
Glossary
The game uses a few words of its own. Here is what each of them means, and where to read more.
- Affix
- One line of stats on an item. How many an item can carry, and how high they go, is what its rarity decides.
- Arena ticket
- What an arena fight costs beside the gold stake. They refill on their own, at the same speed for everyone, and cannot be bought.
- Block
- A hit stopped dead by your off-hand. You take nothing at all, and your armour never comes into it.
- Boss
- The named thing at the end of a tier. Killing one is what advances you.
- Cache
- A sealed reward you have earned and can open whenever you like. It carries the difficulty it was won at, so an old one opened late pays what it was worth then.
- Coffer
- Everything you are carrying that is not an item: gold, tokens, reagents, materials. It is a ledger, not a bag, so it never runs out of room.
- Conquest star
- The permanent mark a difficulty earns the first time you clear its final tier. There are a hundred of them.
- Division
- The band of arena ladder you race in for the week, drawn around your rating. Each division pays its own winners, so every band has a race worth running.
- Dodge
- A hit avoided entirely. It is rolled before anything else, so armour is irrelevant on a blow you dodged, and it stops paying past its cap.
- Echo
- An item that echoed to you rather than dropping. Off another player it is a copy stamped with their name. They keep theirs.
- Echo Arena
- The fight you choose. Stake gold, pick an opponent off the Challenge Board, and fight a copy of their fighter for Glory. Nothing outside it is ever at risk.
- Elite
- A tougher-than-usual monster that turns up unannounced. Worth more than what it interrupted.
- Fatigue
- The clock that ends a run on its own. It only ever counts down, at the same rate for everyone, and no fight makes it worse.
- Focus
- Tapping a piece of the enemy's gear to raise its echo chance at the cost of every other slot's. It moves your odds rather than adding to them, and only a player who is watching has it.
- Foresight
- The heavy blow you are shown coming in a duel, and the tap that turns it aside. The answer lands when the two lights meet. Reacting to them appearing is too early.
- Gilding
- The grades a conquest star climbs as you push a difficulty past its first clear. Each grade pays a cache, so a difficulty you have already beaten still pays to replay.
- Glory
- What the arena's weekly ladder counts. It only ever goes up, every fight pays at least a little, and it returns to nothing when the week resets.
- Graze
- A blow that half-lands. Not a miss and not a hit. You take part of it.
- Item Power
- The single number that answers 'is this stronger'. It accounts for depth, so it can be compared across zones. Stars cannot.
- Kill effect
- A cosmetic restyle of how things die, bought with PvP tokens. It plays everywhere, not only against players, and it changes nothing about the fight.
- Magic Find
- Your chance of coming away with something. It improves the odds of an item echoing to you, including off another player. It does not change the quality of what arrives.
- Marked
- The seal on one poster of every Challenge Board, placed at random. Beating a Marked opponent pays double Glory.
- Nameplate
- The name over a monster. Several nameplates can belong to the same creature, so the picture is the reliable part.
- PK rating
- How feared you are, starting at a thousand. It is a reputation rather than a skill score, and hunting people below you barely moves it.
- Potion belt
- Five shortcuts under the arena so you can drink without opening your bag. A slot holds a recipe, so a tap always drinks the best bottle you have of it.
- PvP token
- What a win over another player pays. It buys appearance at the Gravekeeper: kill effects, titles and frames. It never buys power.
- Rarity
- An item's colour. It sets how many stats a piece carries and how high they can reach. It is a ceiling and not a floor, so a fine rare can beat a poor legendary.
- Reagent
- A brewing ingredient, picked up by spending a run gathering. Which one you get depends entirely on where you went.
- Resonance
- How everything is acquired in this world. Gear does not drop off a corpse. It echoes to the winner, which is why an item can carry the name of the person you took it from.
- Salvage
- Breaking gear down for materials instead of gold. What you do with everything the Forge is going to eat.
- Session
- One run, from pressing Adventure to coming home. It ends when your fatigue runs out or you die. Everything you gathered comes back with you either way.
- Stars
- How well a piece rolled for what it is. Luck, not strength: a one-star item from deep in the world can be far better than a five-star one from the first zone.
- Tier
- A rung within a difficulty, climbed by killing its boss. How deep you have pushed is what most of the game scales against.
- Vault
- Storage in town for items and gold you want kept. Unlike your bag, nothing in it is ever pushed out to make room.