Every ship in your dock carries a stat sheet. Open it by docking in a port, selecting the ship, and choosing the Stats tab — the last of the four tabs alongside Inventory, Equipment, and Equipped. This page explains what each field means and, more usefully, which ones mislead you if you read them the obvious way.
The Stats tab reports the ship as it currently exists: hull, installed equipment, and materials combined. It is not a description of the hull type in the abstract. Two ships of the same class with different fits produce different sheets, which is exactly why the panel is worth reading before every voyage rather than once per ship class.
| Field | Unit | What it tells you |
|---|---|---|
| Rate | — | The ship’s naval rate, the broad statement of its scale and place in a fleet. |
| Kills | count | A record kept against this particular ship, not the captain. |
| Equipment Class | — | Which grade of equipment the hull accepts. See Refits & Equipment. |
| Cannons | count × poundage | Listed per deck, so you can see a heavy lower battery and a lighter upper one separately. |
| Cannons (Total) | count | Totalled and split into Centre, Side, and Stern groups. |
| Thickness | degrees | A penetration angle, not a distance. Lower is better. See below. |
| Square Sail HP | hit points | Durability of the square sails — the main driving canvas. |
| Stay Sail HP | hit points | Durability of the staysails, tracked separately from square sails. |
| Max Heel | degrees | How far the ship will lean before its limit. |
| Rudder Traverse Time | seconds | How long the rudder takes to move across its range. |
| Speed | knots | The ship’s speed figure. |
| Turn Speed | degrees per second | Rate of heading change. |
This is the single most counter-intuitive number on the sheet, and the game says so in its own tooltip:
“Lower is better, as this is the penetration angle. Shots must hit at an angle *less* than this to penetrate.”
Read it as a threshold on obliquity. A shot arriving close to square on the timber — a small angle — penetrates. A shot arriving at a glancing angle is turned away. The Thickness figure is the boundary between those outcomes, so a smaller number means a narrower window in which the enemy can hurt you, and therefore a better-protected ship.
Two practical consequences follow. Defensively, presenting your side obliquely to an enemy’s guns increases the angle at which their shot arrives and makes a bounce more likely; squaring up to them does the opposite. Offensively, the closer you can get your fire to perpendicular, the more of it will bite — which is why raking a bow or stern is so effective and why a shot across a heeling deck can skate off. See Ammo & Damage Model for what happens after penetration.
The battery appears in two forms because they answer different questions.
The per-deck list gives a count and a poundage for each deck. Poundage is the weight of shot the gun throws, so it is a direct statement of how hard that deck hits. A ship whose decks differ substantially in poundage does not have one battery; it has a heavy one and a light one that happen to share a hull, and they will not do the same job at the same range.
The total line regroups the same guns by where they point: Centre, Side, and Stern. This is the number that matters tactically, because guns that cannot bear on the target contribute nothing. A large total is no comfort if most of it is on the wrong side, and the Stern figure is what you have available while running.
Square Sail HP and Stay Sail HP are tracked independently, and this matters more than a single canvas figure would. Square sails supply most of the drive when the wind is behind or on the quarter; staysails matter most when working closer to the wind. Losing one pool does not degrade your sailing evenly — it removes specific capabilities at specific wind angles.
So chain shot aimed at rigging is not a generic slow-down. Which pool it damages determines which points of sail you lose, and therefore whether you can still run, still close, or still work upwind. See Wind & Points of Sail.
Max Heel, Rudder Traverse Time, and Turn Speed describe different parts of the same experience and should be read together.
A ship can have a good Turn Speed and still feel unresponsive if its rudder is slow, and it can have modest figures on paper and still fight well if you have learned to lead its inputs.
The fitting interface can show a proposed change without installing it. Adding an item as a Ghost puts the panel into a comparison view, presenting Current Stats alongside the ghosted result, so you can see which figures move and by how much before spending anything.
Ghosts are a preview only. The game is explicit that they do not change the ship:
“These only provide a preview, and don’t affect ship stats.”
The client will warn you when you try to undock with ghosts still in place. Clear them or install them for real; do not sail expecting a fit you only previewed.
The sheet tells you what the ship is. Only sailing it tells you what you can do with it.
This page draws on facts from, and gratefully credits: Letters of Marque — the Steam playtest client. Prose is original; see how this guide is made.
