Home › Mechanics
Wild Water World Mechanics
Wild Water World mechanics pages explain how the game's systems work under the hood: the rules step by step, what each step costs, the formulas behind the numbers and a worked example.
All 16 Wild Water World mechanics pages
- Buildings, Population & Construction
How buildings unlock, why you must tap to finish construction, speedup costs (1.5 Diamonds a minute), and how population and its cap work.
- Collections & Museum: Stars, Sets and Treasure Hunt
How Collections and the Museum work: getting pieces, star and set costs, Collection Master caps, Booths, Popularity and Treasure Hunt grade odds.
- Combat & Damage: Formula, Crit, Armor, Overtime
How battles work in Wild Water World: the damage formula, Crit and Crit RES, Armor and RES, Dodge, faction bonus, Energy, time limits, PvP overtime and 2× speed.
- Fishing & Diving: Reeling In, Fishing Guide, Dives
How fishing and diving work in Wild Water World: reel-in timing, Fishing Guide points (only 6 tiers reachable), oxygen, Safes, Enhance and Auto.
- Gear Upgrades: Enhance, Star Up, Refine & Hone
Gear upgrades in Wild Water World: Enhancement Stone costs per level, Star Up and Hone for Exotic gear, Refine costs, and what dismantling refunds.
- Hero Badges & Exclusive Weapons
Badge slots, packs, Enhance EXP and Gold, Exotic badge Star Up, and Exclusive Weapons: forging at 15★, stars at 25★, 2,020 Fragments, skill unlock levels.
- Hero Stars & Skills
How hero stars work in Wild Water World: 25 stars, not 5, Fragment costs for every star, which star unlocks each skill, Skill Book costs and Advance.
- Marine Beasts: Breeding, Leveling, Star Up & Refine
How Marine Beasts work in Wild Water World: what each rarity can do, breeding and Breeding Level, Prep Rooms, level cap, Advance, Star Up, Refine and release.
- Ocean Trade Tycoon, Merchant Ships & Cargo Port
Ocean Trade Tycoon in Wild Water World: buying, selling, the 3–15% profit bonus, trading hours 10:00–22:00 UTC+9, Alliance Merchant Ships, Cargo Port.
- PvE Modes: Trial, Expedition, Extreme Trial, World Boss
Wild Water World PvE modes: when Trial, Expedition, Extreme Trial, World Boss and Mechanical Slug open, how many attempts you get, and what they pay.
- PvP: Arena, Point Match & Peak Clash
Wild Water World PvP: Arena (Lv.13), Cross-server Point Match (Lv.25) and Peak Clash. Tickets, costs, tiers, promotion, rewards and Peak Clash rules.
- Resident Requests: Rewards, Daily Limit & Refresh
How Resident Requests work: open at player level 2, pay Player EXP and Gold per item, 40 a day plus VIP and skin bonuses, and 6 to 45 daily tiers.
- Scavenging (Scavenger Ship) & Floating Debris
How scavenging runs work: only Plastic, Wood and Cloth Scraps, 100–800 capacity by Scavenging Level, bonus pickups, Auto, sharks, and deep-sea chests.
- Seasons: Level Caps, Unlock Days and What Resets
Wild Water World seasons: level cap 40 in Season 1, +10 each season to 100; which world day each feature opens; mid and final results; what resets.
- VIP Levels, Monthly Cards, Season Pass & AFK Limits
All 15 VIP levels with the VIP EXP each needs and what it unlocks, the two Monthly Cards, the Season Pass, and how AFK time and bonuses add up.
- World & Fleets: Gasoline, Durability and City War
How the World works in Wild Water World: entering it, Fleets I-III, Gasoline costs, durability and repairs, pirates, resource sites, City War and world days.
About the Wild Water World Mechanics
Each of the Wild Water World mechanics pages explains one system the way the game actually runs it: what happens when you press the button, what it costs at every step and the rules the game does not tell you. Numbers are for the global version of the game.
The pages cover combat and damage, hero stars and skills, gear upgrades, badges and Exclusive Weapons, Marine Beasts, buildings and population, Collections and the Museum, fishing and diving, scavenging, trade, Resident Requests, PvE and PvP modes, the World and fleets, seasons, and VIP.
