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.
550 410 410 200 100 850
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.
44.0 44.0 44.0 44.0 44.0 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.
-- / --
104 / 81
Upwind & Luffing
32% - 42%
6.91 - 9.07 knots
Open Sea Speed: 64
Information based on version 02.12.39.00
Current game version is 2.13.44.00
Polars and Open Sea Speed not updated for v. 02.12.33.00
The Bermuda Sloop is a type of fore-and-aft rigged sailing vessel developed on the islands of Bermuda in the 17th century. In its purest form, it is single-masted, although ships with such rigging were built with as many as three masts. Its original form had gaff rigging, but evolved to use what is now known as Bermuda rig, which had been used on smaller Bermudian boats since the early 17th Century, making it the basis of nearly all modern sailing yachts. Although the Bermuda sloop is often described as a development of the narrower-beamed Jamaica sloop, which dates from the 1670s, the high, raked masts and triangular sails of the Bermuda rig are rooted in a tradition of Bermudian boat design dating from the earliest decades of the 17th Century.
The development of the rig is thought to have begun with fore-and-aft rigged boats built by a Dutch-born Bermudian in the 17th Century. The Dutch were influenced by Moorish lateen rigs introduced during Spain's rule of their country. The Dutch eventually modified the design by omitting the masts, with the yard arms of the lateens being stepped in thwarts. By this process, the yards became raked masts. Lateen sails mounted this way were known as leg-of-mutton sails in English. The Dutch called a vessel rigged in this manner a bezaan jacht. A bezaan jacht is visible in a painting of King Charles II arriving in Rotterdam in 1660. After sailing on such a vessel, Charles was so impressed that his eventual successor, The Prince of Orange presented him with a copy of his own, which Charles named Bezaan . The bezaan rig had been introduced to Bermuda some decades before this. Captain John Smith reported that Captain Nathaniel Butler, who was the governor of Bermuda from 1619 to 1622, employed a the Dutch boat builder, one of the crew of a Dutch frigate which had been wrecked on Bermuda, who quickly established a leading position among Bermuda's boat makers (to the resentment of many of his competitors, who were forced to emulate his designs). A poem published by John H. Hardie in 1671 described Bermuda's boats such: With triple corner'd Sayls they always float, About the Islands, in the world there are, None in all points that may with them compare.
Ships of somewhat similar design were in fact recorded in Holland during the 17th Century. The rig was eventually adopted almost universally on small sailing craft in the 20th Century, although as seen on most modern vessels it is very much less extreme than on traditional Bermudian designs, with lower, vertical masts, shorter booms, omitted bowsprits, and much less area of canvas.
Strategy and Use
The characteristics of the Bermudian vessels were such that, when the Royal Navy began building up its establishment in Bermuda, following US independence, it commissioned large numbers of these vessels from Bermudian builders, and bought many more up from trade. As the long-boomed, single-masted designs were such demanding sailers, the navy favoured multiple-masted designs, which also had the advantage of longer decks, which carried more guns. Although, today, these vessels might be considered schooners, and some might debate the use of the term sloop for multiple-masted vessels, the Royal Navy rated such vessels as sloops-of-war. The first three built, HMS Dasher, HMS Driver, and HMS Hunter, were each of 200 tons, well-armed armed with twelve 24 pounders. They were intended to counter the then-extant menace of French privateers, which the Navy's ships-of-the-line were ill-designed to counter . Eventually, Bermuda sloops became the standard advice vessels of the navy, used for communications, reconnoitering, anti-slaving, and anti-smuggling, and other roles to which they were well suited. The most notable examples of these were HMS Pickle, which raced back to England with news of the British victory and the death of Admiral Lord Nelson at the end of the Battle of Trafalgar (it had also been Bermudian picket boats which had given warning of the enemy fleet), and HMS Whiting, of 79 tons and four guns, which lowered anchor in the harbor of Hampton Roads on 8 July, 1812. She was carrying dispatches from Portsmouth, and, while her captain was being rowed ashore, the American privateer Dash, which happened to be leaving port, seized the vessel. The crew of the Whiting had not yet received news of the American declaration of war, and her capture was the first naval action of the American War of 1812.
The Bermuda Sloop is one of the fastest ships in the game, reaching a top speed of 16.5 knots while perpendicular to the wind, and only losing 10% of its top speed while at Close Haul. Its fast acceleration and turning speed allow it to outmaneuver more powerful vessels. Armor and hull integrity are major concerns, as with most small scout ships, so avoid taking broadside volleys from larger frigates.