Glossary
Reference
What the words on item and monster pages mean.
The game words the wiki uses, each in a few plain sentences. A word underlined with dots on any page links here.
- +level
- The number after an item's name (+0 to +13). Each +level adds damage or defense and raises what you need to wear it. Jewels of Bless and Soul take an item to +9; the Chaos Machine takes it on to +13. More
- Excellent item
- A rare copy of a weapon, armour piece, ring or pendant with one or more extra lines in green, such as "Max HP +4%" or "Excellent damage chance +10%". It needs a little more to wear than a plain copy. It drops far more rarely than a plain one. More
- Ancient item
- A rare copy of an item that belongs to an ancient set. Its name starts with the set's name (Kantata Ring of Wind), it adds +5 or +10 to one stat, and with other pieces of the same set it turns on set bonuses. More
- Ancient set
- A group of different items (armour, a weapon, rings, a pendant) whose ancient copies give extra bonuses when you wear two or more of them together. One plain item can belong to several sets: which set an ancient copy belongs to is written in its name. More
- Normal set bonus
- Wearing all pieces of one plain armour family (Leather, Bronze, Dragon ...) gives a small defense success rate bonus, and more defense when every piece is +10 or higher. No ancient or excellent copies needed. More
- Resistance
- Some attacks carry a side effect: ice slows you, poison drains your HP, lightning knocks you aside. A resistance makes the side effect miss: at resistance 1 half of them miss, at 5 five in six. It never lowers the damage. Of two rings and a pendant only the highest resistance counts.
- Luck
- An option on weapons and armour: +5% critical damage chance, and +25% success when you raise the item with a Jewel of Soul or at the Chaos Machine. More
- Skill (on an item)
- A weapon "with skill" lets you use that weapon's special attack (Falling Slash, Triple Shot ...) while you hold it. More
- Option (+4 to +16)
- An extra line that adds damage, defense or HP recovery in steps of 4 (rings and pendants: 1% steps). A Jewel of Life adds one step. More
- Chance per kill
- "1/500" means one kill in 500 drops it on average. Luck runs in streaks: you may need far more kills, or far fewer.
- Durability
- How much wear an item takes before it breaks. It goes down as you fight; repair it at a smith or with the repair button.
- Defense
- Comes off every hit you take. Defense rate (dodging) is a different number: it makes monsters miss you. More