Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
No, you cannot reset skills sadly.
One of the most reliable ways if you want to use the most appropriate crew members for the right positions is to look at their initial skills, there will usually be one with 4. This is usually the intended role for the crew member. Unlocking additional specialties can also reveal more about what they are good at, and finally their equipment bonuses, like Andrew has with the Compass.
I personally messed up my MC, that's after already waiting dozens of hours before lvling him up once. Then I still managed to mess up some crew member skill choices as I leveled them to lvl 30 to unlock their quests and specialties. The problem is those mess ups don't become obvious until you recruit certain other characters or get certain equipment.
The level up system is also horrendous, with RNG deciding stat increases. Another huge reason for sailing around with tons of exp - I just don't feel like lvling up crew and feeling forced to save scum to get decent results. (Depending on the crew member, and I believe their level, chances to get certain stat ups are higher or lower each lvl up. But regardless of all that you can still get like +8 points total from 10 lvl ups. You can also get +8 points from a single lvl up. While both are extremely unlikely, it shows how badly the RNG can influence your stat gains.)
It is better to have a handful of useful options, than the 20ish mish-mash we have here.
Body increases your HP and ATK. +80 and +40 respectively at 99 points.
Jaca
Costello
Carlos
Takigawa
Dietland
Andreas
Shen Shi
Aji
As far as my criteria for how to level up stats, I like the point that you try to look at someone's highest stat point when you get them, but that doesn't always correlate to their equippable item with unique stats.
In addition to looking at their equip item stats, something else I'm going to go back and do is evaluate whether or not they can use the skill books for the stat that seems to be their most suitable. There should be at least 3 books per stat you can purchase from the various bookstores, however when you go to use it you might find that their main stats (Body/PER/TECH/KNWL/Charm) are woefully lower than the requirement of the book, and no amount of leveling will make up the difference. My feeling is a character should be able to read at least 2 out of 3 of the books available.
I haven't put a ton of time into researching this yet, but I don't think I've run into a case where I've found a character that can read all three of a stat book yet, and this is with my characters all in their low level 70s.
Otherwise, characters do tend to start with a few levels piled into a single trait. Like, I've always been building Garaba into a Sail Control guy because he starts at Lvl 3. Some characters (main ones especially) have a more even distribution of skills so you can feasibly build them differently.
Skills get used 3 ways:
- Specific ship bonuses if they're assigned to the right room
- Translating books
- Land exploration events (like a discovery event might require someone be Music Lvl 6, for example)
I find myself much less concerned about the last 2 and mostly concerned with the ship bonuses.
Land exploration events usually just require a person who has put a lot into a single skill (I've seen Lvl 6+ requirements for a lot of them)
Book translating ends up being more a pain because they require multiple fields on one person, BUT I think this is where Equipment bonuses come into play a lot. You can temporarily boost a person 2-4 levels in a specific field with just equipment if you have it available.
Which is pretty funny tbh. "Uh oh I need you to be really good at Music, quick take this weird sword and wear this hat"
I've also noticed that BODY allows you to carry more weight/supplies when doing land exploration. In my Andrew playthru I'd always bring Blackbeard and Jaca into a region because of their massive BODY stats. Combined, theycan carry more than the horse you rent.
Combat Preference, the only one I care about making Support Captain from is a Boarder, and only when you've got ships with high amounts of crew. Boarding makes combats take less time, they make it less likely to lose ships entirely rather than having them Surrender, and if you're Abdullah, if you find a better ship than what's in your fleet you can take it for yourself. Other types I'll only use after filling up all my other roles.
Tier Skills/Rooms & Role:
S+ Tier:
* Calculation - Accounting room, Accountant - You need this to make money. You can also get loads of items that improve Calculation. With a character like Nasser, at Level 31 + Abacus, Dice, Top Hat & Scale you can be at 7 + 4, giving you a 22% markup on goods. This is a room & skill you should get to use ASAP.
S Tier
* Mapping - Mapping Room, Surveyor - This is vital to use auto-map feature, which saves you loads of time and makes it easy to sail around.
A Tier:
* Selection - Studio room, Goods Sorter - Turns goods premium, making more cash and for customs goods quests. Keep eye out for Veil & Top Hat which combine for +2 in the stat.
* Repair & Shipbuilding - Maintenance room, Shipwright - Very useful for repairing your ships & stopping ageing, and for upgrading. Very easy to achieve +4 in both with items. Yoshitaka Shizuma one of the 4 main characters has this as his signature role/skills. Shipbuilding is less important if you aren't going to make ships yourself but still useful for higher tier modifications when you eventually get a high tech level guild with a shipyard port.
B Tier:
* Leadership - Captain's Room, Captain - Player character in the Captain's room. It's the only skill worth giving to them because you can't move them.
* Steering - Pilothouse, Helmsman - This is a mandatory room, so might as well put someone in there.
C Tier:
* Firearms - Gunroom, Gunner - A decent character should be able to increase loading by 15%. It's only a minor amount when you consider how quickly the guns load in the first place, ie a few seconds per salvo.
* Sail Control - Mast, Sail Master - I feel the need, the need, for the speed! Speed is great, but it's not a necessary requirement to invest in this skill. Probably best used once you've filled up other rooms with characters. Combining multiple characters gives a decent benefit and it's easy to find the Bandana Sail Control +1 item.
* Observation - Crow's Nest, Lookout - Would be F tier if not for it's requirement to do certain quests via it's treasure finding ability. C tier because it is required for quests, so stick someone in there so you have it when you need it.
D & F Tier are slots where I think it's not worth using over adding a character as a Support Captain unless you've already filled out your whole fleet of ships and you're in a huge ship like a SOTL
D Tier
* Culinary - Kitchen, Chef (?) - Supplies are so easy to come by and rarely a problem with correct route planning that this is a luxury.
* Brawling - Deck, Boatswain - Provides a minor boost to Sailor Dissatisfaction, but I never had a problem with that anyway. He takes over from the Captain in duels, but your Captain should have at least one top tier weapon and a HP boost item so shouldn't lose duels anyway, and duels are so rare to begin with. At least you aren't wasting a room slot with this.
F Tier
* Negotiation - Officer's Room, Officer - I forced myself to give this a try to see if I could find negotiating with other fleets to unlock things that the Chinese player community say are available, but I found it utterly pointless and never seen anything of value with a negotiation. You don't need one to start a battle with a roaming fleet, making it useless.
* Preparation Room - Organisation (I forget the name the character gets, maybe Organiser?) - It doesn't do enough to prevent your items degrading and it's not even worth caring about when you might be selling 80 items in a single trade.
* Music - Music Room - I've never had a problem with Morale enough to think using a character & room here worthwhile.
* Lounge Room - ?? - I've only unlocked this once, and I think all it does is recover Stamina on expeditions. You need to sail 50 days in a row to get it. I didn't think it was useful.
* Geography - Biology - Humanities - Treasure: For books & expeditions. Decoding books is too tedious and complex to actually care about upgrading these skills and there are more important things to spend skill points than events in expeditions.
?? Tier
* Medicine - Medical Room, Doctor (?) - The tool-tip for this says it "Slows down speed of Health loss by 3% per level, but I have no idea exactly what type of health loss. If it slows down the rate of loss in boarding actions (particular the shoot out section before actually boarding) then I'd make it A Tier for boarding focused players and D Tier for everyone else.
....sequel?
Esmerelda - Caravan - Double Supply
Andreas - March - Reduced Consumption
Marma Cora - Wild Instincts - Increases Field of View (great for when you don't have jacob's Cane unlocked at stores)
Kornelly - Wilderness Resident - Reduced Consumption in Forests
Lu Liyuan - Mountain Traveler - Reduced Consumption in Hills/Swamp
Hiyar - Desert Traveler - Reduced Consumption in Desert
Shen Shi - Reduced Stamina Loss (for once you run out of supplies)
I almost always bring Esmerelda and Andreas. Marma usually goes with me the first time I go to a place, assuming I don't have Jacob's Cane unlocked. I don't find Kornelly and Lu's abilities all that helpful since places with Forests, Hills and Swamps tend to have a lot of plains areas that you can navigate through to keep your supply consumption down. Hiyar is useful in the Arabian explorations to cut down supply consumption.
Otherwise I'll just bring Jaca (his body stat seems to level up pretty fast) for the explorations with 3 chars plus a pack animal, and if it's 4 characters I add another character with high body stat. (Blackbeard's levels up quickly early too)
Esmerelda - Caravan - Double Supply
Andreas - March - Reduced Consumption
Marma Cora - Wild Instincts - Increases Field of View (great for when you don't have jacob's Cane unlocked at stores)
Kornelly - Wilderness Resident - Reduced Consumption in Forests
Lu Liyuan - Mountain Traveler - Reduced Consumption in Hills/Swamp
Hiyar - Desert Traveler - Reduced Consumption in Desert
Shen Shi - Reduced Stamina Loss (for once you run out of supplies)
I almost always bring Esmerelda and Andreas. Marma usually goes with me the first time I go to a place, assuming I don't have Jacob's Cane unlocked. I don't find Kornelly and Lu's abilities all that helpful since places with Forests, Hills and Swamps tend to have a lot of plains areas that you can navigate through to keep your supply consumption down. Hiyar is useful in the Arabian explorations to cut down supply consumption.
Otherwise I'll just bring Jaca (his body stat seems to level up pretty fast) for the explorations with 3 chars plus a pack animal, and if it's 4 characters I add another character with high body stat. (Blackbeard's levels up quickly early too)
I think this just slows down the rate at which the sailor health (the heart icon next to your food supplies in the main sailing UI) degrades over time. Not a huge deal if you're frequently travelling between ports, but if you're doing some longer explorations trying to unlock maps in the Arctic and Pacific and stuff it can be useful. I've done some 50+ day trips looking for some shipwrecks and only had the health go down by like 4 or 5 points in that time, whereas without a doctor you usually lose one health per day.