Glossary
The same definitions you see in the game's tooltips.
- Agility
- Powers blades, bows and rifles. Also gives crit (0.25% a point) and dodge (0.15% a point).
- Armor
- Reduces the damage you take from every hit. Heavier armor gives more.
- Armor sets
- Wear 2 or 4 pieces of the same set for bonus stats and armor. There is a plate, leather and woven set every two levels.
- Bleed
- Takes damage at the start of each turn.
- Burn
- Takes fire damage at the start of each turn.
- Champion
- A tougher version of a monster with a special trait. Worth 3× XP and Scrip, and always drops a bonus piece of gear.
- Common
- Everyday gear and goods. Common gear has a small chance of 1 enchantment.
- Critical hits
- Chance to hit for extra damage. Rises with Agility and some gear. Capped at 45%.
- Damage
- Your weapon's range, plus half your main stat. Skills multiply it.
- Dodge
- Chance to avoid a hit completely. Rises with Agility and some gear. Capped at 35%.
- Empowered
- Deals 30% more damage.
- Enchantments
- Random bonuses on dropped gear (a prefix and a suffix). Reforge them at a forge with Essence.
- Energy
- Skills cost energy. It refills a little every fight round and quickly when you rest.
- Epic
- Top-tier gear: dungeon bosses, special sets and the finest crafting. 2 enchantments.
- Evasive
- +30% chance to dodge.
- Experience
- Earned from monsters, quests and gathering. Each level gives 3 stat points and sometimes a new skill. The level cap is 40.
- Festival tokens
- Earned during festivals from festive monsters, any kill near your level, and the festival daily quest. Spend them at the festival vendor.
- Guarded
- Takes 40% less damage.
- Health
- When it hits zero you fall and wake at your respawn point. It comes back over time, faster when you rest.
- Intellect
- Powers gadgets, vines and rot: Tinker, Rootcaller and Blightbinder skills.
- Legendary
- One of a kind. Monster signature gear has fixed stats that beat anything else at its level. Can't be sold on the market.
- Lifesteal
- Heals you for a share of the damage you deal.
- Loot lockout
- Each dungeon boss can drop its loot for you once per lockout (20 hours, or a week for the raid). Quest items still drop.
- Mythic
- The rarest of all: signature gear from bosses. Fixed stats, best in class. Can't be sold on the market.
- Mythic difficulty
- Tougher dungeons for level 40 parties: monsters hit harder and have more health, but drop better gear and Radiant Essence.
- Pets
- Very rare monster drops. Your pet helps in fights against monsters (never against players) and gives a small perk.
- Poison
- Takes damage at the start of each turn.
- Rare
- Hard to find. Rare gear drops with 1 or 2 enchantments.
- Regeneration
- Heals at the start of each turn.
- Rooted
- Can't flee the fight.
- Rot
- Damage over time that stacks: more rot, more damage.
- Safe room
- No monsters, no fighting. You can trade and use the market here.
- Scrip
- Eden's money. Earn it from monsters, quests and selling. Spend it at shops, the market, and on homes and repairs.
- Shield
- Absorbs incoming damage until it breaks.
- Signature gear
- Every monster hides one very rare piece of gear made for one class. Find it and its pet for that monster's title.
- Strength
- Powers hammers and Warden skills. Every point adds damage if it is your class's main stat.
- Stun
- Loses its next turn.
- Taunted
- Monsters must attack the one who taunted them.
- Uncommon
- Better than usual. Uncommon gear always drops with 1 enchantment.
- Vitality
- Health. Every point gives 4 more max health.
- Vulnerable
- Takes 25% more damage.
- Weakened
- Deals 30% less damage.
- Willpower
- Powers healing, songs and charms: Herbalist and Songweaver skills.
Game version 0.4.0 · this page is generated from the game's own data, so it is always current. Play free →