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.
1680 1100 1100 550 275 2150
DR Damage Reduction Shows how much the ship's armor reduces the damage it receives.
- 6 6 5 4 5
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.
18.0 18.0 18.0 18.0 18.0 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.
-- / --
153 / 227
153 / 227
Aft guns: Guns in the back of the ship, also known as sternchasers.
153 / 227
Upwind & Luffing
26% - 37%
4.21 - 5.99 knots
Open Sea Speed: 57
Information based on version 02.14.21.00
Current game version is 126.96.36.199
A combat capable Merchant Ship. This East Indiaman has well-rounded abilities that make her suitable for shipping, defense and hunting.
Combat Level: 35
The correct "Polars" and "Open Sea Speed" remain unavailable at this time.
Trade between the East Indies (i.e. India, Ceylon, all the way to the Far East) and Europe demanded ships that were able sail long distances, carry large cargoes to maximize profitability and enough cannons to defend themselves from attack by pirates. The 'Mignone' East Indiaman is a classic example of such a ship. Broad of beam and with a deep draft this vessel can carry a huge cargo. Frigate rigged she is an efficient sailer though not outstanding. However she is armed like a frigate so she is a formidable foe when challenged by a lone pirate.
Strategy and Use
Few merchant ships are meant to sail through dangerous waters alone. Even the East Indiamen, during times of extreme danger, formed convoys and were escorted by men-o-war. When hauling goods between most ports the East Indiaman is able to handle any encounters at sea. However, when ports are in contention it should be part of a group.
The 'Mignone' should stay close to its escorts and fight like a frigate rather than bolt. Care must be taken to avoid crew loss and boarding. As a broadside ship it is well-matched against frigates of the high 30's and low 40's. High turning acceleration allows her to change course at will, preventing lone enemies from raking the bow or stern. It has respectable broadside armor integrity, but requires DR upgrades to be most effective in a line of battle. It is not worth the expense to attempt to make the ship able to outrun attackers, so you'd be much better served improving it's armor and integrity to allow it to put its guns to good use without undue risk.
Outside of battle, it is extremely handy for convenient and safe hauling due to its favorable OS wind angles and decent OS speed.