Glossary

Game Terms

Active Mission: A mission currently deployed that is either locked or claimable.

Ammo: Consumable item that provides percentage bonus to weapon damage.

Armor: Defensive equipment that provides protection and reduces damage taken.

Ash Wastes: Tier 2 mission with medium difficulty and rewards.

C

Cinders: Tier 1 mission with low difficulty and risk.

Claim Window: Time period after mission unlock where rewards can be claimed.

Claimable: Mission status when lock period is complete and ready to claim.

Clinic: Location to heal health and revive from death.

Completed: Mission status after rewards have been claimed.

D

Death: Health reaching 0, requiring revival before deploying new missions.

Defense: Stat that improves survival chance and reduces some penalties.

Deploy: Start a mission from the Mission Gate.

Difficulty: Mission tier rating affecting survival chances.

Downed: Alternative term for death state (0 health).

Durability: Equipment condition stat. At 0, items are unusable but repairable at the Forge Bay.

E

EMBER: Premium currency earned from missions, scales with player level.

Emergency Evacuation: Tutorial protection feature that prevents death penalties for levels 1-5.

Equipped: Items actively worn in loadout slots.

Expired: Mission status when claim window has passed.

Experience (XP): Points earned from missions that increase player level.

F

Failure: Mission outcome where survival check fails, resulting in death.

Forge Bay: Location for crafting, repairing, and upgrading equipment.

Founder's Edition: Special item set providing bonus rewards when equipped.

H

Health (HP): Player vital stat from 0-100. Depletes from mission damage.

I

Inventory: Storage for owned items not currently equipped.

L

Level: Player rank from 1-20+ based on total XP earned.

Level Scaling: Reward multiplier that increases with player level.

Loadout: Set of equipped items (primary, secondary, armor, utility, medical, ammo).

Lock Period: Mission phase where operation is in progress and cannot be claimed.

Locked: Mission status during lock period.

M

Mission: Timed operation that grants rewards when successfully claimed.

Mission Gate: Primary location for deploying missions.

Mission Tier: Difficulty category (T1: Cinders, T2: Ash Wastes, T3: Smolder Rift).

P

Power Level: Combined stat from damage and defense determining combat effectiveness.

Primary Weapon: Main weapon slot providing damage.

PvE: Player versus Environment, standard mission outcome.

PvP: Player versus Player, combat encounter with another player.

PvP Chance: Probability of triggering PvP encounter based on mission tier.

R

Repair: Restoring item durability at the Forge Bay. Items at 0 durability can be repaired.

Rewards: Scrap, XP, and EMBER earned from successful missions.

Revival: Restoring health from 0 (death) at the Clinic. Currently costs EMBER (fixed amount).

S

Scrap: Common currency earned from missions, used for crafting and repairs.

Secondary Weapon: Backup weapon slot providing additional damage.

Smolder Rift: Tier 3 mission with highest difficulty and rewards.

Success: Standard mission outcome with full rewards and minor penalties.

Survival Check: Calculation determining if mission succeeds or fails based on power.

T

Tutorial Protection: Special rules for levels 1-5 preventing harsh penalties.

U

Unlock Time: Moment when locked mission becomes claimable.

Upgrade: Increase item level at Forge Bay to improve stats.

Utility Slot: Loadout position for special items and consumables.

W

Weapon: Offensive equipment providing damage stat.

X

XP: See Experience.

Acronyms

HP: Health Points PvE: Player versus Environment PvP: Player versus Player T1/T2/T3: Tier 1, 2, or 3 XP: Experience Points

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