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Horror From the Abyss

Horror From the Abyss

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Summary

  • Temporary PvE operations event. Players join the secret organization Seekers of Mu and fight a cult and its navy in the Bermuda Triangle.
  • There are four Operations, one each week, played as 7 players vs bots on the Grim Islands map.
  • Everyone sails one rental ship, the Expeditioner. Its 5 module types have 5 branches each.
  • Stars fill a reward track. The track gives module level-ups, Commander talent slots, the event currency Relics, and items: camouflages, three voiced Commanders, flags, a destruction effect and an achievement.

Access

  • Enter by clicking the event banner in Port, or by choosing the event in the battle type selector. You move to a dedicated event Port with the Expeditioner.
  • Available from account level 6.
  • The event hub has a "Journals of the Seekers" tab with story journal entries and the reward track. Earning Stars unlocks new journal entries.

Schedule

Region Start End
EU 05 Nov 2026, 02:00 UTC 17 Dec 2026, 02:00 UTC
NA 04 Nov 2026, 09:00 UTC 16 Dec 2026, 09:00 UTC
ASIA 04 Nov 2026, 19:00 UTC 16 Dec 2026, 19:00 UTC

One Operation unlocks each week and is available only during its week for the first 4 weeks. The last 2 weeks rotate through all operations.

Week Operation EU window
1 Vanished Expedition 05 Nov – 12 Nov
2 Madness Crusade 12 Nov – 19 Nov
3 Origin of Terror 19 Nov – 26 Nov
4 Harbingers of Doom 26 Nov – 03 Dec

As stated in the patch notes: "during the first two weeks of Update 15.11, all four rotate at random with adjusted scenarios."

Operations

Vanished Expedition (week 1)

  • Goal: "Find traces of the vanished expedition and evacuate safely."
  • Primary tasks: "Capture Key Areas to gather information", then "Reach the evacuation zone".
  • Specific secondary tasks: capture all Key Areas, 3 Key Areas, or 1 Key Area before time runs out.

Madness Crusade (week 2)

  • Goal: prevent the enemy from escaping with rare artifacts.
  • Primary task: "Destroy transport ships".
  • Specific secondary tasks: let no more than 2 transports escape, no more than 1, or none at all.

Origin of Terror (week 3)

  • Goal: escort Prof. Patel's expedition to the temple on the central island, defend the Key Area while the ruins are studied, then escort the transports to safety.
  • Primary tasks: escort at least 1 transport to the central island; "Do not let the enemy destroy transport ships while the research is ongoing" (timed); escort at least 1 transport to safety.
  • Specific secondary tasks:
    • "Do not let the enemy enter the Key Area"
    • "Enter the evacuation zone ahead of the transport ships"
    • "Escort all transport ships to the central island"
    • "Save scientists from the destroyed transport ship" (only if a transport is lost)
    • "Protect all transport ships until at least 1 of them evacuate"
  • The allied transports are named Edward, Katherine and Jesse.

Harbingers of Doom (week 4)

  • Goal: "Prevent the cultist airships from reaching the temple." Three airships ("Sky-Harbingers") arrive with an escort.
  • Primary task: "Do not let a single airship reach the temple before time runs out".
  • Specific secondary task: "Slow down all airships for a 1-minute period".
  • In-game tip: stay close to the airships to slow them, and keep enemy ships away from them, because escorted airships speed up.

Shared secondary tasks

Each battle has 3 secondary tasks, one from each of three task groups. The shared pool includes:

  • "Destroy Wraith, Specter, and Phantom" (the ghost ships)
  • "Collect artifacts from destroyed ships"
  • "Reach the lighthouse to summon allies"
  • "Reach the radio tower to detect enemy ships"
  • "At least 3 / 4 allied ships must survive"
  • "Destroy enemy ships"

Story characters

Characters named in the briefings: detective Will Lockhart, Commander Alberto Pastor, Professor Niam Patel, the mystic Elizaveta, and Professor Hugo Cornigelly, the leader of the vanished expedition.

Map and phenomena

  • All four Operations use one map, Grim Islands: "Mysterious islands that recently emerged in the heart of the Bermuda Triangle."
  • Between scenarios the map gets darker, and some islands grow taller, which changes the battlefield.
  • Waterspout: a weather zone that deals continuous damage to ships inside it. After battle it shows as "Damage received from weather conditions", and a ship sunk by it as "destroyed by weather conditions".
  • Map objects you can interact with:
    • the Lighthouse, which summons the allied ships Ellen and Rosalie
    • the Radio Tower, which detects enemy ships
    • artifacts dropped by destroyed ships

Enemies

  • Cultists: "Wrecked ships, manned by possessed victims of the ancient dark force, have risen from the seabed." All of them wear the Cultist camouflage.
  • Cultist ship types:
    • Fever (destroyer)
    • Compulsion (cruiser)
    • Wrath (close-combat battleship)
    • Obsession (long-range battleship)
    • Atlas (transport; an enemy in Madness Crusade, an ally in Origin of Terror)
  • Ghost Ships (Wraith, Specter, Phantom): they appear in small groups for a short time. If they aren't all destroyed in that window, they come back with restored HP.

The Vessel and Its Transmutation - The Expeditioner

Expeditioner ship configurations infographic
  • Module types (5): Main Battery, Auxiliary Armament, Hull, Consumable Set, Shield.
  • Branches (5): Warrior (the default), Watcher, Prowler, Artificer, Shockwaver. Other branches are unlocked with Relics, and branches can be mixed freely. The "i" button above the modules explains each option.
  • Levels: each module type has Levels 1–3. Level-ups come from the reward track and apply to every branch of that module type.
  • Upgrades: bought with Relics, up to two per branch, from a pool of 18. Upgrade slots open as module levels rise.
Branch Playstyle when all 5 modules match
Warrior Versatile, balanced all-rounder
Watcher Long range; less maneuverable and easier to spot
Prowler Fast and stealthy; high close-range burst damage, weaker in long fights
Artificer The widest set of tactical tools, limited by small supplies or long reloads
Shockwaver Splash damage: strong against groups, average one-on-one

Weapons and modules by branch

Branch Main Battery Auxiliary Armament Hull
Warrior 283 mm/54.5 SAP, with Overheating 533 mm quad torpedoes "Ironpiercer" 128 mm HE secondaries; from Level 2, shorter fire-extinguishing time
Watcher 380 mm/52 HE/AP; from Level 2, an Alternative Fire Mode with stronger shells and a longer reload Homing missiles "Hullseeker" from 340 mm launchers Long-range 127 mm SAP secondaries, low maneuverability; manual secondary control from Level 2
Prowler 203 mm High-Velocity shells, with Overheating 533 mm twin torpedoes "Stiletto" High maneuverability, lower detectability, small HP pool, 130 mm HE secondaries
Artificer 234 mm/50 SAP; Alternative Fire Mode fires stronger SAP from a limited supply that can't be replenished Homing missiles "Floodrunner" from 420 mm launchers Catapult with "Stormwing" attack aircraft ("Iron Quill" HE rockets), 100 mm SAP secondaries
Shockwaver 305 mm High-Velocity Burst shells Burst Missiles "Thunderstrike" Fast-firing 100 mm HE secondaries that overheat
Branch Shield (active effect) Consumable Set (in-game description)
Warrior Longer assured acquisition range for ships and torpedoes Increases your ship's survivability; at Level 3, also allied ships'
Watcher Large shield HP pool that recovers slowly Draws enemy fire to you and improves the main battery; from Level 2, also helps nearby ships survive
Prowler Fast-recovering shield, +speed; Level 2 adds torpedo/missile reload, Level 3 main battery reload Safer maneuvering and reconnaissance; at Level 3, also damages nearby enemies
Artificer Faster consumable cooldown and aircraft preparation Restores your own and allies' HP and shield, removes fires and flooding; from Level 2, can summon bombers
Shockwaver Higher fire chance with all munitions Deals more damage to multiple targets

Upgrade pool

Module Type Available Upgrades
Main Battery Enhanced Anti-Shield Shells, Enhanced Anti-Ship Shells, Enhanced Rangefinder, Experimental Main Gun Autoloaders
Auxiliary Armament Elemental Warheads (fire/flood chance), Experimental Reloading System, Accelerated Auxiliary Armament (speed), Enhanced-Range Auxiliary Armament
Consumable Set Optimized Consumable Supply (cooldown), Extended Consumable Operation (action time and total usage time), Shield Regeneration Amplifier
Hull Enhanced Secondary Battery, Advanced Propulsion System (speed), Experimental Concealment System, Fortified Hull (HP)
Shield Rapid-Reactivation Barrier (regeneration delay), Fast-Regenerating Barrier (regeneration rate), Fortified Barrier (maximum shield HP)

Event Commander and talents

  • Pedro Lucero commands the Expeditioner. His talents work like Unique Commander talents.
  • The reward track unlocks 3 talent slots. The 6 talents are bought with Relics.
Talent Trigger Effect
Igniter Starting multiple fires at once (up to 5 activations) Higher fire chance and fire damage
Shadow Walker Destroyed or Assisted ribbons (up to 5) Lower detectability, higher speed, temporary HP regeneration
Unyielding Aegis Shield damage taken (up to 5) More shield HP; less fire and flood damage taken
Salvo Savant Torpedo or missile damage dealt to ships and shields (up to 5) Better main battery reload and cooling; temporary main battery damage boost
Catalyst Main battery damage dealt (up to 2) Better cooldown, total usage time and charges for ship and squadron consumables
Gun Zealot Every 2 "Shield destroyed" ribbons (up to 5) Faster secondary reload; temporary secondary damage boost

Ship mechanics

Overheating

  • Each shot heats that turret. Every turret heats separately and has its own indicator above the crosshair.
  • White means cool. Green means optimal heat, which improves firing parameters. Orange means close to critical. Red means overheated, and the turret can't fire until it cools down.
  • Parameters shown in game: heating per shell, maximum cooling per second, cooling delays (when heated and when overheated), reload at a given heat %, and maximum damage at optimal heat.

High-Velocity Shells

  • No flight time: they travel in a straight line and hit instantly. They can't be lobbed over obstacles.
  • Each shell has separate damage values against ships and against shields. The Burst variant adds splash damage.
  • Post-battle stats list high-velocity shells and burst shells separately.

Missiles

  • A missile flies to the chosen area and searches within its search angle. If it finds a ship, it locks on and homes in; if not, it hits the center of the area.
  • Missiles crash into high terrain. They can be fired singly or in packs of up to 3.
  • Burst Missiles deal splash damage that falls off with distance from the point of impact.
  • Parameters shown: detectability, cruising speed, search angle, acquisition radius, minimum and maximum flight range, launch interval, reload.

Shields

  • A separate HP pool, shown as an extra bar on every ship (the cult has shields too). It physically blocks incoming shots.
  • Each weapon has its own maximum damage against shields.
  • Stats: Shield HP, regeneration delay ("Time required for shield regeneration to begin after the shield is destroyed"), and regeneration per second.
  • Ribbons: Shield hit and Shield destroyed.

Attack aircraft (Artificer hull)

  • Shown stats: aircraft per squadron, aircraft on deck, preparation time. The squadron can use Evasive Maneuvers.

Consumables

Consumable Description / Effect
Magnetic Pull Enemies in range focus fire on you, and incoming damage is reduced. Blocked damage counts toward potential damage received, and every 3,000 potential damage improves main battery performance.
Sympathetic Resonance Works like Magnetic Pull. Every 3,000 potential damage also restores shield HP to nearby allies.
Restorative Smoke Generator A time-based smoke that keeps you undetected at full speed and heals you and allies inside it.
Omniscient Surveillance Radar A radar that also deals periodic damage to enemies in range, with separate per-second damage against ships and shields.
Restorative Smoke Curtain Summons aircraft that lay healing smoke over a chosen area. The aircraft cannot spot enemies.
Shield Regeneration Restores the shield and removes fires and flooding. Can be used only while burning, flooding, or below full shield.
Flotilla Shield Regeneration The same effect as Shield Regeneration, applied to you and all allies.
Flotilla Repair Partial HP repair for you and all allies.
Vulnerability Field Enemy ships in a chosen area take more damage from you and your allies.
Patrol Bombers Bombers drop HE bombs on enemy ships and shore facilities in a chosen area.
Anomalous Strike Damages all enemies in a chosen area after a short delay.
Standard Repair Party, Surveillance Radar, Exhaust Smoke Generator, Engine Cooling, and Evasive Maneuvers (squadron).

Event currency and rewards

Relics

  • A temporary event currency that comes only from the reward track: 350 Relics on the track, plus 20 for each extra level unlocked each week.
  • Relics buy extra branches, upgrades and Commander talents during the event.

Reward track

  • Stars fill the track automatically. 2 Stars for completing the primary task and winning, and up to 3 more from secondary tasks. A failed primary task gives no Stars.
  • The Stars per task go up week by week, so late starters can catch up.
  • Track contents:
    • items: 6 camouflages, 3 Commanders, Shadow Blades, 2 flags
    • 4 days of Warships Premium Account
    • 2,000,000 Credits; 90,000 Elite Commander XP; 35,000 Free XP; 8,000 Coal
    • 1 Port slot; 24 More Signals containers
    • 8 Uncommon and 4 Rare economic bonuses of each type
    • 350 Relics; 3 talent slots; 10 module level-ups

Items

  • Permanent camouflages:
    • Artificer, Watcher, Warrior, Prowler and Shockwaver: named after the branches, with glowing runes
    • Cultist: the camouflage the cult's ships wear
  • Nationless Commanders with individual voiceovers:
    • Pedro Lucero, the player character
    • the Narrator, who guides players through the Operations
    • the Nemesis
  • Flags: Seekers of Mu ("a secret organization of extraordinary individuals… who study anomalous phenomena") and Cultists ("lost souls trapped as puppets of an ancient dark force beneath the sea").
  • Enemy destruction effect: Shadow Blades.
  • Achievement "Horror From the Abyss": "Win any Operation of the Horror From the Abyss event". It is awarded the first time you win.