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: each character has one key, and it points at one dungeon at a time (how keys work). Every finished run counts toward your rating. The third dungeon is the Gloamhollow. The dungeon journal (J): each dungeon's bosses, abilities and loot.

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
Only the key that started the run moves. Finish within par: it climbs 1 level, 2 under 80% of par (12:00), 3 under 60% (9:00), and goes to a dungeon drawn at random. Finish late: it drops 1 and moves on too. Wipe or give up: it drops 1 and stays here. The full rules.
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).
Your loot is in your bag at once: a won run shows your pieces as pop-ups, and chat has the result with a Run summary link and a line for each crewmate who got something. The dungeon then stays open for 5 minutes: the enemies are gone, the fallen stand up where they lie, and you can walk about. The run card shows Leave dungeon, which takes you out to the dungeon's door at once, and “Closes in” with the time left; warnings come at 1 minute and at 10 seconds. Then everyone still inside is back at the door.
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.
A run is at the level of the key that started it, in that key's dungeon. Anyone in the crew can start the key of the character they play. You can lower yours, but only timed runs raise it. Your key
Your ultimate is ready at the start of every run. Press M in a run, or the Map button beside the run's clock, for a map of the dungeon from above: its walls and paths, where the waves come in, the boss, you and your crew. Drag, zoom and pinch it like the island map. A crew in a run takes nobody new: joins and invites wait until the run is done. A crewmate whose connection drops still comes back to their own seat, and finds the run as it is: the boss, the crew and every fight in progress.
Enemy health grows 2% a level to level 5, 3% for levels 6–10, 14% for levels 11–15, 3% for levels 16–20, 20% for levels 21–22 and 45% from level 23, compounding (×1.3 at level 10, ×2.8 at 20). Enemy damage grows 10% a level to level 5, 11% for levels 6–10 and 3% from level 11, and each kind of blow adds its own on top: from level 11, a plain swing grows 6.6% a level, a move with a cast bar 20% and a move that takes a share of your health 15.5%. Every blow (not a share of your health) also grows with the health the gear worn at a level gives: ×1.14 to level 5, ×1.27 at 10, ×1.39 at 15 and ×1.52 from 21. The Wreck Captain's Anchor Drop is a one-shot: below level 10 it takes most of a damage dealer's or a healer's health in the gear worn there, from level 10 all of it (626 at 10, 1,572 at 15), and from level 19 a Guardian's too. The level panel shows each. The loot gets +3 item levels a level, up to level 15.
Twists
Extra rules that join at a level and rotate every week (Monday, 00:00 UTC). This week's are marked.
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.
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
A timed run drops gear for a crew of five by how far the key climbs: three at +1, four at +2, six at +3; a smaller crew gets the same share a person, rounded up. A run over par drops one piece; a wipe, nothing. Above key 15 each level adds one piece for a crew of five (the table). Each piece is made for the class of the player it goes to; everyone gets the same whole number of pieces and the rest go to different players, drawn at random. From key 10, one armour piece in six (here a head or a neck) drops in another role's version instead, yours to wear or sell; its off-hands are always your own. Your first timed run of the week at your best level here or higher adds one sure piece of your own, never another role's: one a week, whichever dungeon gives it.
Wreck gear is never common or uncommon. Item level = 10 + 3 × the Wreck level, up to level 15: from there every piece is item level 55. Every legendary is item level 60, whatever level it drops at. The Gloamhollow's pieces are 3 higher. Wearing any piece needs level 10, nothing more.
Every run pays in full, however many you run in a day: the gear, the pearls and the legendary chance.
A run pays every crewmate 3,450 Mastery at key 1, 15% more a key (key 10: 12,137). Late ×0.6; a wipe pays 4% for each wave cleared (nothing before the first) and leaving pays nothing; 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 in the Wreck. 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 | 55 | 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
The three dungeons share one table, split by slot: the Gloamhollow drops weapons and trinkets, the Wreck off-hands, heads and necks and the Overgrown Orchard bodies, backs and rings. A piece drops where its slot does, whichever dungeon it was made for.
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
Level 10 and up
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. There is no pity: every roll is the same. Each one is numbered, the first of its kind found #1. Each forge star makes its effect 5% stronger (+15% at 3). Tempering stops at item level 58, so a legendary is never tempered. You can wear one legendary weapon and one legendary trinket at a time. They trade on the market only, by auction: for the first 2 hours nobody can buy one outright, and players bid from the seller's price (how auctions work).
Weapons

Every Shank adds a stack of Deep Dagger, up to 20, and on bosses and elites Shank hits 10% harder for each.

In Bellows, Firebolt, Pyre and Flashfire crits drop a star on the target and everything near it, half as hard as the crit, and add 0.5 s to Bellows (3 s at most).

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

Heavy Shot calls lightning that leaps to three more enemies, each hit for 38% of the shot, or strikes a lone target again for 45% of the shot.

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 5 s longer.
Steady Aim starts at 5% crit chance, not 20%.
Cold Blood starts at 15% crit chance, not 30%.
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 |
|---|---|---|
| Flask of the Deep | 6 × Black Pearl + 1 × Lamp Oil | +6% damage and healing for an hour in dungeons, through deaths and runs. One flask at a time. |
| Flask of the Hull | 6 × Black Pearl + 1 × Wrecker's Tar | You take 6% less damage for an hour in dungeons, through deaths and runs. One flask at a time. |
| 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. |
| Brine Tonic | 2 × Black Pearl + 1 × Salted Fish | Heals a quarter of your health at once. Two a run, a minute apart. |
| Storm Draught | 2 × Black Pearl | +15% haste for 15 s. One a run. |
In a dungeon run, drink a brew: right-click it in your bag (or pick Drink in its menu), or put it on a quick slot (Z X V) and press its key.
Tempering
At the forge in town: +3 item levels a rank, four ranks, and it never fails. A legendary is never tempered: tempering stops at item level 58, and a legendary is above it. Its forge stars still count. 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.





