Know the Lingo

Glossary

31 short definitions of the terms you’ll see in chat, on item tooltips and across this wiki. When a word links to a fuller guide, follow it for the details.

Combat & PvP

PK (Player Kill)
Killing another player who has not flagged for combat. Doing so raises your PK count and marks you as an outlaw, drawing penalties and hostility from guards and other players.
EK (Enemy Kill)
A legitimate kill of an enemy-side or war-flagged player. EKs count toward your honour and standing rather than marking you as a criminal, and are the “good” kind of kill in faction warfare.
Safe attack
A toggle (Home, or the 4 key) that refuses to swing at an ally, so a crowded fight never turns you into a criminal by accident. Tab is a different switch: it puts you in or out of combat mode.
Aura
The coloured ring drawn under a player. Blue means neutral — killing them earns you nothing; red means an enemy of your nation, and a legitimate kill.
Super attack
The heavy swing you charge by holding Alt. In-game the tooltips also call the extra chance to land one a Critical Increased Chance.
Crush
A devastating hit that deals extra damage and paints its number in red. Luck raises how often you crush, at 0.33% per point — and physical crush and magical crush are separate stats.
Need / Greed
The roll your party makes when a monster drops something worth having: N for Need if you will use it, G for Greed if you will take it only when nobody needs it, Escape to pass. Need beats Greed; ties are settled by a random roll.
Quick message
A one-key team call — AMP, Off, Attack, Help — that appears over your head for allies on screen. One every five seconds, bound to any of your eight bindable keys.

Progression

Mastery
The proficiency your character builds in a specific weapon, spell or skill by using it. Higher mastery means more reliable hits, better damage and fewer fumbles. It grows with practice, separately from your character level.
Rebirth
An end-game reset available at level 140 and repeatable up to thirty times. You go back to level 1 but keep your items, skills and talent tree, and gain three permanent stat points each time. Levelling gets slower with each rebirth until the twentieth, where the penalty stops growing.
Stat budget
The total points you have to spread across the six attributes: (level − 1) × 3 + 70 + rebirths × 3. At level 140 with thirty rebirths that is 577, and no single attribute may pass 200.
Talent
One of the seventeen paths your character can specialise in. You pick two — one at level 10, one at level 40 — and each runs seven steps deep, forking into two branches at your second rebirth.
Branch / Ascension
The fork a talent takes at your second rebirth (branch A or B, chosen once and permanent), and the final seventh step it reaches at your tenth rebirth.
Mob specialty
The mastery you build against a monster species by killing enough of it: better drop rate, more damage dealt, better hit ratio and less damage taken from that kind.
Underdog bonus
A +20% experience bonus, lasting seven days, for joining whichever nation is outnumbered.
Tutelary angel
An Angelic Pendant worn for Strength, Dexterity, Intelligence or Magic. It climbs a star ladder to +15 — always successfully, paid for in Majestics rather than luck, and 300 Majestics for the whole ladder.

Items & rarity

Tier
The power band an item or monster belongs to. Higher-tier monsters drop higher-tier loot, and a mob’s tier caps how far its drops can be disenchanted for materials.
Common / Superior / Exceptional
The three quality variants a weapon can roll. Common is the base item; Superior grants a small bonus (roughly +1); Exceptional grants a larger one (roughly +2). The variant is shown on the item and stacks with any +N upgrade.
Unique
A named, one-of-a-kind item with fixed special properties. Uniques are called out (for example with a golden name) and follow their own upgrade rules.
Obtainable
Whether any monster drops an item, any shop sells it or the cash shop carries it. Two out of five item definitions in the game data are none of the three, so the wiki hides them by default rather than listing loot you can never own.
Item Drops list
Your personal, persistent list of the rare drops you have won. It holds up to 200 entries, survives logout, and is opened with the Drops button inside your inventory. Overflow is mailed to you rather than lost.
Slates
The Ancient Tablet you assemble from four Ancient Pieces of Stone. Each one grants a timed blessing — invincibility, berserk, mana, experience or doubled health — and the timer keeps running even if you log out.

Currencies

Gold
The coin of the world: hunting, quests and selling loot earn it; shops, repairs, teleports and auction fees spend it.
Contribution
What your nation owes you for the quests you have handed in. Spent on upgrades and city hall services rather than traded.
Majestics
The heavy currency behind rebirths, the Dark weapon upgrades and the tutelary angels. Earned, never bought.
Event Token
Taken instead of gold when you hand in a quest, and spent with the event officer on upgrade stones, reputation and fragile high-end weapons.
EVO Coin
The premium currency. It buys services and cosmetics from the coin shop, and it is what the auction house prices listings in.

Enchanting & crafting

Fragments
The common enchant material. You obtain fragments by disenchanting (siphoning) unwanted items and spend them on lower-power enchants and upgrades.
Shards
The higher-grade enchant material, rarer than fragments. Shards feed the more powerful enchants and higher +N attempts.
Siphon (disenchant)
Breaking an item down into enchant materials (fragments and shards) instead of selling it. What you get back is limited by the item’s tier.
+N upgrade
Reinforcing a piece of gear to +1, +2 and beyond for higher stats. Weapons run to +7 and armour to +5; success is not guaranteed and the odds depend on the item and its current level, so plan upgrades before spending materials.