Items are special upgrades which can be purchased using honor points from the warehouses of Lord Richard Northburgh, Grand Vizier Al Zahir or Hassan ben Sahid.[nb 1] You can purchase items only after you pay honor points to open the attainment.
Certain items are critical to your success in Dawn of Discovery and can only be purchased from the warehouses of the three computer players.[1]
How to use items[]
All items are easy to use. If an item affects a ship, you simply put the item in the ship's cargo and left-click it. This will move the item into the ship's "Action slot".
If the item has to be activated in order to work, left-click it while it is in the Action slot, and confirm that you want to use the item by pressing the Check-Mark button.
If the item doesn't require activation (if it has a passive effect), then it will begin working as soon as it is in the Action slot.
To remove an item from an Action slot, right-click it. The same goes for items that affect your militaries, buildings, production lines or fertilities. These items must be placed in the strongbox of the warehouse on the island you want to affect. Once the item is in strong box storage, right-clicking it will place it in an Action slot. If the item has a passive effect, it will begin working right away. If it needs to be activated, left-click on it, then confirm via the check button that you want to activate the item.[1]
Most important items[]
The most important items in the item lists are the fertility items that can allow you to grow different crops on different islands, items that expand the range of, e.g., churches, the trading toll items, and the diplomatic tokens which purchase prestige. Other items have very conditional uses. For instance, powder kegs and other ship oriented power-ups are great if you're in the thick of a naval battle, but should be passed over if a naval confrontation is not in the foreground.[1]
Items available for sale[]
Northburgh, Al Zahir and Ben Sahid each have 12 items for sale at any time, organised into four tabs (peasant / citizen / patrician / nobleman) and 3 slots (left / middle / right). Each slot has a pool of available items, and each time the item selection is refreshed, the game picks one item at random from the pool and places it into the slot for sale. Not all items in a pool have an equal chance to be picked - some occur more frequently than others.
- Northburgh's and Al Zahir's middle slots always contain seeds of the respective level and region. That is, Northburgh has seeds for northern islands and Al Zahir for southern ones, and the peasant slot has seeds for peasant-level goods.
- If you haven't given the maximum amount of prestige to Al Zahir yet, Northburgh's right slots always contain gifts for Al Zahir. After giving Al Zahir the maximum amount of prestige, prestige gifts are no longer offered for sale by Northburgh.
- Ben Sahid's four left slots always contain Expedition maps.
- Likewise, Ben Sahid's Productivity and Toll items are rare compared to the other two, because of his maps and other war items.
- Building an Imperial Cathedral influences the pools of Northburgh's nobleman slots, and building a Sultan's Mosque influences the pools of Al Zahir's nobleman slots. More advanced items are added to the pool after completing the monuments, and some less advanced items are removed from the pool.
- "Wooden spoon" and "Iron Roast pan" (+25% productivity for marzipan and coffee, respectively) are only offered before building a Sultan's Mosque. (The Unofficial Patch adds both of these items back to purchase even when the Sultan arrives.)
- "Glass Phials" (+25% productivity for perfume), along with several other items, is not sold at all, and is a contract reward only.[2] (The Unofficial Patch adds Glass Phials to be sold by Northburgh at the Nobleman level.)
Items[]
Productivity[]
- All productivity items increase production only on the island where they are placed .
- Increased productivity means that extra (bonus) goods are created for every X amount of goods stored at a market building. 25% increased productivity will create 1 extra good for every 4th good stored.
- Effects are cumulative. This is calculated by addition, not multiplication: two items granting +25% productivity yield a total productivity of 150%, not of 156% (100% x 1.25 x 1.25 = 156%). The maximum is therefore 175% of normal productivity.
- The scrolling text indicating how many goods are produced is inaccurate: when the text indicates that '2' goods were produced, in reality it could be anywhere from 1.25 to 1.75 goods.
- The Coal and Salt productivity enhancers only seem to appear once you have built a particular number of their respective factories.
Icon | Level required | Item | Available by | Description | Honor cost | Frequency |
---|---|---|---|---|---|---|
Patrician | Beer | Hassan ben Sahid's warehouse. | When placed in a warehouse, increases the productivity of beer by 25%. | 130 | Rare | |
Patrician | Books | Lord Richard Northburgh's warehouse. Cardinal Lucius, Baroness Constanza Zanchi, Giovanni di Mercante, Brother Hilarius and the population. | When placed in a warehouse, increases the productivity of Books by 25%. | 130 | Often | |
Patrician | Bread | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of bread by 25%. | 130 | Often | |
Noblemen | Brocade robes | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of Brocade robes by 25%. Note: It's for "Silk-Weaving Mills" and increases Brocade robe, not Silk, production. | 200 | Often | |
Noblemen | Candlesticks | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of Candlesticks by 25%. | 200 | Often | |
Noblemen | Cannons | Hassan ben Sahid's warehouse. | When placed in a warehouse, increases the productivity of Cannons by 25%. | 250 | Rare | |
Patrician | Carpet | Grand Vizier Al Zahir's warehouse. Contracts by Willem van der Mark, Baroness Constanza Zanchi, Giovanni di Mercante, Karim, Ibn al-Hakim and the population. | When placed in a warehouse, increases the productivity of carpet by 25%. | 70 | Often | |
Peasant | Cider | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of cider by 25%. | 80 | Often | |
Citizen | Coal I | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of charcoal huts by 25%. | 120 | Often | |
Noblemen | Coal II | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of coal mines by 25%. May not appear until you have coal mines. | 150 | Often | |
Noblemen | Coffee | Grand Vizier Al Zahir's warehouse. | When placed in a warehouse, increases the productivity of Coffee by 25%. No longer offered after you build Sultan's Mosque! The Unofficial Patch adds this item back as buyable even with a Sultan's Mosque built. | 180 | Often | |
Citizen | Dates | Grand Vizier Al Zahir's warehouse. | When placed in a warehouse, increases the productivity of dates by 25%. | 70 | Often | |
Peasant | Fish | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of fish by 25%. | 80 | Often | |
Noblemen | Fur coats | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of Fur coats by 25%. | 200 | Often | |
Patrician | Glass | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of Glass by 25%. | 150 | Often | |
Noblemen | Glasses | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of Glasses by 25%. | 200 | Often | |
Patrician | Leather jerkins | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of Leather jerkins by 25%. | 130 | Often | |
Citizen | Linen garments | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of linen garments by 25%. | 100 | Often | |
Noblemen | Marzipan | Grand Vizier Al Zahir's warehouse. | When placed in a warehouse, increases the productivity of Marzipan by 25%. No longer offered after you build Sultan's Mosque! The Unofficial Patch adds this item back as buyable even with a Sultan's Mosque built. | 180 | Often | |
Noblemen | Meat | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of Meat by 25%. | 200 | Often | |
Citizen | Milk | Grand Vizier Al Zahir's warehouse. | When placed in a warehouse, increases the productivity of milk by 25%. | 70 | Often | |
Patrician | Mosaic | Grand Vizier Al Zahir's warehouse. | When placed in a warehouse, increases the productivity of mosaic by 25%. | 100 | Often | |
Noblemen | Pearl necklaces | Hassan ben Sahid's warehouse. | When placed in a warehouse, increases the productivity of pearl necklaces by 25%. | 180 | Rare | |
N/A | Perfume | Available only as rewards for contracts by Willem van der Mark, Baroness Constanza Zanchi, Giovanni di Mercante, Grand Vizier Al Zahir, Izmir, Karim, Ibn al-Hakim and the population. The Unofficial Patch adds this item as buyable from Al Zahir at Noblemen level, with the Sultan present and without. | When placed in a warehouse, increases the productivity of Perfume by 25%. | 180 | Extremely Rare | |
Citizen | Rope | Hassan ben Sahid's warehouse. | When placed in a warehouse, increases the productivity of rope by 25%. | 120 | Rare | |
Patrician | Salt | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of salt by 25%. Seems to require that you have 6 salt mines before it appears. | 150 | Often | |
Citizen | Spice | Grand Vizier Al Zahir's warehouse. | When placed in a warehouse, increases the productivity of spice by 25%. | 100 | Often | |
Citizen | Stone | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of stone by 25%. | 100 | Often | |
Citizen | Tools | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of tools by 25%. | 120 | Often | |
Noblemen | War Machines | Hassan ben Sahid's warehouse. | When placed in a warehouse, increases the productivity of War Machines by 25%. | 250 | Rare | |
Patrician | Weapons | Hassan ben Sahid's warehouse. | When placed in a warehouse, increases the productivity of Weapons by 25%. | 150 | Rare | |
Noblemen | Wine | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of Wine by 25%. | 200 | Often | |
Peasant | Wood | Lord Richard Northburgh's warehouse. | When placed in a warehouse, increases the productivity of wood by 25%. | 80 | Often | |
Citizen | Market carts, additional | Lord Richard Northburgh's warehouse. | When placed in a warehouse, adds 1-3 carts to warehouse and market buildings on the island. | 350 | Often | |
Craft master, Armed | Temporarily increases the productivity of weapons, cannon, war machine, and rope by 25%.
Duration: 10:00 |
350 | Rarely | |||
Guildmaster, dapper | Temporarily increases the productivity of linen garments, leather jerkins, fur coats, and silk by 25%.
Duration: 10:00 |
280 | Rarely | |||
Guildmaster, diligent | Temporarily increases the productivity of wood, tools, stone, glass, and mosaic on one island by 25%.
Duration: 10:00 |
400 | Rarely | |||
Guildmaster, drinker's | Temporarily increases the productivity of cider, beer, wine, goat milk, coffee roaster by 25%.
Duration: 10:00 |
220 | Rarely | |||
Guildmaster, plump | Temporarily increases the productivity of fish, spice, bakery, meat, dates, marzipan by 25%.
Duration: 10:00 |
300 | Rarely | |||
Guildmaster, wealthy | Temporarily increases the productivity of printing, perfume, candle maker, glasses, pearl necklace, and carpet by 25%.
Duration: 10:00 |
250 | Rarely | |||
Noblemen | Geologist, Imperial | Lord Richard Northburgh's warehouse, after building Imperial cathedral. | Temporarily increases the productivity of coal mine and hut, salt mine, and iron smelter by 25%.
Duration: 10:00 |
350 | Rarely |
Trade[]
Storage capacity[]
Also see Storage building comparison.
Icon | Item | Description | Level required | Available by | Honor cost | Frequency |
---|---|---|---|---|---|---|
Increases capacity of Storehouses[nb 2] on an Island. +5t | Lord Northburgh | 100 | Often | |||
Increases capacity of Storehouses[nb 2] on an Island. +10t | Al Zahir
Quests by Lord Richard Northburgh, Izmir, Hilary's brother, Karim, and the population |
150 | Often | |||
Increases capacity of Storehouses[nb 2] on an Island. +15t | Contracts with Willem van der Mark, Mercante di Giovanni, Elena Flores, Grand Vizier Al Zahir, Izmir, Karim and the population | 200 | Rarely |
Trade tax[]
Trade taxes (a.k.a. tolls) deliver goods into your warehouse, whenever you passively sell a certain tonnage of goods to a buyer. For example, "Custom goods: Brocade robes" says it give 5 robes "on 22 tons". This means 5 robes are put in your warehouse whenever an NPC buys 22 tons or more of anything, even wood. Total tons in a particular transaction is what counts; 12 tons of wood and 13 tons of hemp counts as 22+ tons. But it does not work in multiples; if the NPC buys, e.g., 25 tons each of 4 different items (100 tons total) on a particular visit, you still get just 5 robes. You can receive things like Brocade robes as a tax, even if you don't have the technology to make them yet.
The toll itself counts toward tonnage. For example, before any Tacit Agreement attainment, Hassan ben Sahid's merchant ship buys goods in lots of 5 tons. At a warehouse with 2 carpet tolls (on 15 tons) and 1 cannon toll (on 22 tons), he bought 5 carpets, 5 leather jerkins, and 5 fur coats (15 tons total). This triggered the carpet tax (+10 carpet; 25 tons running total), which in turn triggered the cannon tax - even though he only bought 15 tons of goods.
When planning which taxes to use, remember that passive traders only buy particular goods at particular levels (depending on their Merchant Fleet Attainment status). The number and type of goods they buy directly affects whether you meet the required tonnage to trigger a tax item.
Also be careful: If your warehouse is full of a toll good, the tax will appear as flotsam near it. Flotsam persists for 5 minutes before disappearing. You can offer the tax good for sale to help avoid this.
Tax Items fall into two classes: Tax officers, obtainable only through quests and e.g. The Academy of Wisdom, and regular tax items, available from vendors or, sometimes, quests. Regular tax items always deliver 5 of their type of good, but Officers extract various tolls.
The column "Value" shows the worth of the toll extracted if sold at active sales price. For example, the Wine toll extracts 5 tons of Wine, worth 120 gold each, for a total of 600 gold. "Honor" is how much Honor costs to buy the tax item, although only regular tax items can actually be bought; for tax officers, it is showing what the Honor would have been (and you can sell it for half of that honor). "Value / Honor" shows which of the regular tax items are the best bargain in terms of the worth of the tax goods versus the honor spent to buy the Item. (It is meaningless for Officers, but still shown, shrug.) Carpets is clearly the best value for regular tax Items.
Taxes can be used in two ways: To produce needed items, or simply to generate more things to sell. They can be nice in terms of providing a stockpile of, for example, brocade robes so that your settlement stays happy even when you reach a new technology level (and, of course, have not yet laid in production for the new consumable).
From a pure re-sale viewpoint, because the carpet tax item is frequently offered by Al Zahir, you might choose to only buy tax items whose Value is equal to or better than the 535 Gold from carpet taxes, to avoid filling your strongboxes with lesser toll bargains. (Sort the table on Value/Honor.) Past carpets, candlesticks are a clear leader and are also the ultimate winner (i.e., the last regular tax items to hold onto until you fill all your strongboxes with productivity items). The current author recommends only considering buying Carpet, Candlestick, Cannon, Pearl Necklace, and Coffee tax items. Cannons and Pearl Necklaces are fairly rare, though, because Hassan clutters his slots up with so many other things (expedition maps, letters of marque, and other combat items).
Cost Reduction[]
Icon | Item | Description | Level required | Available by | Honor cost | Frequency |
---|
Increased influence area of buildings[]
Perhaps the best influence item is the Rosary of the Holy Penitent (+20% to chapels and churches), because it affects two building types, including all those pesky little chapels with the most limited area of influence of any building. The Holiest shrine of the Apostle is better (30% to chapels and churches), but will probably only show up after you've built much of your island.
Carefully consider whether to use these items. They basically only save you, for example, 10% of the maintenance cost of churches. Compare how a productivity item can make hundreds of gold a minute. Late game Cathedrals fulfill all the building needs (Faith, Security, Community, Amusement) in a large radius making all the influence area items obsolete. Late game it is best to have 3 or more tax items in your warehouse on costly hard to maintain noblemen goods such as Candlesticks, Eyeglasses & Brocade robes.
Icon | Item | Description | Level required | Available by | Honor cost | Frequency |
---|---|---|---|---|---|---|
Pilgrim | Increases the influence of Chapels and churches around the island
+10% |
Excavation by Cuno by Rembold
Quests of Marie d'Artois, Cardinal Lucius, Hildegard von Lewenstein, Cuno von Rembold, Benedicta and the population |
Often | |||
Loaded dice of the gambler | Increases the influence of Taverns and bath houses at an island
+10% |
Excavation by Cuno by Rembold
Contracts by Sir Gavin Langton, Leif Jorgensen, Baroness Constanza Zanchi, Hekata, Cuno by Rembold and the population |
200 | Often | ||
The toper's glorious cups | Increases the influence of Taverns and bath houses at an island
+30% (toper means drunkard) |
Noble after the construction of the Imperial Cathedral
Expedition Contracts by Hassan ben Sahid, Sir Gavin Langton, Baroness Constanza Zanchi and the Emperor |
1,500 | Rarely | ||
The Emperor's golden orb | Increases the influence of Debt towers around an island
+30% |
Noble after construction of the Imperial Cathedral
Contracts by Guy Forcas and the Emperor |
1,000 | Rarely | ||
Golden Tabernacle of Worship | Increases the influence of Mosques around the island
+20% |
Excavation by Cuno by Rembold
Contracts by Willem van der Mark, Grand Vizier Al Zahir, Izmir and Cuno by Rembold |
400 | common (v1.1 +)
extremely rare (v1.0) | ||
Holy Hammer of Justice | Increases the influence of Debt towers around an island
+ 20% |
Excavation by Cuno by Rembold
Contracts by Helen Flores and Cuno by Rembold |
400 | Often | ||
Divine Prophet's Stone | Increases the influence of Mosques around the island
+30% |
Al Zahir
Noble after construction of the Sultan Mosque; Quests from Sultan |
1,500 | Rare
extremely rare (v 1.0) | ||
Holiest shrine of the apostle | Increases the influence of Chapels and churches around the island
+30% |
Noble after the construction of the Imperial Cathedral
Quests of Cardinal Lucius and the Emperor |
1,500 | Rarely | ||
The Minstrel's dulcet Harp | Increases the influence of Taverns and bath houses at an island
+20% |
Excavation by Cuno by Rembold
Contracts by Leif Jorgensen and Cuno by Rembold |
400 | Often | ||
Palm leaf of the holy Martyr | Increases the influence of Mosques around the island
+10% |
Excavation by Cuno by Rembold
Contracts by Willem van der Mark, Grand Vizier Al Zahir, Izmir and Cuno by Rembold |
200 | common (v1.1 +)
extremely rare (v1.0) | ||
Rosary of the Holy Penitent | Increases the influence of churches around the island
+20% |
Quests of Marie d'Artois, Hildegard von Lewenstein, Cuno by Rembold and Benedicta | 400 | Often | ||
Seal of the Emperor | Increases the influence of Debt towers around an island
+10% |
Excavation by Cuno by Rembold
Contracts by Guy Forcas, Elena Flores and Cuno by Rembold |
200 | Often |
Seeds[]
Icon |
Item | Description | Level required | Available by | Honor cost | Frequency |
---|---|---|---|---|---|---|
Cider seed | Peasant | Lord Northburgh | 50 | |||
Hemp seed | Peasants (since v1.1) and citizens | Lord Northburgh
Quest from Al Rashid |
50 | |||
Herb seed | Citizen (since v1.1) and patrician | Lord Northburgh | 100 | |||
Wheat seed | Citizen (since v1.1) and patrician | Lord Northburgh | 100 | |||
Apiary (Beeswax) seed | Nobleman | Lord Northburgh | 200 | |||
Grape seed | Nobleman | Lord Northburgh | 200 | |||
Dates seed | Peasant | Al Zahir | 50 | |||
Spice seed | Peasant | Al Zahir | 100 | |||
Indigo seed | Citizen | Al Zahir | 100 | |||
Silkworm seed | Citizen | Al Zahir | 150 | |||
Clay seed | Clay can be sown on islands apparently. | Citizen | Al Zahir | 100 | ||
Coffee seed | Patrician | Al Zahir | 200 | |||
Rose seed | Patrician (since v1.1) nobility (v1.0) | Al Zahir | 200 | |||
Almond seed | Nobleman | Al Zahir | 200 | |||
Sugar cane seed | Nobleman | Al Zahir | 200 |
Ascension rights[]
- These items temporarily increase the ascension rights of an island. Once ascended, buildings remain at their new level, even if there is otherwise insufficient "support" for it.
- They all add 10% additional rights promotion to the affected class. This effect lasts for 5 minutes and has a 60-minute cool-down after that. They all cost 1,000 Honor if bought.
- In theory, you could use up to three, and cause a 30% increase in ascension rights when triggered.
- They should only be used in certain tactical situations. Witness this example with a Merchant's seal:
- When triggered, suddenly the citizen class had 20 more ascension rites. (They were otherwise "good to go", having been Euphoric for a long time, and all needs met.) This "20" was a function of the existing population on the island; your mileage may vary.
- In the 5 minutes, 14 of them ascended to Patrician. (Households ascend at a rate of about 3 a minute.)
- The instant the 5 minutes was up (easily visible on the Merchant's seal icon), the Citizen class then said "0/-14 Trade privileges". You read that right: Citizens were now 14 ascension rites in the hole, due to the 14 that "artificially" ascended due to the Seal.
- The Merchant's seal continued to occupy a strongbox slot for the ensuing 60 minutes of the game. It could not be removed until the 60 minutes was up.
- In the meantime, one could, of course, make lots of peasant houses, ascend them, "fill the gap" of -14 Citizen rites and continue to expand their island past that.
- All in all, ascension rites items are only useful in limited tactical situations - when you need more rites, right now, and know exactly how many in order to reach some particular higher-class population size, presumably in order to allow a new technology advance or meet a game condition. Otherwise, all Ascencion Rites items do is rush what you'd only do naturally in time... and meanwhile the Item ties up a strongbox slot for an hour.
Construction[]
You can make a building on an island at no cost and without the necessary prerequisites with a blueprint but will cost normal maintenance.
Be aware that these items are near useless in Anno 1404 (Dawn of Discovery) as the plans have to permanently block up a warehouse slot in order for the building to exist. This means that the unsocketing of either the plan item after use or the destruction of the produced building will destroy both item and building (even huge construction projects). As warehouse sockets are low in availability, they can always be put to better use than using one of these items so it is advisable to sell plans.
In the Venice expansion of Anno 1404, plans no longer block up item slots after construction. This means they are extremely useful, unlike the original game as you can save huge amounts on buildings like construction project foundations. Do however read the item carefully, it is still possible to obtain the normal Anno 1404 construction plans in the expansion at times (see above). All expansion plans will not have the warning about blocking a warehouse slot, if the warning is present than the item is a plan from the original Anno 1404 and is probably best sold or used for a short term basis.
The Large shipyard blueprint can only be used under certain circumstances. The building itself is free, but the stone wharf substructure is not. Hence, a wharf must be built in advance, in a 6 x 3 size.
Icon |
Item | Description | Level required | Available by | Honor cost | Frequency |
---|---|---|---|---|---|---|
Cemetery plan | Construct a free cemetery | N/A | Ibn al-Hakim (Academy of the Wise Men)
Quest from Baroness Constanza Zanchi and Ibn al-Hakim |
30 | often | |
Juggler camp plan | Construct a free Juggler camp | N/A | Ibn al-Hakim (Academy of the Wise Men)
Contracts by Leif Jorgensen and Ibn al-Hakim |
30 | often | |
Large shipyard plan | Construct a free Large Shipyard | N/A | Ibn al-Hakim (Academy of the Wise Men) | 70 | often | |
Cathedral foundation plan | Construct a free Cathedral foundation | N/A | Ibn al-Hakim (Academy of the Wise Men)
Quest from Cardinal Lucius and Ibn al-Hakim |
350 | often | |
Church Floorplan | Construct a free church | N/A | Ibn al-Hakim (Academy of the Wise Men)
Contracts by Marie d'Artois, Cardinal Lucius, Hildegard of Lewenstein and Benedicta |
60 | often | |
Coal mine plan | Construct a free coal mine | N/A | Ibn al-Hakim (Academy of the Wise Men)
Contracts by Ibn al-Hakim |
50 | often | |
War machine shop plan | Construct a free War machine shop | N/A | Ibn al-Hakim (Academy of Wise Men)
Contracts by Ibn al-Hakim |
60 | Often | |
Noria plan | Construct a free Large Noria | N/A | Ibn al Hakim (Academy of the Wise Men)
Contracts by Willem van der Mark, and Ibn al-Hakim |
50 | often | |
Oriental shipyard plan | Construct a free Oriental shipyard | N/A | Ibn al-Hakim (Academy of the Wise Men)
Contracts by Ibn al-Hakim |
80 | often | |
Oriental jugglers camp plan | Construct a free Oriental jugglers camp | N/A | Ibn al-Hakim (Academy of the Wise Men)
Contracts by Willem van der Mark, and Ibn al-Hakim |
30 | often | |
Provision house plan | Construct a free provision house | N/A | Ibn al-Hakim (Academy of the Wise Men)
Contracts by Ibn al-Hakim |
100 | Often | |
Sultan Mosque Foundation plan | Construct a free Sultan Mosque | N/A | Ibn al-Hakim, the foundation (Academy of the Wise Men)
Contracts by Willem van der Mark, and Ibn al-Hakim |
300 | often |
Diplomacy[]
[]
Also see Ships - Items.
Crew[]
This is a stub. Examples of some crew can be seen at Hassan's expedition maps. Please fill in, when you get the chance.
Non-Crew[]
Speed and Reduced Slow-down[]
There are many items that enhance ship aspects. Perhaps one of the best parameters affected is Speed. Speed helps you all the time; reduced slow-down only helps you to the extent you are full. How often are your ships packed to the gills? As stated in the Notes to the Ships page,
- "Full load" is to be interpreted as "loaded to full capacity", regardless of how large that capacity is. The amount of slowdown does not depend on the actual tonnage on board a ship, but rather on how full it is compared to its total capacity. For example, an oriental trading ship with no socketed items loaded with 5*75 (375) tons is just as fast as an oriental trading ship with "Massive Cargo holds (+30)" loaded with 5*105 (525) tons. Also, if both aforementioned ships are loaded with 5*75 tons, the one with the enlarged cargo holds will be faster (it's only 375/535, or 71%, full).
Most reduced slow-downs have a maximum value of 25%; they don't help you at all when you're empty or undamaged, and only equal a 25% speed bonus when you're totally full or near death. Why not just use a 25% speed item, and cover all the bases?
Here's a comparison of the most common ship-speed items:
Icon | Name | Quality | Description | Properties | Level required | Available by | Honor cost | Frequency |
---|---|---|---|---|---|---|---|---|
Captain Claude Homebird | Purple | Sailed to the edge of the world and beyond... | Ship Maintenance -75%
Vision +30% Cargo +30t Speed +30% Repair: medium |
Nobleman | Lord Northburgh warehouse | 800 | Rare | |
Gnarled old sea dog | Blue | A weatherbeaten countenance... | Ship Slowdown -25%
Cargo +20t Speed +20% |
Academy of Wisdom | Rare | |||
Hard-working Seafarer | Blue | Well-versed in trade... | Ship Slowdown -25%
Cargo +10t Speed +20% |
Academy of Wisdom | Rare |
{|class="wikitable border="1" cellpadding="5" align=center style="text-align: center"
!Item !Honor !Bonus ! Honor / Bonus |- |Improved Sailcloth || 40 || 10% Speed || 4.0 |- |Improved Sailcloth || 60 || 20% Speed || 3.0 |- | Top quality Sailcloth || 100 || 25% Speed || 4.0 |} Clearly, the 20% Speed sailcloth is the best bargain; it only costs 3 Honor per percent speed increase. But once you have Honor to spare, you will want top quality.
Increased Damage versus Decreased Reload Time[]
Items or crewman with both +20% Damage and -20% Reload Time actually provide +44% Damage over time (1.2x1.2). They are preferable to a +30% Damage item.
Increased Hitpoints[]
Socketing an increased hitpoints item increases your ship's hitpoints by the stated percentage. But does it add to your hitpoints in an absolute sense, or multiply them in a relative sense? Importantly, it multiplies them, which effectively means, it reduces damage.
If your ship with 100 HPs sockets a +40% HP item, it then has 140 HPs. If the enemy ship hits you 3 times for 40 HPs before your fleet sinks them, your damage bar will say you have 20/140 HPs left. If you then unsocket the hitpoint item, you will find yourself at 14/100 health (14%, equal to 20/140).
If increased hitpoints had acted in an absolute or additive way, you might have died from the 120 damage to your base-100 ship (if you unsocketed the item while damaged). But it doesn't work this way. Increased hitpoints are a relative damage reducer, not an absolute damage shield - you only received 86% of the damage (120/1.4 = 86 of 100 base points) with a 40% damage-reduction item, not the full 120 damage points.
Prestige gifts for orient[]
See Prestige.
Miscellaneous[]
Letters of Marque[]
These show up fairly often in Hassan ben Sahid's right-most slots:
Level | Item | Honor | Minutes | Honor / Minute |
---|---|---|---|---|
Citizen | Sooty Letter of marque | 50 | 5 | 10.00 |
Patrician | Sealed Letter of marque | 100 | 8 | 12.50 |
Noblemen | Imperial Letter of marque | 200 | 20 | 10.00 |
Noblemen | The Sultanate's Letter of marque | 150 | 13 | 11.54 |
These allow you to attack NPCs and Hassan even if not at war, with no diplomatic consequences, for the number of minutes shown. It's the only way to attack Hassan if you have fraternized with him.
To use it, put it in a ship action slot, and activate it. A skull and crossbones appears over your ship (just like with the plague), and you can attack. You can't remove or de-activate it. When the time period is up, you are given a notice, and the Letter disappears. They are all one-time use.
Since most actions are short (hopefully!), you may as well use the cheapest one. But be warned: Once you reach the metropolis stage and receive Emperor or Sultan quests, you may be asked to attack a handful of corsair ships or, more rarely, huge numbers of corsairs. You should stock up on some Letters at this point because some of these quests are on a timer, but Hassan might not have any in his inventory at the moment.
Expedition Maps[]
These can be bought from the left-most slots of Hassan ben Sahid or received as parts of quests. They will state a likelihood of success, and require specifics goods to increase the likelihood of success. The item tells you your chances, depending on how many goods the ship has. For example, an initially Low success rate map will read as follows:
- 0 of required goods on board: low
- 20 of required goods on board: medium
- 50 of required goods on board: high
- 60 of required goods on board: very high
- 70 of required goods on board: maximum
So, "low" maps always need 70 tons for the maximum chance, and they always cost 30 Honor. "Medium" maps need 50 tons and cost 50 Honor, and "high" maps only need 20 tons, and cost 80 Honor. Some maps want one item and some want two; for the maps wanting two items, you are free to mix and match which of the two you go with, just so long as the total tons equal what is needed for that map. You can easily see this at work by placing the goods on your ship, and checking the map's success rate.
Although the maps seem fairly random in terms of requirements and initial success, there are in fact only perhaps 12-15 of them. In any given game, this collection of maps may move slightly in terms of which of Hassan's slots it is sold through (Peasant to Nobleman), but the only real constant seems to be that the goods required by the map are never sold at a lower level than can have that good. In other words, you might see a particular map requiring Fish in anywhere from Hassan's Peasant to Nobleman slot in a given game, but you will only see a map requiring Wine in his Nobleman slot.
Note that if you already have some of the goods needed on your ship when you are buying a map, it will already reflect this in its chances, even before you buy the map from Hassan.
When you have loaded the ship, click on the socketed Expedition Map and hit the checkmark that is shown. Your ship will take off by itself and sail off the map of the known world. (Note: You CANNOT unsocket the map, and you otherwise totally lose control of the expedition ship once it is triggered, so make sure it's ready before you go adventuring.) It will return in some minutes (with a news alert), and have a new item in its hold. In testing (35 ships), the minimum time off the map was 3 minutes, average was 5.6 ± S.D. 2.4, and maximum was 10 minutes off the map.
NOTE: Everything in the cargo holds of your ship will disappear during the expedition, even Items. The only thing that will not disappear is other socketed items (past the socketed expedition map, which disappears). So only take exactly what you need!
Although the results are quite variable, testing (117 expeditions) returned an item 74% of the time. 83% of these items were crewmen:
Number | Item | Resale Honor | Properties |
---|---|---|---|
14 | Scar-faced Captain | 50 | Ship Cargo +10, Speed +20%, Medium Repair |
13 | Devious Buccaneer | 125 | Ship +30% HP, +15% Speed, +20% Damage |
11 | Swashbuckling Helmsman | 100 | Ship Maintenance -50%, Cargo +10, Speed +20% |
10 | Bloodthirsty Buccaneer | 125 | Ship HP +20%, Damage +20%, Reload -20% |
8 | Scowling Captain | 125 | Ship +40% HP, Low Repair, +30% Damage |
7 | One-armed Captain | 100 | Ship Slowdown -25%, Cargo +20, Speed +20% |
6 | Snarling Pirate | 125 | Ship HP +10%, Slowdown -50%, Damage +30% |
4 | Ornate Imperial Armor for giving hope | 150 | Army HP +20% |
4 | Piercing Fire | 175 | Castles, Towers, Gates +20% |
2 | Formidable Knight | 200 | Army HP +20%, Damage +30% |
2 | The Minstrel's dulcet Harp | 200 | Taverns, Bathhouses +20% area |
1 | Hot-tempered Mate | 100 | Vision +25%, Cargo +20, Speed +20% |
1 | Imperial letter of Marque | 100 | Capture for 20 minutes |
1 | Insane Powder Keg | 100 | Explosive force: Massive, 15 seconds to fire |
1 | Ornate Broadsword | 175 | Army Damage +20% |
1 | Redbeard the Vindictive | 250 | Maintenance -75%, Vision +30%, Cargo +30, Speed +30%, Repair Medium |
1 | The accursed Knife-wielder | 300 | HP +40%, Slowdown -25%, Speed +10%, Repair Medium, Damage +30% |
If you are looking at resale value (half their buy price), these could be sold for an average of 118 Honor.
The other 26% of the time, ships returned with goods - finished goods (no raw materials) or gold. Glasses, war machines, and, especially, gold was often seen. The number of tons ranged from 39 to 101, with an average load of 77 tons. The average active resale value of the load of goods was 7,600 gold, with a load of 91 candlesticks being the most profitable haul seen (17,654 gold).
All the above testing was done with maps at maximum success rate. All ships returned, and returned with something good, as you can see.
NOTE: Ships sent on an expedition without maximum success rate risks being lost on the expedition.
There did not appear to be any correlation between the type of map, the goods loaded on board to achieve maximum success, and the expedition results. However, some odd tendencies were seen in the data, such as a particular streak where half of the returns were goods, not items. So it is possible that something(s) in the game influence results (civilization advancements? type of expedition maps? which of Hassan's slots they were bought from? honor cost for map?), but if there is any such influence, it was not readily apparent. The current author's best guess is that all the maps are equally random, so choose them simply on the basis of what goods you can send, and how much honor you want to spend on the map.
All in all, expedition maps are a good way to get some quality captains for a bargain honor price, or maybe a nice load of cargo, especially early in the game - IF you want to hassle with the logistics. Consider them a mini-game that you might or might not choose to play. If you want to conduct a lot of expeditions, you might have a "support ship" that is buying maps from Hassan and gathering required goods while the primary ship is off exploring; the primary ship can then make port, drop of its results, load another map and goods, and turn right around for another expedition.
Note that every now and then you may get an expedition map as part of a quest. While the expdition part is the same as Hassan's maps (sailing off the known world, etc.), in my limited experience, they are usually tied to a specific expedition result, such as a Treasure icon to be taken to the quest-giver.
Notes[]
- ↑ Ibn al Hakim also provides items. Items are found in expeditions and excavations or received as a reward for contracts.
- ↑ 2.0 2.1 2.2 Affects Small and Large storehouses only. Has no effect on warehouses (regular or historic) and market buildings.
See also[]
- Attainments purchased with honor, which also unlock the opportunity to purchase items.
External links[]
- German Anno 1404 wiki for a very extensive listing of various items including where to find them (in German).
References[]
- ↑ 1.0 1.1 1.2 Prima Dawn of Discovery Official Guide, p. 16-21.
- ↑ Available only as rewards for contracts by Willem van der Mark, Baroness Constanza Zanchi, Giovanni di Mercante, Grand Vizier Al Zahir, Izmir, Karim, Ibn al-Hakim and the population. Source:German Anno 1404 wiki
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