Pirate Outpost

Aquamirae turns the vanilla Deep Frozen Ocean into the Ice Maze, a frozen labyrinth of ice walls and drowned canyons that holds almost everything the mod adds. This guide covers finding it, surviving the cold and the long dives, and working through what waits down there. You'll find the pirate structures scattered across the maze, the Frozen Chest and the key that opens it, and the creatures filling the water, from Maw packs to the Anglerfish and the Maze Mother that spawns beside it. It covers the Ghost of Captain Cornelia, the boss you summon yourself with a Shell Horn, and the Shipbreaker, the leviathan that cannot be fought at all.

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A Pirate Outpost is what happens when a crew gives up on being rescued and starts taking their own ship apart for building material. It stands on the ice, forty blocks of spruce scaffolding and salvaged decking, and the survivors are still living in it. Fifteen of them, to be exact, and they are not pleased to see you.

The haul is Emeralds, an unreasonable quantity of fish, and Pirate Pouches, which are the little loot bags that occasionally hold an armor piece or a Terrible Upgrade Smithing Template. Somewhere in the middle of it there is a Lectern with a Logbook on it, and that book is the reason to come up here even after the loot stops mattering.

Finding the Structure

Outposts only turn up inside the Ice Maze, which is what the mod does to every Deep Frozen Ocean it finds. They generate on the surface rather than the seabed, and at forty blocks tall they stick up out of the ice far enough that you tend to see them before you are looking for them.

A Tall Outpost Structure

Reaching the biome is the difficult bit. Once you are in it, finding one of these is not really a search. The placement uses a spacing of 18 chunks and a separation of 10, so after the shipwrecks these are the most common thing the mod generates.

/locate structure aquamirae:pirate_outpost

The freezing water never becomes a factor once you are actually on the fort, since none of it is submerged, but the swim out to it very much is. Pack for the journey rather than the raid. The Ice Maze is what will kill you on this trip, not the pirates at the end of it.

Layout

Most descriptions of this place make it sound like a hut sitting on the ice, and it really is not. The structure is 40 blocks tall, standing on a scaffold of Spruce Logs, and the part the crew actually lived in does not start until you are a dozen blocks up, with a lookout carrying on well above that again.

You climb the whole thing, and getting knocked off a walkway partway up is a genuine way to die here. Loot gets denser as you go up. The legs and the lowest platforms hold nothing at all, the first cluster of containers appears around a third of the way up, and the richest band is the middle deck where the crew actually lived.

Loot Chests and Barrels in an Outpost

Inside, the build is Spruce and Dark Oak with Birch Fences, trapdoors and stairs, and it is dressed like somewhere people were trying to live. There are two Blast Furnaces, a Cartography Table, a Composter, a Crafting Table, a Damaged Anvil, a Bell and a couple of banners. A Chainmail Helmet and Chainmail Chestplate hang on an Armor Stand, which is scenery rather than loot worth killing for.

Nothing here is sealed. There are no locked doors, no keyed containers and no hidden rooms, so the only thing between you and the barrels is the crew. The fort has exactly one lectern in it, and the Logbook is on that.

Mobs

Fifteen illagers are placed in the outpost when it generates: eight Pillagers and seven Vindicators. On top of that the structure has a spawn override covering its whole bounding box, so it keeps producing more of both for as long as you are standing in it. That is the reason a raid that feels finished suddenly is not.

They look like pirates, but that part is only skin deep. The mod swaps the pillager and vindicator textures on the client whenever the mob happens to be inside the Ice Maze, and underneath you are fighting completely stock vanilla illagers with vanilla stats.

1

Pirate Pillager

Crossbows, 24 HP

Pirates in the Outpost

The Pillagers carry Crossbows and will happily shoot at you from another platform, which is much more annoying on a vertical structure than it would be on flat ground. Each has 24 health and a follow range of 32 blocks.

2

Pirate Vindicator

Iron axes, 24 HP, and three of them dual wield

Vindicators are the ones that actually kill people. Same 24 health, but they choose to melee with an Iron Axe, and an axe hit disables your Shield for several seconds, so the shield that handles the Crossbows will not simply carry you through the melee.

The drops are stingier than the fight makes them feel. Each of the placed crew rolls its loot pool either zero or one times, so plenty of them simply drop nothing, and when a roll does land you are looking at an Emerald about 87 percent of the time.

Loot

There are over 30 containers that contain loot within the Outpost. There’s a lot more, but they’re empty and purely for decoration, which is worth knowing before you spend ten minutes opening all of them. The Barrels are where the volume is, and each one rolls its table one to four times.

Barrel Loot

25 of the 30 loot barrels use this table, rolled 1-4 times each.
Pirate Outpost Barrel
(Empty)
x1 21% COMMON
(Empty)
x1 21% COMMON
Stick
Stick
x1 21% COMMON
Leather
Leather
x1 14% COMMON
Sharp Bones
x1 14% UNCOMMON
Pirate Pouch
Pirate Pouch
x1 7% RARE

Seven percent a roll does not sound like much, but with up to four rolls per barrel and 25 barrels on that table, a cleared outpost usually hands over a handful of Pirate Pouches. The other five loot barrels run the vanilla shipwreck supply table instead, which is where the enchanted Leather Armor, Coal, and the occasional block of TNT comes from.

The seven chests are split three ways and none of them are Aquamirae’s treasure table. Three use the village toolsmith loot, which is the best of the three and can hand you Diamond, Iron Ingot, an Iron Pickaxe or Shovel, Bread and Coal. Two use vanilla shipwreck treasure, so Iron, Emeralds, Gold, a small Diamond chance and a Coast Armor Trim now and then, and the last two hold the mod’s own supply table with fish, Wheat, Spinefish, Fin and Esca.

The pouches are where the real upside is. You place one on the ground and open it, and the odds inside are unusually clean because the weights add up to exactly a hundred, so what you see below is the actual chance rather than an estimate.

What a Pirate Pouch Contains
Result Chance
Fin50%
A Twilight Grotto armor piece30%
A Dead Sea armor piece10%
Terrible Upgrade Smithing Template10%

A Treasure Pouch, if a vindicator gives you one, is a different table again: a 30 percent chance of Golden Moth loot and then ten percent each for an emerald, Abyssal Amethyst, a Void Squid, a Cracked Record, an Esca Skewer, Sea Casserole or another Terrible template. The Pirate & Treasure Pouches page has both broken down properly.

The Logbook

Every Aquamirae structure with a lectern in it gets a Logbook placed on that Lectern automatically, and the outpost’s copy runs from Entry #34 to Entry #37. It opens with one of the crew being eaten: “One of those critters has already eaten our midshipman… Swallowed him whole along with his crossbow.” Then it gets colder.

Log Book in the Outpost

The middle entries explain the structure you are standing in. The crew gave up on rescue, finished building the fort out of the ship, then ran out of fuel to heat it and started digging underground, which is where the Pirate Shelter comes from. That is the mod quietly telling you which structure to go to next.

The last entry is the one that matters for progression. During a storm the lieutenant was washed into the sea along with the master keys, and the crew were left hoping “we could possibly find similar keys on other ships of our fleet, which have suffered the same fate as us.” That is the Frozen Key, and it does not turn up on a ship in the end. It comes off the Ghost of Captain Cornelia.

FAQ

Where does the Pirate Outpost generate?

Only inside the Ice Maze, which Aquamirae lays over Deep Frozen Ocean biomes. It generates at the surface on the ice with a spacing of 18 chunks and a separation of 10, making it the most common structure in the mod apart from the shipwrecks. You will normally pass several while crossing the maze.

Why are the Pillagers and Vindicators dressed as pirates?

It is purely a texture swap that the mod applies on the client while the mob is inside the Ice Maze. There is no separate pirate entity, so they keep vanilla stats at 24 health each. The only real difference is that the ones placed with the structure carry Aquamirae’s loot tables, which is why they can drop pouches.

Can I farm the outpost for Pirate Pouches?

Not usefully. The structure does keep spawning fresh pillagers and vindicators inside its bounds, but those spawns have no custom loot table and drop ordinary vanilla loot. Pouches only come from the fifteen crew members placed when the outpost generated, and from its barrels, both of which are one-time.

What is the Logbook and should I keep it?

It is a readable lore book that the mod places on the outpost’s lectern, and you can take it. Its entries cover the crew finishing the fort, running out of heat and starting to dig the underground shelter, and end with the master keys being lost overboard in a storm. It is the second of three Logbooks, after the one on the Frozen Pirate Ship and before the one in the Pirate Shelter.