Category Archives: Classes
Pirate101 Abilities – Where To Train
Now we’ve all had a visit to the class trainers, but the question is, where should we train? Most Wizard101 veterans will say go for life. That would be Privateer, correct? But is that really the best choice? What about if we have ranged weapons? How should we train our points, and when? KingsIsle has done in my opinion a very good job of separating and balancing the Pirates’ classes. Some are more valuable to train, and some not. Some require a certain prerequisite, others not.
Many factors play into the training of new skills, powers, and abilities in Pirate101. Are you choosing the right abilities? Many arguable notices have been made for class training, and at the top of the list is, again, Privateer. Now why is this class so valuable to train?
The Privateer’s abilities have proven to be a must in most people’s opinions for any class. The healing can change a life-or-death situation, and people who haven’t experienced similar games are still picking healing over other powers and talents. They choose it so that they can save themselves and their companions when they’re on low health. Of course, who wouldn’t want to do that? So, Privateer secondary training is rated top #1.
The next class is where the choices split. Some people use this as their third class, and others their first, skipping Privateer. A Witchdoctor’s abilities can be very useful in combat. You learn minor damage and area spells, which can be casted from a distance. Also, Witchdoctors learn Jobu’s Breath, which is a very useful ability. A combination of these puts Witchdoctor at #2.
Swashbucklers’ and Buccaneers’ talents are pretty much tied. They are alright, and give you quite a few damage boosts, etc. Swashbuckler gives you the basics of finesse- Sneak Attack, Walk in Shadows, Hurl Knife, and some Swashbuckler talents. Buccaneers give you some stat boosts, damage boosts, and a few helpful talents that are only available there or from Morgan LaFitte. This comes in very close with Swashbuckler at #3 and Buccaneer at #4.
Sorry, Musketeers! The Musketeer secondary class is one of the least chosen, for a couple of reasons. A high majority of its talents only benefit Musketeers, as is with their abilities. One of the only reasons people would pick Musketeer for secondary (or third) class is for the talent Elusive. Elusive increases your dodge by at least 25(%) when your pirate’s health is below half. This leaves Musketeer at #5 for secondary classes. This doesn’t mean choosing Musketeer right off is bad!
Pirate101 Training Ranks:
- Privateer
- Witchdoctor
- Swashbuckler
- Buccaneer
- Musketeer
Pirate101 Gameplay – Pt 1 – Intro
This is the new Witchdoctor character that I’m going to be using for the blog. I have a video posted up on YouTube of him doing the tutorial! Get ready for awesomeness! (Aka Pirate101)
Once you’re done with the tutorial, you are sent into Captain Avery’s office. As of the 8/22/12 BETA ONLY update, Boochbeard will be next to a nearby life fountain. He will give you a quest that can “level” you to 15 as if you had done all the quests to Cool Ranch. It’s really cool, now we get to test out the higher levels! I’ll try to get you the inside scoop on all of the worlds’ gameplay, storyline, and much more! Next up, part two! Skull Island Gameplay!
Ye Factions and Classes


In Pirate101, there have been 7 factions and 5 classes released. The Faction determines your character’s species, and the class is your style of fighting. Each of the factions and classes have unique traits and abilities. In this post I will explain each of the factions and classes. Keep an eye out for my next post, Gameplay! It will include the *rough* style of fighting, the world layouts, and the way(s) you can play the game. Enjoy!
I will start with factions, in ye alphabetical ord’a.

To start ye off, the Cutthroats aren’t a nice crew. Being sharks and all, they weren’t very happy when the Moniquistans invaded their home of Skull Island. After years o’ battles, all of the shark clans died off except the Cutthroats. “Though they no longer have the numbers to raid other realms, the Cutthroats remain a threat in Skull Island, where Monquista and Marleybone remain unable to completely eradicate them.”

This secret organization of pirates export Yum fruit from MooShu, and is lead by the Frogfather. His entire crew is infamous and specializes in rare spices, Yum, and other delicacies. The Frogfather’s home is the Gullet, and controls almost all of the smuggling in Skull Island, and across the Spiral.

Marleybone ships are stout and tough, and the Dogs are masters of tactics and gunnery.
With colonies in Skull Island, Darkmoor, and Krokotopia and trade agreements nearly everywhere else, protecting the flow of ships between colonies and especially through Stormgates is Marleybone’s highest priority. Marleybone may not have the biggest fleet in the Spiral, but the Royal Navy is blessed with brilliant officers like Captain Gordon, The Commodore, and Admiral Nelson – their military genius more than makes up for any numerical disadvantage.

The Monquistadors are still relatively small in size, but the Monquistan Navy is growing steadily. Their ships can go very far, but are hard to find in large numbers. They are very high quality, but the army lacks the experience of other realms. Find more information on Monquista here.

Not much is known about this band of crabs. They were once feared by merchants from Valencia all the way to MooShu, but they have faced hard times. Their largest ship was destroyed by the Marleybonians. Now they’re stuck on Skull Island, where they have taken up a life as bandits.

The Water Moles were seen in Wizard101- in Celestia’s Floating Land and the Rain of Fire spell. They have divided into two tribes, the Nui (Floating Land) and the Waponi (Rain of Fire). The Nui are friendly and peaceful, and trade with everyone. They are friends with merchants as well as pirates. The Waponi are a lot more fierce than the Nui, they worship a fire god and have turned against everyone that they think is an intruder. They are silver-haired and are hostile to almost everyone.

The Isle of Scrimshaw is home to the Wharf Rats, a loose affiliation of criminal gangs and crews including such infamous villains as the Bilge Rats, the Rats of Nim, and the Rat Pack.
Bands of Rat Pirates roam the Skyways, raiding and stealing, but they rarely move in great numbers – the Rats are notoriously disorganized, and more likely to turn on each other than unite against a common foe. Every now and then a gang will make a power play, but for the most part the Wharf Rats remain an annoyance instead of a major threat, and have yet to wield much influence.
*EDIT 5/3/12: The colors of all of the classes have changed. I will leave both posted below. The old image will be posted first.*
The classes are the same for everyone, no matter what faction you are. They include Buccaneers, Musketeers, Privateers, Swashbucklers, and Witchdoctors.


Buccaneers are the strongest of the five classes, and they use a heavy sword and rely on brute strength. They do not have very much elegance, but make up for it with courage and power. As a buccaneer, you will be able to use Blade Storm, which gives your pirate an extra attack. They are led by the Hammerhead Shark Mordekai.


Musketeers are led by Ol’ Fish Eye, who is a master at creating traps that slow down enemies. They are experts at sniping their enemies, and damage their enemies at long range. Musketeer’s signature move is the Rain of Mortarshells which covers an large area with mines!
The leader of the Privateers is The Commodore. This is the only healing pirate class, and they are natural born leaders. Their Reinforce action can heal all of their allies. Privateers can get more Companions than any other class.
The cunning class of Swashbucklers is lead by the raccoon Morgan LaFitte. They rely on elegance and speed in combat, acting as assassins. Their most notable power is Dance of Steel, where they can attack every single enemy around them at the same time.
Witchdoctors are known for their arcane magic powers, and using hoodoo to predict change the outcome of combat. They master dark arts and are lead by Madame Vadima.
I hope you liked this post, and be sure to check out my next post, “Gameplay!”



















