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
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
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.
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.
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.