Naval Action carries dozens of ships, from a one-masted cutter to a hundred-gun first rate, and it sorts them with the same vocabulary the age-of-sail navies used. Two questions answer almost everything a new captain needs: what rate is it (roughly, how big and how heavily armed), and what type is it (a warship, a trader, or a premium hull). A third question — can you crew it — decides what you’re actually allowed to sail today.
Ships are graded from 1st rate down to 7th rate, borrowing the historical Royal Navy system. The rule of thumb is simple and runs backwards from what you might expect: a lower rate number means a bigger, more heavily gunned ship. A 1st rate is a towering ship of the line; a 7th rate is a small, nimble craft. Rate tracks broadside firepower — historically the number of guns — so it doubles as a rough measure of size, crew, and staying power.
The ladder, read from the top of the line down to the small craft, looks like this:
| Rate | What it is | Typical hulls |
|---|---|---|
| 1st – 2nd | The largest ships of the line — multi-deck battleships, the heart of a fleet battle. | Santísima Trinidad, L’Océan, Victory |
| 3rd | Workhorse ships of the line — still serious line-of-battle ships, more manageable than a first rate. | Bellona, St. Pavel, Implacable |
| 4th | Heavy frigates and small two-deckers — the bridge between cruisers and the line. | Constitution, Wasa, Ingermanland, Agamemnon |
| 5th | Frigates — the classic single-gundeck cruiser, the most popular all-round fighting ships. | Surprise, Trincomalee, Endymion, Essex |
| 6th | Small warships — brigs, snows and light frigates for skirmishing and hunting. | Brig, Niagara, Cerberus, Mercury |
| 7th | The smallest craft — cutters, the Lynx, gunboats; where most captains start. | Cutter, Lynx, Privateer, Pickle |
In everyday talk, captains group these into ships of the line (the 1st–4th rates that stand in the battle line), frigates (the 5th–6th rate cruisers), and the small craft below them. You’ll sometimes hear the word “unrated” for the smallest boats — that’s the historical term; in Naval Action every ship still carries a rate, right down to 7th.
Rate tells you how big a ship is; type tells you what it’s for. A ship’s type is independent of its rate, and it changes what the ship can do:
The Basic Lynx deserves a mention of its own: it’s the free starter ship every new player can claim, and claim again without limit if it’s sunk. It’s small and needs guns and repairs bought in port before it can fight, but it gets you on the water and even has hold enough for early cargo runs.
Every hull is also tagged deep draft or shallow draft, and this matters more than newcomers expect. Shallow-draft ships — most of the small craft and lighter hulls — can sail into shallow water that the big deep-draft ships of the line physically cannot reach. That governs which ships can fight in shallow-water battles and port battles, and it’s a genuine tactical lever: a light ship can duck into the shallows to shake off a pursuing first rate. It shapes where you can go, too: because the starter Bahamas region is largely shallow water, deep-draft ships of the line can’t reach most of it, and Pitt’s Town is the only deep-water port there. See Open World for how the region works as a safe starting zone.
Here is the gate that catches every new captain. Owning a ship is not the same as being able to sail it well, because every hull needs crew — a handful for a cutter, a full complement of hundreds for a first rate — and the crew you can command is capped by your rank. Naval Action’s ranks run from Midshipman up through twelve grades to Admiral, and each promotion raises your maximum crew.
Put a ship under-crewed and it suffers: slower reloads, sluggish sail handling, not enough hands to manage damage or board. So in practice your rank decides which rates are realistic. A junior officer fights happily in 6th and 5th rates; the heavy frigates and ships of the line wait until your rank — and your crew cap — can fill them. Promotion comes from combat experience, so the way to bigger ships is simply to fight in the ones you can crew now. See Rank Progression for how that ladder works and Crew Management for getting the most out of the hands you do have.
There is no single best ship — every hull trades speed, strength, handling, and the crew it demands against one another, so the right choice depends on the job. Match the ship to what you actually intend to do:
This page draws on facts from, and gratefully credits: Aquillas (Eléazar de Damas) — Naval Action User Guide, Rev. 13, May 31 2025 · na-map (felixvictor) — Naval Action Map & data-comparison tool · Naval Action Wiki · Prezeey — 2026 New & Returning Player Comprehensive Guide (Steam). Prose is original; see how this guide is made.
