Skip to main content

Cocklefighting

COCKLEFIGHTING

The Shore Wiki

Every rule the Shore runs on.

Elements are bonus damage that ignores Defence, and only a matching resistance stops it.

Elemental damage and resistance#

Every weapon deals one or more of Brine, Frost and Storm as bonus damage on every blow. Every armour piece resists one or more. Resistance soaks its own element point for point: net = max(0, damage - resistance) per element. A Storm resistance does nothing against Frost.

A blow with two elements is soaked twice, each against its own resistance. That is why split-element gear carries more total elemental damage (see Gear).

The Elemental stat#

Elemental is the fifth stat. Each point adds 0.65 to your weapon’s elemental damage and 0.15 to your armour’s resistance, split across a piece’s elements in proportion to their own values.

Every cockle also gets a baseline of 0.3 x ref(L) points, so an uninvested build still deals and soaks a little. The resistance share is small on purpose: elemental defence comes from armour choice, not stat points.

Knacks and whorls that touch effects#

Two knacks reach effects from outside the elements. Rime lets a crit Chill the rival whatever your element. Barnacle lets effects slide off you a share of the time.

Three whorls do too. The Sure Sting lifts every effect cap for its bearer. The Full Tide makes Corrosion and a Chum wound tick once more, Chill numb deeper and Shock last longer. Kindred Tempers copies your lead element onto the other two. See Gear and Whorls.

Reading elemental damage on your sheet#

My Cockle lists elemental damage and resistance under the Elemental row, one chip a source: the stat, the piece with its wear, your charms and relic nodes, and omni only when a charm copies your lead element onto the other two. The effect line shows your best effect charm (they don’t stack), what relic nodes and Sting knacks add, and your fin’s own Sting. The chips read like every other row on the sheet (see Reading a roll).

Effects#

Landed elemental damage can inflict its element’s effect. The chance per blow is min(cap, landed damage / victim max HP x 2.5), so a small hit rarely procs and a big one procs reliably. Resistance that soaks the damage in full prevents the effect. One pending effect of each kind at a time: a fresh proc refreshes, never stacks.

The rarest charms raise both the chance and the cap (see Charms). So do Sting knacks and your fin’s Sting rating (see Gear).

The three elements and their effects
ElementEffectChance capEffect
BrineCorrosion11%The salt keeps eating: 35% of the landed brine again at each of the victim's next 2 strikes.
FrostChill16%The victim's next blow lands numb, at 50% strength.
StormShock8%The victim's next strike is stolen outright, the hardest hit, so it carries the lowest cap.
Effect chance per blow against the landed damage (% of victim HP)
048121602.5057.5010landed damage, % of victim max HP
corrosion (brine)chill (frost)shock (storm)proc %; tap or hover to read values

In short: Brine keeps hurting you, Frost softens your next blow, Storm takes your next blow away. Chill’s cap is double Shock’s, so half a blow lost twice as often weighs the same as a whole blow stolen. My Cockle shows your exact proc odds per element against an even rival.