Updated 15 Sep 2026

Glossary

Every mechanic word the draft cards use, with what it means in the game's own numbers · 151 terms

151 terms
TermWhat it meansAlso written as
AffinityOne of the eight damage identities — Fire, Frost, Storm, Poison, Blood, Stone, Holy, Void — each with its own damage stat, status and payoff. An ability carries at most one; Attunement sets it.affinity, element, Element
Affinity PowerEvery ailment you inflict, of any element, is that much stronger. It adds to the element's own Effect stat before the sum multiplies the status's potency.Status Power
Affinity ResistanceResistance to the ailments enemies put on you (Burn, Chill and the rest): sums from gear and drafts and caps at 75%. Below the cap ailments on you are that much shorter and weaker; at 75% you are immune.
AreaMutation: +12% radius (beams +15%) and +12° of melee swing arc. Radius grows area with the square, so +12% radius is about +25% area.
ArmorRemoves armor ÷ (armor + 60 + 12 per Threat above 1) of each physical hit — diminishing, never a full block, and worth less as Threat climbs. Draft cards raise it as a percent of what gear gives.
Attack SpeedDivides Main and Special cast times (base 100%, cap 200%); Ultimate wind-ups keep theirs. Cast times round to whole ticks of 0.05 s afterwards.
AttunementConverts 100% of an ability slot's damage to one element (never added to the old one): it then scales with that element's damage stat, and only then do that element's status cards and payoff work on it. One Attunement per input; a weapon of an element attunes its slot too.Attune, Attunes, Attuned, attune, attuned, attunes
Auto-stepA melee Main with a hostile inside its auto-step range steps up to its auto-step distance toward it on release (inside the re-aim cone, never past the body, never through a wall), so the swing lands. The melee law gives every Main 1.5 u within 4.5 u.auto-step, auto-steps, blinks, blink
BeamA channelled line that ticks damage on everything along it (Aether Beam: 7 ticks, 12 pierce). Repeats on a beam are extra channel ticks; it builds Conduit on hit.beam, channel, channels
Beam PulsesA conduit staff kit line (Aether Beam only): +1 beam repeat per point (T7 and up give 2) — each channel press pulses one more time at the same 2-tick gap.
BleedBlood's status: up to 3 stacks, each ticking 12% of the applying hit every 0.4 s for 3 s — ×1.5 while the target moves. Exsanguinate consumes full stacks on a wounded target.Bleeding, Bleeds
BloodThe executioner's element: Blood hits can apply Bleed, and its payoff Exsanguinate finishes wounded, bleeding enemies and leeches.
BossBosses cannot be frozen, displaced or knocked back: control payoffs become Stagger plus a vulnerability window, and payoffs need the full stack cap on them.boss, bosses, Bosses
BrandHoly's mark: one Brand for 12 s that banks 20% of every hit on the target. When the target dies the bank heals allies within 5 units and refunds 5% of it as Ultimate meter (Release doubles both).Brands, Branded
Buildup meterChill, Crumble and Distortion fill a meter instead of stacking: each hit adds its share of the target's max health (elites need double), the meter decays between hits, and reaching the threshold fires the payoff. Duration bonuses fill it faster instead of lasting longer.buildup, Buildup, buildup meter
Built-in crit chanceCrit chance the ability itself adds to yours (Fang Flurry 6%, Skewer 10%, Shadowstep 15%); the Critical mutation adds 4 more.built-in crit chance, built-in crit
BurnFire's status: up to 5 stacks, each ticking 9% of the applying hit every 0.5 s for 4 s. A weaker application never overwrites a stronger stack. Ignite consumes full stacks.Burning, Burns
CapHard ceilings on the sheet: Crit Chance 100% (overflow → Crit Damage), Attack Speed and Cooldowns 200%, Move Speed +80%, Affinity Resistance 75% (immune), Dash Cooldown reduction 80%, Dash Charges +3, healing multiplier ×4.cap, capped, caps
CapstoneThe crown Major dealt at the top of the draft ladder — big unconditional stats or an element's finisher, once per life.capstone
Cast timeThe lock from press to release, in whole ticks of 0.05 s (Arc Bolt 6 ticks = 0.3 s). Attack Speed divides Main and Special casts; percent changes round to the nearest tick.cast time, wind-up, winds up
ChainAfter a hit the bolt jumps to the nearest untouched enemy in reach, once per chain jump; a chained bolt keeps its damage and statuses.chain, chains, chain jumps
ChillFrost's buildup meter: each Frost hit adds its share of the target's max health (22% fills it; elites need double, and at least 1.6 per hit so giants stay reachable). It slows up to 40% as it fills and decays 0.1 per tick; at full the target Freezes.Chilling, Chills
ComboA melee chassis that chains steps (Crescent Chain 3, Fang Flurry 3): the last step is the finisher, dealing its finisher percent of base damage (140% / 200%) over a wider arc.combo, finisher, combo finisher
ConduitAether Beam's resource: +10 per hit up to 100, kept between rooms. Held Conduit ramps beam damage (+8% per 25); Overload spends it for +3% damage per point.Conduit Charge
Contact damageDamage a dash deals to each enemy it crosses, as a percent of your Main's damage with its element (Driving Rush 50%, Affinity Dash 25%). On-dash statuses value their application at half your Main's damage.contact damage, contact hit, Contact
ContagionPoison's payoff (an upgrade unlocks it): when a Venomed enemy dies, every Venom stack on it is copied to up to 2 enemies within 4.5 units.
CooldownThe wait before a Special or Ultimate can be cast again, in ticks (Tome Pulse 90 = 4.5 s). Card percents change the base; the Cooldowns stat divides the result.cooldown, cooldowns
CooldownsThe stat that divides Special and Ultimate cooldowns: base 100%, cap 200% (a 4.5 s cooldown at 150% is 3 s). It does not touch the dash.Cooldown Recovery, Recovery
Crit ChanceHow often a hit is critical: base 5%, plus gear, drafts and the ability's built-in bonus. Caps at 100%; every 2 points past the cap become +1 point of Crit Damage.Critical Chance, crit chance, crit
Crit DamageWhat a critical hit deals as a percent of a normal hit: base 150%. Points add to that scale (+30 makes 180%), so it only pays on hits that crit.Critical Damage
CriticalMutation: +4% built-in crit chance on the ability (heals +5% heal power, wards +5% ward instead). Also the tag crit cards carry, which lets Critical-gated cards appear in later drafts.
CrumbleStone's buildup meter: each Stone hit adds its share of the target's max health (26% fills it; elites need double). It decays 0.08 per tick; at full the target is Sundered.
Damage poolPower Scaling, the ability's element damage (Fire Damage etc.) and Projectile Damage are added together once — damage = base × (1 + pool ÷ 100) — then crit multiplies. Percent damage on an ability multiplies its base before the pool.damage pool, ONE pool, one pool
DashThe boots' movement profile: standard 17 units/s for 4 ticks (0.2 s), 2.5 s cooldown, 1 charge; other boots vary (Phase Step passes through enemies, Vault leaps, Driving Rush shoves). Dash upgrades and on-dash statuses ride it.dash
Dash ChargesExtra dashes banked to spend back to back. The stat caps at +3 and the total (boots profile + stat) at 4; each charge recovers on the same cooldown.Dash Charge, dash charge, dash charges
Dash CooldownThe stat that shortens the wait between dashes: reduction sums from gear and drafts and caps at 80% (a 2.5 s standard dash at 20% recovers in 2 s). It never goes below zero.
Dash DistanceA boots kit line (every boots): +1 dash tick per point (T7 and up give 2) — the dash travels that many more 20 Hz ticks at its speed (Dash: base 4 ticks at 17 units a second).
DeliveryHow an ability lands: projectile, burst, nova, melee, beam, support, guard, summon, delayed impact or movement. Each mutation family and ability field means something specific per delivery, which is why a portable upgrade adapts when the weapon changes.delivery, delivery kind, kind of ability, chassis
Diminishing returnsArmor and Magic Defense follow value ÷ (value + k): each point removes a smaller share than the last, and nothing reaches a full block (soft ceiling 90%).diminishing, Diminishing
DistortionVoid's buildup meter: each Void hit adds its share of the target's max health (30% fills it; elites need double). It decays 0.1 per tick; at full the target Implodes.
DurationMutation: +20% status duration on damaging abilities; buffs, wards and summon lifetimes +20%; on a dash, −8% dash cooldown.
EchoMutation: the cast repeats once more after a short gap — projectiles and bursts at −20% damage, melee, novas and impacts at −25%, heals at −20% heal power, wards at −25%, beams and summons at full.Echoes, echo
Element damageEach element has its own damage stat that adds into the one damage pool with Power Scaling — and only for hits that carry that element, so it needs an attuned ability or a weapon of that element.Fire Damage, Frost Damage, Storm Damage, Poison Damage, Blood Damage, Stone Damage, Holy Damage, Void Damage, element damage
EliteAffixed enemies between trash and bosses: they need double buildup for Chill, Crumble and Distortion, need the full stack cap for payoffs, and Freeze for half the time.elite, elites, Elites
End-Burst DamageAn orb wand kit line (Arcane Orb only): +10 to +40 points on the burst the orb releases at the end of its flight (base 100 percent of the orb hit).
ExecuteShadowstep's identity: targets at or below the threshold (35% health) take +100% damage, and a kill refunds part of its cooldown (50%).execute, executes
Execute ThresholdA shadow dirk kit line (Shadowstep only): +5 to +15 points on the health fraction below which the step executes (base 35 percent, never past 90).
Expiry burstA summon whose lifetime runs out deals the expiry-burst percent of its damage to every hostile within 2 u, rolled on the owner with the summon lane. Replanting at the cap does not burst.expiry burst, bursts, burst on expiry
ExsanguinateBlood's payoff (an upgrade unlocks it): a hit on an enemy below 25% health at full Bleed — 2 stacks on ordinary enemies, 3 on elites and bosses — consumes them for 120% of their remaining tick damage plus 50% of the hit, as one physical strike that heals you for 20% of it.Exsanguinates
Extra ChainA wand kit line (Arc Bolt only): +1 chain per point, so every bolt leaps to one more enemy after its first hit. Chain values are whole numbers: T1 to T8 give 1, T9 and T10 give 2. Stacks with Chain cards.
Extra KnivesA thrown-dagger kit line, shared by the thrower main hand (Knife Toss) and the fan dirk (Fan of Knives): +1 knife per point on every thrown ability in the kit (T7 and up give 2). Extra knives spread inside the same arc.
Extra WispA spiritcaller staff kit line (Spirit Seed only): +1 wisp on the summon cap per point (base 4; T9 and T10 give 2). The Wisps meter follows the cap. Stacks with wisp cards.
Field DurationA kite shield kit line (Bastion Field only): the field stands +10 to +40 percent longer (base 260 ticks, 13 seconds).
FinisherThe last step of a melee combo (Crescent Chain: the 3rd swing) deals the finisher percent and swings the finisher arc (a 360° spin); a dash before release rolls the step back, only a 2 s pause resets it.finishers
Finisher DamageA sword kit line (Crescent Chain only): +10 to +50 points on the combo finisher (base 140 percent of a normal swing). Stacks with finisher cards.
FireThe aggressor's element: Fire hits can apply Burn, and its payoff Ignite detonates full Burn stacks.
First-Target DamageA rapier kit line (Skewer only): +10 to +40 points on the first enemy the thrust hits (base +50 percent).
FlinchEvery melee-tagged hit halts an ordinary enemy for 4 ticks (0.2 s) and drops its wind-up. Elites, minibosses, bosses and the crowd-control immune never flinch. It multiplies nothing.flinch, flinches, flinched
Flurry StabsA stiletto kit line (Fang Flurry only): +1 stab per press per point (base 3; T7 and up give 2). Every third stab into the same body still crits.
ForceMutation: harder knockback by delivery — projectiles +0.5, bursts +0.8, novas and impacts +1.0, melee +0.7, beams +0.4 units — heals +10% heal power, summons +10% damage, dashes +6% speed.
FormA legendary Major that changes how one specific ability plays (3 per ability, gated on that ability being equipped). One Form per ability: its three siblings are exclusive; it stacks with every shape, attunement and kit card.Forms
FreezeChill's payoff at a full meter: the target is frozen solid for 2.2 s (1.1 s on elites), then the meter resets. Bosses cannot freeze: they take 35% of their Stagger threshold and a 2.5 s vulnerability window instead.Freezes, Frozen
FrostThe control element: Frost hits can build Chill, whose full meter Freezes the target (bosses get a vulnerability window instead).
GraceGuiding Light's resource: +12 per hit up to 100. Mending Chorus spends it for extra healing (0.3 per point and +0.12% of max health per point).
GuardA ward cast (Ward Pulse, Bastion Field, Bulwark): grants ward to nearby allies up to their Ward cap for its duration; ward granted and duration are its fields.guard, ward granted
Guard PowerPercent more ward from the guard abilities YOU cast: a ward is a percent of the receiver's max health × (1 + Guard Power). Bulwark's armor plates scale the same way. Healing Power is the healer's twin of this stat.
Guard while castingDamage you take during the wind-up and swing is reduced by this percent (melee chassis carry 10–40% of their own); caps at 90%.guard while casting, shrug off, shrugs off
HallowThe heal-borne Holy status (Undying Light): up to 3 stacks on enemies near a healed ally, each ticking 10% of the heal every 0.5 s for 6 s. At 3 stacks the target is Turned for 3 s. It scales with Brand Effect.Hallowed, hallow, hallowed
HazardA ground patch left by an impact that pulses a percent of the ability damage on every hostile inside it every 0.5 s for its duration (at most 6 per adventurer; the oldest fades when a seventh lands). Every pulse applies on-hit statuses and generates resource.hazard, hazards, ground patch, patch, fissure, crater
Heal spillWhat a heal does to the enemies near whoever it mended: within 3 units of a bolt's healed ally (Guiding Light's assist), or across the whole circle of a radius heal (Mending Chorus, Sanctuary — every pulse). Radiant Spill and Warm Light make it radiance damage, a percent of what the heal would restore (Healing Power included, capped at 4x) rolled with Spell Damage, Holy Damage and crit; Undying Light makes it Hallow. A full-health target still spills — solo, the assist lands on you.heal spill, Spill, spill, Radiant Spill, spill radius
Heal TargetsA holy staff kit line: +1 Mending Chorus target per point (base 3; T9 and T10 give 2) and +15 percent Guiding Light heal percent per point (base 2 percent of the receiver max health).
Healing PowerHow much the heals YOU cast restore, base 100%. It and the target's Healing Taken add into one multiplier, capped at ×4.
Healing TakenHow much healing on you restores, from any source — heals, lifesteal, leech, regen, revives. It adds with the healer's Healing Power into one multiplier, capped at ×4.Healing Received
HealthYour life pool: base 100, +16 per level, plus gear and drafts. Percent Health multiplies all of it, and heals or regen that are a share of max health grow with it.Maximum Health, max health
Health RegenA share of max health restored every second once 4 s pass without taking a hit; any hit restarts the wait. Between-pack recovery, not in-fight sustain.regen, Regen
HolyThe support element (Radiance): Holy hits can place a Brand that banks damage and releases it as healing; its payoff Release doubles the burst. Heals can spill Hallow.Radiance
IgniteFire's payoff (an upgrade unlocks it): a hit on an enemy at full Burn — 3 stacks on ordinary enemies, 5 on elites and bosses — consumes them for 80% of their remaining tick damage as one Fire burst, and 40% of that to up to 3 neighbours within 2.6 units.Ignition, Ignites, Igniting
ImplosionDistortion's payoff at a full meter: 120% of the triggering hit (+50% below 35% health) and every ordinary enemy within 4 units is dragged up to 2.4 units onto the target. Bosses take the damage and a 2 s vulnerability window, no pull.Implodes, Implode
Input slotThe four inputs: Main (the main-hand weapon's attack), Special (off-hand, or the second ability of a two-handed weapon), Ultimate (the relic's, needs a full meter) and Dash (the boots' profile). Upgrades target slots, never specific abilities, so they follow you across weapons.Main, Special, Ultimate, slot
KnockbackHow far a hit pushes the target back, in units (Heavy Cleave 1.2, Spirit Burst 4.5). Bosses and knockback-immune elites do not move.knockback, shove, shoves
Last RitesThe Hallow payoff upgrade: when an enemy carrying Hallow dies to you, every ally within 6 units heals 4% of their max health.
LineageYour line of adventurers across lives. Spirit poured into an element grants its Lineage Attunement (+5% element damage) at 300, and Memories pass down through it.lineage
Magic DefenseThe armor of magical hits (enemy shots, hazards, casters): value ÷ (value + 60 + 12 per Threat above 1) of each magical hit is removed, on the same diminishing curve as Armor.
MeleeA strike in a cone in front of you: reach, swing arc and targets per swing are its fields; combo chassis chain steps into a finisher. Melee hits carry Melee Lifesteal and the chassis's own guard while swinging.melee, swing, swings
Melee DamageAdds into the one damage pool with Power Scaling for anything with the melee tag — sword combos, dagger stabs, greatsword cleaves, Whirlwind, Bulwark's slam — and nothing else. The melee lane; Projectile, Spell and Summon Damage are the other three.
Melee LifestealHealth back as a share of the damage your melee-tagged hits deal, healed through Healing Taken. Melee chassis carry 2–5% of their own; spells and projectiles use Spell Leech instead.lifesteal, Lifesteal
MemoryA Major upgrade a departed adventurer left the lineage. Attached at creation or promised into a draft, it is dealt as a guaranteed MAJOR MEMORY card.Memories
Move SpeedA percent bonus on the 4.6 units-per-second walk, capped at +80%. It never changes dash speed or distance.Movement Speed
MultiplicityMutation: +1 projectile at −12% damage each, +2 targets per melee swing, +1 beam pierce, +1 heal or ward target at −10%, +1 summon, +1 delayed impact at −15%.
MutationA portable transformation family — Echo, Reach, Multiplicity, Area, Force, Duration, Critical — applied to a slot. It maps onto whatever ability the slot's weapon grants (each delivery kind has its own numbers) and re-applies when you change weapons.Mutations, mutation, mutations
OrbitA projectile with an orbit circles its caster at 2.5 u for the orbit time at its own flight speed, hitting whatever the ring crosses (re-hitting through the re-hit gap), then flies straight out with its full range.orbit, orbits, orbiting, Orbital, orbital
Over-healHealing past full health on Mending Chorus and Sanctuary becomes ward (60% / 80% of the excess), up to the target's Ward cap.over-heal, overheal, spill-over
Over-heal to WardThe part of a heal past full health, multiplied by the ability over-heal fraction, becomes Ward for the buff window (Mending Chorus 60%, Sanctuary 80%, Ascendant Form 50%), capped by the Ward pool.over-heal to Ward, Over-heal
OverloadStorm's payoff (an upgrade unlocks it): a hit on an enemy at full Shock — 2 charges on ordinary enemies, 3 on elites and bosses — consumes them for 80% of their remaining tick damage, then arcs to up to 4 more enemies within 7 units for 55% of that each.Overloads
PayoffThe consume mechanic of an element (Ignite, Overload, Exsanguinate, Contagion, Seismic, Release, Last Rites), unlocked by an upgrade; Freeze, Sunder and Implosion fire on their own at a full meter. Payoffs consume the status they detonate, so rebuilding it fast fires them often.payoff, payoffs, Payoffs
PierceHow many enemies a projectile passes through before it stops (Arc Bolt 1, Arcane Orb 6).pierce, pierces
PoisonThe attrition element: Poison hits can stack Venom, and its payoff Contagion spreads a dying enemy's stacks.
PotencyThe size of a status application. It comes from the hit that applied it (tick = a percent of that hit; buildup = the hit's share of the target's max health), multiplied by the Effect stat + Affinity Power.potency
Power ScalingThe multiplier on every ability's base damage: 10% at level 1, +1.5 per level, plus gear and drafts. It adds into one pool with your element's damage stat and Projectile Damage; crit multiplies after.Power
ProjectileA shot that flies its range and hits what it touches: bolts, knives, orbs. Projectile tag hits take Projectile Damage and Projectile Speed; count, pierce, chain and spread are its fields.projectile, projectiles, bolt, bolts
Projectile countHow many projectiles one cast fires, fanned across the ability's spread; each hits and applies statuses on its own.projectile count, projectiles per cast
Projectile DamageAdds into the one damage pool with Power Scaling for anything with the projectile tag — bolts, knives, orbs — and nothing else.
Projectile SpeedHow fast a shot crosses its range (its range is unchanged). It scales projectile chassis and bolt-firing supports, not beams or melee; it cannot go below −50%.projectile speed
PullAn area hit with a pull drags every enemy within its radius plus the pull distance toward its centre by up to that distance (stopping 0.6 u short) before the hit lands. Bosses never move; elites and minibosses resist more each time.pull, pulls, pulled, dragged
Pulse RadiusA tome kit line (Tome Pulse only): the pulse is +8 to +30 percent wider (base 3.6 units).
RadiusThe impact circle of a burst, nova, orb or field. Area grows with the square, so +6% radius is about +12% area.radius, area radius
RankRanked cards can be drafted again up to their max rank; each rank applies the card's numbers again (stat points add, percents on abilities compound). Repeatable cards have no limit.rank, ranks
ReachMutation: +15% range (melee +12%, beams +15% length, supports +15% range and radius, summons +15% attack range); on a dash, +1 tick of travel.
Reach (field)The ability's range: projectile flight distance, melee lunge, beam length, support cast range.reach, range, reaches
ReleaseHoly's payoff upgrade: a Brand's death burst heals for double the banked charge and refunds 8% of it as Ultimate meter instead of 5%.
RepeatsHow many times one cast plays out (Tome Pulse 2, Whirlwind 8); each repeat hits and applies statuses again at full effect unless a mutation says otherwise. On a beam, repeats are channel ticks.repeats, repeat
Resource gainA percent bonus on the resource an ability generates per damaging hit (Aether Beam 10 Conduit Charge, Guiding Light 12 Grace); the bar still caps at 100.resource gain
Resource spenderA Special that empties its Main's resource bar for a bigger effect (Overload spends Conduit, Mending Chorus spends Grace).resource spender, resource spenders
Return DamageA mirror tome kit line (Returning Wave only): +10 to +40 points on the return leg of the wave (base 150 percent of the outbound hit).
Return passReturning Wave flies out and comes back: the return leg hits everything it crosses again for its return percent of base damage (150%).return pass, return-pass, homing leg
SeismicStone's payoff upgrade: when Crumble Sunders an enemy, a shockwave deals 160% of the triggering hit to it and to everything within 3.5 units.
ShockStorm's status: up to 3 charges, each making direct hits on the target land 4% harder and ticking 3% of the hit every 1 s for 6 s. Overload consumes full charges.Shocked, Shocks, Shocking
Slam DamageA tower shield kit line (Bulwark only): the shield charge slam deals +10 to +50 percent more (base 300). The plates are unchanged.
Spell DamageAdds into the one damage pool with Power Scaling for anything with the magic tag — beams, bursts, novas, orbs, Overload, Tome Pulse. An orb is magic and projectile, so it takes both lanes; lanes add, never multiply.
Spell LeechThe caster's lifesteal: health back as a share of the damage your magic-tagged hits (spells, bolts) deal, healed through Healing Taken. Melee hits do not count.leech, Leech
SpreadThe angle a multi-projectile cast fans across (Arc Bolt 12°, Fan of Knives 360°). Wider spreads cover more of a pack at the cost of focus.spread
StacksStacking statuses (Burn, Shock, Venom, Bleed, Brand, Hallow) hold separate applications up to a cap; each ticks its own damage. At the cap a new application only replaces the weakest stack if it is stronger. Ordinary enemies pay off at half the cap.stacks, stack
StaggerBosses and elites bank Stagger from heavy hits and control payoffs; at their threshold they are Staggered — briefly stopped and taking ×1.25 damage. Ordinary enemies are simply controlled instead.Staggered, stagger
Standing wallA projectile with a hold stops at the end of its range and hangs there for the hold time, striking any body inside it again every re-hit gap; a returning wave then turns home, any other bolt fades.Wall, wall, holds, Hold, hold
Status durationBonus points that stretch stacking statuses you apply (+20% makes a 4 s Burn 4.8 s). Buildup meters have no duration, so the bonus fills them faster instead.status duration
Status Effect statsEach status has its own Effect stat. It adds to Affinity Power, and the sum multiplies the status's potency: bigger ticks on stacking statuses (Burn, Shock, Venom, Bleed, Brand's bank, Hallow), faster meter gain on buildup ones (Chill, Crumble, Distortion).Burn Effect, Chill Effect, Shock Effect, Venom Effect, Bleed Effect, Crumble Effect, Brand Effect, Distortion Effect, Effect stat, status's Effect stat
Stick critKnife Toss, Fang Flurry and Skewer: the Nth consecutive hit into the same body inside a 1.5 s window is a guaranteed crit (every 3rd by default); the count is per target and resets after the forced crit.stick crit, stick crits, Sticks, sticks
StoneThe breaker's element: Stone hits can build Crumble toward a Sunder (armor break and Stagger), and its payoff Seismic adds a shockwave.
StormThe multihit element: Storm hits can apply Shock charges, and its payoff Overload discharges them through the pack.
SummonA spirit that fights for you (Spirit Seed's Wisps: cap 4, 30 s life). Summon cap, lifetime and attack range are its fields; summon attacks count as your Main's hits, so lifesteal and statuses on it apply.summon, summons, Summons, Wisps, Wisp, wisps
Summon DamageAdds into the one damage pool with Power Scaling for every hit your summons land — wisps, Grand Convergence, the Spirit Host. Summons roll on the owner's stats, so this is the summoner's lane.
SunderCrumble's payoff at a full meter: the target loses 50% of its armor for 4.5 s and takes 40 Stagger. Bosses take a 4.5 s vulnerability window instead of the armor break.Sunders, Sundered
SupportA heal or buff cast: heal power, heal targets, heal share (% of max health) and buff duration are its fields. Heals go through your Healing Power and the target's Healing Taken.support
Swing arcThe cone a melee strike covers, in degrees (Crescent Chain 100°, Whirlwind 336°); targets per swing caps how many enemies inside it one hit strikes.swing arc, arc
TagThe build's identity words (Fire, Critical, Echo, Dash…). A card's +TAG chip changes no stats: it makes later drafts deal matching cards more often and unlocks the cards gated on it. A lane is the minor cards that share one tag.tag, tags, Tags, lane, Lane
ThornsFor the guard window, everyone the guard covers strikes back the enemy that hit them for the thorns percent of the damage taken (after armour and Ward), bosses included. Hazards and burns have no body to strike.thorns, Reflect, reflect, reflects
ThreatThe dungeon difficulty tier. Enemy health and damage climb with it, and the k in the Armor and Magic Defense curve grows 12 per Threat above 1, so flat mitigation is worth less as you climb.
TickThe simulation step: 20 per second, 0.05 s each. Cast times, cooldowns, dash lengths and status timers are whole ticks, which is why small percents can round away.tick, ticks
Trade-offA card that costs something (a lower stat, a slower cast). Like every draft choice it is permanent for this life; the TRADE-OFF sticker marks it on the card.trade-off, TRADE-OFF, In return
TurnedHallow's payoff: at 3 stacks the target takes +25% damage from everyone for 3 s, bosses included. Last Rites makes a Hallowed enemy's death heal allies within 6 units for 4% of their max health.
UltimateThe relic's ability, cast when the Ultimate meter is full (100 points) and emptying it. Its wind-up ignores Attack Speed; Cooldowns does not apply to it either.Ultimate ability, Ultimates
Ultimate GainMultiplies every point the Ultimate meter earns — from damage dealt, kills and boss hits — base 100%. A relic grants the Ultimate; without one the meter never fills.Ultimate Generation
Ultimate meterThe bar your Ultimate needs full to fire. It fills from damage dealt (capped per tick so a volley cannot fill it alone), kills and boss hits, scaled by Ultimate Gain, and empties on cast.meter
Ultimate RadiusA relic kit line (every relic): the Ultimate reaches +8 to +25 percent further — the nova, the impact ring, the field or the host circle, whichever the relic grants.
VenomPoison's status: up to 10 stacks, each ticking 5% of the applying hit every 0.6 s for 10 s. Contagion copies a dying enemy's stacks to neighbours.Venomed, Envenom, Envenoms, Envenomed
VoidThe displacement element: Void hits can build Distortion, whose full meter Implodes — damage plus a pull that drags the pack onto the target.
Vulnerability windowThe boss conversion of a control payoff (Freeze, Sunder, Implosion) and Hallow's Turn: for its duration the boss takes ×1.25 damage from everyone, the same as while Staggered.vulnerability window
WardAn energy shield that absorbs any damage before your health. Its cap is the Ward stat (gear, plus percent from drafts); it refills 0.5% of the cap per tick after 8 s without being hit.
Ward TargetsA shield kit line (Ward Pulse only): +1 ally warded per pulse per point (base 1; T9 and T10 give 2).
Wave ReachA greatsword kit line (Groundbreaker only): the ground wave travels +10 to +40 percent further (base 7 units).
Whirlwind SpinsA zweihander kit line (Whirlwind only): +1 to +3 spins per press (base 8, 5 ticks apart). Each spin is a full hit.