Black Flag Memory Reset · Upgrades#
Table of Contents#
| # | Section | Content |
|---|---|---|
| 1 | Two progression lines | Ship versus person |
| 2 | Jackdaw systems | Six upgrade directions |
| 3 | Material sources | Wood, metal, cloth, and reales |
| 4 | Elite upgrade plans | Where the final tier is gated |
| 5 | Second fire mode | The extra reward for taking fortresses |
| 6 | Personal equipment | Edward’s own upgrades |
| 7 | Upgrade order | A recommended route by stage |
Two Progression Lines#
Progression in this game runs along two independent lines: one is the Jackdaw, powered by wood, metal, cloth, and reales; the other is Edward’s personal gear, crafted from materials gained by hunting and whaling. Neither line involves levels or skill points — strength comes from pushing each specific item forward.
Jackdaw Systems#
| System | Purpose | Priority |
|---|---|---|
| Hull armor | How many volleys you can absorb | Highest — getting stuck almost always means this was neglected |
| Broadside cannons | Main damage, tied to firing arcs | High, second priority |
| Mortar | Long-range suppression and static targets | Medium-high, essential against large ships |
| Swivel guns | Clearing decks before boarding | Medium, essential for boarding builds |
| Heavy and chain shot | Armor breaking and interrupts | Medium, top up before legendary ships |
| Storage and ammo | Cargo, crew cap, and ammo cap | Low, but it directly affects endurance |
Upgrades come in several tiers; the top tier requires special plans, detailed below.
Material Sources#
| Material | Main sources | Notes |
|---|---|---|
| Wood | Salvaging enemy ships after boarding | The most reliable source — sinking them yields nothing |
| Metal | Salvaging enemy ships after boarding, chests | Accumulates alongside wood |
| Cloth | Shop purchases, chests, mission rewards | Runs short most easily |
| Reales | Contracts, trade, fleet income | The universal currency |
| Rare materials | Dive spots, fortress chests, legendary ships | Only used for top-tier upgrades |
Daytime trade routes and nighttime fleet distributions differ slightly; run cargo routes and pick up a few boarding actions along the way, and materials will rarely run short.
Elite Upgrade Plans#
The final tier of every Jackdaw system is gated behind elite upgrade plans. Plans cannot be bought — there are only two sources:
| Source | Notes |
|---|---|
| Treasure maps | Maps looted from bodies may yield a plan once you dig up the marked spot |
| Fortress chests | Open the chests inside a fortress after taking it for a steady supply of plans |
In other words, money and materials alone cannot max the ship. To push the Jackdaw to full spec, collect every treasure map and take every fortress.
Second Fire Mode#
This is a new upgrade branch added by the remake: capturing fortresses unlocks a second fire mode for the Jackdaw’s various weapons — effectively a free extra tier of output.
| Item | Notes |
|---|---|
| Unlock | Capture fortresses |
| Coverage | Each side of the hull and the main weapon types |
| Extra sources | Finishing officer quest lines also grants specific weapon boosts (such as double broadside fire) |
| Advice | Take the two early fortresses first; the improvement to naval combat is immediate |
Personal Equipment#
Edward’s personal upgrades are crafted from hunting and whaling materials; they determine endurance rather than attack power.
| Item | Purpose | Priority |
|---|---|---|
| Ammo pouches | Pistol ammo and dart supply | High — directly determines how long you can keep fighting |
| Dart pouches | Berserk and sleep dart supply | High — the core of stealth builds |
| Pistol holsters | How many pistols you carry | Medium-high — one more shot is one more interrupt in a chain |
| Health cap | Damage tolerance | Medium |
| Scabbard and belt | Carry and swap efficiency | Medium-low |
Trinkets are a new equipment category in the remake, granting passive bonuses; they usually come from exploration and collection and are not craftable upgrades.
Upgrade Order#
| Stage | Prioritize | Why |
|---|---|---|
| Early (Sequences 1 to 4) | Two tiers of hull armor, one tier of broadside cannons, one rank of ammo pouches | Solve surviving and sinking first |
| Mid (Sequences 5 to 9) | Take two fortresses for the second fire mode, add mortar and swivel guns | Naval combat shifts from absorbing hits to applying pressure |
| Late (after Sequence 10) | Finish the treasure maps, max every system, recruit all officers | Legendary ships and the endgame chapter both demand full spec |
| Wrap-up | Storage and ammo capacity | It affects endurance; top it up last |
FAQ#
| Question | Answer |
|---|---|
| Why can’t I upgrade with enough money | The final tier needs elite upgrade plans, which only come from treasure maps and fortress chests |
| Materials never enough | Stop sinking everything; board and choose to salvage the hull — the yield gap is huge |
| Can’t beat legendary ships | Official guidance and every guide say come fully upgraded; missing one tier means being hammered |
| Do officers count as upgrades | Yes. Completing their quest lines grants Jackdaw abilities, and double broadside fire in particular is a qualitative leap |
| Are upgrades pricier on higher difficulty | No. Upgrade costs are independent of the difficulty setting |
For where personal equipment materials come from, see the crafting guide; for specifics of naval combat, see the naval combat guide.