Corsairs to each their own shipwrecked passage. Passage "To each his own" (quests). Passage of the game "Corsairs: To each his own." "Million for Michel", "Pirate Saga" and "Shark Hunt"

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General discussion and walkthrough questions
The older one was smart. The youngest son and so, and so. Basically, he was an idiot.


Ahoy, brave sailors and adventurous adventurers! Welcome to our little tavern at the end of the world! Grab yourself a pint of selected rum and make yourself comfortable. We have a long and pleasant evening in the company of port women, gambling, as well as incredible stories about the adventures that await us, ordinary corsairs, on the way to the legendary treasures! Do not skimp on words! Share your experience with green cabin boys who have not yet smelled the smell of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a long calm! Help me choose a ship to make world travel or tell me a couple of tricks that will help a young corsair become sea ​​legend. Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers went too far with the quests during which the GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.
Compared to other parts, the player is very tied to the time. He has almost no time left to engage in piracy, trade and side quests for his own pleasure. The success of completing tasks for a while depends on banal luck with a fair wind, plus there is a bug when using the "sail to ..." command takes much less time than sailing to the same point on the world map.
The only thing that pleased in this game is the trade. It really became really earn money.

I recently deleted this game, although I also played for several months, then I abandoned it, I didn’t like the too nerdy leveling of fencing, which, along with other Persian skills, increases very slowly, and therefore personal abilities are earned less often.


But with ship skills it is more difficult. I still use the skills of navigators. Fortunately, quest officers have high level skills.

In general, the game is unrealistically difficult. Quest time limits are too steep, opponents are at first crazy (only with the help of forts he could gouge), and from the very first minutes of going to the open sea at the beginning of the game you immediately meet with entire squadrons of the enemy. Natural tin. Moreover, I am infuriated by the impossibility at the beginning of the game (until you pump the skill of raising flags or a patent West India Company you can't buy) to complete missions to deliver some passengers and ships to the Spanish coast. And almost all the characters met at first (at least in my case) ask exclusively for the Spanish colonies. But the story dragged on. The plot is good, compared to the old parts.

Plus, the developers went too far with the quests during which the GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.

Yes, I don't like it either. I know that in the course of the game this should be. In the same Kaleuche, in my opinion, everything is based on this. But haven't met yet. I don’t know yet whether every Luger officer will have to buy in order to keep them. For from the passage I saw that only one of them survives. I mean Mary or Rumba, depending on who you take. And yes, it's a pity that both can not be taken.

I liked the game, especially the story. He is beyond praise. So many variations of the passage, literally everything is thought out to the smallest detail. The writers really did a great job, especially when, through dialogue alone, they awarded all the NPCs with a real, lively character. I think even Stanislavsky would not have found something to complain about.
Bright, dynamic battles that even at the end of the game make you tense up and sweat. Although a beginner (like me, for example, who had only played the first Corsairs before), the game will seem too difficult even at an easy level. However, you can adapt, you just need to devote more time to the passage.
However, it was not without its downsides. The Storm engine is cunning and merciless, always starting to fail at the most crucial moment. Although, oddly enough, I had crashes less often than the rest.

Personal skills are pumped quickly enough. Fencing in general can be pumped by stupidly making your way overland to the Spanish fort (while noble hidalgos treat the character no better than a piece of impartial) and cutting down everything and everyone on the way. A couple of real time clocks and you're already at a hundred. It is better not to go to pirates with such things.

On older versions, I remember, this was really possible. In the latest version, they cut off such a freebie. Skills are pumped, but extremely slowly, only on assignments experience drips.

In fact, there is an opportunity to take both, though not forever, and even then with restrictions.

There is nothing difficult, just replay the entire Pirate Saga.

Spoiler

in order to take Mary on the second visit to the OS, it is necessary to make sure that the prophecy of the gypsy woman, which Helen tells about, does not come true. That is, it is necessary either not to return the chest with doubloons, or to name Helen by the name of her adoptive father, MacArthur, and not Sharpe. In this case, Mary agrees to board the ship and both girls will travel with the GG on the ship until the end of the Saga. Ellen leaves at the end. Naturally, you won't be able to choose between the two, only Mary.

Personally, for me, the positive in this part is much more than the negative. In every aspect of the game, the work of developers is visible, which cannot be said about many AAA projects that are driven by commerce, not the idea. The only thing to criticize is the engine, which, unfortunately, is not always able to function normally on XP + systems.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.


That's exactly what for free play there is very little time, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the Dutch Gambit quest, but through trade and piracy).

That's right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the Dutch Gambit quest, but through trade and piracy).

Three months to collect one million pesos is a convention that can be violated several times. Also, after passing the Pirate Saga, you can freeplay for at least ten game years, which will not affect the plot in any way. How much more free?
If, for example, we take the standard system from the GPC, where the GG immediately after the respawn is engaged in a free game - of course, there are differences, but not as critical as they seem at first glance.

Yeah. It's not viable at all, to be honest. Like a zombie. It seems to be moving, but who the hell knows when something will fall off of it.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.

The system not only has the right to life. So she's totally awesome! She is logical and consistent. Just by doing what you are supposed to do, you increase the skill. Truth in recent times I prefer the help of gypsies. Because some skills I still don’t understand how they are pumped. For example, the same secrecy. And for some quests, this stealth is a necessary skill.

Compared to other parts, story quests have appeared that require completion by time, but this does not mean that you cannot choose the right moment for free play in between these quests

Can. But it's very hard to be honest. And the plot doesn't let go.

That's right, fencing used to swing beautifully during boarding battles with captains and the enemy team, but now for this you need to save/load to generate duel quests in cities and hunt local bandits, and fencing is barely growing.

Here fencing improves faster than other skills. Moreover, local bandits are not so rare to come across. Yes, and I often try to board an enemy ship by boarding than to flood it. Well, during secret visits to the Spanish colonies, I simply cannot resist going inside the settlement and knocking out a couple of noble conquistadors. As a result, my swordsmanship and shooting skills are fully pumped. But with the rest, everything is less rosy. Some have not even grown to 50%.

Lord. As a fan of the series with a 7-year-old (already now it became scary) experience, I read your posts with interest.
Let me first say a few words about how this game came into existence. There was (however, it still exists) such a team of enthusiastic players, Black Mark Studio, which made a global modification to the "City Lost ships"(previous game in the series) - mod-pack 1.3.2 Adventure Tales. In parallel with the modification, they made a fan-made addition to the game - in fact, "To each his own". Some ideas of the addon (for example, generated quests) were tested on the modpack. The addon was supposed to have three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines connected to each other. When Akella, as the copyright holder of the series, saw what the result was, she decided to publish this project as a separate game. This is how "Corsairs: To each his own" appeared. In the first version of the game, there is a story only for Charles de Maur, since there was no time to finalize the other two. Actually, the entire corsair community is waiting for the remaining two GGs and their lines to be added to the game. So far, the developers have released two relatively small DLS ("Kaleuche" and "Last Lesson"), the third is on the way - "Under the Black Flag".

Here's the thing. The previous game in the series, "City of the Lost Ships", was focused mainly on freeplay. Actually, the players froze enough. The developers of the KKS decided to shift the focus to the plot component. At the same time, freeplay as such has not gone anywhere - between story quests, you can have fun as the player wants.

Well, this game feature was known again in the GPC

But this surprised. It is believed that in the KKS freeplay, the emphasis is on piracy and generated quests. Trading has become more difficult than in the GPC.

In one of the updates, pumping on the soldiers in the fort was cut. Specially, in the framework of the fight against the dull-witted. As the developers explained, the leveling of the hero goes well in the course of side and generated quests - and this reveals the game more fully than the endless massacre for the sake of skill points.

In fact, the main character objectively does not need most of the ship's skills and abilities, because they are covered by hired officers (the key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate enemy cities), it is worth pumping the branch of navigational abilities - its final perk allows you to ignore unnecessary skirmishes on the global map.

What pleases - the plot of the KKS is organically intertwined with the plots of, perhaps, all previous games in the series. From the second, third and GIC - for sure.

When it's pirates drowned ships? It's not profitable

It's strange why. At the expense of unique goods, rich capital is earned by trade in an elementary way. I'm talking specifically about free trade by the player, and not about quests from shopkeepers. We take goods where they are exported and sell where they are considered unique. And if there is still an officer with a pumped trade, then in general everything is super. Trade is complicated by the fact that there are many diplomatic barriers in the game.
After passing one story quest, in almost all cases, they immediately give the next one. And if we take into account the fact that the completion of the quest is limited by the time frame, then there is simply no time left for freeplay.

"Corsairs" - this is one of the few games of domestic production, which has gained worldwide fame. Many players appreciated the idea and how well the adventures they had to face were worked out. However, it is worth noting last game series, called "To each his own" - this is a kind of culmination, a collection of all the good that was in previous parts, and placing it within one. The result is a very interesting project that will allow you to try yourself as a brave pirate who needs to surf the seas and oceans, complete tasks, fight both on land and on water. And all this happens in open world, that is, no one ties you to a specific plot - you can sail to any part of the world at any given moment. You can earn money by trading, you can piracy and rob ships - no one limits you, so you can do what you see fit. Well, life here is incredibly rich. Unfortunately, you won’t be able to guide you through it - you will have to learn everything on your own, but the quests that you can receive during your journey can be described.

There are also add-ons in the game, such as "Corsairs: To each his own - Kaleuche", the passage of which is not necessary to consider, since not everyone may want to purchase DLC. The same goes for other add-ons. DLCs ​​such as "Corsairs: To Each His Own - Gweek" will not be considered here, the walkthrough will only concern the base game, so you can not look for quests added to the game by downloadable content.

"Rum for the Bartender", "Call Girl" and "Return the Priest St. Pierre's Manuscripts"

The first quests that you come across in the game world are unlikely to present any difficulties for you. You do not need anything supernatural, special weapons or unusual ships, so you can safely take on them. The passage can take you tens, even hundreds of hours, because life here is leisurely, and if you want to enjoy it, you can take your time. But if you take on a quest like "Rum for the Bartender" you are getting closer to completing the game. So in this quest you will have to meet with real ghosts who will travel on a no less real ship. And just from them you will need to pick up the rum. To do this, first find out the password that you will need to tell the captain of the ghost ship, and then meet with the ghosts themselves. Having said the password, you will confirm your identity and receive rum, which you need to deliver to the bartender.

The passage of "To each his own" can be different - it depends on the essence of the quest: in some cases you will have to get down to business instantly, and in some you may not be in a hurry. For example, as in the quest "Call Girl", where you will need to order a special woman prostitute for one dignitary. You will need to find out information about the right girl from the pimp, and you will understand that it will be possible to pick her up only for an hour, from eleven to twelve in the evening. But on any day, so you can not rush.

But the quest "Return the manuscripts of the priest Saint-Pierre" needs to be done as soon as possible, but it is not difficult. You will simply need to deliver manuscripts from one church to another, but you will have to prove that your thoughts are not dirty.

"Warehouse Worker", "The Stolen Jewel" and "Cannibals"

The passage of "To each his own" will periodically surprise you, as you will be offered to complete quite unusual tasks. For example, " warehouse worker"is a quest consisting of two parts. It will be given to you by a seller in a store who has lost a valuable employee - a worker from a warehouse. You have to find him. It is clear that there are no time limits, but you can immediately head into the jungle and find a pirate village, in one of the shops of which the missing employee will work. He will not want to return, so go back and tell the merchant the news. This will end the first part, but you can immediately start the second. The merchant needs a replacement, and in the pirate town you will find. After paying a certain amount, agree to conduct a screening of candidates, and if you take a nap, when you wake up, you will see three pirates in the tavern who have expressed a desire to get a job. Choose one of them and send him to the city. When you go there next time come, the merchant will say that you have brought an excellent employee, for which he will generously reward you.

But there are also less complicated quests in the game, such as "The Stolen Jewel". When you wander through the jungle, a scene will unfold in front of you - two natives will run away in an unknown direction. You can chase them, but this will not work - the passage of "To each his own" requires a deeper approach. Better go to where they fled from, and there will be a corpse. Examine it - you will find earrings. They can be sold quite expensive, but is it worth it? Again, think about what will be best for you, and ask the inhabitants to whom these jewels may belong. It turns out that these are earrings stolen from the governor's wife, who will generously reward you for finding them.

If you want to fight, then you need to take the "Cannibals" quest - it can be found at one of the inhabitants of the post near the city. He will tell you that his friend is going to go alone to save his daughter from the clutches of the natives. Join him and go to the cannibal hideout - there you will have to fight, but when you do it, it turns out that your partner's daughter is alive. You will also find another hostage who can also be rescued. As a result, both the partner and the rescued hostage will reward you.

"Burden of the Gascon" - story quest

After completing these tasks, you will have access to story quest"Burden of the Gascon", which you can complete, but it will take quite a long time. So get ready for it and get started. Your goal is to buy a ship, assemble a crew and go to Guadeloupe. In the project of quests not related to storyline, will periodically help you advance to the final. Naturally, you should not rush into this, but you should still understand that the game has a logical end, to which you must come in the end. After buying a ship, you will need to go to a tavern where you can assemble a team at a time - there is one sailor who is ready to offer you as many as forty pairs of hands, but only if you take everyone at once and fulfill his conditions. They are quite simple - you need to have the right atmosphere, food and medicine on the ship. You can buy a little bit of everything just to meet the requirements, but that's not all. You need a navigator, and he is in custody, as he owes a large amount of money to a moneylender. Go to him and find out what you can do to give back this amount. Here you will receive side quest"Spanish Engineer", as you have to save a fellow pawnbroker kidnapped by pirates. At first, you can try to persuade the latter to give up the engineer, but as a result you still have to kill them - in the game "Corsairs: To Each His Own" passing quests often comes down to just this. Then you will have a hand-to-hand fight with the Spaniard himself, who does not want to believe that you have come to save him. Defeat him and lead him into the city, but avoid the guards. When you bring the engineer to the moneylender, the latter will give you receipts that the debt has been repaid - you need to take them to prison so that the navigator is released and the Guadeloupe quest is activated.

"Guadeloupe", "Caribbean Mores" and "Dishonest Competitor"

This is one of the most difficult quests, here danger awaits you around every corner. Passing it may require you to have great skill and dexterity in handling both your character and the ship on which you will sail. You need to sail to Guadeloupe, where the multi-level task will begin. First you will need to talk to one person who will guide you further. There you will learn about a collection of sabers stolen by the Indians, which you need to return, but you will not find it without the help of an indigenous person who was imprisoned. You can buy it for a lot of money, but there is nothing to do - you can only argue with the commandant and bring down the price a little. After freeing the Indian, you can equip the expedition, but at the same time you will still need to complete one job, which will give the quest " Caribbean manners". Again, danger awaits you around every corner, the passage is unlikely to seem easy. As part of this task, you will first need to deliver a load of guns, sailing past the enemy port, then get important information by hiring a beggar for this, and then completely intercept an enemy ship with a load of gunpowder. It won't be easy, so get serious. Well, the next quest is basically a run around with errands." Dishonest competitor"As a result, it turns out to be a smuggler who interferes with the local merchant. Make an appointment and give him a warm welcome - it is not necessary to kill him, since he will pay a decent amount for his life.

"The Burden of the Gascon. The Sequel", as well as "Maid in the Jungle" and "The Way of the Dutch West India Company"

The passage of the game "Corsairs: To Each His Own" is moving forward, and this is signaled to you by the fact that you can continue the quest "Burden of the Gascon". But first, try to get the quest "Jungle Girl" - for this you only need to travel through the jungle until you see a girl running away from three men. She will ask you for help, saying that her father wants to marry her to one person, and she loves a completely different one. In any case, inform the men that you yourself will deliver the girl to her father, and then decide whether to let her go and do a good deed or take her to her father and receive a reward. After that, you can take on the "Burden of the Gascon". To do this, you need to return to Martinique and talk to your friend Michel, imprisoned. He will offer you several options for the development of events, which will start the quest "The path of the Dutch West India Company". The passage of the "Corsairs: To Each His Own" forks here, as Michel offers you three different options for achieving the goal. The first is joining the West India Company, the second is joining the English army, and the third is membership in a secret organization.

"Dutch Gambit", different options for passing

It will be very difficult to describe the passage in detail here, as it branches and can go in a variety of ways. This is one of the most interesting parts game "Corsairs: To each his own." Walkthrough " Dutch Gambit", the quest that will lead you to the goal of interest to you and Michel will take quite a long time. You will need to complete a large number of assignments, deal with dangerous opponents and follow complex orders. You can even say that in some places you will have to look under every stone, this quest chain may well require it, no matter which path you choose, the result will still be the same - you will complete all the tasks and collect enough money to free Michel.

"Million for Michel", "Pirate Saga" and "Shark Hunt"

Check if you have a million - after all, that's how much it takes for Michel to be free. Of course, the amount is simply huge, and it will be terribly pitiful to part with it, but it is still yours. best friend. And most importantly - this is a key character in the plot of the game, so do not be stingy. However, in the part of "Corsairs 3: To each his own" the passage is not so simple that everything was limited to this. It turns out that there is not enough money to ransom Michel - you need to do what he promised, but did not do. To find out what in question, talk to Michel himself, find out a terrible secret - something impossible awaits you. Your goal is to capture and overthrow the local government! But the island has its own full-fledged fleet, how do you deal with it? This is where you will find out that among the pirates there are those who are also not satisfied with the government on the island.

It's time to move on to the quest" pirate saga". In it you have to find all the influential pirates who will be ready to join their forces with you in order to storm Tortuga. But you will not count one, the most important pirate - the legendary Shark. You will have to spend quite a lot of time, but, alas, everything your attempts will be in vain - the Shark disappeared without leaving a trace.But in the quest "Pirates: To each his own" the passage simply cannot reach a dead end, so you just need to be distracted by other things.

"Return of the Baron", "Isle of Justice" and "The Dive"

From this moment on, real miracles will begin in the game. You will need to find a shaman who crafts special medallions that allow you to access the mysterious Isle of Justice. Naturally, you will need to complete quite a few errands and wait a couple of months before the medallions are ready, but it really is worth it. Only then will you be able to continue moving in the Corsairs game. Each walkthrough of the "Isle of Justice" may seem difficult, as this is a turning point in the game. After all, on this incredible island you will still find the Shark, and he will agree to join you, but for this you will need a ship, which, unfortunately, is not. And this whole quest will revolve around trying to get a ship for the Shark.

As for the task "Immersion", here the miracles will continue. The passage of the game "To each his own" will take a completely unusual turn - you will have to go down under the water to find an ancient Mayan city there. These unexpected plot delights await you in this wonderful game.

Decoupling is near...

So, the passage of the game "Corsairs: To each his own" is approaching its logical conclusion. It remains for you to complete a number of side and story quests in order to free Michel, capture the island of Tortuga, and also see many more various wonders associated with the Maya. Pastime for this game can not be called boring, and the project is not protracted - you decide how long you will play. You can go exclusively through the quests of the storyline, or you can complete all third-party assignments and travel around the world. Naturally does not cover this passage"Corsairs: To Each His Own" ships, sabers, cannons, ammunition and many other aspects that are not directly related to the plot itself. You have to study this on your own, and you are guaranteed to get a lot of pleasure from the process.

The final

As a result, everything will come down to the search for an ancient relic - a Mayan mask. And, unfortunately, not only will you be looking for her - your "millionth" brother Michel will also want riches, betraying you and practically killing you. But here you can take revenge. First you will have to fight the Indians, and then Michel himself, who is the main boss in the game. Every minute everything will become more difficult, as you will already be fighting with everyone at once, including your brother. Well, everything will end, of course, with your victory - if you have a real artifact in your hands, then you will need to finish off Michel, and then the final video will start. But the game does not end at the same time - you get the opportunity to continue to surf the oceans - piracy, trade, live, and, of course, go through those quests that you did not have time to do before.

Corsairs To each his own Weapon to the hero
You need to correctly calculate and choose weapons for your character. So: weapons are divided into types, broadswords / axes, sabers / hatchets, rapiers / swords. The weapon has attack/balance stats, 84.5/1.1, and a weight of 4.4. The character has an energy parameter. If the weapon is heavy, then you spend more energy per blow, depending on the type of weapon, your level, the blows can be different in damage, the maximum damage is brought with piercing weapons of the PMK, broadswords / axes of the SCM, sabers of the LMB. The optimal weight for weapons, again, it all depends on the level of your hero, at level 20 2.5 - 2.9, the higher the level, the harder you can take weapons. If your character gets tired or gets a lot of injuries, you are also given penalty points, but it's easy to deal with this, rest in a tavern, a brothel, help the church. Perform strikes with PKM, LKM, SCM. For the type of weapon broadswords / axes, the best type of strike is SCM, sabers / cleavers LMB, rapiers / swords PKM.
Corsairs To each his own Captive captains
In order to hand them over to the authorities, go to the governor and hand over the prisoners to the authorities for a ransom. But first of all, talk to the captains, maybe you will learn something new. It happens that they offer you a lot of interesting things, use all the dialog boxes.
Corsairs To each his own Artifacts, amulets, amulets, talismans
In the game you can find a variety of artifacts. The simplest of them can be taken in a fight or accidentally "found" among someone else's property. Rarer ones can be found in the cabins of prize ships or in the pockets of plot opponents. They can also be received in gratitude from the inhabitants of the Archipelago. Often the most attractive amulets, while enhancing some traits or properties, at the same time have a negative impact, often of the opposite nature.
All artifacts are divided into three groups:
Cursed Items: have a negative effect on the character, do not require equipment. The power of the spell cast on them is so great that the only way to get rid of the effect of the curse is with the item, by throwing it away or putting it in a locker.
Amulets: artifacts that have an unlimited duration are equipped in a separate slot (top left on the character diagram). These are the rarest and most valuable magic items. They cannot be made by yourself.
Amulets: artifacts, of which there are many in the Archipelago, are equipped in slots specially designated for them. You can even buy them in any settlement. Local residents, representatives of the indigenous population or wandering monks will be happy to sell simple crafts.
With due luck and ingenuity, you can get hold of an alchemical kit that allows the hero to make all kinds of items, talismans and potions himself. You will also need:
recipe;
components (consumable items);
tools (required for the manufacturing process).
If you manage to get and study the recipe, the lists of components and tools will become known.
And, of course, all this becomes available only if the protagonist has the Alchemy ability.
There are three conditional types of magic in the game:
church (Catholics, Protestants),
native (Indians, blacks),
household / marine (superstitions of sailors and townsfolk).
Each type of magic is indicated by a stone in the icon in the upper left corner of the artifact icon: turquoise (blue) - church; jade (green) - native, coral (red) - household.
The stones are designed to guide the player in who to sell and from whom to buy the desired artifact (the merchant of "his" specialty will pay more when buying, and ask for less).
Monks sell Christian artefacts. They give the maximum price for "turquoise" artifacts, half for "coral", and for "jade" - pennies (they buy up to destroy the anathema).
Native handicrafts are traded by peaceful (without war coloring) aborigines: they will buy “jade” amulets at the best price, “coral” amulets will be half appreciated and “turquoise” for a pittance (to mock at their leisure).
Household amulets, familiar to most of the colonists, are traded by ordinary merchants. They will purchase “coral” products for the maximum price, while church products can be taken at half price, in order to resell them to the monks. With the natives, perhaps, the laity will not mess with at all (mind me!).
Regardless of their origin, artifacts can work together, or they can be antagonistic.
Amulets of offensive and defensive magic are incompatible. Auxiliary magic is neutral, and therefore compatible with any of the previous groups.
The functional orientation of the amulet is indicated by a rosette under the stone:
necklace with claws: offensive impact;
sun with rays: protective effect;
Celtic circle: auxiliary.
As a rule, "auxiliary" amulets neutralize the accompanying negative impact of the main amulet.
In addition to the amulets of the three main groups, which can be sold and bought on the streets of cities, there is a fourth indication group, intended for rare artifacts: talismans, amulets, rare ammunition or equipment. The symbolic stone is lapis lazuli (i.e. blue with gold streaks).
The socket under the stone in the corner of the icon corresponds to the main function, similar to ordinary amulets.
In addition to the symbols listed above, you may come across a few more:
black morion in a bone socket means the danger posed by an inactivated object;
a white pearl in a bone socket means that the item has useful non-magical properties, but you will have to pay something for its use (such an item carries bonuses and penalties at the same time, for example, Rum or Wine);
yellow amber in a kolovrat frame means that the object carries information that can be recorded either in the Documents or in the Cartographic Atlas;
a golden star rune on a dark background means that the item is a tool with which you can create new items and which does not disappear after the first use, i.e. is not a component.
Members of your team - officers and companions - will not make independent decisions regarding artifacts, completely relying on the choice of the player.
Corsairs To each his own Global achievements


Baptism of fire. First naval victory

Scarred. Take more than 10,000 damage in total

Alchemist. Craft over 200 potions and items

Guest. Spend the night in a tavern 50 times

home sweet home. Get a home

The wind of change. Successfully complete the "Dutch Gambit" story quest with GVIK

Jedi. Reach maximum reputation
Naval commander. Assemble the maximum squadron
Admiral. Develop the "Navigation" skill to 100%
Dealer. Earn by trading / reselling goods 10000000 pesos

In the service of the Empire

Negotiant. Develop the "Trade" skill up to 100%

Researcher. Explore 50 dungeons, caves, grottoes and workings

Swordsman. Develop the skill "Rapiers and Swords" up to 100%

Moneylender. Open deposits with loan sharks for a total of 5,000,000 pesos

Minion of fate. Develop the "Luck" skill up to 100%

Dragoon. Develop the "Broadswords and Axes" skill up to 100%

Hussar. Develop the Sabers and Cleavers skill up to 100%

Miser. Make a capital of 10000000 pesos

Painful. Reduce the "Health" indicator to the minimum possible

Living legend. Reach rank 40

Sith. Reach minimum reputation

Death to enemies. Destroy 500 troops

Knowing no fear

Murderer. Lose 9999 sailors in the crew of the protagonist's ship killed in battles

Toughie. Develop the "Protection" skill up to 100%

Exorcist. Destroy 100 instances of evil spirits
Red Book. Destroy 35 crabs
Sniper. Destroy from firearms 500 opponents
Slaver. Sell ​​5000 slaves

Diligent