Skull and Bones Beginner’s Guide#

The entry barrier in Skull and Bones isn’t control complexity — it’s that the game hides its growth spine inside contracts and the Infamy system. This guide unfolds in the order you’ll actually experience it: first decide where and how to play, then start from the first small boat, ride the main contracts to raise Infamy, and buy blueprints one by one with silver.

Before You Start: Free Trial and Platform Choice#

Official free trials exist on PC (Ubisoft Connect, Steam, Epic), PS5, and Xbox Series X|S. Progress and purchases made during the trial carry into the full edition — so “try first, decide later” costs nothing.

Two decision points:

Decision Advice
Platform Playing with specific friends? Confirm everyone’s on the same ecosystem — though cross-platform play and cross-progression are supported, so the leash is short
Edition The Standard edition unlocks all gameplay; Deluxe and Premium mainly add cosmetics, emotes, and ship sets — no power difference

Step One: Start From the First Small Boat#

What you get at the start is a crude little sailboat — Exeter’s Jolly Dhow, good only for the most basic gathering and exploration. The real springboard is completing the main contract “A Seaworthy Ship,” whose Rammer Bedar is the first ship that can hold its own in a naval fight.

The beginner rhythm:

  1. Follow the main contracts — they double as the tutorial and reward reputation and silver;
  2. Gear up at Sainte-Anne — spend earned silver at the shipwrights; swap weapons and armor to what your hull can carry;
  3. Don’t overreach — enemy strength spikes past the Red Isle sea; if the hull isn’t hard enough, sail home.

Sainte-Anne: What a Pirate Nest Does#

Sainte-Anne is the pirate nest on Red Isle, ruled by the local boss John Scurlock. As a safe zone you can:

  • Craft ships, weapons, and equipment with the smiths;
  • Store loot in the warehouse and repair your ship;
  • Sell “liberated” goods to vendors for silver.

Telok Penjarah in the East Indies is the other pirate nest, ruled by Admiral Rahma, with identical functions — once your Infamy climbs, it becomes your second home.

Main Contracts Are the Growth Spine#

Progression hangs directly on the main contracts: completing them raises reputation while revealing how this world works. The open-beta progress cap sat near the main contract “Exterminate the Rat”; the retail version extends much further — treat the main contracts as the backbone of your task list, slotting side and faction contracts in as needed.

Infamy Ranks and the Blueprint Chain#

Infamy is the account-wide growth line, advancing in ranks. Blueprints are mostly sold by vendors at each outpost, tagged with Infamy requirements. The key purchase chains from early to mid-game:

Blueprint Where to Buy Infamy Req. Price
Defender Hulk Sacred Tree (River-Mouths, near Red Isle) Rover I 1,080 Silver
Sentinel Cutter Lanitra (Angaya Coast, near Red Isle) Rover I 1,980 Silver
Firebrand Barge Kaa Mangrove (Sultani Island, African Coast) Buccaneer I 4,950 Silver
Blaster Sloop Sunken Goldmine (Ziwa Kubwa, African Coast) Buccaneer I 4,950 Silver
Bombardier Padewakang Telok Penjarah (East Indies) Brigand I 5,280 Silver
Vanguard Snow Khmoy Estate (Beruk Sea, near the East Indies) Corsair I 10,560 Silver
Pyromaniac Sambuk Yanita Nara at Sainte-Anne or Houma Nara at Telok Penjarah Cutthroat I 12,000 Silver
Hullbreaker Brigantine Ruined Lighthouse (Nilam Sea, near the East Indies) Cutthroat I 15,840 Silver

This table doubles as a trade-route map: when Infamy hits a band, sail to the matching region, find the vendor, buy the blueprint, and bring materials back to the shipwright.

Where Silver Comes From#

  • Completing contracts — steady income from main and side contracts;
  • Plundering trade convoys — sell seized commodities to outpost vendors;
  • Exploring and clearing — outposts, shipwrecks, and field enemies drop loot.

Silver’s big sinks are ship blueprints and crafting materials — don’t spend it on cosmetics early.

What to Do in Week One#

Stage Goal
Days 1-2 Push the main contracts to the Bedar; gear up at Sainte-Anne
Days 3-4 Infamy to Rover; buy the Defender Hulk and Sentinel Cutter blueprints
Days 5-6 Sail to the African Coast; Infamy to Buccaneer; buy the Barge and Sloop
Day 7+ Cross the open sea to the East Indies; take on stronger waters

Multiplayer and the Shared World#

Solo play is fully viable — main contracts and most activities never require a crew. But the shared-world design means you will “meet” other players: nests bustle with traffic, and hostile captains roam the open sea. Two practical tips:

Scenario Advice
Want uninterrupted questing Stay around Red Isle and the African Coast early on — player conflicts are rare there
Want a crew Nests are natural gathering points; world events often have recruiting squads nearby

Cross-platform play and cross-progression are both supported — PC and console players can crew up.

Common Beginner Mistakes#

  • Crossing the open sea underleveled — the open sea has no nest protection, and roaming cutthroat fleets are among the deadliest things on the map; a soft hull sinks;
  • Looking at guns but not furniture — furniture slots’ functional bonuses (ammo, repairs, cargo) often outvalue one more main gun in a long fight;
  • Hording all goods in one outpost — the cargo hold has a weight cap; overweight directly cuts speed. Run trade routes and clear holds often;
  • Ignoring the free trial — if you haven’t bought it yet, walk the first two hours in the trial; it tells you whether the game suits you.

内容最后验证于 2026-07