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  • Modified Ironsides 200
    An Ironsides modified with improved
    durability.



    Build Original Ship
  • Base Performance
    160
    270
    0
    795
    10
    9
    43
    Ship Hold info
    48/102
    52
    576
    Sailing Requirements
    34
    32
    35

    Studding Sail: 3, Broadside: 5
    Special Equipment: 2, Bow Turret: 1
    Extra Armouring: 3, Stern Turret: 1



    Optional Skill


              Refitting

              Range 547 ~ 912
              Effective Range 584 ~ 882
              Volume 730 (Modified Ironsides Cabin 102 + Cannon Chambers 52 + Hold 576)

              Cabin: (50% or Sailors required 120%) ~ 150%
              Cannon Chambers: 50% ~ 150%
              Hold: Volume - Cabin - Cannon Chambers = Hold
              Modified Ironsides Cabin: 57 ~ 153 Cannon Chambers: 26 ~ 78

              Range 912 - 57 - 26 = 829
              Effective Range 882 - 57 - 26 = 799

              View All Comments

              [Purification FleetA]"> [Purification FleetA]
              07-15-2014
              [This comment has been deleted by a moderator of this site.]

              [Purification FleetA]"> [Purification FleetA]
              07-15-2014
              [This comment has been deleted by a moderator of this site.]

              [Purification FleetA]"> [Purification FleetA]
              07-16-2014
              [This comment has been deleted by a moderator of this site.]

              [Purification FleetA]"> [Purification FleetA]
              07-16-2014
              [This comment has been deleted by a moderator of this site.]

              [Purification FleetA]"> [Purification FleetA]
              07-29-2014
              [This comment has been deleted by a moderator of this site.]

              [Purification FleetA]"> [Purification FleetA]
              08-23-2014
              [This comment has been deleted by a moderator of this site.]

              [Purification FleetA]"> [Purification FleetA]
              10-28-2014
              [This comment has been deleted by a moderator of this site.]

              tare
              12-12-2014
              Is this mod anything good for the role of general purpose fighting/grinding/ESF (non-piracy) ship ? More focus was placed on dura and crew survival in case of melee. Deck barrier ... hmmm ... due to next patch removing forced deck battles, not sure the relevance though.

              i.imgur.com/1ZDDO8p.jpg

              Bryan1
              12-14-2014
              @ tare..
              Which patch are you speaking of that removes forced deck battle as a whole?

              tare
              12-15-2014
              Ah, it is the 2nd Age Chapter 4 patch not the Gran Atlas. So in Chapter 4 of 2nd Age onwards, no more forced deck battles on white names. Any significant values for deck barrier in such a situation ?

              Bryan1
              12-15-2014
              O ok, that patch was already implemented. Deck Barrier is good for the prevention of a pirate being forced onto deck. It can also be used as an offensive skill on any Bounty Hunter ship because it adds +10% to your defense and -10% to the opponents attack on deck.

              Armie
              12-16-2014
              Because in one of the Grand Atlas chapters, bounty hunters will be turned into blue names, who can be force-decked. You turn into blue name as soon as you kill a pirate.

              White names are still immune to forced-deck.

              As a non-pirate maritimer, you would most likely turn blue, or otherwise you are a hello-kitty maritimer.

              [Purification FleetA]"> [Purification FleetA]
              12-16-2014
              [This comment has been deleted by a moderator of this site.]

              Visitor
              12-16-2014
              I view both land and sea battles as complimentary to one another. If you choose to specialize in one field over another, just as in life, it may cost you in the long run. But Gran Atlas has not yet arrived, so I will treat this information as hearsay for the moment, and plan accordingly in the event that it proves true.

              mois
              12-16-2014
              How many optional ship skills and original ship skills are allowed on a ship ?

              Wystein
              12-16-2014
              2 optional and 1 original are standard. Through fusion you can if you chose, inherit another skill and add another 1 or perhaps even 2(?) more optional skill slots. Note that if you add a skill slot the ship has to have an improve left to actually add a skill to the slot.

              mois
              12-17-2014
              So that means if I were to modify a MIS, I would not be able to add all it's 5 optional skill into the modded MIS (presuming I don't use fusion) ?

              Otto
              12-18-2014
              Without fusion, the maximum number of skills for any ship is 3: One Original and Two Optional. With Fusion, two more can be added: One more Optional and One "inherited" skill that shows on the ship stats as Optional, but isn't restricted to the list of Optional skills available for a ship.

              mois
              12-18-2014
              Is this ship worth all the ducats for fusions or are there better ones out there ?

              Bael
              07-26-2015
              Does Modified versions accept the same skills as the normal ones?

              I want to know if this ship accept IR, WMB and DHP.

              [Purification FleetA]"> [Purification FleetA]
              12-31-2015
              [This comment has been deleted by a moderator of this site.]

              [Purification FleetA]"> [Purification FleetA]
              01-01-2016
              [This comment has been deleted by a moderator of this site.]

              MrNice
              08-29-2017
              can some1 show how to mod this ship? prefer full sail/dhp and no astro sail and astro arnaments

              Guilder
              08-29-2017
              In the event you don't find an answer here after a certain period of time, you can always try the merchant chat. Expert shipbuilders and owners love to give advice on mod strategies.

              Aguirre
              08-30-2017
              Try alternating between large square and large lateen sails. Are you familiar with UWO Tool?

              [Purification FleetA]"> [Purification FleetA]
              08-30-2017
              [This comment has been deleted by a moderator of this site.]

              Guilder
              08-30-2017
              Dealing with gold sellers is against the rules - if you are busted, you will certainly be banned. GM is looking into this seller, don't be the fall-guy for this scheme. If you intend to try to buy gold with money, sell astros, you can get a better rate than this guy is offering anyway; doing this also helps keep the game open for everyone to enjoy playing.

              Not to mention, past gold sellers had a history of taking screenshots of the players' names who they were dealing with, and trying to blackmail/extort them after making deals, which often weren't even kept to begin with. Paypal doesn't keep one safe from that. Plus, you know: that whole pesky lifetime ban business.

              [Purification FleetA]"> [Purification FleetA]
              08-30-2017
              [This comment has been deleted by a moderator of this site.]

              [Purification FleetA]"> [Purification FleetA]
              08-30-2017
              [This comment has been deleted by a moderator of this site.]

              MrNice
              08-30-2017
              i use calculator for this
              FS number : 1815
              depend on my luck ,
              SE+DHP
              full sails
              +14 ts
              +4 wr - storm proof
              +8 armour

              is it good enough? no astro ship part

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