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Season after season, Sea of Thieves keeps pirates scribbling in their tattered journals, and the Experienced Trials of the Sea remain a delightful oddity amid the chaos. While others chase ghost fleets or trade cannonballs with skeletal galleons, these four trial branches celebrate the quieter, quirkier skills that separate a true veteran from a bilge-rat with an oversized ego. Think of it as the pirate equivalent of a decathlon that has suddenly swapped javelins for origami—still demanding, but ever so slightly unhinged. The following guide scoops up all twelve deeds, sprinkles them with hard-earned wisdom, and serves them on a silver platter festooned with a few metaphors that have no business being on the high seas.

The Experienced Crewmate Trial: Teamwork Makes the Cutlass Gleam

A solo swashbuckler might survive a skirmish, but an Experienced Crewmate turns a crew into a seaborne family—albeit one that communicates primarily through frantic blunderbuss gestures. The first deed asks a pirate to block another pirate\u2019s attack, then strike them. This is less a duel and more a fencing lesson delivered on a sugar-rush; you\u2019ll need to find another player (preferably one who skipped anger management) and parry their slash before immediately countering. Skeletons can also play the part, though they lack the personal touch and will never accuse you of cheating.

The second deed commands you to revive a fallen crewmate before their spirit boards the Ferry of the Damned. Picture a spiritual tug-of-war where you\u2019re yanking a soul back from the Ferryman\u2019s cold, bony fingers like a greased piglet at a county fair. The safest method is to convince a friend to take an overly dramatic leap from the crow\u2019s nest and then rush to their crumpled body before their ghost floats away with a disappointed sigh.

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The final deed is the hoarder\u2019s anthem: hoard five chests on your ship at once. This transforms your vessel into a dragon\u2019s lair, each chest a shiny bauble that must not be handed in or stolen until the magic number appears. A Gold Hoarders voyage is the most reliable route, but be warned—the sea has a sixth sense for punishing overconfidence, usually with a suspicious shape on the horizon just as you admire your pile.

The Experienced Diplomat Trial: Lanterns, Alliances, and Awkward Smiles

If piracy were a cocktail party, the Experienced Diplomat would be the guest who brings a cheese platter and a very specific colour scheme. The first deed tasks you with defeating a Skeleton Ship while in an Alliance. Forming an alliance is as delicate as negotiating bedtime with a toddler—raise the matching flag from the crow\u2019s nest and hope the other crew doesn\u2019t immediately betray you for sport. Once the paperwork is sorted, hunt down a tattered-sailed skeleton ship and send it to the depths, all while your reluctant allies watch from a safe distance.

The second deed expects you to defeat Flameheart\u2019s Ghost Ships while in an Alliance. That giant orange face leering across the sky is essentially your social coordinator; sail toward it, blast the ghostly fleet, and the deed completes, assuming your alliance hasn\u2019t dissolved into finger-pointing over stolen supplies.

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The final deed is a peculiar exercise in interior decoration: be in an Alliance where all ships\u2019 lanterns are the same colour. It\u2019s like coordinating outfits for a pirate prom night, except the dress code is determined by a Flame of Fate snatched from the Ferry of the Damned. Grab a coloured flame, hop between allied ships (yes, every lantern must match), and bask in the glow of pointless unity. If anyone asks why, just whisper \u201cDeed\u201d and walk away.

The Experienced Reveller Trial: Grog, Guts, and Spectacular Poor Decisions

The Reveller trial is a love letter to grog-related chaos, proving that sometimes the most impressive feats involve a bucket and questionable life choices. The first deed mirrors the Apprentice Socialite: drink with another crew while at an outpost. It sounds simple until you realise that most pirates would rather scuttle than share a toast. Lure them with promises of no sudden movements and let the grog do its blurred work.

The second deed is a masterclass in targeted intoxication: defeat ten skeletons affected by a grogball. A grogball-laden cannonball turns an enemy skeleton crew into a stumbling rave where the only beat is the sound of them tripping over their own bones. Fire a single grogball at a skeleton ship, then pound it with regular cannonballs while the pirates stagger about like marionettes with tangled strings. Rinse and repeat until your total reaches ten, and you\u2019ll have successfully weaponized a hangover.

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The final deed requires a peculiar skill: throw a bucket of vomit on an enemy pirate holding a sword. Acquiring the bucket is a culinary horror\u2014chug two or three mugs of grog in rapid succession, then hold the bucket while your stomach files for divorce. Catching the resulting green sludge is an art form akin to a chef perfecting a delicate sauce, except the ingredients are grog and regret. Finding a target demands diplomacy or lunacy; a friendly pirate might agree to stand still and let you anoint them, while a hostile one will make you earn the moment with a well-timed lob between sword swings. Yes, they\u2019ll probably kill you, but the deed completion will taste sweeter than a victory grog.

The Experienced Hunter Trial: Monsters, Meals, and Trophy Fish

The Hunter trials remind pirates that the sea is not just a highway for treasure but also a buffet of teeth-filled terrors. The first deed tasks you with catching three Trophy Fish. A Trophy Fish is what happens when a normal fish eats its vegetables and does extra laps; they\u2019re larger, rarer, and behave like a cat that refuses to take a bath unless you offer the exact right bait. Dangle a line off the back of your sloop while sailing between islands, and patience will eventually reward you with a gloriously oversized specimen that no one asked for but everyone respects.

The second deed combines cooking and capitalism: hand in five pieces of cooked Megalodon or Shark meat to The Hunter\u2019s Call. Shark meat is the fast food of this world\u2014just splash about in open water until the fins appear, then play chef on your ship\u2019s hob. Megalodon meat, however, demands you first survive a fight with a fish the size of a tavern. Once the flesh is golden brown and seared to perfection, deliver it to any Seapost as if you were a Michelin-starred chef submitting a tasting menu to a pirate food critic.

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The final deed is the grand finale: defeat a Megalodon. This beast is a toothy leviathan that treats your ship like a biscuit tin. The battle is a dance where the music is cannon fire and the audience is a flock of terrified seagulls. Unload every cannonball you have, brace for the charge, and hope your crewmates remembered to patch the holes. When the megalodon finally rolls belly-up, the deed completes not just a task but an entire chapter of piratical bravery\u2014one that will be retold at outposts for seasons to come, preferably between belches and grog mugs.

All four Experienced Trials reward pirates who embrace the full chaotic spectrum of life on the Sea of Thieves. From hoarding chests to hurling vomit, these deeds are a delightful reminder that not every legend needs a sinking ship\u2014some just need a matching lantern and a bucket of questionable provenance.