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