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Cocklefighting

COCKLEFIGHTING

The Shore Wiki

Every rule the Shore runs on.

Charms are found, socketed into gear and wakened, and they multiply what your gear supplies.

Finding one#

Charms can’t be bought. A rewarded win has a 1% base chance to find one, scaled 0.5x to 2x by the level gap (up for punching up). The find draws a rarity first, by the table below, from every rarity your rival’s level has opened, then a charm of that rarity. Anything that makes a find likelier (the town’s sifters, a season’s weather, a Lodestone) also makes it rarer. You hold at most 1 of each charm. Once a day the free dredge on the Charms page rolls the same 1% find at your own level for no turn and no gold.

Every fight also rolls a steal, and only socketed charms are at risk. A beaten rival’s socketed rare changes hands at 1% when unwakened, falling toward a 0.1% floor with a 4-level half-life as its owner wakens it. Rarer charms hold on harder: an unwakened legendary at 0.4%, an epic at 0.8%, a common at 2%. Lose a fight and each socketed charm of yours runs the same risk, against a player or a bot. A stolen charm is gone for good with its levels. The thief gets it unwakened.

A find is not yours yet. It lands in your inventory unrevealed: it adds nothing, can’t be wakened and can’t be stolen until you reveal it on the Charms page. It rolls when you reveal it. The card shows the ranges first, and the press is the roll. A charm stolen from a rival arrives the same way. A charm from a quest reward goes straight to your inventory, revealed.

Every find rolls (see Rolls). The catalogue below prints each charm’s midpoint. Your copy lands around it: 20% either way for a rare and up to 28% for a legendary, on every number at once.

A charm also rolls bonus knacks by rarity (a common none, an uncommon none or one, a rare none or one, an epic one to two, a mythic one to two, a legendary two to three, a primordial three, a tidebound three) under the same caps as gear, and bonus stats: a percentage on one of the five stats, from an uncommon’s none or one at up to 3% to a legendary’s two to three at up to 10%. A bonus stat may double one of the charm’s own stats, once, and never names a stat twice. A charm is named for its rolls like gear. Its roll travels with it when stolen. A dud can be disenchanted. Relics neither roll nor sell.

Rarities#

Rarity sets how many stat lines a charm has (a percentage each, or from rare up one of them an element), how many knacks, how many bonus knacks and stats it may roll, whether it draws a whorl, and how it is found, held and wakened. The share of a find is at a level-300 rival on the Main Shore, before any find boost.

The charm bands
BandCharmsMade withCast addsWhorlShare of a findSteal, unwakenedFrom level
Common151 stat linenone barbs, none grainsnone7%2%1
Uncommon151 stat linenone or one barb, none or one grain to 3%none7%1%9
Rare451 stat line, 1 knacknone or one barb, none or one grain to 4%1 roll in 454%1%28
Epic362 stat lines, 2 knacks, x1.25 on themone to two barbs, one to two grains to 6%1 roll in 222%0.8%59
Mythic303 stat lines, 3 knacks, x1.28 on themone to two barbs, one to two grains to 8%always8%0.6%85
Legendary244 stat lines, 4 knacks, x1.30 on themtwo to three barbs, two to three grains to 10%always, 35% or better3%0.4%130
Primordial9attuned nodes, four groupsno rollnone0.4%bound300
Tidebound105 stat lines, 5 knacks, x1.30 on themthree barbs, three grains to 10%always, 50% or better0.9% in its Tide0.5%40

A rarity’s level is a floor only. Once it opens it stays in the draw, so every charm can still be found and stolen however deep you get. Lower rarities carry a light share for that reason, and a charm you already hold leaves your pool. Every rarity a piece can cut a socket for (Common, Uncommon, Rare, Epic, Mythic, Legendary, Tidebound) holds charms it can seat.

Sockets#

A charm in your inventory does nothing. To use it, socket it into a piece of gear you are wearing. You own many and wear a few, and which few is your build.

The Forge cuts the sockets and rolls how many a piece holds. The Charms page fills them, rolling each socket’s rarity, and seats the charms. Cutting costs gold and tempers. Filling costs gold and essences. Socketing a charm and removing it are free.

How many. Deeper gear holds more, and each slot has its own ceiling: armour holds the most, a weapon the least. Forge levels never change the count. A re-cut rolls it fresh and can leave fewer, so a piece already at its most is never cut again. A charm in a socket that goes returns to your inventory.

The most sockets each slot can hold
SlotMost sockets
Weapon3
Armour5
Fin2
Pearl1
Sockets a piece may cut, by its rarity
Band of the pieceSockets it may cut
Common0 to 1
Uncommon0 to 1
Rare0 to 1
Epic1 to 2
Mythic1 to 2
Legendary1 to 3
Primordial2 to 3
Tidebound1 to 5

A common piece may hold 1 common charm. An uncommon one may hold 1 common or uncommon charm.

Socket rarity. Every socket has a rarity and takes a charm of that rarity or lower: a mythic socket holds a mythic, an epic or a rare, and refuses a legendary. Higher rarities are rarer to roll. A socket is never rarer than its piece, nor more than 3 rarities lower, so the best gear never fills with starter sockets. There is no primordial socket: every primordial charm is a relic, worn by attuning it, not by socketing it. If a re-roll makes a socket too low for the charm in it, the charm returns to your inventory.

What a roll costs. Rolling a blank socket is priced by the piece, since the socket has no rarity yet. Rerolling is priced by the socket’s own rarity, whatever piece it is cut into: a common socket asks 1 Glimmer Mote, a mythic one 1 Wisp Oil and 1 Murk Ink. The gold is the piece’s either way, so a reroll on deep gear is never cheap.

Essences a socket roll asks, by rarity
RarityRoll a blank socket (by the piece)Reroll a socket (by the socket)
Common1 Glimmer Mote1 Glimmer Mote
Uncommon1 Glimmer Mote2 Glimmer Mote
Rare1 Foam Flake1 Glimmer Mote and 1 Foam Flake
Epic1 Glimmer Mote and 1 Foam Flake1 Wisp Oil and 1 Foam Flake
Mythic1 Wisp Oil and 2 Foam Flake1 Wisp Oil and 1 Murk Ink
Legendary1 Siren Tear and 2 Foam Flake1 Siren Tear and 1 Murk Ink
Primordial1 Leviathan Ichor and 3 Foam Flakeno such socket
Tidebound1 Tide Thread and 2 Foam Flake1 Tide Thread and 1 Murk Ink

A socketed charm wears. It takes 1 point of wear for every fight you start and 2 more a day, on its own count, with the same free points, absence cap and resistance by rarity as gear (a waken level toughens a charm as a forge level toughens a piece). A worn charm fights with duller figures, and the card shows the full figure beside each: stats, elements, bonus knacks, Gap, Sting and its knack multiplier. Only its whorls are spared. A charm in your inventory takes no more wear and keeps what it has. Repairing the piece doesn’t touch the charm, and neither does the Quenching Tide. See repair.

A socketed charm can be stolen. A rival who beats you steals from your sockets, never from your inventory. Wearing your best makes it work and puts it at risk.

A relic needs no socket. It works while you carry it.

The knack multiplier#

Gear supplies the figures. Charms multiply them. A charm at Epic or above may carry a knack multiplier. It takes a knack you already have, from your gear, your other charms and any whorl, sums it and multiplies it.

A multiplier on a knack you don’t carry is worth nothing. That is why a charm is something you hunt for the gear you rolled. Reroll until your gear carries the knack you want, then look for the charm that multiplies it.

It lands before the cap, never past it. A multiplier only gets you to the ceiling sooner. The last step is a whorl that unseals that cap. Roll the knack, socket the charm that multiplies it, chase the whorl that lifts the cap.

Charms that multiply a barb, by band
BandCharms that multiplyWhat one gives
Epic36+25%
Mythic30+28%
Legendary24+30%
Tidebound10+30%

The figure is what the charm gives unwakened. Wakening grows it. Two charms multiplying the same knack add, they don’t compound, so the best 3 you could socket on one knack come to 90% and no more.

Wakening#

Wakening grows the whole charm: every percentage, its bonus stats, its knacks, its knack multiplier, its whorl, and its Gap and Sting. Knacks, the multiplier and the whorl grow on a gentler curve than the numbers. The Waken dialog shows the knacks before and after.

Each level adds a share of the charm’s base effect to every percentage and bonus stat, and a smaller share to its knacks. The shares are the rarity’s (a rare adds 8% and 3% a level, a legendary 17% and 9%). A Tidebound charm’s cost line eases on a 15%-per-level curve. A charm’s element never scales. Each level costs 1.25x the last, from a base set by rarity:

Magic upgrade caps and costs by rarity
RarityLevel capFirst upgradeTotal to peak
CommonLv 30500g1,613,587g
UncommonLv 304,000g12,908,699g
RareLv 3030,000g96,815,228g
EpicLv 20375,000g128,604,260g
MythicLv 123,700,000g200,568,346g
LegendaryLv 814,000,000g277,786,011g
PrimordialLv 360,000,000g228,750,000g
Tidebound
the same ladder as mythic
Lv 123,700,000g200,568,346g

Tidebound wakens on mythic’s cap at mythic’s cost. Its rarity says where a charm is found, not how hard it hits.

Rarer charms start stronger and cap lower, so every rarity’s maxed power lands in a similar range. A rare can be pushed all the way to 30. Wakening also hardens a charm against theft.

Upgrade cost per level by rarity (log scale)
50010k217k4.5M94M18.25162330upgrade level
commonuncommonrareepicmythic · tideboundlegendaryprimordialgold; tap or hover to read values

Knacks and whorls on a charm#

Every charm from rare up has built-in knacks, one more per rarity (a rare 1, an epic 2, a mythic 3, a legendary 4, a Tidebound 5), beside the bonus knacks it rolls. The card shows built-in knacks plain and rolled ones with the dice. Wakening grows both. From epic up a charm also multiplies its built-in knacks across all your gear (see above).

A charm draws its whorl when revealed, 1 at most, shown on its own red line under the knacks; the odds by rarity are on Whorls. A charm with a whorl asks 1 Whorl Oil at every waken, and any of its rolls can be rerolled (see Rerolling).

Essences#

Essences are the Charms page’s materials. Every waken level asks 1 or 2 beside the gold, set by rarity: a rare wants 1 Glimmer Mote, a legendary 1 Siren Tear and 1 Leviathan Ichor, a Tidebound 1 Wisp Oil and 1 Tide Thread, which stops dropping when its season ends. Relics waken on gold alone.

Essences can’t be bought. They drop from rewarded wins, each on its own roll up to its own cap. A boss kill rolls them 3 times over. Disenchanting a charm can give some back. Your essences show on the Charms page and on My Cockle.

Essences by band
EssenceBandDrop chance per winHoldDrops from level
Glimmer MoteRare4.0%301
Wisp OilEpic2.5%161
Siren TearMythic1.5%830
Leviathan IchorLegendary1.0%550
Maelstrom HeartPrimordial0.8%280
Tide ThreadTidebound1.2%620
Foam FlakeRare2.5%1620
Murk InkMythic1.0%520
Whorl OilLegendary0.9%380
Each wakening asks, by the charm’s band
CharmEach wakening asks
Common1 Glimmer Mote
Uncommon1 Glimmer Mote
Rare1 Glimmer Mote
Epic1 Glimmer Mote and 1 Wisp Oil
Mythic1 Wisp Oil and 1 Siren Tear
Legendary1 Siren Tear and 1 Leviathan Ichor
Primordial1 Leviathan Ichor and 1 Maelstrom Heart
Tidebound1 Wisp Oil and 1 Tide Thread

Repairing charms#

A charm repair costs an essence and a little gold, like a gear repair at the Forge. Open Repair on a worn charm and pick one. A Quick repair (1 Glimmer Mote) takes 40% of the wear off, every time. A Lucky repair (1 Wisp Oil) takes from 60% to all of it off, and the page shows how it landed. A Full repair (up to 2 Glimmer Mote) takes all of it off, every time. It costs what the Quick repairs it saves would have cost: 1 on a charm a single one would clean, 2 on anything more, never more.

Repair all takes every worn charm you carry to full for each charm’s own Full repair, summed: up to 2 Glimmer Mote a charm, and the same gold each would cost alone. A charm keeps its wear in your inventory, so Repair all covers socketed and unsocketed alike.

The gold is 0% of the charm’s first waken level per point removed, weighed by the rarity’s resistance. A fully worn rare repairs for about 800g and a legendary for about 210,000g, never more than half a first waken level. Lanternwrights’ Row takes its cut off the gold. The Dredging Tide below repairs every charm free once a day.

The Dredging Tide. The Charms page’s twin of the Quenching Tide, at the same UTC midnight. One free press repairs every charm you carry, socketed or not, then blesses your next 60 fights: socketed charms take no wear, fight or daily, and every charm find is 25% likelier. Take both tides and you pay for neither; the two blessings burn down together, 1 fight at a time.

Disenchanting#

Disenchant any charm in your inventory for a fixed bounty by rarity (6,000g for a rare up to 900,000g for a primordial) plus materials. Each essence in its rarity’s waken cost has a 35% chance to come back, plus 5% per waken level, capped at 75%. It rarely returns a whole level and never beats fighting.

The bounty is paid once per charm. Disenchant the same charm again and you get the material roll only. The charm, its levels and its roll are gone. The same charm can be found again. Relics can’t be disenchanted. The counter asks you first.

The primordial relics#

Above legendary sits primordial: 9 bound relics. A relic does nothing as found. On the Charms page you attune it: 4 power groups, 1 node picked per group, reshaping your build’s core. The first attunement is free. Changing a pick later costs 2,000,000 gold.

Relics can’t be stolen, either way. They cap at level 3, each level growing every chosen node by 50% of its base. They drop like any charm, from level 300, at a fraction of legendary weight. They are the game’s last chase.

The relics this account has not found
RelicWhat it does
UnknownNot found yet.
UnknownNot found yet.
UnknownNot found yet.
UnknownNot found yet.
UnknownNot found yet.
UnknownNot found yet.
UnknownNot found yet.
UnknownNot found yet.
UnknownNot found yet.

The Tidebound charms#

Tidebound is a keepsake rarity, not a power rarity. A Tidebound charm wakens on mythic’s cap at mythic’s cost. It can only be found during the one season whose trait it belongs to, one quarter of one year, then never again.

There are 10, 1 per trait, so a season holds 1. During a season the Charms page shows that season’s alone. On the Main Shore it shows all 10, because each comes home eventually with a retiring cockle.

The catalogue#

All 184 charms by rarity. Weight is the draw chance within its rarity (the rarity’s own share is in the table above). Min level gates a charm behind rivals of that level. Effects are as found, before wakening.

The 10 Tidebound charms are not in the draw on the Main Shore. Each exists only in a season with its trait, and its weight applies only there. See Seasons.

Common

15 charms
Every common charm with its effects and drop data
ItemEffects (level 0)Min levelWeight
Shore PebbleAttack +5%11
Chipped ToothAttack +5%11
Bent HookAttack +5%11
Cracked ScuteDefence +5%11
Stray LimpetDefence +5%11
Hollow WhelkDefence +5%11
Kelp WispSpeed +5%11
Minnow FinSpeed +5%11
Gull PinfeatherSpeed +5%11
Damp MossHealth +5%11
Seed PearlHealth +5%11
Mussel HeartHealth +5%11
Dull SparkElemental +5%11
Brine DropElemental +5%11
Frosted GlassElemental +5%11

Uncommon

15 charms
Every uncommon charm with its effects and drop data
ItemEffects (level 0)Min levelWeight
Tidewrack BeadAttack +7%91
Moray Milk ToothAttack +7%91
Old Thumb’s GaffAttack +7%91
Barnacle ChipDefence +7%91
Notched SpineDefence +7%91
Limpet CapDefence +7%91
Glass FinSpeed +7%91
Gull PinionSpeed +7%91
Running Tide ScaleSpeed +7%91
Sea GrapeHealth +7%91
Vault PearlHealth +7%91
Wreck HeartstoneHealth +7%91
Brine EmberElemental +7%91
Deepcold MarbleElemental +7%91
Stormglass ShardElemental +7%91

Rare

45 charms
Every rare charm with its effects and drop data
ItemEffects (level 0)Min levelWeight
Pearl of PowerAttack +12%, Seam +3% (Seam +3%, a whorl 1 roll in 4)281
Anvilback’s WhetstoneAttack +12%, Split +13% (Split +13%, a whorl 1 roll in 4)281
Moray’s Second ToothAttack +12%, Second bite +5% (Second bite +5%, a whorl 1 roll in 4)281
The First BiteAttack +12%, Frenzy +3% (Frenzy +3%, a whorl 1 roll in 4)281
Salt LickAttack +12%, Salt +8% (Salt +8%, a whorl 1 roll in 4)281
Chum BucketAttack +12%, Chum +5% (Chum +5%, a whorl 1 roll in 4)281
Tortoise HeartDefence +12%, Turn +5% (Turn +5%, a whorl 1 roll in 4)281
Held BreathDefence +12%, Ballast +11% (Ballast +11%, a whorl 1 roll in 4)281
Halfway ShellDefence +12%, Shut +7% (Shut +7%, a whorl 1 roll in 4)281
Urchin’s KissDefence +12%, Urchin +6% (Urchin +6%, a whorl 1 roll in 4)281
Snapper’s BeadDefence +12%, Snapback +14% (Snapback +14%, a whorl 1 roll in 4)281
Barnacle StoneDefence +12%, Barnacle +14% (Barnacle +14%, a whorl 1 roll in 4)281
Gullmother’s ElbowSpeed +12%, Slack +6% (Slack +6%, a whorl 1 roll in 4)281
Wrack’s LedgerSpeed +12%, Riptide +4% (Riptide +4%, a whorl 1 roll in 4)281
Siren’s CharmSpeed +12%, Trim +2% (Trim +2%, a whorl 1 roll in 4)281
Cobble’s SluiceSpeed +12%, Bore +7% (Bore +7%, a whorl 1 roll in 4)281
Drowned Bell ClapperSpeed +12%, Ebb +7% (Ebb +7%, a whorl 1 roll in 4)281
Running Tide FeatherSpeed +12%, Wake +7% (Wake +7%, a whorl 1 roll in 4)281
Lantern Cheat’s CupHealth +12%, Drink +3% (Drink +3%, a whorl 1 roll in 4)281
Mudge’s BreatherHealth +12%, Gill +0.1% (Gill +0.1%, a whorl 1 roll in 4)281
Siphon WeedHealth +12%, Siphon +12% (Siphon +12%, a whorl 1 roll in 4)281
Roe of the GlutHealth +12%, Roe +14% (Roe +14%, a whorl 1 roll in 4)281
Leviathan LungHealth +12%, Swell +8% (Swell +8%, a whorl 1 roll in 4)281
Old Thumb’s Fresh LayerHealth +12%, Scar +0.2% (Scar +0.2%, a whorl 1 roll in 4)281
Undertow Choir NoteElemental +12%, Sting +11% (Sting +11%, a whorl 1 roll in 4)281
Kalandra’s NeedleElemental +12%, Gap +11% (Gap +11%, a whorl 1 roll in 4)281
Rime PearlElemental +12%, Rime +14% (Rime +14%, a whorl 1 roll in 4)281
Scouring GritElemental +12%, Etch +12% (Etch +12%, a whorl 1 roll in 4)281
Siltbloom FilamentElemental +12%, Bloom +6% (Bloom +6%, a whorl 1 roll in 4)281
Wrack WoodElemental +12%, Wrack +8% (Wrack +8%, a whorl 1 roll in 4)281
Brinecaller FangBrine damage +6 and +8%, Salt +8% (Salt +8%, a whorl 1 roll in 4)281
Frostbite PearlFrost damage +6 and +8%, Rime +14% (Rime +14%, a whorl 1 roll in 4)281
Stormcaller SpineStorm damage +6 and +8%, Bloom +6% (Bloom +6%, a whorl 1 roll in 4)281
Brine’s End SplinterBrine damage +6 and +8%, Etch +12% (Etch +12%, a whorl 1 roll in 4)281
Deepcold SliverFrost damage +6 and +8%, Wrack +8% (Wrack +8%, a whorl 1 roll in 4)281
Maelstrom FilingStorm damage +6 and +8%, Sting +11% (Sting +11%, a whorl 1 roll in 4)281
Saltward CarapaceBrine resistance +8 and +8%, Barnacle +14% (Barnacle +14%, a whorl 1 roll in 4)281
Rimeguard ShellFrost resistance +8 and +8%, Scar +0.2% (Scar +0.2%, a whorl 1 roll in 4)281
Stormward ConchStorm resistance +8 and +8%, Urchin +6% (Urchin +6%, a whorl 1 roll in 4)281
Shuckster’s Brine JarBrine resistance +8 and +8%, Siphon +12% (Siphon +12%, a whorl 1 roll in 4)281
Hard Water SkinFrost resistance +8 and +8%, Ballast +11% (Ballast +11%, a whorl 1 roll in 4)281
Gantry’s Earthing ChainStorm resistance +8 and +8%, Ebb +7% (Ebb +7%, a whorl 1 roll in 4)281
Kraken’s Ink BeadSting +10%, Wrack +8% (Sting +10%, Wrack +8%, a whorl 1 roll in 4)281
Mother Murk’s PinSting +10%, Bloom +6% (Sting +10%, Bloom +6%, a whorl 1 roll in 4)281
Leviathan’s Eye LensGap +10%, Wake +7% (Gap +10%, Wake +7%, a whorl 1 roll in 4)281

Epic

36 charms
Every epic charm with its effects and drop data
ItemEffects (level 0)Min levelWeight
Neptune’s Trident ShardAttack +11%, Defence +11%, Seam +3%, Turn +5%, Seam x1.25, Turn x1.25 (Seam +3%, Turn +5%, a whorl 1 roll in 2)591
Gatepost of the PitAttack +11%, Defence +11%, Salt +10%, Urchin +6%, Urchin x1.25, Salt x1.25 (Salt +10%, Urchin +6%, a whorl 1 roll in 2)591
Anvilback’s OffcutAttack +11%, Defence +11%, Second bite +5%, Ballast +13%, Second bite x1.25, Ballast x1.25 (Second bite +5%, Ballast +13%, a whorl 1 roll in 2)591
The Red Water BeadAttack +11%, Speed +11%, Chum +5%, Slack +6%, Chum x1.25, Slack x1.25 (Chum +5%, Slack +6%, a whorl 1 roll in 2)591
The Short OarAttack +11%, Speed +11%, Salt +10%, Trim +3%, Trim x1.25, Salt x1.25 (Salt +10%, Trim +3%, a whorl 1 roll in 2)591
Feeding GroundAttack +11%, Speed +11%, Frenzy +3%, Wake +8%, Frenzy x1.25, Wake x1.25 (Frenzy +3%, Wake +8%, a whorl 1 roll in 2)591
Cursed BarnacleAttack +11%, Health +11%, Scar +0.2%, Split +15%, Split x1.25, Scar x1.25 (Scar +0.2%, Split +15%, a whorl 1 roll in 2)591
Gullmother’s PelletAttack +11%, Health +11%, Drink +3%, Second bite +5%, Drink x1.25, Second bite x1.25 (Drink +3%, Second bite +5%, a whorl 1 roll in 2)591
Bloodworm CaskAttack +11%, Health +11%, Gill +0.2%, Chum +5%, Gill x1.25, Chum x1.25 (Gill +0.2%, Chum +5%, a whorl 1 roll in 2)591
Hoarfrost FangAttack +11%, Elemental +11%, Seam +3%, Rime +16%, Seam x1.25, Rime x1.25 (Seam +3%, Rime +16%, a whorl 1 roll in 2)591
Tidecaller’s PrismAttack +11%, Elemental +11%, Second bite +5%, Gap +12%, Second bite x1.25 (Second bite +5%, Gap +12%, a whorl 1 roll in 2)591
Brine’s End EmberAttack +11%, Elemental +11%, Salt +10%, Wrack +10%, Wrack x1.25, Salt x1.25 (Salt +10%, Wrack +10%, a whorl 1 roll in 2)591
The SnapDefence +11%, Speed +11%, Snapback +16%, Ebb +8%, Snapback x1.25, Ebb x1.25 (Snapback +16%, Ebb +8%, a whorl 1 roll in 2)591
Even KeelDefence +11%, Speed +11%, Ballast +13%, Trim +3%, Ballast x1.25, Trim x1.25 (Ballast +13%, Trim +3%, a whorl 1 roll in 2)591
Undertow Choir HymnalDefence +11%, Speed +11%, Turn +5%, Riptide +5%, Riptide x1.25, Turn x1.25 (Turn +5%, Riptide +5%, a whorl 1 roll in 2)591
Spined BallastDefence +11%, Health +11%, Swell +10%, Urchin +6%, Urchin x1.25, Swell x1.25 (Swell +10%, Urchin +6%, a whorl 1 roll in 2)591
Mermaid’s TearDefence +11%, Health +11%, Drink +3%, Turn +5%, Drink x1.25, Turn x1.25 (Drink +3%, Turn +5%, a whorl 1 roll in 2)591
The Old HullDefence +11%, Health +11%, Scar +0.2%, Barnacle +16%, Scar x1.25, Barnacle x1.25 (Scar +0.2%, Barnacle +16%, a whorl 1 roll in 2)591
Abyssal CarapaceDefence +11%, Elemental +11%, Barnacle +16%, Gap +12%, Barnacle x1.25 (Barnacle +16%, Gap +12%, a whorl 1 roll in 2)591
The Clam’s AnswerDefence +11%, Elemental +11%, Shut +8%, Bloom +6%, Shut x1.25, Bloom x1.25 (Shut +8%, Bloom +6%, a whorl 1 roll in 2)591
Sluice Gate RustDefence +11%, Elemental +11%, Urchin +6%, Etch +13%, Etch x1.25, Urchin x1.25 (Urchin +6%, Etch +13%, a whorl 1 roll in 2)591
First Wreck FigureheadSpeed +11%, Health +11%, Swell +10%, Bore +8%, Bore x1.25, Swell x1.25 (Swell +10%, Bore +8%, a whorl 1 roll in 2)591
Mudge’s PuddleSpeed +11%, Health +11%, Gill +0.2%, Ebb +8%, Gill x1.25, Ebb x1.25 (Gill +0.2%, Ebb +8%, a whorl 1 roll in 2)591
Running Tide FloatSpeed +11%, Health +11%, Drink +3%, Wake +8%, Wake x1.25, Drink x1.25 (Drink +3%, Wake +8%, a whorl 1 roll in 2)591
Siren’s LamentSpeed +11%, Elemental +11%, Slack +6%, Sting +12%, Slack x1.25 (Slack +6%, Sting +12%, a whorl 1 roll in 2)591
Maelstrom SplinterSpeed +11%, Elemental +11%, Riptide +5%, Wrack +10%, Riptide x1.25, Wrack x1.25 (Riptide +5%, Wrack +10%, a whorl 1 roll in 2)591
Kalandra’s Bone NeedleSpeed +11%, Elemental +11%, Trim +3%, Gap +12%, Trim x1.25 (Trim +3%, Gap +12%, a whorl 1 roll in 2)591
Hard Water KettleHealth +11%, Elemental +11%, Siphon +13%, Etch +13%, Siphon x1.25, Etch x1.25 (Siphon +13%, Etch +13%, a whorl 1 roll in 2)591
The Drowned Bell’s TongueHealth +11%, Elemental +11%, Roe +16%, Bloom +6%, Bloom x1.25, Roe x1.25 (Roe +16%, Bloom +6%, a whorl 1 roll in 2)591
Deepcold MusselHealth +11%, Elemental +11%, Scar +0.2%, Rime +16%, Scar x1.25, Rime x1.25 (Scar +0.2%, Rime +16%, a whorl 1 roll in 2)591
Corker’s Pickling JarAttack +11%, Brine damage +10 and +12%, Salt +10%, Etch +13%, Etch x1.25, Salt x1.25 (Salt +10%, Etch +13%, a whorl 1 roll in 2)591
Leviathan’s FrostheartSpeed +11%, Frost damage +10 and +12%, Ebb +8%, Rime +16%, Rime x1.25, Ebb x1.25 (Ebb +8%, Rime +16%, a whorl 1 roll in 2)591
Wickhouse Lightning GlassHealth +11%, Storm damage +10 and +12%, Gill +0.2%, Bloom +6%, Bloom x1.25, Gill x1.25 (Gill +0.2%, Bloom +6%, a whorl 1 roll in 2)591
Hollow Grotto LanternDefence +11%, Brine resistance +12 and +12%, Turn +5%, Sting +12%, Turn x1.25 (Turn +5%, Sting +12%, a whorl 1 roll in 2)591
Elder Silt’s MufflerHealth +11%, Frost resistance +12 and +12%, Swell +10%, Rime +16%, Swell x1.25, Rime x1.25 (Swell +10%, Rime +16%, a whorl 1 roll in 2)591
Old Thumb’s NailAttack +11%, Sting +20%, Chum +5%, Wrack +10%, Chum x1.25, Wrack x1.25 (Sting +20%, Chum +5%, Wrack +10%, a whorl 1 roll in 2)591

Mythic

30 charms
Every mythic charm with its effects and drop data
ItemEffects (level 0)Min levelWeight
Poseidon’s BlessingAttack +11%, Defence +11%, Speed +11%, Seam +4%, Turn +6%, Trim +3%, Seam x1.28, Turn x1.28, Trim x1.28 (Seam +4%, Turn +6%, Trim +3%, draws a whorl)851
Anvilback’s DoorstopAttack +11%, Defence +11%, Speed +11%, Salt +11%, Ballast +14%, Slack +7%, Ballast x1.28, Slack x1.28, Salt x1.28 (Salt +11%, Ballast +14%, Slack +7%, draws a whorl)851
The Moray’s ReachAttack +11%, Defence +11%, Speed +11%, Second bite +6%, Snapback +18%, Riptide +5%, Riptide x1.28, Second bite x1.28, Snapback x1.28 (Second bite +6%, Snapback +18%, Riptide +5%, draws a whorl)851
Butcher’s Tide BeadAttack +11%, Defence +11%, Health +11%, Roe +18%, Chum +6%, Ballast +14%, Chum x1.28, Ballast x1.28, Roe x1.28 (Roe +18%, Chum +6%, Ballast +14%, draws a whorl)851
Crown of SpinesAttack +11%, Defence +11%, Health +11%, Swell +11%, Salt +11%, Urchin +7%, Urchin x1.28, Swell x1.28, Salt x1.28 (Swell +11%, Salt +11%, Urchin +7%, draws a whorl)851
Old Thumb’s KnuckleboneAttack +11%, Defence +11%, Health +11%, Drink +4%, Seam +4%, Turn +6%, Drink x1.28, Seam x1.28, Turn x1.28 (Drink +4%, Seam +4%, Turn +6%, draws a whorl)851
Tooth of the WardenAttack +11%, Defence +11%, Elemental +11%, Second bite +6%, Snapback +18%, Wrack +11%, Second bite x1.28, Snapback x1.28, Wrack x1.28 (Second bite +6%, Snapback +18%, Wrack +11%, draws a whorl)851
Brine’s End CrustAttack +11%, Defence +11%, Elemental +11%, Salt +11%, Barnacle +18%, Etch +15%, Barnacle x1.28, Etch x1.28, Salt x1.28 (Salt +11%, Barnacle +18%, Etch +15%, draws a whorl)851
Maw of the MaelstromAttack +11%, Defence +11%, Gap +30%, Frenzy +3%, Turn +6%, Etch +15%, Etch x1.28, Frenzy x1.28, Turn x1.28 (Gap +30%, Frenzy +3%, Turn +6%, Etch +15%, draws a whorl)851
Kraken’s EyeAttack +11%, Speed +11%, Health +11%, Drink +4%, Split +17%, Wake +10%, Split x1.28, Wake x1.28, Drink x1.28 (Drink +4%, Split +17%, Wake +10%, draws a whorl)851
Petrel’s HeartAttack +11%, Speed +11%, Health +11%, Gill +0.2%, Frenzy +3%, Ebb +9%, Ebb x1.28, Frenzy x1.28, Gill x1.28 (Gill +0.2%, Frenzy +3%, Ebb +9%, draws a whorl)851
Undertow Choir’s BreathAttack +11%, Speed +11%, Health +11%, Swell +11%, Split +17%, Slack +7%, Swell x1.28, Slack x1.28, Split x1.28 (Swell +11%, Split +17%, Slack +7%, draws a whorl)851
The Rimed EyeAttack +11%, Speed +11%, Frost damage +16 and +16%, Seam +4%, Trim +3%, Rime +18%, Seam x1.28, Trim x1.28, Rime x1.28 (Seam +4%, Trim +3%, Rime +18%, draws a whorl)851
The Siren Queen’s VoiceAttack +11%, Speed +11%, Elemental +11%, Second bite +6%, Bore +10%, Bloom +7%, Bore x1.28, Second bite x1.28, Bloom x1.28 (Second bite +6%, Bore +10%, Bloom +7%, draws a whorl)851
Lantern Cheat’s WickAttack +11%, Speed +11%, Elemental +11%, Salt +11%, Slack +7%, Etch +15%, Etch x1.28, Salt x1.28, Slack x1.28 (Salt +11%, Slack +7%, Etch +15%, draws a whorl)851
Mudge’s Bad MoodAttack +11%, Health +11%, Elemental +11%, Roe +18%, Frenzy +3%, Sting +14%, Frenzy x1.28, Roe x1.28 (Roe +18%, Frenzy +3%, Sting +14%, draws a whorl)851
Gullmother’s GizzardAttack +11%, Health +11%, Elemental +11%, Siphon +15%, Chum +6%, Wrack +11%, Siphon x1.28, Wrack x1.28, Chum x1.28 (Siphon +15%, Chum +6%, Wrack +11%, draws a whorl)851
Rust of the SluiceAttack +11%, Health +11%, Brine damage +16 and +16%, Drink +4%, Salt +11%, Etch +15%, Etch x1.28, Salt x1.28, Drink x1.28 (Drink +4%, Salt +11%, Etch +15%, draws a whorl)851
Snap of the DeepDefence +11%, Speed +11%, Health +11%, Scar +0.2%, Snapback +18%, Riptide +5%, Snapback x1.28, Riptide x1.28, Scar x1.28 (Scar +0.2%, Snapback +18%, Riptide +5%, draws a whorl)851
Drowned Bell’s ClapperDefence +11%, Speed +11%, Health +11%, Swell +11%, Ballast +14%, Slack +7%, Slack x1.28, Swell x1.28, Ballast x1.28 (Swell +11%, Ballast +14%, Slack +7%, draws a whorl)851
Elder Silt’s LedgerDefence +11%, Speed +11%, Health +11%, Gill +0.2%, Shut +9%, Ebb +9%, Gill x1.28, Shut x1.28, Ebb x1.28 (Gill +0.2%, Shut +9%, Ebb +9%, draws a whorl)851
Wrack’s Lightning RodDefence +11%, Speed +11%, Storm resistance +18 and +16%, Barnacle +18%, Wake +10%, Bloom +7%, Barnacle x1.28, Wake x1.28, Bloom x1.28 (Barnacle +18%, Wake +10%, Bloom +7%, draws a whorl)851
The Sixth ArmDefence +11%, Speed +11%, Elemental +11%, Turn +6%, Riptide +5%, Gap +14%, Riptide x1.28, Turn x1.28 (Turn +6%, Riptide +5%, Gap +14%, draws a whorl)851
Deepcold SplinterDefence +11%, Speed +11%, Elemental +11%, Ballast +14%, Trim +3%, Rime +18%, Rime x1.28, Ballast x1.28, Trim x1.28 (Ballast +14%, Trim +3%, Rime +18%, draws a whorl)851
The Last Tortoise’s ShellDefence +11%, Health +11%, Brine resistance +18 and +16%, Swell +11%, Shut +9%, Etch +15%, Shut x1.28, Swell x1.28, Etch x1.28 (Swell +11%, Shut +9%, Etch +15%, draws a whorl)851
The UnmovedDefence +11%, Health +11%, Elemental +11%, Gill +0.2%, Barnacle +18%, Rime +18%, Barnacle x1.28, Rime x1.28, Gill x1.28 (Gill +0.2%, Barnacle +18%, Rime +18%, draws a whorl)851
Siltbloom SporeDefence +11%, Health +11%, Elemental +11%, Roe +18%, Urchin +7%, Bloom +7%, Bloom x1.28, Roe x1.28, Urchin x1.28 (Roe +18%, Urchin +7%, Bloom +7%, draws a whorl)851
The Running Tide’s HeelSpeed +11%, Health +11%, Elemental +11%, Drink +4%, Bore +10%, Wrack +11%, Bore x1.28, Drink x1.28, Wrack x1.28 (Drink +4%, Bore +10%, Wrack +11%, draws a whorl)851
What the Trench KeptSpeed +11%, Health +11%, Elemental +11%, Scar +0.2%, Riptide +5%, Sting +14%, Scar x1.28, Riptide x1.28 (Scar +0.2%, Riptide +5%, Sting +14%, draws a whorl)851
Kraken’s InkSpeed +11%, Health +11%, Sting +30%, Siphon +15%, Slack +7%, Wrack +11%, Wrack x1.28, Slack x1.28, Siphon x1.28 (Sting +30%, Siphon +15%, Slack +7%, Wrack +11%, draws a whorl)851

Legendary

24 charms
Every legendary charm with its effects and drop data
ItemEffects (level 0)Min levelWeight
The Cockle of KalandraAttack +14%, Defence +14%, Speed +14%, Health +14%, Seam +4%, Split +19%, Turn +7%, Wake +11%, Seam x1.3, Split x1.3, Turn x1.3, Wake x1.3 (Seam +4%, Split +19%, Turn +7%, Wake +11%, draws a whorl)1301
The Snapper’s TideAttack +14%, Defence +14%, Speed +14%, Health +14%, Scar +0.3%, Salt +12%, Snapback +20%, Ebb +10%, Snapback x1.3, Salt x1.3, Ebb x1.3, Scar x1.3 (Scar +0.3%, Salt +12%, Snapback +20%, Ebb +10%, draws a whorl)1301
The SlipstreamAttack +14%, Defence +14%, Speed +14%, Health +14%, Swell +12%, Second bite +7%, Turn +7%, Wake +11%, Wake x1.3, Second bite x1.3, Turn x1.3, Swell x1.3 (Swell +12%, Second bite +7%, Turn +7%, Wake +11%, draws a whorl)1301
The First BreathAttack +14%, Defence +14%, Speed +14%, Health +14%, Drink +4%, Frenzy +4%, Shut +10%, Trim +3%, Drink x1.3, Frenzy x1.3, Shut x1.3, Trim x1.3 (Drink +4%, Frenzy +4%, Shut +10%, Trim +3%, draws a whorl)1301
The First FrostAttack +14%, Defence +14%, Speed +14%, Elemental +14%, Seam +4%, Ballast +16%, Trim +3%, Rime +20%, Seam x1.3, Ballast x1.3, Trim x1.3, Rime x1.3 (Seam +4%, Ballast +16%, Trim +3%, Rime +20%, draws a whorl)1301
The First SpineAttack +14%, Defence +14%, Speed +14%, Elemental +14%, Chum +7%, Urchin +8%, Slack +8%, Wrack +12%, Urchin x1.3, Chum x1.3, Slack x1.3, Wrack x1.3 (Chum +7%, Urchin +8%, Slack +8%, Wrack +12%, draws a whorl)1301
The Quickening BeadAttack +14%, Defence +14%, Speed +14%, Elemental +14%, Frenzy +4%, Snapback +20%, Bore +11%, Bloom +8%, Bore x1.3, Frenzy x1.3, Snapback x1.3, Bloom x1.3 (Frenzy +4%, Snapback +20%, Bore +11%, Bloom +8%, draws a whorl)1301
Heart of HoarfrostAttack +14%, Defence +14%, Speed +14%, Elemental +14%, Seam +4%, Ballast +16%, Ebb +10%, Rime +20%, Rime x1.3, Seam x1.3, Ballast x1.3, Ebb x1.3 (Seam +4%, Ballast +16%, Ebb +10%, Rime +20%, draws a whorl)1301
The Butcher’s OathAttack +14%, Defence +14%, Health +14%, Elemental +14%, Roe +20%, Chum +7%, Urchin +8%, Etch +17%, Chum x1.3, Urchin x1.3, Roe x1.3, Etch x1.3 (Roe +20%, Chum +7%, Urchin +8%, Etch +17%, draws a whorl)1301
The Sea Urchin’s OathAttack +14%, Defence +14%, Health +14%, Elemental +14%, Gill +0.2%, Salt +12%, Urchin +8%, Gap +15%, Urchin x1.3, Salt x1.3, Gill x1.3 (Gill +0.2%, Salt +12%, Urchin +8%, Gap +15%, draws a whorl)1301
The Gullmother’s CropAttack +14%, Defence +14%, Health +14%, Elemental +14%, Siphon +17%, Split +19%, Ballast +16%, Etch +17%, Siphon x1.3, Split x1.3, Ballast x1.3, Etch x1.3 (Siphon +17%, Split +19%, Ballast +16%, Etch +17%, draws a whorl)1301
The Choir’s Third KeyAttack +14%, Defence +14%, Health +14%, Elemental +14%, Gill +0.2%, Seam +4%, Turn +7%, Sting +15%, Seam x1.3, Turn x1.3, Gill x1.3 (Gill +0.2%, Seam +4%, Turn +7%, Sting +15%, draws a whorl)1301
The First WoundAttack +14%, Speed +14%, Health +14%, Elemental +14%, Roe +20%, Salt +12%, Riptide +6%, Wrack +12%, Salt x1.3, Riptide x1.3, Roe x1.3, Wrack x1.3 (Roe +20%, Salt +12%, Riptide +6%, Wrack +12%, draws a whorl)1301
The Lantern Cheat’s LeadAttack +14%, Speed +14%, Health +14%, Elemental +14%, Swell +12%, Second bite +7%, Bore +11%, Gap +15%, Bore x1.3, Second bite x1.3, Swell x1.3 (Swell +12%, Second bite +7%, Bore +11%, Gap +15%, draws a whorl)1301
Old Thumb’s KnuckleAttack +14%, Speed +14%, Health +14%, Elemental +14%, Scar +0.3%, Frenzy +4%, Ebb +10%, Wrack +12%, Scar x1.3, Frenzy x1.3, Ebb x1.3, Wrack x1.3 (Scar +0.3%, Frenzy +4%, Ebb +10%, Wrack +12%, draws a whorl)1301
The Star’s Sixth ArmAttack +14%, Speed +14%, Health +14%, Elemental +14%, Roe +20%, Second bite +7%, Slack +8%, Bloom +8%, Bloom x1.3, Second bite x1.3, Slack x1.3, Roe x1.3 (Roe +20%, Second bite +7%, Slack +8%, Bloom +8%, draws a whorl)1301
The First StillnessDefence +14%, Speed +14%, Health +14%, Elemental +14%, Swell +12%, Ballast +16%, Ebb +10%, Rime +20%, Ballast x1.3, Ebb x1.3, Swell x1.3, Rime x1.3 (Swell +12%, Ballast +16%, Ebb +10%, Rime +20%, draws a whorl)1301
Corker’s Last DeliveryDefence +14%, Speed +14%, Health +14%, Elemental +14%, Gill +0.2%, Barnacle +20%, Riptide +6%, Sting +15%, Riptide x1.3, Barnacle x1.3, Gill x1.3 (Gill +0.2%, Barnacle +20%, Riptide +6%, Sting +15%, draws a whorl)1301
The Old Hull’s OathDefence +14%, Speed +14%, Health +14%, Elemental +14%, Siphon +17%, Barnacle +20%, Ebb +10%, Gap +15%, Siphon x1.3, Barnacle x1.3, Ebb x1.3 (Siphon +17%, Barnacle +20%, Ebb +10%, Gap +15%, draws a whorl)1301
Fathom’s Cold WickDefence +14%, Speed +14%, Health +14%, Elemental +14%, Swell +12%, Shut +10%, Trim +3%, Rime +20%, Rime x1.3, Shut x1.3, Trim x1.3, Swell x1.3 (Swell +12%, Shut +10%, Trim +3%, Rime +20%, draws a whorl)1301
Anvilback’s Brine BottleAttack +14%, Speed +14%, Health +14%, Brine damage +24 and +20%, Drink +4%, Salt +12%, Wake +11%, Etch +17%, Etch x1.3, Salt x1.3, Wake x1.3, Drink x1.3 (Drink +4%, Salt +12%, Wake +11%, Etch +17%, draws a whorl)1301
The Threefold TideDefence +14%, Speed +14%, Health +14%, Storm resistance +26 and +20%, Gill +0.2%, Turn +7%, Riptide +6%, Bloom +8%, Bloom x1.3, Turn x1.3, Gill x1.3, Riptide x1.3 (Gill +0.2%, Turn +7%, Riptide +6%, Bloom +8%, draws a whorl)1301
The Midnight PhialDefence +14%, Speed +14%, Health +14%, Sting +40%, Scar +0.3%, Barnacle +20%, Ebb +10%, Rime +20%, Rime x1.3, Ebb x1.3, Barnacle x1.3, Scar x1.3 (Sting +40%, Scar +0.3%, Barnacle +20%, Ebb +10%, Rime +20%, draws a whorl)1301
The Mended TridentAttack +14%, Defence +14%, Speed +14%, Gap +40%, Chum +7%, Snapback +20%, Bore +11%, Wrack +12%, Wrack x1.3, Chum x1.3, Bore x1.3, Snapback x1.3 (Gap +40%, Chum +7%, Snapback +20%, Bore +11%, Wrack +12%, draws a whorl)1301

Primordial

9 charms
Every primordial charm with its effects and drop data
ItemEffects (level 0)Min levelWeight
UnknownNot found yet.3001
UnknownNot found yet.3001
UnknownNot found yet.3001
UnknownNot found yet.3001
UnknownNot found yet.3001
UnknownNot found yet.3001
UnknownNot found yet.3001
UnknownNot found yet.3001
UnknownNot found yet.3001

Tidebound

10 charms
Every tidebound charm with its effects and drop data
ItemEffects (level 0)Min levelWeight
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake
UnknownNot found yet.401
Tide keepsake

Every effect grows as the charm is wakened. See Elements for what elemental damage, resistance, Gap and omni do in a fight.