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.
575 445 445 225 110 1150
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.
42.0 42.0 42.0 42.0 42.0 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
Aft guns: Guns in the back of the ship, also known as sternchasers.
148 / 156
Upwind & Luffing
25% - 35%
4.69 - 6.56 knots
Open Sea Speed: 61
Information based on version 2.13.47.00
Current game version is 184.108.40.206
A medium-sized merchant ship. The Flute is a poor choice for combat, and she should always be accompanied by an escort in dangerous waters.
In the 17th century it was common for merchant ships to be pressed into naval service and not unusual for more than half a fleet to be composed of merchant ships. Until the threat of piracy subsided in the 19th century, it was normal practice to arm larger merchant ships such as galleons.
Strategy and Use
The Limburg has the largest capacity of any ship up to this level, combined with inexpensive cost and reasonable open sea performance make this a decent option for any Freetrader or Buccaneer looking to start producing and moving goods at an early level.
The Limburg does not have much value as a combat vessel however, and you should look to upgrade as soon as possible to something more suited to that purpose. At it's level, it is already outclassed by the Mediator Cutter and Curieuse Snow in terms of speed and armament, both of which can also use more efficient 'small' permanent outfittings.