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Cocklefighting

COCKLEFIGHTING

The Shore Wiki

Every rule the Shore runs on.

Every item you own is a roll around the printed figures, and Lustre says how good that roll is.

What a roll is#

Every table in this wiki prints an item’s midpoint. The copy you own rolls around it: each number lands in a range around the printed figure. Rare and better items also roll bonus knacks on top of their built-in knack.

Gear rolls the moment you buy it. A charm rolls the moment you reveal it. Until then the card shows the range each figure will roll in. A charm stolen from a rival keeps its roll. A charm from a quest rolls when handed over.

The roll is the copy’s for good. It follows a charm to a thief, it is what the Forge grows and wear dulls, and it is what the win chance prices. Starter gear and every bot sit at the midpoint.

What the roll added wears the dice rolled in gold: a bonus knack in the knack line and a bonus stat, on the card and on your sheet. A base figure that landed in its range is still the item’s own and wears no mark. The Lustre line on every card tells the rest.

Ranges by rarity#

A piece’s main stat rolls on one fraction and its second figure (elements, a fin’s Sting, a pearl’s Health) on another, so a keen edge can sit on a dull element. A charm rolls every number on one fraction. The range is the rarity’s: a common swings 6% either way, a legendary 18%. The knack slots say how many bonus knacks a rarity rolls, up to 3.

Gear bands by rarity
Gear rarityNumbers swingExtra knacksKnack strength
Common±6%0x0.5
Uncommon±8%0 to 1x0.6
Rare±10%1x0.7
Epic±12%1 to 2x0.8
Mythic±15%2 to 3x0.9
Legendary±18%2 to 3x1
Primordial±20%3x1.15
Tidebound±20%3x1.2
Charm bands by rarity
Charm rarityNumbers swingExtra knacksKnack strengthGrainsEach, on a stat
Common±20%0x0.50none
Uncommon±20%0 to 1x0.60 to 1+2% to +3%
Rare±20%0 to 1x0.70 to 1+2% to +4%
Epic±22%1 to 2x0.81 to 2+3% to +6%
Mythic±25%1 to 2x0.91 to 2+4% to +8%
Legendary±28%2 to 3x12 to 3+5% to +10%
Primordial±30%3x1.150none
Tidebound±25%3x1.23+5% to +10%
How far a band can swing, common to primordial
030609012012.754.506.258rarity band (1 common, 7 primordial)
numbers, either wayknack strength, x100%; tap or hover to read values

Bonus knacks and their ranges#

Each slot draws its bonus knacks from a pool that suits it: a weapon the striking knacks, armour the standing ones, a charm any knack. A bonus knack lands in its base range, then the rarity’s strength scales it, so a legendary’s Seam can roll to 6% where a rare’s tops out at 4%. Bonus knacks count under the same caps as built-in ones (see Knacks).

Every upgrade grows the whole roll. A forge level grows a piece’s numbers, bonus knacks and bonus stats together. Wakening grows a charm the same way (see Forge and Wakening).

Which knacks each slot can roll, and their ranges
KnackWeaponArmourFinPearlCharmBase rangeUncommonTidebound
Drinknoyesnoyesyes2% to 6%1% to 4%2% to 7%
Gillnonoyesyesyes0.1% to 0.3%0.1% to 0.2%0.1% to 0.4%
Siphonyesnonoyesyes8% to 25%5% to 15%10% to 30%
Roenonoyesyesyes10% to 30%6% to 18%12% to 36%
Swellyesyesnonoyes6% to 18%4% to 11%7% to 22%
Scarnoyesnonoyes0.2% to 0.4%0.1% to 0.2%0.2% to 0.5%
Seamyesnoyesyesyes2% to 6%1% to 4%2% to 7%
Splityesyesnonoyes8% to 30%5% to 18%10% to 36%
Second biteyesnoyesnoyes3% to 10%2% to 6%4% to 12%
Frenzyyesnoyesnoyes2% to 5%1% to 3%2% to 6%
Saltyesnonoyesyes6% to 18%4% to 11%7% to 22%
Chumyesnoyesnoyes3% to 10%2% to 6%4% to 12%
Turnnoyesyesyesyes3% to 10%2% to 6%4% to 12%
Ballastnoyesnonoyes8% to 24%5% to 14%10% to 29%
Shutnoyesnoyesyes5% to 15%3% to 9%6% to 18%
Urchinnoyesnoyesyes4% to 12%2% to 7%5% to 14%
Snapbacknoyesyesnoyes10% to 30%6% to 18%12% to 36%
Barnaclenoyesnoyesyes10% to 30%6% to 18%12% to 36%
Slacknoyesyesnoyes4% to 12%2% to 7%5% to 14%
Riptideyesnoyesnoyes3% to 9%2% to 5%4% to 11%
Trimyesnoyesnoyes2% to 5%0.9% to 3%2% to 6%
Boreyesyesnonoyes5% to 16%3% to 10%6% to 19%
Ebbnoyesyesnoyes5% to 14%3% to 8%6% to 17%
Wakeyesnonoyesyes5% to 16%3% to 10%6% to 19%
Stingyesyesyesnoyes6% to 24%4% to 14%7% to 29%
Gapyesnonoyesyes6% to 24%4% to 14%7% to 29%
Rimeyesnoyesnoyes10% to 30%6% to 18%12% to 36%
Etchyesnonoyesyes8% to 25%5% to 15%10% to 30%
Bloomnoyesnoyesyes4% to 12%2% to 7%5% to 14%
Wrackyesnonoyesyes6% to 18%4% to 11%7% to 22%

Every other rarity is the base range times its knack strength in the table above.

Bonus stats#

Rare and better items also roll bonus stats. Cards call a bonus stat a grain and a bonus knack a barb. A bonus stat is flat points on one of the five stats, each on a different stat. On gear it lands between half and the whole of the rarity’s share of the piece’s main rating, so a deeper tier rolls bigger. On a charm it is flat points by rarity that waken with the charm.

The rarity’s slots say how many bonus stats, up to 3. Bonus knacks run up to 3 too, so an item carries at most 6 rolls. Never the same thing twice: a roll won’t add a stat the item already has (a weapon’s Attack, a pearl’s Elemental and Health, a charm’s own bonus) nor a knack it was built with. Those figures still roll with everything else. The double dip, once: one bonus stat may name the stat the piece already is and then lifts the rating itself by its share. The card says “lifted by” beside the figure. A charm’s bonus stat may double one of its own stats the same way. No stat is ever doubled twice. On your sheet a bonus stat sits on the gold dice chip beside the piece’s chip.

Grain odds and size by rarity, on gear
RarityGrainsEach, share of main rating
Common00% to 0%
Uncommon00% to 0%
Rare0 to 14% to 8%
Epic15% to 10%
Mythic1 to 26% to 12%
Legendary1 to 37% to 14%
Primordial2 to 38% to 16%
Tidebound1 to 28% to 16%

How a roll is named#

A rolled item is named [prefix] Base [suffix]. The strongest bonus stat gives the front word. The strongest bonus knack gives the end word. The rest show on the card.

So one Tidebreaker is a Hale Tidebreaker, another a Bulwarked Tidebreaker of the Second Bite. The name travels with a charm when it is stolen.

The name words

52 words

The front word, by the strongest bonus stat.

Prefix words by stat
StatFront word
AttackFanged
DefenceBulwarked
SpeedCoursing
HealthHale
ElementalTidal

The end word, by the strongest bonus knack.

Barb words by knack
KnackFiled underEnd word
DrinkThirstingof the Drink
GillGilledof the Gill
SiphonSiphoningof the Siphon
RoeRoefulof the Roe
SwellSwellingof the Swell
ScarScarredof the Scar
SeamKeenof the Seam
SplitBrutalof Splitting
Second biteTwinnedof the Second Bite
FrenzyFrenziedof the Feeding
SaltSaltedof the Wound
ChumBloodiedof the Red Water
TurnTurningof the Turned Blow
BallastBallastedof the Even Keel
ShutShutof the Closed Shell
UrchinSpinedof the Urchin
SnapbackSnappingof the Snap
BarnacleBarnacledof the Old Hull
SlackSlackeningof the Slack Water
RiptideDraggingof the Undertow
TrimTrimmedof the Trim
BoreForemostof the Bore
EbbEbbingof the Ebb
WakeWakeborneof the Wake
StingVenomedof the Sting
GapPiercingof the Gap
RimeRimedof the Hoarfrost
EtchEtchedof the Etching
BloomBloomingof the Bloom
WrackWrackingof the Wrack

Some pairs of knacks take one word instead.

Combo words for paired knacks
PairOne word
Seam and SplitExecutioner's
Seam and Second biteFlurrying
Second bite and DrinkGorging
Turn and DrinkLeeching
Sting and GapFestering
Turn and Second biteParrying
Seam and GapNeedling
Split and Second biteHammering
Sting and DrinkBlighting
Turn and SplitBulwark
Urchin and TurnUrchin's
Chum and SaltButcher's
Chum and FrenzyShark's
Rime and SeamHoarfrost
Barnacle and ShutHulled
Snapback and TurnFencer's
Ballast and ShutUnmoved

Lustre#

Every card says how good its copy is as one figure, its Lustre: the average over every roll the rarity could have made. Every figure on the item, each bonus knack and stat, and a charm’s whorl count where they landed in their range. Every bonus slot left empty counts as zero. So how many rolls an item added weighs as much as how high each landed: 3 bonus knacks at the midpoint beat 1 at the same height.

Gear is also judged on its sockets, a quarter of the figure: how many were cut against how many its rarity and slot allow, and how rare they are against the rarest they could be. Sockets can be bought where a roll can’t, which is why the roll carries the bigger share. A piece whose rarity cuts no sockets is judged on its roll alone.

50% is the printed midpoint on every figure. 100% tops every range with every slot filled. The figure wears the rarity colour the percent falls in, so a legendary that rolled like a rare reads rare at a glance. A copy at 97% or better on every range with every slot filled is a perfect roll, and earns a trophy.

Lustre bands
LustreReads asMeaning
0% to 34%Commonwell under the midpoint; a dud to sell or salvage
35% to 49%Uncommonunder the midpoint
50% to 64%Rarethe midpoint and a little over
65% to 79%Epiccomfortably above the midpoint
80% to 89%Mythichigh in every range
90% to 96%Legendarynear the top of every range
97% to 100%Primordialthe top of every range, every slot filled: a perfect cast

Reading a roll#

Open Potential on any item card and every rolled figure swaps for the range it rolled in, bonus knacks and stats included. On a copy not yet rolled, it shows the range each figure will roll in and how many bonus knacks and stats it may draw.

Your sheet reads the same way. A copy’s own numbers sit on its own chip (the gear chips, the magic chip). The gold dice chip beside them carries only what the rolls added, the bonus stats. The red chip is wear. The chips add up to the figure above them, and the dice never reads as a minus.

Knacks read the same way, one line each: the base, one chip per piece or charm with its built-in figure, one dice chip with everything the rolls added, and the cap’s cut when your gear rolled past it.

Every figure rolls on its own#

Every figure on a piece rolls separately: the main rating, each element, armour’s Health, a fin’s Sting, each pearl grant and each knack figure. A legendary’s Second bite +15% can land anywhere from +11% to +19%. Knack figures roll at the charm’s wider widths because they are whole percents. A charm’s every number, Gap and Sting included, rolls the same way.

A copy rolled before figures were split keeps its old two rolls and its knack figures at the midpoint. Any roll can be rerolled (see Forge).

Duds go back#

A dud’s roll goes with it, and the same item can be bought or found again with a fresh roll: gear is sold or salvaged, a charm is disenchanted.