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Trinity 94gun
'Trinity' Second Rate (Obsolete)
A Level 50, 102-gun Colossal Ship of the Line
Historical rating: 92-gun Second Rate
You must be a Naval Officer
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.
SHIP
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.

13.30
0.44
1.05
3.45
1.92
2.90
3.96
135

120
85.7
0.0
680
10
50 ( Colossal)
2
0
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.
3185
2280
2280
1200
600
3310
DR Damage Reduction
Shows how much the ship's armor reduces the damage it receives.
-
11
11
10
9
8
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.
16.0
15.0
12.0
12.0
12.0
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. 6x 1/2lb 5.5s 8.0 125y -- / --
Topdeck:8x 6lb 15.5s 26.0 750y 148 / 156
Upperdeck:28x 9lb 24.5s 30.0 750y 148 / 156
Middeck:28x 18lb 42.0s 39.0 750y 148 / 156
Gundeck:28x 24lb 57.0s 46.0 750y 148 / 156
Fore guns: Guns in the front of the ship, also known as bowchasers. 2x 6lb 15.5s 26.0 750y 148 / 156
Aft guns: Guns in the back of the ship, also known as sternchasers. 2x 24lb 57.0s 46.0 750y 148 / 156
Polars
Upwind & Luffing
Close
Haul
Close
Haul
Beam
Reach
Beam
Reach
Broad
Reach
Broad
Reach
Running
25% - 35%
3.33 - 4.66 knots
50°
9.98 knots
75%
9.98 knots
75%
11.64 knots87.5%
87.5%11.64 knots
13.3 knots
100%
13.3 knots
100%
12.1 knots
91%
Open Sea Speed: 48
Information based on version 2.15.46.0
Versions:
2.15.46.0

Second Rate are the queens of the seas. They aren't as powerful as First Rates, but their superior maneuverability makes them less vulnerable to fast predators.

History

Sometimes, names can be deceiving. Such is the case with the Second Rate Ship of the Line — a beast by any other name, carrying a massive armament of 90 to 98 ship-crushing guns in her most familiar guise. Yet her glory is eclipsed both by the grandeur of her larger sisters — the First Rates of 100 guns and more — and her smaller kin, the Third Rates who earned their laurels time and again in the 17th and 18th centuries.

Of necessity, the great European fleets that plied the waters of Europe consisted of a mixed force. The First Rates were invariably the flagships of the fleet, reserved for admirals of the highest rank, each monster of a ship representing a huge investment of man and materiel. They were the largest and most heavily armed warships each country could raise, costing significant portion of the national budget and requiring hundreds — eventually, up to a thousand—men to fully man. Such ships were neither to be trifled with, nor wasted carelessly. As a rule, however, the First Rates were lumbering and slow; they would serve primarily as strong points in the line of battle, behind which would huddle the fleet's frigates, ketches, and other ships, standing at the ready to fend off fireships and carry messages to the rest of the fleet.

The main fighting force of most navies, however, comprised of the Third Rate Ships of the Line. While still costly, most Third Rates were two-decked ships, and thus in many respects more economical than their much larger sisters. Being two-decked, they were generally more "snug" (low to the water) and thus more weatherly, able to sail closer to the wind than the three-deckers. Yet they were still strong and presented a formidable armament, generally of around 70 guns, firing up to a 36-pound ball in the largest: strong enough to face off broadside-to-broadside against even a First Rate ship and still have a fighting chance. Their merits were plentiful, and many admirals — most famously, Admiral Lord Horatio Nelson, the mastermind behind Britain's success at Trafalgar in 1805 — thought nostalgically upon the Third Rates they commanded earlier in their careers.

Of course, each navy was unique, and defined its ships in its own way. The British Second Rate Ships, on the one hand, were the direct descendents of the "Great Ships" of King James I's reign. Those ships, in turn, evolved from the great early flourishing of war technology, as manifested by the Scottish ship Great Michel of 1510. And as the English rating system evolved not so much to classify ships by size but as an aid to bookkeeping — each rate of ship being alloted a specified number of men, arms, and provisions — for much of the 17th century the line between Second Rate and First Rate was blurred. For example, the Royal James, a 100-gun First Rate built by Sir Anthony Deane in 1675 had a keel length of 132 feet; built just two years later would be the 90-gun Sandwich, designed by master shipwright Betts at Portsmouth, had a keel of 138 feet. While this was partly symptomatic of the growing size of ships throughout the 17th century, it well illustrates that the line between these classes was somewhat arbitrary.

France, by contrast, maintained a much clearer separation between the large capital ships and the smaller two-decked workhorses of the fleet. Beginning with the 104-gun Soleil Royal of 1670 and followed soon after with the 112-gun Royal Louis of 1692, France led the way in developing Europe's largest ships. This left a considerable gap between flagship and fleet, as the bulk of the Marine Royale consisted of two-decked ships of between 70-80 guns—particularly after the disastrous Battle of Barfleur, in which practically the entire French fleet was destroyed. Yet this gap was not unfilled; rather, in the French fleet there was a clear place for ships of 90 guns, and they served in much the same ways as their English counterparts, as auxilliaries to the magnificent First Rates.

Not all navies were able to field such juggernauts as England and France however. Throughout her history, the Netherlands—great maritime power that she was—was saddled with shallow harbors, putting concrete limits on the size of ships she could build. Though somewhat mitigated by the invention of "camels" in the 1688's (a pair of specially built floats which could be fitted to ships, raising them above otherwise impassable shoals), the Dutch rarely built three-decked ships, and of these none carried more than the 96-gun Amsterdam of 1712. Thus in the Netherlands, the First Rate began at 80 guns—precisely where the Third Rate of other navies left off. Dutch Second Rates were the functional and numeric equivalents of British Third Rates, carrying some 70-78 guns each, exclusively on two decks; in 1685, more than one third of the 50-ship fleet consisted of Second Rates, such as the oft-painted Spiegel (Mirror). However, even in the Netherlands the Second Rates tend to be eclipsed by the fame of their larger sisters such as the Hollandia and the Zeven Provincien (both built in 1665). A similar tale can be told in Sweden and Denmark, even though both countries were more than capable of producing ships to rival the largest French battleships—such as the 126-gun Kronan, pride of the Swedish fleet from 1668 until her tragic demise in 1676.

Smaller than the First Rates, less nimble than the Third Rates, the Second Rate Ship of the Line was still one of the most deadly warships of the Age of Sail. Make no mistake—even as a "second rate" alternative to a larger ship, the Second Rate would make a formidable adversary... or valuable ally.

Additional information

The 'Trinity' Second Rate is a Colossal Ship of the Line, featuring 102 cannons, in total.

Considering this ship has 6 Swivels, 2 Fore guns and 2 Aft guns; this leaves 92 (102-10) cannons on the broadsides. Meaning this ship has 46 cannons on each broadside.

The 'Trinity' Second Rate offers quick reloading cannons. It is able to deal 1714 damage with one broadside, in basic stats and using Round Shots, at 0 yards.

The 'Trinity' has less structure, armor, DR, sails and crew than his counterpart 'Triumphant' Second Rate. However, the 'Trinity' has more cannons and excellent top speed.

Note that the 'Trinity' Second Rate is Obsolete. This is because the 'Formidable' Second Rate is actually an upgraded 'Trinity', or with other words, the next generation. The 'Formidable' Second Rate has more firepower, structure, armor, defense, crew, acceleration. However, the 'Trinity' has better top speed.

Also, the 'Formidable' Second Rate is protected against being captured by Pirates, while the 'Trinity' is not. Besides all of this, the 'Trinity' has no insurance value.

The reason why people still buy the 'Trinity' is because it is relatively 'cheap' for a Second Rate.

Advantages (compared to the 'Triumphant' Second Rate):

  • The 'Trinity' has excellent top speed.
  • The 'Trinity' has more cannons.

Disadvantages:

  • 0 insurance value.
  • The 'Trinity' is the least armored Second Rate.
  • The 'Trinity' can be captured by Pirates.

Comparable Ships

Attainability

As of 1.26 this ship can no longer be built and as of 2.7.56 durability can no longer be refilled for these ships. The 'Trinity' Second Rate can be bought for 1500 Burning Sea Points (BSP) in Treasure Aisle (TA).

This information is provided by the update that PotBS Wikia is undergoing, by Captain Vuur.
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