How to obtain personal points in the Seven Seas event
- Defeating Mercenaries (limit: 2.000 points / day)
- Lv. 1: 5 points
- Lv. 2: 10 points
- Lv. 3: 15 points
- Lv. 4: 20 points
- Defeating Pirate Portées (limit: 20 Portées / day)
- Lv. 1: 10 points
- Lv. 2: 20 points
- Lv. 3: 30 points
- Lv. 4: 40 points
- Lv. 5: 50 points
- Maritime Trades (available after chapter 1 ends)
- Kill Ranking
- Points from kills in SC Core Vault are doubled.
- No points are rewarded for killing Sailor and Tactical Privateers
- War Day Contest
- Island Daily Kill Settlement
- Lighthouses event
- Island Recon Operation
- Jet Ski Racing
- Battles fought at neutral buildings give extra kill points
Reward for acquiring 80.000 personal points.

Trading Ports
Upon unlocking the trading ports, leaders can send ops there for Ship Repairs. After that, Maritime Trade can be unlocked at the Council Hall.
Lookout Towers
Build lookout towers to reach Security Base, Neutral Buildings and more. Once you occupy one neutral building, adjacent neutral buildings can also be occupied.
HQ Fortress
If your city occupies a neutral building that’s adjacent to the HQ Fortress, you can attack HQ Fortress, occupy it then proclaim the domain. Proclaiming a domain may take some time, but once it’s done, it will bring significant assets to your city.
Lv. 2 Security Base
Reach Security base through the lookout towers, after which the base will establish a connection with the next island’s base. When two security bases are in the same state, you can teleport your mansion to the island where the connected base resides.
In the storm islands, you can only send ops to the island where your mansion resides. You cannot send ops to other islands.
Goods
There are 4 types of goods. Textile, Artwork, Spice and Jewelry. To get these goods you have to attack in-season wandering pirates and in-season mercenaries. Goods can be gathered from first 20 NPCs.
Maritime Trades (permalink)
Trading ports unlock after first chapter ends (a day after season map opens).
Once it’s unlocked, you have to repair 3 ships by sending 3 ops to the port. It doesn’t matter how many troops you send (it’s recommended you send the fastest troop – a biker).
There are 3 different types of ships.
- Merchant Ships
- 60 minutes to repair it
- Turret Ships
- 90 minutes to repair it
- Torpedo Ships
- 120 minutes to repair it
Once any of your ships is repaired you unlock weapons (limit: 300 weapons at a time).
Once all your ships are repaired, you can send them to other ports where you can trade various goods.
Each island offers different goods for different prices. The price of goods on each island will change every 6 hours, and any ships dispatched before the change will trade according to the price when they began their trip.
When you select what island you want to go to, you will be asked whether you want to ship or pillage. For shipping you can use the merchant or turret ship, and for pillage you can use turret or torpedo ship.
Shipping
For shipping you have to add goods and weapons to the ship. Add maximum number of weapons to minimize the loss of goods if plundered.
| Island | Personal Points Gained |
|---|---|
| Small Island | 120 base points *60 extra points |
| Average Island | 140 base points *70 extra points |
| Advanced Island | 160 base points *80 extra points |
Pillaging
For pillaging you can only select number of weapons. It’s recommended to use maximum number of weapons if plundered.
| Island | Personal Points Gained |
|---|---|
| Small Island | 50 base points *200 extra points |
| Average Island | 60 base points *230 extra points |
| Advanced Island | 70 base points *260 extra points |
Plundering
The ratio of pirate coins acquired is based on the difference in the number of weapons on each ship. Each ship can be plundered up to 3 times. Transportation ships can only be plundered on the return course of a trip. If a ship on its return course has less than 20% of its pirate coin capacity, it will not be plundered again.
If you send your ships to plunder, they will look for other ships for 60/70/80 minutes. At the end they will bring some coins, depending on number of ships they will find, and you will also lose the weapons in the process.
Trip Time
For all 3 ships, complete trips to a Small Trading Port will take 60 minutes, trips to Average Trading Port will take 70 minutes, and trips to an Advanced Trading Port will take 80 minutes.
Fighting while travelling
If your ships gets attacked while shipping goods, you will fight them and both sides will lose some weapons and pirate coins.
Producing Weapons
When the amount of weapons owned is less than maximum capacity, weapons will automatically be produced: 1 weapon / minute, until it reaches maximum capacity again (300 weapons).
Pirate Coins
Pirate coins can be used in a pirate store.
| Item | Price [pirate coins] |
|---|---|
| 10x Silver SC Card | 800 |
| 1x 10.000 Rum | 4.000 |
| 1x 50.000 Rum | 20.000 |
| 1x 150.000 Rum | 60.000 |
| 1x 500.000 Rum | 200.000 |
| 1x 10.000 Tobacco | 4.000 |
| 1x 50.000 Tobacco | 20.000 |
| 1x 150.000 Tobacco | 60.000 |
| 1x 500.000 Tobacco | 200.000 |
| 1x 100 Mastery EXP | 25.000 |
| 100x Medallion Certificate | 500 |
| 1x Single Quality Medallion Chest | 25.000 |
| 1x Single Quality Medallion Chest II | 50.000 |
| 1x Single Quality Medallion Chest III | 150.000 |
| 1x 1.500.000 Cargo | 6.250 |
| 1x 1.500.000 Cash | 6.250 |
| 1x 250.000 Arms | 6.250 |
| 1x 62.500 Metal | 6.250 |
| 1x 500.000 Cargo | 2.500 |
| 1x 500.000 Cash | 2.500 |
| 1x 80.000 Arms | 2.500 |
| 1x 20.000 Metal | 2.500 |
| 1x 8-Hr common speedup | 4.875 |
| 1x 1-Hr common speedup | 750 |
| 1x 5-min common speedup | 80 |
| 1x Lv. 2 Resource Supply Gift | 75 |
Maximum Capacity
| Ship | Goods | Weapons |
|---|---|---|
| Merchant Ship | 10-20 | 40-110 |
| Turret Ship | 5-15 | 50-120 |
| Torpedo Ship | 60-150 |
Island Recon Operation (perma link)
Drag a radar drop it on the squares and watch where the dot on the radar is. This tells you where the treasure is located relative to where you dropped the radar.


Lighthouse Event (permalink)
Three types of lighthouses
- Harvest Lighthouse
- Rally Lighthouse
- Combat Lighthouse
Repairing the lighthouses will bring powerful buffs and blessing to your city. Each lighthouse has its own effect.
Leaders need to send their Ops to repair lighthouses, and by repairing they will produce durability. Lighthouses are upgradeable if the city’s durability meets the required conditions. However, the lighthouses are old and will wear out over time. The wear will reduce the lighthouse’s durability, and if city leaders want to keep the lighthouse buffs, they will need to maintain and repair the lighthouses.
Providing durability to lighthouses give silver SC cards (Lighthouse tasks).
| Lighthouse | Effect | Wear Rate |
|---|---|---|
| Harvest Lighthouse | Material Development | 18.000 / hour |
| Rally Lighthouse | Crew Training | 18.000 / hour |
| Combat Lighthouse | Battle Advantages | 18.000 / hour |
The lighthouses have 10 levels. First two levels offer no effects. Levels 3-7 offer active buffs, and levels 8-10 provide blessed skills to city leaders.
| Level | Harvest | Rally | Combat |
|---|---|---|---|
| 1 | – | – | – |
| 2 | – | – | – |
| 3 | +4% gathering speed | +2% training speed | +2% crew attack |
| 4 | +8% gathering speed | +4% training speed | +4% crew attack |
| 5 | +12% gathering speed | +6% training speed | +6% crew attack |
| 6 | +16% gathering speed | +8% training speed | +8% crew attack |
| 7 | +20% gathering speed | +10% training speed | +10% crew attack |
| 8 | Harvest Blessing Level 1 | Rally Blessing Level 1 | Combat Blessing Level 1 |
| 9 | Harvest Blessing Level 2 | Rally Blessing Level 2 | Combat Blessing Level 2 |
| 10 | Harvest Blessing Level 3 | Rally Blessing Level 3 | Combat Blessing Level 3 |
Blessings
- Harvest Lighthouse Blessing benefits
- The harvest Lighthouse surrounding area becomes a high-level material belt. (The higher the benefit level, the higher the probability of high-level material tiles).
- Rally Lighthouse Blessing benefits
- Rally lighthouse can recruit sailor privateers
- Combat Lighthouse Blessing benefits
- Combat lighthouse skill allows you to increase revival during battles.
Maintenance Stones
- Maintenance stones can increase the lighthouse’s durability by 10.000.
- When leaders need to use maintenance stones, they can send their ops to selected lighthouses with maintenance stones, and the durability will increase.
- Maintenance stones are only obtainable in [Storm Islands] City Contest.
Eye of the Storm (permalink)
- Event Intro
- During the season, there will be 4 rounds of events. Each round lasts 7 days, divided into the warmup phase (1 day), registration phase (2 days), registry result phase (1 day), scramble phase (1 day), and showcase phase (1 day).
- Warm-up phase
- Lasts one day. Leaders can prepare for the impending battle and learn about the amazing rewards available.
- Registration phase
- Lasts 2 days. The Mayor or City Officials can register to participate in the selected Storm Sites’ Scramble. The registration time and location can be modified throughout this Phase. Up to 4 Cities can register for each Storm Site. Early registration is recommended. Leaders can only select 1 Storm Site during the registration phase of each round. The system will automatically select a Storm Site for Cities that fail to register during the registration phase.
- Registration result phase
- Lasts 1 day. Leaders can view their City’s final registration location and time, as well as the location of the Storm Site against the corresponding City Protection Area.
- Scramble phase
- Lasts 1 day and starts concurrently with War Day. Each Storm Site will be open to Scramble for 5 hours. Cities will only be considered to have successfully Occupied a Shipwreck when they manage to Occupy it for 2 hours, and the Storm Site will also be closed for Scramble. When the City successfully occupies the Shipwreck, the City Leaders who participated in the Storm Site Scramble this round will receive a reward. The City will also receive the occupation points corresponding to the Storm Site, which will be used to settle the City’s Objective Points at the end of the 4 rounds. If no City Occupied it for 2 hours, then the City with the longest occupation time in that storm site will be considered to have successfully occupied it. If no one participated in occupying the shipwreck then it will be deemed to be a neutral occupation.
- Showcase phase
- Lasts 2 days. Leaders can see the final results of the Scramble and the City Points earned for Occupying the Storm Site
- Warm-up phase
- During the season, there will be 4 rounds of events. Each round lasts 7 days, divided into the warmup phase (1 day), registration phase (2 days), registry result phase (1 day), scramble phase (1 day), and showcase phase (1 day).
- Event Tasks
- Tasks can only be completed by going to the corresponding registered Storm Site when the scramble period begins.
- The tasks will be reset each time the event starts a new round.
- Storm Sites
- During each Scramble Phase, Leaders can obtain I free Teleport chance to the Storm Site they registered for. At the Storm Site, Leaders can participate in the Scramble without building a Lookout Tower. Once the Scramble is complete, Leaders at the Storm Site will be sent to their respective City’s Expedition Base.
- At the Storm Site, Leaders who kill enemies will obtain additional War Day Contest Points.
- Leaders can only participate in the Scramble by entering the Storm Site. There will be no communication between those in and out of the Storm Site.
- Storm Sites have 4 corresponding City Protection Areas, which will protect Turfs from the attacks of other City Leaders. Other Leaders will also be unable to Teleport their Turf to a City Protection Area that does not correspond to them. Outside of Protection Areas, Leaders will be unable to use a Truce.
- Different Storm Sites have different rewards, and successfully occupying them will also give different amounts of city points. The strength of storm site defenders will increase along with storm site occupation points.
- Pirate Coves
- The pirate cove will be in a new location with every scramble phase.
- When the shipwreck has enemy forces, the pirate cove will send out pirate ops at set intervals to attack the wreckage.
- The The pirate cove can be attacked. The city that successfully attacks the pirate cove will occupy it. It will periodically help the city attack enemy factions in the shipwreck.
- After the pirate cove is occupied by a city, if there are no garrisoned crew members for 15 minutes, the cove will rebel and recover its neutral status and defending forces.
- Event Rewards
- Task reward: Obtain rewards after completing certain tasks during the scramble phase.
- Occupation reward: when your city successfully occupies a storm site shipwreck building, leaders who participated in the round’s scramble will receive an occupation reward.
- City points reward: City points will be calculated after 4 rounds of the event. During the 4 rounds, cities will receive points for occupying storm sites. Rewards will be sent based on the total score after the 4 rounds are completed.
Location of the event


Buildings that provide City Points (permalink)
Listed buildings are located in these areas.

- Regular Moturiti Base Fortress – 5 city points per minute


- Regular Moturiti Shipwreck – 5 city points per minute


- Regular Moturiti Pirate League – 5 city points per minute


- Advanced Tangaloo Base Fortress – 5 city points per minute


- Advanced Tangaloo Shipwreck – 5 city points per minute


Special Skills (permalink)
Off-Radar Assault
After activation, increases crew damage by 50%, and prevents next solo attack from appearing on the target’s radar, with ops trail only visible to you.
Dying Revenge
After activation, enter a Death Keeper state, where for 30 minutes, the souls of all your lost crew will be collected to form a team at the end of this state. This team can be used to initiate one solo attack on an enemy turf.
Hostile Treasury
After activation, locate a nearby rival mercenary (reaches your turf in 5 minutes) that will give random season materials equivalent to the highest-leveled resource tile if fended off.
Long Shot
After activation, get a +100% gathering, crew training or healing speed buff lasting 1 hour, or a -20% cost buff on your next researched island contract (these buffs only take effect in seven seas.)
Two-Edged Returns
Doubles mercenary/wandering pirate ops damage, their energy cost, and drop reward for 2 hours (each attack is counted 2 times).
Territorial Motion
After activation, the max travel time of all ops within the range of lookout towers will be 5 minutes for 30 minutes (if activated with “total roadblock” skill, the latter activated one will override the first.)
Overkill Spree
After activation, increases overkill ratio of your clan member, when attacking with a 9×9 area around your turf by 5% for 1 hour.
Early Warning Radar
For 15 minutes after skill activation, have the detection level of clan members’ radar max out while rendering enemies’ stealth operation invalid and can effectively counter off the off-radar assault skill.
Banishment
After skill activation, make the picked clan member unable to attack others or be attacked for 1 hour (this skill will cause the disbanding of any raid they participate in and send back any crew garrisoned outside.)
Siege Team
For 5 minutes after skill activation, the clan members’ attack on defenders of lookout towers and neutral buildings will ignore 25% of their defense and lower their own crew’s defense by 25%
Cunning Smuggler
For 30 minutes after skill activation, boost the season material gained by clan members via gathering (after returning to turf) by 25%.
High-Speed SUV
For 30-mins after skill activation boost the gathering speed and ops speed of clan members by 50%.
Engineering Master
For 30 minutes after skill activation, boost the construction speed of clan lookout towers by 100% (this speed my be affected if the skill user exits the lookout tower.)
Artillery Suppression
After skill activation, deal damage to 10% of the crew garrisoned in the picked enemy lookout tower (its region must be connected to your faction) after a 5-min countdown.
Total Roadblock
For 2 hours after skill activation, drastically reduce the ops speed of the picked leader turf (the latter activated skill will override the first if this skill is activated with the “territorial motion” one.)
Mega Bomb
For 30 minutes after skill activation, the clan members’ next single attack victory on an enemy turf will force its current location and restricted from returning there or its surrounding 9×9 area for 24 hours.
Charge Together
For 1 hour after skill activation, boost the damage stat of any clan member within a 9×9 radius of the picked clan member’s turf by 100%.
Emergency Recruitment
After skill activation, remove all negative skill effects on the picked clan member and make them invulnerable to those effects for 12 hours.
Assault Medic Aid
For 1 hour after skill activation boost the overkill ratio of any clan member within 9×9 radius of the picked clan member’s turf by 5%.
Weather Conditions
For more info about seven seas weather conditions, click here.