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Age of Wonders 4: The Silver Seas

Tome of Piracy: steal, burn, leave

Quick answer

Piracy adds Ember Dust (explodes on the next Fire hit) and Rob (steals gold scaled by tier). Swashbucklers dash three hexes, strike, then disengage with Blind.

Official tome card art for the Tome of Piracy

The Tome of Piracy is the expansion's fun tome, and it is unapologetic about it. Its two new status effects are Ember Dust, which does nothing until something sets it on fire, and Rob, which steals gold from the unit you hit. Its signature unit jumps three hexes, stabs someone, jumps backwards, and then shoots a pistol to detonate the dust it just applied.

It is strong, too, because "steal resources while dealing damage" is a compounding advantage in a game where gold buys units.

The two status effects

Ember Dust is a delayed explosion. On its own it does nothing; the next time the affected unit takes Fire damage, it explodes, dealing extra damage to the unit and its adjacent allies. That means a single fire-tagged attack can chain through a cluster if several units are dusted, because the explosion itself deals Fire damage and can detonate the next unit's dust.

Rob steals gold when it triggers, scaling with the target's tier, and the thief gets a morale buff. A unit cannot be robbed twice, so the effect is a one-time tax per enemy rather than a farm.

PieceTypeWhat it does
SwashbucklerTier II skirmisherDash Strike (3-hex jump, chance to Rob); Dust Disengage (leap back, Ember Dust + Blind); Shoot Pistol to detonate
Ember Dust ResidueEnchantment (magic and ranged)Chance to apply Ember Dust on the third strike or on single shots; adds Fire damage
Plundering BladesMelee enchantmentChance to Rob on melee attacks, plus flat physical damage
Raiders of the SeaEnchantment (all but Mythics)More income from pillaging; grants Sailor, which boosts damage and combat speed on water
Ember CloudCombat spellBlind and Ember Dust in a 1-hex radius; can chain-react
Powder Keg DiplomacySiege projectBreaches walls at the start of combat and applies Ember Dust to many defenders
Pirate HavenProvince improvement (water only)Generous gold scaling with adjacent water provinces; +stability for 10 turns when you pillage

The Swashbuckler is a three-button combo

Dash Strike lets the Swashbuckler jump to a target within three hexes and strike up to its action points, like a melee strike, with a chance to Rob. Dust Disengage then leaps it backwards while applying Ember Dust and Blind to what it left behind, also with a chance to Rob. Shoot Pistol is the detonator: it triggers the dust for an explosion on the target and its neighbours.

The passive that makes it work is Feint, which lets the Swashbuckler pass through enemies. That sounds minor until you realise it guarantees an escape route: the unit can always leave the way it came, even if the enemy surrounded it.

Where the tome fits

Piracy wants mobility and clustering. It is at its best against armies that stand close together, because Ember Dust's explosion is area damage and the chain reaction multiplies with density. It is at its worst against single big targets, where there is nothing to chain to.

  • Mercantile Cartel is the natural shell: hidden routes pay for the army, and the Cartel's Leverage turns a flanking Swashbuckler into a stun delivery system.
  • Barbarian or any aggressive culture can use Piracy as a pure raid tome: Raiders of the Sea plus a coastal start means pillaging funds itself.
  • Sharkkin factions get the most out of Sailor, because they are the ones most likely to be fighting on water.

The province improvement is the quiet winner. Pirate Haven can only be built on water, but it pays gold that scales with each adjacent water province, and gives city stability for ten turns every time your units pillage an enemy province. A coastal city with five water neighbours and a raiding army is one of the best economies in the expansion.

Powder Keg Diplomacy and sieges

Powder Keg Diplomacy is a siege project, not a spell: it breaches walls at the start of combat and applies Ember Dust to a large number of defenders. Against a fortified city, that converts a slow wall-breaking phase into an immediate fight in the streets with the garrison already primed to explode.

It is also the answer to the tome's biggest weakness. Piracy struggles against a defended position, because dust needs a Fire hit to trigger and walls block the angles. Opening the walls and dusting the garrison at the same time removes both problems in one action.

Where it stops

It does not give you a navy. The tome's water synergies come from Sailor and from Pirate Haven, not from ships, and none of its units are aquatic by default. If you want to fight on water, you still need the water rules from the Manta update and preferably a culture that can live out there.

Late game is not its strength the way Eternal Ice is. Piracy is a tier II tome with strong tempo and a good economy; it is not a capstone, and a Piracy army that has not won by the time tier IV tomes arrive will feel the difference.

Verdict

Take Piracy if you like aggressive, mobile play, if you want an economy that pays for itself through raiding, or if you simply want to detonate a crowd. Prefer clean lines and pitched battles? This is not the tome.

The Mercantile culture is the best home for it, the Cartel gets the most out of the flanking synergy, and trade routes explains the economy that a raiding fleet is ultimately feeding.