Manual Sailing

Out in the open world you can set a heading, trim the sails once, and let the crew mind the ship while you cross the map. In a battle that habit will get you sunk. The wind is the only engine a sailing ship has, and squeezing the most out of it — turning tighter, stopping on a coin, even sailing backward on purpose — means taking the rig off autopilot and working it by hand. This page is the how: the controls and the manoeuvres they build into. For the why behind the angles, read Wind & Points of Sail first.

Read the compass first

Almost everything you need while sailing lives in the compass at the centre of your screen: where the wind is coming from, your current speed (shown as knots, and as a negative number when you are moving backward), the rudder’s position, your heel angle, your sail setting, and whether the staysails are depowered. Veteran captains glance at it the way a driver glances at a dashboard — learn to read it and the rest of this page becomes muscle memory.

The rudder — A and D

Hold [A] to turn left, [D] to turn right. Double-tap either key to lock the rudder hard over — the compass shows FL or FR for full-left and full-right — and tap the opposite key to centre it again.

Three things about the rudder catch new captains out:

  • It is not instant. The helmsman needs a moment to swing the rudder, and the hull needs another to answer it. Heavy ships are sluggish; light ones turn on a thought. Steer a beat ahead of where you are.
  • It needs water flowing past it. The rudder is just a deflector in the current — the faster you go, the harder it bites. A ship dead in the water will not answer the helm at all, and turning always sheds a little speed.
  • It reverses when you do. Once your speed reads negative and you are making sternway, the rudder works backward: to bring the bow left you now hold [D]. Watch the compass and switch as your speed crosses zero.

Sail area and battle sails — W, S, B

Sail is set in steps. Tap [W] to add canvas and [S] to take it in; four taps of [W] from a standstill sets you to full sail. The compass shows both the step and the percentage. (The lateen-rigged xebec Le Requin is the odd one out — in a battle it has only three steps: stop, battle, and full.)

More canvas means more drive, but the ship still needs time to build speed, and taking sail back in is slow — so plan changes early. The shortcut you will use most is [B], which drops you straight to battle sails: a reduced setting where the yards pivot faster and the sails and masts shrug off damage better. It is the standard combat trim — tighter turns and quicker handling at the cost of top speed.

Auto skipper vs. manual skipper — F

By default your crew trims the yards for you. This is Auto Skipper: the rig is kept balanced so the sails pull you forward at the best speed for your current angle without dragging the bow off course. It is the right mode for plain sailing.

The instant you nudge a yard by hand you drop into Manual Skipper, and the rig is no longer balanced for you — which is exactly the point. An unbalanced rig can swing the ship with the sails alone, no rudder needed, and that opens up every advanced manoeuvre below. When you are done, press [F] to hand the yards back to the crew and recover best speed.

Working the yards by hand

The yards are split into two stacks you control independently: the front yards on the foremast ([Q] left, [E] right) and the rear yards on the main and mizzen masts ([Z] left, [C] right). Hold a key to ease the yard round, or double-tap to throw it to its maximum angle. Heavier ships swing their yards more slowly.

Manual yard work buys you four things the rudder alone can’t:

  • Turning by the sails — unbalance the rig and the ship pivots without the rudder, or turns far tighter when you combine the two. This is what carries a square-rigger’s bow across the wind in a tack.
  • Speed control without touching sail area — angle the yards to spill wind and bleed speed, then snap back to Auto Skipper to recover.
  • Cutting the heel — flattening the yards reduces the sideways force that leans you over, which matters when heel is tipping your guns off the target.
  • Combinations — trading a little speed for a turn while managing heel, all at once. This is the deep end, and it takes practice.

A rule of thumb: turning with the yards costs speed, and it bites hardest — most usefully — at low speed. Battle sails make those yard-turns tighter still.

Depower the staysails — T

The staysails are the fore-and-aft sails strung between the masts (the ones up by the bowsprit are the jibs). [T] is a toggle that quickly furls them without touching your main sail setting; press it again to reset them. The compass flags when they are depowered.

Depower does two jobs: it sheds or regains speed in a hurry, and it knocks down the heel fast — handy when you are leaning too far to lay the guns where you want them. One catch: staysails pull hardest on a beam reach and do almost nothing dead upwind or dead downwind, so how much depowering changes your speed and heel depends on your point of sail.

Putting it together

The controls above are the alphabet; here are the first few words captains spell with them.

Tacking — crossing the wind

Tacking is swinging the bow through the dead zone to get onto the other side of the wind. Carry as much speed in as you can. A fore-and-aft ship with enough way on can often come about on the rudder alone. A square-rigger usually can’t — its square sails push backward in the dead zone and kill the rudder before the turn finishes — so you throw the yards over to haul the bow across.

Stopping and slowing

Reefing sail to stop is too slow in a fight. Instead, depower the staysails and press both yard controls the same way at once to swing the yards parallel to the wind — they stop catching wind and the ship coasts down (this also flattens the heel). For a small trim, just press both yard pairs together for a moment. To stop hard or back up, depower and angle both yard stacks to catch the wind backward, keeping the square sails as near perpendicular to the wind as you can, where they grip hardest. Tap [F] to re-balance and accelerate the moment you’re set.

Crew focus affects all of it

None of these manoeuvres happen at full speed if your crew is spread thin. Crew is split across focuses — sailing sets how fast you trim sail and swing yards, alongside gunnery, survival, and boarding. Run short on the sailing focus and every sail change and yard swing slows down. The details of dividing crew live in Crew & Perks.

Manual sailing rewards practice more than reading — the in-game Sailing and Special Manoeuvres tutorials are built for exactly this, and they cost you nothing to repeat. Get these controls under your fingers there, then take them into a real fight and read Battle Sails & Wind Shadows to see how the wind keeps shaping the duel once the guns open up.

Sources & Credits

This page draws on facts from, and gratefully credits: Aquillas (Eléazar de Damas) — Naval Action User Guide, Rev. 13, May 31 2025 · Naval Action Wiki. Prose is original; see how this guide is made.

Last verified 2026-06-29 by AI.