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Insignias
April 22, 2026 at 08:34 PM
Removed em-dashes per style guide (2026-04-23)
Insignias are the reputation currency dropped by Blackbeard's forces in Windrose. Every player-facing faction accepts insignias because every faction hates Edward Teach, which makes them the workhorse cross-faction grinding item. They are turned in at Bounty Agents for reputation with the selected faction.
Tier | Insignia | Typical Source | Turn-In Value |
|---|---|---|---|
Baseline | Standard Blackbeard deckhands on ships and at Pirate Camps | Small reputation boost; baseline bulk item | |
Mid | Blackbeard Lieutenants, Undead Musketeers, and elite boarding crews | Mid-tier reputation boost; workhorse item for pushing ranks | |
Elite | Pirate Sergeants, Grenadiers, and other named elites in high-tier camps and dungeons | Large per-item reputation boost short of a full quest completion | |
Top | Boss-tier lieutenants and Frigate-class boarding actions | Approximately 80 reputation points per turn-in; rare drop |
Earlier community writeups sometimes used names like "Insignia of a Blackbeard Lieutenant," "Sergeant," or "Captain" for the mid-to-high tiers. Those names are not the in-game item names. The canonical tier names are Newhand, Deckhand, Veteran, and Old Salt. The descriptor-based community names should not be used in wiki content; if you see one in older writeups, cross-reference against the in-game Bounty Agent turn-in panel.

Sinking a Blackbeard ship outright produces Newhand Insignias from the wreck loot, but boarding the ship produces more total insignias per encounter, because boarding rewards the defeated crew individually. For reputation-per-minute farming, equip Boarding Party Gear and land on deck rather than rely on broadsides.
All four player-facing factions accept every insignia tier. There is no exclusive commitment mechanic; if you accidentally start farming at the wrong faction, subsequent turn-ins can re-route to any other Bounty Agent without wasting items. This is why the strongest launch-week advice is to commit hard to one faction first (typically Brethren of the Coast for ship progression or Smugglers of Port Royal for heavy armor and Windrose Naval Tactics) and only rotate to the next faction after hitting Rank 3.
Insignias and Letters of Favor are complementary. Insignias come from combat; Letters come from non-combat faction quests. A session that kills Blackbeard crews on the water and runs faction couriers on land can earn both, which is the fastest way to push a single faction from Rank 1 to Rank 3 in a focused play session.
Stack insignias in a dedicated chest at your base so they do not clog inventory during sorties
Confirm which Bounty Agent is closest to the faction Provisioner you plan to shop at
Hand in elite-tier insignias (Veteran, Old Salt) last; they can jump past small rank thresholds and waste overflow if turned in while you are already at a rank ceiling
Save your rarest Old Salt Insignias specifically for the single faction whose Rank 3 reward you want most
Newhand Insignia baseline tier
Deckhand Insignia mid tier
Veteran Insignia elite tier
Old Salt Insignia top tier
Reputation granted per single-item turn-in at any faction Bounty Agent. Every faction accepts every tier because all four player-facing factions are co-belligerents against Blackbeard, so no turn-in is ever wasted. Values are drawn from the live Early Access vendor data at build 0.10.
Image | Turn-In Item | Reputation Per Item | Typical Source |
|---|---|---|---|
| +80 | Blackbeard Brig (100%) and Frigate (30%) boarding actions | |
| +20 | Blackbeard elites at high-tier camps and named sea encounters | |
| +10 | Faction quest and Bounty Agent contract reward | |
| +4 | Blackbeard Sergeants (100%) and Cutter boardings | |
| +1 | Rank-and-file Blackbeard crew, 90% drop rate |
Reference: 100 reputation raises a faction from Rank 1 to Rank 2, 400 reaches Rank 3, and 1,000 reaches Rank 4. Mixing one Old Salt and a handful of Veteran Insignias with a Letter of Favor is enough to push a new rank push from Rank 2 to Rank 3 in a single hand-in session.
Bounty Agents faction reputation turn-in NPCs
Letters of Favor non-combat companion item
Faction Reputation the full rep system
Boarding the highest insignia-per-minute source
Insignias are the first meaningful currency the game hands you, but the NPCs who accept them are gated behind the main-story unlock of Tortuga. Between the opening islands and that unlock, insignias pile up in your inventory with no turn-in option. This is normal. Every pirate kill and every boarded Blackbeard ship is still worth it: on the first visit to Tortuga you can stack a backlog of insignias into a Rank 1 or even Rank 2 jump with one faction in a single session.
Keep them in a dedicated chest at your base rather than burdening your active inventory while sailing. Insignias do not spoil and have no weight penalty in storage, so there is no downside to hoarding a large stack.
The same insignia drops from two very different activity types, and early players often fall into the trap of farming only one:
On land: clear pirate camps, dungeons, and scripted point-of-interest encounters. Pirate Sergeants and Grenadiers at the higher-tier camps drop Veteran-tier insignias; standard deckhands drop Newhand Insignias.
At sea: intercept Blackbeard sail groups and board their ships. Boarding a Pirates' Ketch or larger hull drops Deckhand Insignias per defeated crewman, stacking faster per encounter than any land site. Sinking the ship without boarding still yields wreck-loot Newhand Insignias, but total output is lower than a successful boarding action.
Because the two sources feed the same stack, a productive session is usually one island clear (for elite tier insignias and gear drops) plus two or three naval interceptions (for bulk volume). Mixing the two produces the best reputation-per-minute rate even before Tortuga is unlocked.
The reason insignias matter is what happens after the turn-in. Reputation gained from insignias unlocks higher tiers at the Provisioner standing next to the Bounty Agent. The Provisioner then sells schematics for cannons, hull armor, and (from the Smugglers only) Naval Tactics. The economy loop runs:
Farm insignias on land and at sea.
Hand them in at the Bounty Agent of the faction whose gear you want.
Spend Piastres at that faction's Provisioner on a schematic.
Learn the schematic in your journal, craft the item at the Shipwright's Workbench, and mount it at the wharf.
Because the Smugglers are the only faction selling Naval Tactics, and Naval Tactics are a ship passive no other faction offers, launch-week creator guides widely recommend dedicating your first wave of insignia turn-ins to the Smugglers' Bounty Agent. The Buccaneers Bounty Agent is the second-highest priority if you want the Rank 2 cannon passives that trigger post-reload ramps.
Never sell insignias to Fenders for Piastres; they are reputation items and the Piastre conversion is not available.
Insignias do not expire or decay. Hoarding does not punish you.
Turn in Newhand and Deckhand insignias first during a rep push. Save Veteran and Old Salt insignias for when you are close to a rank ceiling so their large single-item reputation boosts actually cross the threshold.
If you accidentally turn in insignias at the wrong faction, nothing is wasted; every faction hates Blackbeard equally, and subsequent turn-ins can re-route to the faction you actually wanted to push.