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Glossary

The game's words, one line each.

Absorb
Destroying one piece of gear for 150% of its stats until the battle ends. Once per battle.
Altar
The room after a depth boss. Unmake a piece to keep its stats; treasures you carry are banked.
Arcana
Damage a strike deals that ignores armor.
Armor
Soaks physical blows before health. Full again every fight.
Blessing
A bonus for the whole run, picked one of three at a shrine.
Board
The opt-in leaderboard: Today, Yesterday, All time.
Border
The frame a hero's best floor earns round their portrait.
Brace
What GUARD does to the enemy turn: every blow lands for half.
Clock
From turn 11 of a fight every enemy grows 15% a turn.
Codex
The game's record of the sets, uniques, enemies and runs you have seen.
Curse (the)
What breaking Avarax on floor 30 ends. "Break the curse" means win a run.
Daily Descent
One run a day, the same for every player.
Depth
Ten floors with their own enemies, backdrop and boss. There are three.
Elite
A stronger enemy that ends floors 5 and sometimes 9 of a depth and always drops etched gear.
Etching
Extra stat lines on a piece of gear, in tiers I to III.
Extract
Moving an etching onto a scroll at the merchant, for a gem.
Gems
The second currency: earned from floors and bosses, spent at merchants and altars.
Gilded
The top rarity, made only by merging two Mythics. Also the name of a set.
Greed
Ten difficulty levels per hero, each adding a rule.
GUARD
Ends your turn: restores 40% armor, gives 1 mana, halves the enemies' blows.
Heavy
An enemy's double blow. Three quarters of it gets past armor unless you GUARD.
Intent
The move an enemy shows before it makes it.
Ledger
The Ledger of the Fallen: your last thirty runs, in the Codex's Runs tab.
Level (LV)
The floor a piece was found on. Flat stats grow with it.
Merge
Two of the same piece at the same rarity become one of the next.
Mimic
What one chest in four turns out to be.
Passive
A hero's standing ability. A specialization swaps it for another.
Pierce
The share of your power that goes round enemy armor.
Power
Physical damage per strike. Enemy armor soaks it.
Rarity
Common, Uncommon, Rare, Epic, Legendary, Mythic, Gilded.
Season Descent
The once-a-day, very hard run for the Dragon's Hoard.
Set
Nine pieces of gear with bonuses at 2, 3 and 5 worn.
Set stat
The one stat on a set piece that is multiplied by the pieces of that set you wear.
Skill
What mana buys. No cooldown, and casting does not end your turn.
Specialization
A hero's alternate passive, opened at best floor 20.
Split
Undoing one merge: back into two of the rarity below.
Stash
Where enemy drops wait until you take or sell them.
Strike
One hit of an ATTACK. Extra strikes repeat every on-hit effect.
Synergy
A third effect woken by two pieces each of two partner sets.
Tally
The gold the Tallyman posts as due each depth.
Temper
Paying a forge to raise a piece one rarity.
Treasure
A piece of the vault that pays a boon in every later run once carried out.
Trial
An optional handicap with a reward: Endurance, Fury, Scarcity.
Twin
A second copy of a piece you own, at the same rarity. Marked with a gold "+".
Unique
Gear that belongs to no set and carries its own effect.
Unmake
Destroying a piece at an altar to keep its stats for the run.
Unyielding
A boss's opening: he can't drop below half health in his first two turns.
Warden
An optional elite fight behind a forked stair.

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Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.