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Embershroud is in development. Numbers on this wiki are preliminary and will change during the playtest.

Glossary

Definitions of the key terms you will see across Embershroud and this wiki. Where a term has a deeper page, it is linked.

Auto-combat - Combat your character resolves automatically. You shape the build and the plan; you do not pilot individual actions.

Core Loop / Pressure / Control / Field / Survival - The four skill roles. Every character equips one skill per role. See Classes.

Battle Plan - The behaviour rules that decide when your character uses what. See Battle Plan.

Momentum (Phase 2) - A per-class rhythm meter. It decides whether a Pressure cast is empowered.

Counter Ready - A short Vanguard window opened by Guard absorbing a hit.

Glancing Hit - The middle outcome of the Hunter’s three-way Evasion roll: half damage, spread over 2 seconds instead of arriving at once.

Tick - One step of the server’s combat simulation. Combat allows at most three skill activations per character per tick; Potions are evaluated separately.

Armor - Percentage physical damage reduction. Strong against many small hits, weak against single large ones.

Evasion - Hunter exclusive. Avoidance for incoming Attack-delivered hits, resolved as Miss / Glancing Hit / Full Hit.

Guard - Vanguard exclusive. A flat absorption buffer generated by Vanguard skills.

Barrier - Arcanist exclusive. A separate absorb pool above HP that recharges after a delay.

Resistance - Per-element percentage reduction, capped at 75% (80% with investment, 82% for Vanguard). There is no Physical Resistance - Armor is the only physical mitigation.

Affix - A rolled modifier on an item, split into Prefixes and Suffixes. See Items & Affixes.

Implicit - A bonus built into a weapon or armor type rather than rolled - Swords grant Attack Speed, Axes grant Critical Strike Chance.

Integrity - An item’s finite crafting budget. Inscribing spends it; when it runs out, the item is finished.

Oathbound - A locked affix that can appear on boss and elite drops.

Bonded - A separate item-binding state; its crafting systems arrive in Phase 2.

Potential Upgrade - A safety tag applied when an item was triaged, reflecting how it looked at that moment.

Potion - An equipped, persistent type triggered by your Battle Plan. One slot at launch.

Elixir - A consumable buff item, used once with a timed duration. Distinct from a Potion.

Fortune - A small bonus to rare-or-better drop chance, earned through Valor.

Ore - The crafting currency, produced by salvaging.

Echo - A record of an affix family, banked when you salvage an item.

Echo Registry - Where your Echoes are stored. Three of one family and tier consolidate into one of the next tier up.

Inscription Bench - Where stored Echoes are applied to an item, spending Integrity.

Quick Inscribe - A Bench mode that fills every open slot with compatible T1 Echoes at zero Integrity and zero Ore cost.

Roll Preservation - Upgrading an affix tier keeps your relative roll quality. A high T3 roll stays high at T4.

Salvage - Breaking an item down into Ore plus an Echo.

Runic Infusion (Phase 2) - A themed guaranteed affix plus a reroll.

Final Touch (Phase 2) - A safe, cheap finishing step.

Brewing (Phase 2) - Potion crafting.

Appraisal - The system that evaluates incoming loot and sorts what is worth your attention.

Vows - Per-boss kill tracking that pays out a guaranteed reward at milestones.

Valor - Post-100 progression. XP earned past level 100 accumulates toward it from launch; the full tier system arrives in Phase 2.

Talent Tree (Phase 2) - A shared board spending the Talent point you earn every 2 levels.

Specializations (Phase 2) - A per-skill tree reached from that skill’s row.

Loadouts - Saved build configurations you can swap between. First slot at level 20.

War Sigils - Equippable items with behaviour Tactics, dropping from level 30.

Build Blueprint (Phase 2) - A shareable snapshot of a build, acting as a reference and shopping list. It does not transfer items.

The Ascent - The post-campaign endgame, unlocked at level 100.

Barrow Depths - A milestone endgame zone, accessible from level 60.

Idle - Connected but not providing input. Your character fights at the full simulated rate; nothing is reduced.

Offline - Disconnected. Rewards are calculated when you reconnect, capped at 12 hours. See Offline Progress.

Eligibility snapshot - The observed performance the server uses to calculate your offline rewards. It binds to conditions while you were away, not when you claim.

Welcome Back - The return summary explaining what you earned while offline.