Hardpoints & Pearls
Every part you own carries sockets cut into its plating. Unlock one, fit a graded Pearl into it, and it grants a real stat bonus on the spot — no roll involved, same as it’s always worked. Fusion is the one door in this chapter that rolls real dice: a disclosed 50/50 that can end with three Pearls and a fee gone and nothing to show for them. Press F to open the Pearls tab and see all of it.
01 The Pearls tab
The Console’s Pearls tab — Ffrom anywhere in the water — is one screen for the whole system: every hardpoint on every part you own, your loose Pearl tray, your pearl-dust balance, and however many Luck Potions you’re holding. Sockets are drawn on any part that has them, locked or not, so you always know a plate or a claw has room cut into it even before you’ve paid to open the socket up.
From there the loop is the same regardless of which hardpoint you’re working: unlock it, fit a loose Pearl into it, and — once three matching Pearls are banked — walk one to the fusion apparatus. A socketed Pearl can also be refined, climbing its own +0-to-+10 ladder independent of whether you ever fuse anything at all.
02 Hardpoints — sockets cut into your gear
Any part you own carries Hardpoints — the count fixed by that part’s own rarity tier, from a single socket on Coastal gear up to three on a Leviathan-grade part. A Hardpoint starts locked; unlocking one costs a flat sum of crystals, paid once, never rolled for, and steeper the deeper the part’s own tier reaches:
Unlocking is one-and-done and never a gamble — the only thing standing between you and an open socket is whether you can afford the crystals.
03 Five Pearl families, five tiers each
A Pearl fits into an unlocked Hardpoint and grants one stat bonus, graded across the same five rarity bands as everything else in the water. Twenty-five Pearls exist in the catalog — five families, one row per rarity tier apiece — and every number below is what a freshly socketed Pearl grants before any Refinement:
Twenty-five Pearls, five families by five tiers
| Pearl | Coastal | Twilight | Midnight | Abyssal | Leviathan |
|---|---|---|---|---|---|
| Bounty PearlYield | +3% | +6% | +10% | +16% | +25% |
| Current PearlSpeed | +8 | +16 | +28 | +44 | +65 |
| Lumen PearlLight radius | +15 | +30 | +50 | +75 | +110 |
| Hold PearlFleet Haul (offline dispatch ceiling) | +10 | +20 | +35 | +55 | +80 |
| Fortune PearlLuck | +0.02 | +0.04 | +0.07 | +0.11 | +0.16 |
Pearls are earned, never sold — a creature, a hostile kill, a Breachstone wave, never a price tag. That rule is already true of everything else earnable in the water; Pearls aren’t the exception.
04 Fusion — a real, disclosed gamble
Fusion trades three loose Pearls of the same family at the same tier for a shot at one Pearl of that family at the next tier up. Say the odds plainly, because this is the whole point of the system: it is a coin flip, exactly 50/50, the same number for every pilot and every recipe. Nothing anyone can buy moves that base number — only another attempt, or a Luck Potion loaded into this one attempt, ever changes it.
What one attempt actually stakes
- Three Pearls, one recipe.A Coastal Current Pearl fuses only with other Coastal Current Pearls — a family’s ladder never crosses into another family’s, and Leviathan is the ceiling: there’s no tier above it to fuse into.
- A steep crystal fee, charged either way. Win or lose, the fee below is spent the moment you press the apparatus — never refunded, never waived.
- The stake is gone on a miss.All three Pearls and the fee are consumed whether the roll wins or loses. A losing attempt does not return your Pearls for another try — they’re gone, on purpose, so the water keeps being worth diving back into.
| Tier fused | Fee to attempt |
|---|---|
| Coastal | 400 crystals |
| Twilight | 1,200 crystals |
| Midnight | 3,600 crystals |
| Abyssal | 11,000 crystals |
| Leviathan | — (nothing to fuse into) |
These are the real, re-based fees — no longer a placeholder. Fusion is now the single steepest recurring crystal sink in the game: a miss burns the fee and the three staked Pearls both, so a long push up any one family’s ladder means paying this fee again, and again.
A missed Fusion is a real loss. Your three Pearls do not come back.
05 Refinement — the fair-line ladder, +1 through +10
A socketed Pearl starts at +0 and refines up to +10, each level scaling its magnitude by another 15% — a fully refined +10 Pearl grants 2.5× what it did fresh out of the water. Refinement is a separate ladder from Fusion’s gamble above, and it plays by a different set of rules entirely. Every attempt, win or lose, spends crystals up front; the published odds and price both steepen with the climb:
The published Refinement odds, +1 through +10
| Refine to | Odds | Attempt cost | Miss refund | Buy-out |
|---|---|---|---|---|
| +1 | 100% | 20 crystals | never fails | — |
| +2 | 100% | 61 crystals | never fails | — |
| +3 | 100% | 116 crystals | never fails | — |
| +4 | 100% | 184 crystals | never fails | — |
| +5 | 100% | 263 crystals | never fails | — |
| +6 | 70% | 352 crystals | 36 dust | — |
| +7 | 60% | 450 crystals | 42 dust | — |
| +8 | 50% | 557 crystals | 48 dust | — |
| +9 | 25% | 673 crystals | 54 dust | 260 dust |
| +10 | 15% | 796 crystals | 60 dust | 520 dust |
+1 through +5 never actually roll the dice — they succeed outright, every time. The real odds only start at +6.
A failed refine will never destroy or downgrade your Pearl. Not once, not at any level.