The Corsairs: The Legend Returns Guide and Walkthrough. FAQ on Corsairs: Return of the Legend Corsairs 2 Return of the Sea Legend Ships

What is thisa game?

This game is a project of Russian developers from the Seaward company, which "grew" from a fan add-on to the game "Pirates Caribbean"-" The Return of the Sea Legend ", which in turn was influenced by an old game called" Sea Legend ".

What kind system requirements to the game?
Operating system: Windows 2000 / XP
... DirectX: DirectX 9.0
... Processor: Pentium IV or Athlon 2.0GHz or higher
... RAM: 512 MB or more
... DVD-ROM
... Free space on HDD: 5.8 Gb
... Sound Card: Any DirectX 8.1 compatible sound card
... Video Card: GeForce 4200 / Radeon 9000, 64 MB or higher (MX series not supported)

But this is in theory, tk. with such a system, the brakes will be the most severe.

Technical Issues

Does KVL work under Vista, windows x64 and any non-Russian version of Windows?

Works, but we are not talking about official compatibility.

In-game brakes and crashes

1 Make sure your computer meets the requirements of the game.
2 Disable antivirus, firewall and other unnecessary programs. The fewer programs, the better. This is especially true for such a program as Puntoswitcher - problems with him are guaranteed.
3 Update the drivers, especially if they are standard and installed accordingly with the system. In general, there are few video settings in the game itself, so you will have to configure it for the most part in the settings of the video card itself. Also, do not forget to update the drivers for zvukovuh, especially if you have an AC "97, otherwise you will also have a" stuttering "sound, among other things.
4 Install the latest DirectX.
5 Reduce the graphics settings in the game through the config.exe file, which is located in the folder where you have the game installed.
6. Increase the paging file if necessary. My Computer> Properties> Advanced> Performance> Advanced> Memory.
7. Owners of old computers can install a special update that changes the quality of textures.
8. Perhaps your system does not have a set of C-shny and other libraries. They are not installed by default in 64-bit OS, they come with software. Copy legend.seaward.ru/forum/index.php?act=Attach&type=post&id=12968 to the game directory where the exe files are located.
9. The save / load combination is often used (especially when choosing the desired result). In this case, the game may "crash" when changing locations. The solution is to restart the game from time to time.
10. It is believed that the game is unstable under SP2.
11. Check the system for viruses.
12. During the game, an Internet messenger is enabled with the option to display messages on top of all windows.
13. The save / load combination is often used (especially when selecting the desired result every 50-100 times), which, due to the peculiarities of the engine, can lead to crashes when unloading a new location. To avoid this, restart the game after a lot of use of this combination.

Patches ...

To date, the newest version is version 1.2. Saves from the previous version are incompatible with this one. However, a small warning - when installing the patch, old saves are automatically erased, so if for some reason you want to return to them again, do not forget to make a backup.

False detection of emulators

The patch fixes false detection of emulators if you have a raid array mounted on the Intel chipset.
Unzip to the game folder, replacing the old files with the new ones from the patch.
help.starforce.ru/corsairs_rl/corsairs.rar
False detection of emulators can also occur if you have the Alchogol 120% emulator installed and the "Ignore media type" option is active in it. Disable this option and everything should work.
If the emulator is not installed, but the error still occurs, then you once deleted it, but the system still contains drivers from the emulator. They work and need to be removed. There is another option - install the emulator again, deactivate this option and play to your health.

The video card is not detected in config.exe, it says "primary video adapter" and there are no options to choose from.

The "primary video adapter" is your default video card, so it's okay, just a little weird.

What does the "postprocessing" option in config.exe mean??

Enabling post-processing smooths out sharp edges, corners and transitions in the picture, but requires additional resources, so performance on a weak system can drop dramatically. So if there are brakes, it's better to turn them off. However, there is an opinion that this particular option has a very adverse effect on the game, and that it is better to disable it, but force anti-aliasing in the video card settings.

Display settings unavailable

Display settings only work in full screen mode.

The game crashes when minimized in Windows

If you want to use the Alt-Tab combination (for example, when hacking through ArtMoney), then you need to start the game in windowed mode. To do this, you need to find the config.exe file in the folder where the game is installed and make the appropriate amendments there - uncheck the box next to the "full screen mode" inscription. The required permission can be set in engine.ini in the game folder.

I start the game, a skull is spinning on the screen ... and that's it!

Codec problem. Especially often this problem is caused by super-mega-codec-packs, so you may have to deal with them a little, either simply delete, or turn off the option like "always use" in them (depending on the pack). The codec required for playing video in the game is included on the game disc. If for some reason you do not want to demolish the installed codec packs - delete the video in the game folder.

When conducting a battle, the strike switch does not always work the first time - the Shift key

The reason is the specificity of handling frequent keystrokes of the Shift key in Windows XP and older.
Solution
- We often press the Shift key until the Accessibility options window appears.
-In the window that appears, press the top settings button (sticky keys settings. Use stickyKeys)
-In the window that appears, remove the top checkbox (use shortcut)
-Click OK to exit the settings.

The game spontaneously accelerates: the character begins to rush over land (this is especially manifested in enclosed spaces) at the speed of a rocket, or, as an option, accelerated by 10x.

Also, the same glitch manifests itself in the global map - accordingly, the ship begins to float at the speed of light, so that it is not possible to evade the encounter.
This issue is common on multiprocessor systems, especially from Intel
Solutions
1. Preferred.
Disconnection through the second core dispatcher. Launch the game in the corresponding window, then go to the task manager, processes: Engine.exe, right-click to set the correspondence and uncheck CPU1.
2. The firewood vidyahi got up (to check, go to the "nVidia control panel" and there should be "3D PARAMETERS" along with "Display" and "Video and TV", if there are no 3D settings, then reinstall the firewood, if there is, then play with anisotropic filtering options and anti-aliasing options (the "Application Control" setting helped me))
3. Or, in any case, some kind of program hangs in memory and requires "attention" to itself (for example, a temperature sensor, processes, etc. - such programs can cause glitches in any application)
4. You can play with the settings in engine.ini
add
HyperThreading = 0
DisableSSE = 1
5. You can also play around with binding the process to one processor.
en.wikipedia.org/wiki/Processor_affinity
You can also zip and use the download.sysinternals.com/Files/PsTools.zip program from SysInternals and use a line like psexec -d -a 1 "c: program filesKVLengine.exe"
PS: To use this program, you must have administrator rights on your computer.

LICENSE disk check takes 5-10 minutes

Turn off the antivirus, check that it is not in the processes at all.

I can not configure the buttons to control the game.

If for some reason you want to configure a control key that is not configurable in the game (the key is already taken), then at your own peril and risk (maybe you can go overboard and configure conflicting button combinations - one press 3 actions) you climb into the folder with the game SAVE profile name options options
there with a text editor (Notepad, etc.)
look for
controls.primaryland.ChrForward = key_w
and change to what you want

some buttons
VK_UP - up arrow
VK_RIGHT - right
VK_DOWN - down
VK_LEFT - left
VK_INSERT
VK_DELETE

key_w - and other letters (buttons on the keyboard with letters)

the rest, see the file - they are there
Important: there should be no conflicting intersections with system buttons (for example Enter and Esc)

Wrong script version

The game crashes with this error if the game that already contains the patch has been reinstalled (just reinstall the game). Or the No-CD of the wrong version is being used.

How do I add a new character to the game?

In the folder with the game Resource \ Ini \ texts \ russian there is a file, HeroDescribe, it contains all the instructions on how to create your new character. To simply add more Persians, it is enough to change the hero_qty (3) parameter in the same file, you need to set parameter 18. New models can be found in the modifications.

How do I view and edit textures?

To do this, you need the Convertor TX utility -. In the right window, select the desired texture, in the left window, specify the path to save.

Game questions

How do I start the game?

To begin with, take a walk in the jungle, caves - with the help of their inhabitants, you can pump fencing, get perks. Complete the generated quests for the delivery of goods / passengers - this way you will earn your initial capital, for which you can already hire officers who will increase your skills. You can complete the generated quests with the governors, but it's better to start the quest line for the nation later.

My stats have decreased, what should I do?

1. You have a ship that does not match your level of navigation. Change it to a ship of a lower class, hire an officer with a sufficient level of navigation, or wait until your level reaches the required value.
2. You have an overweight of things in your inventory. Sell ​​it, put it in the chest on the ship, give it to the officer, etc.
3. Poor health.

Cannons don't fire?

Check that the cannons are in good working order, the presence of gunpowder and that the cannons are loaded with the ammunition you have. If everything is ok, then load the last save, everything should work.

Where is the unique shipyard located?

There is Master Alexus in Bermuda, who can improve the characteristics of your ship for a reward.

What are the cards for and where can I get them?

There are two types of maps in the game - geographic and treasure maps. Geographic, in order not to try at random to find the desired object from sellers on the street or in a store, you can buy various maps (to view them in the "Items" menu on the selected map, click "take"). If you do not have a map of the archipelago yet, you can press Tab on the global map, after which, after slowing down the time, find the desired island / city. Cards, if they interfere, can be removed to the chest, given to the officer, etc.
Treasure maps can be purchased in a tavern from dark personalities or found in a treasure. You cannot get rid of them, they disappear automatically when the GG enters the location with the treasure.

I go out to sea, try to swim to another island, but nothing comes of it.

Such movements in the game are carried out on the global map.

How do I drop an item?

Put it in some chest in the city, the pockets of the murdered, etc.

How to get rid of rats?

Find the "Rat God" idol and carry it in your inventory all the time, after which the rats will disappear. But for each ship you need to find it separately and give it to the captain.

Are the cannons being loaded very slowly and the sails are lowered / raised?

Either you have an inexperienced team, or there is simply not enough of it to complete these tasks (for example, during a battle).

Can I complete multiple lines per game?

No, there is only one ruler.

How many officers can I hire?

Multiply your Leadership skill by 2 to get the number of possible officers.

Where can I find Manowar?

You definitely won't buy it at the shipyard. only can be captured. Most likely to find him in the squadron that attacks the city.

Where can I get the damned pearls?

They can be found in the course of the assignments of the mayors.

How many ships can you have with your squadron?

No more than five with fully pumped tactics.

How to restore health?

Just swim on the global map, spend the night in a tavern, visit a brothel, pay a priest.

Character development

What is PIRATES and what is it eaten with :)
For those who once played the PKM: VML addon, this system is known under the name S.P.E.C.I.A.L., and everything that you know from there can be used even now. This system allows you to create a unique GG in its characteristics. Each characteristic varies from 3 to 10 points, and a total of 42 are given and your task is to distribute them in the best way for yourself. That is, think about how you would like to see your GG - let's say a good skipper, trader or professional swordsman, and then distribute skills based on this. That is, let's say for the skipper you need first of all navigation - it depends on Perception and Learning and so on. There is no single solution here, how many people - so many opinions that it is better to choose. My personal opinion is that it is better to create a GG station wagon than one with a narrow profile (that is, some skill is raised to 10, and some have very low values).

What does character class mean?
There are 3 classes in total: adventurer, merchant and corsair. Unlike many other RPGs, this distinction is very conditional and affects only the initial distribution of skill points and the property with which the player starts.

Hero rank
The indicator of the character's level in the game changes depending on the experience gained by the character. As the rank increases, the HP's Life also increases by an amount depending on Stamina. The rank does not affect the receipt of perks (abilities).

Hero Perks
Perks are additional abilities of the hero. They are divided into 2 groups - personal and ship. Accordingly, each group of these skills has its own threshold of experience for obtaining the next perk. Before choosing a perk, carefully read what it gives and decide which one is more important to you at the moment. Some perks can be "closed" with the help of officers who are assigned to a suitable position. But this applies to those perks that work automatically.
If you pump evenly personal and ship skills, then perks will be given less often.

Is it possible to get all the perks?
If you have a trainability of 10, then 20 personal perks can be collected, but 37 ship perks cannot be obtained in any way.

Why reputation is needed?
Reputation is a kind of indicator of your popularity in the Caribbean. It can be low (negative) or high (positive). Depends on your actions. And it depends on your reputation how other characters in the game react to you. Moreover, the reputation tends to gradually strive for the mark "Ordinary sailor" in the event that you do nothing, the good falls faster, the bad rises more slowly, respectively.

How to download skills?
The general rule is that what you do is pumped :)
AUTHORITY
Swing when you command people. Let's say you have taken a ship on board, captured a colony, or are doing some quests, for example, a loan shark's quests for repayment of a debt, delivery of goods, and so on.
LIGHT / MEDIUM / HEAVY WEAPONS, PISTOLS
It's simple - what weapon you have in your hands, that skill increases. For a description of the weapon, see its properties, the type is indicated there.
LUCK
Play gambling - with every win, your luck increases. In addition, every successful salvo of the ship and a successful fight affects.
SECRET
1. Trade with smugglers.
2. Sneak into a hostile city and spend the night there in a tavern, and during the day walk in front of the guards. As an option - buy yourself a trading license, then the security will definitely not pay attention to you. The main thing is that your ship has a flag that is hostile to the city, so enter in this case through the bay.
3. Successful sailing under a false flag.
4. Unsuccessful walk in front of the guard of a hostile city.
5. Cheating OZGov.
NAVIGATION
1. At sea battle.
2. In a storm, especially if the ship is directed against the wind. An expensive method, of course, but then you will also upgrade the team's skills.
3. The map does not swing.
POINT / CANNONS
Ship guns are not for decoration :) Shoot more often and more accurately.
BOARDING
Here the name is clear.
PROTECTION
Boarding and naval battles.
REPAIR
Repair the ship at the shipyard or at sea (there must be boards and canvas in the hold).
TRADE
Buy / sell goods / personal items in the store. When trading with smugglers, the level does not increase.

I met a man, he told me that there are teachers who can improve their skills for money
There are indeed such teachers in the game, but it is almost impossible to meet them. Look for these outside the city, in shops, churches. In houses and on the streets of the city they are not exactly.

Artifacts and all that
Some items in the game tend to increase or decrease certain properties. Read the descriptions of the items carefully and do not put any nasty things like shoes and cormorants in your pockets. The artifact only works when the GG carries it with him. In the case when the skills of the GG reach a maximum of 100 points, the artifact that affects this skill will no longer work on it, so you can sell it, give it to an officer, or just put it in a chest for a long memory;)

Citizens' questions

On the street, a man approached me and asked something, I'm not Yandex or Google ((

iron hoop for tying some parts of the mast- yoke

name full name pirate and doctor, famous for having written a book about filibusters and published it in the Old World- Alexander Olivier Exquemelin

full name of the ancient state figure whom pirates captured in the Aegean Sea for ransom- Guy Julius Caesar

Agreement signed by Spain and Portugal on the division of the territory of future conquests in 1494- Treaty of Tordesillas

The person who made the third Kurgan voyage- Thomas Cavendish

Name of the ship on which Maglelan sailed around the world- Victoria

The name of the admiral who defeated the pirates in the Mediterranean and destroyed their base in Cilicia- Gnei Pompey the Great.

Name of Francis Drake's ship- Golden Doe

The Island Columbus Called Santiago- Jamaica

Standing rigging gear- Guys

The nation that first started building the "frigate" type of ships- France

First English city on the American coast- Jamestown

Francis Drake's ship renamed the Golden Hind- Pelican

Henry Morgan's birth year - 1635

Yearof deathFrancisDrake - 1596

First Spanish city on the coast of America- Santo Domingo

Who did the second trip around the world - Francis Drake

What is the full name of the Portuguese who was the first to sail around the world?- Fernand Magellan

Name of the first corsair of the Caribbean- Bernardino de Talavera

Set of ship's gear- Rigging

Privateer, contemporary of F. Drake- John Hawkins

I give a 100% correct answer to the question, but they don't accept it, why?

Try to enter your answer with a capital / small letter.

Geographic issues

I can't find the settlement I need.

Buy a geographic map from a merchant, slow down time on the global map and press TAB to look around. Also, since the real geography of the Caribbean is saved in the game, you can even use a real map.

Where is Fort Orange?

In Jamaica, there is no port, so you have to walk. In this case, it is advisable to have a map of Jamaica.

Where can I find Maine?

This is not an island or a city, but the name of the mainland coastline. Look in the west and south, there is no single map for it, but you can buy maps of its individual parts.

Where to find Belize, Santa Catalina, Porto Bello, Panama, Cartagena, Maracaibo, Caracas, Cumana?

All these are the cities of Maine.

Where is Tenochtitlan located?

Buy a map of pearl crafts, and there you will clearly see.

How to get inland?

No way. If you go to a certain location, but are at a dead end, then you need to go back and look for another way, most likely you just went in the wrong place.

All settlements are not displayed on the global map.

Some settlements are located far in the jungle, so you can't see them from the coast :)

Patents and relations with nations

What does the GG nation affect?

Prior to the acquisition of a patent for a GG, the relations that have developed between his home country and others apply. For example, if GG is a Spaniard, and Spain has a war with France, then France will be hostile to GG.

Started playing for the Corsair, nations are hostile to me, but do not attack?

Character "Corsair" in the beginning of the game receives a "bonus" in the form of hostile relations with two random nations and a small NZG from them.

Why do you need a patent?

By acquiring a patent, the GG enters the service of a certain state and gets the opportunity to complete the national quest line and is subject to the relations of the nation that gives him the patent. The initial originality does not affect anything after obtaining a patent.

How to get a patent?

There are 2 options. The first is to complete the tasks of the governors of the nation of your choice (it is desirable that it was the same governor), the number of tasks is determined randomly. In case of refusal to complete the proposed task, reputation falls and the number of tasks that must be completed increases. The second way is to buy a patent from a diplomat for a tidy sum.

How to get rid of a patent?

Your patent will disappear in the event of hostile actions against the nation, namely the attack on the city of the nation of the patent under its own flag, shelling the fort and the ship in 1-person mode under any flag. In the event that you do the same in third-person mode, you will not lose your patent, but worsen your relations with the nation and a reward will be assigned to your head.

Left without a patent, can you buy another and start a new line?

You can buy a patent of another nation, but there will be no quest tasks for it. If you want to continue the line, restore relations with the nation whose patent you have lost, this is the only way to get the quest line.

What is a license for?

A license is a document that gives the right to visit the territory of hostile states, which can be purchased from a diplomat.

How to get a patent from a hostile nation?

You sneak unnoticed into the enemy city you need and go to the governor to carry out his tasks.

How do you keep the bounty hunters (BHOs) behind?

Pay the diplomat, he'll sort it out. However, it will take him several days to settle the relationship, and even after that there is a possibility that you may be attacked by OZGs, who are not yet aware that the bounty has taken off your head. It is necessary to avoid a hassle with them, otherwise the reward will be appointed again.

How to prevent pirates from attacking?

Change the flag to pirate, but then everyone else will attack you.

The diplomat does not have the * make peace with the state * branch in the dialogue.

It means that you personally are not hostile to the nation, but your own nation is hostile, so you need to attack their ships, then it will be possible for you to make peace.

I bought a license, but I can't get into an enemy port.

In order to enter an enemy port with a license, you also need a perk to raise the flag of this nation. If there is no perk, then moor in the bay and calmly enter the city - the security will not touch you with a license.

There is a perk of changing the flag, but I can't enter the port - they will still find out.

If you have a ship of the 1st or 2nd class and it will be - you are too noticeable, swing stealth. Small ships are less problematic. Alternatively, you can offer to leave your ship in the port control of a friendly nation, and to enter the enemy port on a class 5-6 ship.

Where can I find a diplomat?

The diplomat can be found in a tavern in any pirate settlement.

Treasures

What is a treasure?

In KVL, the treasure is objects hidden somewhere in the archipelago. There are two levels - depending on the map on which you found it. The most valuable are the treasures of the second level. In the treasures you can find anything you like - jewelry, weapons, other items, with the exception of quest items (for example, Morgan's rapier). The contents of the treasure are randomly generated at the time of purchasing the card.

Where can I get a treasure card?

There are two levels of treasure cards. The first level cards can be purchased in the tavern from dark personalities. Second-level cards can be found in the treasures found on the first-level cards. Such cards are divided into 2 parts, to view it you need to "take" either of the two halves.

How to discard a treasure card?

No way. Such a card will disappear automatically when you enter a location with a treasure.

I can't find a treasure map - no one offers.

More often then stay overnight in taverns and in the end the card will be sold to you. Either you already have in your inventory a treasure map you bought earlier, or a map made from two halves found in the treasures. Until you find this treasure, there will be no new one.

They sold a fake card. What to do?

If "picking up" the card, you find that it is fake, then there is nothing you can do about it - you will not return the money back. Always check the card at the tavern where you bought it. It will be possible to take revenge on the seller.

How to search for treasures?

Since the treasures are located in the caves of the archipelago, it certainly does not hurt to acquire a normal geographic map this area. Next, always carefully read the description of the area on the map. The moment you enter the location where the treasure is located, a message about this will appear on the screen, and the card will disappear from the inventory. There can be no options that there is no treasure in the location - there must be a treasure, look carefully for all the chests and boxes that are there.

Can't take all the treasure - it's too hard.

The treasure does not disappear immediately after you leave the cave - you can take a part to the ship, and then return back. You can distribute things between your officers (if you have them). Well, you can just choose the most valuable things, and not take everything.

There are chests and treasures in the treasure, how to open them?

No way. Just sell it as is.

I laid out a tidy sum for a treasure card, and there is all sorts of nonsense.

Well, no one promised mountains of gold, maybe luck next time.

After spitting at the entrance, we go into the tavern. Again the drunks have occupied all the tables, break them up sea ​​Devil... "I have no rivals in the sea!" - comes from one of the guests. "Well, yes, of course ..." - We enter into a lively discussion from the doorway. The ringing of a beating pic

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Guides and walkthroughs

After spitting at the entrance, we go into the tavern. Again the drunks have occupied all the tables, smite them with the sea devil. "I have no rivals in the sea!" - comes from one of the guests. "Well, yes, of course ..." - We enter into a lively discussion from the doorway. The clink of breaking dishes, screams, the grinding of steel - he will have to answer for the insolence. Although, is a fight in a tavern really serious for two hardened sea wolves: a Spaniard adventurer and an English pirate? So, just warm up. Having dealt with the bouncer, we find the right person... It is easy to recognize him by his clothes, they all dress like that. "We have goods ... no, the authorities will not buy ... yes, just for you ... on the beach? .. we will!" Let's walk, perhaps, on foot, not far from here. Going 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 in? Then listen ... "

New game

So, the game is installed. A pistol in his belt, a saber in his hands - and forward, to the sea. True, first we need to decide who we will play. We are offered a choice of three characters. Diego Espinoza is a Spaniard, adventurer and adventurer. Differs in the balance of basic characteristics, a kind of jack of all trades. Edward Teach - Englishman, corsair. A thoroughbred fighter, not surprisingly - 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. It is logical that the Dutch do not have a navy, but the merchant fleet is the best in the entire Caribbean.

The choice of the nation is very important. For example, Spain owns most of the Caribbean colonies at the start of the game. In addition, she is in neutral relations with Holland - a true paradise for a merchant. England, on the other hand, 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 the Spanish "golden" galleons, which once a year leave for the Old World. A good harvest will also bring the ruin of the Spanish and Dutch colonies. Holland is the most fortunate in terms of political relations. It is in a secret alliance with France, and with Spain it maintains neutrality. There are difficulties only with the British, but you can trade in their colonies - we will 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 relationship of the country to the character - but not to his nation. That is, if you are a Spaniard and all of France admires you, you will still be attacked by French ships and mercilessly fired from the coastal fortifications.

The nation has been selected, now let's take a 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".
  • Frequency of events- determines with what regularity you will meet other ships. For beginners, we recommend the "rare" level. On the high level too many problems, pirates are literally at every turn. Yes, not one ship, whole squadrons of up to six ships! On the starting lugger and with minimal skill indicators, it is impossible to resist such raids. Yes, it is restless in the Caribbean, but what did you want?
  • Reloading the pistol- you will not be allowed to walk peacefully with a pistol in your hands. You can press the "shot" button - the character will pull out a pistol, shoot and take it back. If the option is enabled, the pistol will be famously reloading right during fencing, and if not, for this you will have to sheathe the sword every time or fight without a firearm. Reverance towards realism, and not the only one.
  • HardcoreGame- this is a regime for true enthusiasts, in which it is possible to save only in churches. There is no need to explain what this is fraught with. Any pirate - and hello, Davy Jones. It is highly discouraged for the first playthrough.
  • Swimming mode- sets the swimming speed. Someone likes fast, dynamic battles, while others like thoughtful maneuvers. This parameter does not affect the battle process itself.
  • Profile- Finally, in "Corsairs" you can play several characters at the same time, without fear of overwriting an already saved game.

Now that you've set it all up, the game begins. Unfortunately, the beginning of it was made common for everyone. The captain of the ship died in the battle, and our character took over 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 appropriate menu item. TO role system we'll come back below. By the way, the sailor will offer to practice fencing. You shouldn't refuse - fencing in "The Return of the Legend" is fundamentally different from "Corsairs 3".

Control

Ship

In this chapter, we will discuss how to operate the 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. Understandably, if the sails are fully raised, the ship can only drift on the waves, not moving anywhere. With the sails up, the ship moves very slowly as all the main sails are retracted. Well, with the sails completely lowered, we can only 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 budge, but there is a huge number of "side" winds. It's simple: the "closer" the headwind, the faster the ship sails. Much also 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 quite another. In fact, successful maneuvers during combat are 50% successful. During your salvo, it is best to fully raise the sails, and when the ship comes to a stop, shoot. Skillful players can catch enemy ships like this: the adversary raises the sails for a shot, the player sees this and also begins to raise; and now, 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's (first-person ship). The second mode will allow us to aim ourselves before firing. You can throw the enemy's ship, you can not finish it off (but why?), And of course, you can hit the enemy. Also, in the "captain's" mode, you can carefully examine the enemy through a telescope: the higher the quality of the device, the more information you can learn - from speed to the number of guns on board.

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

It is important: after the end of the carnage on the deck, search the corpses, sometimes there are many interesting things. And it would be nice to rob 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 a prisoner. Unless, of course, the captain decides to throw everyone overboard.

Man

Management on land is elementary. In cities, we can not run at all, but simply move through key points using the Enter key, selecting the desired buildings. But the jungle will have to run, yes ... I remember Maine, without a map, at night - an hour of no game time had to be spent in order to finally find the damned bay where the ship was.

Battles, however, are also not particularly difficult. All actions consume energy, which is slowly growing. There are three main hits: fast piercing, which deals little damage, but hits quickly and spends little energy. Medium blow, average in all respects. A strong punching blow is very long 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 expends 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 a few seconds.

But not with a single sword ... Our hero, of course, has a pistol in his stock. The thing is very useful, depending on the game mode, it reloads either by itself, or when there is no weapon in the hands. The better the pistol, the more damage, naturally.

In general, the battle looks like this: we shoot, we inflict a penetrating blow, again and ... we run, gaining energy. Repeat to 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", to correct your health, you know ...

Role system and skills

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

Let's consider the characteristics in more detail.

Power- Power in "Corsairs" plays a classic role in role-playing games. She is responsible for the force of the blow, the carried weight and the number of units of life.

Perception- the ability to see, hear and notice everything around. In particular, it is responsible for the accuracy of cannon salvoes from the ship. The accuracy of pistol shots is not affected.

Reaction- agility, agility and, oddly enough, endurance. Responsible for the energy due to which blows are delivered. We strongly recommend that you invest the maximum number of points in this characteristic. You will have to fight a lot in the game.

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

Talent- a sharp and inquisitive mind, the ability to grasp everything on the fly. A character with high trainability acquires skills faster. Also, learnability 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 to a lesser extent affects the amount of weight to be carried.

Success- Luck is luck. Affects pure chances - the enemy may not hit close range, the enemy patrol will pass by, mistaking it for his 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 like a stupid big guy and make your way in the waters of the Caribbean with steel and lead, or you can become a calculating negotiator, buying cheap and selling high.

For example, a purebred fighter needs maximum values ​​for strength, reaction, learning, luck, and leadership. For the trader, learnability, leadership and perception. Of course, variations are possible. It all depends on the player.

So, we examined the basic system, now let's move on to the parameters of the hero.

Rank- now this is the name of the level. Increases when you gain 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, everything. The rank does not have any special influence, as in the previous "Corsairs". Unless the higher the rank, the better officers can be hired and the stronger the enemies and captains will be.

A life- 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 state of the hero. Frequent injuries reduce this indicator over time, and the lower it is, the lower the main characteristics. For example, medium health gives a -1 penalty. Together with the main characteristics, skills are also reduced. You can restore health in different ways - for a long time not to take part in hand-to-hand fights or heal in a church. The brothel also helps. In general, rest and bed rest. We recommend that you constantly keep your health level at “good” or “excellent”.

Energy- shows the stamina reserve of the character. Each action - hitting, bouncing, and so on - consumes a certain amount of energy. In fact, energy indicates 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 relate to the character. We start with a reputation as an "ordinary sailor", and in the course of the game we can become either a bloody murderer or a hero, depending on what we do. Over time, both good and bad deeds are forgotten, good deeds faster, bad deeds slower. The reputation always strives for the "ordinary sailor". It also affects the loyalty of hired officers, but more on that below.

Carry weight- shows the current load and maximum.

Rank is an indicator of the progress of the implementation of the national line.

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

Personal skills

Along with the characteristics, the character has personal skills. They develop as the corresponding skill is applied. 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 met a similar system, for example, in TES IV: Oblivion... Let's consider the skills in more detail.

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

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 weapon- characterizes the ability to wield light weapons: brass knuckles, daggers and rapiers. Light weapons consume the least energy, but they also do 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. Average damage, energy cost too. Golden mean. Depends on strength and reaction.

Heavy weapon- all the same, only heavier weapons - broadswords, flambergs and axes. It spends a lot of energy, but it beats so that it will not seem a little. Depends more on strength and less on endurance.

How to develop?

Fight. The bigger, the better. It is especially effective to use a circular blow in a large concentration of enemies. If you are not playing for the British, we advise you to develop weapons skills in Jamaica. The lighthouse is guarded there by a very large number of soldiers.

Pistols- the ability to use various kinds of devices that send lead balls to enemies. In The Return of the Legend, pistols consume bullets and must be constantly replenished by merchants. Let's also say that the damage from the bullet is very high, so we strongly recommend that you develop 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 just drastically shorten his life is worth any money.

Luck- it is needed 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 hit can inflict damage nearly 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 daggers. Each successful hit will increase the skill.

Stealth- allows you to pass unnoticed by a patrol, penetrate an enemy city, enter a port under a false flag, or deceive other people's ships in the sea. Skill is not very important, and it is the most difficult to develop it.

How to develop?

Change the flag, enter cities, smuggle. That's probably all.

Ship skills

Navigation- the ability to control ships. The higher the class of the ship, the better navigation the player should have. Grade 6 - 1, Grade 5 - 25, Grade 4 - 40, Grade 6 - 65, Grade 2 - 80, Grade 1 - 95. If a player is sailing 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.

How to develop?

Swim in a storm - often and a lot. Develops well during battles. You can just sail around the enemy ship.

Accuracy- the accuracy of your hits depends on accuracy. A low indicator will prevent you from hitting from a distance of ten meters. So accuracy must be developed as quickly as possible. It 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. End-to-end. You can, in principle, shoot from a long distance, but it takes a very long time.

Cannons- the reload speed depends on this skill. Depends on knowledge and strength in almost equal amounts.

How to develop?

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

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

How to develop?

Board ships, so that they do not surrender without a fight. We need a battle!

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

How to develop?

Put yourself under attack, get shots of shrapnel into the side. Losing the crew. Cruel, but there is no other way out. We'll have to sacrifice the initial team in order to save the real thugs later.

Fix- affects the speed of ship repair. Depends on stamina and a little on perception.

How to develop?

First you 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 and a little on leadership.

How to develop?

Buy - Sell.

Personal abilities

Personal abilities are special skills that give certain advantages in a particular area. Some of them are useful, some are not very. Let's figure out what's what. To begin with, 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 the damage done to the character by 10%. So, no frills. It is necessary to take in any case, since many other skills depend on it.

High Defense Skill- reduces damage to the character by 20%. Take it unambiguously, as it is required for most other abilities. And the reduction of damage by 1/5 will not be superfluous.

Cuirass- allows the character to wear cuirass. A very useful thing, although at first you won't even get money for an ordinary cuirass. But when piastres start ringing in your pockets ... In general, you must take it, but only when money appears.

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

Berserk- the damage inflicted by the character is multiplied, but only by 20 seconds. This miracle recharges in one minute. Take as soon as possible. Additional damage is never superfluous.

Requires: Basic Defense Skill

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

Requires: high defense skill

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

Indefatigability is just one of the "more useful skills". Be sure to take in any case. This ability increases the rate of energy recovery 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: indefatigability

Irresistible blow- character hits have a 20% chance to break through the block. Very valuable, but only in the mid to late game stages. At first, it is wiser to use a punching blow, but he ignores the block, therefore, in fact, a punching one.

Requires: high defense skill

Saber dance- a circular blow deals 35% more damage. One of the most useful skills. The circular blow is very effective when fighting a whole crowd of opponents. Be sure to take.

Requires: Critical Strike and High Defense Skill

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

Requires: Critical Strike, High Defense Skill, Indefatigability

Shooter- the character is better at using pistols. Reload speed is reduced by 10%, accuracy is increased by the same 10%. In addition, the character can use double-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 the "reloading" 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 on you, bullets always fly at 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 controversial. Better to become a professional swordsman first. At least the chance of dying during a shot is much less.

Required: shooter

Additional weight- the character can carry an additional 30 pounds of weight. It's so simple and without frills. Take as needed. After all, there are also boardmen who can be used as pack mules.

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

Requires: 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 a few cheap officers and develop them to the desired level. The value is debatable, new officers with better characteristics can be hired.

Iron will- reduces the likelihood of mutiny on the ship. An absolutely useless ability. A mutiny on a ship happens if the crew is not fed, if more crews are taken than calculated, or if the salary is not paid. The fact is that with a low morale, the combat effectiveness of the sailors is significantly reduced, and they control the ship worse. The unpaid salary will still have to be paid back 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 fire-ship. The usefulness is questionable. Ships are too expensive a pleasure to be allowed to sink.

Requires: iron will

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

Requires: Advanced Trade and Iron Will.

Ship Abilities

Pirate flag... A skill that allows you to raise a pirate flag over your ship. The benefits of this are zero, but beautiful.

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

Brander- the owner of the skill can send the allied ship "to death" - explode next to the enemy, causing him huge damage or even taking him to the bottom of the ocean. The practical use is very small, there is not always an extra ship, people and a captain in the crew.

Landing of the Union of amphibious ships- makes it possible to connect all the sailors, in order to then attack the fort with the whole crowd. Of course, a useful skill, however, will be needed far from the beginning of the game.

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

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

Required: long range boarding, musket salvo

Musket salvo- before boarding, the player's team shoot at the enemy, inflicting 25% damage on him. Again, for a pirate, a thing is absolutely necessary, the less command the enemy has, the easier it is to kill them.

Requires: increased team damage

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

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

Required: basic trade

Fast recharge- the reloading speed of guns is increased by 10%. Doubtful skill. Sure, recharging quickly is good, but there are so many other great skills around!

Pre-recharge- an active skill, used every five minutes. If you choose it, the next recharge will happen 50% faster. A useful skill, five minutes is a very small threshold of time, ship battles are long.

Requires: fast recharge

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

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

Increased damage to the team- damage to the team of the enemy ship is increased by 15%. It will be useful for a pirate, but it will work for any character.

Critical shot- in 5% of cases, the owner of the skill will be able to inflict an enhanced shot that touches the crew, sails and hull. 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 shooting distance- Increases shooting distances by 15%. Suitable for any character, but do not take it right away, the benefit is questionable.

Professional gunner- the owner of the skill deals 30% more damage (to the crew, sails, hull - it all depends on the type of shells chosen), and the probability of a critical shot increases by 15%. Very good skill, sorry, at the initial stage it will not work ...

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

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

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

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

Required: carpenter

Quick fix- allows you to repair the ship during the battle; however, it will not be possible to completely "heal" the ship, only 65% ​​of the total amount of "life". Fallen masts cannot be repaired. Very good skill, however, getting it is problematic, you need skill a carpenter, but you don't want to take it at the beginning of the game.

Wanted: light renovation, carpenter

The main protection of the ship- damage done to the ship is reduced by 15%. The skill will suit everyone, the ship must be protected by both a notorious pirate and a peaceful merchant.

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

Requires: basic ship defense

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

Increased ship maneuverability- increases the maneuverability of the ship by 15%. Skill is useful, but you don't want to neglect others because of it ...

Swimming in storms- damage done by the storm is reduced by 30%. A useless skill, it's better not to get into a storm, it's not so difficult to do this. Note: This skill will be very useful for improving navigation, for it is improved in a storm.

Increased dynamics- when the wind speed changes, the speed increases by 10% faster. The benefits are questionable, it is better to choose something you need.

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

Requires: increased ship speed, increased ship maneuverability, increased dynamics

Fast sails- the speed of raising and lowering the sails is 10% higher. No use, the sails are lowered and raised at normal speed, 10% is not an increase.

Shallow water maneuvers- an active skill, in which sixty seconds the ship is not damaged from impacts on rocks. The skill would be very useful for computer ships, they sin with the ability to hit the rocks, and the player is of little use from it.

Requires: fast sails, increased ship maneuverability.

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, may not get involved in the battle. Does not work on "Gentlemen of Fortune" pirates. But, you know, meeting them in the middle of the ocean ... One of the best skills. Merchants are required to take. After receiving it, they will be able to swim wherever they want and how they want. The rest will not hurt either, on the contrary - it will help a lot. Bad one, it requires three completely unnecessary skills to study.

Required: shallow water maneuvers, increased dynamics, storm sailing.

Doctor- the team is 10% less likely to die from diseases and buckshot. A useful but not necessary skill.

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

Required: doctor

Magical and not so items

There are items in the game that can improve or degrade the skills of the hero. Some do both at the same time. For example, one of the idols makes the hero more powerful in trading, while reducing his authority. All of these items work just 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 only one effect will be taken into account.

The statue- a stone statue, an idol - the patron saint of artisans. Adds 30 points to repair. It is extremely rare, and because of the officers-carpenters it loses its value. It also weighs a lot.

Emerald- a gem. The one who possesses it gets 10 to authority. A very useful pebble, it weighs little, it is very common. Let it roll around for yourself.

Cross of Antonio de Sousa- 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 trade.

Dog Figurine- Chinese trick, adds 10 to stealth. He does not ask for food, so let him lie.

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

Bronze cross- you may not believe in God, but this cross will give you 10 points of luck anyway.

Emerald pendants- obviously magical, give 10 to stealth.

Idol Tlaelquani- Indian deity, symbolizes cleansing from dirt, diseases and excesses. Adds 10 to authority and stealth, but reduces pistol possession by 20. Pistols, apparently, are considered overkill.

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

Strange animal figurine- apparently some kind of toy. Decreases authority by 10, do not take in any case.

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

Cursed pearls- black pearls: for someone a cult, but for us a curse. Reduce luck by 50 points. Discard as soon as possible.

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

Huitzilopochtli drive- the disc of the god of war, makes the hero's average weapon 10 points more effective. Leave as needed, why do you need a plus to the average weapon if you are fighting light?

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 did not harm anyone.

Idol of Chak-Moona- the idol of the god Chak-Moon, who was worshiped by the Maych Indians. The God of Fire and Thunder lowers stealth by 20, but adds 20 to pistols and 10 to accuracy. Leave it, pistols are a very useful thing. While many pirates are better off getting stealth ...

Image of Hikatekutli- the image of the ancient Aztec god of trade, adds 20 to trade, but takes 20 authority. To take a pirate for sure - someone who, but he did not care about authority. Merchants and military authority will not hurt, although trade ... In general, decide for yourself. It all depends on the circumstances.

Large stone disc- a ritual stone of the Maya Indians, apparently, repeatedly participated in bloody rituals. Adds 10 credibility and protection, but luck is reduced by 10. Utility is debatable, luck, in our opinion, is more important.

Idol of Ancient Deity- personifies the god Ehecatl, who was considered the lord of the wind among the Aztecs. Adds 20 navigation, but you have to pay 20 stealth points. A very useful thing - perhaps these twenty points are not enough to manage much the best ship?

Tlaloc figurine- figurine of the fierce Aztec god of lightning, adds 20 points of accuracy to the owner and 10 to guns, but reduces stealth by 20. Very useful figurine, with it a sea battle from a waste of ammo can become effective remedy destruction of enemy ships.

Maina Priest Ceremonial Knife- the ancient Mayan knife symbolizes power over people and connection with the gods. Adds 20 to authority, but takes away 10 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 this little thing can be left, the object gives more than it takes away.

Strange thing- Antique Toltec war figurine. Gives 20 protection 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 credibility and luck.

Jaguar Warrior Image- a heavy copy of the ancient stone ax of the Olmecs cast from gold. Adds 10 to heavy weapons.

Cormorant- a dead bird among the prey is a bad sign. Takes away 10 authority and stealth. Throw it away at the slightest opportunity.

Shoe- wearing one shoe is a bad omen. Minus 10 luck. There, where the cormorant, that is, away.

It is important: two shoes will not solve the problem, throw them in the trash can immediately!

Crystal skulls of the Toltecs- you can find these artifacts of the ancients only in treasures. Taken 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 their relevance.

Castoffs- a dirty ragged robe of a tramp, and it smells bad too. In this, no one will suspect you of the captain! Adds 20 to stealth, but only when equipped. You cannot wear a cuirass and rags at the same time.

Merchant clothing- good cut, fashionable material. Such attire can only be afforded by a successful merchant. Gives 20 Trade when equipped.

Nobleman's Clothes- very expensive clothes that show others that you have exquisite taste. In this beautiful outfit, you get an extra 20 points to your authority.

Menu navigation

Menu "Characters" shows everyone who accompanies the hero. There are several types of them. 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 also 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 consider these situations in more detail later.

The last on the list is the captain, that is, our hero. In this menu, you can distribute the available ability points for yourself and for hired characters, as well as view other information: skills, nation, rank, and so on. You can immediately appoint an officer to the position or dismiss 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 take it off.

Menu "Ships" displays the 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. The skills of the sailors are indicated here. The higher they are, the better. The faster the ship will sail and maneuver, the faster the cannons will reload, the less losses will be during boarding. For a certain number of piastres, you can increase the morale of the team. This is extremely useful when the ship is "overpopulated". Through the same section, the exchange menu between ships opens. This is done by double clicking on the ship icon on the left panel.

Menu "Journal" is a chronicle of the exploits of our hero. Active events (tasks) and those already completed are marked here. A small glossary of nautical terms and other reference materials can also be found here. The cash book keeps records of all deposits and loans from usurers. 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 personally to the player. 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 about them 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 the visit to the colony. It becomes obsolete over time.

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

Real estate in the tropics

Each colony has a specific set of buildings. Large colonies such as Marigot in San Martin have a complete set of buildings. Each has a specific function. Let's take a closer look at them.

Tavern

Perhaps, main house in every colony. Here you can rest while repairing wounds. You can hire new sailors on 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 assignment. Visitors are sitting at the tables. They differ in their clothes. For example, people with weapons in their belts are most likely officers.

It is interesting: if you have a full set of officers in the team, then to the question of any officer in the tavern, the hero will answer: "I have a full set." You need to turn to him again, then the item will appear: "What are you in business?" and the ability to view the parameters of the officer.

You can also meet a smuggler there and make an appointment for him to sell smuggling, if such goods are in the hold. Do you still meet personalities? offering ancient and not so treasure maps. The rest of the rabble is drinkers. You will meet them in most cases. With these you can have a drink and find out gossip and news, for example? prices in a store in a city. By the way, you can also 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 heighten the surroundings - what is a tavern without a good fight?

It is interesting: in the room where our character is settled, 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 accessories for the battle - cannonballs, knipples, buckshot and bombs. Gunpowder is required when firing cannons, and is also sold here. In addition, you can buy bottles with healing liquids, cards, weapons and various totems and statues from the merchant.

And perhaps the most important thing is that you can take a task from a merchant to deliver goods to any colony for a fee. Moreover, it is necessary to deliver exactly as much goods as the merchant issued. It is also impossible to sell a product, otherwise you will have to pay compensation for it, and sometimes it goes beyond all reasonable limits. And the 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 control of rat teeth - for example, kernels, silver, gold. It is recommended to take tasks from the merchant together with others. For example, if you need to sail somewhere, then it is better to take the cargo to the same colony or a passing colony. The task is updated once a day, if you do not like the destination, we sleep in the tavern and try again.

It is interesting: you can save the game directly to 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 there is nothing to buy it, then you can cheat the game a little. This is because the merchant may leave the item for you as a freight charge. Moreover, this option is possible, even if you do not have the desired product at all, you just need to select the desired dialogue item many, many times. Until he gives you the product. A lot of money can be made from this by selling a huge amount of cargo, for example, to smugglers. However, where is the interest?

Shipyard

The third most visited building in the game. Repair, purchase of new ships and guns - everything is here. Moreover, broken masts are only repaired at the shipyard. Also pay attention to the prices of the ships. Honestly bought a corvette will cost many times more expensive than exactly the same, but selected 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 about 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 coolers. The former have more damaging power and shorter reload times. But the coolers shoot further.

This is a tip: if you have several ships, then it makes sense to remove all weapons from all except the flagship. The cannons weigh 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.

Usurer

In The Return of the Legend, the moneylender pleases with a large number of possibilities. In addition to the usual loan, you can leave money at interest, worthy of interest. Also, the usurer gives good orders, and some pirates take advantage of this. I remember that in one of the playthroughs we got a good initial capital by simply selling the 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 rather difficult, the services of the usurer are very useful, the money given out will be enough to repair the ship and replenish the crew. Here, take your first assignment.

Residence

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

There is a practical benefit from the residence, but not much. Here we can surrender captains of captives, they pay pretty well for them. A mediocre captain leaves for ten thousand. Here you can also purchase a privateer agreement and get interesting tasks. What is noteworthy, the governors are not willing to send the hero to float there, to take this, they are the few who give really interesting tasks. True, if one governor gave a task, then all the governors will wait for its implementation and will not hire you ...

Port Authority

But there is almost no practical benefit from this building. Here you can simply leave your ship for a while. True, the price of this event, to put it mildly, bites. Here you can also find out the 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 in the Caribbean without them. Companions and officers are needed like air. So, let's look at the positions of all kinds of assistants in the game.

It is important: the officer adds the difference between the skill indicators to the captain. That is, it seems to replace our skill with our own. In addition, if we do not have the ability, say, "Musket salvo", then with a hired boatswain with this skill it will work for the main character.

Boardman. This officer - or rather, as many as three officers - will follow on the heels of the hero. We can say that these are personal bodyguards. They will assist in skirmishes on the ground and, as the name of the position suggests, will go into battle while boarding. Choosing a candidate for bodyguards must be careful. This officer should have personal skills for hand-to-hand combat and ideally for high-level shooting. Moreover, it is necessary that personal abilities such as "advanced defense" and "professional swordsman" are present, otherwise the assistant will not live long in battle, and they are not cheap. Equip your henchmen with the best weapons. How exactly? Yes, the one that they have at the best level. Don't forget to supply them with healing potions, pistols and bullets. You can find boardmen in any tavern. Their fighting skills are always higher than those of ships. 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. Especially if you are a trader or a purebred fighter. The point is that when controlling a ship of too high class, penalties are imposed on skills and characteristics. The character becomes noticeably weaker. And how to board such a weakling? Exactly. Therefore, it is worth taking a navigator for the sake of being able to control the best ship. More ship means more crew on board. More team means less loss 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 consider them below.

Boatswain. The boatswain's task is to inspire the crew to make the boarding as efficient as possible. An officer with high authority must be hired for this position ”and the skill“ Boardage ”. In addition, it is necessary to carefully look at the shipboard abilities of the candidate for boatswains. 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" - easier, but it takes time and money. It is recommended to hire as soon as possible. Especially at the beginning of the game. Sea battle will become much more efficient.

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

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

A carpenter- the importance of this worker on the ship cannot be underestimated. Especially in the later stages of the game, when you have to storm the forts. The ability "Quick Fix" literally works wonders and pulls doomed ships out of the clutches of the sea devil. The main thing is to have a sufficient supply of boards and canvas on the ship. Boards to a greater extent, since leaky sails do not sink.

Companion- an officer who floats on a par with you on his ship. Companions are of three types. 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 is the officers assigned to the ship. Everything is simple here. And the third type is mission companions. They swim with the player temporarily until the task is completed or failed. You cannot sell the ship of such a companion.

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

Trade

Trade is one of the ways not to float belly up somewhere in the sea. There are a lot of settlements in the game, each one can be traded, even in a hostile one. How? And with 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: just a hero, not a nation. The attitude will be neutral, but the nation itself will be hostile.

You can also purchase a privateer patent and, most importantly, a trade license from him. The license is valid for a certain 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 drawback is that fast transition will not work. All movements will have to be done on foot.

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 excellently sold and bought within the framework of the Spanish-Dutch colonies (mahogany, for example). The benefit of Spain belongs to the entire 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, the merchants of these countries will be very limited in their choice of goods. One drawback is that trading licenses are only available to relatively wealthy people, as they are quite expensive.

Consider 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 a store, but at a very high price, and there is not enough of such a product. And such a product 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 buy off the patrol, pretend to be an honest person (with a high reputation), and simply kill the patrolmen, but this is fraught with deterioration in relations with the nation. Products in 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 is exporting goods, it is much cheaper than the "white" one, 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 medicines or provisions, in which case the cost does not matter. Finally, red is contraband. The price of the product is sky-high, there is very little of it, and only smugglers buy it.

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

Random tasks

I am sitting in ambush, maybe who will pass ...

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

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

Capture the golden caravan- Once a year, Spanish gold caravans leave the Caribbean 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 tales, you can learn a lot of interesting things. For example, that not far from the island some brig is carrying a valuable cargo, alone and without protection. In general, the sea devil himself ordered to take such a tidbit on boarding!

Delivery of goods for the store- the task can be taken at any store. The goal is to bring all the cargo to the specified store in another colony. Traders do not ask to take the cargo to hostile cities.

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

Deliver gold for the moneylender- the usurer will give you a cargo of gold with a simple and understandable purpose - to deliver it to the specified place.

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

Passenger delivery- in a tavern you can often meet a person who needs somewhere. The passenger goes on board 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 appeared outside the city, they must be killed. The fact is that these robbers can hide in any part of the island, except for the city itself. Search caves, jungles and bays.

Disarm the smugglers- the governor notices that goods have appeared in the store "out of nowhere." Naturally, these are the tricks of the smugglers. To complete this task, find a representative of the smugglers in the tavern and make an appointment. You need to have a forbidden item in the hold. Please note that after a couple of such reprisals, you will ruin your relationship with the smugglers, and you will not be scheduled any more meetings. You can make peace with the help of a diplomat in any pirate tavern.

Sink the pirate- a pirate appeared near the colony, who drowns and seizes merchant ships. The essence of the task is that initially it is not visible where the pirate is. He disguises himself as the nation of the colony where the task is 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 the deck.

Enemy scout- somewhere in the city, an enemy spy. He looks like an ordinary city dweller, so you have to approach every passer-by and ask: "Are you a spy?" Locals will call someone to confirm their identity. The spy simply won't be able to call anyone. If you have not found a spy on the streets of the city, check the houses.

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

For all these tasks, the governor issues a solid bonus to start the game. In addition, you can capture a pirate's ship. It should be noted that if you have not completed the task of the governor, then no other will give you a task. Also, due to the failed tasks, the reputation goes down.

Jail- there is a prison in the forts on the ground floor. For a fee, you can go inside and chat with the prisoners. These same prisoners can offer a reward in exchange for a service.

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

Treasure and liberation- the task is, in principle, the same, only the endings differ. In one of the cells in the prison, you can talk to a prisoner who will ask him to be released in exchange for a treasure that he hid somewhere in the archipelago. The fact is that the treasure may not be in the specified place.

There are also quests that can be found outside the city. In the jungle, you can meet a girl who escapes from bandits. If you help her, she will thank 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 other is through the well. Passing the well, you can see a girl who will tell you that her friend somehow fell into the well, and we need to get her out. The most interesting thing is that the girls may not appear at all, and the 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 rather 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 solid jackpot. For example, the skulls of the Toltecs.

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

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

* * *

“Hush, hush, the soldiers are coming. Let's go, soon! " one of the smugglers whispered quickly. “Then wait for us here in a month. We still have something to say, ”said the Spaniard, and we quickly headed into the jungle. You should not contact the authorities, the Spaniard cares too much about his reputation. But he, unlike the pirate, has had a manowar for a long time, which means that his opinion is worth listening to. Let's return to the port and spend this night in a tavern. There Volokotin Nikolay is waiting for us, he helped us a lot with this mission, it would be necessary, a thousand devils, to pour him rum for this!

About fines

So that you do not get confused by the red numbers next to the basic characteristics, let's see where they come from.

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

Poor health- if you do not get medical treatment in time, then you will have to pay with the characteristics again. Depending on the level, they decrease to -5. And skills up to -25.

High class ship at low navigation- if the character does not know how to control the ship, then nothing can be done about it, he feels uncomfortable. If a character knows how to control a ship, say, of the fifth class, then when driving a battleship he will receive a 4 penalty for each characteristic. And this, believe me, is a lot.

Caribbean powers

England. She is going through hard times: the renunciation of the papal church, turmoil, almost Civil War... For a hundred years now, the country has been struggling to calm down. The war with Spain only exacerbated 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 in complete disarray. They do not listen to orders from London, each is his own boss. In general, confusion is going on 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 has greatly increased. This is not surprising - Louis worked as best he could for the good of his country. However, he was hardly interested in the Caribbean. France's motto is "Ensure peace in the colonies and normal trade." This call was not difficult to carry out; encouraging filibusters of all stripes is a guarantee of calmness. By the way, even the Governor of Tortuga ... a pirate.

Spain. Spain is one of the bloodthirsty countries in the world. They sucked gold from the New World with all their might. But in recent years, the devil knows what has been going on in the country . The king is dead, and the heir is a barely living child. Whoever is not trying to seize power ... Of course, this does not lead to good and the country is wasting away. Moreover, France and England have joined forces in the fight against her. The Spaniards managed to annoy everyone. Nevertheless, Spain is the strongest power in the Caribbean.

Holland... After the Spanish attack on the Netherlands, a religious war broke out in the country, dubbed the "80-year war of independence." But after the end of this war, the Dutch economy went up sharply. All of Europe was stunned to see these growth rates. No joke, the Dutch merchant fleet numbers more than the English and French combined! Only there is a snag: they do not have a combat fleet, the ports are too shallow, so you have to run away 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, medicines, sugar, wine, leather, mahogany, paprika
Caracas, Maine Cannonballs, buckshot, knipples, bombs, weapons, drugs Boards, coffee, sugar, ale, cotton, clothes, copra Tobacco, wine, rum, leather, slaves
Cartagena, Maine Medicines, coffee, tobacco, rum, leather, clothing, fruits Buckshot, boards, cocoa, wheat, cotton, ebony, oil Canvas, silk, paprika, bricks, slaves
Kumana, 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, oil Clothes, copra, fruits, bricks, slaves
Santa Catalina, Maine Canvas, tobacco, cotton, silk, clothing, gold, silver Cannonballs, buckshot, knipples, bombs, gunpowder, weapons, wine Leather, sandalwood, copra, paprika, slaves
Santo Domingo, Hispaniola Weapons, medicines, canvas, tobacco, fruits
Santiago, Cuba Gunpowder, weapons, tobacco, cotton, slaves
San Juan, Puerto Rico Gunpowder, weapons, canvas, tobacco, wine, fruits, bricks Boards, coffee, sugar, ale, linen, leather, cinnamon Wheat, cotton, silk, copra, slaves
HOLLAND Willemstad, Curacao Weapons, canvas, cocoa, sugar, paprika, fruits, bricks Food, 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 Buster, Guadeloupe Buckshot, boards, clothing, ebony, mahogany, sandalwood, oil Kernels, gunpowder, silk, cinnamon, paprika, bricks, silver Medicines, cocoa, leather, copra, slaves
Port au Prince, Hispaniola Buckshot, gunpowder, medicines, cotton, silk, fruit, gold Bombs, food, sugar, wine, rum, linen, clothing Ebony, copra, oil, bricks, slaves
Tortuga, Tortuga Kernels, weapons, medicines, tobacco, silk, silver Knippels, coffee, wheat, ale, linen, leather, paprika Ebony, copra, oil, bricks, slaves
Fort de France, Martinique Knippels, food, 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, clothes, bricks Weapons, boards, cocoa, butter, slaves
St. John's, Antigua Medicines, sugar, wine, leather, ebony, copra, fruits Kernels, weapons, rum, ale, linen, gold, silver Coffee, wheat, cotton, oil, slaves
Charlestown, Nevis Canvas, tobacco, sugar, wheat, silk, fruits Knippels, 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 Kernels, buckshot, canvas, ebony, oil, bricks, gold Boards, cocoa, coffee, wheat, linen, sandalwood, fruits Gunpowder, weapons, tobacco, cotton, slaves
Le François, Martinique Medicines, cocoa, rum, linen, leather, clothing, gold Knippels, food, tobacco, sugar, wheat, wine, cotton Boards, ebony, mahogany, fruit, slaves
La Vega, Hispaniola Kernels, buckshot, weapons, medicines, canvas, tobacco, fruits Food, cocoa, wine, rum, ale, sandalwood, cinnamon Ebony, copra, oil, bricks, slaves

And now small and a little confused own observations:

Trade
They give good money for the transportation of goods (the task can be taken from the merchant), 4000-5000 at the beginning of the game is not a very bad amount. Usually merchants give to transfer cargo to friendly cities, but it's still better to control this moment.

Officers
As soon as you have 12000-15000 extra money, immediately hire officers. You can find them in the tavern, they are usually different from the rest of the visitors. At the beginning of the game, they cost about 5000 and 500-600 monthly. You can bargain and say that he "asks for too much", for which he will either drop the price, or answer that he "is worth that much." It's really worth it. Having captured a ship in battle, you can give it to an officer, bring it to the nearest port and sell it there (at the beginning of the game you can earn it another 4000-5000 + 1500 guns removed from it). Those. the officer will immediately pay off. But it's better to keep the ship and increase your carrying capacity. Then the next time you are given the task of transporting goods, the amount of the reward will increase. Just keep in mind, the merchant is counting on ALL of your free space, so there will be almost no space left for equipping, so first buy provisions-medicines-rum-ammunition, and only then go to the merchant for a task.

Don't waste all your money on officers, you still need to feed the sailors and pay wages.

A treasurer officer gives a good income. Although it is not immediately noticeable.

Smuggling
It seemed to me not profitable, IMHO. If you have seized a cargo that is considered contraband in the nearest city, then it is better to sail to another city, where it is read by import. And not to run to smugglers and hand it over for half the price, while losing a robust reputation.

Exchange with officers
Never throw away or sell items that provide skill bonuses. (Only if you already have a dozen ...) Give them to your officers instead. Let them use it, or store it.

I had a problem with the exchange of items with officers, for a long time I could not understand how this was done. The manuals say that you can talk to the officers in the tavern, the cabins of the ship's company, or anywhere in the city. And nowhere is there a word about what to do if there are no company cabins on the ship, and there are no officers in the tavern city either.
It turned out to be quite simple:
1. You need to appoint an officer as a boarding officer, then he will appear next to you in the city. If you still did not appear, go to another building or to the street (just do not be alarmed, otherwise I once shied away from my own officer and almost shot him, he was very ugly - in a mask, at night, in the jungle, and even and runs like this ...).
2. Approach him face to face.
3. Press Enter.
4. Select "exchange".
5. Move items as in a "body search"
If you want to give him best weapon, and you have several types. Give everything. He himself will choose which one he likes. Then we find out by pressing F2-items, select an officer and see what he has in his hands. We take away the excess.
You also need to give him a pistol, bullets, a potion of life (3 pcs. If he is a simple companion, 10 - if a boardwalker), grapes, amulets, and what else is not a pity or hard to carry.
By the way, officers can be used as porters (just do not give them food for this, otherwise they will eat it). The most convenient way to do this is with the boardmen. If you are deep in the jungle, or in the dungeon, or in the sea and are not going to enter the port (shop) any time soon. Then, in the intervals between fights, load the excess onto the boardingmen, because then (in the cabin of the enemy captain, for example, or over an already disappearing corpse) you will not carry everything away, but there is no one to give (there is no time).

Escort
If you undertook to escort the merchant and did not meet the deadline, your reputation will go down and the country will become hostile. So it's better to keep up.
Once I took a merchant and for a long time could not leave the city. All the time there were pirates. I won, but I had to return for the sailors and sell the goods. And then there was no favorable wind. And I was just a little late. I had to load the last save so many times until the wind became favorable and strong.

Reefs
In Cuba, Bermuda and near Belize Harbor (on the Maine), there is a ridge of reefs. They do not allow you to come close to the coast, in order to anchor you need to: exit the map mode → press Enter → transition → "name of the harbor".
It will be more difficult to leave this harbor. If you have one ship, then, again, in sea mode you will need to go through the reefs manually. It is not difficult, not more difficult than boarding. Worse if you have a squadron. They are not so smart, sometimes they just collide with each other in the sea, and then there are rocks around ... Therefore, before raising the sails, you need to order all ships to lower their sails and go through the reefs on their own. When after the reefs you go to the map the ships will be with you automatically.

Squadron
When you have a second, etc. ship, the question arises: how to control its actions at a distance?
Answer: in the "sea" mode press Enter → down arrow → select the desired one.
A companion can:
- to attack - you can point to whom;
- to defend - a ship, a fort, a port (it will float around and shoot back from enemies);
- to leave - to skiddle on all sails (it is convenient when the ship is badly damaged or interferes);
- boarding - take an enemy ship on board (be careful when ordering such a companion, he may decide that new ship it is better not to consult with you, but he will be lower in class, firepower, or capacity, and then excess goods will fly overboard, and expensive guns will disappear along with the old ship);
- quick repair - convenient on the open sea, after a battle or a storm, to reach the shore, but you should not abuse it, otherwise your ship will simply fall apart at some point;
- lower the sails - the ship lowers the sails and stops, it is convenient when you need to exchange goods (command) in the "sea" or to urgently stop the ship (near the reefs, for example).

Blade - Hurricane
A good Hurricane medium blade can be found on Tortuga. To do this, on Espanyol in Port-au-Prince, we talk to the girl, answer the question "Who was the second traveler around the world?" (Francis Drake, there are several spellings, through "e" and "e", I don't remember which worked, but this is definitely him). Having received the correct answer, she sends GG to the dungeon under the city, on Tortuga. Please note that this is a dungeon under the city - the catacombs, and not a cave outside the city in the jungle. In this dungeon you need to find a chest with a sword, but it is very easy to get lost there. In my version, it was the right corridor, behind the ball, and then to the left into a narrow passage.

Caves, grottoes and catacombs
Almost every self-respecting island has caves, grottoes, catacombs or treasure pyramids. How to distinguish one from the other and why are they needed?
If you have a map of the island and on it you see:
- a cave (for me personally, this designation is more reminiscent of a hut) - this is a grotto - one or two rooms overlooking the sea (or a crack, or a waterfall), a chest and a luminous ball;
- a well and a cave, then this is a cave - several rooms (one of them with a ball) connected by corridors, bridges, manholes; both the cave and the well are entrances;
- a pyramid is a pyramid;), it makes no sense to go there without a specific task.
The catacombs are not visible on the map. Moreover, residents will not say anything about them either. The entrance to the catacombs must be looked for in the city. As a rule, it looks like the entrance to a cellar (a door slightly raised above the ground) and is located between houses not far from the exit to the jungle. But there are options when the entrance to the dungeon is in the house, or in the backyard of the house (for this you need to go through the house and exit through the back door).

Spinning ball in a cave, grotto
If you or your officer hits this ball, skeletons will appear. So if you are not planning fights, be careful. And if you are planning, take all your boarders and go ahead. It is best to hit the skeletons in the grotto. Tactics: blame the weapon - go into the ball - jump back - shot (how much there is) - jump back - hand-to-hand with the boardmen - collect trophies.
Skeletons also pop up when you come for treasure.

Pearl Divers Village
If you are not hostile to Spain, then it is better not to go to this settlement. The income after the sale of pearls and artifacts is about 20,000, and a diplomat in a pirate village will have to pay about 30,000 to settle the conflict. Respect is still falling.
And now in more detail: below Belize, on the Maine there is a harbor with reefs (inconvenience number of times), it is better to moor during the day. access to the jungle is not easy, but a tangled cave (inconvenience number two), wandering through the jungle, and for a long time (inconvenience number three), after seeing the sights (pillar, pyramid, lake, cave), we go out to the village, you can understand this by the fleeing sentry , if you just run after him, then he will have time to warn the village and everyone will run away, if you manage to shoot him, then you can make it. We go into the village, beat the guards and all residents, collect trophies, search houses, in one of the houses a soldier guards a chest with pearls. The soldier is pretty strong, you need at least 3 potions of life (inconvenience number four). Every time we left the house, a local resident appears who needs to be banged. When all the houses have been searched, residents stop appearing. Then the same long and confusing way back (inconvenience number five), leaving the reef ring (6), building up a lost reputation (7), the way to a pirate settlement (8), meeting with a diplomat and -30000 ...
Conclusion: it's worth contacting only if
- Spain is hostile to your nation and you really need money (at the first stage of the game)
- the task is
- you are a pirate and you don't care

(to be continued)