Age of Pirates 2 - City of Abandoned Ships - UK Manual - PC PDF
Age of Pirates 2 - City of Abandoned Ships - UK Manual - PC PDF
Age of Pirates 2 - City of Abandoned Ships - UK Manual - PC PDF
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Main Menu
The main menu offers the following selections:
New Game
Hero types
Adventurer
Corsair
Merchant
Select a Nation
This defines your starting city, and the way other nations will tend to treat the player.
Game Options
Enter profile name The name under which saved games will be stored.
Difficulty Varies from Sailor to Impossible; ten levels in total, with
Captain as the median. This affects the pace of your heros development,
enemy strength, profit, and many other things.
Enemy Encounters Changes the frequency of potential battles, especially
the number of ships on the world map.
Auto reload pistols In this mode, pistols are automatically reloaded
during combat. Otherwise, you need to sheath your saber first. This mode
affects all characters in the game.
Hardcore game Not pumping enough adrenaline? Do you want to feel
the full weight of your actions, like a real corsair? In this mode, you can only
save the game on sanctified ground that is, in churches. This mode requires
some hard decisions, as you wont be able to fall back on constant reloading.
Sea Battles You can choose between Dynamic battles (fast speed,
maneuvering, and cannon reload times) and Tactical battles (for the more
contemplative player).
After the profile loads, the save/load screen should appear. Theres no limit
to your save slots, so go nuts if you like. Use the scroll bar to the right, to see all
your games.
The lower part of the screen shows which officers are in play, in the
selected game.
Settings
Video settings Slide the sliders to set the games overall gamma, bright-
ness, and contrast.
Sea details Designate your preferred oceanic complexity.
Higher levels make the sea feel smoother; lower levels improve your compu-
ters performance.
Foliage Quality How complex do you want your trees? Uncheck all op-
tions to increase your computers performance.
Sounds Cant hear the voices? Hate the music? Here, you find your
own balance.
Controls Fiddle with your mouse, and set your movement rate.
Button settings Map your own controls for sea and land movement.
To change a key binding, double-click the action (or select it and press
[Space]), then tap your preferred key.
Restore the default buttons Return everything to
factory settings.
Escape menu
The Escape menu is basically the same as the main menu. You can call it
up at any time by pressing the [Esc] key on the keyboard.
From this menu, you can save your current progress, load a previously saved
game, or change your settings.
Important: Provided Hardcore Game mode is off, you can save your progress at any
time, except in the midst of a boarding operation or an attack on a fort.
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Press [F2] to open your last-viewed menu, then use the icon panel at the top
to navigate.
Characters
The first time you hit [F2], you will be presented with the character interface.
Here, you may view the parameters of all characters under your purveyance, and
manage the parameters of your main hero and officers.
As with your hero, each character in the game has her or her main Capabilities,
Personal Skills, Ship Skills, and Personal and Ship Abilities. Major Capabilities af-
fect the speed at which the character gains Skill points, and the Skills in turn affect
the characters Rank and Abilities.
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Power Hit harder, throw farther, and carry more. Affects how much
stuff you can lift and carry, and your amount of health. This is the defining
characteristic for Skills that require great physical effort, especially heavy
and medium weapons, and cannon Skills.
Insight The ability to see and hear. You need a good eye for naval
combat, because it can be difficult to hit the broad side of an enemy ship.
Greatly affects the Accuracy and Stealth Skills.
Reaction Affects movement coordination and sleight of hand. A clumsy
man will catch his saber in his own sheath, or a boarding hook in his pants.
Important for such Skills as light and medium weapons, pistols, and board-
ing. Affects your maximum amount of energy.
Authority The sum of a courageous, scarred face and a properly applied
tongue. A leader need not rob a merchant of his best merchandise, as the
merchant will give it freely. He will attract the best followers, and be greeted
in every port by the most beautiful women in the Caribbean. Leadership
is an essential attribute for Skills such as Authority and Trade. Affects the
number of officers willing to join.
Talent Knowledge, wisdom, and the knack for fast decisions. A sharp
character will have no trouble reloading his weapons or bargaining for lower
prices. Using navigational devices also requires some thought. Aects Trade,
cannons, navigation and most importantly the pace at which the hero
progresses in rank and gains new Abilities.
Endurance Crucial for any man looking to make his way as a pirate. And its
just as important to their potential clients. Repairs and defense largely depend
of this characteristic, as do weight endurance and the gain of health points.
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Skills
The heros performance is dependent on his Skills. A characters specific Skills
are divided into Personal Skills, and Ship Skills. When you achieve a certain Skill
level, you are also awarded Ability points (personal and ship related) and these
allow you to add special Abilities to your character.
You are free to choose your own Abilities, selecting the ones you prefer to
develop your character. You can improve your ship Skills by employing skilful
officers, but your personal Skills depend on your hero alone.
Below, you will find a list of in-game Skills. Your Skill scores range from 1 to
100; their starting value (typically around 5-10 points) is determined by your
Capabilities. Your Skill stats automatically improve as you use their correspond-
ing skills. For example, fixing your ship at sea will boost your Repairs Skill,
while gutting your enemies with a rapier should improve your mastery of light
weapons.
Note for advanced players: in the descriptions of each Skill the formula in paren-
theses at the end shows the dependence of Skill improvement on your PIRATES Capa-
bilities. For example (A*0.9+T*0.1) indicates that the Authority Capability setting
has a significant influence, and the Talent Capability setting, has a minor influence
on the development of the specific Skill.
Personal Skills
Authority
When people see that you are a reliable person under any circumstance, they
begin to trust you. When that happens, the tavern starts to brim over with sailors
eager to join you in your adventures, and your enemies surrender the moment
they see your flag. If your authority is high enough, you can trust that your men
will grapple even the Sea Devil himself. This skill depends on Authority and
Talent. (A*0.9+T*0.1)
Light weapons
The ability to handle light arms mostly rapiers and small killing tools.
It depends upon Reaction and Insight. (R*0.9+I*0.1)
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Heavy weapons
You need to be in pretty good shape to handle axes, backswords, and other
heavy swords. This skill relies on Power and Endurance. (P*0.9+E*0.1)
Pistols
This Skill allows you to handle highly complex devices, capable of propelling
small lead pellets over great distances. Effective use of pistols requires agility and
a bit of luck. Who knows where a bullet will fly? Depends on Reaction and
Success. (R*0.5+S*0.5)
Luck
Providence and good fortune are of universal need. This all depends on
Success. (S)
Stealth
Sneaking past an enemy guard post, losing your pursuers on the endless field
of the ocean, or striking an unsuspecting opponent out of the blue these are
the skills of a true captain. Yet none of it is possible without great Success and
Insight. (S*0.5+I*0.5)
Ship Skills
Navigation
The Skill to navigate a ship through storms and fog; the Skill to use navi-
gational instruments and manage a squadron. At the hand of an experienced
skipper, the biggest and the most menacing ship will fly like a bird. This depends
on Insight and Talent. (I*0.2+T*0.8)
Incidentally, for effective control, each ship class requires a certain minimum
level Navigational Skill:
Class 1 requires 95
Class 2 requires 80
Class 3 requires 65
Class 4 requires 40
Class 5 requires 25
Class 6 requires just 1
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Accuracy
One of the most important Skills for captains who sail the high seas. A real
skipper will never waste cannon balls and powder on fish; every salvo must be
delivered with precision! And when the salty wind disperses the acrid fumes
from the bridge, the horizon must be clear as day! You cant find good accuracy
without Insight and some Success. (I*0.8+S*0.2)
Cannons
Loading the cannon like a demon; promptly rolling it up, then cleaning,
loading, and targeting once more, the sound of the salvo still ringing between
the bulkheads, remembering to splash the barrel with water to avoid overheating
... No room for nonsense, amongst the flames and thunder just loading, roll-
ing, and firing! Requires Talent and Power. (T*0.6+P*0.4)
Grappling
Close in on the foul vessel, connect your lines on the first throw, and unleash
an avalanche on the trembling enemy. Storm the decks, and capture the vessel
for your well-deserved prize. It all takes Skill and experience, but think of the
loot it may bring! Requires Reaction and Talent. (R*0.7+T*0.3)
Defense
As each day passes the crew becomes more accustomed to its charge, until
each salted hide is worth ten barebacks from the tavern. A good skipper needs
know how to protect his men from a foolish and unnecessary death. In mobiliz-
ing the crew for defense, Endurance is as important as reliable Authority.
(E*0.5+A*0.5)
Repair
When enemy orbs reduce your deck to splinters and your sails to cheesecloth,
when a squall rends the hull and the wind rips the rigging like so many threads
this is when the value of a good handyman comes to light. The key here is
Endurance, but some Insight certainly cant hurt. (E*0.8+I*0.2)
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Note: Your may improve your Skill values by assigning officers with a higher value
in the corresponding skills than your protagonists own. Another trick is using
items with Skill bonuses. Your Skill values may be reduced by sickness, ship
class penalty, items with negative bonuses, or lading yourself with more than
you can carry.
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Your Experience threshold indicates how many points you have earned
toward the specified skill, rank, or ability, and how many more you need to reach
the next level. Your Skills improve when you use them. So for every time you hit
a target, your Pistols skill goes up. Regardless of the particular skill, the points
you earn are then pooled in your rank or Abilities experience (depending upon
skill type). Reaching a Rank and Skills threshold gives you a new rank; your
heros life is increased, and you are granted Ability points to distribute as you
deem fit.
Abilities
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Passengers
On the left of the screen is a list of all characters affiliated with the player. The
same list contains all possible officer positions. There are four types of characters
in the game:
Officers
If the main character is less adept at a task, he can hire officers to do the job
more effectively. For example, if you focus on Trade and Defense, you may need
a Navigator and a Gunner, while an experienced seafarer will require a Treasurer
and a Carpenter. The officer will improve your corresponding Skill by the dif-
ference between your and his levels in that Skill: if your navigation is at 33, and
your officer is at 43, you will net 10 points. If your Skill has been so bolstered,
the difference will be highlighted in green.
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Appointing a companion will be covered in the Your ship and her shape
section.
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You can dismiss a companion by removing him from his ship (see Your ship
and her shape) and making him an ocer; this will place him either on land or
in the Wardroom.
As his Skills improve, an officer gains new ranks; his life increases, and he
gains new Ability points, which the player can distribute himself.
Hint: The Multitasking ability allows an officer to occupy several positions at once.
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Hint: Always give your officers a few bottles of life elixir this should allow them to
survive difficult skirmishes.
Another method: You can purchase shop items straight into an officers pockets by se-
lecting their picture at the top of the Item Trading Menu and mak-
ing a purchase for them; when trading is over, they will automati-
cally equip them. You cant sell an item that is currently equipped.
Each month you need to pay out the salaries, including to the officers, regard-
less of their current position. The more developed the officers Skills, the more
money he will demand.
Sometimes, after serving the hero for some while, an officer may have a
change of heart and leave you for the life of freelancer. A small, one-time bonus
may be enough to rein in such a wild spirit.
Hint: Carefully track your officers loyalty; if you value your men and youve got a
mission that you know will conflict with their morals, you would do well to
plan your actions in advance.
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A corsairs ship is his home, his weapon, his livelihood, his pride and his joy.
You can view the parameters of a ships captain by right-clicking the portrait at
the top-left of the screen.
Ships parameters
Name The ships name is displayed under her picture. To change the
name, click it, delete the old one, and type in the new name.
Hull The amount of damage the ships hull can withstand. A strong hull
will help you to survive an armada and bring down a castle. Keep an eye on
your hulls condition, and repair it as required. If youve the planks to spare,
you should be fine, given time to effect the repairs.
Sails The amount of sustainable damage by the ships sails. You may want
to keep a stock of sailcloth on board, just in case.
Speed For some tasks, a decent ship speed is essential; tactical maneuvers
and playing catch with merchants (a favorite pirate game) take quite a bit
of thrust. Speed is affected by the cargo in the hold, the captains Skills, and
any ship damage.
Maneuvering ability In battle, a swift turn can save your ship and all on
board, or allow you to perform two broadsides in the time that a galleon
could perform but one. A ships maneuverability is affected by its cargo, the
captains abilities, and any damage sustained.
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Crew
A ships crew consists of all the occupied sailors on board. You can scout for
sailors in taverns; during the day, theres always someone willing to set sail with
you. Their number depends on your characters Authority the more respected
you are, the more people will want to join you. (See Tavern.)
The crews experience is divided into three categories: Sea (ship handling), Gun-
ner (cannon reload and accuracy), and Grappling (melee combat) experience. This
means that every sailor can be a Sailor, a Cannoneer, and a Soldier, but his special-
ties may differ. A small, experienced crew may be far more effective than a boat
brimming over with greenhorns. Crew gain experience in a particular category
when they perform relevant tasks (maneuvering, shooting, grappling) yet they
also lose it, if they fail to exercise their skills for very long. A sailors proficiencies
may depend on his nationality: the English are always good sailors, while France is
famous for excellent cannoneers. Still, pirates can do anything in a pinch.
If you need to, you can always strengthen your crew with any slaves you are
carrying. To do this, you must be in your cabin; from the [Enter] menu, enter
Speak aloud mode and select Slave recruitment. If any agree to join you,
your crew will increase in number, but its morale and experience will suffer a bit.
The crew receives a monthly salary, which depends on the ships class, the
crews experience, and the heros Skills (Authority and Trade).
If you fail to pay the requested sum, the crews morale will dwindle rapidly
though the Iron Will Ability slows the decay a bit. A rebellious crew will handle
the ship poorly, wont fight as well as it might, and you may even face a mutiny.
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The morale of a crew is a key concern of sea life. Its value affects a ships
handling, cannon reload times, and grappling battles. A sharp drop in morale
will surely lead to mutiny.
Mutiny aboard a companions ship will lead to that ship leaving your squad-
ron. Mutiny aboard your ship requires immediate action: your hero will appear
on deck with his loyal officers, against the rebels.
Also, mutiny is a risk when you are carrying more slaves than crew members. Of
course the slaves weapons are worthless, but the slaves are worthless cargo if theyre dead.
Every day the crew expends some provisions fish, meat, biscuits, fresh water.
A lack of provisions leads to famine, death of crew members, and a sharp drop
in morale. Each day, 1 unit of provisions is consumed for every 10 sailors, and 1
unit for every 20 slaves.
Your stock of provisions is displayed in days at the top-left corner of the
Ship screen. Provisions are distributed independently for each ship: some
might have too much, while some might not have enough you will have to
redistribute your stock through the exchange-between-ships menu.
After battle, some sailors may die from wound or disease. To decrease your
mortality rate, always keep a stock of medicine on board. Medicines are used
automatically when needed; if you run out, you get a warning message.
One way to keep up morale is by doling out a daily share of rum. To do this,
you need 1 unit of rum for every 10 sailors.
You can also improve morale by distributing a share of the loot, which you
can do by pressing the Raise morale button. This button calls up a dialog
screen, where you can see the cost of improving morale, 10% at a time.
Companions
The heros squadron can consist of as many as five; one under the players
control, the rest enrusted to his companions. A quest character can become a
temporary companion, but your control over such a character is limited; you
cant simply dismiss him and sell the ship.
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Transferring cargo
You can unload all cargo with a single click: Take all goods. If there is
enough space, everything will be transferred; otherwise, youll simply take what
you can carry. Keep in mind that the most expensive goods are transferred first;
cheaper stuff comes after. To transfer specific goods, use the arrows in the list:
left-click transfers 1 unit at a time; right-click, 10 units. Arrow keys perform
quick unit transfers, and [Shift] + arrow keys will transfer all the selected goods.
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As with the hero, a companion is affected by his Navigation Skill and ship
class penalty. You can view a captains characteristics by right-clicking his
portrait.
Swapping ships
The Swap ships button swaps the captains of two ships, meaning that your
hero is transferred to a new ship. The goods in the hold and the crew of the
ships remain as they were. Any personal items in the chests in your cabin are
automatically transferred to the new room. Any captives in the hold are also led
to the new ship.
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On-board guns
You can manage the guns on your ship by double-clicking the Cannons/
Culverins field in the ships parameter list.
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Cannons have better damage, rounds, and reload times, but smaller shooting radius.
All guns are considered goods, and the number is displayed in the hold as
cargo. Equipped guns are not seen in the hold, and you cannot dispose of them
or sell them until you dismount them with the Remove All button.
Guns are heavy things, so to make some extra room for commerce, you can
cut down on their number, leaving only a token defense in case of emergency.
You can exchange all your guns by pressing the Remove all button, selecting
a new type from the list, and hitting Fix all. You can add or remove guns on
starboard, port, bow, and stern, using the corresponding arrows.
During combat, guns can be disabled by a direct hit from an enemy can-
nonball or bomb, or from a failed salvo on your part. The guns rounds can
vary: small cannons (12-pound) have small rounds, larger calibers can fire more
punchy munitions. You can replenish your stock of guns by transferring any
spares from the holds of enemy ships, or by buying them at a shipyard.
You cannot dismount of equip guns during combat, or while looting a prize
ship; first you will have to appoint a captain to the ship and leave combat.
Repairs
During your travels, your ship may be damaged by storms, enemy fire, or
collision with rocks and coastal reefs. Damage can be inflicted on the hull, sails,
or occasionally the masts.
At sea
To repair your ship out of port, you need a good stock of planks and sailcloth.
Repair speed depends on your Repair Skill and various carpenter Abilities. A
good carpentry officer will allow you to rebuild your ship quickly and effectively.
Unfortunately, there is no way to repair a mast at high sea.
At the shipyard
To repair at port, you dont need planks or sailcloth; all you do is select what
percentage of damage you want to repair, and pay for the service. The ships
masts are repaired automatically at the shipyard. Each ship still takes a while to
repair, but its quicker than doing it yourself in less than ideal conditions.
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Logbook
This journal shows a list of active missions. You can expand any entry into a
full event log by double-clicking or pressing [Enter]. Each entry is time-stamped;
the oldest entries are at the bottom, the newest at the top.
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Relations
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Friendly
Neutral
At war
Along the top and left are sovereign flags; at the intersections are their
relationships.
The hero belongs to his affiliated nation be that his nation of origin or the hold-
er of his current privateer license (if any). Whatever diplomacy applies to your home
nation column applies to you as well, keeping in mind any bounty on your head.
Bounty or merit
The way youre seen by a nation, its citizens, and its soldiers may change.
Deeds that people perceive are in their benefit will raise your reputation, while
bad deeds may earn you a bounty on your head. As there is no end to bounty
hunters, this means constant pursuit on land and at sea. Yet you can reduce a
bounty, through good deeds or outright bribery which may help restore the
peace, somewhat.
Trade
There is little end to the goods for sale. You are therefore granted some leeway
when it comes to trade.
Some goods are produced locally, so prices are low; others need to be im-
ported, driving up price and demand. Some goods may be banned altogether,
depending on a governors whims.
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Hint: Dont be shy about asking prices from merchants at sea, and take note
of tavern rumors.
Prices are based on supply and demand: if a shops stock is perpetually low,
then prices will go up. Conversely, goods that are constantly sold result in a
surplus, which leads to price drops. With time, the market balances out.
Important: Looting a city will lead to a sharp drop in stock levels, meaning that
prices will start to rise.
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Viewing maps
To view a schematic map, select it from the list and hit the Equip Item but-
ton, to open a new map window. You can buy maps from item vendors
in town.
Treasure maps
You look at treasure maps the same way you do normal maps, but instead of
an outline you will see a depiction of where the treasure is hidden. If you can
find a vendor, sometimes you can buy treasure maps in the tavern. Theres no
telling how real they are, though. Also, as time passes, the treasure may corrode
down to junk.
Some treasure maps may be split into several pieces. To know where you need to go,
you need to have at least two pieces of the map. Sometimes you can find map pieces in
treasure chests. The map will automatically assemble itself, as you collect the pieces.
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A port
A residence
Shops
A shipyard
A Moneylender
A tavern
A port control
A brothel
A church
Residential houses
Nearby fort, with a prison
In friendly cities you can use fast travel (hit [Enter] to call up the command
menu), select the Go quickly to .. icon and you will be prompted to select your
destination, using arrows.
Residence
In the residence, you will find the citys Governor, who at this very moment
may well be receiving the Governor-General the Kings representative of all
state colonies in the New World.
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The Governor-General will not deal with a captain without a privateers license.
Receiving a privateer license For loyal service to your city, in the form of
completing several missions for your governor, you may be granted a privateer
license. This patent is your ticket to potentially more profitable missions from
the Governor-General.
Initially, the heros nation is unimportant for receiving a license, since there
are various back doors to acquiring one. You can simply bribe a fellow who
knows a guy who may help you.
Ownership of a license changes your affiliated country. In effect, it is your
business license, and therefore the start of your career.
Career
Having received a patent, you become a privateer. And for your loyal service,
the Governor-General can promote you to any of the following:
Commander
Captain
Commodore
Admiral
If you should lose your patent which may only happen if you attack your
own countrymen you also loose all your titles and achievements. If you receive
a new patent, you will begin again, with nothing.
The speed of your career-climbing depends on the quality and terms of the
missions you complete.
Brothel
Pretty self-explanatory; ultimately, the solution to all a corsairs needs. Sure,
your reputation may suffer a bit, but nothing like a good rest to get you back on
your feet again. You can also treat your crew, which surely will improve morale
on deck. You can flirt with a doll, and if she takes a liking, theres no telling
what secrets she might unfold. Of course, not all cities are so enfranchised...
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Improving health
The exclusive knowledge gathered through the centuries by church scholars
allows the holy fathers to perform true miracles of healing. If your maximum
health has somehow been docked, and will not recover on its own, the priests are
the only ones who can help you.
Port Control
Every city with a shipyard also has a port control.
Leave ship
If your hero has several ships, he can temporarily leave his companions at
port. This will disband the crew, but any companions and cargo will remain in-
tact. You can leave up to three ships in one port. Dock fees are based on its class;
the higher the class, the more youre charged for your ships safety.
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Tavern
Here you can listen to the latest rumors, or recruit some salty dogs to your
cause. Also, the innkeep can always find you someone who needs an escort or
transport. Also, if you like, you can find all manner of lowlife: shady map mer-
chants, the smuggler couched out in the corner there. And of course, you can pal
around with the other customers: draw a pint of ale and throw the dice around.
Recruiting a crew
While talking to the barman, you can ask him about sailors. This will bring
up a recruitment interface, where you can select your ship and recruit or fire
sailors. This is only available during the day.
Hiring officers
Your prospective officers may be sitting right there at a table, and you need only
ask; they will tell you who they are and what they expect from you. Mind, there may
be no sailors to find but if they are there, they wont budge all day. If youre not
flush enough to hire right off, you can leave, earn or borrow a bit, and return to do
your hiring. You can view a mans statistics before hiring him; all you need do is ask.
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Renting a room
Ask the barman about accommodation, and you can rent a room for the
night or for the day, if you prefer. Or you can simply sit in the bar, or sleep in
your cabin on the ship.
The Smuggler
Sometimes, amongst the regular barflies, you can find a smuggler who may
act as a fence, to help you sell banned goods. Or, if youre out a ship, you can
always ask him for a ride.
After you make a deal, you need to find your way down to the harbor, where
the smugglers will be waiting for you.
The Freelancer
Sometimes, between pints, you may bump into a hero much like yourself. If
you get on well enough, then you may be able to do a cooperative mission or he
might become your officer, or even join you as a companion, with his own ship.
You may meet the same sailor again later, elsewhere, when youre both a bit more
experienced. Alternatively, if you offend the fellow, you may wind up in a duel.
Important: You can create your own list of corsairs and names in the
RESOURCE\INI\texts\english\HeroDescribe.txt file.
The Diplomat
In pirate taverns, you may find a diplomat, who can restore your good rela-
tions with a country, lower a bounty on your head, or help with some documents.
Reconciliation
As an adventurer, you are sure to attract a few bounties on your restless head.
After a while, your life may become intolerable, as you wont be able to turn
around without bumping into a hunter. If your through-line to the governor is
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Trading licenses
If you want to cut it as a merchant trader, you need access to as many shops
as possible yet it can be difficult to trade in enemy lands. A trading license
will allow you to pass checkpoints and freely enter enemy cities. You can also
acquire a license from the Governor-General, if his missions require you to
enter foreign townships. Licenses can be valid for 30, 60, or 90 days, and are
priced accordingly.
Shop
Here you can buy and sell all manner of goods. Some goods may be officially
unavailable, but you can always find what youre looking for granted, in the
case of contraband, only in limited quantities. Merchants can also assign you
various tasks.
Use the up and down arrow keys to scroll the list. Red goods are contraband;
blue are imports; green are exports. Double-click or hit [Enter] on a table row to
call up a trading menu. Type in a positive integer to set the number of goods to
buy, or a negative integer to sell. The left and right keys change the quantity by
packs, and [Shift] + left/right arrow keys set the maximum allowed quantity. Hit
[Enter] for okay, or [Esc] for cancel.
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Street dealers
Merchants do not all keep to formal shops; you can also trade with the many
street dealers. They can provide you with anything elixirs, a new saber, am-
munition, or maps.
As before, use the up and down arrow keys to scroll the list; you can view the
item description under the table cursor. Double-click or hit [Enter] on a table
row to call up a trading menu. Type in a positive integer to set the number of
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Important: The list of items for sale does not include any currently equipped items.
Moneylenders
Nearly every city has its moneylenders; what would commerce be without
loans? If you are desperate enough, they can lend you a certain amount, at a
fixed rate. How much, depends on your rank and repute. At the beginning of the
game, this is a solid enough way to gain some starting capital.
If money is burning a hole in your pocket, you can deposit it with a lender,
for safe-keeping. There is no time limit, and the longer you save your money the
more interest it will accrue.
Keep in mind that if the city is looted, the lender may lose all his deposits.
Lenders may also be a source of missions, as someone is always defaulting on a
loan somewhere.
Shipyard
Every port has a shipyard. If your ship is damaged, you can repair it here.
Alternatively, you can buy a brand new ship, for yourself or for your companion.
Price difference
At any time, a shipyard may have several ships of the same make, but at dif-
ferent prices. The price depends on the ships statistics, which are unique for each
ship. Also, the heros Skills and Abilities may affect the price. The price you get
for your old ship depends on its condition and ... well, technical legal status. If
its not legitimate, its not worth as much, while if its got a squeaky-clean record,
it could pull a high price tag. Keeping in mind that different shipyards may have
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Important: When you sell a ship, the hold contents and guns are not included in the
price. You will have to sell them separately.
Repairs
The ship can receive damage during a battle or a storm. You can fix it yourself with
planks and sailcloth, but it will take forever, and fallen masts are beyond any field re-
pairs. So when possible, it may be preferable to swing by a shipyard. To do this, select
at left a ship that needs repairing; if it is damaged, a Repair button will be available.
You can set what percent you want to repair though your finances may set
a practical limit.
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The undead
In caves and dungeons that never see the light of day, you will find artifacts
better left where they lie. You can recognize them by an eerie wail, and a spin-
ning, shimmering orb. Approaching them will raise the dead, who as a rule are
altogether grumpy when disturbed.
Game modes
City of Abandoned Ships has three distinct modes land, sea, and global
map. Each mode has its own controls and special features.
Land mode
Quick travel
In friendly cities, you can use quick travel to leap amongst the major attrac-
tions. To do so, hit [Enter] to call up the command mode, then select the Go
quickly to ... icon:
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Life
A characters hit points determine how much damage he can take. Your hit
points increase with each new level; some added Skills will also raise them a bit.
During a fight, your hit points are represented by a red strip in the top-left
corner, to the left of your characters portrait. You can restore hit points during
battle, by using elixirs whether through the [Enter] menu, or with a hotkey.
Health
Health is an indicator of your heros general physical condition. When his health
worsens, your heros abilities also deteriorate. His health worsens if he takes many
hits, and it recovers if he avoids hand-to-hand combat for an extended period.
If it falls below excellent, the character begins to suffer from diminished Skills,
which in turn diminish his Abilities. Health generally restores itself, albeit slowly.
The process moves fastest when you do absolutely nothing keep in bed and is
twice as slow at sea. The Iron Constitution ability doubles your recovery rate.
A golden background to the health indicator shows health has been restored
to maximum. However, the maximum can itself be lowered by serious wounds
(scars and severe injuries which, even after full restoration, have an eect in a
fight). Priests in churches can restore your health to maximum, but not very
often, not very much, and not very cheaply. Sometimes you may need to visit
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Energy
You cant fight forever; sooner or later, exhaustion will take you. The amount
of energy youve got depends on your heros Reaction; the higher the value, the
more you can do. Each move takes a certain amount of energy, so you watch how
you spend your effort in a fight. Your available energy is represented by a blue
strip to the right of your heros portrait. If you dont have the energy, you cant
attack. The energy gradually replenishes throughout a fight, so if you find yourself
expended, try blocking or parrying until you find your second wind. Some Abili-
ties may cut down on the energy you expend, or let it replenish more quickly.
Pistol rounds
At the top-left of the screen, above the portraits, you will note a number of
stars; these indicate the rounds in your pistol.
A red star indicates an expended round, signifying that the pistol is still recharging.
Attack types
Strike A simple thrust; deals little damage.
Lunge A strike with a bit more weight behind it. Deals more substantial
damage, yet also requires more time to execute.
Crushing strike Requires a lot of energy and a wide swing; very slow, but
deals a lot of damage and can penetrate any block.
Circular strike Requires an average amount of energy, and deals some
damage to all characters around you. A character hit by a circular strike
sways backwards a bit, giving your character some room for maneuver and
an opening for counterattack.
Parrying Forces the opponents blade to the side; does not require energy,
and guards against crushing strikes. A successful parry will break the op-
ponents rhythm, and spend a lot of their energy.
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Fencing weapons are divided into three categories: rapiers (light), sabers (me-
dium), and swords and axes (heavy), each with its own mastery. Each category
has its advantages and disadvantages: heavy arms deal a lot of damage, but are
the heaviest, and thus expend more energy to use; light arms put little burden on
the fighter, but do little damage to the opponent.
At all times the player has access to all three attack types, and all three types
of defense. The controls are bound to the three mouse buttons, and you can
switch between attack and defense with the [Shift] key. Saber combat offers
plenty of room for you to devise your own tactics aggressive slashing, or de-
fensive lunging. You can further diversify your style with Abilities. For example,
the Berserker ability allows you to go berserk for 20 seconds, wherein you may
hack through any defense and take no notice of enemy blows.
Looting corpses
Enemies and officers who die in combat will sprawl across the ground; if you
hit [Enter] and select the Search body command, or press the hotkey ([1], by
default) while next to them, you can enter the corpse-searching mode, which is
similar to the item trading menu. If you hit the Do not search button in the
looting menu, you will prevent this body from being searched again. Be careful,
as you may lose valuable items this way.
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Bounty hunters
If you commit a lot of crimes against a countrys ships or citizens, any bounty
on your head will just grow and grow, which will make you all the more appeal-
ing a target for bounty hunters, both on land and at sea. At sea, you can try to
flee or wage a naval battle. On land, you can try to fib yourself out of a situation,
or simply remove the hunters heads. If you start to tire of all this, you need
to visit your local diplomat, who may be able to reconcile you with the nation
youve peeved so dearly.
Sea mode
All naval battles and attacks on forts are performed in Sea mode. Any en-
counter on the global map will trigger a switch to the Sea mode, where the battle
will take place. You can switch between two views in Sea mode:
Third-person view View your ship from the side. Use your mouse to ro-
tate the camera around the ship, and zoom in and out with the scrollwheel.
First-person view See it all from the eyes of your captain.
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Mini-map
The mini-map shows the wind direction in relation to your ship, the locations of
enemy and friendly ships, as well as island outlines, if you happen to be near one.
Friendly ships are shown in green; enemy ships in red; and sunken ship in
blue. Neutral ships are gray.
Below the mini-map, to the left, you can see the wind speed; to the right,
your current speed and rigging.
Shaded zones around the ships outline show the range of cannons, with the
current ammo type.
The ammo type is displayed in a small square under the mini-map. It also
shows the number of shots of this type remaining.
The icons that encircle the mini-map show the status of your cannons.
When all icons are green, the deck is ready for a salvo. If your cannons are
damaged, some icons will be red.
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To use the spyglass, press [Ctrl]. Any information about the ship you are
viewing is displayed at the bottom of the screen. At the bottom-left is the ship
status, her allegiance, hull and sail condition, ship speed, number of cannons,
and the type of ammo she is using. At the bottom-right are the captains charac-
teristics, but you can only see this information with the very best spyglass.
Quick commands
Press [Enter] during sea mode to access the ships quick commands. To ex-
ecute a quick command, select it with the arrow keys and hit [Enter]. The quick
commands are as follows:
Moor Appears when you are close to a friendly port. Hit this to jump to
the nearby city or bay.
Sail to Quickly sail to a fort, city, bay, or other ship. Has a certain func-
tional radius; also, doesnt work during combat.
Map Go to the global map.
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Important: While you are in the quick commands mode, you cannot control your ship.
Attack Appears when enemy ships are nearby. An order to attack the
selected ship and sink it.
Grappling Appears when enemy ships are nearby. An order to shoot
grapeshot at the selected ship.
Defense Give an order to defend the friendly ship in question.
Sail away Give an order to flee the battle.
Remove sails The ship will remove the sails and await further order.
Fire-ship Give an order to approach the enemy vessel and then set the
powder room on fire. The explosion will be more powerful if you have a lot
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Sea battles
You can win in a sea battle either by sinking the enemy vessel, or by capturing
it. The principle firepower of 17th century sailing vessels is concentrated in the
board cannon batteries, therefore it is most effective to target the enemy while
your boards are facing them. Apart from board cannons, ships also have fore and
aft cannons, which serve as additional firepower during maneuvers. Aft cannons
are also quite effective against pursuers.
To switch between ammo types, use the 1, 2, 3, and 4 keys. The moment you
select a new ammo type, the crew will start reloading them, so it is most effective
to change your ammo just after a successful volley. The bosun will always relay
your order to the team with his booming voice, as well as informing you when a
board is ready to fire.
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When you are controlling the ship in first-person mode, you control the
targeting yourself. You set the vertical angle for the cannonball shot using your
on-screen target; the higher the angle, the further the balls will fly. The direction
of the shots is the direction you are facing. When you set an angle that will result
in a hit on the enemy, the target will turn red. The shot will be made only in the
direction you are facing, even if there are enemies that other cannons might hit. If
you dont see a target crosshair, it means that you cannot shoot in that direction.
You must remember that after you give an order to shoot, the cannonballs
will not fly in that direction immediately, so if you are targeting a fast ship, take
the speed into consideration.
Important: If you accidentally target a friendly ship, the target crosshair will become green.
Also important: The crosshair will light up when your cannons are directed at a
ships hull. If you want to shoot at the ships masts and sails, raise
the crosshair a bit.
Damage to cannons
Bad gunpowder, unskilled gunners, or a low-quality cannon build can
sometimes cause the guns to explode. The probability of a gun exploding during a
shot depends on your Cannons Skill and the guns type. Guns of larger calibers
are tougher, and cannons are tougher that culverins. More often, guns will be
destroyed by cannonball and bomb collisions.
You can replace damaged guns in the [F2]/Ship screen. (See On-board guns.)
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Your cabin has several chests where you can keep your personal items or
money. The chests allow you to keep as many items or as much gold as you want.
When you switch ships, your personal items from the chests are automatically
transferred to your new cabin.
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If your ship is close enough to the ship you want to send the boat to, you will
see that ship in the list.
On the other ship, you will have to start a dialog; first with the captain, as the
sailors will not speak to you. If you meet a squadron of several ships, the captain
may send you to the flagship of that squadron, as he may not be authorized to
discuss important issues with you.
The captain of the flagship may tell you the prices of his goods, or various
rumors; you can trade, or play cards or dice with the captain (if he pleases); you
can also demand a toll for passing by.
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Demand a toll
You can try demanding money outright, by choosing the corresponding reply
in the dialog. This method is rather risky, as the captain may refuse to pay you,
forcing you into an unwanted sea battle.
It is important to note that if you take the toll, your heros relationships
with that nation will change, yet the heros home nations relationships will not.
So if you have a license, you dont have to worry about losing it if you perform
this action.
To switch to the global map from sea mode, hit [Enter] and press the follow-
ing button:
There are two modes for viewing the global map, and you can switch between
them using the [Tab] key. In the first mode, the camera is centered on your
squadron and follows it. In this mode, you can zoom the camera in and out
using the mouse wheel. In the second mode, the camera is not focused on your
squadron, and you can pan it as you wish, but you cannot zoom in or out.
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This interface shows you the direction of the wind (shown by the arrow), its
strength (blue indicator, beneath), and the time of day. Below the icon, you will
notice a bar, showing your crews morale. If the bar is red, your crew is at the
verge of mutiny. The rosier your crews spirits, the greener the bar will be (as in
the picture above).
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Hit [spacebar] to select a quick command, and the sailor on lookout will tell
you the squadrons flag, numbers, and nature (patrol, merchants, etc.). You can
choose to keep sailing, or to attack. If you are unable to avoid the ships, the Sail
on button may not be available; in that case you will no option but to fight.
At very close range, the enemy ship may attack first in which case the look-
out will again report to you, and give you a choice of action.
Occasionally, you may encounter a battle in progress, that you can leap into.
In that instance, your lookout will alert you as to who is fighting whom.
Hit the spacebar to use quick command and learn how many of what kind of
ships youre looking at. As with enemy squadrons, you can switch to sea mode,
or choose to sail by. In this case, however, the Sail on button is always available.
Important: On the global map, squint closely at the flag and sails on the ship
icon to tell its nationality. As each ship class has a unique icon, you can also try
to guess the make of the squadrons flagship.
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You may encounter a storm on the global map. If you get close, you will see
the following icon:
Hit the spacebar to bring up the command menu and switch to sea mode,
and the storm will manifest right before your eyes. Your ship will suffer slight
damage (depending on your heros Skills), and your hero will gain some experi-
ence. After some time, the global map icon will reappear and you will be able to
return to the map or moor at land.
Important: If you get caught in a storm during battle, you will have to remain in
combat. Its best that you avoid such a situation, as you will be unable to
return to the global map until you sink the enemy ships. Keep in mind
that your ship will continue to receive damage, and sea battles during a
storm are very difficult, which increases the risk of failure.
Bounty hunters
If you manage to greatly anger some nation, then it may send bounty hunters
after your head, and they will follow you on land and at sea. And if you can some-
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Capturing Cities
Sooner or later your hero will have to face the need to capture a city. It may be
a mission from the governor-general, or players own wish. Port cities are guarded
by a fort, and sometimes by military ships that might be near the port at the time.
Jungle settlements do not have forts, and you can only capture them over land.
Different city forts have varying numbers of guns and garrison. Every fort
is equipped with powerful cannons with a large shooting radius, that might be
much better than the best ship guns. Usually these are 42- and 48-pound can-
nons loaded with bombs.
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Note: If the fort in a port city remains intact, you can loot such a city, but not
capture it.
Hint: You can always check the shops stock levels, to tell beforehand if looting
will be worthwhile.
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Appoint a deputy
A captured city requires a deputy. You can appoint him in a dialog with one
of your officers in the city or in the residence, by selecting the reply: I hereby
appoint you my deputy in this city!.
Note: The deputy is excluded from the list of your officers, he is not paid a monthly
salary and he is not counted in the limit of officers you can hire based on your
Authority Capability.
Remove a deputy
The deputy will always be in the residence, but in a dialog with him you can
select the I need you on board, so I am relieving you from duty reply. Then he
will become an officer once again.
Collect taxes
In the dialog with your deputy you can select a reply about taxes that you
may collect. The amount you can collect will depend on your Authority and
Trade Skills, as well as the city itself. There are small cities that will not give you
much in tax money, and there are big ones that will bring you more money. The
sum is accumulated every day, and you can collect it whenever you want to.
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If you pay such a ransom for a city, it will not be attacked again and will
remain in heros custody forever, unless you decide to transfer the control over it
to the Governor General of one of the sides.
Your hero will be rewarded for such an action, and the nations relationship
with him will improve.
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Sea first-person
Move forward on deck Right mouse button
Move back on deck Middle mouse button
Turn ship left [A]
Turn ship right [D]
Raise sails [W]
Lower sails [S]
Execute a cannon salvo Left mouse button
Viewing scope [Ctrl]
Zoom in mini-map [E]
Zoom out mini-map [F]
Load cannons with cannonballs [1]
Load cannons with grape shot [2]
Load cannons with chain shot [3]
Load cannons with exploding shot [4]
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Land controls
Perform action (talk to a character) Left mouse button
Walk forward W, Right mouse button
Walk back [S]
Move left [A]
Move right [D]
Switch between walk/run modes [Shift]
Draw sword (turn combat mode on) [E]
Browsing answers in dialog Arrow keys, mouse wheel
Selecting answer in dialog [Spacebar], Left mouse button
Berserk Ability [F]
Use health potion [X]
Search a corpse [1]
Show the name and parameters of the closest character [F12]
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68
Playlogic International
Executive Legal & Produc- Illustration
Vice President tion Specialist Tom Thiel
Rogier W. Smit Maaike Chanowski Sven Papenbrock
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Limitations
This limited warranty is in place of other express or statutory warranties,
conditions or duties and no others of any nature are made or shall be binding
on Playlogic International, its retailers or suppliers. Any implied warranties
applicable to this Game or the media in which it is contained are limited to
the 90 day period described above. TO THE FULL EXTENT ALLOWED
BY LAW, NEITHER PLAYLOGIC INTERNATIONAL, ITS RETAILERS,
SUPPLIERS ARE LIABLE FOR ANY SPECIAL, INCIDENTAL, PUNTI-
TIVE, INDIRECT OR CONSEQUENTIAL DAMAGES ARISING FROM
THE POSSESSION, USE OR MALFUNCTION OF THIS GAME. THE
FOREGOING APPLIES EVEN IF ANY REMEDY FAILS OF ITS ESSEN-
TIAL PURPOSE. Some countries/jurisdictions do not allow limitations as to
how long an implied warranty lasts and/or exclusions or limitations of incidental
or consequential damages so the above limitations and/or exclusions of liability
may not apply to you. This limited warranty gives you specifi c rights, and you
may also have other rights that vary from country/jurisdiction to country/juris-
diction. For questions regarding this warranty contact your retailer or Playlogic
International at: Playlogic International N.V. World Trade Centre C-Tower 10th
Floor, Strawinskylaan 1041 1077 XX Amsterdam, The Netherlands
Support
For questions regarding this game please contact Playlogic International at:
http://www.playlogicgames.com/support
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