Even in 2026, seasoned pirates still set sail to complete the Accomplished Trials first introduced back in Sea of Thieves Season One. These challenges aren't just about bragging rights—they unlock limited-time treasures and drag players across every wave-battered corner of the map. For those who fancy themselves true explorers, there’s no better way to prove it than by ticking every box on this list.

Old Sailor Isle: The Pioneer’s True Beginning
The Maiden Voyage area still holds secrets. Every pirate worth their salt has to remember where they started, and the Pioneer deeds make sure of that. First, a pirate must cook some chicken on the campfire. That’s right—before even leaving the tutorial, one must chase down a clucking bird with a cutlass. The birds often hide behind the wrecked ship at the island’s center, so patience and a quick blade are essential. Once the meat hits the pan, the first deed is done.
Next, finding the rowboat feels like a mini-escape room. Swimmers should circle clockwise from the bridge near the wreck, slipping into a cave where the little boat waits. Grabbing the oars checks another box. Finally, nothing says pirate life like firing oneself from a cannon. The wrecked ship’s cannon points toward the island’s other segment. Climbing in and blasting off completes the third deed. Three simple tasks, but they set the stage for the madness ahead.
The Explorer’s Hymn: Islands, Statues, and Skull Clouds

The Accomplished Explorer trials yank pirates across all four regions. Stepping foot on an island in the Shores of Plenty, Ancient Isles, The Wilds, and The Devil’s Roar often happens naturally while chasing other goals, but completionists always double-check the map. Next comes a cursed mermaid statue. These glowing terrors hum an eerie song, submerged near coasts. A solo pirate can handle a sapphire statue with steady cutlass swings and enough bananas, but emerald and ruby variants demand crew support or gunpowder barrels. Consistent damage is key because these statues heal faster than a coward running from a kraken.
A skeleton fort visit is also required, whether the fort is active under a giant skull cloud or not. Sneaking onto an inactive fort avoids the onslaught of bony guardians. The deed pops the moment a boot touches the sand. Finally, a seapost—those tiny shacks on sea rocks—must be visited. They’re not just scenery; they’re home to the Hunter’s Call, so pirates can hand in fish while ticking the box.
Plundering the Depths: Scavenger’s Resolve

Scavenger deeds celebrate the loot that the sea claims for itself. A Shipwrecked Chest—worn, barnacle-encrusted and sad-looking—must be salvaged from the briny deep. Flocks of seagulls circling above the water betray the location of sunken galleons. Swimming down, navigating through the familiar layout, and grabbing that beat-up chest feels like archaeology with a dash of drowning risk. Once handed to the Gold Hoarders, the first deed is done.
Supply crates demand sacrifice. Fruit, wood, or cannonball crates can be found half-empty on islands, but turning them in requires filling them to the brim with fifty of the relevant resource. Doing this at the end of a session is wise, since using those supplies to fend off rival crews might be more important mid-voyage. Finally, an Ashen Key must be delivered to Larinna or the Reaper’s Bones. These keys can be purchased as voyages from Larinna herself or pried from defeated skeleton captains. It’s a recycle of an earlier trial, but hey, consistency never hurt a pirate’s reputation.
Umbra’s Footprints: The Historian’s Trail

Umbra’s immortalizations and journals turn historians into lore-hungry sleuths. Five immortalizations are scattered around Sanctuary Outpost: a bucket at the shipwright’s, a plaque above the tavern, a monkey flag inside, and a painting of Captain B. Interacting with each tells a tiny tale and marks the deed complete. A fifth is found on the Ferry of the Damned from an earlier trial.
Then come the ten journals, named Legends of the Sea. Their locations range from Devil’s Ridge to the Pirate Legend Hideout, requiring either a legendary status or a legend in the crew. One sits atop the beacon platform at Crooked Masts, reachable only by ship’s cannon. Another lies behind the ghost band in the hideout. Others nestle in destroyed barrels, under hammocks, or on Fort of the Damned watchtowers—where hostile crews might mistake a journal hunter for an enemy. The final deed revisits nameplates or rock paintings at Shipwreck Bay, Snake Island, Plunder Valley, or Thieves’ Haven, a task already familiar to aspiring explorers.
Thrones: Sitting Pretty in Hard-to-Reach Places

Throne Seeker deeds start simply: set foot on Thieves’ Haven. This massive island in the Ancient Isles can’t be missed. The tricky part comes next. A throne perches on a sea stack off the east coast; reaching it means launching from a ship’s cannon with precise aim. Bouncing off the rock into the drink is part of the charm. Once seated, the emote button seals the deal. The final throne hides at coordinates K-9, submerged in a sunken cave. Pirates must dive into a ring-shaped island, navigate past a shipwreck, and scramble onto the throne before air runs out. Bringing fruit isn’t just advice—it’s survival.
Throne Climber deeds push the acrobatics further. The throne at Shipwreck Bay demands two crews sitting together, a rare moment of trust on the seas. Raising an alliance flag helps. The ascent uses a broken mast rather than cannons. Devil’s Ridge throne perches under the island’s northern peak, accessible only by cannon shot. Hidden Spring Keep’s throne crowns the highest tower, requiring test fires to account for the ship’s gentle rocking. At Mermaid’s Hideaway, the seat sits atop an isolated stone column to the southeast—cannon aim, again. Each sit feels like a tiny victory over gravity.
Shattering Curses: Statue Smasher’s Bounty

Mermaid gems can be found washed ashore, inside fort vaults, or as treasure hunt rewards, not just from statues. The first three deeds are simple delivery quests: hand a gem to the Gold Hoarders, Merchant Alliance, and Order of Souls. Remembering who has already been paid avoids wasted trips.
The real challenge is destroying one of each cursed mermaid statue type. Sapphires fall easily. Emeralds require backup and plenty of food. Ruby statues are nigh impossible solo, demanding crew coordination and perhaps a well-placed gunpowder barrel. The statues heal continuously, so no lulls are allowed—imagine fighting a respawning health bar underwater. Once all three colors shatter, the trial completes, and the pirate can finally rest, at least until the next season’s trials roll in.
Every Accomplished Trial in Sea of Thieves pushes pirates to explore, cooperate, and occasionally curse the physics of cannon trajectories. In 2026, these deeds remain a rite of passage. So hoist the sails, load the bananas, and may the wind favor the thorough.