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Uncharted Waters Origin Ships and Shipbuilding Guide

Posted on April 2, 2023

For new players of Uncharted Waters Origin, this guidew ill show you all you need to know in order to build the ships you want.

List of ships

There are many ships in the game. You can find out a lot of details about most of the ships from the blueprints section. I’ve copied some data from there into the table below for ease of reference. I’m ignoring the special ships in this guide, but do cover both eastern and western ships.

Additionally, the captain’s cabin of every ship provides a large bonus to some stat that varies by ship. All ships give a 10% bonus to your supply stat, plus a numerical bonus to some other stat. The Korean wiki lists all of them, but Google can’t translate some of the names, so I’ve verified the stat bonus for many low grade ships myself so that I can see the proper translation of the ones that Google can’t handle.

ship
rank
side
field
combat
bonus
val
Tallette
1
west
trade
ram
Purchasing
900
Barque
1
west
adven
artillery
Nature
900
Hansa Cog
1
west
combat
melee
Melee
900
Budgerow
1
east
adven
support
Supply
900
Brigantine
2
west
combat
melee
Melee
1300
Cog Redonda
2
west
trade
ram
Purchasing
1200
Cog Latina
2
west
trade
artillery
Sales
1200
Light Proa
2
east
adven
support
Nature
1200
Caravel Latina
3
west
trade
artillery
Sales
1400
Caravel Redonda
3
west
trade
ram
Purchasing
1400
Light Galley
3
west
combat
melee
Melee
1400
Kohaya
3
east
combat
melee
Melee
1400
Sloop
4
west
adven
support
Supply
1500
Felucca
4
west
trade
ram
Sales
1500
La Pinta
4
west
combat
melee
Melee
1600
Sampan
4
east
trade
support
Purchasing
1500
Cutter
5
west
combat
melee
Melee
1800
Pinnace
5
west
combat
ram
Ramming
1800
Fluyt
5
west
combat
ram
Ramming
1800
Proa
5
east
adven
support
Nature
1700
Zouge
5
east
combat
ram
Ramming
1800
Nao
6
west
trade
ram
Sales
1900
Galley
6
west
combat
melee
Melee
2000
Sambuk
6
west
adven
support
Supply
1900
Dhow
6
east
adven
support
Aesthetics
1900
Maengseon
6
east
combat
artillery
Artillery
2000
Schooner
7
west
adven
support
Nature
2000
Heavy Galley
7
west
combat
melee
Melee
2100
Heavy Caravel
7
west
trade
ram
Purchasing
2000
Tanjaq
7
east
combat
melee
Melee
2100
Light Sha-chuan
7
east
combat
ram
Ramming
2100
Carrack
8
west
trade
artillery
Sales
2200
Xebec
8
west
adven
ram
Nature
2200
Frigate
8
west
combat
artillery
Artillery
2300
Karakoa
8
east
combat
melee
Melee
2300
Joseon Charging Ship
8
east
combat
ram
Ramming
2300
Buss
9
west
trade
artillery
Purchasing
2300
Galleon
9
west
combat
artillery
Artillery
2500
Victoria
9
west
adven
support
Nature
2300
Fu Ship
9
east
trade
melee
Sales
2300
Jounseon
9
east
combat
ram
Ramming
2500
Ottoman Galley
10
west
combat
melee
Melee
2700
De Sperwer
10
west
trade
support
Purchasing
2500
Mayflower
10
west
trade
artillery
Sales
2500
Sha-chuan
10
east
combat
ram
Ramming
2700
Sekifune
10
east
combat
melee
Melee
2700
Corvette
11
west
combat
ram
Ramming
2800
Esmeralda
11
west
adven
artillery
Nature
2700
Roman Galley
11
west
combat
melee
Melee
2700
Byungseon
11
east
combat
melee
Melee
2800
Tuham
11
east
combat
melee
Melee
2800
Flanders Galley
12
west
combat
melee
Melee
3000
Santa Maria
12
west
adven
support
Nature
2800
Saint Gabriel
12
west
adven
support
Aesthetics
2800
Hainan Ship
12
east
trade
support
Purchasing
2800
Flatbed Ship
12
east
combat
artillery
Artillery
3000

List of ships (continued)

ship
rank
side
field
combat
bonus
val
La Reale
13
west
combat
melee
Melee
3200
Heavy Carrack
13
west
trade
artillery
Sales
3000
Large Schooner
13
west
adven
support
Nature
3000
Red Seal Ship
13
east
adven
support
Aesthetics
3000
Nujeon Ship
13
east
combat
ram
Ramming
3200
Large Galleon
14
west
combat
artillery
Artillery
3400
Santa Catarina
14
west
trade
support
Sales
3100
Prins Willem
14
west
combat
melee
Melee
3400
Lorcha
14
east
adven
support
Nature
3100
Araki Ship
14
east
trade
support
Purchasing
3100
Galleass
15
west
combat
melee
Melee
3500
Quebec
15
west
adven
support
Nature
3300
Razee Frigate
15
west
combat
artillery
Artillery
3500
Large Sekifune
15
east
combat
melee
Melee
3300
Dan
15
east
trade
support
Sales
3300

It was necessary to split the table because Steam caps the length of a single section.

There are no ships with a captain’s cabin that give a statistical bonus to support, scouting, trade, or negotiation. Combat ships always give a bonus to their combat type. Adventuring ships usually give a bonus to nature, though there are three each that give a bonus to supply or aesthetics.

Ship grade data

Apart from grade 1 ships, all ships have level requirements in order to use the ship. The ship has a much higher level requirement for the ship type (i.e., adventuring, trade, or combat) than for the other two levels. The level requirement is for a ship’s captain, not for other mates on the ship.

If a ship’s captain does not meet the level requirements, you can still use the ship, but the ship’s stats will be decreased by 5% for each level requirement not met. You’ll likely want to use some medium grade ships for quite a while while missing the high level requirement, but the other two are much easier to meet. Here’s a table of level requirements by ship grade.

In order to build any ship, you must have a sufficiently high shipbuilding level. For the low grades, I’ve listed the amount of experience required to advance from one shipbuilding level to the next. I’ve only been able to see it so far for the low ranks. Your shipbuilding level is tracked separately for eastern and western ships.

I’ve also listed the amount of experience that you gain from building a ship. You gain this much per ship, until the ship blueprint level reaches 20. At that point, experience per ship drops to 10% of the original. You gain double experience the first time you build a particular type of ship.

Finally, I have listed the time required to build each ship, in minutes.

grade
main lv
other lv
exper
level up
minutes
1
1
1
15
30
15
2
4
2
30
110
60
3
8
4
60
150
120
4
11
6
120
230
210
5
16
8
180
1500
350
6
31
16
250
2250
500
7
33
17
450
4500
720
8
35
18
500
5630
1000
9
37
19
1335
10
39
20
1635
11
41
21
2000
12
43
22
2880
13
45
23
3380
14
50
25
3920
15
54
27
3920

Materials

Building a ship requires materials, blueprints, and ducats. You must also be at a shipyard that can build the particular type of ship that you want. The blueprints section has a map pin marker that will show you the locations where each ship can be built, so I won’t replicate that here. It takes 10 blueprints to build a ship, but I don’t focus on how to get them here.

I will, however, list the materials required to build each ship. The materials always require one keel, as well as some wood, masts, and gun ports, with only the exception that grade 1 ships skip the masts and gun ports. I’ll list the quantities first, then come back to what the materials are and how to get them.

grade
keel
wood
mast
gun
1
small
30
0
0
2
small
80
40
20
3
small
40
20
10
4
small
140
70
30
5
medium
60
30
10
6
medium
70
40
20
7
medium
70
30
20
8
medium
80
40
20
9
medium
80
40
20
10
medium
90
40
20
11
medium
80
40
20
12
medium
160
80
40
13
large
100
50
25
14
large
120
60
30
15
large
120
60
30

The materials required vary by ship. For grades 1-4, that is, the small ships, the materials are purchasable in unlimited quantities and in many shipyards. Furthermore, you can buy the blueprints for those ships in unlimited quantities in any shipyard that can build them. For this reason, when trying to level your shipbuilding level, it’s usually best to max your blueprint level in all ships of grades 1-4, at least apart from the golden ships for which you can’t buy the blueprints.

Grades 1-2 require cedar wood, cedar wood masts, and training gun ports. Grades 3-4 require spruce wood, spruce wood masts, and small gun ports.

Materials for most higher grade ships can be purchased in various ports. It generally requires some amount of investment in order to unlock the ability to purchase the parts. Even one the investment is done, you can only purchase a limited amount of each material per port per week. Besides the keel, the other three materials for a given ship grade can be purchased in the same ports.

For each set of materials, I’ll give a table with the required investment to unlock a part (in millions of ducats), the price per item to buy it once it is unlocked, and the quantity that you can buy per week.

I’ll also list the ports where you can buy the items. I know the English names for all ports in Europe or northern Africa, but Google translate botches names of some others, so there is some uncertainty for some of the ports.

First of all, the medium keels require military investment rank 2 in order to purchase. Once that is done, they cost 1.24 million ducats each, and can be purchased in London, Amsterdam, Lisboa, Seville, Constantinople, Abidjan, and Santo Domingo. That is, all of the starting capital cities, plus two other ports.

Grades 5-6 require pine wood, pine masts, and medium gun ports. These are available in London, Amsterdam, Lisboa, Seville, Constantinople, Candia, Bremen, Ceuta, Edinburgh, Casablanca, Abidjan, Luanda, Santo Domingo, and Port Royal.

wood
mast
gun
investment
0.5
1
1.5
price
11
21
42
quantity
30
15
5

Grades 7-8 require alder wood, alder wood masts, and improved medium gun ports. These are available in Syracuse, Bergen, Timbuktu, Rio de Janiero, Buenos Aires, Mozambique, Massawa, Baghdad, and Calicut. I’m not entirely certain that I have the right port names for Massawa and Calicut.

wood
mast
gun
investment
1
2
3
price
20
40
80
quantity
40
20
10

Grades 9-10 require beech wood, beech wood masts, and enhanced medium gun ports. These are available in Copenhagen, Beirut, Valparaiso, Lima, Icapa, Suez, Malacca, and Jakarta. Icapa is likely to be the incorrect port name. It might be Cape Town, though that’s not quite the right spot on the map. Regardless, it’s something in modern South Africa. Gun ports require military investment level 4 in the port to unlock rather than personal investment.

wood
mast
gun
investment
8
10
*
price
42
84
168
quantity
20
10
5

Grades 11-12 require rosewood, rosewood masts, and special enhanced medium gun ports. These are available in Venice, Nassau, Porlamar, Merida, Copiapo, Tumbes, Calcutta, Aceh, Palembang, and Manila. Calcutta may be spelled Kolkata, as both spellings seem to exist in English. Aceh is probably the wrong port, but it’s something on northern Sumatra near Aceh. Gun ports require military investment level 7 in the port to unlock rather than personal investment.

wood
mast
gun
investment
30
40
*
price
76
152
304
quantity
20
10
5

Grade 13 requires teak wood, teak wood masts, and large gun ports. These are available in Lubeck, Marseille, Trujillo, Banjarmasin, and Pangkalpinang.

wood
mast
gun
investment
80
100
120
price
364
727
1453
quantity
16
8
4

Grade 14 requires walnut wood, walnut wood masts, and improved large gun ports. These are available in Kokkola, Veracruz, Panama, Hanoi, and Okinawa. The port name for Okinawa is likely wrong, but it’s something on that island.

wood
mast
gun
investment
180
210
240
price
398
796
1591
quantity
12
6
3

Grade 15 requires ebony wood, ebony wood masts, and enhanced large gun ports. These are not available for purchase in any port.

Cabins

Every ship has several cabins. All ships have a captain’s cabin, as discussed earlier. In addition to that, there are five different types of cabins. For lack of an in-game name, I’ll call them A, B, C, D, and E. Types A, B, and C allow you to assign a mate to the cabin, in addition to giving some stat bonuses. Types D and E only give stat bonuses, but do not allow you to assign any mate.

There are two major benefits to assigning mates to cabins. One is that it makes the mate active so that he’ll gain experience from the various things that cause you to gain experience as you play the game. The other is that it adds the mate’s personal stats to the ship stats, as well as making his skills available to the ship. For adventuring and trade stats and skills, this generally makes them available to the entire fleet. Combat stats and skills are specific to the ship.

All assignable cabins have some stat rates for adventuring, trade, and combat mates. These are multiplied by a mate’s corresponding type when the mate is assigned to a cabin. You usually want to switch cabins from the default to something that gives 100% for some type of mate, and then assign that type of mate to the cabin.

It’s important to understand that the rate is by type of mate, not by skill. For example, a medium rowing cabin is rated at 100% adventuring, 50% trade, 50% combat. An adventuring mate will apply his full stats of all types, including trade and combat, to the ship. A trade mate will only provide 50% of his stats to the ship, even adventuring. Thus, for this type of cabin, an adventuring mate is likely to contribute higher trade stats than a trade mate of the same grade.

Some cabins are available from the start, while others are available only after you increase your blueprint or understanding level for a ship far enough. I list cabins available from the start as A, B, C, D, or E, and then those that require higher blueprint or understanding level as B+, C+, D+, and E+. The number of cabins per ship, by ship grade:

grade
A
B
B+
C
C+
D
D+
E
E+
1
2
0
0
2
0
0
2
0
1
2
2
0
1
2
0
1
1
0
1
3
2
0
1
2
0
1
1
0
1
4
2
0
1
2
0
1
1
0
1
5
2
1
0
3
0
1
2
1
0
6
2
1
0
2
1
1
2
1
0
7
2
1
0
3
0
1
2
1
0
8
2
1
0
2
1
1
2
1
0
9
2
1
0
2
1
1
2
1
0
10
2
1
0
2
1
1
2
1
0
11
2
1
0
2
1
1
2
1
0
12
2
1
0
2
1
1
2
1
0
13
2
2
0
2
1
2
1
1
1
14
2
2
0
2
1
2
1
1
1
15
2
2
0
2
1
2
1
1
1

As you can see, the number of cabins tends to increase as the ship grade does. However, grades 5 and 7 have more assignable cabins at blueprint and understanding level 1 than the other medium ships do. Thus, you may wish to stick with grade 7 ships for a little longer rather than upgrading to grade 8 or 9 ships as soon as you possibly can.

Type B and C cabins have the same options regardless of ship grade, at least up to grade 8. The other cabin types of different options depending on whether you have a small or medium ship. They’re analogous options, but the medium ship options give higher stats.

You can change the cabins from among various options for each type. Changing a cabin on one ship changes all cabins for the same type of ship. For example, if you change a schooner’s old aide’s cabin to an accounting room, that will change the corresponding cabin for all schooners that you have or will build in the future. Schooners have three type C cabins, however, so each of those three must be changed independently.

It typically costs about 10k ducats per ship grade to change a cabin on a small ship, or 100k ducats per ship grade for a medium ship. The exception is that some options for type A cabins cost 10 blue gems per ship grade for a small ship or 20 blue gems per ship grade for a medium ship. Large ships are probably more expensive in both cases, but I haven’t yet seen the price tags.

For type A cabins, the options available depend on whether the ship is an adventuring, trade, or combat ship. Old rudder and old deck are available on all ship types, but the other options all have stat rates of 100%/50%/50%, and cabins with a stat rate of 100% on some mate type are only available for ships of the corresponding type.

I have a list of cabins recorded, but it’s going to be some work to copy it here, so I’ll stop here for now.

That’s all we are sharing today in Uncharted Waters Origin Ships and Shipbuilding Guide, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author Quizzical

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