The open sea beyond the archipelago's edge. A large Endless Sea expansion was postponed to spring 2027.

Where are the best ports to build ships?

Ports of the ship's own faction, which give a 20 percent material discount. Khanfar Caliphate ports only build trading ships.