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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