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Dawn of Eden / Wiki

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 →