IDC Games

Skull and Bones · 2026-08-26

Skull and Bones turns Y3S2’s Smuggler Pass into a complete fire-build package for the new Junk

Skull and Bones has opened the Year 3 Season 2 Smuggler Pass, and Crimson Waters is using its seasonal progression to do considerably more than hand out cosmetics. The new pass is structured around the arrival of the Junk, Y3S2’s large DPS ship, while its three principal progression tracks deliver a

Skull and Bones has opened the Year 3 Season 2 Smuggler Pass, and Crimson Waters is using its seasonal progression to do considerably more than hand out cosmetics. The new pass is structured around the arrival of the Junk, Y3S2’s large DPS ship, while its three principal progression tracks deliver a coordinated set of fire-focused equipment: the Pyroclasm armor from Quartermaster, the Scorch Song culverin from Gunnermaster and the Hellshot Smithy major furniture from Shipmaster. Progress far enough and the Milestone track also awards the Junk blueprint itself, upgrade resources for pushing the vessel toward its highest levels and Miso, a new tiger pet. Crimson Waters launched on August 18, 2026, with Ubisoft describing the season as the arrival of a new threat beyond the barrier and introducing the Abyssal Fleet, new World Tier challenges, a refreshed Seasonal Mastery system, Faction War content and an overhauled Job Board alongside the new pass.

The Y3S2 Smuggler Pass Trailer therefore has an unusually clear gameplay identity. Rather than scattering unrelated weapons and armor through its three tracks, Ubisoft has built the headline rewards around Burning, Ablaze, Explosive damage and the new Charred status. Those mechanics line up naturally with the Junk’s own Infernal Embers perk, which strips enemy Armor Rating and Fire Resistance through repeated weapon hits before rewarding sustained aggression with faster reloads and increased Weapon Damage. The result is a pass where unlocking the ship is only the beginning: the remaining tracks increasingly supply the components for turning it into a dedicated incendiary damage platform.

Crimson Waters makes the Smuggler Pass part of the seasonal buildcraft rather than a side reward track

Skull and Bones has used the same broad Smuggler Pass philosophy since launch: players earn Smuggler Points through normal activities and dedicated challenges, then spend those points across three parallel specialization tracks — Quartermaster, Gunnermaster and Shipmaster — plus milestone rewards. Historically, the system has contained more than 90 rewards across free and premium progression, with the gameplay-facing blueprints, weapons, furniture and armor designed to remain accessible independently of the premium cosmetic layer. Ubisoft’s original Smuggler Pass design also established that gameplay equipment from a previous season can later rotate into other acquisition systems rather than remaining permanently locked behind an expired pass.

Y3S2 preserves that structure but connects it much more tightly to Crimson Waters’ central ship. Quartermaster gives defensive equipment and an early Junk upgrade bundle, Gunnermaster supplies the new offensive weapon, Shipmaster delivers the major furniture plus later upgrade materials, while the milestone progression eventually gives players the ship blueprint and resources targeting Upgrade Levels 6 and 7.

That creates a straightforward progression arc. Unlock the Junk, begin raising its upgrade level, equip increasingly specialized Burning equipment and use the new Job Board to continue generating the Smuggler Points required to push through the remaining tracks. It is effectively a seasonal build kit spread across the entire pass rather than one desirable item sitting at its endpoint.

The Junk blueprint is the most important Milestone reward

The centerpiece of Y3S2 is the Junk, and Ubisoft has placed its blueprint in the Smuggler Pass Milestone rewards rather than burying the season’s primary new ship inside one individual specialization branch.

The Junk is classified as a large DPS ship designed to perform particularly well against high-health enemies and in coordinated groups. Its base configuration carries 85,000 Hull Health, 17,000 Brace Strength, 160,000 cargo capacity and five furniture slots, while its gun arrangement is enormous: 14 broadside gunports on each side, six at the bow and four at the stern. At Upgrade 3 it reaches a listed top speed of 24; Upgrade 5 expands it to six furniture slots; and by Upgrade 7 its hull rises to 104,593 HP alongside 20,919 Brace Strength and significantly improved resistance values.

Those numbers already make it a substantial platform, but its defining feature is not durability. It is Infernal Embers, the perk around which much of the Smuggler Pass equipment appears to have been designed.

Infernal Embers rewards relentless fire and progressively weakens the target

Every weapon hit from the Junk applies an Ember stack for five seconds, up to 20. Each Ember reduces the target’s Armor Rating and Fire Resistance by 2%, so reaching maximum stacks represents an enormous theoretical reduction if those stacks can be maintained. Once an enemy is already at maximum Ember, further hits begin generating Inferno stacks instead. Inferno can stack ten times; each stack reduces reload time by 0.5% and increases Weapon Damage by 3%. Nearby allied ships in the XSML, SML and MED categories within 500 meters receive half of the Inferno bonus as well.

At full Inferno, the upgraded Junk gains another layer: its next weapon hit triggers a fiery explosion dealing 200% of Weapon Damage as Fire damage, subject to a 20-second cooldown.

The loop is therefore inherently aggressive. The Junk wants sustained contact, a high hit frequency and enough fire-oriented damage to exploit the resistance reduction it is already creating. A ship that stops firing repeatedly allows those short-duration stacks to decay, while one that maintains pressure becomes progressively more lethal.

That is exactly why Scorch Song and Hellshot Smithy matter.

Quartermaster’s Pyroclasm turns bracing into an offensive weapon

The Quartermaster track introduces Pyroclasm, an Epic armor set Ubisoft classifies as Fire Berserker equipment. Its perk, Stoked Inferno, triggers from an unusual interaction: bracing hits from an enemy that is already Ablaze begins charging a Burning explosion. The explosion initially deals damage equal to 10% of the ship’s Brace Health in a 150-meter radius, with every additional braced hit increasing that percentage by another 10%, up to a maximum of 70% of Brace Health. The explosion is released when the player stops bracing.

That changes bracing from purely reactive mitigation into a damage-storage mechanic. Against a burning opponent, taking controlled hits while braced can prepare an area-of-effect retaliation; the captain then decides when to release brace and detonate the stored effect.

The design is especially interesting on a large ship because high Brace values make percentage-based interactions naturally relevant. Pyroclasm is not simply “more fire resistance” or another passive armor bonus. It asks the player to manipulate incoming attacks as part of an offensive rotation.

Quartermaster also provides a Junk Upgrade Bundle aimed at taking the ship toward Upgrade Level 2, while Ascension Flux is distributed through this track and Shipmaster. The pass therefore starts supporting the Junk’s progression before players reach the much later milestone upgrade bundle.

Scorch Song is the headline weapon and already looks like the pass’s priority unlock

The Gunnermaster track contains Scorch Song, an Epic Burning Explosive Culverin with three offensive perks. Its defining perk, Ignition, triggers an explosion when the target is either Ablaze or Shell-shocked. That blast deals 1,000 Explosive Damage plus an additional 20% of the weapon’s damage as Explosive Damage per hit, with consecutive shots increasing the bonus up to 500%. Once triggered, Ignition has a 30-second cooldown.

It also carries Burning II, adding 20% of its damage as Burning Damage, and Combustion II, adding another 10% as Explosive Damage.

Those properties make Scorch Song an obvious candidate for the Junk because the ship is already reducing Fire Resistance through Ember stacks. Repeated culverin hits help maintain the Junk’s stack mechanics while simultaneously applying a substantial Burning component, and any target already pushed into Ablaze becomes eligible for Scorch Song’s Ignition explosion.

Early community testing has reflected that interest. Players discussing Y3S2 builds have frequently prioritized Gunnermaster specifically to obtain Scorch Song, with some reporting strong initial results when mounting multiple copies on the Junk. Those impressions are still player experience rather than formal balance evidence, but they show that the intended synergy was immediately apparent once the season went live.

Scorch Song is more interesting because the Junk has enough gunports to exploit repeated-hit mechanics

The Junk’s weapon architecture makes a repeated-hit culverin particularly attractive. Fourteen broadside gunports per side create a platform where maintaining pressure is central to the vessel’s identity.

This does not automatically mean Scorch Song is mathematically superior to every existing weapon configuration. Skull and Bones’ endgame buildcraft now includes Ascension, Adept Mods, Seasonal Mastery, elemental interaction, armor, furniture and encounter-specific modifiers, so individual high-end weapons can outperform the seasonal option in specialized builds.

But Scorch Song clearly speaks the Junk’s language. Infernal Embers wants hits. Inferno wants more hits after Ember reaches maximum. Scorch Song’s Ignition grows through consecutive shots. Its Burning component exploits the Fire Resistance reduction the Junk itself creates.

The equipment is not merely introduced during the same season; the mechanics actively reinforce each other.

Hellshot Smithy may be the component that binds the entire fire package together

The Shipmaster track contains the new Epic major furniture Hellshot Smithy, and its mechanics are more transformative than a conventional percentage bonus.

Whenever a ship equipped with Hellshot Smithy deals at least 2,000 Burning damage in one hit, it inflicts Charred for 30 seconds. A Charred target takes 30% more Burning damage and accumulates Torn Sails status 15% faster. If the Charred target is also Ablaze, it begins building Charred status on other enemies within 150 meters.

The secondary effect adds still more area pressure: 10% of Burning damage dealt to an Ablaze target is also dealt to other enemy ships within 150 meters.

This is where the pass begins to look like a deliberately assembled build rather than three independent rewards. The Junk reduces Fire Resistance. Scorch Song supplies Burning and Explosive damage. Once individual Burning hits cross Hellshot Smithy’s 2,000 threshold, Charred adds another 30% Burning vulnerability. An Ablaze and Charred enemy then begins spreading pressure to nearby ships, while Hellshot Smithy simultaneously duplicates a portion of Burning damage across surrounding targets.

In crowded World Events, that combination has obvious potential.

Y3S2’s pass is particularly suited to the Abyssal Fleet’s group encounters

Crimson Waters introduces the Abyssal Fleet, a new enemy faction encountered primarily in World Tier 4. Ubisoft describes its ships as dangerous opponents with Armored Weakpoints and abilities designed to interfere with the player’s capacity to repair during combat. The new Heralds of the Abyss World Event escalates that into successive waves of Abyssal ships ending with an Abyssal Herald elite warship.

A ship whose perks scale through repeated attacks against high-health targets naturally fits that content. The Junk was explicitly designed to shine in groups against enemies with large health pools, and its allied Inferno benefit turns part of its personal damage ramp into a team buff.

Hellshot Smithy then supplies area propagation once enemies cluster, while Pyroclasm can convert enemy attacks into a Burning retaliation around the player. The seasonal equipment therefore appears tailored to encounters involving tougher groups rather than only one-on-one piracy.

That does not make the Smuggler Pass gear mandatory for Crimson Waters. Ubisoft provides several other Y3S2 weapons and furniture through events, Faction War and Blackwood. What the pass offers is a particularly coherent fire-oriented route into the season’s new endgame.

The Junk upgrade bundles are spread deliberately across all levels of progression

Ubisoft is also using the pass to reduce the material burden of developing the new ship. Quartermaster contains a bundle targeted at Junk Upgrade Level 2, while Shipmaster includes bundles for Levels 4 and 5. The Milestone rewards then contain materials specifically suited to taking the Junk through Upgrade Levels 6 and 7, with additional alternative-level bundles distributed across the broader tracks.

That is a useful change in emphasis compared with simply awarding a blueprint and leaving the rest of the grind completely separate. Large-ship progression requires substantial investment, and introducing a ship as the centerpiece of a season works better when the seasonal progression itself helps players develop that vessel toward the level where its upgraded perk set becomes fully available.

It also gives captains a reason to complete all three tracks even if one headline item matters more to their build. A player might rush Gunnermaster for Scorch Song, but the Upgrade Bundles, Ascension Flux and high-level milestone materials still encourage progress through Quartermaster and Shipmaster afterward.

Miso gives the Milestone track its obligatory less-serious reward

Not everything in Crimson Waters is concerned with burning enemy fleets. The Smuggler Pass milestone progression also unlocks Miso, a tiger pet.

Pets have been part of Skull and Bones’ cosmetic identity since its earliest seasonal passes, providing one of the few intentionally lighthearted contrasts to the game’s increasingly elaborate ship-build systems. Miso serves the same purpose here. The rest of the pass is discussing Charred ships, incendiary explosions and armor capable of weaponizing incoming attacks; the milestone track eventually gives the captain a tiger companion.

It also preserves one of the original Smuggler Pass design principles. Ubisoft’s pre-launch description specifically identified pets among the milestone-style rewards intended to sit alongside ship blueprints, cosmetics and progression resources.

The new Job Board is now directly feeding Smuggler Pass progression

One of Y3S2’s most important systemic changes happens outside the actual reward screen. Ubisoft has overhauled the Job Board so seasonal contracts are no longer simply tracked through the Journal. Instead, the boards in Sainte-Anne and Telok Penjarah run dedicated cycles of daily and weekly Smuggler Pass challenges.

Contracts now appear in three difficulty tiers. Easy contracts award 150 Smuggler Points. Medium contracts give 300 Smuggler Points plus 100 Guildmarks. Hard challenges pay between 1,200 and 2,000 Smuggler Points. Ubisoft says the pool has been designed to push captains across the wider range of dangers found in the Indian Ocean, while challenges tied to Moonshine and Honorless events can also appear directly through the Job Board.

This makes the pass much easier to read as an active seasonal objective system. Rather than opening a menu and discovering that unrelated gameplay happened to complete an old challenge, players can deliberately visit the Job Board, choose the type of work they want to perform and convert it into meaningful Smuggler Pass advancement.

For anyone trying to reach Scorch Song or finish the Junk milestone quickly, those Hard contracts become particularly valuable.

The three tracks still allow players to prioritize what matters first

Because Quartermaster, Gunnermaster and Shipmaster can be progressed separately, players do not need to unlock the pass in one rigid sequence. That makes the question of priority meaningful.

For a captain intending to build directly around the Junk’s offensive identity, Gunnermaster is the most obvious first target because Scorch Song immediately adds a new weapon to the arsenal. Shipmaster arguably becomes the next natural step because Hellshot Smithy transforms Burning into Charred and area damage while also supplying higher-level Junk upgrade resources. Quartermaster’s Pyroclasm is more defensive and situational, but it can be extremely relevant for aggressive close- or mid-range builds where the player expects to brace frequently against Ablaze targets.

That ordering is an editorial recommendation rather than an official Ubisoft progression requirement. The season is young, Ascended versions of older equipment remain relevant, and high-level players may already own weapon combinations that outperform Scorch Song in their particular build. The pass’s design nevertheless makes its intended fire progression unusually easy to understand.

The Smuggler Pass gear should not be confused with the rest of Crimson Waters’ new arsenal

Y3S2 contains a much wider set of equipment outside the pass. Drowning Hellion, an Epic Flooding Demi-cannon, comes from Requiem of the Lost. Hellfire, a Burning Rocket, and Claws of the Deep, a Flooding Ballista, are Faction War rewards. Drakon’s Jaws, which mixes Burning and Flooding through a torpedo, is tied to Darktide Lullaby. Faction War can also award the St. Elmo’s Chains major furniture, while Blackwood now carries Anathema, an Epic Toxic Bombard, and other new equipment.

The distinction matters because the Smuggler Pass is only one route through Crimson Waters’ buildcraft. A captain focused on Flooding may care more about Drowning Hellion and Claws of the Deep than the fire package. Electric builds have St. Elmo’s Chains. Toxic specialists can pursue Anathema.

What the Smuggler Pass provides is the season’s most self-contained archetype: a nearly complete Burning/Explosive package accompanied by the large ship most obviously suited to exploiting it.

Previous Y3S1 equipment has moved into Blackwood’s stock

Y3S2 also demonstrates the way Skull and Bones attempts to prevent old seasonal progression from becoming a permanent wall for returning players. Ubisoft has updated Blackwood’s stock with Y3S1 equipment from both Faction War and the previous Smuggler Pass, while the Galleon blueprint is now purchasable from Blackwood as well.

That is important context for anyone worried that ignoring Crimson Waters would make equipment such as Scorch Song inaccessible forever. Ubisoft’s original Smuggler Pass philosophy specifically stated that gameplay items from previous seasons would later become available through other in-game channels.

The immediate Smuggler Pass remains the easiest structured way to obtain Y3S2’s new gear during the active season, but Skull and Bones has increasingly treated gameplay equipment differently from exclusive premium vanity. The former is intended to re-enter the broader economy eventually; the latter is where scarcity and monetization tend to matter more.

Seasonal Mastery has been reworked alongside the new pass

Crimson Waters is also changing the systems that determine how all of this equipment performs. Ubisoft has refreshed Seasonal Mastery, seasonal affixes and multiple balance values, while Y3S2 rebalances Infamy rewards so higher World Tiers provide greater progression for correspondingly harder activities. At Ship Rank 26 and above, for example, Plunder Infamy gains are increased by 65%, while elite warships and sea monsters at that level provide a 55% increase.

That matters because evaluating Scorch Song or Pyroclasm purely in isolation ignores a large part of Year 3’s current endgame. Seasonal Mastery can alter damage behavior, Ascension can reshape weapons through modifiers and World Tier encounters change the kind of survivability or status specialization that a build requires.

Early community discussion has already reflected that complexity. Some veteran players report that Y3S2 has reduced the overwhelming influence of a few previous Mastery combinations while shifting more power toward the interaction between the new Mastery layout and Adept Mods. Those are live player impressions rather than official balance conclusions, but they reinforce an important point: the Smuggler Pass rewards are ingredients, not finished builds.

Crimson Waters is clearly pushing Burning as one of its major seasonal identities

The density of Burning interactions across Y3S2 is difficult to miss. The Junk strips Fire Resistance. Scorch Song adds Burning damage and rewards Ablaze targets. Pyroclasm specifically requires attacks from Ablaze enemies. Hellshot Smithy turns high Burning hits into Charred, increases the damage Charred targets receive and spreads part of that damage to nearby ships. Elsewhere in the season, the Hellfire rocket also specializes in Burning and reduces Fire Resistance further against Ablaze targets.

That creates a proper elemental ecosystem rather than simply painting several weapons red and calling them fire gear.

The strongest combinations involve establishing one condition so another system can exploit it: apply Burning, build Ablaze, reduce Fire Resistance, trigger Charred, increase Burning damage again and convert sustained weapon hits into the Junk’s Inferno stacks. When several players coordinate similar effects against a high-health World Event target, those interactions should become considerably more important than the base damage value written on one gun.

Pyroclasm also introduces an interesting risk-reward decision for aggressive Junk captains

Of the three pass items, Pyroclasm may have the highest skill-expression potential because its perk requires the player to choose when to stop bracing. The explosion does not simply trigger automatically after enough hits. Each braced hit from an Ablaze target increases the stored percentage until the captain releases brace, at which point the accumulated Burning effect detonates within 150 meters.

That creates a tension between defense and payoff. Release too early and the explosion is weaker. Hold too long and the player may absorb additional damage or waste the effect when enemies move outside the radius. A captain with strong situational awareness can potentially turn an enemy’s offensive pressure into a substantial area burst at the moment nearby ships are clustered.

It is exactly the type of perk that can look modest in a menu while becoming much more interesting during real group combat.

Hellshot Smithy should become particularly dangerous when several ships cluster together

The 150-meter propagation on Hellshot Smithy deserves similar attention. Once a target is both Charred and Ablaze, it can begin spreading Charred buildup to nearby targets. At the same time, 10% of Burning damage dealt to an Ablaze target is replicated onto other enemies in the same 150-meter radius.

This makes enemy density an offensive resource.

Against one isolated boss, the primary benefit is the 30% increased Burning damage received by the Charred target. Against a formation of ships, however, the furniture begins converting focused damage into broader fleet pressure. The more efficiently a player can keep one central target Ablaze while maintaining Burning output, the more value the secondary effect can potentially generate around it.

Considering the Abyssal Fleet’s wave-based content and reinforcement-heavy encounters, that does not appear accidental.

The pass also accelerates access to Ascension through Flux rewards

Ubisoft specifically places Ascension Flux inside both Quartermaster and Shipmaster. Ascension is one of Year 3’s key endgame systems because it allows equipment to move beyond its standard base configuration through additional modification and progression.

That gives even established captains a reason to complete tracks after obtaining the obvious headline reward. Someone who already has several superior fire weapons may not immediately care about Scorch Song, but Flux remains useful across the broader equipment economy.

The same principle applies to upgrade-material bundles. A Smuggler Pass works better when the space between major unlocks contributes toward developing the new ship and gear instead of consisting entirely of low-value filler, and Y3S2’s inclusion of targeted Junk resources and Ascension materials is clearly intended to improve that progression curve.

Cosmetics remain important, but gameplay gear is doing most of the talking in this trailer

The trailer’s “new season, new loot” message naturally includes vanity rewards, but Ubisoft’s Y3S2 patch notes place considerably more emphasis on the Junk, Pyroclasm, Scorch Song, Hellshot Smithy, Ascension Flux and Miso than on enumerating every premium cosmetic in the pass. That emphasis makes sense because Crimson Waters launched with several separate vanity collections elsewhere in the game.

The Y3S2 update includes Valhalla’s Call / Doctrine of Faith, featuring a Barque-exclusive Valkyrs ship cosmetic and Doctrine of Faith captain costume, as well as the separate Dreadtide Set. Ubisoft also refreshed Deluxe and Premium Edition benefits for the August 18 Crimson Waters launch with the Blacktorch Epic Brigantine Skin and Blacktorch Weapon Skin Bundle among the Premium Edition additions.

Those should not be conflated with the core Smuggler Pass equipment. Crimson Waters has several overlapping cosmetic channels, whereas the pass’s distinguishing feature is its gameplay progression and fire-build package.

The season’s broader reward structure gives captains reasons to leave the pass menu behind

One potential weakness of any battle-pass system is turning gameplay into repetitive progression farming. Y3S2’s new Job Board appears designed to avoid that by distributing Smuggler Points across different difficulty bands and deliberately encouraging captains to interact with a wide selection of world activities.

At the same time, separate seasonal equipment is tied to Requiem of the Lost, Faction War, Darktide Lullaby and Blackwood, while the Abyssal Fleet and Heralds of the Abyss add endgame PvE encounters.

The ideal progression loop therefore becomes circular. Smuggler Pass challenges send players into the world. Those activities produce Smuggler Points, Guildmarks, Infamy and other resources. Pass advancement unlocks equipment and Junk upgrades. The stronger ship then enables harder World Tier content, which generates better progression and separate seasonal gear.

That is much healthier for an action RPG than a pass whose optimal strategy is repeatedly completing one trivial objective because it awards the best XP per minute.

The most compelling Y3S2 build is almost certainly going to involve mixing pass and non-pass equipment

Although Ubisoft has clearly constructed a thematic Scorch Song–Hellshot Smithy package, high-level Skull and Bones players are unlikely to stop there. The season also introduces the Hellfire rocket, whose Burning Artillery perk launches 15 heavy rockets and can reduce a target’s Fire Resistance by up to another 20% when that target is Ablaze.

That immediately suggests hybrid fire builds combining pass and Faction War rewards. The Junk is already stripping Fire Resistance through Ember. Hellfire can add another conditional reduction. Scorch Song contributes Burning and Explosive damage. Hellshot Smithy then increases Burning damage received by Charred targets.

Whether that becomes the optimal Y3S2 meta requires far more testing and will depend heavily on Ascension rolls, Adept Mods, weapon placement and encounter type. But the buildcraft direction is obvious: Crimson Waters wants captains to layer elemental vulnerabilities instead of thinking about every weapon slot independently.

The new Junk finally gives the pass a ship worthy of completing all three tracks around

The strongest argument for the Year 3 Season 2 Smuggler Pass is therefore not any single reward. It is the way those rewards combine.

The Milestone track provides the Junk blueprint, late-level upgrade materials and Miso. Quartermaster supplies Pyroclasm and early Junk development resources. Gunnermaster delivers Scorch Song, a Burning/Explosive culverin whose Ignition effect scales through consecutive hits. Shipmaster gives the Hellshot Smithy, turning sufficient Burning damage into Charred and spreading pressure through clustered enemy formations. Ascension Flux and further upgrade bundles fill the spaces between those major unlocks.

Behind all of it is the Junk’s Infernal Embers system: hit repeatedly to build Ember, shred Armor Rating and Fire Resistance, continue firing to generate Inferno, reduce reload time, increase Weapon Damage and eventually trigger a large Fire explosion once the upgraded perk reaches maximum stacks.

That is a much stronger seasonal progression concept than simply handing players a new cannon and hoping they find somewhere to use it.

Crimson Waters’ Smuggler Pass is essentially a tutorial in how Y3S2 wants captains to build

The Skull and Bones Y3S2 Smuggler Pass Trailer sells the usual fantasy of new loot, but Year 3 Season 2 has made that loot unusually purposeful. Crimson Waters launched on August 18 with a large DPS ship that becomes stronger by maintaining continuous fire against durable targets. The pass then gives players armor that converts defensive bracing into Burning retaliation, a culverin built around Burning and Explosive damage, furniture that creates a new Burning vulnerability and upgrade materials designed specifically for the same vessel.

The structure is also easier to progress deliberately now that the Job Board supplies recurring Easy, Medium and Hard Smuggler Pass challenges worth between 150 and 2,000 Smuggler Points, with harder objectives also feeding the new Guildmark economy.

For captains interested purely in the new ship, the Junk blueprint is the obvious destination. For buildcrafters, however, stopping there would miss the more interesting part of the pass. Scorch Song, Pyroclasm and Hellshot Smithy are not random seasonal items. They form a connected incendiary package whose value increases when combined with the Junk’s own Fire Resistance stripping and sustained-hit mechanics.

Crimson Waters may be bringing an Abyssal Fleet out of the unknown, but Ubisoft’s answer to that threat is considerably less mysterious.

Build the Junk. Load the culverins. Set the target Ablaze. Keep firing until the sea catches fire with it.

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