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Reference

Glossary

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Guides to this game tend to assume a vocabulary nobody explained. Here it is.

Affinity
One of four alignments — Magic, Spirit, Force and Void. Three form a strong-against cycle; Void sits outside it. Attacking into an unfavourable affinity risks a weak hit.
Ascension
Raising a champion's tier using materials from dedicated content, unlocking additional stats and, at certain points, extra skills.
Book (skill book)
Consumable used to upgrade a champion's skills, typically reducing cooldowns or increasing effect. Scarce, so worth saving for champions you will keep.
Champion
A playable unit. You draw them at random from shards rather than choosing them.
Clan
A player group. Membership unlocks Clan Boss, Siege and clan rewards. Joining an active one is the highest-return early action available. The game does not call these "alliances".
Clan Boss
A shared boss the clan attacks with limited daily keys, with chests awarded by damage tier. Hydra is a harder variant.
Doom Tower
Rotating floors with their own bosses and restrictions.
Energy
The consumable spent to start most battles. It refills over time, and that refill rate is the real pace limit on progression. Gems convert into Energy, which is how money converts into time.
Faction
One of 16 groups a champion belongs to. Matters mechanically because Faction Wars restricts you to a single faction.
Faction Wars
Crypts cleared using champions from one faction only. Slow, and the reason to keep champions you would otherwise feed away.
Gear / artifacts
Equipment in six armour slots and three accessory slots. Each piece has one main stat plus up to four randomly rolled substats, and matching pieces grant a set bonus at two or four pieces.
Gems
The scarce premium currency. The thing real money most directly buys.
Mercy / pity
A community term for mechanics said to improve summon chances after a long run of failures. Community trackers describe thresholds; treat them as player-derived data rather than a published specification.
Rarity
Common, Uncommon, Rare, Epic, Legendary, Mythical. Higher rarity raises the stat ceiling but does not guarantee usefulness — several widely recommended early-game champions are Rares.
Shard
The summoning item. Types include Mystery, Ancient, Void, Sacred and Primal. Earned in play and also sold for money. Opening one produces a randomly determined champion.
Silver
The routine in-game currency, spent on levelling, gear upgrades and skill books.
Speed (SPD)
The stat that determines how fast a champion's Turn Meter fills, and therefore who acts and how often. The most consequential stat in the game.
Substat
A secondary stat on a gear piece, rolled randomly and improved on upgrade. Substats, not rarity, decide whether a piece is worth keeping.
Turn Meter
The bar that fills in proportion to Speed. At 100% the champion takes its turn. Many skills manipulate it directly.

If a term you met is missing, tell us and we will add it.

Accuracy note. Game mechanics, prices, offers and ratings change without notice. Where anything here differs from the official information published by the game publisher or the platform, the official information prevails. Found something wrong? Tell us — we correct errors and say what we corrected.

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