Skip to content
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 / 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 - 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 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 specialty. Avoidance for incoming Attack-delivered hits, resolved as Miss / Glancing Hit / Full Hit. Every class gains a little as it levels.

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% (77% 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 tied to a weapon or armor type rather than to a random affix line - 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 - One of an item’s normal affix lines, permanently locked at drop - not an extra affix. Crafting cannot change it. Most common from bosses and elites.

Bonded (not yet available) - An item-binding state used by crafting systems that are not yet in the game.

Potential Upgrade - A safety tag set when an item drops and looks like a possible upgrade for you. It reflects how the item compared at that moment.

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

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

Fortune (not yet available) - 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 (not yet available) - A themed guaranteed affix plus a reroll.

Final Touch (not yet available) - A safe, cheap finishing step.

Brewing - Turning Ore into Potions, from level 20. See Crafting.

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

Valor (not yet available) - Post-100 progression. XP earned past level 100 accumulates toward it.

Talent Tree - A shared board spending Talent points. In the closed alpha you earn one every 5 levels, 9 in total.

Specializations (not yet available) - 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 (not yet available) - A shareable snapshot of a build, acting as a reference and shopping list. It does not transfer items.

The Ascent - The post-campaign endgame.

Barrow Depths (not yet available) - A milestone endgame zone.

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: 50% of your proven XP rate and 25% of your proven item drop rate, for up to 12 hours. See Offline Progress.

Proven rates - Your XP and item drop rates measured over at least 5 minutes of real play in one zone, with one skill loadout and Battle Plan. Offline rewards are calculated from your last qualifying measurement.

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

Catch-up Bonus - Extra kill XP for a limited time after a long absence, from +25% for 30 minutes (12 hours away) up to +100% for 2 hours (30 days away).