How gear works
Six slots, five stats. A piece's stats come from three things only: its slot, its rarity and its item level. No random rolls.


The five stats
Power (damage and healing), Grit (health), Armour (less damage taken), Edge (crit chance) and Tempo (haste). What each point does, with a calculator
How many points
Points = round((item level + 2) × rarity × slot). Common pieces carry one stat, uncommon two (60/40), rare three (50/30/20), epic and up four (40/30/20/10), in the piece's own order.
| Rarity | × | Weapon | Body | Head | Off-hand | Back | Trinket |
|---|---|---|---|---|---|---|---|
| Common | 0.7 | 10 | 8 | 6 | 5 | 4 | 4 |
| Uncommon | 1 | 14 | 11 | 8 | 7 | 6 | 6 |
| Rare | 1.3 | 19 | 14 | 11 | 9 | 8 | 8 |
| Epic | 1.55 | 22 | 17 | 13 | 11 | 9 | 9 |
| Legendary | 1.8 | 26 | 19 | 15 | 13 | 11 | 11 |
Points at item level 10. Slot weights: Weapon 1.2, Body 0.9, Head 0.7, Off-hand 0.6, Back 0.5, Trinket 0.5.
Item level and the level to wear it
You can wear a piece at its own item level (a common one a level sooner), and never later than level 10: every Wreck piece needs level 10 and nothing more. Island drops come at the level of the mob that dropped them; Wreck pieces at 10 + 3 × the Wreck level.
Forge stars
Every gear drop rolls the forge on top of its colour. Quest rewards never do.
| Stars | Name | Chance | Item levels |
|---|---|---|---|
| ★ | Salt-Forged | 1 in 20 | +3 |
| ★★ | Storm-Forged | 1 in 200 | +6 |
| ★★★ | Leviathan-Forged | 1 in 2,500 | +9 |
Tempering
At the forge in town, Wreck pieces only: +3 item levels a rank, up to 4 ranks. It never fails. A rank costs Tidesteel = round((item level + 2) × 3 × 2ranks it has), ×4 for a legendary (whose effect grows 5% a rank), and Salvage 5 · 10 · 20 · 40. No temper takes a piece past item level (your best timed Wreck level) + 3, counted for whoever does the tempering.
Tidesteel comes from breaking Wreck pieces down at the forge: round((item level + 2) × rarity × 0.3), so a piece from a higher Wreck level gives more. Epics are usually worth more worn or sold. Island gear breaks down into Salvage at a fire instead.
Wear and repairs
Worn gear loses a point of durability every 2 kills you take part in, and 10% when you die. At zero it keeps its looks but gives no stats. Repair everything at any fire for Salvage: (100 − durability)% × (item level + 2) × 0.5, rounded up, a piece.
A limit on gear power
In the Wreck and on the shared island, the total of your gear's points is capped by your progress. An honest set never reaches it; only a whole set bought far above your own runs gets trimmed.