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
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 rarity | Numbers swing | Extra knacks | Knack strength |
|---|---|---|---|
| Common | ±6% | 0 | x0.5 |
| Uncommon | ±8% | 0 to 1 | x0.6 |
| Rare | ±10% | 1 | x0.7 |
| Epic | ±12% | 1 to 2 | x0.8 |
| Mythic | ±15% | 2 to 3 | x0.9 |
| Legendary | ±18% | 2 to 3 | x1 |
| Primordial | ±20% | 3 | x1.15 |
| Tidebound | ±20% | 3 | x1.2 |
| Charm rarity | Numbers swing | Extra knacks | Knack strength | Grains | Each, on a stat |
|---|---|---|---|---|---|
| Common | ±20% | 0 | x0.5 | 0 | none |
| Uncommon | ±20% | 0 to 1 | x0.6 | 0 to 1 | +2% to +3% |
| Rare | ±20% | 0 to 1 | x0.7 | 0 to 1 | +2% to +4% |
| Epic | ±22% | 1 to 2 | x0.8 | 1 to 2 | +3% to +6% |
| Mythic | ±25% | 1 to 2 | x0.9 | 1 to 2 | +4% to +8% |
| Legendary | ±28% | 2 to 3 | x1 | 2 to 3 | +5% to +10% |
| Primordial | ±30% | 3 | x1.15 | 0 | none |
| Tidebound | ±25% | 3 | x1.2 | 3 | +5% to +10% |
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).
| Knack | Weapon | Armour | Fin | Pearl | Charm | Base range | Uncommon | Tidebound |
|---|---|---|---|---|---|---|---|---|
| Drink | no | yes | no | yes | yes | 2% to 6% | 1% to 4% | 2% to 7% |
| Gill | no | no | yes | yes | yes | 0.1% to 0.3% | 0.1% to 0.2% | 0.1% to 0.4% |
| Siphon | yes | no | no | yes | yes | 8% to 25% | 5% to 15% | 10% to 30% |
| Roe | no | no | yes | yes | yes | 10% to 30% | 6% to 18% | 12% to 36% |
| Swell | yes | yes | no | no | yes | 6% to 18% | 4% to 11% | 7% to 22% |
| Scar | no | yes | no | no | yes | 0.2% to 0.4% | 0.1% to 0.2% | 0.2% to 0.5% |
| Seam | yes | no | yes | yes | yes | 2% to 6% | 1% to 4% | 2% to 7% |
| Split | yes | yes | no | no | yes | 8% to 30% | 5% to 18% | 10% to 36% |
| Second bite | yes | no | yes | no | yes | 3% to 10% | 2% to 6% | 4% to 12% |
| Frenzy | yes | no | yes | no | yes | 2% to 5% | 1% to 3% | 2% to 6% |
| Salt | yes | no | no | yes | yes | 6% to 18% | 4% to 11% | 7% to 22% |
| Chum | yes | no | yes | no | yes | 3% to 10% | 2% to 6% | 4% to 12% |
| Turn | no | yes | yes | yes | yes | 3% to 10% | 2% to 6% | 4% to 12% |
| Ballast | no | yes | no | no | yes | 8% to 24% | 5% to 14% | 10% to 29% |
| Shut | no | yes | no | yes | yes | 5% to 15% | 3% to 9% | 6% to 18% |
| Urchin | no | yes | no | yes | yes | 4% to 12% | 2% to 7% | 5% to 14% |
| Snapback | no | yes | yes | no | yes | 10% to 30% | 6% to 18% | 12% to 36% |
| Barnacle | no | yes | no | yes | yes | 10% to 30% | 6% to 18% | 12% to 36% |
| Slack | no | yes | yes | no | yes | 4% to 12% | 2% to 7% | 5% to 14% |
| Riptide | yes | no | yes | no | yes | 3% to 9% | 2% to 5% | 4% to 11% |
| Trim | yes | no | yes | no | yes | 2% to 5% | 0.9% to 3% | 2% to 6% |
| Bore | yes | yes | no | no | yes | 5% to 16% | 3% to 10% | 6% to 19% |
| Ebb | no | yes | yes | no | yes | 5% to 14% | 3% to 8% | 6% to 17% |
| Wake | yes | no | no | yes | yes | 5% to 16% | 3% to 10% | 6% to 19% |
| Sting | yes | yes | yes | no | yes | 6% to 24% | 4% to 14% | 7% to 29% |
| Gap | yes | no | no | yes | yes | 6% to 24% | 4% to 14% | 7% to 29% |
| Rime | yes | no | yes | no | yes | 10% to 30% | 6% to 18% | 12% to 36% |
| Etch | yes | no | no | yes | yes | 8% to 25% | 5% to 15% | 10% to 30% |
| Bloom | no | yes | no | yes | yes | 4% to 12% | 2% to 7% | 5% to 14% |
| Wrack | yes | no | no | yes | yes | 6% 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.
| Rarity | Grains | Each, share of main rating |
|---|---|---|
| Common | 0 | 0% to 0% |
| Uncommon | 0 | 0% to 0% |
| Rare | 0 to 1 | 4% to 8% |
| Epic | 1 | 5% to 10% |
| Mythic | 1 to 2 | 6% to 12% |
| Legendary | 1 to 3 | 7% to 14% |
| Primordial | 2 to 3 | 8% to 16% |
| Tidebound | 1 to 2 | 8% 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.
| Stat | Front word |
|---|---|
| Attack | Fanged |
| Defence | Bulwarked |
| Speed | Coursing |
| Health | Hale |
| Elemental | Tidal |
The end word, by the strongest bonus knack.
| Knack | Filed under | End word |
|---|---|---|
| Drink | Thirsting | of the Drink |
| Gill | Gilled | of the Gill |
| Siphon | Siphoning | of the Siphon |
| Roe | Roeful | of the Roe |
| Swell | Swelling | of the Swell |
| Scar | Scarred | of the Scar |
| Seam | Keen | of the Seam |
| Split | Brutal | of Splitting |
| Second bite | Twinned | of the Second Bite |
| Frenzy | Frenzied | of the Feeding |
| Salt | Salted | of the Wound |
| Chum | Bloodied | of the Red Water |
| Turn | Turning | of the Turned Blow |
| Ballast | Ballasted | of the Even Keel |
| Shut | Shut | of the Closed Shell |
| Urchin | Spined | of the Urchin |
| Snapback | Snapping | of the Snap |
| Barnacle | Barnacled | of the Old Hull |
| Slack | Slackening | of the Slack Water |
| Riptide | Dragging | of the Undertow |
| Trim | Trimmed | of the Trim |
| Bore | Foremost | of the Bore |
| Ebb | Ebbing | of the Ebb |
| Wake | Wakeborne | of the Wake |
| Sting | Venomed | of the Sting |
| Gap | Piercing | of the Gap |
| Rime | Rimed | of the Hoarfrost |
| Etch | Etched | of the Etching |
| Bloom | Blooming | of the Bloom |
| Wrack | Wracking | of the Wrack |
Some pairs of knacks take one word instead.
| Pair | One word |
|---|---|
| Seam and Split | Executioner's |
| Seam and Second bite | Flurrying |
| Second bite and Drink | Gorging |
| Turn and Drink | Leeching |
| Sting and Gap | Festering |
| Turn and Second bite | Parrying |
| Seam and Gap | Needling |
| Split and Second bite | Hammering |
| Sting and Drink | Blighting |
| Turn and Split | Bulwark |
| Urchin and Turn | Urchin's |
| Chum and Salt | Butcher's |
| Chum and Frenzy | Shark's |
| Rime and Seam | Hoarfrost |
| Barnacle and Shut | Hulled |
| Snapback and Turn | Fencer's |
| Ballast and Shut | Unmoved |
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 | Reads as | Meaning |
|---|---|---|
| 0% to 34% | Common | well under the midpoint; a dud to sell or salvage |
| 35% to 49% | Uncommon | under the midpoint |
| 50% to 64% | Rare | the midpoint and a little over |
| 65% to 79% | Epic | comfortably above the midpoint |
| 80% to 89% | Mythic | high in every range |
| 90% to 96% | Legendary | near the top of every range |
| 97% to 100% | Primordial | the 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.