SAILING Sailing These parameters determine how your ship sails.
Max Speed: Maximum Speed How fast your ship can move in battles. Improving battle speed does not improve Open Sea speed. Acceleration: Acceleration Determines how fast the ship gains speed. Deceleration: Deceleration Determines how fast the ship loses speed. Lower values are better if you want to maintain speed, higher values are better if you want to stop quickly. Turning (Fast): Fast Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at maximum speed. Turning (Slow): Slow Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at a speed of at least 4 knots. Turning Accel: Max Turning Acceleration This shows how fast a ship accelerates into a turn. The higher the value, the faster the ship reaches its maximum turn rate. Turning Decel: Min Turning Deceleration Ships gradually suffer less deceleration as they turn. This shows a minimum amount of deceleration a ship has when turning. Lower numbers (relative to other acceleration stats) are better. Best Point: Best Point The wind angle at which the ship can attain its maximum speed. The wind comes from angle 0o, and angle 180o is running with the wind at your back.
Capacity: Capacity How many units of cargo the ship can hold. O.S. Visibility: Open Sea Visibility How far away other ships will spot you on the open sea. O.S. Spotting: Open Sea Spotting Increases your spotting range, allowing you to detect ships beyond their O.S. Visibility. Crew: Crew The maximum number of crew on your ship. Shows the fighting strength of your crew. Target Tracking: Target Tracking Reduces the accuracy penalties you suffer due to your movement and your target's movement. Improves your chance to hit fast moving ships.
LEVEL (SIZE): Level and Size The level required to use this ship, and the size of the hull. DURABILITY: Durability The number of ships you have left. Decreases by 1 whenever the ship is defeated in combat (with the exception of skirmish). INSURANCE VALUE: Insurance Value Amount of doubloons you will receive for this ship if she is sunk or scuttled.
HEALTH Health The ship's Health stats show how much damage it can sustain.
Hull: Hull (Structure) The internal structure of your ship. When your structure runs out, your ship sinks. Port: Port (Left) The ship's port armor. Armor facings protect the ship's hull. Stbd: Starboard (Right) The ship's starboard armor. Armor facings protect the ship's hull. Bow: Bow (Front) The ship's bow armor. Armor facings protect the ship's hull. Stern: Stern (Rear) The ship's stern armor. Armor facings protect the ship's hull. Sails: Sails & Masts Shows how much damage the ship's sails and masts can sustain. Ships lose speed as they take sail damage.
Integ. Integrity The ship's Integrity stats show how much damage it can sustain.
520 360 360 185 95 620
DR Damage Reduction Shows how much the ship's armor reduces the damage it receives.
- 2 2 1 0 0
MODIFIERS Modifiers These change your chance to hit, chance to get hit and the damage you take.
Sails: Sails Offense, defense and resistance values for your ship's sails and masts. Crew: Crew Offense, defense and resistance values for your ship's crew. Bow: Bow (Front) Offense, defense and resistance values for your ship's bow armor. Stern: Stern (Rear) Offense, defense and resistance values for your ship's stern armor. Sides: Broadsides (Left & Right) Offense, defense and resistance values for your ship's broadsides. Grapple: Grappling Grappling offense makes it easier to board ships. Grappling defense protects you against hostile boarding attempts.
OFF Offense Offensive modifiers are a percentage increase to your chance to hit. The numbers here include any benefits from 'Accuracy, All' items.
0.0 0.0 0.0 0.0 0.0 0.0
DEF Defense Defensive modifiers are a percentage decrease to the chance enemies will hit you. The numbers here include any benefits from 'Defense, All' items.
45.0 45.0 45.0 45.0 45.0 0.0
RES Resistance Resistance is a percentage reduction in the damage you take.
0.0 0.0 0.0 0.0 0.0 -
BATTERIES Batteries The guns on your ship are divided into batteries. Guns within a single battery are identical and are controlled as a group.
Type Quantity & Weight This shows number and size of the guns in the battery. Heavier guns do more damage, have longer range and penetrate armor better. Lighter guns reload faster and are better at dealing sustained damage against unarmored targets.
Reload Reload The time it takes to reload the entire battery of guns, in seconds.
Damage Maximum Damage This shows how much damage each cannon can do at minimum range using heavy round shot. Damage gradually decreases as your target gets farther away.
Range Maximum Range This shows how far the cannons can fire heavy round shot. Other ammo types modify this range.
Acc Accuracy This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
200 / 400 Accuracy This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
Swivels: Swivel guns fire anti-personnel shot, spraying enemy decks with a lethal cloud of musket-balls.
-- / --
148 / 156
Upwind & Luffing
33% - 43%
7.06 - 9.2 knots
Open Sea Speed: 59
Information based on version 02.17.1.0
Current game version is 184.108.40.206
The correct "Polars" and "Open Sea Speed" remain unavailable at this time.
The Pirate and Privateer starting ship. A fast, quick and maneuverable medium schooner that lacks firepower and defense. You should upgrade past Halifax as soon as possible.
A schooner is a type of sailing vessel characterized by the use of fore-and-aft sails on two or more masts. Schooners were first used by the Dutch in the 16th or 17th century, and further developed in North America from the early 18th century onwards. According to the 1911 EncyclopÃ¦dia Britannica, the first ship called a schooner was built by builder Andrew Robinson and launched in 1713 from Gloucester, Massachusetts. Legend has it that the name schooner was the result of a spectator exclaiming "Oh how she scoons", scoon being a Scots word meaning to skip or skim over the water. Robinson replied, "A schooner let her be." According to Walter William Skeat, the term schooner comes from the word scoon, while the sch spelling comes from the later adoption of the Dutch and German spellings.
Strategy and Use
Schooners were used to carry cargo in many different environments, from ocean voyages, to coastal runs and on large inland bodies of water. They were popular in North America, and in their heyday of the late 1800s over 2000 schooners carried cargo back and forth across the Great Lakes. Three-masted "terns" were a favourite rig of Canada's Maritime Provinces. The scow schooner, which used a schooner rig on a flat bottomed, blunt ended scow hull, were popular in North America for coastal and river transport.
The pirate and Privateer starting ship. A fast, quick and maneuverable medium schooner that lacks firepower and defense. Only good in short range sea battles.
The schooner sail-plan has two or more masts with the forward mast being shorter or the same height as the rear masts. Most traditionally rigged schooners are gaff rigged, sometimes carrying a square topsail on the foremast and occasionally, in addition, a square fore-course (together with the gaff foresail). Schooners carrying square sails are called square-topsail schooners.
Changed cannon battery stats
Cannon accuracy figures to be included in an upcoming hotfix patch
Updated sailing, main guns, cargo, health, defense
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