Low WaterSEASON 1 GUIDEPlay

The raid

Each week one Stranded comes to the Wall. Everyone fights the same boss, and all damage fills one community bar.

The day

Your party

Controls

Every strike goes through a timing meter. You press, and the server grades the press: your result is checked against the meter the server issued, so it cannot be faked.

Move Perfect Good Glance / Miss
Strike (steady) x1.10 x1.00 Glance x0.85
Push (faster meter, narrower zones) x1.30 x1.00 Miss x0.50
Skill (once per hero per day) class effect, see Heroes

Auto plays every strike you have left today, each at x0.968 (88% of a Perfect Strike). Unused skills fire on the first Auto strike. Read stays an automatic Perfect; Brace and Arc do nothing under Auto, since there is no meter.

Damage

A bare hit is 1,000 units, then multiplied by matches: weak Class x1.30, resisted Class x0.75, matching the day's weak Element x1.30, Element advantage over the boss x1.12 (or x0.88), class effects, equipment and timing. Subject to change.

The boss's counter-attack (every 4 strikes) is for show only and never changes damage.

Winning a week

If the community's damage reaches the boss's HP by the end of day 7, every wallet that struck on at least 3 days that week receives: - the boss's Scale; - Sound items from the boss's pool: 2 in the Hullback prologue, 1 in later weeks. Which ones is picked by a public formula from the boss and your wallet; - Shell 6.

Every day you strike also pays Driftwood 4, plus Shell 1 on days 6 and 7.

Losing a week

The Stranded is guided back all the same. Only that week's Scale is not given. No hero, item, XP, badge or title is ever taken.