
Everything on the island, with the numbers.
Classes and their powers, every item and where it drops, every quest step by step, the Wreck's levels and loot. Read straight from the game.
The classes
This week in the Wreck
The twists rotate every Monday, 00:00 UTC. All twists.
Every enemy but a boss has 20% more health and hits 20% harder.
Bosses have 25% more health and hit 15% harder.
Enemies burst when they die, hitting and poisoning the crew within 8 m. The burst grows with the key.
When an enemy dies, other enemies within 12 m (not bosses) get 15% stronger and tougher, up to three times.
Dead enemies leave a pool for 12 s that heals any enemy standing in it 2% of its health a second.
Enemies below 30% health hit 50% harder; bosses don't.
A dead enemy leaves a slow shade that chases someone other than the tank for 8 s and hits very hard. Walk away from it, or kill it.
Below 90% health you bleed 0.5% of your health a second, a stack more every 6 s (three at most), until healed above 90%.
Every enemy blow that lands leaves a barnacle: 5% less healing received each, for 8 s, up to 10.
Every 40 s in a fight each of you sends out a wave: others within 3 m lose 8% of their health (more above key 10) and their casts break. A ring shows 2 s before: spread out.
Every 30 s in a fight a keg rolls in. It blows 6 s later on everyone who can see it for 30% of their health, 1% more for each enemy still standing, and more at higher keys. One hit aimed at it breaks it; cleaves and area damage don't. Pulls and drags don't move it. Anything solid between you and it keeps the blast off you.
Every death costs 15 seconds of par.
Every 40 s of fighting, two whirlpools open for 15 s and drift after the nearest of you. Inside one you lose 2.5% of your health a second (more above key 10) and move 40% slower.
Every 50 s in a fight a lost soul drifts up by the crew. Heal it to full within 8 s: the crew gets +10% damage for 10 s. Leave it: 20% less healing for 10 s.
The legendaries
A weapon and a trinket for each class, from a completed run in any of the three dungeons at key 10 or higher: 1 in 1,000 a run. How they drop.






Red MercyRogue
StarcatcherFirebrand
RibcleaverGuardian
SquallsingerHunter
The UndertowShaman
CorposantCleric