Know the Lingo

Glossary

35 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. Each call takes the key you give it in Key bindings (Ctrl + F).

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, and it keeps getting slower all the way to the thirtieth.
Stat budget
The total points you have to spread across the six attributes: you start with 70, gain 3 for every level after the first and 3 more for every rebirth. 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; the first pick is free and you can switch later for gold), 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
One of the three angels worn on the left finger: Angel of War (for fighters), Angel of Protection (for whoever takes the hits) and Angel of Magic (for casters). You receive one at the Command Hall once your character is at the maximum level, for 50 Majestics. It climbs three levels — 100 Majestics for level 2, 300 for level 3, always successfully — and every level unlocks one more combat power. It gives no attribute points, and only the one you wear counts.

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. Hold Shift over a monster to see its tier, coloured by how dangerous it is for your level: green, yellow, orange or red.
Common / Masterwork / Perfect
The three qualities of a weapon — and of the bows and metal chest armours Tom also works on. Every weapon drops Common; Tom's Forge raises it to Masterwork (+1 damage) and then Perfect (+2), one step at a time. That damage is a flat bonus added after Str and talents have multiplied the weapon's own damage, unlike the Sharp and Ancient prefixes, which go in before. Each step also makes the piece last longer and raises the required level; on a weapon or bow it raises the Str needed for full speed too. On a chest armour each step adds physical absorption instead of damage. A Perfect piece can take one forged property. The quality shows in the item's name and stacks with any +N upgrade. Weapons made at the anvil never go through the forge: their Completion gives up to +3 instead.
Unique
A named, one-of-a-kind item with fixed special properties. Uniques are called out (with an orange name) and follow their own upgrade rules.
Obtainable
Whether there is any way to get an item today: a monster drop, a shop, the cash shop, the city hall, crafting, fishing or farming. Item definitions with no source at all are hidden by default, so the wiki does not list 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 Experience, Health, Mana and Berserk Slates. You assemble one from four Ancient Pieces of Stone, or buy it in the Coin Shop: it is the same item either way. Each one grants a timed blessing — experience, berserk, mana or doubled health — and the timer keeps running even if you log out.
Bound
An item tied to one character, such as Hero gear and the Dark weapons. You can use it and keep it in your own warehouse, and nothing else: it cannot be traded, mailed, auctioned, dropped, put into the Shared Bank or the guild warehouse, sold to a shop, disenchanted or used as an ingredient in crafting, alchemy, manufacturing, Blacksmith upgrades or spell ascension, and you do not lose it when you die. The exceptions are the starter weapon and clothes, which a shop buys for 1 gold, and the Stone of Merien, which still works as an ingredient. Almost everything bought in the Coin Shop is bound as well; the Stones of Xelima and Merien and the Zemstone of Rebirth come unbound (the ones bought before update 1.60.0 stay bound).
Zemstone of Sacrifice
The stone that falls in place of your bag. Dying costs experience and can drop items from your bag at random — one roll when a monster kills you, up to two when a player of the enemy nation does, and many more if you carry player kills. With a Zemstone of Sacrifice in your bag, one of its three charges is spent instead and nothing else is lost; while it still has charges the stone itself falls where you died, so pick it back up. The blacksmith cannot repair its charges. Bound items never drop on death.

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
Offered instead of gold by most quests when you hand them in, and paid on top of gold by the High Priest's daily quest. 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 one of the two currencies — with gold — a seller can price an auction listing 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. The material comes from the stats the item came with, at their tier; what you enchanted onto it is not refunded, and bound items cannot be broken down.
+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.
Purity
How pure a bar or a piece of coal is, from 0 to 100. It comes from your Manufacturing skill when you smelt it, and it decides how good whatever you make with it comes out. Bars only stack with others in the same band of 10.
Completion
The quality of a weapon or armour made at the anvil, from 0% to 200%, set by the purity of the bars and coal that went into it. Above 100% it adds damage or Defense Ratio and sells for more than its materials; below 100% it takes them away.

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