Corsairs return of the legend characteristics of the ships. Guide and walkthrough for "Corsairs: Return of the Legend". Role system and skills

Having spat at the entrance, we go into the tavern. Again, the drunks occupied all the tables, the sea devil struck them. “I have no rivals in the sea!” - comes from one of the guests. “Well, yes, of course...” - We immediately enter into a lively discussion. The sound of breaking dishes, screams, the grinding of steel - he will have to answer for his insolence. Although is a fight in a tavern serious for two hardened sea wolves: a Spanish adventurer and an English pirate? Okay, just warm up. Having dealt with the braggart, we find the right person. It’s easy to recognize him by his clothes, they all dress like that. “We have goods... no, the authorities won’t buy them... yes, just for you... on the beach?.. we will!” Let's take a walk, it's not far from here. Coming out to the beach, we see a group of smugglers - we have something for them... “No, these are not slaves,” the pirate replies, “this is information. Interested? Then listen..."

A new game

So, the game is installed. Pistol in your belt, saber in your hands - and forward to the sea. True, first we need to decide who we will play. We are offered three characters to choose from. Diego Espinosa is a Spaniard, adventurer and adventurer. It is distinguished by a balance of basic characteristics, a kind of jack of all trades. Edward Teach - Englishman, corsair. A purebred fighter, which is not surprising - in the future Edward Teach will become known as Blackbeard. And the third seeker of fame and fortune is the typical merchant Alex Exquemelin, a Dutchman. Which is logical, the Dutch do not have a military fleet, but the merchant fleet is the best in the entire Caribbean.

The choice of nation is very important. For example, Spain at the start of the game owns the majority of the colonies in the Caribbean. In addition, she is in neutral relations with Holland - a true paradise for a merchant. England, on the contrary, is at enmity with everyone except France. There are much fewer English and French colonies on the archipelago, so the life of a merchant will be much more difficult. But you can rob Spanish “golden” galleons, which depart for the Old World once a year. The ruin of the Spanish and Dutch colonies will also bring a good harvest. Holland is the luckiest country in terms of political relations. It is in a secret alliance with France, and maintains neutrality with Spain. There are difficulties only with the British, but you can also trade in their colonies - we’ll tell you how to do this later. If we choose France, we get neutrality with England and peace with Holland. Only pirates are hostile to everyone.

By the way, in the game you cannot live in peace with all countries. On the right side of the screen you can see an indicator of the country's attitude towards the character - but not towards his nation. That is, if you are a Spaniard and all of France admires you, you will still be attacked by French ships and fired mercilessly from coastal fortifications.

The nation has been selected, now let's look at the game settings. There are several of them:

  • Complexity- directly affects the strength of opponents, their survivability in hand-to-hand combat, as well as the amount of experience gained. The game has 10 difficulty levels, from “sailor” to “impossible”.
  • Event frequency— determines how regularly you will encounter other ships. For beginners, we recommend the “rarely” level. There are too many problems at a high level, pirates are literally at every turn. Yes, not just one ship, entire squadrons of up to six ships! It is impossible to withstand such raids on a starting lugger and with minimal skill indicators. Yes, things are turbulent in the Caribbean, but what did you want?
  • Reloading the pistol- They won’t let you walk around peacefully with a gun in your hands. You can press the “shot” button - the character will pull out a gun, shoot and put it back. If the option is enabled, the pistol will be quickly reloaded right during fencing, and if not, you will have to sheathe the sword every time or fight without a firearm. A nod towards realism, and not the only one.
  • HardcoreGame- This is a mode for true enthusiasts, in which you can only save in churches. There is no need to explain what this entails. Any pirate - and hello, Davy Jones. Highly not recommended for the first playthrough.
  • Swimming mode— sets the swimming speed. Some people like fast, dynamic battles, while others like thoughtful maneuvers. This parameter does not affect the battle process itself.
  • Profile- Finally, you can play Corsairs with several characters at the same time, without fear of overwriting an already saved game.

Now that you have all this set up, the game begins. Its beginning, unfortunately, was made common to everyone. The ship's captain died in the battle, and our character took command. We know about the hero that he came from Europe. That's the whole story. In the same dialog, you can change the initial characteristics if you select the corresponding menu item. We will return to the role-playing system below. By the way, the sailor will offer to practice fencing. You shouldn’t refuse - fencing in “Return of the Legend” is radically different from “Corsairs 3”.

Control

Ship

In this chapter we will look at how to operate a boat.

The speed of the ship depends on the strength and direction of the wind and the position of the sails, of which there are only three: fully lowered, raised and fully raised. It is clear that if the sails are fully raised, the ship will only be able to drift on the waves, not moving anywhere. With sails up, the ship moves very slowly because all the main sails are removed. Well, with the sails completely lowered, all we can do is catch the wind; nothing else depends on the boat itself. Of course, a tailwind is the best, and a headwind will not allow us to move, but there are a huge number of “side” winds. It’s simple: the “closer” the headwind is, the faster the ship sails. Much depends on the type of ship - for example, the sailing armament of battleships is such that almost any wind suits them! But just sailing is one thing, but maneuvering is something else entirely. In fact, successful maneuvers during battle are 50% of success. During your salvo, it is best to raise the sails fully, and when the ship stops, fire. Skilled players can catch enemy ships like this: the adversary raises the sails to shoot, the player sees this and also begins to raise; and so, when the two ships are almost standing, the player simultaneously shoots, lowers the sails and turns his nose towards the enemy. Very difficult, but the result justifies the hours of training.

Battle. You can fight the enemy in two modes, normal (third-person ship) and captain (first-person ship). The second mode will allow us to aim ourselves before firing. You can overthrow the enemy's ship, you may not finish it off (but why?), and of course, you can hit the enemy. Also in the “captain” mode, you can carefully examine the enemy through a spyglass: the higher the quality of the device, the more information you can find out - from speed to the number of guns on board.

Boarding. During a boarding, all soldiers do not participate in the battle. A total of 15 people will be on the decks of the ships. If there were 300 people on your ship, and 900 on the enemy’s ship, then on your side at the time of boarding there will be 4 people, and on the enemy’s side 11. But if you single-handedly attack a ship with a huge crew, then you will have to fight alone against 15 sailors. Moreover, they will have enormous health and damage indicators. One hit can cause damage three times more than the player's hit points. After winning on deck, the battle moves to the captain's cabin, and there you fight one-on-one with the enemy captain - whoever wins gets the ship. Although there is a possibility that the captain will surrender without a fight.

It is important: after the end of the massacre on the deck, search the corpses, sometimes there are a lot of interesting things there. And it would be nice to clean out the captain's cabin...

However, if your team is superior to the enemy and you have a high leadership indicator, then there is a high probability that the ship will surrender without a fight. His entire crew will become your slaves, and the captain will become your prisoner. Unless, of course, the captain decides to throw everyone overboard.

Human

Management on land is basic. In cities, we can not run at all, but simply move around key points using the Enter key, selecting the desired buildings. But you’ll have to run through the jungle, yes... I remember Maine, without a map, at night - an hour of completely non-game time had to be spent in order to finally find the damned bay where the ship was located.

The battles, however, are also not particularly difficult. All actions consume energy, which gradually increases. There are three main strikes: a fast piercing attack, which does little damage, but hits quickly and spends little energy. Average blow, average in all respects. A strong piercing blow takes a very long time and spends a lot of energy, but with such a blow you can easily take away all the enemy’s health at once, and he doesn’t pay attention to the block. There is also a circular strike, which spends a lot of energy, but all nearby enemies take average damage. There are two defensive skills, block and feint, the latter reflects the enemy's blow and at the same time can completely deprive the enemy of energy and take him out of the game for several seconds.

But not with a single sword... Our hero has, of course, a pistol in his reserve. The little thing is very useful; depending on the game mode, it reloads either on its own or when there is no weapon in your hands. The better the gun, the more damage, naturally.

In general, the battle looks like this: we shoot, we deliver a penetrating blow, again and... we run, gaining energy. Repeat until the bitter end. In this way, you can defeat five or six enemies even at the beginning of the game, the main thing is to stock up on “pills”, improve your health, you know...

Role system and skills

Let's start with the main difference between Corsairs: Return of the Legend and the original series. This is a completely new character development system. Experience, levels and a set of characteristics were replaced by a “pirate” analogy of SPECIAL called PIRATES. You cannot change these characteristics during the game, unless you have the opportunity to complete a special task, but more on that later.

Let's take a closer look at the characteristics.

Power— strength in “Corsairs” plays a classic role in role-playing games. It is responsible for the impact force, the weight carried and the number of hit points.

Impression- the ability to see, hear and notice everything around. In particular, he is responsible for the accuracy of cannon salvoes from the ship. Does not affect the accuracy of pistol shots.

Reaction- agility, agility and, oddly enough, endurance. Responsible for the energy due to which blows are delivered. We strongly recommend investing the maximum number of points into this characteristic. There will be a lot of fighting in the game.

Leadership- natural charm plus conversational skills. A good leader will be able to take the ship without a fight, hire the maximum crew, and get the best prices in the store. In addition, leadership affects the number of officers hired (the number of officers available is equal to the leadership level multiplied by two)

Learning ability (Talent)- a sharp and inquisitive mind, the ability to grasp everything on the fly. A character with high learning ability acquires skills faster. Trainability also affects many skills, such as navigation and pistols.

Endurance— the name of the skill speaks for itself. The higher the stamina, the more hit points the character will have. Slightly less influence on the amount of weight carried.

Success- Luck is luck. Affects pure chance - the enemy may not hit you at point-blank range, an enemy patrol will pass by, mistaking it for one of their own.

All characteristics vary from 3 to 10.

The value of the new system is that it gives room for imagination. You can start playing as a stupid big man and use steel and lead to make your way in the waters of the Caribbean Sea, or you can become a prudent merchant, buying low and selling high.

For example, a purebred fighter requires maximum strength, reaction, learning ability, luck and leadership. For a trader - learning, leadership and perception. Of course, variations are possible. It all depends on the player.

So, we've looked at the basic system, now let's move on to the hero's parameters.

Rank- this is what the level is called now. Increases when gaining enough experience. Experience is awarded for trading, quests, destroying forts, increasing skills and hand-to-hand combat. Each level adds life and energy. And in general, that's all. Rank does not have any special influence, as in previous “Corsairs”. Unless the higher the rank, the better officers you can hire and the stronger the enemies and captains will be.

Life— the hero’s health in numbers. Classic scheme. The more hit points, the longer the character lives in battle. Increases depending on strength and endurance.

Health- and this is an indicator of the hero’s condition. Frequent wounds reduce this indicator over time, and the lower it is, the lower the basic characteristics. For example, average health gives a -1 penalty. Along with the main characteristics, skills also decrease. You can restore your health in different ways - by not taking part in hand-to-hand combat for a long time, or by being healed in church. The brothel helps too. In general, rest and bed rest. We recommend keeping your health level at “good” or “excellent” at all times.

Energy— shows the character’s stamina reserve. Each action - hit, rebound, and so on - consumes some amount of energy. Essentially, energy shows how long a character will last in battle. The meaning depends on the reaction.

Gold— displays the number of piastres in the character’s pockets.

Reputation- shows how other people treat the character. We start with the reputation of an “ordinary sailor”, and as the game progresses we can become either a bloody killer or a hero, depending on what actions we take. Over time, both good and bad deeds are forgotten, good ones faster, bad ones slower. Reputation always strives for the "common sailor". It also affects the loyalty of hired officers, but more on that below.

Carryable weight— shows the current load and maximum.

Rank is an indicator of progress in implementing the national line.

Experience threshold - shows how many points are left in a skill to get the next point. We will tell you more about this in the “Personal skills” section.

Personal skills

Along with characteristics, the character has personal skills. They develop as the corresponding skill is used. For example, the skill of light weapons increases when the character fights with brass knuckles, daggers and rapiers, pistols - when shooting, and so on. We have seen a similar system, for example, in TES IV: Oblivion. Let's take a closer look at the skills.

Authority- the name speaks for itself. The captain must be respected by his crew and must inspire confidence. Otherwise, a riot on the ship cannot be avoided, and on land no one will want to come to our ship. In addition, authority affects the chance of taking an enemy ship without a fight. Depends on leadership and to a lesser extent on learning ability.

How to develop?

Hire people in taverns. Board heavily damaged ships with a small crew so that they are more likely to surrender without a fight. Grows in battle.

Light weapons- characterizes the ability to wield light weapons: brass knuckles, daggers and rapiers. Light weapons consume the least amount of energy, but also cause much less damage than other types of weapons.

Depends more on reaction and less on perception.

Medium weapon- characterizes the possession of sabers and dusaks. Damage is average, energy consumption is also average. Golden mean. Depends on strength and reaction.

Heavy weapons- everything is the same, only the weapons are heavier - broadswords, flamberges and axes. It spends an indecent amount of energy, but it hits so hard that it doesn’t seem like much. Depends more on strength and less on endurance.

How to develop?

Fight. The bigger, the better. It is especially effective to use a circular strike in a large concentration of enemies. If you are not playing as the British, we recommend developing your weapon skills in Jamaica. The lighthouse there is guarded by a very large number of soldiers.

Pistols- the ability to use various types of devices that send lead balls at enemies. In Return of the Legend, pistols waste bullets and must be constantly replenished from merchants. Let's also say that the damage from the bullet is quite high, so we strongly recommend developing this skill. Depends on reaction and luck.

How to develop?

Shoot, often and at everyone. Bullets are cheap, and the ability to kill an enemy with one shot or simply greatly reduce his life is worth any money.

Luck- you need it everywhere, whether in trade, in sailing, or in battle. A very important skill, the need for which is difficult to assess at the beginning of the game. A successful strike can cause damage almost twenty times greater than normal.

How to develop?

There is no clear recipe; when luck works, the skill increases. It is most effective to hit many enemies with weapons with low damage - brass knuckles or a dagger. Each successful hit will increase your skill.

Stealth- allows you to pass by a patrol unnoticed, penetrate an enemy city, enter a port under a foreign flag, or deceive other people’s ships in the open seas. The skill is not very important, and it is the most difficult to develop.

How to develop?

Change the flag, infiltrate cities, engage in smuggling. That's probably all.

Ship skills

Navigation- ability to control ships. The higher the class of the ship, the better navigation the player must have. 6th class - 1, 5th class - 25, 4th class - 40, 6th class - 65, 2nd class - 80, 1st class - 95. If a player sails on a ship that is not suitable for your navigation, he receives noticeable penalties for all indicators. A good navigator can solve this problem. Depends largely on perception and to a lesser extent on learning ability.

How to develop?

Swim in storms - often and a lot. Develops well during battles. You can simply swim around the enemy ship.

Accuracy— the accuracy of your hits depends on your accuracy. A low indicator will not allow you to hit even from a distance of ten meters. So accuracy must be developed as quickly as possible. Mostly depends on perception and a little on luck.

How to develop?

Oddly enough, accuracy develops with well-aimed shots. Therefore, it is best to get as close to the enemy as possible and shoot. Back to back. You can, in principle, shoot from a long distance, but it takes a very long time.

Guns— the reload speed depends on this skill. Depends on knowledge and strength in almost equal quantities.

How to develop?

Hmm... Shoot! And if you not only shoot, but also shoot at the enemy, then you can develop accuracy.

Boarding— the distance and angle from which you can throw the crampons. Useful for real pirates. Depends on the reaction and a little on learning ability.

How to develop?

Board ships so that they do not give up without a fight. We need a fight!

Protection— the skill is responsible for the integrity of the crew during battle. The higher the skill, the easier it is to avoid losses among the not entirely peaceful, but still population of the ship. Depends equally on leadership and endurance.

How to develop?

Expose yourself to attack, receive volleys of shrapnel on board. Losing the crew. It's cruel, but there is no other way out. You'll have to sacrifice the initial team in order to save the real thugs later.

Repair— affects the speed of ship repair. Depends on stamina and a little on perception.

How to develop?

First, you will have to spoil the boat somewhere, and then patch it up.

Trade— the higher the skill, the more favorable the conditions for you in stores. Depends on learning ability and a little on leadership.

How to develop?

Buy - sell.

Personal abilities

Personal abilities are special skills that provide certain advantages in a particular area. Some of them are useful, some not so much. Let's figure out what's what. Let's start with the fact that personal abilities do not depend on rank. To gain the ability, you need to gain a total of 33 personal skill points.

Basic Defense Skill- reduces damage inflicted on the character by 10%. That's it, no frills. You should take it in any case, since many other skills depend on it.

High Defense Skill— reduces damage to the character by 20%. Definitely take it, as it is required for most other abilities. Yes, and reducing damage by 1/5 will not be superfluous.

Cuirass— allows the character to wear cuirasses. A very useful thing, although at first you won’t even get enough money for an ordinary cuirass. But when the piastres ring in your pockets... In general, you should definitely take it, but only when you have money.

Critical hit- gives a chance to inflict a critical hit. The chance is only 5%, but it is highly recommended to take it. Still, the damage from a critical hit is very high.

Berserk— damage inflicted by the character increases many times, but only for 20 seconds. This miracle recharges for one minute. Take it as soon as possible. Additional damage is never unnecessary.

Required: Basic Defense Skill

Growing Life— with each new rank the character will receive an additional one life point. The value is questionable, it's better to take something else.

Required: High Defense Skill

Heavy hand— the character’s blows stun opponents and they lose energy. It's worth taking, but only at the middle stage of the game. There are a whole bunch of more useful skills.

Tirelessness- this is just one of the “more useful skills”. Definitely take it anyway. This ability increases your energy recovery rate by 15%.

Growing Energy- works on the principle of growing life, only energy is added. Plus one point per rank. The value is questionable.

Requires: Tirelessness

Irresistible blow— character’s blows have a 20% chance of breaking through a block. Very valuable, but only in the middle and late stages of the game. At first it makes more sense to use a piercing blow, but he ignores the block, therefore, in fact, a piercing blow.

Required: High Defense Skill

Saber dance— a circular strike deals 35% more damage. One of the most useful skills. The circular strike is very effective when fighting a whole crowd of opponents. Definitely take it.

Requires: Critical Hit and High Defense Skill

Professional fencer— the probability of a critical hit becomes equal to 20%, and the damage inflicted on the character in battle is reduced by 30%. Perhaps the most useful skill of all. Be sure to take it, the usefulness is obvious.

Requires: Critical Strike, High Defense Skill, Tirelessness

Shooter— the character is better with pistols. Reload speed is reduced by 10%, accuracy is increased by the same 10%. In addition, the character can use two-shot pistols. The value is questionable, and here's why. Double-shot pistols are weaker than single-shot pistols. In addition, they take longer to reload; on the other hand, if “recharging” is turned off, then such a pistol will be an excellent help in battle. The value is debatable and depends on the circumstances.

Accurate shooter- a player with pistols is at ease, bullets always fly to the target, reloading is faster. The skill gives +25% accuracy and reduces reload speed by 25%. Four-shot pistols can be used. The value is again debatable. It's better to become a professional fencer first. At least the chance of dying during a shot is much less.

Required: Marksman

Additional weight- The character can carry an additional 30 pounds of weight. It's that simple and no frills. Take as needed. After all, there are also boarders who can be used as pack mules.

Excellent health— the character’s physical health is restored much faster and deteriorates less from wounds. It works worse at sea than on land. Usefulness is high if you often, for example, board ships.

Required: High Defense Skill

Experience exchange— doubles the amount of experience that companions, officers and passengers receive. Officers, companions and passengers will receive 50%\33%\10% experience respectively. Useful if you are actively using officers. That is, you can take several cheap officers and develop them to the required level. The value is debatable, new officers with better characteristics can be hired.

Iron will- reduces the likelihood of a mutiny on the ship. Absolutely useless ability. Mutiny on a ship happens if the crew is not fed, more crew is taken than expected, or wages are not paid. The fact is that with low morale, the combat effectiveness of sailors is significantly reduced, and they control the ship worse. The unpaid salary will still have to be paid next month. That's not all; if you hire a boatswain with this ability, then it will work for the hero.

Lifeboat rescue— if the ship’s hull is less than 15%, then the character can sail on a boat to another ship. And if the companion has this skill, then he will sail to the flagship from a sinking ship or from a fireship. The usefulness is questionable. Ships are too expensive to let them sink.

Requires: Iron Will

Credible— most employers do not pay attention to the hero’s reputation. The value is highly questionable. If your reputation is low, then you are a pirate. If high, then a hunter of pirates and robbers. There is no third. The usefulness of the skill is debatable due to the high requirements. Advanced trade is provided by an officer, but more on them later.

Requires: advanced trading and iron will.

Ship abilities

Pirate flag. A skill that allows you to raise a pirate flag over your ship. There is no benefit from this, but it is beautiful.

Flag of Spain/France/England/Holland— the skill allows you to raise the flag of a certain state over the ship. True, deception does not always work; if the price on the player's head is too high, and on the contrary, the stealth is too low, then most likely you will have to fight.

Brander- the owner of the skill can send an allied ship “to death” - explode next to the enemy, causing him enormous damage or even taking him with him to the bottom of the ocean. The practical benefit is very small; the team does not always have an extra ship, people and captain.

Alliance landing craft landing- makes it possible to unite all the sailors, so that later the whole crowd can attack the fort. Of course, this is a useful skill, although it will not be needed at the beginning of the game.

Long distance boarding— will increase by 15% the distance from which you can board the enemy. Very useful - wrap it up and we'll take it with us.

Master boarding— the boarding distance increases by 25 percent, and you can board from any angle, even nose to nose. If you are playing a pirate, then this skill will be very useful for you; take it without hesitation.

Required: long-range boarding, musket volley

Musket volley— before boarding, the player’s team shoots at the enemy, causing him 25% damage. Again, this is definitely a necessary thing for a pirate; the smaller the enemy’s crew, the easier it is to kill them.

Requires: Increased team damage

Basic trading— gives a 10% discount on goods in stores. Of course, skill is necessary for traders.

Developed trade— gives a 20% discount on goods in the store and allows you to sell at 5% higher price.

Required: basic trading

Fast recharge— gun reload speed increases by 10%. The skill is questionable. Sure, reloading quickly is good, but there are so many other great skills out there!

Pre-charge- active skill, used once every five minutes. If you select it, your next reload will be 50% faster. A useful skill, five minutes is a very short threshold of time, ship battles are long.

Requires: Fast Recharge

Increased damage to the hull— damage to the hull of an enemy ship increases by 15%. Whether or not to take a skill depends on your game. For example, a pirate who robs and captures ships will not need it, but a hunter of these pirates and a merchant will really need it.

Increased damage to sails— damage to the sails of an enemy ship increases by 15%. Choosing a skill for everyone is very useful.

Increased team damage— damage to the crew of the enemy ship increases by 15%. It will be useful for a pirate, but will work for any character.

Critical Shot— in 5% of cases the owner of the skill will be able to deliver an enhanced shot that hits the crew, sails and hull. The skill will not be superfluous, but at the initial stage it is better to choose something else, and a critical shot is not always needed. Why would a pirate sink an enemy ship?

Requires: Increased damage to hull/sails/crew

Increased shot distance— increases the distance for a shot by 15%. Suitable for any character, but don’t take it right away, the benefits are questionable.

Professional gunner— the owner of the skill deals 30% more damage (to the crew, sails, hull - it all depends on the type of projectile chosen), and the chance of a critical shot increases by 15%. A very good skill, it’s a pity that you won’t be able to use it at the initial stage...

Required: critical shot, increased shot distance, fast reload.

A carpenter— thanks to this skill, the maximum possible repair effect increases by 10%. Suitable for everyone, but there are so many other useful skills that this may simply not be useful anymore; you will hire an officer faster.

Shipbuilder— reduces the consumption of boards and canvas by 10%. Almost useless skill.

Easy repair- active skill, works for one minute. Can only be used once every three minutes. At launch, ship repairs begin, during which no more than 10% of the ship's life can be restored. The skill is not bad - after all, repair the ship every three minutes. However, a quick fix is ​​better.

Required: carpenter

Quick fix— allows you to repair the ship during battle; However, it will not be possible to completely “heal” the ship, only 65% ​​of the total amount of “life”. Fallen masts cannot be restored. A very good skill, but getting it is problematic, requires skill a carpenter, but I don’t want to take it at the beginning of the game.

Required: light repairs, carpenter

Basic protection of the ship— damage inflicted on the ship is reduced by 15%. The skill is suitable for everyone; both a notorious pirate and a peaceful merchant need to protect the ship.

Advanced ship defense— continuation of the main defense, now damage is blocked by a quarter.

Requires: Basic ship protection

Increase ship speed— ship speed increases by 15%. Average skill. Of course, high speed is good, but sacrificing other skills... However, it is still worth taking it.

Increased ship maneuverability— increases the ship’s maneuverability by 15%. The skill is useful, but I don’t want to neglect others because of it...

Sailing in storms- Damage caused by the storm is reduced by 30%. A useless skill, it’s better to just not get caught in a storm, it’s not that difficult to do. Note: the skill will be very useful for improving navigation, because it is improved during a storm.

Increased dynamics— when the wind speed changes, the speed increases 10% faster. The benefit is doubtful, it is better to choose something you need.

Maneuverable turn of the ship- active skill, used once every three minutes. When turned on, the ship turns eight times faster within a minute. An excellent skill, but it requires three not particularly important skills.

Required: increasing ship speed, increasing ship maneuverability, increasing dynamics

Fast sails— the speed of raising and lowering sails is 10% higher. It's no use, the sails go up and down at normal speed, 10% is not an increase.

Shallow water maneuvers- an active skill in which the ship does not suffer damage from hitting rocks for sixty seconds. The skill would be very useful for computer ships; they suffer from the ability to hit rocks, but it would be of little use to the player.

Required: fast sails, increasing the maneuverability of the ship.

Experienced sailor— the ship’s maneuverability increases by 20%, but, most importantly, the owner of the skill, when encountering any ship on the global map, does not have to get involved in a battle. Does not affect "gentlemen of fortune" pirates. But, you know, meeting them in the middle of the ocean... One of the best skills. Traders are required to take it at all. After receiving it, they will be able to swim wherever they want and how they want. It won’t hurt the others either, on the contrary, it will help a lot. The only bad thing is that it requires three completely unnecessary skills to learn.

Required: maneuvers in shallow water, increased dynamics, sailing in storms.

Doctor— the team is 10% less likely to die from disease and buckshot. Useful, but not necessary skill.

Savior of lives— the team is 20% less likely to die from disease and buckshot. And this is a little better. Suitable for a boarding pirate.

Required: doctor

Magical and not so magical items

There are items in the game that can improve or worsen the hero's skills. Some do both at the same time. For example, one of the idols makes the hero stronger in trade, while at the same time reducing his authority. All of these items work simply by being in the character's inventory. Both ours and the officers'.

It is important: The effect of identical items does not stack. You can fill your inventory with emeralds, but the effect of only one will be taken into account.

Statue- stone statue, idol - patron of artisans. Adds 30 points to repair. It is extremely rare, and due to carpenter officers it loses its value. Plus it weighs a lot.

Emerald- a precious stone. The one who possesses it receives 10 to authority. A very useful pebble, weighs little, and is found very often. Let him lie around.

Cross of Antonio de Souza- this small Jesuit cross can only be obtained by completing the Spain storyline. It's a pity, the cross is very useful, it gives 30 to luck, 20 to authority and 10 to trading.

Dog Figurine- Chinese thing, adds 10 to stealth. He doesn’t ask to eat, so let him lie there.

Bronze ring- a small bronze talisman that adds 10 to luck. Let it be, luck is a very useful thing.

Bronze cross- maybe you don’t believe in God, but this cross will give you 10 points of luck in any case.

Emerald pendants- obviously magical, give 10 to stealth.

Idol of Tlaelcuani- an Indian deity, symbolizes cleansing from dirt, disease and excess. It adds 10 each to authority and stealth, but reduces the skill with pistols by 20. He apparently considers pistols superfluous.

Poor thing you have here, monsieur captain, in my cabin it’s still richer!

Figurine of a strange animal- apparently some kind of toy. Reduces authority by 10, do not take it under any circumstances.

Aztec calendar- another magical Indian thing, adds 10 trade. Very helpful.

Cursed pearls- black pearls: for some a cult, but for us a curse. Reduces luck by 50 points. Throw away as soon as possible.

Quetzalcoatl figurine- a golden figurine of an Indian deity. Adds 10 to stealth. Let her lie there, the pirate hiding from everyone will even thank her.

Huitzilopochtli disk— disc of the god of war, makes the hero’s average weapon 10 points more effective. Leave it as needed, why do you need a plus to a medium weapon if you fight with a light one?

Idol of the Great Mother- the patroness of one of the local tribes, adds 10 luck, oddly enough. Let it be, a lot of luck never hurt anyone.

Idol of Chak-Moon- an idol of the god Chac-Moon, who was worshiped by the Maych Indians. The god of fire and thunder reduces stealth by 20, but adds 20 to pistols and 10 to accuracy. Leave it, pistols are very useful things. Although many pirates are better off getting stealth...

Image of Jicatecutli- image of the ancient Aztec god of trade, adds 20 to trade, but takes away 20 authority. The pirate is sure to take someone, but he doesn’t care about authority. Authority will not hurt merchants and the military, although trade... In general, decide for yourself. It all depends on the circumstances.

Large stone disk- a ritual stone of the Mayan Indians, apparently, repeatedly participated in bloody rituals. Adds 10 authority and protection, but luck is reduced by 10. The usefulness is debatable; luck, in our opinion, is more important.

Ancient deity idol- personifies the god Ehecatl, who among the Aztecs was considered the lord of the wind. Adds 20 navigation, but will have to pay 20 stealth points. A very useful thing - perhaps these twenty points are not enough to control a much better ship?

Figurine of Tlaloc— a figurine of the furious god of lightning of the Aztecs, adds 20 points of accuracy and 10 to cannons to the owner, but reduces stealth by 20. A very useful figurine, with it, naval combat from wasting ammunition can become an effective means of destroying enemy ships.

Ceremonial knife of the Myna tribe priests— the ancient Mayan knife symbolizes power over people and connection with the gods. Adds 20 to authority, but subtracts 10 to luck. Again, decide what is more important to you at the moment - luck or additional authority.

Ceremonial vessel- a ritual vessel of the ancient Aztecs, adds 20 authority, but takes away 10 stealth. But you can leave this little thing, the item gives more than it takes away.

Strange thing— Ancient Toltec figurine war. Gives 20 defense and 10 to light weapons, but takes away 10 authority and luck. In our opinion, it is better to hire a ship’s doctor than to lose authority and luck.

Image of a jaguar warrior- a heavy copy of an ancient Olmec stone ax cast in gold. Adds 10 to heavy weapons.

Cormorant- a dead bird among prey is a bad sign. Takes away 10 authority and stealth. Throw it away as soon as possible.

Shoe- wearing one shoe is a bad omen. Minus 10 luck. In the same place as the cormorant, that is, further away.

It is important: two shoes will not solve the problem, throw it in the trash right away!

Toltec Crystal Skulls— these ancient artifacts can only be found in treasures. When put together, they add 30 to navigation, 20 to authority, 20 to accuracy and 20 to boarding. The main thing is to find them before they lose relevance.

Cast-offs- dirty, torn clothes of a tramp, and also smells bad. No one will suspect you of being a captain like this! Adds 20 to stealth, but only when equipped. You cannot wear a cuirass and cast-offs at the same time.

Merchant's clothes- good cut, fashionable material. Only a successful merchant can afford such attire. When worn, gives 20 to trade.

Nobleman's Clothes- very expensive clothes that show others that you have exquisite taste. In this beautiful attire you gain an additional 20 points to your authority.

Menu navigation

Menu "Characters" shows everyone who accompanies the hero. There are several types. There are officers - they perform various functions on the ship. Companions are the captains of the ships in our squadron and passengers. Passengers are either the same officers, but without a clear position, or people taken on board on assignment. There are still prisoners. These guys get on the ship when an enemy ship is captured without a fight. Or the captain surrenders without a fight. We will look at these situations in more detail later.

The last one on the list is the captain, that is, our hero. In this menu, you can distribute available ability points for yourself and hired characters, as well as view other information: skills, nation, rank, and so on. You can immediately appoint an officer to a position or remove him. This is done in the same way as in Corsairs 3 - by double-clicking on the empty position icon or on the officer’s portrait to remove it.

Menu "Ships" displays a list of ships in the squadron and information about them. Technical data of the ship, list of goods on board. There is also an interface for working with the team. Sailor skills are listed here. The higher they are, the better. The faster the ship will sail and maneuver, the faster the guns will reload, the fewer losses there will be during boarding. For a certain amount of piastres you can increase the morale of the team. This extremely useful when the ship is "overcrowded". Through the same section, the exchange menu between ships opens. This is done by double clicking on the ship icon in the left panel.

Menu "Magazine" is a chronicle of the exploits of our hero. Active events (tasks) and those already completed are marked here. Here you can also find a small dictionary of marine terms and other reference materials. The cash book keeps records of all deposits and loans from moneylenders. The “Statistics” tab speaks for itself.

Menu "Nation" shows the political situation in the Caribbean at the moment, as well as the attitude of other nations towards the player personally. Also here you can select the flag raised on the mast. This is necessary to deceive enemy ships and also to use trade licenses, but more on that later.

Menu "Trade" contains information about goods and prices in the colonies of the archipelago. Everything is fair here, the information is valid only on the date of visiting the colony. Over time it becomes outdated.

And the last menu - "Items". This is the belongings of our hero and his fellow travelers. In addition, this is where you can equip him with weapons (a pistol, edged weapons), a telescope and clothes (a cuirass, for example).

Real estate in the tropics

Each colony has a specific set of buildings. Larger colonies, like Marigot on San Martin, have a full complement of buildings. Each has a specific function. Let's take a closer look at them.

Tavern

Perhaps the main house in each colony. Here you can rest while recovering your wounds. You can hire new sailors for the ship and, of course, get a lot of tasks.

The waitress knows all the rumors in the city, but only tells them during the task. Visitors are sitting at tables. They differ in clothes. For example, people with weapons in their belts are most likely officers.

This is interesting: if you have a full set of officers on your team, then when asked by any officer in the tavern, the hero will answer: “I have a full set.” You need to contact him again, then the item will appear: “What are you doing?” and the ability to view officer parameters.

You can also meet a smuggler there and make an appointment with him to sell contraband, if there are such goods in the hold. Are there still personalities? offering ancient and not so ancient treasure maps. The rest of the rabble are drinkers. These are the ones you will meet in most cases. You can have a drink with such people and find out gossip and news, for example? prices in a store in a city. By the way, you can learn about the Flying Dutchman from them. We will tell you more about it later; this is a topic for a separate story. There are also rude drunks with whom you can start a fight. This was done to enhance the surroundings - what is a tavern without a good fight?

This is interesting: in the room where our character is staying, there is a bedside table in which you can find something valuable. Great help at the beginning of the game.

Shop

The second most visited place after the tavern. Firstly, you need to constantly replenish supplies, and secondly, you need supplies for combat - cannonballs, nipples, buckshot and bombs. When firing cannons, you need gunpowder, which is also sold here. In addition, from the merchant you can purchase vials of healing liquids, cards, weapons and various totems and statues.

And perhaps the most important thing is that you can take the task from a merchant to deliver goods to any colony for a reward. Moreover, it is necessary to deliver exactly as much goods as the merchant gave. You cannot sell the product either, otherwise you will have to pay compensation for it, and sometimes it goes beyond all reasonable limits. And there are also rats on the ship. These furry beasts have a bad habit of gnawing, devouring and spoiling goods in the hold. Not everything, something is beyond the reach of a rat’s teeth - for example, cannonballs, silver, gold. It is recommended to take tasks from the merchant together with others. For example, if you need to sail somewhere, it is better to take the cargo to the same or passing colony. The task is updated once a day; if you don’t like the destination, sleep in a tavern and try again.

This is interesting: You can save the game directly in the store, and then load until you find the desired city. There is one more trick. If you have not brought all the goods to the colony indicated in the task and you have nothing to buy it with, then you can cheat the game a little. The fact is that the merchant may leave you the goods as payment for transportation. Moreover, this option is possible even if you do not have the required product at all, you just need to select the desired dialogue item many, many times. Until he gives you the goods. You can make a lot of money from this by selling huge amounts of cargo, for example, to smugglers. However, where is the interest?

Shipyard

The third most visited building in the game. Repairs, purchase of new ships and guns - everything is here. Moreover, broken masts can only be repaired at the shipyard. Also pay attention to the prices of the ships. A corvette bought honestly will cost many times more than an absolutely identical one, but taken in a bloody battle. As for new ships, no two are exactly alike. For example, we are offered a choice of two galleons, they cost approximately the same, but the first has a larger hold, but the second has a stronger hull, and so on.

You can also buy new weapons. They are divided into two types - cannons and culverins. The former have more damaging power and shorter reload time. But the culverins shoot further.

This is the advice: if you have several ships, then it makes sense to remove all weapons from all but the flagship. Guns weigh quite a lot and take up space for goods. Of course, if the ships are not for military purposes.

It is important: There is a shipyard in the game where you can improve ships. The pleasure is expensive, but definitely worth it. The shipyard is located in Bermuda.

Moneylender

In "Return of the Legend" the moneylender pleasantly pleases with a large number of possibilities. In addition to a regular loan, you can leave money with decent interest rates. The moneylender also gives good orders, and some pirates take advantage of this. I remember that in one of the playthroughs we received good initial capital by simply selling chests of gold that we were asked to transport. And as for respect, a thousand devils, a pirate should be feared, not respected!

Since the beginning of the game is quite difficult, the services of a moneylender are very useful; the money given is enough to repair the ship and replenish the crew. Take your first task here.

Residence

The governor and his guards are in the residence. If you are in an enemy city, then it is better not to appear here. The governor won’t talk to you, but the guards... however, they won’t talk either, only if they speak with sabers.

There is a practical benefit from the residence, but it is small. Here we can hand over captured captains, they pay quite well. An average captain goes for ten thousand. Here you can also purchase a marque agreement and receive interesting tasks. What’s noteworthy is that governors are not eager to send a hero to sail somewhere or take something, they are the few who give really interesting tasks. True, if one governor gave the task, then All the governors will wait for its implementation and will not hire you...

Port Authority

But this building has almost no practical use. Here you can simply leave your ship for a while. True, the price of this event is, to put it mildly, steep. Here you can also find out obvious things: they say, the governor gives out tasks, and in the tavern you can have a drink and a snack.

Knife and ax workers

There is no way to live in the Caribbean without them. Companions and officers are needed like air. So, let's look at the positions of various assistants in the game.

It is important: the officer adds the difference between the skill scores to the captain. That is, it seems to replace our skill with his own. In addition, if we do not have the ability, say, “Musket Volley,” then if we hire a boatswain with such a skill, it will work for the main character.

Boarder. This officer - or rather, as many as three officers - will follow the hero on his heels. We can say that these are personal bodyguards. They will assist in skirmishes on the ground and, as the job title suggests, will go into combat during boarding missions. You need to carefully select a bodyguard candidate. This officer must have personal skills in hand-to-hand combat and ideally high-level marksmanship. Moreover, it is necessary that personal abilities such as “advanced defense” and “professional swordsman” be present, otherwise the assistant will not survive long in battle, and they are not cheap. Arm your henchmen with the best weapons. Which one exactly? Yes, the one they have at the best level. Don't forget to supply them with healing potions, pistols and bullets. You can find boarders in any tavern. Their combat skills are always higher than their naval skills. This can be considered a distinctive feature.

This is what it means to not understand navigation and not have a navigator on board.

Navigator- an irreplaceable person in the team. Especially if you are a merchant or a purebred fighter. The point is that when operating a ship of too high a class, penalties are imposed on skills and characteristics. The character becomes noticeably weaker. How can such a weakling go on board? Exactly. Therefore, it is worth hiring a navigator for the opportunity to control the best ship. A larger ship means a larger crew on board. More team means fewer losses or even a chance to win without a fight. In general, while the Navigation skill is not suitable for your ship, the navigator will be very useful, and then he can be transferred to another ship as a companion. We will look at them below.

Boatswain. The boatswain's job is to inspire the crew so that the boarding is as efficient as possible. For this position, you need to hire an officer with high authority and the Boarding skill. In addition, you need to carefully look at the ship's abilities of the candidate for boatswain. He must have a “gentleman's set” of boarding abilities. The bigger, the better.

Gunner- an irreplaceable person in the team. Developing “Accuracy” is the most difficult, “Cannons” is easier, but it requires time and money. It is recommended to hire as soon as possible. Especially at the beginning of the game. Naval combat will become much more effective.

Doctor- a very, very useful officer in the team, but there is no point in hiring him separately. It is better to use the officer's "Deputy" ability. In any case, even a deputy must have a good level of the “Protection” parameter.

Treasurer- the same as a doctor. Just two skills and a trade bonus. Deputies with these abilities and skills are a dime a dozen in the Caribbean.

A carpenter— the importance of this worker on the ship cannot be underestimated. Especially in the later stages of the game, when you need to storm forts. The Quick Repair ability literally works wonders and rescues doomed ships from the clutches of the sea devil. The main thing is to have a sufficient supply of boards and canvas on the ship. More boards, since leaky sails don’t sink.

Companion- an officer who sails on his ship just like you. There are three types of companions. Some can be hired at the tavern. Their difference from others is that such a captain already has a ship that can be sold at the nearest shipyard, and a companion without a ship will become an ordinary officer. The second type are officers assigned to the ship. Everything is simple here. And the third type is mission companions. They float with the player temporarily until the task is completed or failed. You cannot sell the ship of such a companion.

This is interesting: check your companions' pockets. Just change the companion to an officer, and put him in the position of boarder. Now enter exchange mode - you can do this in your cabin or anywhere on land. Often you can find a good amount of money in your companion’s pockets. Ordinary officers carry only weapons with them.

Trade

Trade is one way to avoid float up somewhere in the open sea. There are a lot of settlements in the game, you can trade in each one, even hostile ones. How? And with the help of a trade license. You can buy this paper from a diplomat. You will meet him in the tavern of any pirate town. He can reconcile our hero with any nation.

It is important: namely the hero, not the nation. The attitude will be neutral, but the nation itself will be hostile.

You can also purchase a marque patent and, most importantly, a trade license from him. The license is valid for a certain period of time (30, 60, 90 days) and allows you to enter their ports under the flag of the desired country. Moreover, neither the fort nor other ships will attack. The only negative is that the fast transition will not work. All movements will have to be done on your own two feet.

Note that if you play, for example, for Holland or Spain, then licenses are not really needed. You can choose a group of goods that are well sold and bought within the Spanish-Dutch colonies (mahogany, for example). Fortunately, Spain owns all of Maine and most of the islands in the sea. But when playing for England or France, licenses will be very useful, since due to the small number of colonies, merchants of these countries will be very limited in the choice of goods. One drawback is that trade licenses are only available to relatively rich people, as they are quite expensive.

Let's look at the trading system itself. Each colony imports and exports certain types of goods (see table “Islands”) . In addition, the circulation of some goods is prohibited. You can buy them in the store, but at a very high price, and there are very few such goods. And such goods can only be sold from smugglers. You can find their representative in the tavern. We make an appointment in a quiet deserted bay and unload the goods. Of course, there is a danger of running into a patrol - both on land and at sea. You can pay off a patrol, pretend to be an honest person (with a high reputation), and simply kill the patrolmen, but this is fraught with a deterioration in relations with the nation. Products on the list come in four colors: white - means that the product is sold at an average price; usually there are not very many “white” products; green - the colony exports goods, it costs much less than “white”, and there is a lot of it; blue - the colony imports this product, it costs much more than “white” and “green”. Buying such a product means losing money, unless you urgently need to buy medicine or supplies, in which case the cost does not matter. And finally, the color red is contraband. The price of the product is exorbitant, there is very little of it, and only smugglers buy it.

It is important: imports, exports and smuggling in the colonies do not change over time. That is, if a colony exports something, then it will export it no matter what.

Random quests

I'm sitting in ambush, maybe someone will pass...

Traditional random tasks have not disappeared, however, there are many more of them and some can be confusing. Let's figure out how not to lose face in front of your employer.

Pirate's proposal— in the tavern you can meet a pirate who will offer to attack a ship together.

Opportunity to capture a golden caravan- once a year, Spanish gold caravans leave the Caribbean Sea for the Old World. Galleons loaded with gold can be robbed if you meet the right person in the tavern.

Easy prey- if you drink with a drunkard in a tavern and ask him about rumors and stories, you can learn a lot of interesting things. For example, that not far from the island some brig is carrying valuable cargo, alone and without guards. In general, the sea devil himself ordered to take such a tasty morsel on board!

Delivery of cargo for the store— the task can be picked up at any store. The goal is to bring all the cargo to the specified store in another colony. Merchants do not ask to deliver cargo to cities hostile to the player.

Find a debtor for a moneylender- You can take an order from any moneylender to receive a debt. In this case, the player gets a certain percentage.

Deliver gold for the moneylender- the moneylender will give you a load of gold for a simple and clear purpose - to deliver it to the specified place.

Merchant escort- sometimes in a tavern you can meet a merchant in great need of an escort. He will offer to be his guide. Not for free, of course.

Passenger delivery— in a tavern you can often meet a person who needs somewhere. The passenger boards as a passenger; he must be delivered to the tavern of the city indicated by him, where he will pay the fare.

Governor's Assignments- You can take special assignments from the governors of the colonies. There are several types:

Deal with the bandits— a gang of bandits has appeared outside the city, they must be killed. The fact is that these robbers can hide in any part of the island except the city itself. Search caves, jungles and bays.

Defeat the smugglers— the governor notices that goods appeared in the store “out of nowhere.” Naturally, these are the tricks of smugglers. To complete this task, find a smuggler's representative in the tavern and arrange a meeting. It is necessary that there be forbidden goods in the hold. Please note that after a couple of such reprisals, you will ruin your relationship with the smugglers, and no more meetings will be assigned to you. You can make peace with the help of a diplomat in any pirate tavern.

Sink a pirate— a pirate has appeared near the colony, sinking and capturing merchant ships. The point of the task is that initially it is not clear where the pirate is. He disguises himself as the nation of the colony where the task was taken. To calculate it, you need to approach the ship or swim to it on a boat. If you sail on a boat to an enemy ship, then after talking with the captain you will have to deal with the sailors on deck.

Enemy spy- somewhere in the city there is an enemy spy. He looks like an ordinary city dweller, so you need to approach every passerby and ask: “Are you a spy?” Local residents will call someone to confirm their identity. The spy simply won't be able to call anyone. If you haven't found a spy on the city streets, check the houses.

Get into an enemy city- the governor wants you to deliver a package to a specified person in an enemy city. There are several ways. For example, you can buy a trade license and enter the port under the required flag, or you can sneak into the city during the day and simply run past the guards.

For all these tasks, the governor gives a substantial bonus to start the game. In addition, you can capture a pirate ship. It should be noted that if you have not completed the task from the governor, then no one else will give you the task. Also, due to failed tasks, your reputation decreases.

Jail— in the forts on the lower floor there is a prison. For a fee you can go inside and chat with the prisoners. These same prisoners may offer a reward in exchange for a favor.

Pass a note- a prisoner in prison will ask you to convey a message to his friends. His friends will be waiting for you in one of the houses of the city that owns the fort. Get ready for a fight. The robbers are hot guys, they can cut you off.

Treasure and liberation— the task is, in principle, the same thing, only the endings are different. In one of the cells in the prison, you can talk to a prisoner who will ask for his release in exchange for a treasure that he hid somewhere in the archipelago. The fact is that there may not be a treasure in the indicated place.

There are also tasks that can be found outside the city. In the jungle you can meet a girl fleeing from bandits. If you help her, she will reward you with a small amount of money or an increase in reputation.

Girl in the well— There are caves on the islands. There are usually two entrances to them. One is just a hole in the rock, and the second is through a well. Passing by the well, you can see a girl who will tell you that her friend somehow fell into the well, and we need to rescue her. The most interesting thing is that the girl may not be there at all, and bandits will be waiting for you.

Buying a treasure map— in the tavern you can buy a treasure map. The chance of meeting a merchant with a card is quite small, moreover, if you already have a card, then you won’t be able to find one in the tavern at all. The value of the treasure depends on the price of the card. For example, in a treasure for 12,000 piastres you can find a good set of various things, but they are only suitable for sale. And cards for 30 thousand or more promise a much more substantial jackpot. For example, Toltec skulls.

These two are definitely officers. Let's see what they'll do.

This is a musket, a musket! Tremble, Spaniards!

* * *

“Hush, hush, the soldiers are coming. Let's leave quickly! - One of the smugglers whispered quickly. “Then expect us here in a month. We still have something to say,” said the Spaniard, and we quickly headed into the jungle. There is no point in contacting the authorities; the Spaniard is too concerned about his reputation. But, unlike the pirate, he has had a manovar for a long time, which means his opinion is worth listening to. Let's return to the port and spend the night in a tavern. Nikolay Volokotin is waiting for us there, he helped us a lot with this mission, we ought to, damn him, pour him some rum for this!

About fines

So that you are not confused by the red numbers next to the basic characteristics, let's figure out where they come from.

Overload- the hero has more weight “on board”, that is, in his pockets, than he can carry. All characteristics are reduced by 1.

Poor health— if you don’t get treatment in time, you’ll have to pay again with your characteristics. Depending on the level they are reduced to -5. And skills up to -25.

High class ship with low navigation- if a character doesn’t know how to control a ship, then there’s nothing you can do about it, he feels out of place. If a character knows how to operate a ship, say, class five, then when operating a battleship he will receive a penalty of 4 for each characteristic. And this, believe me, is a lot.

Caribbean powers

England. She is going through hard times: renunciation of the papal church, unrest, almost civil war. For a hundred years now the country has not been able to calm down. The war with Spain only worsened the situation, although the Spaniards got more, and the British got Jamaica at their disposal. The war is officially over. But this is only on paper. In fact, the Spaniards and the British drown each other at the first opportunity. The governors are also a complete mess. They do not listen to orders from London, everyone is their own master. In general, there is confusion in the English colonies, and many pirates take advantage of this...

France. Having come to power, Louis XIV immediately took the bull by the horns. During the five years of his reign, France's authority in Europe increased greatly. This is not surprising - Louis worked as best he could for the good of his country. However, he was hardly interested in the Caribbean. The motto of France is “Ensure tranquility in the colonies and normal trade.” It was not difficult to carry out this call; Encouraging filibusters of all stripes is the key to calm. By the way, even the governor of Tortuga... is a pirate.

Spain. Spain is one of the most bloodthirsty countries in the world. They sucked gold out of the New World with all their might. But in recent years, God knows what’s been going on in the country. . The king is dead, and the heir is a barely alive child. Whoever is trying to seize power... It is clear that this does not lead to good and the country is withering away. In addition, France and England joined forces in the fight against it. The Spaniards managed to annoy everyone. Nevertheless, Spain is the strongest power in the Caribbean.

Holland. After the Spanish attacked the Netherlands, a religious war broke out in the countries, called the 80 Years' War of Independence. But after the end of this war, the Dutch economy went up sharply. The whole of Europe was stunned when they saw these growth rates. It's no joke, the Dutch merchant fleet numbers more than the English and French combined! Only there is a catch: they don’t have a combat fleet, the ports are too shallow, so they have to run from everyone. And the aggressive British are sitting nearby, and the Spaniards do not want to give back the Dutch colonies...

Table 1
Islands
City Import Export Smuggling
SPAIN Belize, Maine
Havana, Cuba Buckshot, canvas, silk, copra, oil, bricks, silver Food, medicine, sugar, wine, leather, mahogany, paprika
Caracas, Maine Cannonballs, buckshot, nipples, bombs, weapons, medicines Boards, coffee, sugar, ale, cotton, clothing, copra Tobacco, wine, rum, leather, slaves
Cartagena, Maine Medicines, coffee, tobacco, rum, leather, clothing, fruit Buckshot, boards, cocoa, wheat, cotton, ebony, oil Canvas, silk, paprika, bricks, slaves
Cumana, Maine Boards, cocoa, wine, rum, paprika, gold, silver Canvas, coffee, wheat, linen, ebony, sandalwood, oil Medicines, silk, cinnamon, fruits, slaves
Maracaibo, Maine Medicines, wheat, wine, rum, clothes, fruits, bricks Boards, sugar, ebony, mahogany, sandalwood, gold, silver Gunpowder, provisions, weapons, leather, slaves
Porto Bello, Maine Kernels, canvas, rum, leather, silk, sandalwood, paprika Medicines, sugar, wine, ale, linen, cinnamon, butter Clothes, copra, fruits, bricks, slaves
Santa Catalina, Maine Canvas, tobacco, cotton, silk, clothing, gold, silver Cannonballs, buckshot, nipples, bombs, gunpowder, weapons, wine Leather, sandalwood, copra, paprika, slaves
Santo Domingo, Espanola Weapons, medicines, canvas, tobacco, fruits
Santiago, Cuba Gunpowder, weapons, tobacco, cotton, slaves
San Juan, Puerto Rico Gunpowder, weapons, canvas, tobacco, wine, fruit, bricks Boards, coffee, sugar, ale, linen, leather, cinnamon Wheat, cotton, silk, copra, slaves
HOLLAND Willemstad, Curacao Weapons, canvas, cocoa, sugar, paprika, fruit, bricks Provisions, ale, cotton, linen, mahogany, sandalwood, oil Gunpowder, tobacco, wine, cinnamon, slaves
Marigot, San Martin Buckshot, provisions, canvas, wheat, clothing, copra, bricks Medicines, boards, cocoa, linen, leather, mahogany, oil
Fort Orange, Jamaica Weapons, boards, cocoa, butter, slaves
FRANCE Basseterre, Guadeloupe Buckshot, boards, clothing, ebony, mahogany, sandalwood, oil Cannonballs, gunpowder, silk, cinnamon, paprika, bricks, silver Medicines, cocoa, leather, copra, slaves
Port-au-Prince, Espanola Buckshot, gunpowder, medicine, cotton, silk, fruit, gold Bombs, provisions, sugar, wine, rum, linen, clothes Ebony, copra, oil, bricks, slaves
Tortuga, Tortuga Cannonballs, weapons, medicines, tobacco, silk, silver Knipples, coffee, wheat, ale, linen, leather, paprika Ebony, copra, oil, bricks, slaves
Fort-de-France, Martinique Knipples, provisions, tobacco, wheat, rum, wine, cotton
ENGLAND Bridgetown, Barbados Provisions, boards, ale, cinnamon, copra, bricks Gunpowder, weapons, coffee, sugar, sandalwood, paprika, oil Canvas, cocoa, linen, clothing, slaves
Port of Spain, Trinidad and Tobago Weapons, medicines, cocoa, leather, cinnamon, copra, bricks Buckshot, gunpowder, tobacco, wheat, wine, cotton, sandalwood Provisions, ale, silk, mahogany, slaves
Port Royal, Jamaica Medicines, canvas, leather, ebony, mahogany, sandalwood, gold Gunpowder, coffee, sugar, rum, ale, clothing, bricks Weapons, boards, cocoa, butter, slaves
St. John's, Antigua Medicines, sugar, wine, leather, ebony, copra, fruits Cannonballs, weapons, rum, ale, linen, gold, silver Coffee, wheat, cotton, oil, slaves
Charlestown, Navis Canvas, tobacco, sugar, wheat, silk, fruit Knipples, bombs, medicines, rum, ale, paprika, bricks Provisions, wine, ebony, sandalwood, slaves
PIRATES Pirate settlement, Bermuda Gunpowder, canvas, ale, slaves, gold, silver Bombs, rum
Puerto Principe, Cuba Cannonballs, buckshot, canvas, ebony, oil, bricks, gold Boards, cocoa, coffee, wheat, linen, sandalwood, fruit Gunpowder, weapons, tobacco, cotton, slaves
Le Francois, Martinique Medicines, cocoa, rum, linen, leather, clothing, gold Knipples, provisions, tobacco, sugar, wheat, wine, cotton Boards, ebony, mahogany, fruit, slaves
La Vega, Espanola Cannonballs, buckshot, weapons, medicines, canvas, tobacco, fruits Provisions, cocoa, wine, rum, ale, sandalwood, cinnamon Ebony, copra, oil, bricks, slaves

« Corsairs: Return of the Legend" - role-playing computer game. It can also be classified as simulators and action games. Developed by the Seaward.ru team using the Storm 2.5 engine from the game Corsairs III and published by Akella in 2007. Continues the Corsairs series of games. The game takes place in the 17th century in the Caribbean. The character starts playing on January 1, 1665. As in previous parts, you can play for one of four factions - England, France, Holland or Spain.

New in the game

  • Giant sea expanses for exploration, instead of a fictional archipelago - actually recreated Caribbean islands
  • A unique game world that lives independently of the hero
  • Lots of quests that can be completed in different ways
  • Reworked Storm 2.5 engine
  • New role-playing system PIRATES
  • Improved combat system

Game process

At the beginning of the game, you choose the character you will play for - Diego Espinosa, Edward Teach, or Alexander Exquemelin, after patch 1.2.3 many more heroes appear. You also choose the nation, the difficulty of the game - from cabin boy to impossible, and the type of hero - adventurer, merchant or corsair, and customize the battle and game. The new role-playing system of the game PIRATES is named after the first letters of the English names of the hero’s characteristics - Power, Impression, Reaction, Authority, Talent, Endurance, Success. These characteristics affect the speed of development of 14 character skills, which are divided into personal (authority, light weapons, medium weapons, heavy weapons, pistols, luck and stealth) and ship skills (navigation, accuracy, guns, boarding, defense, repair, trade). All plot characters are real historical figures of that era - Henry Morgan, Thomas Modyford, Colonel Lynch, Bertrand d'Ogeron, Francois Olone, Jackman, Peter Stavesant, Rock the Brazilian and others, and the quests are based on real events occurring at that time - capture Panama, Spanish gold fleet.

Ships

Model ships
7th gradeTartan - Tartana appeared for the first time in the Mediterranean Sea. Initially it was a small fishing boat with a triangular sail, but its good performance made the tartan a very popular ship, used for coastal voyages and trade between nearby settlements. 7th gradeLongboat - a large boat on which small guns are installed. It will never become a serious ship, but it is widely used for pirate or smuggling operations all over the world. 6th gradeLugger - a small ship designed to transport goods and guard small convoys. Despite the fact that the lugger is weakly armed and has a small crew, it is specially designed for both trade and battle. Many captains value the lugger for its speed and maneuverability. Its small size does not allow it to make long sea voyages. 6th gradeSloop - with a shallow draft and excellent sailing performance, the sloop is a highly effective reconnaissance ship suitable for coastal patrol and trade. 5th gradeBarque - a ship adapted for long voyages. With a spacious hold and sufficient firepower, the barque is considered one of the best ships in its class. However, its large dimensions do not allow it to develop high speed and quickly maneuver, so the barque is inferior in terms of performance to lighter ships of its class. 5th gradeSchooner - the good performance of this ship, coupled with a spacious hold, made the schooner one of the most attractive ships as a merchant vessel among middle-class traders who cannot afford to buy flutes. 5th gradeCaravel - the unusual shape of the caravel’s deck makes it easy to identify this ship from a great distance by its outline. It is advantageous to use caravels for transporting large loads, especially since they have proven to be unimportant as warships. 5th gradeBrigantine - a legendary type of sailing ship. Fast and maneuverable, like a swallow, the brigantine soars over the endless expanses of seas and oceans. 4th gradeFlutes - the ship is strong enough and large enough for long voyages, but it is unwise to use it for military purposes. The flute is good as a merchant ship, since due to the size of the hold and the strength of the rival's hull, it is difficult to find a flute in its class. 4th gradeBrig - The brig is often used as a merchant ship, but even more often as a warship. High speed and maneuverability make it one of the most harmonious ships. 4th gradeGalleon - The galleon is undoubtedly the most famous type of ship in history. A close relative of the caravel, the galleon is a clumsy and reliable ship that has served sailors for two hundred years. Easy prey for a real pirate. 3rd gradeCorvette - The corvette was designed as a vessel that has powerful weapons, but at the same time is as fast and light as possible. As a result, corvettes have a weak hull, but are able to catch up with lighter ships and conduct successful battles with heavier ones. Typically, the corvette was used as a patrol vessel and also as an auxiliary warship. 3rd gradeHeavy Galleon is a powerful warship. Large caliber guns, a durable hull and a large crew provide reliable protection for any cargo. 3rd gradePinnace - large and strong enough for long sea voyages, the capacity of its hold allows it to transport a large amount of cargo, and the Armament is quite strong. However, in combat it sorely lacks the maneuverability and speed of a true warship. 2nd gradeFrigate - fast and maneuverable frigates are liked by many people for their high performance and firepower. A squadron of frigates may well destroy the fort and plunder the city. 2nd gradeWarship - A warship, although superior in number of guns to a frigate, is inferior to it in speed and maneuverability. However, by strengthening the hull and increasing the size of the ship, some warships can be equipped with the most powerful guns. 1 classWarship - development of a warship by increasing the size and strengthening of the hull. Huge and unwieldy, it carries several batteries of heavy guns and is manned by a large crew. 1 classBattleship - represents a formidable force. Armed with the most powerful and long-range guns, with a very strong hull, it is capable of successfully confronting any ship at sea and destroying coastal fortifications. 1 classMan-o-var - is the most powerful of all sea vessels created by man. It carries a hundred heavy cannons on its three decks, and its hull is almost impenetrable to cannonballs. Unfortunately, the sheer size and displacement of the man-o-var limits its use to large naval battles and the bombardment of forts. Quest ships 2nd gradeFlying Dutchman - a warship upgraded for speed and with a unique texture 1 classRoyal ship of the line - Terrifying firepower combined with exquisite hull finishing and impressive performance. The greatest ship of all time.

Archipelago

Islands: Antigua, Barbados, Bermuda, Guadeloupe, Dominica, Cayman, Cuba, Curacao, Martinique, Nevis, Puerto Rico, Saint Martin, Turks, Tortuga, Trinidad and Tobago, Hispaniola, Jamaica and others.

  • in the game you can see some of Aivazovsky’s paintings (“Brig “Mercury” attacked by two Turkish ships”, “The Ninth Wave”) written in the 19th century.
  • the game also contains many paintings by other famous artists, for example Rembrandt (“self-portrait”, “Night Watch”)
  • in one of the quests, the T-800 terminator appears, which supposedly, due to a time machine error, moved all the way to the 17th century, he also tells the hero that his weapon, the shotgun, also moved with him, but in the corresponding film, Kyle Reese tells Sarah Conor, that it is impossible to move inanimate objects (weapons, clothes) through a time portal.

In general, each ship is unique :-d) There seem to be no identical ones :)

As for the most famous:
1) Souley Royal- the method of obtaining is quite cheating or, I would even say, buggy. We need to almost complete the French Line and before it is taken away from us, give it to the port department, and then pick it up. True, you won’t be able to ride on it and change its name until you give this ship to board some pirates and recapture it. However, the ship is definitely one of the best in the game. At least it’s great as a flagship of a combat squadron.
Souley Royal.(Royal Manowar)
Frame 12000
Maneuverability 29.00
Speed 10.60
Beidewind 1.30
Hold 6800
Team 900
Armament 42lb/112

2) Flying Dutchman- Unlike the film, the ship is not as good as it might seem. It looks cool, but it won’t last long against a squadron of Manovars. And the captain's cabin looks awesome. Moreover, from the cabin it is impossible to get to the crew (although I don’t know, maybe a bug) and to the prisoners, which makes the ship of little use as a flagship. Although to intimidate enemies with your appearance - just right. If only the sails were torn...
Flying Dutchman(Warship)
Frame 9000
Maneuverability 54.00
Speed 18.60
Beidewind 3.00
Hold 6000
Team 400
Armament 32lb/60

3) Cinco Llagas(aka Arabella) - In my inexperienced opinion, the best ship in the game. Fast, powerful, with enough command. Yes, and it looks great. It turns out at the very beginning, but in the initial part it is difficult to swim on it due to lack of navigation. However, this can be easily treated... There is nothing to add, in principle, I personally still swim on it. I haven't found anything better yet.
Arabella(Frigate)
Frame 6303
Maneuverability 53.51
Speed 20.21
Beidewind 4.87
Hold 4018
Team 389
Armament 32lb/52

4) Dog of war- most people think that this is the best crab in the game. Not bad for a corvette, I agree. However, again, I consider it beneath my dignity to sail on a tier 3 ship when I have rank 66. But the ship, in principle, is not bad... for unexpected raids and hasty escape. In general... probably for a young pirate of rank 20-30 the ship is not bad... I prefer Arabella or Suley Royale.
Dog of war(Corvette)
Frame 4146
Maneuverability 71.09
Speed 21.12
Beidewind 5.85
Hold 3290
Team 335
Armament 24lb/40

5) Blue bird- an ideal ship to start the game. It turns out easy, the quest is easy to complete. And the ship is good. Fast, maneuverable. Firepower, however, is not particularly enough. But at the beginning of the game, when the rank is not very high, it’s not so scary. But later you will have to change the boat...
Blue bird(Schebeka)
Frame 3294
Maneuverability 63.00
Speed 18.50
Beidewind 10.13
Hold 2158
Team 188
Armament 16lb/22

6) Sea Wolf- A very good ship. And very beautiful. Probably one of the most beautiful, after Arabella. But still, this is a brig, with all that it implies, that is, you “grow out” of this ship quite quickly. It’s good that you get it at the very beginning of the pirate line, that is, practically at the very beginning of the game. IMHO, it is far superior to ships of its class, but with corvettes and ships above the level, it is difficult to compete even with this work of art.
Sea Wolf(Brig)
Frame 2622
Maneuverability 49.50
Speed 15.98
Beidewind 4.36
Hold 1821
Team 189
Armament 24lb/22

7) Queen- we can probably say the same thing as about the previous ship. The ship is wonderful in its own way, you can sail on it for quite a long time, although if you forgive Manowar, I wouldn’t go on it. The point is not that it is impossible - everything is possible, it just takes a long time. Therefore, I prefer something more significant... But there is no arguing about tastes, like grizzo. If people like to capture forts in brigs, I'm not against it. I don’t see much point in this.
Queen(Brig)
Frame 3003
Maneuverability 45.31
Speed 15.51
Beidewind 4.42
Hold 1855
Team 200
Armament 24lb/24

8) Arrow- I don’t even know how correct it is to put this ship on this list. However, this vessel is very good. More than. It turns out according to the quest about the musketeer officer. In general, I recommend it to everyone, for the middle of the game it’s even okay.
Arrow(Brigantine)
Frame 2336
Maneuverability 50.31
Speed 15.60
Beidewind 9.38
Hold 1260
Team 136
Armament 24lb/16

You can also write here about Sharpanosets, but IMHO the boat is awesome. So I didn’t include it here)

Having spat at the entrance, we go into the tavern. Again, the drunks occupied all the tables, the sea devil struck them. “I have no rivals in the sea!” - comes from one of the guests. “Well, yes, of course...” - We immediately enter into a lively discussion. The sound of breaking dishes, screams, the grinding of steel - he will have to answer for his insolence. Although is a fight in a tavern serious for two hardened sea wolves: a Spanish adventurer and an English pirate? Okay, just warm up. Having dealt with the braggart, we find the right person. It’s easy to recognize him by his clothes, they all dress like that. “We have goods... no, the authorities won’t buy them... yes, just for you... on the beach?.. we will!” Let's take a walk, it's not far from here. Coming out to the beach, we see a group of smugglers - we have something for them... “No, these are not slaves,” the pirate replies, “this is information. Interested? Then listen..."

A new game

So, the game is installed. Pistol in your belt, saber in your hands - and forward to the sea. True, first we need to decide who we will play. We are offered three characters to choose from. Diego Espinosa is a Spaniard, adventurer and adventurer. It is distinguished by a balance of basic characteristics, a kind of jack of all trades. Edward Teach - Englishman, corsair. A purebred fighter, which is not surprising - in the future Edward Teach will become known as Blackbeard. And the third seeker of fame and fortune is the typical merchant Alex Exquemelin, a Dutchman. Which is logical, the Dutch do not have a military fleet, but the merchant fleet is the best in the entire Caribbean.

The choice of nation is very important. For example, Spain at the start of the game owns the majority of the colonies in the Caribbean. In addition, she is in neutral relations with Holland - a true paradise for a merchant.

By the way, in the game you cannot live in peace with all countries. On the right side of the screen you can see an indicator of the country's attitude towards the character - but not towards his nation. That is, if you are a Spaniard and all of France admires you, you will still be attacked by French ships and fired mercilessly from coastal fortifications.

The nation has been selected, now let's look at the game settings. There are several of them:

Complexity- directly affects the strength of opponents, their survivability in hand-to-hand combat, as well as the amount of experience gained. The game has 10 difficulty levels, from “sailor” to “impossible”. Event frequency— determines how regularly you will encounter other ships. For beginners, we recommend the “rarely” level. There are too many problems at a high level, pirates are literally at every turn. Yes, not just one ship, entire squadrons of up to six ships! It is impossible to withstand such raids on a starting lugger and with minimal skill indicators. Yes, things are turbulent in the Caribbean, but what did you want? Reloading the pistol- They won’t let you walk around peacefully with a gun in your hands. You can press the “shot” button - the character will pull out a gun, shoot and put it back. If the option is enabled, the pistol will be quickly reloaded right during fencing, and if not, you will have to sheathe the sword every time or fight without a firearm. A nod towards realism, and not the only one. HardcoreGame- This is a mode for true enthusiasts, in which you can only save in churches. Swimming mode There is no need to explain what this entails. Any pirate - and hello, Davy Jones. Profile Highly not recommended for the first playthrough.

— sets the swimming speed. Some people like fast, dynamic battles, while others like thoughtful maneuvers.

Control

Ship

In this chapter we will look at how to operate a boat.

The speed of the ship depends on the strength and direction of the wind and the position of the sails, of which there are only three: fully lowered, raised and fully raised. It is clear that if the sails are fully raised, the ship will only be able to drift on the waves, not moving anywhere. With sails up, the ship moves very slowly because all the main sails are removed. Well, with the sails completely lowered, all we can do is catch the wind; nothing else depends on the boat itself. Of course, a tailwind is the best, and a headwind will not allow us to move, but there are a huge number of “side” winds. It’s simple: the “closer” the headwind is, the faster the ship sails. Much depends on the type of ship - for example, the sailing armament of battleships is such that almost any wind suits them! But just sailing is one thing, but maneuvering is something else entirely. In fact, successful maneuvers during battle are 50% of success. During your salvo, it is best to raise the sails fully, and when the ship stops, fire. Skilled players can catch enemy ships like this: the adversary raises the sails to shoot, the player sees this and also begins to raise; and so, when the two ships are almost standing, the player simultaneously shoots, lowers the sails and turns his nose towards the enemy. Very difficult, but the result justifies the hours of training.

Battle. You can fight the enemy in two modes, normal (third-person ship) and captain (first-person ship).

Boarding. During a boarding, all soldiers do not participate in the battle. A total of 15 people will be on the decks of the ships. If there were 300 people on your ship, and 900 on the enemy’s ship, then on your side at the time of boarding there will be 4 people, and on the enemy’s side 11. But if you single-handedly attack a ship with a huge crew, then you will have to fight alone against 15 sailors. Moreover, they will have enormous health and damage indicators.

It is important: One hit can cause damage three times more than the player's hit points. After winning on deck, the battle moves to the captain's cabin, and there you fight one-on-one with the enemy captain - whoever wins gets the ship. Although there is a possibility that the captain will surrender without a fight.

after the end of the carnage on the deck, search the corpses, sometimes there are a lot of interesting things there. And it would be nice to clean out the captain's cabin...

Human

However, if your team is superior to the enemy and you have a high leadership indicator, then there is a high probability that the ship will surrender without a fight. His entire crew will become your slaves, and the captain will become your prisoner. Unless, of course, the captain decides to throw everyone overboard.

Management on land is basic. In cities, we can not run at all, but simply move around key points using the Enter key, selecting the desired buildings.

But you’ll have to run through the jungle, yes... I remember Maine, without a map, at night - an hour of completely non-game time had to be spent in order to finally find the damned bay where the ship was located.

In general, the battle looks like this: we shoot, we deliver a penetrating blow, again and... we run, gaining energy. Repeat until the bitter end. In this way, you can defeat five or six enemies even at the beginning of the game, the main thing is to stock up on “pills”, improve your health, you know...

Role system and skills

Let's start with the main difference between Corsairs: Return of the Legend and the original series. This is a completely new character development system. Experience, levels and a set of characteristics were replaced by a “pirate” analogy of SPECIAL called PIRATES. You cannot change these characteristics during the game, unless you have the opportunity to complete a special task, but more on that later.

Let's take a closer look at the characteristics.

Power— strength in “Corsairs” plays a classic role in role-playing games. It is responsible for the impact force, the weight carried and the number of hit points.

Impression- the ability to see, hear and notice everything around. In particular, he is responsible for the accuracy of cannon salvoes from the ship. Does not affect the accuracy of pistol shots.

Reaction- agility, agility and, oddly enough, endurance. Responsible for the energy due to which blows are delivered.

Leadership We strongly recommend investing the maximum number of points into this characteristic. There will be a lot of fighting in the game.

Learning ability (Talent)- natural charm plus conversational skills.

Endurance A good leader will be able to take the ship without a fight, hire the maximum crew, and get the best prices in the store. In addition, leadership affects the number of officers hired (the number of officers available is equal to the leadership level multiplied by two)

Success- a sharp and inquisitive mind, the ability to grasp everything on the fly. A character with high learning ability acquires skills faster. Trainability also affects many skills, such as navigation and pistols.

All characteristics vary from 3 to 10.

— the name of the skill speaks for itself. The higher the stamina, the more hit points the character will have. Slightly less influence on the amount of weight carried.

- Luck is luck. Affects pure chance - the enemy may not hit you at point-blank range, an enemy patrol will pass by, mistaking it for one of their own.

So, we've looked at the basic system, now let's move on to the hero's parameters.

Rank- this is what the level is called now. Increases when gaining enough experience. Experience is awarded for trading, quests, destroying forts, increasing skills and hand-to-hand combat. Each level adds life and energy. And in general, that's all.

Life Rank does not have any special influence, as in previous “Corsairs”. Unless the higher the rank, the better officers you can hire and the stronger the enemies and captains will be.

Health— the hero’s health in numbers. Classic scheme. The more hit points, the longer the character lives in battle. Increases depending on strength and endurance.

Energy- and this is an indicator of the hero’s condition.

Gold Frequent wounds reduce this indicator over time, and the lower it is, the lower the basic characteristics. For example, average health gives a -1 penalty. Along with the main characteristics, skills also decrease. You can restore your health in different ways - by not taking part in hand-to-hand combat for a long time, or by being healed in church. The brothel helps too. In general, rest and bed rest.

Reputation We recommend keeping your health level at “good” or “excellent” at all times.

Carryable weight— shows the character’s stamina reserve. Each action - hit, rebound, and so on - consumes some amount of energy. Essentially, energy shows how long a character will last in battle. The meaning depends on the reaction.

Rank— displays the number of piastres in the character’s pockets.

- shows how other people treat the character. We start with the reputation of an “ordinary sailor”, and as the game progresses we can become either a bloody killer or a hero, depending on what actions we take. Over time, both good and bad deeds are forgotten, good ones faster, bad ones slower. Reputation always strives for the "common sailor".

Personal skills

It also affects the loyalty of hired officers, but more on that below. TES IV: Oblivion. Let's take a closer look at the skills.

Authority- the name speaks for itself. The captain must be respected by his crew and must inspire confidence. Otherwise, a riot on the ship cannot be avoided, and on land no one will want to come to our ship.

How to develop?

In addition, authority affects the chance of taking an enemy ship without a fight. Depends on leadership and to a lesser extent on learning ability.

Light weapons Hire people in taverns. Board heavily damaged ships with a small crew so that they are more likely to surrender without a fight. Grows in battle.

- characterizes the ability to wield light weapons: brass knuckles, daggers and rapiers. Light weapons consume the least amount of energy, but also cause much less damage than other types of weapons.

Medium weapon Depends more on reaction and less on perception.

Heavy weapons- characterizes the possession of sabers and dusaks. Damage is average, energy consumption is also average.

How to develop?

Golden mean. Depends on strength and reaction.

Pistols- everything is the same, only the weapons are heavier - broadswords, flamberges and axes. It spends an indecent amount of energy, but it hits so hard that it doesn’t seem like much. Depends more on strength and less on endurance.

How to develop?

Fight. The bigger, the better. It is especially effective to use a circular strike in a large concentration of enemies. If you are not playing as the British, we recommend developing your weapon skills in Jamaica. The lighthouse there is guarded by a very large number of soldiers.

Luck- the ability to use various types of devices that send lead balls at enemies. In Return of the Legend, pistols waste bullets and must be constantly replenished from merchants. Let's also say that the damage from the bullet is quite high, so we strongly recommend developing this skill. Depends on reaction and luck.

How to develop?

Shoot, often and at everyone. Bullets are cheap, and the ability to kill an enemy with one shot or simply greatly reduce his life is worth any money.

Stealth- you need it everywhere, whether in trade, in sailing, or in battle. A very important skill, the need for which is difficult to assess at the beginning of the game. A successful strike can cause damage almost twenty times greater than normal.

How to develop?

There is no clear recipe; when luck works, the skill increases. It is most effective to hit many enemies with weapons with low damage - brass knuckles or a dagger. Each successful hit will increase your skill.

Ship skills

Navigation- ability to control ships. The higher the class of the ship, the better navigation the player must have. 6th class - 1, 5th class - 25, 4th class - 40, 6th class - 65, 2nd class - 80, 1st class - 95. If a player sails on a ship that is not suitable for your navigation, he receives noticeable penalties for all indicators. A good navigator can solve this problem. Depends largely on perception and to a lesser extent on learning ability.

How to develop?

Swim in storms - often and a lot. Develops well during battles. You can simply swim around the enemy ship.

Accuracy— the accuracy of your hits depends on your accuracy. A low indicator will not allow you to hit even from a distance of ten meters. So accuracy must be developed as quickly as possible. Mostly depends on perception and a little on luck.

How to develop?

Oddly enough, accuracy develops with well-aimed shots.

Guns Therefore, it is best to get as close to the enemy as possible and shoot. Back to back.

How to develop?

You can, in principle, shoot from a long distance, but it takes a very long time.

Boarding— the reload speed depends on this skill. Depends on knowledge and strength in almost equal quantities.

How to develop?

Hmm... Shoot! And if you not only shoot, but also shoot at the enemy, then you can develop accuracy.

Protection- the distance and angle from which you can throw the crampons. Useful for real pirates. Depends on the reaction and a little on learning ability.

How to develop?

Board ships so that they do not give up without a fight.

Repair We need a fight!

How to develop?

— the skill is responsible for the integrity of the crew during battle. The higher the skill, the easier it is to avoid losses among the not entirely peaceful, but still population of the ship. Depends equally on leadership and endurance.

Trade Expose yourself to attack, receive volleys of shrapnel on board.

How to develop?

Buy - sell.

Personal abilities

Losing the crew. It's cruel, but there is no other way out. You'll have to sacrifice the initial team in order to save the real thugs later.

Basic Defense Skill- reduces damage inflicted on the character by 10%. That's it, no frills. You should take it in any case, since many other skills depend on it.

High Defense Skill— reduces damage to the character by 20%. Definitely take it, as it is required for most other abilities. Yes, and reducing damage by 1/5 will not be superfluous.

Cuirass— allows the character to wear cuirasses.

Critical hit A very useful thing, although at first you won’t even get enough money for an ordinary cuirass. But when the piastres ring in your pockets... In general, you should definitely take it, but only when you have money.

Berserk- gives a chance to inflict a critical hit. The chance is only 5%, but it is highly recommended to take it. Still, the damage from a critical hit is very high.

Required: Basic Defense Skill

Growing Life— damage inflicted by the character increases many times, but only for 20 seconds.

Required: High Defense Skill

Heavy hand This miracle recharges for one minute. Take it as soon as possible.

Tirelessness Additional damage is never unnecessary.

Growing Energy— with each new rank the character will receive an additional one life point. The value is questionable, it's better to take something else.

Requires: Tirelessness

Irresistible blow— the character’s blows stun opponents and they lose energy. It's worth taking, but only at the middle stage of the game. There are a whole bunch of more useful skills.

Required: High Defense Skill

Saber dance- this is just one of the “more useful skills”. Definitely take it anyway. This ability increases your energy recovery rate by 15%.

Requires: Critical Hit and High Defense Skill

Professional fencer- works on the principle of growing life, only energy is added. Plus one point per rank. The value is questionable.

— character’s blows have a 20% chance of breaking through a block. Very valuable, but only in the middle and late stages of the game.

Shooter— the character is better with pistols.

Accurate shooter Reload speed is reduced by 10%, accuracy is increased by the same 10%. In addition, the character can use two-shot pistols. The value is questionable, and here's why. Double-shot pistols are weaker than single-shot pistols. In addition, they take longer to reload; on the other hand, if “reloading” is turned off, then such a pistol will be an excellent help in battle. The value is debatable and depends on the circumstances.

Required: Marksman

Additional weight- a player with pistols is at ease, bullets always fly to the target, reloading is faster. The skill gives +25% accuracy and reduces reload speed by 25%. Four-shot pistols can be used. The value is again debatable. It's better to become a professional fencer first. At least the chance of dying during a shot is much less.

Excellent health- The character can carry an additional 30 pounds of weight. It's that simple and no frills. Take as needed. After all, there are also boarders who can be used as pack mules.

Required: High Defense Skill

Experience exchange— the character’s physical health is restored much faster and deteriorates less from wounds. It works worse at sea than on land. Usefulness is high if you often, for example, board ships.

Iron will— doubles the amount of experience that companions, officers and passengers receive. Officers, companions and passengers will receive 50%\33%\10% experience respectively. Useful if you are actively using officers. That is, you can take several cheap officers and develop them to the required level. The value is debatable, new officers with better characteristics can be hired.

Lifeboat rescue- reduces the likelihood of a mutiny on the ship. Absolutely useless ability. Mutiny on a ship happens if the crew is not fed, more crew is taken than expected, or wages are not paid. The fact is that with low morale, the combat effectiveness of sailors is significantly reduced, and they control the ship worse. The unpaid salary will still have to be paid next month. That's not all; if you hire a boatswain with this ability, then it will work for the hero.

Requires: Iron Will

Credible— most employers do not pay attention to the hero’s reputation. The value is highly questionable. If your reputation is low, then you are a pirate. If high, then a hunter of pirates and robbers. There is no third. The usefulness of the skill is debatable due to the high requirements. Advanced trade is provided by an officer, but more on them later.

Requires: advanced trading and iron will.

Ship abilities

Pirate flag. A skill that allows you to raise a pirate flag over your ship. There is no benefit from this, but it is beautiful.

Flag of Spain/France/England/Holland— the skill allows you to raise the flag of a certain state over the ship. True, deception does not always work; if the price on the player's head is too high, and on the contrary, the stealth is too low, then most likely you will have to fight.

Brander- the owner of the skill can send an allied ship “to death” - explode next to the enemy, causing him enormous damage or even taking him with him to the bottom of the ocean. The practical benefit is very small; the team does not always have an extra ship, people and captain.

Alliance landing craft landing- makes it possible to unite all the sailors, so that later the whole crowd can attack the fort.

Long distance boarding Of course, this is a useful skill, although it will not be needed at the beginning of the game.

Master boarding— will increase by 15% the distance from which you can board the enemy. Very useful - wrap it up and we'll take it with us.

Required: — the boarding distance increases by 25 percent, and you can board from any angle, even nose to nose. If you are playing a pirate, then this skill will be very useful for you; take it without hesitation.

Musket volley long-range boarding, musket volley

Requires: Increased team damage

Basic trading— before boarding, the player’s team shoots at the enemy, causing him 25% damage. Again, this is definitely a necessary thing for a pirate; the smaller the enemy’s crew, the easier it is to kill them.

Developed trade— gives a 10% discount on goods in stores. Of course, skill is necessary for traders.

Required: basic trading

Fast recharge— gives a 20% discount on goods in the store and allows you to sell at 5% higher price.

Pre-charge— gun reload speed increases by 10%. The skill is questionable. Sure, reloading quickly is good, but there are so many other great skills out there!

Requires: Fast Recharge

Increased damage to the hull- active skill, used once every five minutes. If you select it, your next reload will be 50% faster. A useful skill, five minutes is a very short threshold of time, ship battles are long.

Increased damage to sails— damage to the sails of an enemy ship increases by 15%. Choosing a skill for everyone is very useful.

Increased team damage— damage to the crew of the enemy ship increases by 15%. It will be useful for a pirate, but will work for any character.

Critical Shot— in 5% of cases the owner of the skill will be able to deliver an enhanced shot that hits the crew, sails and hull.

The skill will not be superfluous, but at the initial stage it is better to choose something else, and a critical shot is not always needed. Why would a pirate sink an enemy ship?

Increased shot distance Requires: Increased damage to hull/sails/crew

Professional gunner— increases the distance for a shot by 15%. Suitable for any character, but don’t take it right away, the benefits are questionable.

Required: — the owner of the skill deals 30% more damage (to the crew, sails, hull - it all depends on the type of projectile chosen), and the chance of a critical shot increases by 15%. A very good skill, it’s a pity that you won’t be able to use it at the initial stage....

A carpenter critical shot, increased shot distance, fast reload

Shipbuilder— thanks to this skill, the maximum possible repair effect increases by 10%. Suitable for everyone, but there are so many other useful skills that this may simply not be useful anymore; you will hire an officer faster.

Easy repair— reduces the consumption of boards and canvas by 10%. Almost useless skill.

Required: carpenter

Quick fix- active skill, works for one minute. Can only be used once every three minutes. At launch, ship repairs begin, during which no more than 10% of the ship's life can be restored. The skill is not bad - after all, repair the ship every three minutes. a carpenter However, a quick fix is ​​better.

Required: light repairs, carpenter

Basic protection of the ship— allows you to repair the ship during battle; However, it will not be possible to completely “heal” the ship, only 65% ​​of the total amount of “life”. Fallen masts cannot be restored.

Advanced ship defense A very good skill, but getting it is problematic, requires skill

Requires: Basic ship protection

Increase ship speed, but I don’t want to take it at the beginning of the game.

Increased ship maneuverability— damage inflicted on the ship is reduced by 15%. The skill is suitable for everyone; both a notorious pirate and a peaceful merchant need to protect the ship.

Sailing in storms- Damage caused by the storm is reduced by 30%. A useless skill, it’s better to just not get caught in a storm, it’s not that difficult to do. Note: the skill will be very useful for improving navigation, because it is improved during a storm.

Increased dynamics— when the wind speed changes, the speed increases 10% faster. The benefit is doubtful, it is better to choose something you need.

Maneuverable turn of the ship- active skill, used once every three minutes. When turned on, the ship turns eight times faster within a minute. An excellent skill, but it requires three not particularly important skills.

Required: increasing ship speed, increasing ship maneuverability, increasing dynamics

Fast sails— the speed of raising and lowering sails is 10% higher. It's no use, the sails go up and down at normal speed, 10% is not an increase.

Shallow water maneuvers- an active skill in which the ship does not suffer damage from hitting rocks for sixty seconds. The skill would be very useful for computer ships; they suffer from the ability to hit rocks, but it would be of little use to the player.

Required: fast sails, increasing the maneuverability of the ship.

Experienced sailor— the ship’s maneuverability increases by 20%, but, most importantly, the owner of the skill, when meeting with any ship on the global map, does not have to get involved in a battle.

Required: Does not affect "gentlemen of fortune" pirates. But, you know, meeting them in the middle of the ocean... One of the best skills. Traders are required to take it at all.

Doctor After receiving it, they will be able to swim wherever they want and how they want. It won’t hurt the others either, on the contrary, it will help a lot. The only bad thing is that it requires three completely unnecessary skills to learn.

Savior of lives maneuvers in shallow water, increased dynamics, sailing in storms.

Required: doctor

Magical and not so magical items

— the team is 10% less likely to die from disease and buckshot. Useful, but not necessary skill.

It is important: — the team is 20% less likely to die from disease and buckshot. And this is a little better. Suitable for a boarding pirate.

Statue- stone statue, idol - patron of artisans. Adds 30 points to repair. It is extremely rare, and due to carpenter officers it loses its value. Plus it weighs a lot.

Emerald- a precious stone. The one who possesses it receives 10 to authority. A very useful pebble, weighs little, and is found very often. Let him lie around.

Cross of Antonio de Souza- this small Jesuit cross can only be obtained by completing the Spain storyline. It's a pity, the cross is very useful, it gives 30 to luck, 20 to authority and 10 to trading.

Dog Figurine- Chinese thing, adds 10 to stealth. He doesn’t ask to eat, so let him lie there.

Bronze ring- a small bronze talisman that adds 10 to luck. Let it be, luck is a very useful thing.

Bronze cross- maybe you don’t believe in God, but this cross will give you 10 points of luck in any case.

Emerald pendants- obviously magical, give 10 to stealth.

Idol of Tlaelcuani- an Indian deity, symbolizes cleansing from dirt, disease and excess. It adds 10 each to authority and stealth, but reduces the skill with pistols by 20. He apparently considers pistols superfluous.

Poor thing you have here, monsieur captain, in my cabin it’s still richer!

Figurine of a strange animal- apparently some kind of toy. Reduces authority by 10, do not take it under any circumstances.

Aztec calendar- another magical Indian thing, adds 10 trade. Very helpful.

Cursed pearls- black pearls: for some a cult, but for us a curse. Reduces luck by 50 points. Throw away as soon as possible.

Quetzalcoatl figurine- a golden figurine of an Indian deity. Adds 10 to stealth. Let her lie there, the pirate hiding from everyone will even thank her.

Huitzilopochtli disk— disc of the god of war, makes the hero’s average weapon 10 points more effective.

Idol of the Great Mother Leave it as needed, why do you need a plus to a medium weapon if you fight with a light one?

Idol of Chak-Moon- the patroness of one of the local tribes, adds 10 luck, oddly enough. Let it be, a lot of luck never hurt anyone.

Image of Jicatecutli- an idol of the god Chac-Moon, who was worshiped by the Maych Indians. The god of fire and thunder reduces stealth by 20, but adds 20 to pistols and 10 to accuracy. Leave it, pistols are very useful things. Although many pirates are better off getting stealth...

Large stone disk- image of the ancient Aztec god of trade, adds 20 to trade, but takes away 20 authority. The pirate is sure to take someone, but he doesn’t care about authority. For merchants and the military, authority will not hurt, although trade... In general, decide for yourself. It all depends on the circumstances.

Ancient deity idol- personifies the god Ehecatl, who among the Aztecs was considered the lord of the wind.

Figurine of Tlaloc Adds 20 navigation, but will have to pay 20 stealth points. A very useful thing - perhaps these twenty points are not enough to control a much better ship?

Ceremonial knife of the Myna tribe priests— a figurine of the furious god of lightning of the Aztecs, adds 20 points of accuracy and 10 to cannons to the owner, but reduces stealth by 20. A very useful figurine, with it, naval combat from wasting ammunition can become an effective means of destroying enemy ships.

Ceremonial vessel— the ancient Mayan knife symbolizes power over people and connection with the gods. Adds 20 to authority, but subtracts 10 to luck. Again, decide what is more important to you at the moment - luck or additional authority.

Strange thing- a ritual vessel of the ancient Aztecs, adds 20 authority, but takes away 10 stealth. But you can leave this little thing, the item gives more than it takes away.

Image of a jaguar warrior— Ancient Toltec figurine war. Gives 20 defense and 10 to light weapons, but takes away 10 authority and luck. In our opinion, it is better to hire a ship’s doctor than to lose authority and luck.

Cormorant- a heavy copy of an ancient Olmec stone ax cast in gold.

Shoe Adds 10 to heavy weapons.

It is important: - a dead bird among prey is a bad sign. Takes away 10 authority and stealth. Throw it away as soon as possible.

Toltec Crystal Skulls- wearing one shoe is a bad omen. Minus 10 luck. In the same place as the cormorant, that is, further away.

Cast-offs two shoes will not solve the problem, throw it in the trash right away!

Merchant's clothes— these ancient artifacts can only be found in treasures. When put together, they add 30 to navigation, 20 to authority, 20 to accuracy and 20 to boarding.

Nobleman's Clothes The main thing is to find them before they lose relevance.

Menu navigation

Menu "Characters" shows everyone who accompanies the hero. There are several types. There are officers - they perform various functions on the ship. Companions are the captains of the ships in our squadron and passengers. Passengers are either the same officers, but without a clear position, or people taken on board on assignment. There are still prisoners. These guys get on the ship when an enemy ship is captured without a fight. Or the captain surrenders without a fight. We will look at these situations in more detail later.

The last one on the list is the captain, that is, our hero. In this menu, you can distribute available ability points for yourself and hired characters, as well as view other information: skills, nation, rank, and so on. You can immediately appoint an officer to a position or remove him. This is done in the same way as in Corsairs 3 - by double-clicking on the empty position icon or on the officer’s portrait to remove it.

Menu "Ships" displays a list of ships in the squadron and information about them. Technical data of the ship, list of goods on board. There is also an interface for working with the team. Sailor skills are listed here. The higher they are, the better. The faster the ship will sail and maneuver, the faster the guns will reload, the fewer losses there will be during boarding. For a certain amount of piastres you can increase the morale of the team. This extremely useful when the ship is "overcrowded". Through the same section, the exchange menu between ships opens.

Menu "Magazine" This is done by double clicking on the ship icon in the left panel.

Menu "Nation" is a chronicle of the exploits of our hero. Active events (tasks) and those already completed are marked here. Here you can also find a small dictionary of marine terms and other reference materials. The cash book keeps records of all deposits and loans from moneylenders.

Menu "Trade" The “Statistics” tab speaks for itself.

And the last menu - "Items" shows the political situation in the Caribbean at the moment, as well as the attitude of other nations towards the player personally. Also here you can select the flag raised on the mast. This is necessary to deceive enemy ships and also to use trade licenses, but more on that later.

Real estate in the tropics

Each colony has a specific set of buildings. Larger colonies, like Marigot on San Martin, have a full complement of buildings. Each has a specific function. Let's take a closer look at them.

Tavern

Perhaps the main house in each colony. Here you can rest while recovering your wounds. You can hire new sailors for the ship and, of course, get a lot of tasks.

The waitress knows all the rumors in the city, but only tells them during the task. Visitors are sitting at tables. They differ in clothes.

This is interesting: For example, people with weapons in their belts are most likely officers.

if you have a full set of officers on your team, then when asked by any officer in the tavern, the hero will answer: “I have a full set.” You need to contact him again, then the item will appear: “What are you doing?” and the ability to view officer parameters.

This is interesting: You can also meet a smuggler there and make an appointment with him to sell contraband, if there are such goods in the hold. Are there still personalities? offering ancient and not so ancient treasure maps. The rest of the rabble are drinkers. These are the ones you will meet in most cases. You can have a drink with such people and find out gossip and news, for example? prices in a store in a city. By the way, you can learn about the Flying Dutchman from them. We will tell you more about it later; this is a topic for a separate story. There are also rude drunks with whom you can start a fight. This was done to enhance the surroundings - what is a tavern without a good fight?

Shop

in the room where our character is staying, there is a bedside table in which you can find something valuable. Great help at the beginning of the game.

And perhaps the most important thing is that you can take the task from a merchant to deliver goods to any colony for a reward. Moreover, it is necessary to deliver exactly as much goods as the merchant gave.

This is interesting: You cannot sell the product either, otherwise you will have to pay compensation for it, and sometimes it goes beyond all reasonable limits. And there are also rats on the ship. These furry beasts have a bad habit of gnawing, devouring and spoiling goods in the hold. Not everything, something is beyond the reach of a rat’s teeth - for example, cannonballs, silver, gold. It is recommended to take tasks from the merchant together with others.

Shipyard

For example, if you need to sail somewhere, it is better to take the cargo to the same or passing colony. The task is updated once a day; if you don’t like the destination, sleep in a tavern and try again.

You can save the game directly in the store, and then load until you find the desired city. There is one more trick. If you did not bring all the goods to the colony indicated in the task and you have nothing to buy it with, then you can cheat the game a little.

This is the advice: The fact is that the merchant may leave you the goods as payment for transportation. Moreover, this option is possible even if you do not have the required product at all, you just need to select the desired dialogue item many, many times. Until he gives you the goods. You can make a lot of money from this by selling huge amounts of cargo, for example, to smugglers. However, where is the interest?

It is important: The third most visited building in the game. Repair, purchase of new ships and guns - everything is here. Moreover, broken masts can only be repaired at the shipyard. Also pay attention to the prices of the ships. A corvette bought honestly will cost many times more than an absolutely identical one, but taken in a bloody battle. As for new ships, no two are exactly alike. For example, we are offered a choice of two galleons, they cost approximately the same, but the first has a larger hold, but the second has a stronger hull, and so on.

Moneylender

In "Return of the Legend" the moneylender pleasantly pleases with a large number of possibilities. In addition to a regular loan, you can leave money with decent interest rates. The moneylender also gives good orders, and some pirates take advantage of this. I remember that in one of the playthroughs we received good initial capital by simply selling chests of gold that we were asked to transport. And as for respect, a thousand devils, a pirate should be feared, not respected!

Since the beginning of the game is quite difficult, the services of a moneylender are very useful; the money given is enough to repair the ship and replenish the crew.

Residence

Take your first task here.

The governor and his guards are in the residence. If you are in an enemy city, then it is better not to appear here. The governor won’t talk to you, but the guards... however, they won’t talk either, only if they speak with sabers. All There is a practical benefit from the residence, but it is small. Here we can hand over captured captains, they pay quite well. An average captain goes for ten thousand. Here you can also purchase a marque agreement and receive interesting tasks. What’s noteworthy is that governors are not eager to send a hero to sail somewhere or take something, they are the few who give really interesting tasks. True, if one governor gave the task, then

Port Authority

the governors will wait for its implementation and will not hire you...

Knife and ax workers

But this building has almost no practical use.

It is important: Here you can simply leave your ship for a while. True, the price of this event is, to put it mildly, steep. Here you can also find out obvious things: they say, the governor gives out tasks, and in the tavern you can have a drink and a snack.

Boarder. This officer - or rather, as many as three officers - will follow the hero on his heels. We can say that these are personal bodyguards. They will assist in skirmishes on the ground and, as the job title suggests, will go into combat during boarding missions. You need to carefully select a bodyguard candidate. This officer must have personal skills in hand-to-hand combat and ideally high-level marksmanship. Moreover, it is necessary that personal abilities such as “advanced defense” and “professional swordsman” be present, otherwise the assistant will not survive long in battle, and they are not cheap. Arm your henchmen with the best weapons. Which one exactly? Yes, the one they have at the best level. Don't forget to supply them with healing potions, pistols and bullets. You can find boarders in any tavern. Their combat skills are always higher than their naval skills. This can be considered a distinctive feature.

This is what it means to not understand navigation and not have a navigator on board.

Navigator- an irreplaceable person in the team.

Boatswain. Especially if you are a merchant or a purebred fighter. The point is that when operating a ship of too high a class, penalties are imposed on skills and characteristics.

Gunner The character becomes noticeably weaker. How can such a weakling go on board? Exactly. Therefore, it is worth hiring a navigator for the opportunity to control the best ship. A larger ship means a larger crew on board. More team means fewer losses or even a chance to win without a fight. In general, while the Navigation skill is not suitable for your ship, the navigator will be very useful, and then he can be transferred to another ship as a companion. We will look at them below.

Doctor The boatswain's job is to inspire the crew so that the boarding is as efficient as possible. For this position, you need to hire an officer with high authority and the Boarding skill. In addition, you need to carefully look at the ship's abilities of the candidate for boatswain. He must have a "gentleman's set" of boarding abilities. The bigger, the better.

Treasurer- an irreplaceable person in the team.

A carpenter— the importance of this worker on the ship cannot be underestimated. Especially in the later stages of the game, when you need to storm forts. The Quick Repair ability literally works wonders and rescues doomed ships from the clutches of the sea devil. The main thing is to have a sufficient supply of boards and canvas on the ship. More boards, since leaky sails don’t sink.

Companion- an officer who sails on his ship just like you. There are three types of companions. Some can be hired at the tavern. Their difference from others is that such a captain already has a ship that can be sold at the nearest shipyard, and a companion without a ship will become an ordinary officer. The second type are officers assigned to the ship. Everything is simple here. And the third type is mission companions. They float with the player temporarily until the task is completed or failed. You cannot sell the ship of such a companion.

This is interesting: check your companions' pockets. Just change the companion to an officer, and put him in the position of boarder. Now enter exchange mode - you can do this in your cabin or anywhere on land. Often you can find a good amount of money in your companion’s pockets. Ordinary officers carry only weapons with them.

Trade

Trade is one way to avoid float up somewhere in the open sea. There are a lot of settlements in the game, you can trade in each one, even hostile ones. How? And with the help of a trade license. You can buy this paper from a diplomat. You will meet him in the tavern of any pirate town. He can reconcile our hero with any nation.

It is important: namely the hero, not the nation.

The attitude will be neutral, but the nation itself will be hostile.

Note that if you play, for example, for Holland or Spain, then licenses are not really needed. You can choose a group of goods that are well sold and bought within the Spanish-Dutch colonies (mahogany, for example). Fortunately, Spain owns all of Maine and most of the islands in the sea. But when playing for England or France, licenses will be very useful, since due to the small number of colonies, merchants of these countries will be very limited in the choice of goods. One drawback is that trade licenses are only available to relatively rich people, as they are quite expensive.

Let's look at the trading system itself. Each colony imports and exports certain types of goods (see table “Islands”) .

It is important: In addition, the circulation of some goods is prohibited. You can buy them in the store, but at a very high price, and there are very few such goods. And such goods can only be sold from smugglers. You can find their representative in the tavern.

Random quests

I'm sitting in ambush, maybe someone will pass...

We make an appointment in a quiet deserted bay and unload the goods. Of course, there is a danger of running into a patrol - both on land and at sea. You can pay off a patrol, pretend to be an honest person (with a high reputation), and simply kill the patrolmen, but this is fraught with a deterioration in relations with the nation. Products on the list come in four colors: white - means that the product is sold at an average price; usually there are not very many “white” products;

Pirate's proposal green - the colony exports goods, it costs much less than “white”, and there is a lot of it; blue - the colony imports this product, it costs much more than “white” and “green”. Buying such a product means losing money, unless you urgently need to buy medicine or supplies, in which case the cost does not matter. And finally, the color red is contraband. The price of the product is exorbitant, there is very little of it, and only smugglers buy it.

Opportunity to capture a golden caravan imports, exports and smuggling in the colonies do not change over time. That is, if a colony exports something, then it will export it no matter what.

Easy prey- if you drink with a drunkard in a tavern and ask him about rumors and stories, you can learn a lot of interesting things. For example, that not far from the island some brig is carrying valuable cargo, alone and without guards. In general, the sea devil himself ordered to take such a tasty morsel on board!

Delivery of cargo for the store— the task can be picked up at any store. The goal is to bring all the cargo to the specified store in another colony. Merchants do not ask to deliver cargo to cities hostile to the player.

Find a debtor for a moneylender- You can take an order from any moneylender to receive a debt. In this case, the player gets a certain percentage.

Deliver gold for the moneylender- the moneylender will give you a load of gold for a simple and clear purpose - to deliver it to the specified place.

Merchant escort- sometimes in a tavern you can meet a merchant in great need of an escort. He will offer to be his guide. Not for free, of course.

Passenger delivery— in a tavern you can often meet a person who needs somewhere. The passenger boards as a passenger; he must be delivered to the tavern of the city indicated by him, where he will pay the fare.

Governor's Assignments- You can take special assignments from the governors of the colonies. There are several types:

Deal with the bandits— a gang of bandits has appeared outside the city, they must be killed. The fact is that these robbers can hide in any part of the island except the city itself. Search caves, jungles and bays.

Defeat the smugglers— the governor notices that goods appeared in the store “out of nowhere.” Naturally, these are the tricks of smugglers. To complete this task, find a smugglers representative in the tavern and arrange a meeting. It is necessary that there be forbidden goods in the hold. Please note that after a couple of such reprisals, you will ruin your relationship with the smugglers, and no more meetings will be assigned to you. You can make peace with the help of a diplomat in any pirate tavern.

Sink a pirate— a pirate has appeared near the colony, sinking and capturing merchant ships. The point of the task is that initially it is not clear where the pirate is. He disguises himself as the nation of the colony where the task was taken.

Enemy spy To calculate it, you need to approach the ship or swim to it on a boat. If you sail on a boat to an enemy ship, then after talking with the captain you will have to deal with the sailors on deck.

Get into an enemy city- the governor wants you to deliver a package to a specified person in an enemy city. There are several ways. For example, you can buy a trade license and enter the port under the required flag, or you can sneak into the city during the day and simply run past the guards.

For all these tasks, the governor gives a substantial bonus to start the game. In addition, you can capture a pirate ship. It should be noted that if you have not completed the task from the governor, then no one else will give you the task.

Jail Also, due to failed tasks, your reputation decreases.

Pass a note— in the forts on the lower floor there is a prison. For a fee you can go inside and chat with the prisoners.

Treasure and liberation These same prisoners may offer a reward in exchange for a favor.

- a prisoner in prison will ask you to convey a message to his friends. His friends will be waiting for you in one of the houses of the city that owns the fort. Get ready for a fight. The robbers are hot guys, they can cut you off.

Girl in the well- the task is, in principle, the same thing, only the endings differ. In one of the cells in the prison, you can talk to a prisoner who will ask for his release in exchange for a treasure that he hid somewhere in the archipelago. The fact is that there may not be a treasure in the indicated place.

Buying a treasure map There are also tasks that can be found outside the city. In the jungle you can meet a girl escaping from bandits. If you help her, she will reward you with a small amount of money or an increase in reputation.

These two are definitely officers. Let's see what they'll do.

This is a musket, a musket! Tremble, Spaniards!

* * *

“Hush, hush, the soldiers are coming. Let's leave quickly! - One of the smugglers whispered quickly. “Then expect us here in a month. We still have something to say,” said the Spaniard, and we quickly headed into the jungle. There is no point in contacting the authorities; the Spaniard is too concerned about his reputation. But, unlike the pirate, he has had a manovar for a long time, which means his opinion is worth listening to. Let's return to the port and spend the night in a tavern. Nikolai Volokotin is waiting for us there, he helped us a lot with this mission, we ought to give him a rum for this!

About fines

So that you are not confused by the red numbers next to the basic characteristics, let's figure out where they come from.

Overload- the hero has more weight “on board”, that is, in his pockets, than he can carry. All characteristics are reduced by 1.

Poor health— if you don’t get treatment in time, you’ll have to pay again with your characteristics. Depending on the level they are reduced to -5. And skills up to -25.

High class ship with low navigation- if a character doesn’t know how to control a ship, then there’s nothing you can do about it, he feels out of place. If a character knows how to control a ship, say, of the fifth class, then when controlling a battleship he will receive a penalty of 4 for each characteristic. And this, believe me, is a lot.

Caribbean powers

England. She is going through hard times: renunciation of the papal church, unrest, almost civil war. For a hundred years now the country has not been able to calm down. The war with Spain only worsened the situation, although the Spaniards got more, and the British got Jamaica at their disposal.

France. The war is officially over. But this is only on paper. In fact, the Spaniards and the English drown each other at the first opportunity. The governors are also a complete mess. They do not listen to orders from London, everyone is their own master. In general, there is confusion in the English colonies, and many pirates take advantage of this...

Spain. Having come to power, Louis XIV immediately took the bull by the horns. During the five years of his reign, France's authority in Europe increased greatly. This is not surprising - Louis worked as best he could for the good of his country. However, he was hardly interested in the Caribbean. The motto of France is “Ensure tranquility in the colonies and normal trade.” It was not difficult to carry out this call; . The king is dead, and the heir is a barely alive child. Whoever is trying to seize power... It is clear that this does not lead to good and the country is withering away. In addition, France and England joined forces in the fight against it. The Spaniards managed to annoy everyone. Nevertheless, Spain is the strongest power in the Caribbean.

Holland. After the Spanish attacked the Netherlands, a religious war broke out in the countries, called the 80 Years' War of Independence. But after the end of this war, the Dutch economy went up sharply. The whole of Europe was stunned when they saw these growth rates. It's no joke, the Dutch merchant fleet numbers more than the English and French combined! Only there is a catch: they don’t have a combat fleet, the ports are too shallow, so they have to run from everyone. And the aggressive British are sitting nearby, and the Spaniards do not want to give back the Dutch colonies...

Table 1
Islands
City Import Export Smuggling
SPAIN Belize, Maine
Havana, Cuba Buckshot, canvas, silk, copra, oil, bricks, silver Food, medicine, sugar, wine, leather, mahogany, paprika
Caracas, Maine Cannonballs, buckshot, nipples, bombs, weapons, medicines Boards, coffee, sugar, ale, cotton, clothing, copra Tobacco, wine, rum, leather, slaves
Cartagena, Maine Medicines, coffee, tobacco, rum, leather, clothing, fruit Buckshot, boards, cocoa, wheat, cotton, ebony, oil Canvas, silk, paprika, bricks, slaves
Cumana, Maine Boards, cocoa, wine, rum, paprika, gold, silver Canvas, coffee, wheat, linen, ebony, sandalwood, oil Medicines, silk, cinnamon, fruits, slaves
Maracaibo, Maine Medicines, wheat, wine, rum, clothes, fruits, bricks Boards, sugar, ebony, mahogany, sandalwood, gold, silver Gunpowder, provisions, weapons, leather, slaves
Porto Bello, Maine Kernels, canvas, rum, leather, silk, sandalwood, paprika Medicines, sugar, wine, ale, linen, cinnamon, butter Clothes, copra, fruits, bricks, slaves
Santa Catalina, Maine Canvas, tobacco, cotton, silk, clothing, gold, silver Cannonballs, buckshot, nipples, bombs, gunpowder, weapons, wine Leather, sandalwood, copra, paprika, slaves
Santo Domingo, Espanola Weapons, medicines, canvas, tobacco, fruits
Santiago, Cuba Gunpowder, weapons, tobacco, cotton, slaves
San Juan, Puerto Rico Gunpowder, weapons, canvas, tobacco, wine, fruit, bricks Boards, coffee, sugar, ale, linen, leather, cinnamon Wheat, cotton, silk, copra, slaves
HOLLAND Willemstad, Curacao Weapons, canvas, cocoa, sugar, paprika, fruit, bricks Provisions, ale, cotton, linen, mahogany, sandalwood, oil Gunpowder, tobacco, wine, cinnamon, slaves
Marigot, San Martin Buckshot, provisions, canvas, wheat, clothing, copra, bricks Medicines, boards, cocoa, linen, leather, mahogany, oil
Fort Orange, Jamaica Weapons, boards, cocoa, butter, slaves
FRANCE Basseterre, Guadeloupe Buckshot, boards, clothing, ebony, mahogany, sandalwood, oil Cannonballs, gunpowder, silk, cinnamon, paprika, bricks, silver Medicines, cocoa, leather, copra, slaves
Port-au-Prince, Espanola Buckshot, gunpowder, medicine, cotton, silk, fruit, gold Bombs, provisions, sugar, wine, rum, linen, clothing Ebony, copra, oil, bricks, slaves
Tortuga, Tortuga Cannonballs, weapons, medicines, tobacco, silk, silver Knipples, coffee, wheat, ale, linen, leather, paprika Ebony, copra, oil, bricks, slaves
Fort-de-France, Martinique Knipples, provisions, tobacco, wheat, rum, wine, cotton
ENGLAND Bridgetown, Barbados Provisions, boards, ale, cinnamon, copra, bricks Gunpowder, weapons, coffee, sugar, sandalwood, paprika, oil Canvas, cocoa, linen, clothing, slaves
Port of Spain, Trinidad and Tobago Weapons, medicines, cocoa, leather, cinnamon, copra, bricks Buckshot, gunpowder, tobacco, wheat, wine, cotton, sandalwood Provisions, ale, silk, mahogany, slaves
Port Royal, Jamaica Medicines, canvas, leather, ebony, mahogany, sandalwood, gold Gunpowder, coffee, sugar, rum, ale, clothing, bricks Weapons, boards, cocoa, butter, slaves
St. John's, Antigua Medicines, sugar, wine, leather, ebony, copra, fruits Cannonballs, weapons, rum, ale, linen, gold, silver Coffee, wheat, cotton, oil, slaves
Charlestown, Navis Canvas, tobacco, sugar, wheat, silk, fruit Knipples, bombs, medicines, rum, ale, paprika, bricks Provisions, wine, ebony, sandalwood, slaves
PIRATES Pirate settlement, Bermuda Gunpowder, canvas, ale, slaves, gold, silver Bombs, rum
Puerto Principe, Cuba Cannonballs, buckshot, canvas, ebony, oil, bricks, gold Boards, cocoa, coffee, wheat, linen, sandalwood, fruit Gunpowder, weapons, tobacco, cotton, slaves
Le Francois, Martinique Medicines, cocoa, rum, linen, leather, clothing, gold Knipples, provisions, tobacco, sugar, wheat, wine, cotton Boards, ebony, mahogany, fruit, slaves
La Vega, Espanola Cannonballs, buckshot, weapons, medicines, canvas, tobacco, fruits Provisions, cocoa, wine, rum, ale, sandalwood, cinnamon Ebony, copra, oil, bricks, slaves

Having spat at the entrance, we go into the tavern. Again, the drunks occupied all the tables, the sea devil struck them. “I have no rivals in the sea!” - comes from one of the guests. “Well, yes, of course...” - We immediately enter into a lively discussion. The sound of a beating village

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Guides and Walkthroughs

Having spat at the entrance, we go into the tavern. Again, the drunks occupied all the tables, the sea devil struck them. “I have no rivals in the sea!” - comes from one of the guests. “Well, yes, of course...” - We immediately enter into a lively discussion. The sound of breaking dishes, screams, the grinding of steel - he will have to answer for his insolence. Although is a fight in a tavern really serious for two hardened sea wolves: a Spanish adventurer and an English pirate? Okay, just warm up. Having dealt with the braggart, we find the right person. It’s easy to recognize him by his clothes, they all dress like that. “We have goods... no, the authorities won’t buy them... yes, just for you... on the beach?.. we will!” Let's take a walk, it's not far from here. Coming out to the beach, we see a group of smugglers - we have something for them... “No, these are not slaves,” the pirate answers, “this is information. Interested? Then listen..."

A new game

So, the game is installed. Pistol in your belt, saber in your hands - and forward to the sea. True, first we need to decide who we will play. We are offered three characters to choose from. Diego Espinosa is a Spaniard, adventurer and adventurer. It is distinguished by a balance of basic characteristics, a kind of jack of all trades. Edward Teach - Englishman, corsair. A purebred fighter, which is not surprising - in the future Edward Teach will become known as Blackbeard. And the third seeker of fame and fortune is a typical merchant Alex Exquemelin, a Dutchman. Which is logical, the Dutch do not have a military fleet, but the merchant fleet is the best in the entire Caribbean.

The choice of nation is very important. For example, Spain at the start of the game owns the majority of the colonies in the Caribbean. In addition, it is in neutral relations with Holland - a true paradise for a merchant.

By the way, in the game you cannot live in peace with all countries. On the right side of the screen you can see an indicator of the country's attitude towards the character - but not towards his nation. That is, if you are a Spaniard and all of France admires you, you will still be attacked by French ships and fired mercilessly from coastal fortifications.

The nation has been selected, now let's look at the game settings. There are several of them:

  • Complexity- directly affects the strength of opponents, their survivability in hand-to-hand combat, as well as the amount of experience gained. The game has 10 difficulty levels, from “sailor” to “impossible”.
  • Event frequency- determines how regularly you will encounter other ships. For beginners, we recommend the “rarely” level. There are too many problems at a high level, pirates are literally at every turn. Yes, not just one ship, entire squadrons of up to six ships! It is impossible to withstand such raids on a starting lugger and with minimal skill indicators. Yes, things are turbulent in the Caribbean, but what did you want?
  • Reloading the pistol- They won’t let you walk around peacefully with a gun in your hands. You can press the “shot” button - the character will pull out a gun, shoot and put it back. If the option is enabled, the pistol will be quickly reloaded right during fencing, and if not, you will have to sheathe the sword every time or fight without a firearm. A nod towards realism, and not the only one.
  • HardcoreGame- This is a mode for true enthusiasts, in which you can only save in churches.
  • Swimming mode There is no need to explain what this entails. Any pirate - and hello, Davy Jones.
  • Profile Highly not recommended for the first playthrough.

- sets the swimming speed. Some people like fast, dynamic battles, while others like thoughtful maneuvers.

Control

Ship

In this chapter we will look at how to operate a boat.

The speed of the ship depends on the strength and direction of the wind and the position of the sails, of which there are only three: fully lowered, raised and fully raised. It is clear that if the sails are fully raised, the ship will only be able to drift on the waves, not moving anywhere. With sails up, the ship moves very slowly because all the main sails are removed. Well, with the sails completely lowered, all we can do is catch the wind; nothing else depends on the boat itself. Of course, a tailwind is the best, and a headwind will not allow us to move, but there are a huge number of “side” winds. It’s simple: the “closer” the headwind is, the faster the ship sails. Much depends on the type of ship - for example, the sailing armament of battleships is such that almost any wind suits them! But just sailing is one thing, but maneuvering is something completely different. In fact, successful maneuvers during battle are 50% of success. During your salvo, it is best to raise the sails fully, and when the ship stops, fire. Skilled players can catch enemy ships like this: the adversary raises the sails to shoot, the player sees this and also begins to raise; and so, when the two ships are almost standing, the player simultaneously shoots, lowers the sails and turns his nose towards the enemy. Very difficult, but the result justifies the hours of training.

Battle. You can fight the enemy in two modes, normal (third-person ship) and captain (first-person ship).

Boarding. During a boarding, all soldiers do not participate in the battle. A total of 15 people will be on the decks of the ships. If there were 300 people on your ship, and 900 on the enemy’s ship, then on your side at the time of boarding there will be 4 people, and on the enemy’s side 11. But if you single-handedly attack a ship with a huge crew, then you will have to fight alone against 15 sailors. Moreover, they will have enormous health and damage indicators.

It is important: One hit can cause damage three times more than the player's hit points. After winning on deck, the battle moves to the captain's cabin, and there you fight one-on-one with the enemy captain - whoever wins gets the ship. Although there is a possibility that the captain will surrender without a fight.

after the end of the carnage on the deck, search the corpses, sometimes there are a lot of interesting things there. And it would be nice to clean out the captain's cabin...

Human

One hit can cause damage three times more than the player's hit points. After winning on deck, the battle moves to the captain's cabin, and there you fight one-on-one with the enemy captain - whoever wins gets the ship. Although there is a possibility that the captain will surrender without a fight.

Management on land is basic. In cities, we can not run at all, but simply move around key points using the Enter key, selecting the desired buildings.

But you’ll have to run through the jungle, yes... I remember Maine, without a map, at night - an hour of completely non-game time had to be spent in order to finally find the damned bay where the ship was located.

But you’ll have to run through the jungle, yes... I remember Maine, without a map, at night - an hour of completely non-game time had to be spent in order to finally find the damned bay where the ship was located.

Role system and skills

Let's start with the main difference between Corsairs: Return of the Legend and the original series. This is a completely new character development system. Experience, levels and a set of characteristics were replaced by a “pirate” analogy of SPECIAL called PIRATES. You cannot change these characteristics during the game, unless you have the opportunity to complete a special task, but more on that later.

Let's take a closer look at the characteristics.

Power The battles, however, are also not particularly difficult. All actions consume energy, which gradually increases. There are three main strikes: a fast piercing attack, which does little damage, but hits quickly and spends little energy. Average blow, average in all respects. A strong piercing blow takes a very long time and spends a lot of energy, but with such a blow you can easily take away all the enemy’s health at once, and he does not pay attention to the block. There is also a circular strike that spends a lot of energy, but all nearby enemies take average damage. There are two defensive skills, block and feint, the latter reflects the enemy's blow and at the same time can completely deprive the enemy of energy and take him out of the game for several seconds.

Impression In general, the battle looks like this: we shoot, we deliver a penetrating blow, again and... we run, gaining energy. Repeat until the bitter end. In this way, you can defeat five or six enemies even at the beginning of the game, the main thing is to stock up on “pills”, improve your health, you know...

Reaction- agility, agility and, oddly enough, endurance. Responsible for the energy due to which blows are delivered.

Leadership We strongly recommend investing the maximum number of points into this characteristic. There will be a lot of fighting in the game.

Learning ability (Talent)- natural charm plus conversational skills.

Endurance A good leader will be able to take the ship without a fight, hire the maximum crew, and get the best prices in the store. In addition, leadership affects the number of officers hired (the number of officers available is equal to the leadership level multiplied by two)

Success- a sharp and inquisitive mind, the ability to grasp everything on the fly. A character with high learning ability acquires skills faster. Trainability also affects many skills, such as navigation and pistols.

All characteristics vary from 3 to 10.

— the name of the skill speaks for itself. The higher the stamina, the more hit points the character will have. Slightly less influence on the amount of weight carried.

- the name of the skill speaks for itself. The higher the stamina, the more hit points the character will have. Slightly less influence on the amount of weight carried.

So, we've looked at the basic system, now let's move on to the hero's parameters.

Rank- Luck is luck. It affects pure chance - the enemy may not hit you at point-blank range, an enemy patrol will pass by, mistaking it for one of their own.

Life For example, a purebred fighter requires maximum strength, reaction, learning ability, luck and leadership. For the trader - learning, leadership and perception. Of course, variations are possible. It all depends on the player.

Health- this is what the level is called now. Increases when gaining enough experience. Experience is awarded for trading, quests, destroying forts, increasing skills and hand-to-hand combat. Each level adds life and energy. And in general, that's all.

Energy- shows the character’s stamina reserve. Each action - hit, rebound, and so on - consumes some amount of energy. Essentially, energy shows how long a character will last in battle. The meaning depends on the reaction.

Gold- displays the number of piastres in the character’s pockets.

Reputation- shows how other people treat the character. We start with the reputation of an “ordinary sailor”, and as the game progresses we can become either a bloody killer or a hero, depending on what actions we take. Over time, both good and bad deeds are forgotten, good ones faster, bad ones slower. Reputation always strives for the "common sailor".

Carryable weight It also affects the loyalty of hired officers, but more on that below.

Rank- shows the current load and maximum.

- this is an indicator of progress in implementing the national line.

Personal skills

Experience threshold - shows how many points are left in a skill to get the next point. TES IV: Oblivion. Let's take a closer look at the skills.

Authority We will tell you more about this in the “Personal skills” section.

How to develop?

In addition, authority affects the chance of taking an enemy ship without a fight. Depends on leadership and to a lesser extent on learning ability.

Light weapons Along with characteristics, the character has personal skills.

They develop as the corresponding skill is used. For example, the skill of light weapons increases when the character fights with brass knuckles, daggers and rapiers, pistols - when shooting, and so on. We have seen a similar system, for example, in

Medium weapon- the name speaks for itself. The captain must be respected by his crew and must inspire confidence. Otherwise, a riot on the ship cannot be avoided, and on land no one will want to come to our ship.

Heavy weapons In addition, authority affects the chance of taking an enemy ship without a fight. Depends on leadership and to a lesser extent on learning ability.

How to develop?

Golden mean. Depends on strength and reaction.

Pistols- characterizes the ability to wield light weapons: brass knuckles, daggers and rapiers. Light weapons consume the least amount of energy, but also cause much less damage than other types of weapons.

How to develop?

Fight. The bigger, the better. It is especially effective to use a circular strike in a large concentration of enemies. If you are not playing as the British, we recommend developing your weapon skills in Jamaica. The lighthouse there is guarded by a very large number of soldiers.

Luck- you need it everywhere, whether in trade, in sailing, or in battle. A very important skill, the need for which is difficult to assess at the beginning of the game. A successful strike can cause damage almost twenty times greater than normal.

How to develop?

There is no clear recipe; when luck works, the skill increases. It is most effective to hit many enemies with weapons with low damage - brass knuckles or a dagger. Each successful hit will increase your skill.

Stealth- allows you to pass by a patrol unnoticed, penetrate an enemy city, enter a port under a foreign flag, or deceive other people’s ships in the open seas. The skill is not very important, and it is the most difficult to develop.

How to develop?

There is no clear recipe; when luck works, the skill increases. It is most effective to hit many enemies with weapons with low damage - brass knuckles or a dagger. Each successful hit will increase your skill.

Ship skills

Navigation- ability to control ships. The higher the class of the ship, the better navigation the player must have. 6th class - 1, 5th class - 25, 4th class - 40, 6th class - 65, 2nd class - 80, 1st class - 95. If a player sails on a ship that is not suitable for your navigation, he receives noticeable penalties for all indicators. A good navigator can solve this problem. Depends largely on perception and to a lesser extent on learning ability.

How to develop?

Swim in storms - often and a lot. Develops well during battles. You can simply swim around the enemy ship.

Accuracy- The accuracy of your hits depends on your accuracy. A low indicator will not allow you to hit even from a distance of ten meters. So accuracy must be developed as quickly as possible. Mostly depends on perception and a little on luck.

How to develop?

Oddly enough, accuracy develops with well-aimed shots.

Guns- The reload speed depends on this skill. Depends on knowledge and strength in almost equal quantities.

How to develop?

You can, in principle, shoot from a long distance, but it takes a very long time.

Boarding- the distance and angle from which you can throw the crampons. Useful for real pirates. Depends on the reaction and a little on learning ability.

How to develop?

Hmm... Shoot! And if you not only shoot, but also shoot at the enemy, then you can develop accuracy.

Protection- the skill is responsible for the integrity of the crew during battle. The higher the skill, the easier it is to avoid losses among the not entirely peaceful, but still population of the ship. Depends equally on leadership and endurance.

How to develop?

Board ships so that they do not give up without a fight.

Repair- affects the speed of ship repair.

How to develop?

— the skill is responsible for the integrity of the crew during battle. The higher the skill, the easier it is to avoid losses among the not entirely peaceful, but still population of the ship. Depends equally on leadership and endurance.

Trade Depends on stamina and a little on perception.

How to develop?

- the higher the skill, the more favorable the conditions for you in stores. Depends on learning ability and a little on leadership.

Personal abilities

Buy - sell.

Basic Defense Skill- reduces damage inflicted on the character by 10%. That's it, no frills. You should take it in any case, since many other skills depend on it.

High Defense Skill- reduces damage to the character by 20%. Definitely take it, as it is required for most other abilities. Yes, and reducing damage by 1/5 will not be superfluous.

Cuirass- allows the character to wear cuirasses.

Critical hit A very useful thing, although at first you won’t even get enough money for an ordinary cuirass. But when the piastres ring in your pockets... In general, you should definitely take it, but only when you have money.

Berserk- gives a chance to inflict a critical hit. The chance is only 5%, but it is highly recommended to take it. Still, the damage from a critical hit is very high.

Required: Basic Defense Skill

Growing Life- damage inflicted by the character increases many times, but only for 20 seconds.

Required: High Defense Skill

Heavy hand This miracle recharges for one minute. Take it as soon as possible.

Tirelessness Additional damage is never unnecessary.

Growing Energy- with each new rank the character will receive an additional one life point. The value is questionable, it's better to take something else.

Requires: Tirelessness

Irresistible blow- the character’s blows stun opponents and they lose energy. It's worth taking, but only at the middle stage of the game. There are a whole bunch of more useful skills.

Required: High Defense Skill

Saber dance- this is just one of the “more useful skills”. Definitely take it anyway. This ability increases your energy recovery rate by 15%.

Requires: Critical Hit and High Defense Skill

Professional fencer- works on the principle of growing life, only energy is added. Plus one point per rank. The value is questionable.

— character’s blows have a 20% chance of breaking through a block. Very valuable, but only in the middle and late stages of the game.

Shooter- character's hits have a 20% chance of breaking through a block. Very valuable, but only in the middle and late stages of the game.

Accurate shooter- a player with pistols is at ease, bullets always fly to the target, reloading is faster. The skill gives +25% accuracy and reduces reload speed by 25%. Four-shot pistols can be used. The value is again debatable. It's better to become a professional fencer first. At least the chance of dying during a shot is much less.

Required: Marksman

Additional weight- The character can carry an additional 30 pounds of weight. It's that simple and no frills. Take as needed. After all, there are also boarders who can be used as pack mules.

Excellent health- the character’s physical health is restored much faster and deteriorates less from wounds. It works worse at sea than on land. Usefulness is high if you often, for example, board ships.

Required: High Defense Skill

Experience exchange- doubles the amount of experience that companions, officers and passengers receive. Officers, companions and passengers will receive 50%\33%\10% experience respectively. Useful if you are actively using officers. That is, you can take several cheap officers and develop them to the required level. The value is debatable, new officers with better characteristics can be hired.

Iron will- reduces the likelihood of a mutiny on the ship. Absolutely useless ability. Mutiny on a ship happens if the crew is not fed, more crew is taken than expected, or wages are not paid. The fact is that with low morale, the combat effectiveness of sailors is significantly reduced, and they control the ship worse. The unpaid salary will still have to be paid next month. That's not all; if you hire a boatswain with this ability, then it will work for the hero.

Lifeboat rescue- if the ship's hull is less than 15%, then the character can sail on a boat to another ship. And if the companion has this skill, then he will sail to the flagship from a sinking ship or from a fireship. The usefulness is questionable. Ships are too expensive to let them sink.

Requires: Iron Will

Credible- most employers do not pay attention to the hero’s reputation. The value is highly questionable. If your reputation is low, then you are a pirate. If high, then a hunter of pirates and robbers. There is no third. The usefulness of the skill is debatable due to the high requirements. Advanced trade is provided by an officer, but more on them later.

Requires: advanced trading and iron will.

Ship abilities

Pirate flag. A skill that allows you to raise a pirate flag over your ship. There is no benefit from this, but it is beautiful.

Flag of Spain/France/England/Holland- the skill allows you to raise the flag of a certain state over the ship. True, deception does not always work; if the price on the player's head is too high, and on the contrary, the stealth is too low, then most likely you will have to fight.

Brander- the owner of the skill can send an allied ship “to death” - explode next to the enemy, causing him enormous damage or even taking him with him to the bottom of the ocean. The practical benefit is very small; the team does not always have an extra ship, people and captain.

Alliance landing craft landing- makes it possible to unite all the sailors, so that later the whole crowd can attack the fort.

Long distance boarding Of course, this is a useful skill, although it will not be needed at the beginning of the game.

Master boarding- will increase by 15% the distance from which you can board the enemy. Very useful - wrap it up and we'll take it with us.

Required: — the boarding distance increases by 25 percent, and you can board from any angle, even nose to nose. If you are playing a pirate, then this skill will be very useful for you; take it without hesitation.

Musket volley- the boarding distance increases by 25 percent, and you can board from any angle, even nose to nose. If you are playing a pirate, then this skill will be very useful for you; take it without hesitation.

Requires: Increased team damage

Basic trading- before boarding, the player’s team shoots at the enemy, causing him 25% damage. Again, this is definitely a necessary thing for a pirate; the smaller the enemy’s crew, the easier it is to kill them.

Developed trade- gives a 10% discount on goods in stores. Of course, skill is necessary for traders.

Required: basic trading

Fast recharge- gives a 20% discount on goods in the store and allows you to sell at 5% higher price.

Pre-charge- gun reload speed increases by 10%. The skill is questionable. Sure, reloading quickly is good, but there are so many other great skills out there!

Requires: Fast Recharge

Increased damage to the hull- active skill, used once every five minutes. If you select it, your next reload will be 50% faster. A useful skill, five minutes is a very short threshold of time, ship battles are long.

Increased damage to sails- damage to the hull of an enemy ship increases by 15%. Whether or not to take a skill depends on your game. For example, a pirate who robs and captures ships will not need it, but a hunter of these pirates and a merchant will really need it.

Increased team damage- damage to the sails of an enemy ship increases by 15%. Choosing a skill for everyone is very useful.

Critical Shot- damage to the crew of the enemy ship increases by 15%. It will be useful for a pirate, but will work for any character.

The skill will not be superfluous, but at the initial stage it is better to choose something else, and a critical shot is not always needed. Why would a pirate sink an enemy ship?

Increased shot distance- in 5% of cases the owner of the skill will be able to deliver an enhanced shot that hits the crew, sails and hull.

Professional gunner- the owner of the skill inflicts 30% more damage (to the crew, sails, hull - it all depends on the type of projectile chosen), and the probability of a critical shot increases by 15%. A very good skill, it’s a pity that you won’t be able to use it at the initial stage...

Required: — the owner of the skill deals 30% more damage (to the crew, sails, hull - it all depends on the type of projectile chosen), and the chance of a critical shot increases by 15%. A very good skill, it’s a pity that you won’t be able to use it at the initial stage....

A carpenter- thanks to this skill, the maximum possible repair effect increases by 10%. Suitable for everyone, but there are so many other useful skills that this may simply not be useful anymore; you will hire an officer faster.

Shipbuilder- reduces the consumption of boards and canvas by 10%. Almost useless skill.

Easy repair- active skill, works for one minute. Can only be used once every three minutes. At launch, ship repairs begin, during which no more than 10% of the ship's life can be restored. The skill is not bad - after all, repair the ship every three minutes.

Required: carpenter

Quick fix However, a quick fix is ​​better. a carpenter However, a quick fix is ​​better.

Required: light repairs, carpenter

Basic protection of the ship- allows you to repair the ship during battle; However, it will not be possible to completely “heal” the ship, only 65% ​​of the total amount of “life”. Fallen masts cannot be restored.

Advanced ship defense A very good skill, but getting it is problematic, requires skill

Requires: Basic ship protection

Increase ship speed- damage inflicted on the ship is reduced by 15%. The skill is suitable for everyone; both a notorious pirate and a peaceful merchant need to protect the ship.

Increased ship maneuverability- continuation of the main defense, now damage is blocked by a quarter.

Sailing in storms- ship speed increases by 15%. Average skill. Of course, high speed is good, but sacrificing other skills... However, it is still worth taking it. Note: the skill will be very useful for improving navigation, because it is improved during a storm.

Increased dynamics- increases ship maneuverability by 15%. The skill is useful, but I don’t want to neglect others because of it...

Maneuverable turn of the ship- Damage caused by the storm is reduced by 30%. A useless skill, it’s better to just not get caught in a storm, it’s not that difficult to do.

Required: increasing ship speed, increasing ship maneuverability, increasing dynamics

Fast sails- when the wind speed changes, the speed increases 10% faster. The benefit is doubtful, it is better to choose something you need.

Shallow water maneuvers- active skill, used once every three minutes. When turned on, the ship turns eight times faster within a minute. An excellent skill, but it requires three not particularly important skills.

Required: fast sails, increasing the maneuverability of the ship.

Experienced sailor- the ship’s maneuverability increases by 20%, but, most importantly, the owner of the skill, when meeting with any ship on the global map, does not have to get involved in a battle.

Required: Does not affect "gentlemen of fortune" pirates. But, you know, meeting them in the middle of the ocean... One of the best skills. Traders are required to take it at all.

Doctor Does not affect "gentlemen of fortune" pirates. But, you know, meeting them in the middle of the ocean... One of the best skills. Traders are required to take it at all.

Savior of lives After receiving it, they will be able to swim wherever they want and how they want. It won’t hurt the others either, on the contrary, it will help a lot. The only bad thing is that it requires three completely unnecessary skills to learn.

Required: doctor

Magical and not so magical items

— the team is 10% less likely to die from disease and buckshot. Useful, but not necessary skill.

It is important: — the team is 20% less likely to die from disease and buckshot. And this is a little better. Suitable for a boarding pirate.

Statue- the team is 10% less likely to die from disease and buckshot. Useful, but not necessary skill.

Emerald- the team is 20% less likely to die from disease and buckshot. And this is a little better. Suitable for a boarding pirate.

Cross of Antonio de Souza- stone statue, idol - patron of artisans. Adds 30 points to repair. It is extremely rare, and due to carpenter officers it loses its value. Plus it weighs a lot.

Dog Figurine- precious stone. The one who possesses it receives 10 to authority. A very useful pebble, weighs little, and is found very often. Let him lie around.

Bronze ring- this small Jesuit cross can only be obtained by completing the Spain storyline. It's a pity, the cross is very useful, it gives 30 to luck, 20 to authority and 10 to trading.

Bronze cross- Chinese thing, adds 10 to stealth. He doesn’t ask to eat, so let him lie there.

Emerald pendants- a small bronze talisman that adds 10 to luck. Let it be, luck is a very useful thing.

Idol of Tlaelcuani- maybe you don’t believe in God, but this cross will give you 10 points of luck in any case.

Poor thing you have here, monsieur captain, in my cabin it’s still richer!

Figurine of a strange animal- obviously magical, give 10 to stealth.

Aztec calendar- Indian deity, symbolizes cleansing from dirt, disease and excess. It adds 10 each to authority and stealth, but reduces the skill with pistols by 20. He apparently considers pistols superfluous.

Cursed pearls- apparently some kind of toy. Reduces authority by 10, do not take it under any circumstances.

Quetzalcoatl figurine- another magical Indian thing, adds 10 trade. Very helpful.

Huitzilopochtli disk- black pearls: for some a cult, but for us a curse. Reduces luck by 50 points. Throw away as soon as possible.

Idol of the Great Mother- a golden figurine of an Indian deity. Adds 10 to stealth. Let her lie there, the pirate hiding from everyone will even thank her.

Idol of Chak-Moon- the idol of the god Chak-Moon, who was worshiped by the Maych Indians. The god of fire and thunder reduces stealth by 20, but adds 20 to pistols and 10 to accuracy. Leave it, pistols are very useful things. Although many pirates are better off getting stealth...

Image of Jicatecutli- image of the ancient Aztec god of trade, adds 20 to trade, but takes away 20 authority. The pirate is sure to take someone, but he doesn’t care about authority. For merchants and the military, authority will not hurt, although trade... In general, decide for yourself. It all depends on the circumstances.

Large stone disk- a ritual stone of the Mayan Indians, apparently, repeatedly participated in bloody rituals.

Ancient deity idol Adds 10 authority and protection, but luck is reduced by 10. The usefulness is debatable; luck, in our opinion, is more important.

Figurine of Tlaloc- personifies the god Ehecatl, who among the Aztecs was considered the lord of the wind.

Ceremonial knife of the Myna tribe priests Adds 20 navigation, but will have to pay 20 stealth points. A very useful thing - perhaps these twenty points are not enough to control a much better ship?

Ceremonial vessel- a figurine of the furious god of lightning of the Aztecs, adds 20 points of accuracy and 10 to cannons to the owner, but reduces stealth by 20. A very useful figurine, with it, naval combat from wasting ammunition can become an effective means of destroying enemy ships.

Strange thing- the ancient Mayan knife symbolizes power over people and connection with the gods. Adds 20 to authority, but subtracts 10 to luck. Again, decide what is more important to you at the moment - luck or additional authority.

Image of a jaguar warrior- ritual vessel of the ancient Aztecs, adds 20 authority, but takes away 10 stealth. But you can leave this little thing, the item gives more than it takes away.

Cormorant- Ancient Toltec figurine war. Gives 20 defense and 10 to light weapons, but takes away 10 authority and luck. In our opinion, it is better to hire a ship’s doctor than to lose authority and luck.

Shoe- a heavy copy of an ancient Olmec stone ax cast in gold.

It is important: - a dead bird among prey is a bad sign. Takes away 10 authority and stealth. Throw it away as soon as possible.

Toltec Crystal Skulls Adds 10 to heavy weapons.

Cast-offs- dirty, torn clothes of a tramp, and also smells bad. No one will suspect you of being a captain like this! Adds 20 to stealth, but only when equipped. You cannot wear a cuirass and cast-offs at the same time.

Merchant's clothes- good cut, fashionable material.

Nobleman's Clothes Only a successful merchant can afford such attire. When worn, gives 20 to trade.

Menu navigation

Menu "Characters"- very expensive clothes that show others that you have exquisite taste. In this beautiful attire you gain an additional 20 points to your authority.

shows everyone who accompanies the hero. There are several types. There are officers - they perform various functions on the ship. Companions are the captains of the ships in our squadron and passengers. Passengers are either the same officers, but without a clear position, or people taken on board on assignment. There are still prisoners. These guys get on the ship when an enemy ship is captured without a fight. Or the captain surrenders without a fight. We will look at these situations in more detail later.

Menu "Ships" displays a list of ships in the squadron and information about them. Technical data of the ship, list of goods on board. There is also an interface for working with the team. Sailor skills are listed here. The higher they are, the better. The faster the ship will sail and maneuver, the faster the guns will reload, the fewer losses there will be during boarding. For a certain amount of piastres you can increase the morale of the team. This extremely useful when the ship is "overcrowded". Through the same section, the exchange menu between ships opens.

Menu "Magazine" The last one on the list is the captain, that is, our hero. In this menu, you can distribute available ability points for yourself and hired characters, as well as view other information: skills, nation, rank, and so on. You can immediately appoint an officer to a position or remove him. This is done in the same way as in Corsairs 3 - by double-clicking on the empty position icon or on the officer’s portrait to remove it.

Menu "Nation" is a chronicle of the exploits of our hero. Active events (tasks) and those already completed are marked here. Here you can also find a small dictionary of marine terms and other reference materials. The cash book keeps records of all deposits and loans from moneylenders.

Menu "Trade" The “Statistics” tab speaks for itself.

- this is a chronicle of the exploits of our hero. Active events (tasks) and those already completed are marked here. Here you can also find a small dictionary of marine terms and other reference materials. The cash book keeps records of all deposits and loans from moneylenders. "Items" shows the political situation in the Caribbean at the moment, as well as the attitude of other nations towards the player personally. Also here you can select the flag raised on the mast. This is necessary to deceive enemy ships and also to use trade licenses, but more on that later.

Real estate in the tropics

Each colony has a specific set of buildings. Larger colonies, like Marigot on San Martin, have a full complement of buildings. Each has a specific function. Let's take a closer look at them.

Tavern

Perhaps the main house in each colony. Here you can rest while recovering your wounds. You can hire new sailors for the ship and, of course, get a lot of tasks.

The “Statistics” tab speaks for itself.

This is interesting: For example, people with weapons in their belts are most likely officers.

You can also meet a smuggler there and make an appointment with him to sell contraband, if there are such goods in the hold. Are there still personalities? offering ancient and not so ancient treasure maps. The rest of the rabble are drinkers. These are the ones you will meet in most cases. You can have a drink with such people and find out gossip and news, for example? prices in a store in a city. By the way, you can learn about the Flying Dutchman from them. We will tell you more about it later; this is a topic for a separate story. There are also rude drunks with whom you can start a fight. This was done to enhance the surroundings - what is a tavern without a good fight?

This is interesting: You can also meet a smuggler there and make an appointment with him to sell contraband, if there are such goods in the hold. Are there still personalities? offering ancient and not so ancient treasure maps. The rest of the rabble are drinkers. These are the ones you will meet in most cases. You can have a drink with such people and find out gossip and news, for example? prices in a store in a city. By the way, you can learn about the Flying Dutchman from them. We will tell you more about it later; this is a topic for a separate story. There are also rude drunks with whom you can start a fight. This was done to enhance the surroundings - what is a tavern without a good fight?

Shop

The second most visited place after the tavern. Firstly, you need to constantly replenish supplies, and secondly, you need supplies for combat - cannonballs, nipples, buckshot and bombs. When firing cannons, you need gunpowder, which is also sold here. In addition, from the merchant you can purchase vials of healing liquids, cards, weapons and various totems and statues.

And perhaps the most important thing is that you can take the task from a merchant to deliver goods to any colony for a reward. Moreover, it is necessary to deliver exactly as much goods as the merchant gave.

This is interesting: You cannot sell the product either, otherwise you will have to pay compensation for it, and sometimes it goes beyond all reasonable limits. And there are also rats on the ship. These furry beasts have a bad habit of gnawing, devouring and spoiling goods in the hold. Not everything, something is beyond the reach of a rat’s teeth - for example, cannonballs, silver, gold. It is recommended to take tasks from the merchant together with others.

Shipyard

You cannot sell the product either, otherwise you will have to pay compensation for it, and sometimes it goes beyond all reasonable limits. And there are also rats on the ship. These furry beasts have a bad habit of gnawing, devouring and spoiling goods in the hold. Not everything, something is beyond the reach of a rat's teeth - for example, cannonballs, silver, gold. It is recommended to take tasks from the merchant together with others.

For example, if you need to sail somewhere, it is better to take the cargo to the same or passing colony. The task is updated once a day; if you don’t like the destination, sleep in a tavern and try again.

This is the advice: The fact is that the merchant may leave you the goods as payment for transportation. Moreover, this option is possible even if you do not have the required product at all, you just need to select the desired dialogue item many, many times. Until he gives you the goods. You can make a lot of money from this by selling huge amounts of cargo, for example, to smugglers. However, where is the interest?

It is important: The third most visited building in the game. Repair, purchase of new ships and guns - everything is here. Moreover, broken masts can only be repaired at the shipyard. Also pay attention to the prices of the ships. A corvette bought honestly will cost many times more than an absolutely identical one, but taken in a bloody battle. As for new ships, no two are exactly alike. For example, we are offered a choice of two galleons, they cost approximately the same, but the first has a larger hold, but the second has a stronger hull, and so on.

Moneylender

In "Return of the Legend" the moneylender pleasantly pleases with a large number of possibilities. In addition to a regular loan, you can leave money with decent interest rates. The moneylender also gives good orders, and some pirates take advantage of this. I remember that in one of the playthroughs we received good initial capital by simply selling chests of gold that we were asked to transport. And as for respect, a thousand devils, a pirate should be feared, not respected!

Since the beginning of the game is quite difficult, the services of a moneylender are very useful; the money given is enough to repair the ship and replenish the crew.

Residence

Take your first task here.

There is a practical benefit from the residence, but it is small. Here we can hand over captured captains, they pay quite well. An average captain goes for ten thousand. Here you can also purchase a marque agreement and receive interesting tasks. What is noteworthy is that governors are not eager to send a hero to sail there or take something, they are the few who give really interesting tasks. True, if one governor gave the task, then All There is a practical benefit from the residence, but it is small. Here we can hand over captured captains, they pay quite well. An average captain goes for ten thousand. Here you can also purchase a marque agreement and receive interesting tasks. What’s noteworthy is that governors are not eager to send a hero to sail somewhere or take something, they are the few who give really interesting tasks. True, if one governor gave the task, then

Port Authority

the governors will wait for its implementation and will not hire you...

Knife and ax workers

But this building has almost no practical use.

It is important: Here you can simply leave your ship for a while. True, the price of this event is, to put it mildly, steep. Here you can also find out obvious things: they say, the governor gives out tasks, and in the tavern you can have a drink and a snack.

Boarder. This officer - or rather, as many as three officers - will follow the hero on his heels. We can say that these are personal bodyguards. They will assist in skirmishes on the ground and, as the job title suggests, will go into combat during boarding missions. You need to carefully select a bodyguard candidate. This officer must have personal skills in hand-to-hand combat and ideally high-level marksmanship. Moreover, it is necessary that personal abilities such as “advanced defense” and “professional swordsman” be present, otherwise the assistant will not survive long in battle, and they are not cheap. Arm your henchmen with the best weapons. Which one exactly? Yes, the one they have at the best level. Don't forget to supply them with healing potions, pistols and bullets. You can find boarders in any tavern. Their combat skills are always higher than their naval skills. This can be considered a distinctive feature.

This is what it means - not to understand navigation and not to carry a navigator on board.

Navigator- an irreplaceable person in the team.

Boatswain. Especially if you are a merchant or a purebred fighter. The point is that when operating a ship of too high a class, penalties are imposed on skills and characteristics.

Gunner- an irreplaceable person in the team.

Doctor Developing “Accuracy” is the most difficult, “Cannons” is easier, but it requires time and money. It is recommended to hire as soon as possible.

Treasurer Especially at the beginning of the game. Naval combat will become much more effective.

A carpenter- a very, very useful officer in the team, but there is no point in hiring him separately. It is better to use the officer's "Deputy" ability. In any case, even a deputy must have a good level of the “Protection” parameter.

Companion- the same as a doctor. Just two skills and a trade bonus. Deputies with these abilities and skills are a dime a dozen in the Caribbean.

This is interesting: - the importance of this worker on the ship cannot be underestimated. Especially in the later stages of the game, when you need to storm forts. The Quick Repair ability literally works wonders and rescues doomed ships from the clutches of the sea devil. The main thing is to have a sufficient supply of boards and canvas on the ship. More boards, since leaky sails don’t sink.

Trade

- an officer who sails on his ship just like you. There are three types of companions. Some can be hired at the tavern. Their difference from others is that such a captain already has a ship that can be sold at the nearest shipyard, and a companion without a ship will become an ordinary officer. The second type are officers assigned to the ship. Everything is simple here. And the third type is companions on assignment. They float with the player temporarily until the task is completed or failed. You cannot sell the ship of such a companion.

It is important: namely the hero, not the nation.

You can also purchase a marque patent and, most importantly, a trade license from him. The license is valid for a certain period of time (30, 60, 90 days) and allows you to enter their ports under the flag of the desired country. Moreover, neither the fort nor other ships will attack. The only negative is that the quick transition will not work. All movements will have to be done on your own two feet.

Note that if you play, for example, for Holland or Spain, then licenses are not really needed. You can choose a group of goods that are well sold and bought within the Spanish-Dutch colonies (mahogany, for example). Fortunately, Spain owns all of Maine and most of the islands in the sea. But when playing for England or France, licenses will be very useful, since due to the small number of colonies, merchants of these countries will be very limited in the choice of goods. One drawback is that trade licenses are only available to relatively rich people, as they are quite expensive.

Let's look at the trading system itself. Each colony imports and exports certain types of goods (see table “Islands”) .

It is important: In addition, the circulation of some goods is prohibited. You can buy them in the store, but at a very high price, and there are very few such goods. And such goods can only be sold from smugglers. You can find their representative in the tavern.

Random quests

I'm sitting in ambush, maybe someone will pass...

We make an appointment in a quiet deserted bay and unload the goods. Of course, there is a danger of running into a patrol - both on land and at sea. You can pay off a patrol, pretend to be an honest person (with a high reputation), and simply kill the patrolmen, but this is fraught with a deterioration in relations with the nation. Products on the list come in four colors: white - means that the product is sold at an average price; usually there are not very many “white” products;

Pirate's proposal In addition, the circulation of some goods is prohibited. You can buy them in the store, but at a very high price, and there are very few such goods. And such goods can only be sold from smugglers. You can find their representative in the tavern.

Opportunity to capture a golden caravan We make an appointment in a quiet deserted bay and unload the goods. Of course, there is a danger of running into a patrol - both on land and at sea. You can pay off a patrol, pretend to be an honest person (with a high reputation), and simply kill the patrolmen, but this is fraught with a deterioration in relations with the nation. Products on the list come in four colors: white - means that the product is sold at an average price; usually there are not very many “white” products;

Easy prey- if you drink with a drunkard in a tavern and ask him about rumors and stories, you can learn a lot of interesting things. For example, that not far from the island some brig is carrying valuable cargo, alone and without guards. In general, the sea devil himself ordered to take such a tasty morsel on board!

Delivery of cargo for the store- the task can be taken from any store. The goal is to bring all the cargo to the specified store in another colony. Merchants do not ask to deliver cargo to cities hostile to the player.

Find a debtor for a moneylender- You can take an order from any moneylender to receive a debt. In this case, the player gets a certain percentage.

Deliver gold for the moneylender- the moneylender will give you a load of gold with a simple and clear goal - to deliver it to the specified place.

Merchant escort- sometimes in a tavern you can meet a merchant who is in dire need of an escort. He will offer to be his guide. Not for free, of course.

Passenger delivery- in a tavern you can often meet a person who needs somewhere. The passenger boards as a passenger; he must be delivered to the tavern of the city indicated by him, where he will pay the fare.

Governor's Assignments- You can take special assignments from the governors of the colonies. There are several types:

Deal with the bandits- a gang of bandits has appeared outside the city, they must be killed. The fact is that these robbers can hide in any part of the island except the city itself. Search caves, jungles and bays.

Defeat the smugglers- the governor notices that goods appeared in the store “out of nowhere.” Naturally, these are the tricks of smugglers. To complete this task, find a smugglers representative in the tavern and arrange a meeting. It is necessary that there be forbidden goods in the hold. Please note that after a couple of such reprisals, you will ruin your relationship with the smugglers, and no more meetings will be assigned to you. You can make peace with the help of a diplomat in any pirate tavern.

Sink a pirate- a pirate has appeared near the colony, sinking and capturing merchant ships. The point of the task is that initially it is not clear where the pirate is. He disguises himself as the nation of the colony where the task was taken.

Enemy spy To calculate it, you need to approach the ship or swim to it on a boat. If you sail on a boat to an enemy ship, then after talking with the captain you will have to deal with the sailors on deck.

Get into an enemy city- the governor wants you to deliver a package to a specified person in an enemy city. There are several ways. For example, you can buy a trade license and enter the port under the required flag, or you can sneak into the city during the day and simply run past the guards.

For all these tasks, the governor gives a substantial bonus to start the game. In addition, you can capture a pirate ship. It should be noted that if you have not completed the task from the governor, then no one else will give you the task.

Jail- in the forts on the lower floor there is a prison. For a fee you can go inside and chat with the prisoners.

Pass a note These same prisoners may offer a reward in exchange for a favor.

Treasure and liberation- a prisoner in prison will ask you to convey a message to his friends. His friends will be waiting for you in one of the houses of the city that owns the fort. Get ready for a fight. The robbers are hot guys, they can cut you off.

- a prisoner in prison will ask you to convey a message to his friends. His friends will be waiting for you in one of the houses of the city that owns the fort. Get ready for a fight. The robbers are hot guys, they can cut you off.

Girl in the well- the task is, in principle, the same thing, only the endings are different. In one of the cells in the prison, you can talk to a prisoner who will ask for his release in exchange for a treasure that he hid somewhere in the archipelago. The fact is that there may not be a treasure in the indicated place.

Buying a treasure map- There are caves on the islands.

These two are definitely officers. Let's see what they'll do.

This is a musket, a musket! Tremble, Spaniards!

* * *

There are usually two entrances to them. One is just a hole in the rock, and the second is through a well. Passing by the well, you can see a girl who will tell you that her friend somehow fell into the well, and we need to rescue her. The most interesting thing is that the girl may not be there at all, and bandits will be waiting for you.

About fines

So that you are not confused by the red numbers next to the basic characteristics, let's figure out where they come from.

Overload- in the tavern you can buy a treasure map. The chance of meeting a merchant with a card is quite small, moreover, if you already have a card, then you won’t be able to find one in the tavern at all. The value of the treasure depends on the price of the card. For example, in a treasure for 12,000 piastres you can find a good set of various things, but they are only suitable for sale. And cards for 30 thousand or more promise a much more substantial jackpot. For example, Toltec skulls.

Poor health“Hush, hush, the soldiers are coming. Let's leave quickly! - one of the smugglers quickly whispered. “Then expect us here in a month. We still have something to say,” said the Spaniard, and we quickly headed into the jungle. There is no point in contacting the authorities; the Spaniard is too concerned about his reputation. But, unlike the pirate, he has had a manovar for a long time, which means his opinion is worth listening to. Let's return to the port and spend the night in a tavern. Nikolai Volokotin is waiting for us there, he helped us a lot with this mission, we ought to give him a rum for this!

High class ship with low navigation- if a character doesn’t know how to control a ship, then there’s nothing you can do about it, he feels out of place. If a character knows how to control a ship, say, of the fifth class, then when controlling a battleship he will receive a penalty of 4 for each characteristic. And this, believe me, is a lot.

Caribbean powers

England. She is going through hard times: renunciation of the papal church, unrest, almost civil war. For a hundred years now the country has not been able to calm down. The war with Spain only worsened the situation, although the Spaniards got more, and the British got Jamaica at their disposal.

France. Having come to power, Louis XIV immediately took the bull by the horns. During the five years of his reign, France's authority in Europe increased greatly. This is not surprising - Louis worked as best he could for the good of his country. However, he was hardly interested in the Caribbean. The motto of France is “Ensure tranquility in the colonies and normal trade.” It was not difficult to carry out this call;

Spain. Encouraging filibusters of all stripes is the key to calm. By the way, even the governor of Tortuga... is a pirate. . Spain is one of the most bloodthirsty countries in the world. They sucked gold out of the New World with all their might. But in recent years, God knows what’s been going on in the country.

Holland. After the Spanish attacked the Netherlands, a religious war broke out in the countries, called the 80 Years' War of Independence. But after the end of this war, the Dutch economy went up sharply. The whole of Europe was stunned when they saw these growth rates. It's no joke, the Dutch merchant fleet numbers more than the English and French combined! Only there is a catch: they don’t have a combat fleet, the ports are too shallow, so they have to run from everyone. And the aggressive British are sitting nearby, and the Spaniards do not want to give back the Dutch colonies...

Table 1
Islands
City Import Export Smuggling
SPAIN Belize, Maine
Havana, Cuba Buckshot, canvas, silk, copra, oil, bricks, silver Food, medicine, sugar, wine, leather, mahogany, paprika
Caracas, Maine Cannonballs, buckshot, nipples, bombs, weapons, medicines Boards, coffee, sugar, ale, cotton, clothing, copra Tobacco, wine, rum, leather, slaves
Cartagena, Maine Medicines, coffee, tobacco, rum, leather, clothing, fruit Buckshot, boards, cocoa, wheat, cotton, ebony, oil Canvas, silk, paprika, bricks, slaves
Cumana, Maine Boards, cocoa, wine, rum, paprika, gold, silver Canvas, coffee, wheat, linen, ebony, sandalwood, oil Medicines, silk, cinnamon, fruits, slaves
Maracaibo, Maine Medicines, wheat, wine, rum, clothes, fruits, bricks Boards, sugar, ebony, mahogany, sandalwood, gold, silver Gunpowder, provisions, weapons, leather, slaves
Porto Bello, Maine Kernels, canvas, rum, leather, silk, sandalwood, paprika Medicines, sugar, wine, ale, linen, cinnamon, butter Clothes, copra, fruits, bricks, slaves
Santa Catalina, Maine Canvas, tobacco, cotton, silk, clothing, gold, silver Cannonballs, buckshot, nipples, bombs, gunpowder, weapons, wine Leather, sandalwood, copra, paprika, slaves
Santo Domingo, Espanola Weapons, medicines, canvas, tobacco, fruits
Santiago, Cuba Gunpowder, weapons, tobacco, cotton, slaves
San Juan, Puerto Rico Gunpowder, weapons, canvas, tobacco, wine, fruit, bricks Boards, coffee, sugar, ale, linen, leather, cinnamon Wheat, cotton, silk, copra, slaves
HOLLAND Willemstad, Curacao Weapons, canvas, cocoa, sugar, paprika, fruit, bricks Provisions, ale, cotton, linen, mahogany, sandalwood, oil Gunpowder, tobacco, wine, cinnamon, slaves
Marigot, San Martin Buckshot, provisions, canvas, wheat, clothing, copra, bricks Medicines, boards, cocoa, linen, leather, mahogany, oil
Fort Orange, Jamaica Weapons, boards, cocoa, butter, slaves
FRANCE Basseterre, Guadeloupe Buckshot, boards, clothing, ebony, mahogany, sandalwood, oil Cannonballs, gunpowder, silk, cinnamon, paprika, bricks, silver Medicines, cocoa, leather, copra, slaves
Port-au-Prince, Espanola Buckshot, gunpowder, medicine, cotton, silk, fruit, gold Bombs, provisions, sugar, wine, rum, linen, clothing Ebony, copra, oil, bricks, slaves
Tortuga, Tortuga Cannonballs, weapons, medicines, tobacco, silk, silver Knipples, coffee, wheat, ale, linen, leather, paprika Ebony, copra, oil, bricks, slaves
Fort-de-France, Martinique Knipples, provisions, tobacco, wheat, rum, wine, cotton
ENGLAND Bridgetown, Barbados Provisions, boards, ale, cinnamon, copra, bricks Gunpowder, weapons, coffee, sugar, sandalwood, paprika, oil Canvas, cocoa, linen, clothing, slaves
Port of Spain, Trinidad and Tobago Weapons, medicines, cocoa, leather, cinnamon, copra, bricks Buckshot, gunpowder, tobacco, wheat, wine, cotton, sandalwood Provisions, ale, silk, mahogany, slaves
Port Royal, Jamaica Medicines, canvas, leather, ebony, mahogany, sandalwood, gold Gunpowder, coffee, sugar, rum, ale, clothing, bricks Weapons, boards, cocoa, butter, slaves
St. John's, Antigua Medicines, sugar, wine, leather, ebony, copra, fruits Cannonballs, weapons, rum, ale, linen, gold, silver Coffee, wheat, cotton, oil, slaves
Charlestown, Navis Canvas, tobacco, sugar, wheat, silk, fruit Knipples, bombs, medicines, rum, ale, paprika, bricks Provisions, wine, ebony, sandalwood, slaves
PIRATES Pirate settlement, Bermuda Gunpowder, canvas, ale, slaves, gold, silver Bombs, rum
Puerto Principe, Cuba Cannonballs, buckshot, canvas, ebony, oil, bricks, gold Boards, cocoa, coffee, wheat, linen, sandalwood, fruit Gunpowder, weapons, tobacco, cotton, slaves
Le Francois, Martinique Medicines, cocoa, rum, linen, leather, clothing, gold Knipples, provisions, tobacco, sugar, wheat, wine, cotton Boards, ebony, mahogany, fruit, slaves
La Vega, Espanola Cannonballs, buckshot, weapons, medicines, canvas, tobacco, fruits Provisions, cocoa, wine, rum, ale, sandalwood, cinnamon Ebony, copra, oil, bricks, slaves
Corsairs return of the legend characteristics of the ships. Guide and walkthrough