Gameplay Guides + Tips

  • The subcategory for those more experienced pirates who have created guides and know tricks that will help you on your voyages.

  • I've seen some people miss and not get exhausted, is there a trick?

  • I saw someone make a post asking for help so I copy and pasted what I told this person.

    I can tell you things that you can do right now to improve and there are things that will take time things like aim, game sense etc.

    What you can do to improve right now
    Double gunning
    Use two combos of either Blunder Snipe or Sniper Pistol.

    Once you have that learn X Cancelling, it’s a mechanic you can do to make your sniper, blunder and pistol reload faster. The moment you shoot immediately double tap your disengage button which is usually X hence the name X Cancelling.

    Strafing
    A huge tip is your movement, Jump spamming is not the play DO NOT JUMP SPAM. It is very easy to hit for even bad Aimers. What you should be doing is strafing, strafes in sot are quite difficult to hit for even top tier players. Strafing is when you press A and D on and off and look the way you are moving. So if I press A I look left, press D look right. So it should be something like A Look Left then D Look Right and so on. If you do it to fast the strafe will be to tight and if you do it to slow it will be easier to hit. Another tip for strafing is being less predictable so sometimes jerk to the left or right when strafing.

    90 FOV
    Make sure to have your FOV on max it helps a ton but usually most players already have it on max.

    If your aim is bad that’s ok!
    You can tdm which improves your aim a ton. TDMing is when you and other crews go into arena, sail to a skull fort with sniper and pistol and fight on the island. You and your friends can do it yourselves and improve together.

    When double gunning you also need to use quick swapping. Quick swapping will help you switch weapons faster. So the keys you need to enter in to quick swap go like this

    Shoot
    Sprint
    Go out of the sprint, switch your weapon
    Sprint
    Pull out your weapon and shoot.

    Remember to x cancel for a faster reload.

    So what your main takeaway from this should be

    Double Gun
    Strafing
    TDMing
    X Cancelling
    And Quickswapping.

    If you want to see those mechanics in action just look up some Sea Of Thieves Montages.

    And if you are controller imma be real all hope is lost just use a cutlass. BUT if you want some inspiration on controller check out Scudals/ScutLs older montages, he’s controller.

  • Well, I have been playing this game since it was released. However, I get tips like "Speak to the Gold Hoarder in the tent to purchase a voyage" etc. I tried to find a setting that disables this feature, but I couldn't. Can you guys help me? I don't want a message in the middle of screen which blocks my view.

  • So in comp 1v1s, 2v2s or 4v4s a team will hold the top of the fort to gain an advantage over the other team pushing it

    Holding the fort allows for free hits off the players pushing it and if it ends up in a kill can decide the entire wipe.

    Before I begin I’m assuming you are a average TDMer, meaning you know quickswap, strafes all that stuff

    For one to understand how to push the fort one must understand how to hold it so we’ll start with that

    The goal of holding fort is to get free shots off the players pushing it. In the best case scenario you get to shoot the players and they can’t shoot you back.
    An example of this is holding the ammo box. Where a player is running up to the fort and you jump and shoot from below you all have seen that.
    When you can see through something but you can’t shoot through it it’s called a fort block which is what the ammo box spot is.
    When you are holding fort remember the moment you back off from watching the stairs the players will push up. So if you get hit or go to ammo box that is when they will push up. And remember there are secret ways up to forts which you will have to keep in mind.
    Always hold fort knowing your enemy will push up.

    Holding fort really is just watching the stairs

    Your goal when holding the fort is to deal damage to the opponent without letting them deal it to you.
    Once a team pushes up usually someone will get killed. But holding fort doesn’t end at the stairs. Once a team pushes up fort try and push to the real top of the fort. Above the ammo box. For example holding tarps etc. In my experience it is much harder pushing the very top of fort than pushing the ammo box.
    Sometimes if you kill a player while they are pushing up you can play a bit aggressive on the solo player, you have to be unpredictable and play aggressive sometimes.
    And remember always assume your shots don’t reg unless the player is giving signs it regged, like them backing off or bringing out food

    Now onto pushing fort
    The first stage is getting onto the platform or the gulag. So you shoot low and have to run up to the fort, this is where players will be holding ammo box and other Fortblocks around the fort.
    There’s nothing you can do here except for just strafing usually you or your teammate will get hit.

    Now you have to push the ammo box, all forts either have One or Two stairs you can push up from. But there are other ways up than just the stairs. Skull Keep for example has two alternate ways up and 1 secret way up. My definition of secret way is anything that requires parkour up. On skull keep to the left and right of the fort are rocks that you can easily get on and get onto the fort. But if that’s not the case and it’s a fort that has one or two stairs your goal is to make sure you cannot get hit. You shouldn’t be focused on killing the player in this stage you should be focused on getting on top of the fort. Pushing the fort is all about timing, 1v1s timing matters the most. So this scenario is a 1v1
    Your goal here is to get an opportunity to push the top safely. You can get this opportunity by waiting for the player to reload, go to ammo box or eat food if you hit them. You need to assume all of their shots will reg on you so don’t try and wing it and blindly run up the top expecting to take every shot. What I do which works on even top players is running up the ramp strafing then jerking to the left or right and falling off the ramp. What this does is bait their bullet then you can run up safely. If you manage to hit the player and they are showing signs it regged that’s an opportunity to push up.
    Learning secret ways up help tremendously and from what I’ve seen even experienced players who know the secret ways up themselves don’t watch it.

    Now you have pushed up to the top of the fort, this is typically where the first kill drops and the first engagement happens and is the most important moment in a fight. Whoever dies first usually decides who wins the wipe, your teammate dies you will just get 1v2d. If not the fight will continue with one team holding the very top of the fort or playing the tarps. For every fort top there are two stairs up but players can parkour up and get the same effect. Engagements on the very top of the fort go nowhere, most people have been in the situation where the opponent is on the other side and you just play ring around the rosy. I typically just avoid that gunfight and drop down to ammo box and make them come down to tarps or something.

    That’s pretty much all I can verbally describe I might to a more in depth one on my yt idk.

    So your main takeaway from this should be

    When holding the fort your goal is to hit the enemy without being hit yourself

    And the goal of pushing the fort is to wait for an opportunity to push without getting hit.

  • ok let me explain, I'm convinced that SoT is a great game and finding quests and progress should come naturally as you play, but my friend, whom I must have talked him into playing is bored almost immediately (we got the game from Xbox game pass so he doesn't have the initial drive to play), he just doesn't see the bigger picture of the game so I want to have him entertained so we won't play another game. (I believe if the game is good he will eventually love it)
    This leads finally to my question: Can you give me step by step tutorial on how to play the game? What I mean is what are the fun voyages and how to do the lore? Also which event is the best. We are currently doing only the gold hoarders voyages and a little bit of pvp and the order of the souls. So it tends to be repetitive. Thanks for your replies.

  • Honestly, it seems like every Arena Match I play, I get stuck with 3 of 5 ships or more that just want to go over to the fort and TDM.
    For those of us who really wanted a PVP area to do ship to ship combat since encounters in adventure mode aren't as common as we'd all like, these people are ruining the Arena.
    So basically, if you're in a game where they're like, "Leave us alone, go get treasure and get a free win!" (Yeah, because that's fun...)
    All I do is sail up so that I'm a decent distance away, blast their ships, blunder bomb them if they get on board, and scuttle if that doesn't work. You have no idea how super unhinged they get when they no longer have the power to mass-spawn-kill you.
    If you can pull it off (unlikely, these guys to their credit are very skilled at CQC), raise their anchor, and move their ship away from the fort. Even if it doesn't sink it screws up their vibe if you can get the ship far enough away where the cannons won't reach the fort. Remember either way, once you're down, immediately scuttle. Don't give them a chance to spawn camp you.
    Repeat this process a few times and they leave your servers. If we all work at this, we can get these losers to go back to CoD where they belong.


  • If you ever do a black market quest... Do it alone. So a few hours ago me and my friend were doing some black market quests and it was all going smoothly until we got to the outpost. We probably delivered about 3 explosive barrels before I heard a loud boom! I turned around and realized our ship was burning. It took me a moment to process it but I realized he light one of the barrels on purpose so he could play a different game! I tried to recover the goods but there were just to many. And a shark was chasing me so I couldn't do anything about it. My only tip is just don't let your friends touch explosives.


  • There are tons of solo sloop tactics but rarely solo brig tips.

    I have some insight into what its like, your potential, pros and cons and how to make your life at sea relatively comfortable manning the brigantine.

    I also have info on why you may choose her over a sloop in some instances. Ive been sailing her for almost since she released in all kinds of scenarios. Im at a stage where im just as comfortable sailing a brig solo as i am a sloop. It does take some getting used to, you will have advantages in certain activities and disadvantages is others but i promise you, the brigantine is more versatile than most people think.

    Pull up a stool, pour a grog and hopefully you may find something interesting. Feel free to chip in with your own.

    First things first.
    Why?

    The sloop is amazing, a jack of all trades ship. But it can get boring after a long time. Its really easy to sail and its reliable and you are oretty safe against every PVE enemy and any player crew with less experience than you but its not incredibly fast. Its that speed you gain from the brigantine that makes it feel fresh and fun. I think of the two ships as a sloop being a warship and the brigantine being a fast smuggler. A ship you use to go fast, hit hard and disappear. Your experience will be familiar yet different.

    1. Modes of travel.
      Brigantine has 2 modes.
      Sloop mode and Travel /Escape mode.
      With a sloop you can drop the sails when you see barrels at sea. You can do this too on a brigantine and turn around and harpoon that loot, but you gotta be ready. Have only your main sail down if you plan on stopping now and then and grabbing stuff you pass.

    Going somewhere specific or are hunting skelly ships or anything else? Activate travel sails. Both sails down. Cross winds is the optimal speed, approx 230m/s, youll be the fastest thing that floats.

    1. Visibility is important.
      You have 2 choices.
      Get torn sails and keep your sails fully down for maximum speed or slightly raise main sail to provide visibility. You are usually fine in open waters but its wise to keep visibility near rocks and islands etc. I use to use torn sails but its not much different slightly raising and when caught wind you can see well.

    2. You turn slower than a sloop but its manageable if you can multi task.
      Most important sail is main.
      Second sail is a little booster.
      When you turn, dont turn all the way. Turn part way then move sails. By time thats done youll have turned properly. Turning circle isnt that bad and you mostly travel is straight lines anyways but you will be shocked just how efficient and easy it is once you are used to it.
      Its good for both sails but prioritise main.

    3. You are a formidible skelly galleon hunter but you are weaker than a sloop.

    Essentially you have traded the relative tanky safety of the sloop for more speed... To find targets quicker. Mitigate the trip and from the ammo barrel by putting a storage crate on the top grate near 4 cannons. You can grab food, cannon balls from it in an instant, you can peak below to see water level and run down when you need to. You cant take endless hits like a sloop, after 4 or 5 shots or so from enemy you best go repair (which is the price you pay for speed)
    However speed is your friend here....

    Skelly galleons are pretty easy in travel sail mode. They will get their hits on you but eventually end up chasing you from behind in a circle unable to hit you. You can raise main sail to let it catch up then just before you get into their range lowee it again. You cna find you can hit them hard and not take a single shot most of the time and is a very quick way to sink them.

    Downside is once its sunk...
    Its possible to lose where it sunk due to your speed so best thing is drop anchor as soon as you hear the music note (Check for other ships first because usually anchor down is a no no), As you anchor quickly check where galleon is with compass, memorize it, finish repairs if any and sail over to where it went down.

    Its worth noting.
    Travel sails (Both down) are best whwn fighting skelly galleon. Using just main gally gets a lot of hits on you. Double and you will only take a couple. Skelly sloop tho you can do whatever, its only like 10 hits so just use main for them.

    1. Point both front cannons forward and two back cannons back.
      As you pass a target you can get a cheeky second hit. Useful for ghost fleet.

    2. Coming up to an island raise front as its coming up. Go from travel mode to standard mode. Youll have slightly better turning circle and have main right by your side for those last minute adjustments like you would do on a sloop.

    3. Two interiors.
      Many people think inside the cabin is cramped. I think its due to the darkness. If you wanna make it brighter put on either parrot hull or night parrot hull. It has a white brighter wood and makes it more inviting at night.

    4. You can still pvp.
      But not as directly as a sloop.
      Get them to chase you, pass a fort and grab the cannon there. Chain them and then sink them. Your ship will be safetly out of harms way but you can do it. Or use a rowboat and do some strategic kegging on unsuspecting ships.

    5. Cursed cannonballs are your kryptonite. If a player anchor balls you and they board, its over unless you can kill them quick because anchor takes too long. If anchorballed by a skelly ship its tense but prioritise getting it back up. Your speed is your best defense. You will survive, just get moving and eventually as mentioned above, skelly gally wont be able to get you as you on blind spot.

    6. When you need to do voyages and cant be bothered to get in prolonged chase, use the brigs speed to escape. You can flee a brig using a brig by using the skelly fort tactic if you have a persistent one on yoyr tail.

    7. You can kill every pve threat as a solo except the Kraken. Kraken comes just run. They been patched where they cant block you in anymore.

    8. Never forget you are a glass cannon. You trade safety and tankiness for speed. Sail over a keg patch it asap.

    9. Ghost fleets can be challenging but possible. Theres 2 methods.

    Sail into the path and stop with sails. Shoot as they come close and rotate or...Sail by them at high speed firing at them, repair then come back, rinse and repeat.

    1. Escape skelly galleons by anchor balling them or rigging ball in cross wind or use passing rocks to cause an obstruction. If there isnt any go to an island, let them rotate and slip away.

    2. Dispatching megs is easy if you just stop. Just use the cannons and repair after every hit. Slower than a sloop but you dont want to be messing with the wheel, just focus on firing and repairing.

    3. Your speed is great for snagging those reaper chests before sloops can get them and you can do last minute escapes of approaching ships.

    4. Patience. Its difficult at first. But it does get easier and enjoyable. Then going back makes you a better sloop pilot too as all of those things you did in advance you do on a sloop making sails and helms work super efficient.

    Thats pretty much it.
    A ship that lets you do everything, almost.
    Sloop will get you there slower but you are a warship. Brigantine lets you glide faster at the expense of more fragility. But its managable.
    Theres something nice about being the fastest thing on the seas and sometimes its nice to just do lengths of the map as full speed looking for interesting happenings when you run out of voyages.

    Thanks for dropping by.


  • PVP Combat is the portion that seems to elude. Had a Crew of 4 fighting one other player who cut us down despite continuing sword slashes, blunder-bombs, and at least two subsequent point-blank blunderbuss shots to the face. The player sent all four to the Ferry of the Damned at least three times in one battle despite a concentrated effort. Lag didn't exactly help the experience for a couple of our players in that situation.

    Needless to say it was a humbling experience LOL.

    So that being said... how did you get good at battling PVP hand-to-hand? My Crew is lacking and seems to be struggling there. We thought we had a handle on it until this most recent experience. Anyone have tips or tricks?

  • I finished the necessary tail twice so far. I dug up all three artifacts and read all five journals before completion. What gives? No ashen dragon sails for my effort. Is there something else?

  • I got chased from the entire length of the map a few times. This brigantine chasing my solo sloop never gave up.

    I made a last minute mistake and misjudged my turn and crashed.

    I broadsided them and they boarded and killed me and sunk my ship.

    My best tip I think, is to drop them a message.

    Sent them a message "GG".
    They replied "Same to you"

    Said GG to the other and he replied "You made us work for it! Lol"

    Turned out they were Duo brigging. So they invited me as a third crewmate due to my friendly disposition.

    So not only did i cash in my lost loot, i cashed in theirs and another poor pirate sloop that we happened to run down.

    We killed them a little quicker with me on the cannons though!

    So best tip, drop them a GG.
    It might lead somewhere. At the very least they'll know you arent a salty pirate but a good sport. Even if deep down you are seething! Haha


  • Me and my sister want to continue our journey with Tall tales but we can't continue. We have delivered the shroudbreaker. The game wants to restart. Please help.


  • Hey guys! I was looking for hide and peek bundle in the pirate emporium but i couldnt find it. Was it time limited or something?

  • I was looking for a guide to find the 5 sketches made by “Stitcher Jim’s beloved” at the Reapers Hideout. I couldn’t find one, so here you go! My own guide, up-to-date as of March 26, 2020. It took me a 30 minutes to find them all, so I’m posting this guide to help you so you don’t have to!

    • The first sketch is laid against some planks near the stranger herself, outside of the circle.
    • The second sketch is in the remains of the upturned ship on the shore, behind the stranger.
    • The third sketch is on top of a wooden platform atop some rocks, next to the shipwreck.
    • The fourth sketch is underneath the wooden wall on the south side of the island, hidden in a little nook between a rock and the wall.
    • The last sketch is laid against one of the bones making up the ribcage along the main entry path. It’s on the right side when coming to the stranger, and behind a bone. So look around a bit. I hope this guide helped you find them!
  • It’s recommended that you only use this walkthrough as a last resort, and only if you get stuck at a particular point in the tale but still wish to progress further in the story. It should be noted that there are 2 ways you can fail the quest, either by losing the totem needed to progress further, or by all of your crew dying in the vault room, which shouldn’t happen if you follow this walkthrough. The tale itself is fairly easy when you know what you’re expected to do, but can be a little tricky when you don’t, hence this walkthrough.

    BEGINNING THE SHROUDBREAKER TALL TALE

    To begin the tale you will need to visit the mysterious stranger found in any tavern on any outpost. They’ll be standing at the back of the tavern next to the bar with a book placed beside them on a barrel. You and your crew will need to vote on this book to start the tale and receive the book in your map radial inventory wheel, which will then let you access the book at any time until the tale is finished. Should you wish to cancel the tale at any time, for any reason, you can do so by going to the voting table on your ship and voting to cancel. After everyone in your crew has voted to start the tale, the mysterious stranger will then begin to speak and your adventure will begin.

    WHERE ARE WE SUPPOSED TO GO FIRST

    Now that you have the book you can read through it, by selecting it from the map radial wheel and turning the pages with left/right on the d-pad or by pressing the Q & E keys. From the clues given in the book you will arrive at the conclusion to begin your quest searching for an uncharted island somewhere in the Ancient Isles. The island is located at the corners of N/O 13/14 on the ships map table grid.

    UNCHARTED ISLAND

    When you get to the island you are looking for the Magpies Wing’s ship log, which will add 2 new pages to the book and contain new clues that you will need to follow to find the next quest item. The Magpie’s ship log is located in the sunken wreckage of the Magpies Wing (west side of the island) on the floor to the left as you swim into the captain’s cabin, it’s on the overturned table.

    RETRIEVING THE ANCIENT CHEST

    The ships log will give details on the Magpie’s journey and where they chose to ditch the chest before being sunk. You will need to workout from the clues on the pages which island they left the chest at by following the same course as the Magpies Wing. This part of the tale has different variations on islands and courses taken, so you can replay the tale and enjoy a new experience with a different crew. When you get to the island that you believe the chest to be on, you will need to swim under the sea and around the island to locate the chest somewhere on the islands seabed. This is made easier by the shinning glint that you will see coming from the chest when you get close enough to it. Known variations are as follows:

    Anchored on the north side of Discovery Ridge, fleeing northeast, passing a huge island and continuing northeast: Fools Lagoon (west side).

    Anchored on the south side of Discovery Ridge, fleeing southeast, passed small shallow islands starboard, now heading east by northeast passing a fortified island, continuing northeast to a cluster of islands: Snake Island (southwest side).

    Anchored on the south side of Discovery Ridge, fleeing southeast, passing a large tangled nest of islands to starboard, continuing east by southeast: Lookout Point (northwest side).

    Anchored on the south side of Discovery Ridge, fleeing east, passed a fortified island and amending course north: Chicken Isle (southeast side)

    Anchored on the east side of Plunder Valley, fleeing east, passing a small shallow island and continuing east, coming up on a short chain of islands and turning southeast: Paradise Spring (north side).

    Anchored on the south side of Thieves Haven, fleeing northeast, passed small shallow isles starboard and continuing north by northeast, rounding a fortified island and turning west by southwest: Cutlass Cay (northeast side).

    THE ANCIENT CHEST AND TOTEM

    After retrieving the ancient chest and opening it you will find 2 more pages for the book, as well as 1 of 6 totem variations. Using the book you must now match the island shape that appears on the second to last page with the ships map table, to find out which island you need to go to next. There are 6 islands and 6 totems that you might get as variations of the tale, but you will only need 1 totem while playing through the tale. The quest islands and their respective totems are as follows:

    Crook’s Hollow: Scarab
    Uncharted Island (N/O 13/14): Crab
    Devil’s Ridge: Boar
    Kraken’s Fall: Shark
    Mermaid’s Hideaway: Snake
    Crescent Isle: Moon

    FINDING THE VAULT ROOM

    Once you’ve arrived at the island depicted in your pages of the book, you will now need to find the entrance to the vault room and where the totem should be placed to open the vault room door. There is a clue in the book hinting at where you should begin to search, and what you’re looking for is a square pressure plate on some rocks where the totem will go. The locations are as follows:

    Crook’s Hollow: from the east beach, through the waterfall into the cave, it’s on some small rocks on the left side, before the scarab rock at the intersection.

    Uncharted Island (N/O 13/14): locate the secret cave entrance on the west side of the island and swim into the cave, head to the east side of the cave to find the worktable that’s opposite Merrick’s journal. It’s up and behind the table, the bottom left rocks.

    Devil’s Ridge: on the southeast beach you will find 3 boar paintings on the rocks, it’s at the bottom right of this (small rocks).

    Kraken’s Fall: head to the middle of the island and find the Kraken remains in the sea, it’s just a few paces up and to the north on some small rocks.

    Mermaid’s Hideaway: on the west side of the island just under the archway, it’s opposite the single snake symbol on the small rocks.

    Crescent Isle: head to the bridge underneath the middle of the island and then into the north cave, it’s on the small rocks to the right as you enter, just past the torch.

    THE VAULT ROOM AND PUZZLE

    When you enter the vault room you will find the puzzle table with 4 unlit torches on each of the corners, and a button with a handprint in the middle. Just passed the vault room puzzle table you will also find 4 pillars that can be rotated. In order to solve the puzzle you will need to use the book to decipher the code and then enter it correctly to complete the puzzle. To start the puzzle you will need to light the 4 torches around the table, which will then close the door behind you as the room begins to fill with water. You will now need to turn the pillars to match the first (top) line of symbols, found in the last page of the book, and then return to the table to press the button. The symbols on the pillars should then change to match the second (middle) line of symbols found in the book. Repeat the process by entering the code for the second and third lines and the puzzle will be solved.

    THE MEDALLIONS

    After solving the puzzle you will now need to retrieve 3 medallions, which will be placed in the 3 circular holes in the puzzle table found underneath the handprint button. The puzzle table will now light up showing you an image with the location of the first medallion indicated by a circle, and will change to the next location once a medallion has been placed into the table. After retrieving all 3 of the medallions and placing them into the puzzle table, the door in-between the rotating pillars will open up inside the vault room revealing the Shroudbreaker. Known locations for the medallions are as follows:

    Crook’s Hollow: 1, in front of the scarab stone at the cave intersection (south). 2, behind the waterfall on the right side after leaving the vault room (east). 3, in front of the Easter Island head located at the top of the island just after the steps (south).

    Uncharted Island (N/O 13/14): 1, the pillar next to the cave entrance on the left as you leave (west). 2, in front of the palm trees by themselves (south). 3, a pillar in front of an underwater archway (southwest) head to the Magpies captains’ cabin and then west by southwest from there.

    Devil’s Ridge: 1, three rocks by the pool of water directly in front of the waterfall (west). 2, underneath the overhanging rock that can be found directly above the vault room (southeast). 3, on the boar shrine in the caves (southeast) the entrance to the caves can be found at the northeast side of the island behind some foliage near the cannon.

    FINISHING THE TALE

    Now that you have the Shroudbreaker you will have to fight your way back to the ship through endless waves of the new coral skeleton type (except on the uncharted island). Then it’s just a simple case of returning to the mysterious stranger (any outpost) and handing it over for your reward, as well as some information on where to begin the next tale (Madame Olivia at Plunder Outpost).

    SHROUDBREAKER JOURNAL LOCATIONS

    If you want all of the Shroudbreaker commendations along with the Magpies Wing cosmetic ship cannons, you will also need to complete the tale 5 times, and find the 5 Mercia journals. These can be found at the following locations:

    Uncharted Island (N/O 13/14): northwest tip of the island, near the sunken wreck.
    Ancient Spire Outpost: in a cave on the north side of the opposite spire to the tavern.
    Devil’s Ridge: by the cannon on the northeast side of the island.
    Thieves Haven: in the ruined hut inside the middle of the island next to the waterfall.
    Plunder Outpost: inside the destroyed rowboat by the campfire next to the gold hoarders’ tent.

  • I just bought the game 4 days ago and I'm having a blast, and I've just found out about Emissary Flags. I'm especially fond of the Reaper Bones since they take anything, and killing people give you value (if they are flying a different flag), along with selling treasure to them. I'm assuming that at a certain value, you get a grade and get increased money from selling treasure to that company, but when my ship was sunk after a while it said "Grade lost," but I saw the current value I had (around 40k) was still there. Can anyone explain the thresholds of each grade and if you keep the grade across servers/sessions?

  • The not dying once part is important.

    Any tips to solo kill the gold hoarder?

    Ive read somewhere to kill the shooting skellies and leave melee skellies only as there is a max spawn limit and its more manageable.

    But does ship size matter or just crew size?

    If i turn up on a solo brigantine will he have the same hp as a solo slooper?

  • Hi, I would like to know if there is a way to display the current amount of in-game money, like the one that's shown in the creator overlay assets folder, that automatically refreshes every X seconds? Thanks.

  • Hey guys,

    Are the rewards/payouts for loot, that being crates, skulls and chests, all RNG? Or does taking it to the Servant of the Flame give a large payout? On the SoT wiki there is a min and max figure for the gold rewards, so I'm just trying to work out how to get closer to that max figure.

    So yeah, does the Servant of the Flame give a better payout for the same loot compared to the other traders, or is the min/max payments completely RNG?

    On a side note, keeping to the rewards theme, does having a higher reputation with the traders give you higher payments compared to having a lower rep, eg. Is a Captain's Chest worth more to the Gold Horder if you have 50 rep compared to 15 rep? If not, what is the purpose of maxing out reputation?

    Cheers guys

  • I have days where i love solo slooping but most days its the brigantine for me.

    You are a glass cannon but a very fast one.

    Anyways i was fighting a skeleton galleon and realized how to perfectly take one out.

    The trick is to full left or right turn into them. With BOTH sails down.

    With just the main sail down i took a lot of hits, almost sank. With both down, i got infront of it and allowed me to repair.

    You have either do one of two things.

    For an easy kill just drop kegs off the back. They will sail into them and sink as they copy your moves.

    If you dont fancy keeping kegs then raise main sail to increase turning circle and just before the gally can broadside you, lower main.

    Youll basically be able to hit them without them hitting you.

    Repeat til sunk.

    As a benefit, a sloop came by to try and kill me. I harpooned all the loot and was able to make a quick getaway.

    I think thats why it appeals to me.
    Being the fastest thing on the sea makes me feel like a smuggler of sorts. Ill never be stuck in a ship chase when i dont want to me :)

    Anyways thats how i kill skelly ships on a solo brig.
    Works on fleets too.

    Your only downfall is anchorball.
    Of hit by one stop everything and raise anchor. Your speed is what keeps you alive.

    Eventually your ship will drift into that sweet spot where you can hit them by manipulating the main mast and they cant hit you.


  • I know its a really bad idea.
    Its not practical and there are way better ships to solo.

    Regardless of the reason, lets assume you just want to try it.

    Whats the best way to manage those 3 sails and overall maintenance whilst going around the seas?

    Is it even possible competently ?

    Share your tips.

  • This is coming from a PvP player who learned since day 1 launch....STOP COMPLAINING ABOUT PVP!!! All of you PvE players who complain about PvP sweats need to learn PvP! Tip 1) take every fight! Stop running away because you’ll never get better. Tip 2) communication. If you don’t have a mic make sure you can type! Tip 3) double gun will beat a sword any day :)


  • I've said this to friends for a long time but I think you guy's should add customization to rowboats and harpoons should be the primary color of a ships haul.

  • Recently I visited these forums and was astounded by how many people are still asking for a PvE Mode, Private servers, or otherwise expressing their displeasure with the PvP aspects of the game. To me, that means this game has a lot to offer to those who want to just enjoy the PvE features without expliciting attacking other players, but they need tips on how to cope with the current format of the game.

    It saddens me that much of the response to people wishing for a PvE mode is very vitriolic and unhelpful, anywhere between a vague 'get gud' and 'It’s a pirate game! Don’t play if you don’t like it!!!", or worse. As someone who has previously argued for a way to play without PvP, I know such responses are just low effort and really only serve the person saying them.

    So with all that pre-amble out of the way, I wanted to write a PvP guide from the perspective of someone who would like a PvE mode but has learned to enjoy the PvPvE adventure as much as possible. I'm not telling you how to avoid PvP altogether, that is impossible. Believe me, I've tried! But you can plan for it, respond to it, and survive it more often than not.

    Some of these are obvious tips, but I want to mention them incase this is being read by a new player who hasn't heard them yet. I do have some things to say that I feel haven’t been collected in one place before, that’s why I’m making this post.

    If you’re looking at this wall of text and already saying ‘Too long, didn’t read’, and you’re a player who hates PvP, I implore you to at least read the section titled ‘Confidence’ at the bottom.


    Awareness

    --------- Check the horizon for any ships, and do it often. The first step to combat in any game is information, and most of the time in Sea of Thieves you can see an enemy coming from a distance if you’re looking. Be wary of large islands and rocks that ships could hide behind. You may prefer to sail away from any ship you see no matter how far. I don’t blame you, it’s the safest choice. It is, however, very time consuming and it will sap your ability to enjoy the game.

    --------- When you spawn into the game, that is the only time you have where you’re reasonably safe. Sea of Thieves will spawn you in one of the six outposts outside the Devil’s Roar, and since every server is limited to 6 ships maximum, I’m reasonably sure it calculates which outpost is furthest from all current players on the server to spawn you in.

    --------- If you see a ship that has a lot of blue/green lights on it, it is most likely a NPC ship and not a player. They won’t attack you unless you come close and even then sometimes not until you attack first. Don’t worry about them.

    --------- If you see a player ship, do note that it takes almost no time at all for someone to cross the distance between the horizon and where you are now, if you’re sitting still. Make note of what direction they are in and check it frequently.

    --------- If you see a ship sitting still in the middle of the sea and you don’t see birds circling near them, BE VERY SUSPICIOUS OF THEM. There is no gameplay reason to sit still for any extended period of time in the sea, apart from a short stop to pick up loot. They could be waiting for the right time to attack you, be it when you leave your ship or when you’ve loaded up with loot and started moving again.

    --------- If you leave your ship unattended for a while, it may be a good idea to look around everywhere on board for any players hiding with sit or sleeping emotes. They might be waiting for the right time to steal your loot when you get to the outpost, or worse, coordinating with their crew by keeping track of your ship's position. Make sure to check the ladders, below deck, the crow's nest, and even on top of the cross beam at the top of your sail. They might not be completely visible, using an emote can sometimes allow players to hide a sizable portion of their body in your loot, your barrels, or hull.

    --------- Keep an eye out for mermaids in the water. The moving, non-statue kind. If one is hanging around, that means a player is nearby without their ship. Be especially careful at outposts near recently active skull forts or single-location turn-in points like the Reaper's Hideout. Such locations are hotspots for patient players who might be willing to spend a lot of their time simply waiting for their target to come to them. If a mermaid belongs to another player, they may be hard to spot since you will not see their smoke trail.


    Preparedness

    --------- Stock up your supplies. Survival on the Sea of Thieves depends hugely on your planks, cannonballs, and food. It doesn’t matter how skilled you are if you can’t fire your cannon or repair your ship. All threats on the Sea will drain your supplies, but PvP interactions by far can do it the most. Battles between equally skilled sailors can often come down to who runs out of supplies first. At the bare minimum, take a full inventory full of planks, cannonballs, and food from each place you visit. A decent target is 50 planks and 100 cannonballs for the average sloop to be decently prepared, but more is better if you don’t mind taking the time.

    --------- Mind your firebombs. You may want to only carry them in your inventory and avoid putting them in your ship's barrels, because if an enemy boarder gets their hands on them they could do substantial damage to your ship even without a cannon.

    --------- Carry your cursed cannonballs. Similar to the firebombs, putting them in your barrels just opens them up for theft from enemy pirates, and you'll almost always have room for all that you collect in your pockets.

    --------- Never carry more loot than you're willing to lose. The more you have on board, the more stressed you could be in a battle, and that could dampen your ability to think clearly.

    --------- Be careful with gunpowder barrels! They can be useful tools, but they are a hazard to your ship no matter where you place them. The crow's nest, while not perfect due to the damage a blast could cause to the mast, at the very least is a hard target to hit and doesn't rip a bunch of holes in your ship. Practice igniting and extinguishing gunpowder barrels away from your ship, too. I’ve seen enemy pirates blow themselves up on their own ship, presumably because they mishandled gunpowder.

    --------- No matter how aware you are, you can be taken by surprise. You should be ready to go at a moment’s notice. This means not keeping your anchor down when you’re parked, whether you’re at an island, a seapost, a shipwreck, an outpost, anywhere but a storm. To do a quick and satisfying parking job, follow these steps:
    ----- 1) Pull anchor to stop
    ----- 2) Roll up your sails. Unless you’re in a storm or an earthquake, your ship won’t move if your sails are up.
    ----- 3) Raise your anchor. This is a time-consuming process that you’re doing now so that when you need to go, you need only spend a second dropping sails instead of wasting precious seconds raising the anchor.
    ----- 4) Use the wheel to adjust your ship’s direction to be pointing into the sea, where you can speed off without having to steer immediately if you need to.
    ----- 5) If you like, adjust the angle of your rolled up sails to be straight ahead. Wind changes all the time, and half the time you’ll get the best speeds out of the default straight-ahead sail angle. (Refer to the Battle section for more on this) Now you’re ready to go!

    --------- It’s rare that you can hide behind the island you’re stopped at, but if you can, do it. Not seeing you will give players less reason to head in your direction. Take note how close the edge of the map is and hide on the side that exposes you to the least of the map. Do try to scan the horizon when you’re on the island however, since your view will be blocked from your ship.

    --------- If you're doing a Tall Tale and have some important loot that you need to complete it, it can be extremely frustrating to get attacked and lose it. This can't always be avoided, of course, but when you make a stop at an island or outpost, you can do something to prevent it happening to you. Take the important loot off your ship and hide it somewhere on the island, not in eyesight of the sea. Make sure to remember what island it is. This way, someone could blow up your ship, take whatever you had on your ship, and you can hold on to your Tall Tales stuff by just returning to the island with your respawned ship.


    Battle

    --------- Okay, so despite your awareness, despite your hiding, despite your avoidance, a player has come to fight you and is pursuing you. This is inevitable if you play long enough. You're flying your alliance flag, but they're not taking the offer. Don't try to talk them down, they won't listen. You might be able to sail past an outpost and hop off with a single armful of loot, but a lot of the time that isn't going to cut it. Fighting back is your best chance for satisfaction.

    --------- If you're playing solo, don't try to board the enemy ship. You'd need to either stop your ship or leave it sailing unattended, both of which are options with a high chance of disaster. Playing defensively and letting your enemy come to you is your best chance.

    --------- If you're lucky and your pursuer isn't very smart, they're sailing directly behind you. Drop a gunpowder barrel in the water off the back of your ship and they might just run into it, possibly sinking them or at least slowing them down. It'll also be hilarious.

    --------- Most PvPers aren't that stupid, however. They'll likely be sailing parallel to you, but far off enough that you can't easily drop something in their path. This is when it's time to engage.

    --------- A decent setting for your ship wheel is like so: Turn your wheel one quarter (two spokes) in either direction, preferably in an area where you don't have anything you'll crash into. Crashing will leave you vulnerable and extra damaged.

    --------- Do not stop your ship mid battle, and NEVER anchor unless you are very far away and performing a hairpin turn. A stationary ship is, in a more literal sense than most uses of the phrase, a sitting duck.

    --------- Roll your sails about halfway up and angled directly forward. I like to call these 'battle sails'.
    -----You should keep the sails angled forward regardless of wind direction, at least while you're circling. Fun fact about sails and wind: If you can’t catch the wind exactly, keeping your sails pointed forward will result in better speed. See this video for more information: (https://www.youtube.com/watch?v=XaHT0ZLeMdU) This means that over half the time, if you're turning in circles, keeping your sails forward will result in the best possible speed overall.
    ----- The half-up position of the sail gives you optimal battle speed for two reasons: A slower speed allows for more precise maneuverability, and it's still too fast for a swimmer behind your ship to easily catch up.

    --------- During a ship battle, the orientation of both your ship and your opponent’s is crucial. You want to avoid having their broadside face you, but even more important is that your broadside is facing them. This enables you to fire upon them with your cannons. The best possible situation is when your broadside is facing their backside, preventing both their cannonfire and any possible ramming.

    --------- If you're not currently in firing range and need to make a tight turn, turn your wheel all the way to the side and roll up your sails all the way. Make sure to resume battle sails and a quarter wheel turn once you have your desired angle.

    --------- If you find yourself in the worst situation (Their broadside is facing you and your rear is facing them), pull down your sails all the way to gain some distance and give yourself some time to maneuver into a favourable position. Patience is key, do not take a risk in a battle if you can avoid it. Resume battle sails when you’re ready. This is also a good strategy to get some time to repair any holes in your ship.

    --------- You might try using your harpoon on the end of the enemy ship, preferably their back side, as you're passing. This way you can swing around and put their rear right in front of your cannon for a good pounding. You don't need to buy them dinner first, you're a pirate.

    --------- When firing upon your enemy, there are two places you should aim. You want to aim low and hit holes toward the lower part of their ship, of course, but it’s also very important to fire every other shot or so at their deck. This will damage their steering, their anchor, and their sails, making the fight more difficult for them. Also, you might hit them and prevent them from easily firing back from their cannons. You might even knock them off their ship or kill them. Beware your enemy trying to do this to you, they’ll most certainly try.

    --------- It’s highly likely that if a ship is attacking you, there’s more than one pirate on that ship. They may send someone to try and board you, either via their cannon or by swimming. Listen for the sound their cannon makes, a player being shot out has a more 'whistling' sound to it than a cannonball shot. Keep an eye on your ladders, and you’ll maintain the high ground. You could try shooting swimmers in the water, but if you have your battle sails set up properly they will have a hard time getting a hold of your ladder and you may be better served focusing on their ship. If you spot a swimmer, feel free to pull down your sails and really give them a hard time.

    --------- Most battles will involve at least one successful boarding attempt, however. Be ready for them to sprint to your anchor. Their first priority is to pull your anchor and immobilize your ship. Guard your anchor, and if they do pull it, don’t panic. Certainly don’t try to raise it while they’re still on your ship, they’ll just kill you. Focus on killing the boarder first, everything else will have to wait.

    --------- As far as pirate-to-pirate combat goes, there are a few tricks involved. First off, if you swing your sword and only hit the air, you’ll suffer a small delay that could be a big problem in the heat of battle. Try to aim where if you miss the enemy pirate, you’ll still hit a part of your ship. This way you won’t suffer the same delay between swings.

    --------- The ideal situations for different weapons are probably obvious, but just in case: Blunderbuss is best practically at melee range, Eye of Reach is a long-range weapon, and the pistol is a good all-purpose/medium range weapon. I play on PC, so personally I get a lot of mileage out of just jumping and spinning about my enemy frantically swiping my sword at them and making myself hard to aim at.

    --------- If you get damaged, try retreating for a second to eat some food. Keeping your health up is first priority, you can’t fight or defend your ship if you’re dead. I’ve been in fights where all it took was for me to die once and that was it, by the time I respawned my ship had been sunk.

    --------- If things are looking really bad, such as your supplies have run out, and you’re low on food, etc, you can still get a little satisfaction if spite is your thing. Dump all your loot into the water and make it a real hassle for your attackers to pick it up. Petty? Sure. Funny? Also yes.


    Confidence

    --------- This section is one that I haven’t read anywhere else, but I think it’s important for those of us who are PvE minded. PvP players will probably have a laugh here, but this guide isn’t for them. If you hate PvP, there’s a good chance that fear is involved, and for good reason. Battles aren't enjoyable when you don’t want to fight. Getting attacked and sunk can make you develop a fear of any player ship on the horizon. What if they come over and ruin your fun?

    --------- Practice your battle skills on Skeleton sloops. They won’t give you any help as far as boarding encounters go, but you can improve your aim and sailing tactics considerably by fighting them. Plus, you get some loot out of it. If you're feeling brazen, pick a fight with a skeleton galleon or even a skeleton fleet. These can be even more difficult than a PvP battle, but they are more consistent in their difficulty and thus make good practice.

    --------- Sinking Skeletons might help, but there’s really only one thing that’s going to give you confidence in your abilities against players: Practice. Empty your sloop of loot, and hunt down a ship on the horizon. It doesn’t matter whether they have loot or not. I understand you might have some conflicting feelings about this, having been on the receiving end of this kind of behaviour, but this is a necessary step.

    --------- Turn off Other Crews voice chat. Chances are that if you don't attack players for fun, you're the type of person who possesses Sympathy. This is something that the PvPers who hunt you down do not have. The subject of your practice might be throwing toxic insults or begging for you to stop, and that can be hard to listen to. However, until a PvP-free adventure mode is implemented, they're going to have to put up with it as much as you have to. As the God of War puts it, you must close your heart to their suffering.

    --------- Please note that I only advise turning off voice chat when you have absolutely no intentions of co-operation! When you're not explicitly hunting players for PvP practice, keep your voice chat on. As CotU42 below says, communication with other players is a big part of the experience in Sea of Thieves, and hopefully once you stop fearing encounters with other ships you might make some friends.

    --------- If you want to extend an olive branch to your practice target, fly the "Offer Alliance" pennant flag. If they activate an alliance, consider calling off your practice. You could stand to profit from it. You might be wise to be wary of betrayal however, as you should be with every alliance. Alliance members can see eachother’s ships on the map, so keep an eye on them.

    --------- If you’re never attacked someone before, it’s entirely possible that all of your PvP experiences have involved you losing or avoiding fights. That sort of past experience very reasonably can give you a negative outlook on a fight, that there’s nothing to gain and you’re just going to die. Practice may be the only way to change your outlook on battle.

    --------- Sinking another player, even one you take off-guard, helps build your own confidence. You gain the experience of seeing yourself win against another player, and suddenly all those ships on the horizon seem less frightening and stressful.

    --------- If you lose or win after a tough battle, think about what your opponent did that ticked you off. All's fair in love and war, and you should take notes on what strategies you might incorporate to give your future enemies a hard time, whether you're attacking or defending.

    --------- If the worst happens, and someone sinks you before you know what hit you, that is of course very frustrating. It's perfectly normal to be angry, sad, or depressed about your loss. It can be particularly awful if that's how your session ends. I heartily recommend switching servers after such an event, and doing at least a little more. Spawning on a new server will give you room to sail away from anyone else, and do one thing with a good chance you won't see anyone. Complete just a single island on a voyage or a cargo run. A small victory goes a long way to wash out the bitter taste of defeat.


    I hope that someone out there who suffers from a fear of ships on the horizon reads this. I want you to know I understand how you feel. But, if you can eliminate that fear, the Sea of Thieves becomes a far more enjoyable place. Sail with your Alliance flag flying, and let all those who take that as a sign of weakness be proven wrong!

  • Lets say you are a solo slooper and a fast brigantine is on you.

    You sail into the wind, hug islands, anchor turn the whole lot and they just dont stop chasing. Lets say they're that kind of crew that will invest hours chasing you and you cant really be bothered.

    For me i think my only option is to fight.

    Id opt for kegs and make it easy to keg by doing so nesr islands or rocks where they have limited places to dodge, and use my waves to my advantage. Its what @Sneakler mentioned in his tips video. The guy is legendary you should check his videos if you get the chance.

    However...aside from kegs and direct fighting im out of options.

    Either that or lure away one direction and rowboat in the other.

    Or head to shores of gold which is risky of wind not on your side..

    So that exact situation i described above. What would you do?
    Would you do anything differently?
    If so what?

    Or is that pretty much it?

    You can never be too old to learn new tricks.

  • Ahoy you scurvy pirates! So me and 5 more of my friends all purchased sea of thieves. We want to play all together, but since it's not possible to 6 man a galleon we thought that we could find a way to get two ships in the same server. With that we could do fights between us, alliances and other fun stuff. Do you guys know any way we could archive this?
    Thnx
    Captain Yolo

  • Just saw this video from Mason and at around 15:55 he attacks a guy with a sword that uses the bucket. It sounds (metal on metal sound) as if the sword is blocked. Although not sure, I thought maybe he hit something else but everything around is wood, which usually makes a different sound. Anyone knows what is going on?
    The video is timestamped: https://youtu.be/zTDuDS8f3AY?t=955


  • Hello, I want to make a suggestion, I would love you to consider it, it would be nice if you make the northern part of the game map like the pole. Think about it, when it is New Year's Eve, you put a huge Christmas tree. It would be very fun, it would be nice, frankly, at least you can only make the polar region to the north that I mentioned during the Christmas season (I did the translation from google translate, forgive if I wrote something wrong)

  • I've read a few times on this forum 'rowboats will save your life'. I understand and agree with the principle: if you're getting chased and don't think you can beat the chasers, it's a means for one of the crew (or the whole crew, if you're solo!) to slip away unnoticed and row the loot to an outpost.

    My question is more about how people implement this in practice. Loading the loot you want to sell into a rowboat during a chase is, time-consuming and possibly dangerous. The obvious alternative is keeping your loot, or at least the high-value items, in the rowboat throughout your adventure, but then that's advertising it to the whole world and any chasers are more likely to notice the absence of your disco-lit dinghy when you do bail.

    How do you all go about balancing those considerations?

    And, finally – 'appy Christmas Eve, me 'earties! [raises a bottle of finest festive rum]

  • Hello,

    Something happened to me that I don't understand, after many battles I need your point of view. I followed a sloop for about an hour ready to take its loot, we were both emissaries level 4 or 5. At one point the boat slowed down and I decided to enter it from behind. , to get on their boat. Neither of us could fire cannonballs then. I specify that they did not have barrels of powder, and neither do we. At the moment of impact precisely, something happened that I cannot understand, they blew up our mast! by the rear and without barrels. How is this possible? by what means, are there cannonballs that we can throw capable of doing this? because in 70 hours of games, I cannot explain this phenomenon which seems impossible to me. So of course without the mast and the boat on fire, they only had to turn to finish sinking our ship.

  • Lets say you dont use the sexond sail on a brigantine and just use the main sail.

    Could it still catch a sloop or are they relatively the same speed?

    Or do you need both sails to catch a sloop.

  • (Posted this on the Game Discussion as well)
    Hello everyone, this post was created to help those trying to find the journals in the new TallTale, and for those Lore Enthusiasts out there (cough Captain Falcore cough)

    Journal 1: "We need a new plan" - Liar's Backbone: On a table next to the HEART symbol in Stitcher's Hideout.

    “If my hands was large enough, I’d wring Duke’s neck! What does he think he’s doing, paying pirates to steal back the things I stole?!
    For now, though, I’ve got to cosy up to him and help him flog his junk crates. Make him think I’ve turned over a new leaf. As if!
    I mean, maybe we lost the Dark Relics we needed to resurrect you-know-who, but there’s more than one way to pluck a parrot.
    Once I’ve finished here I’ll head to the wreck of the Blackwyche and scrounge around for a few ‘leftovers’. Even a lock of hair’ll do…
    Word is, its Captain can’t resist playing the hero with that magic sword of his. That means I’ve just got to point him to the right place."

    StitcherJournal1


    Journal 2: "Disorder of Souls" - Devil's Thirst: In the catacombs on a rock pile between the Door of the Forsaken Flame and the Door of the Burning Heart.

    "Pendragon only went and ruddy did it! We all saw Flameheart, larger than life, letting the whole Sea of Thieves know that he’s back!
    Next thing I know, I’m sailing out so that I can swear my allegiance to him. Sorry, Rathbone, but Stitcher Jim’s got a new master now…
    Being here in the Devil’s Roar puts me dangerously close to Cap’n Sorrow, but so what? She’ll get hers soon enough.
    The master’s plan will birth the first of his new Ashen Lords, and there’ll be more where that came from! All loyal to him – to US!
    Everyone who ever did wrong by Stitcher Jim – Sorrow, the Bilge Rats, the Order of Souls – is about to be sorry. Very sorry indeed.”

    StitcherJournal2


    Journal 3: "A Chest of Rage" - Devil's Thirst: Located in the lava jump puzzle after the first capstan trap in The Path of the Eternal King.

    “I’ve been around a long time, but I’ve never seen a box like this one. I dunno where my beloved dug it up from, but it stinks like a crypt.
    I’m actually pretty nervous. Messing around with curses is all well and good if you’re the Order of Souls, but it makes my teeth itch.
    What can I do, though? Master needs souls to summon his Ashen Lord, and if I want to stay in his good books, I’m the man to find ‘em.
    Sounds simple , but it ain’t, ‘cos to trap a soul in the chest I first need something that belongs to ‘em, not to mention more of them Dark Relics.
    Lucky for me, that trip I took to the Blackwyche has already given me everything I need…”

    StitcherJournal3


    Journal 4: "Bye, Bye, Blackwyche" - Devil's Thirst: On skull pile after first skeleton battle in The Path of the Forsaken Flame.

    “Now I understand why they call it a ‘Chest of Rage’. I can hear the souls inside and they ain’t stopped yelling and screaming, not once.
    I says to ‘em, it’s nothing personal, just that I already had their belongings lying around from that Pendragon business.
    Dunn was the easiest to find, snoring his head off at a sea post with a splashtail in one hand and a drink in the other. He didn’t even wake up!
    Cavendish was next. Her Dad was the one whose soul got trapped on the Blackwyche back in the day, so bad luck must run in the family.
    Rodriguez put up a fight and nearly struck me. Too bad I’d already slipped something into her grog. Well, she don’t need a stomach no more…”

    StitcherJournal4


    Journal 5: "The devil I know" - Devil's Thirst: In-between an alcove within the wall spike trap section, in the Path of the Burning Heart.

    “I am run proper ragged! It’s so hot down here I can’t hardly breathe, but guess who’s got to make sure all the traps are working?
    I don’t dare complain though. Rathbone could be scary but most of the time it was like you weren’t in the room. Only his gold mattered.
    When the master speaks, it’s like he knows what you’re thinking. He’s smart. Scary smart, and he believes Pendragon will try to stop the ritual.
    Well, let him try, I say! No matter how many pirate pals he brings along, they’ll never make it through to me in time.
    Speaking of time… I should head to the Ritual Chamber. All my hard work’s finally about to pay off! Finally, Stitcher Jim gets what he deserves.”

    StitcherJournal5


    Those are all the journals for the Heart of Fire, happy commendation happy lads and lasses!


  • Hello fellow pirates! This game is the best game ever... but today something happened... I started one of the new free voyages and I started to go to an island!
    Then an hour later...
    I found out I was going the complete opposite direction.
    Yeahhhhhh so does anyone have any tips for sailing?

  • I'm looking for Mercia's Journal named "Shores of Gold?". I've looked for some guides and it should be at Plunder Outpost, on the Rowboat near the camp. But it is not. Why? I have shared the screenshot below. Thank you.
    Where journal should be