Gameplay Guides + Tips

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

  • This topic is deleted!

  • My friends and I recently got back into the game and we’ve been trying out the Athena emissary. It seems like completing the voyage itself doesn’t get you to grade V. So we’ve done other activities while doing the Athena voyage. The most we’ve done So far was a skelly ship raid, sunk 3 additional skelly ships, killed meg, completed every bottle quest we came across, had a full time fisherman and completed the Athena voyage itself and only achieved grade IV and this took us a little over 2hrs.

    Does anyone have any suggestions on how to achieve grade V efficiently? Because it seems a little ridiculous to expect anyone to put that much time into a game without saving progression to achieve something.

  • Ever since SoT’s steam debut, I’ve seen many new pirates out on the seas. These players tend to be overwhelmed by the variety of different cannonballs available to them and default to standard cannonballs during ship combat. Although my crew and I love winning ship fights, I want to take the time to educate more crews on what the different cannonballs do and the times it makes the most tactical sense to use them; this should make combat more exciting for everyone involved. This is a long guide, so pour yourself a grog and make yourselves comfortable.

    Cannon ammunition can be broadly divided into 5 different categories:

    1) STANDARD CANNON AMMO - Can only be fired out of cannons and don’t inflict friendly fire on your own crew.

    Cannonball (Roles: Punch holes in enemy ships, fight off PVE threats)
    Cannonballs kill players with a direct hit, inflict 1 unit of damage on the wheel/capstan/mast, and open a level 2 hole in the hull. Cannonballs are the most common ammo type and are quite versatile. You should primarily use cannonballs to break holes in the hull of enemy ships and fight off PVE threats (such as the Kraken or Megalodon), although you can also use them to cripple enemy ships or disrupt the crew (keep in mind that the more specialized ammo types are better suited for this). Cannonballs are also useful for taking down tough skeletons (such as skeleton lords).

    When fighting enemy ships, you should aim for the lowest deck of a Galleon, the center of a Brig, or the front of a Sloop; hits to these areas will immediately let water in, whereas holes opened up in other areas won’t admit water until the ship has partially flooded.

    Chainshot (Role: Cripple enemy ships)
    Chainshot will instantly destroy a mast, wheel, or capstan if it hits them, but will only open a level 1 hole if it hits the hull. Chainshots are rarer than cannonballs, but more common than cursed cannonballs. Chainshots inflict reduced damage against players and PVE threats, so save them for fights against player ships. Chainshots have a shorter range than other ammo types so you’ll need to aim higher than normal.

    Chainshots are incredibly useful in crippling an enemy ship, yet they’re criminally underused by the current player base. Use them at your first opportunity! Too often, my crew will board an enemy ship in the middle of a fight and find a large stash of chainshot sitting unused in the supply barrel. With few exceptions, you should open a fight by shooting chainshots at your enemy’s masts; ships can’t sail if all their masts are downed and they take a long time to repair, giving you a major tactical advantage.

    2) GRENADES - Can be thrown in addition to being fired out of a cannon and can inflict friendly fire on crewmates

    Blunderbomb (Role: Cause knockback)
    Blunderbombs deal 15% damage (50% on a direct hit) and apply a strong knockback to any players caught in the blast. If shot out of a cannon, blunderbombs can knock a ship off course (like a megalodon bite, or gunpowder keg explosion), although they don’t cause any damage to ship itself. Like firebombs, blunderbombs appear to do increased damage to skeletons, although they are less suited to killing them compared to firebombs. They’re quite useful at detonating gunpowder from a safe distance if you’re not carrying a pistol or eye-of-reach.

    Blunderbombs are more situational than other cannon ammo types, but they do have uses during ship battles. Aim for the top deck to try and knock enemy players overboard. If an enemy ship is trying to ram you, several direct blunderbomb hits (fired from a cannon, not thrown) will knock them off course. You can also use them to knock players off your ladders.

    Firebomb (Roles: Kill skeletons, area denial)
    Firebombs set all creatures in the impact radius on fire, dealing up to 33% damage to players and killing most skeletons unless the fire is extinguished early. If it hits a ship, firebombs also start a persistent fire that will spread unless put out with a bucket of water. Players can extinguish themselves by pouring a bucket of water on themselves (alt-fire with a full bucket), jumping into the sea, or exposing themselves to rain. If you extinguish a fire by dumping water on it, the water will evaporate. This means you can speed up your bailing if there’s a fire between you and the top deck; simply dump your water on the fire and go back for more.

    Firebombs have multiple roles: use them to wipe out squads of skeletons (even those pesky metal skeletons), flush out players that have barricaded themselves in a chokepoint, or keep players from going where you don’t want them. If you’re shooting firebombs at an enemy ship, you should aim for the captain’s cabin/wheel of a Galleon, the anchor of a Brig, or the wheel/capstan of a Sloop; these areas are more difficult to extinguish and deny enemy players the ability to interact with those ship components (without taking damage).

    3) GREEN CURSED CANNONBALLS – These cursed cannonballs affect players (even crewmembers) but can only be fired out of cannons.

    Grogball (Role: Prevent repairs, Hinder bailing)
    Grogballs make all players/skeletons caught in the blast radius extremely drunk (stumbling around, vomiting) for roughly 8 seconds. Unlike the wearyball/jigball, these effects persist even if you take damage. Grogballs are curious in that they tend to be more effective when used against larger crews. Here’s why: affected players will vomit once or twice on their own, but if their vomit hits another player, that player will vomit shortly after (and have they screen covered with green bile), potentially causing a chain-reaction of constant back-and-forth vomiting among the crew unless they space themselves out.

    Affected players will find it nearly impossible to repair holes (they’re stumbling around too much) or bail water (vomit fills an empty bucket, takes longer to stumble topside). Shoot a grogball at the enemy ship once they’ve sent players to start repairs (you can estimate this to be approximately 10 seconds after you inflict damage, or if your cannon shots to the hull are giving you a hit marker). Grogballs are less useful against players on the top deck, as those tasks (using cannons, steering, adjusting sails, etc) can still be accomplished while severely drunk.

    Jigball/Wearyball (Role: Halt enemy activity)
    Although they have different visual effects (wearyballs put players to sleep, jigballs force all affected to dance), wearyballs/jigballs are practically identical; they fully paralyze all players/skeletons in the blast radius for 5 seconds (technically, wearyballs are considered slightly worse than jigballs because affected players move close to the ground where they are less exposed). This effect is broken if the victim takes damage.

    Many players consider these cannonballs to be the most devastating green cursed cannonballs, although they’ve become less effective from their introduction following several nerfs. These cursed cannonballs can cause plenty of consternation among the enemy crew regardless of when you use them, but they are most effective when used immediately after the enemy crew experiences a catastrophe (such as getting hit by a ballastball or powder keg) since it prevents them from taking action to reverse the damage.

    Limpball (Role: Take up storage space)
    These cannonballs cause affected players to move slower and be unable to run/jump for 15 seconds, as though they dropped from a large height.

    These are among the least effective cursed cannonballs. They have some utility in preventing players from jumping off their ship (although they can still use the ladders/cannons to leave) and can slow a Galleon crew’s ability to bail. If the enemy ship is coming in to ram you, hit them with a limpball to prevent enemies from boarding you. They’re otherwise less useful than most other cursed cannonballs.

    Venomballs (Role: Damage/Blind enemy players)
    These cannonballs slowly inflict 30 points of damage to affected players over 15 seconds. They also reduce visibility. These effects mimic what happens when you get bitten by a snake.

    Players typically don’t bother to heal when they go below to make repairs, so shoot one of these over if you suspect the enemy crew to be busy bailing. These cannonballs pair very well with firebombs, as the effects of fire and venom stack. Venomballs become much more useful at night, as the reduced visibility coupled with darkness makes affected players practically blind.

    4) PURPLE CURSED CANNONBALLS – These cannonballs affect ships, not players, although they don’t inflict any actual damage upon impact.

    Anchorball (Role: Halt enemy ship)
    As their name implies, these cannonballs will drop a ship’s anchor. Well, it would be more accurate to say it “activates” the anchor; anchorballs won’t prevent players with quick reactions from catching the anchor before it fully drops. Additionally, an anchorball will raise a ship’s anchor if it’s fully dropped (and no players are trying to raise it).

    Anchorballs can prevent an enemy from fleeing or give you time to catch your breath, but they’re very hit or miss. If the ship’s anchor is successfully dropped, the crew must raise it before the ship can move again. However, if a player grabs the anchor, then nothing will happen. You can increase your chance of success if you wait until most of the enemy crew is occupied with something else (such as managing sails or repairing damage) so they don’t have time to grab the anchor before it drops.

    Ballastball (Role: Killing blow)
    These cannonballs force the affected ship to sink low in the water for 7 seconds, causing all holes to admit water, regardless of their location. Although the effects wear off after 7 seconds, the ship may not rise back up if too much water has poured in.

    These are without a doubt the most devastating out of anything in this list (especially against Galleons) and you should base your strategy around them if you have any. They are most affective if used after you’ve peppered the enemy ship with cannonballs. The reason for their effectiveness is that most crews don’t repair holes that aren’t currently leaking water (such as the mid-deck of a Galleon) during the heat of battle. A popular strategy employed by sloops to kill larger ships is to cause a lot of harmless damage that doesn’t admit water (which most crews will ignore), before hitting the ship with a ballastball; all those “harmless” holes suddenly begin flooding the ship at an alarming rate.

    Barrelball (Role: Take up storage space, kill skeleton galleons?)
    These cannonballs prevent players from accessing their food, plank, and cannonball supply barrels for 15 seconds. I’ve heard that these cannonballs also prevent the crew of skeleton ships from repairing anything for the duration, but I haven’t tested this myself.

    These cannonballs are not very effective against players; they don’t prevent you from using supplies you already have in your pockets, nor do they prevent players from accessing mobile storage chests (or rowboat chests). If it’s true that these prevent skeletons from repairing their ship, then save them for fights against skeleton ships and don’t bother using them against players.

    Helmball (Role: Take up storage space)
    These cannonballs prevent players from being able to manipulate the ship’s wheel for 15 seconds.

    These cannonballs only have niche uses. Use them near islands/rocks to possibly cause the enemy ship to crash. They can also force a ship in a turn to continue along the turn, giving your ship the opportunity to reposition (or flee). Ultimately, though, they will most likely remain in storage, as most other cannonballs are more effective.

    Peaceball (Role: Prevent return fire)
    These cannonballs force all cannons on the affected ship to point fully upward for 5 seconds. Crews must then manually move them back into position (taking 1-2 seconds) before they can resume fire.

    Peaceballs are primarily used reactively; if you find your ship entering the enemy’s line of fire, you can prevent multiple broadsides if you can hit them with a peaceball first. This will give you several seconds to get out of the way or continue pelting the enemy with impunity.

    Riggingball (Role: Slow/stop enemy ship)
    These cannonballs forcibly raise all the sails of affected ships for 8 seconds, causing the ship to slow to a stop. If the sails are already up, then riggingballs will instead drop all sails. Players can easily lower the sails again once the effect ends. Many players consider the riggingball to be an inferior version of the anchorball, since dropping the anchor immediately brings a ship to a halt (preventing it from rotating) and forces the enemy crew to stop what they’re doing to raise the anchor, whereas it’s easy for a crew to drop the sails again. However, rigginballs are guaranteed to slow the enemy ship, whereas anchorballs can be countered by grabbing the anchor.

    I consider riggingballs to be a safer, yet less effective anchorball. Like an anchorball, use riggingballs when you need to slow the enemy ship (either to make them an easier target, stop them from fleeing, or make your own escape). Be aware that ships with all sails raised (and raised anchor) can still rotate in place, so a competent crew will keep your ship in their firing zone while their sails are up.

    5) GHOSTLY CANNONBALLS – These cannonballs can (currently) only be acquired by completing a ghost ship fleet and collecting the ghostly cannonball crate from the loot.

    Phantom cannonballs and phantom flame cannonballs are merely re-skins of standard cannonballs and firebombs, respectively (although you can’t throw phantom flame cannonballs), so consult those sections for information and advice.

    Wraith cannonball (Role: Shock and awe)
    These cannonballs break multiple holes upon impact with a hull (one level 2 hole and several adjacent level 1 holes), knock the ship off course (like a blunderbomb), and make a loud scream as they fly through the air (no effect to the player characters, but it probably startles the person holding the controller).

    Wraithballs are essentially superior versions of standard cannonballs, so you should use them anytime you have a clear shot and it's not optimal to use a more specialized cannonball (like a chainshot).

    Closing comments and credits
    Most of the tactical tips presented here are my own, but I consulted the Sea of Thieves wiki and ToejahM's video on the subject matter to fill in any gaps in my knowledge. I plan on reposting an updated version in a few months, so if you have something you want to add, let me know.


  • 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.

  • Hello fellow pirates,
    i've been sailing for some 100 hours now and try to get all the achievements done in SoT. Since a few days i try do get the last achievements for every Voyager. (translation into english could be a little bit different)
    The achievements means translated something like "represent the Merchant Alliance completely" and as a crew.

    We tried it using: costume, boat skin and flag (level 50 skin) and the merchant flag level 5. But we still dont get it.

    Tried to find a solution, only found XBOX achievement guides. :-(
    Did somebody already got the last achievements of the Voyagers? they last achievements are literally the same for every group.

    Would be a pleasure if someone could help me and my guys out.

  • I find this skelleton on the islands way to hard to fight. They never miss, sword launch like no one can and cause of this fights take to long..especially the skelletons keep spawning. Can someone tell me do you really need to do this to us.

  • You know them, those 4-man crews who have the very original idea to scuttle their ship at the outpost and then immediately rush to your ship where they hide inside your lower deck by using the emote invisibility glitch.

    How to spot them?

    1. When you join the server, take your time to fill your inventory from the barrels inside the tavern where you spawn. By that time, they should already be inside your ship.

    2. If you don't know the name of the outpost, check and remember it on your ship's map table.

    3. Scuttle your ship and return to the outpost after heading to the mermaid.
      Or maybe not, if there really were some stowaways leaving your scuttling ship.

    Edit: Of course you only need to return to the outpost if you want to play as emissary. Any activated missions stay active after your ship is sunk, so you can do this beforehand.

    1. If you're in the middle of a voyage, suspect the presence of stowaways and don't want to scuttle your ship, use the blunderbombs on the deck areas to check if any hit markers appear. The most convenient approach.
      Don't stand within the explosion radius or else you'll see hit markers from hitting yourself.

    Alternatively, use the blunderbuss/cutlass and then shoot & slice everywhere like a lunatic.
    Don't forget to check the ladders and the crow's nest though.
    Try not to become paranoid.

  • Having played the game since the recent Steam release, I thought I'd jot down a few helpful hints for new sailors on the Sea of Thieves.

    1: When you finish an island, go to an outpost and sell right away. Don't stack a lot of loot on your boat.
    2:Keep your empty collectors chests around. They can distract raiders while you swim away with the real loot.
    3: get a rowboat. It is the single most useful piece of equipment in the game.
    4: Get a Storage crate as soon as you can find one. preferably several. These don't sink with your ship like the ship storage barrels and can save you a lot of scavenging if whoever sank you doesn't bother with the storage crates.
    5: Keep one cannon pointed at the sky. It's a lot faster to check your horizon to just climb in a cannon and shoot yourself straight up.
    6: If you have multiple puzzle maps on the same island, do all but the last step on all of them so you can quickly dig them all up and run for an outpost.
    7: if you find some small sparkly loot, try putting one or two pieces on the railing on your crows nest. The treasure sparkle may be mistaken for a lookout on duty at first glance.
    8: Don't rely too much on online guides. There is a certain satisfaction to solving a riddle yourself.
    9: Merchant Alliance faction voyages are annoying. Instead of doing quests for them, sell them all your mermaid gems, Filled Wood, Fruit and Cannonball crates, and do any deliveries of random items you find, since these don't have a time limit.
    10: It's a pirate game and you're going to get sunk and robbed. Take it in stride and don't freak out.

  • What happens when a player is still inside the treasure vault when a skeleton fort/ fort of the damned becomes active?

  • Can somebody explain to me how I should approach the new Ghost Ship Voyages (Order of Souls) in Sea of Theives?

  • Are the ghost captain sails and flamehearts sails time limited ?????

  • If you are in to PvP, this is for you.

    We have all seen them. The pirates that are able to hit all of their shots with the Eye of Reach in close quarters. Although it is very annoying to be shot by them and loose over 75% 0f your health, it could be easy to do.

    First, we have to understand what a close-quarters quickscope is. This type of quickscope occurs when your enemy hits his/her shots with an Eye of Reach in close range.

    To get started, you have to understand that this attack method can be hard to master, but can prove very effective. When I was first learning how to do this, I put a little piece of tape on my screen where the crack in the scope of the gun lined up. This helped me understand where the middle of my screen was. (If you are not comfortable with doing this tape trick, it is OK! It may take you a little longer to learn where the middle of your screen is.)

    When you are in PvP, use the tape trick to line up the middle of your screen with your target. Once you are lined up, quickly scope in and take your shot. Remember that you have to do this in a VERY short amount of time. If you wait to shoot, you are going to miss your shot.

    Please remember that you are not going to hit all of your shots first try. All you have to do is practice. Sometimes when I'm sailing on the seas, I like to practice my quickscopes on the ship's bell. If you didn't know, the bell rings whenever it is shot.

    There you go, pirate! Good luck on the seas!!

  • Hear me out, I know Duo Brigs are often spit at and called trash, but I don't really see the point in doing Duo Sloop. The Sloop is so damn restricted, only one cannon on each side and is the slowest ship in the game, the only scenario it is the fastest is when it's against the wind, where it is barely faster than the brig (unless they tweaked some stats). The brig is the fastest ship because its the fastest in most of scenarios, according to a video I watched. The brig also comes with more supplies and has the same bailing speed as the sloop, I really don't see the recommendation for Duo Sloop, the ship is so restrained a solo can handle it easily, it looks like its meant for solos only. I know that Duoing a Brig isnt recommended, but so is Soloing a Sloop and they do just fine. Should I switch to Duo Brig, and why is Duo Brig so hated?

  • For those who have earned the ghost Captain sails, are they limited time for this month. Also how do you get them? I have heard that you get them by turning in 50 captain skulls of the damned but also I’ve heard that you have to sink 500 ghost ships. Thanks

  • I just started diving into this game today having purchased it on Steam and being really interested. I made a pirate and went thru the maiden voyage, exploring the island and learning the controls. I sailed out thru the shroud and reached the sea of thieves. I was following the tutorial/tool tips to buy my first voyage from the gold hoarder and started to head toward my ship with to "propose the voyage to my crew" and there was some other ship alongside mine blasting it to smitherines. Before I could even get to the ship it was destroyed and rolled upside down and the player on the ship was shooting me on shore. I thought, no big deal, just bad luck, I'll try I exited out, stepped away for a few minutes, came back and repeated the maiden voyage. Did the first island tutorial again (much faster) and got to the sea of thieves and AGAIN someone was destroying my ship from another ship at sea before I could even get to it. As a new player, this is very discouraging and I'm starting to feel like I've wasted my $40 buying this game. Can anyone point me to some helpful resources or guides for starting out as completely new to the game player on PC?? Thank you in advance.

  • alt text
    Welcome to discuss.

  • Hey guys! i'm a relatively new player on this game and i love the PVP in it. Me and my cousin play a sloop and we've managed to sink a few galleons and some other boats. The issue i'm having right now is that we've never really gone up against very good and experienced players up until yesterday.

    Now i know experience plays a huge role in how good you are at the game but we did get absolutely wiped by these 2 sloop players. One major issue i believe on our side was my ship maneuvering.

    Has any experienced players got any PVP tips for how to maneuver your boat during PVP?

    Also could you give me a tip for what to do if there's a ship approaching from: Front, Either side or from behind as well as any other tips DURING the fight.

    Thanks! :)

  • is there any way to efficiently hunt for megalodons? because of the current shark hunt event.

  • I was new to rogue sea on June 19, but when I logged on to the game on the night of June 23, I found that my account had been permanently entered into rogue sea, and I had never used anything like cheating software, i was hoping you could help me figure out why!

  • I have seen so many posts asking for PvE servers and many of them feel like there are frustrated pirates out there.

    I know how it feels when you get sunk by others players and lose your treasure. However, this is just a lesson to learn how to improve and get better.

    That's why I really encourage you all to be aware of your surroundings. This is the best tip to react to nearby threats. If you see a ship in the distance you can prepare to defend yourself or run away.

    Doing a 360 spyglass view from a high place each 5-10 minutes will prevent you from getting surprised by a ship. You will have time to predict each movement the other ships are doing and this will guarantee a safe travel.

    Hope this helps all new pirates out there!

  • Is there any way to quickly get ashen key and chest solo?

    And is ths ashen key guardian still available to find out in the wild. I can't seem to find it anywhere I went.

  • So, I have Sea of Thieves on Steam linked with my Xbox account, but do not have Sea of Thieves on Xbox. If I buy it on Xbox, will my progress from Steam carry over to my Xbox?

  • Since June 11th it takes me, on average, 7-11 minutes to join a game after setting sail. Almost all of this time is spend in the 'searching the seas' screen. After about 6-10 minutes it connects me to a server and then about a minute after that I am loaded into an Outpost.
    Prior to June 11th it took me maybe 90 - 120 seconds to complete the complete load-in process after setting sail. Since June 11th, however, it takes, as I said, around 10 minutes on average.
    If I am invited to join someone else's session, I join right away without any delay.
    Any suggestions? I suspect that this issue has nothing to do with my internal Xbox or home network settings. Everything else about the game works as usual.

  • Is it like the yeti from gta san andreas or is it a real thing?

    Anyone noticed an astral ghost on crooks hollow?

  • boa tarde comprei o pacote puro ouro e nao sei como reivindicar, se alguem puder me ajudar por favor

  • Will loot depreciate when it encounters water?

  • Quick and simple question: Are the new sails available from Duke sticking around permanently or are they time-limited? There isn't any info on this anywhere on the site, in the game, or in the YouTube video showcasing the event.

  • Ahoy fellow sailors!

    This is Ed Keppler on behalf of the Sea of Thieves Wiki Staff to bring you this month's Wiki Progress Update!

    We have now managed to cover the majority of the Content introduced with the Haunted Shores Content Update in Article form. This includes the Patch Notes, Ghost Ships, Voyages and Fleets, as well as every new Cosmetic, Treasure and Resource Item.

    We are still reworking a large number of articles to make them better accessible, navigable and user-friendly in general, including Treasure pages, finishing up the Tall Tale guides and adding Navigation Boxes to articles.

    This month, special thanks go to Alnih, Comrade Lorenz, Dannenheim, Daveater, EG Gamer, Eli Eel Eye, Eo, GeneralN0m, Grand Admiral Meep, Jordan Aldridge-Payne, Kaminari Tori, Lirolake, Mrbellek, Netail, Omega Gaming, Pirripirat, Pocketomi, Savage Alien and many others who helped us work on the new articles! We couldn't have done it without you all!

    Links to the major new or updated Articles can be found below:

    We will still be working on updating some of the already existing pages, but if you feel like helping out, the Wiki can be edited by anyone! If you find any inconsistencies or would like to add additional information or if you want to join our data, research, and discussion teams, you can find us at our open Wiki Discord Server.

    Happy Sailing!

  • You probably know, there is a difference in having the game on SSD or HDD. After 6 months of gameplay, I realized there is something fishy about my installation. Notice windows app install location could be changed and I only realized I have my installation on HDD instead of SDD (I assumed my installation is on same disk as OS, which is SDD, but it was not).

    You can check (and move) your installation in "Apps & features", search Sea of Thieves (Filter all drives), click the icon and there is an option to "Move" the installation to other disk.
    I hope this is helpful to someone.

  • In the middle of fishing, it is possible to lean the fishing rod forward.

    I wanted to know what it is for ?

  • Ok so here is what ive found works well fighting the ghost fleet as a solo.
    Feel free to add to this!

    1. Sail straight and true.
      While fighting skelly ships its tempting to full right lock and know the gally will mimic your moves. Ghost fleets dont.

    I find if I turn around a ship only during my firing run on the cannons (to keep the cannons on target) and sail in a straight line the rest of the time, you wont get overwhelmed during your repairs.

    Its ok to turn her straight and repair then return.

    1. Ghost in the water likely means a storage crate with 30 planks and 30 cannonballs. Collect them all with your grapple and you will likely leave with more supplies than you came with!
    1. 3 shots kills a ghost.
      Unless its the “boss”

    Killing the boss ends the voyage and kills them all.

    I usually kill most ghosts first then kill the boss as each normal ghost ship can potentially spawn a storage crate with resources. Not all, but theres a chance one of them might. All the easier to rinse and repeat.

    1. Watch for kegs, dont sail directly behind

    2. Dont chase gally. Focus on the ones coming towards you as they will always disappear and reappear in new positions. Its far quicker to kill the ones coming for you than chase the ones running away as eventually they will astral warp near you anyways. Use their position against them and circle around and let of a volley of shots, straighten up then repair and repeat.

    6)Dont panic. Keep calm and you will perform better.

    1. Dont waste planks repairing anchor. Its likely gonna be hit again. So repair it when you finish, you dont need it.

    2. All ammo hurts it. If you have no need for the other ammo types then conserve your precious cannonballs as blundershot, chain, flame all work against the ghost ships.

    Pets unfortunately do not harm them. My parrot Raziel did no damage and looked somewhat betrayed.

    1. Most importantly. Have fun.

    Feel free to add!

    Safe Seas!

  • Surely I'm missing something obvious but I can't figure out how to access "the old" contextual chat.

    [edit - problem solved] My bad I forgot to assigned the button 😅

  • The new control scheme has broken my game. I can't play this way. Been here since the beta and the new controls are just not working for me. Has anyone got any idea what I need to change to make it so that it's like before?

    I got close bit was unable to select shanties.


  • Hi Leute,
    ich habe mir vor kurzem sea of thieves für PC über Steam gekauft.
    XBox-App ist installiert und natürlich Konten verknüpft.
    Ich habe jedoch dennoch das Problem dass ich keine Freunde einladen kann.
    Es erscheint z.B., beim erstellen einer Crew ingame, dass meine Einladung versendet wurde. Es kommt jedoch nix bei meinem Mate an.
    Ich kann nicht über Steam einem anderen Freund einfach nachjoinen wie üblicherweise gewohnt. Ebenso wenig kann ich über die XBox-App Freunden denen ich "folge" eine Einladung senden oder joinen, da ich dann immer auf die Shop-Seite geführt werde wo ich Sea of Thieves über die Xbox App per Game Pass kaufen soll. Ich besitze es bereits!!! Das ist dumm. Das Einzige das funktioniert ist wenn ich von anderen eingeladen werde welche das Spiel über die Xbox-App erworben haben.
    Das kann ja aber nicht die Endlösung für Steam bleiben.

    Gibt es bereits eine Lösung für dieses Problem?
    Wird daran evtl. schon gearbeitet?

    Man ist ansonsten als Steam-User ja immer darauf angewiesen dass gewisse Voraussetzungen erfüllt werden. Was wenn mind. 2 Steam User mal zusammen spielen möchten? Das scheint derzeit nicht so richtig möglich zu sein ohne dass ein 3ter, der die Xbox Vers. gekauft hat, beide einlädt und sie so zusammen auf einen Server bringt.