Scout the breach
Contracts, clears and patrols expose the breach.
A week-long PvE campaign layered over the hunts everyone already plays. Contribute at any level, unlock harder operations together, then carry the assault through a fallen cathedral.
Shared weekly campaign
Contracts, clears and patrols expose the breach.
Push through the siege before the commander can retreat.
Every prepared party helps finish the commander.
Monster kills advance the campaign. The default for any hunt.
Monster kills advance the campaign.
Loot under your active contracts advances it.
Time holding an active hunt advances it.
Ordinary hunting advances the campaign without changing where your party belongs.
Materials dropped under an active Bounty Board contract feed the Supply assignment.
Holding a live hunt gives defensive rosters a steady Ward route.
Field and Lieutenant encounters deliver larger, authored bursts of shared progress.
Fight through the building, break its defenses, then face the commander. Deaths and wipes cost no gold, XP or levels; spent runs and consumed supplies are not refunded.
◷Field Operations, Lieutenants and the Commander share one account pool: 1 entry a day, 2 with Premium, reset at 00:00 UTC. An unused entry does not carry into tomorrow, and Abyssal Delves spend a separate pool of their own.
◇The cathedral advances the shared seal. It does not mint ordinary hunt drops, experience, cards, or gold.
⛨If the world does not defeat the commander, contributors still receive 50% of the reached cache tier.