The Wreck
A crew of five against five waves and the Wreck Captain, on a clock. Beat the clock and your key climbs. Every level is harder and drops better gear. Opens at level 10, through the breach in the wreck's hull (The Breach). The Overgrown Orchard runs the same way.

Pick a level
A run
- The tide brings crabs: 5 × Shore Crab
- More of them: 8 × Shore Crab, 2 × Drowned Skeleton
- The drowned wake: 3 × Drowned Skeleton, 2 × Wrecker
- Wreckers on the sand: 2 × Drowned Warrior, 3 × Wrecker, 3 × Shore Crab
- THE WRECK CAPTAIN: 1 × The Wreck Captain
Finish under par: your key climbs 1 level, 2 under 80% of par (12:00), 3 under 60% (9:00). Finish late: it drops 1. Wipe on your own key: it drops 1 and pays nothing.
A crewmate who falls gets back up 2 minutes later where the crew came in, at full health. If the whole crew is down at once, the run is over. From level 12 every death costs par (The Sea Keeps Count).
The waves' enemies have 8× their health and hit 0.6× as hard, half as many again a wave; the Captain 5× and 0.7×, the drowned he calls 2× and 0.6×. 30 seconds to breathe between waves.
You can start any level up to your best timed level + 3, and anyone can try levels 1–5.
Enemies get 8% more health and 10% more damage, compounding (health ×2.0 and damage ×2.4 at 10; ×4.3 and ×6.1 at 20), and the loot gets +3 item levels.
Twists
Extra rules that join at a level and rotate every week (Monday, 00:00 UTC). This week's are marked.
Every enemy but the Captain has 20% more health and hits 20% harder.
The Captain has 25% more health and hits 15% harder.
Enemies burst when they die: everyone of the crew within 8 m takes 2.5% of their health and is poisoned.
When an enemy dies, every enemy within 12 m but the Captain grows 15% stronger and tougher. Stacks, three times at most.
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.
A dead enemy leaves a shade that chases one of the crew who isn't the tank for 8 s and hits hard. It dies like anything else.
Below 90% health you bleed: 0.5% of your health a second, one more stack every 6 s (three at most), until you are healed back above 90%.
Every enemy blow that lands leaves a barnacle: 5% less healing received each, for 8 s, up to 10.
Every 40 s each of the crew sends out a wave: friends within 3 m take 8% of their health and their casts break. A ring shows 2 s before. Spread out.
Every 40 s in a fight a keg rolls in. It blows 6 s later for 30% of the health of everyone within 6 m. One hit breaks it.
Every death costs 15 seconds of par.
Every 40 s of fighting two whirlpools open on the sand for 15 s and drift after the nearest of the crew. Inside one you lose 2% of your health a second 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 and it thanks you (+10% damage for 10 s); leave it and it wails (the crew heals 20% less for 10 s).
Level 4: one of Brine-Bloated, Rallying Cry, Salt Pools or Vengeful Drowned, a new one each week. Level 7: one of Crowded Deck or The Captain's Tide, a new one each week (both from 15). Level 10: one of Salt Wounds, Powder Kegs, Undertow, Riptide, Barnacles, Ghost Lights or Frenzy of the Drowned, a new one each week. Level 12: The Sea Keeps Count (each death costs 15 s of par). Level 14: the Captain calls All Hands.
Enemies
Loot
On a timed run, each person rolls three times, 40% each; over par, twice. A wipe pays nothing. The week's first timed run at your best level adds one sure piece.
Wreck gear is never common or uncommon. Item level = 10 + 3 × the Wreck level. Wearing any piece needs level 10, nothing more.
Your first 3 runs in 24 hours pay in full, the next 3 half, then a quarter (all levels together).
A run pays every crewmate 3,450 Mastery at key 1, 15% more a key (key 10: 12,137). Late ×0.6, wiped ×0.2, your week's first timed clear at your best key ×3. Timed keys 3, 5, 7, 9, 11, 13 give Marks.
The Captain's chest on a timed run: 1.5, +1.5 under 80% of par, +1.5 under 60% (a half is a coin flip for one more). None on a run 4+ levels below your best. They go into the Still's brews.
Colour by level
| Level | Item level | Rare | Epic |
|---|---|---|---|
| 1 | 13 | 97.4% | 2.57% |
| 2 | 16 | 96.9% | 3.08% |
| 3 | 19 | 96.4% | 3.6% |
| 4 | 22 | 95.9% | 4.11% |
| 5 | 25 | 95.4% | 4.63% |
| 6 | 28 | 94.9% | 5.14% |
| 8 | 34 | 93.8% | 6.17% |
| 10 | 40 | 92.8% | 7.21% |
| 12 | 46 | 91.8% | 8.24% |
| 15 | 55 | 90.2% | 9.8% |
| 20 | 70 | 87.6% | 12.4% |
Ordinary Wreck pieces top out at epic: orange is only ever one of the 12 legendaries.
Then every piece rolls the forge: ★ 1 in 20 (+3 item levels), ★★ 1 in 200 (+6), ★★★ 1 in 2,500 (+9).
The pieces
Levels 1–9 drop the first set; from level 10 the second set replaces it. The same piece at a higher level is the same look with more item levels.
Levels 1–9
The legendaries
Every completed run at level 10 or higher, each person rolls 1 in 1,000 for a legendary of their class: its weapon or its trinket, even odds, on top of the loot. Runs 4–6 of your day roll half that, later runs a quarter. There is no pity: every roll is the same. Each one is numbered, the first of its kind found #1. Each star and temper rank makes its effect 5% stronger (+35% at 7). Tempering one costs 4× the Tidesteel. You can wear one legendary weapon and one legendary trinket at a time. They trade on the market only; a new listing can't be bought for the first 10 minutes.
Weapons

Every Shank adds a stack of Deep Dagger, up to 20, and on bosses and elites Shank hits 15% harder for each.

In Bellows every crit from Firebolt, Pyre or Flashfire calls a falling star down on its target and everything near it, as hard as the crit, and Bellows burns half a second longer (3 s at most).

Every blow you take goes back in full to whoever struck, and in Bulwark of the Deep twice over.

Every Heavy Shot calls lightning that leaps to three more enemies, as hard as the shot. With nobody near, it strikes the target again, twice as hard.

Spring Tide leaves a whirlpool where you stand: for 12 s it heals your crew in it 8% of their health a second.

When one of your Aegis bubbles breaks, everyone near the friend it held is healed for all it soaked.
Trinkets
Bellows burns 6 s longer.
Steady Aim starts at 10% crit chance, not 40%.
Cold Blood starts at 30% crit chance, not 50%.
Every blow you block heals you 3% of your health.
Mend also heals your next most wounded friend, in full.
Contrition fires three more bolts.
Brews from the Still
| Brew | Takes | Does | A run |
|---|---|---|---|
| Flask of the Deep | 4 × Black Pearl + 1 × Lamp Oil | +6% damage and healing for the whole run. One flask a run. | 1 |
| Flask of the Hull | 4 × Black Pearl + 1 × Wrecker's Tar | You take 6% less damage for the whole run. One flask a run. | 1 |
| Crew Feast | 6 × Black Pearl + 2 × Crab Meat + 2 × Salted Fish | The whole crew: +3% damage and healing, 3% less damage taken, for the run. One a run; doesn't stack. | 1 |
| Brine Tonic | 2 × Black Pearl + 1 × Salted Fish | Heals a quarter of your health at once. Two a run, a minute apart. | 2 |
| Storm Draught | 2 × Black Pearl | +15% haste for 15 s. One a run. | 1 |
Tempering
At the forge in town: +3 item levels a rank, four ranks, and it never fails. A legendary costs 4× the Tidesteel a rank, and each rank makes its effect 5% stronger. How it works.
The tide
The Tide's own page. Not the Wreck, but its neighbour: every two hours on the UTC clock the tide comes in at The Wreck Shoals for 10 minutes. Three waves of three Tide-Drowned, then Old Salt. Help with a kill, or with a sixth of Old Salt's health in damage or healing, and you get a share: 3,470 XP, fish, salvage, a 60% chance at an uncommon and 10% at a rare for your class.





