Glossary
Quick definitions for Grinweld's jargon and abbreviations. Linked pages have the full story.
Stats & character
- STR / Strength — melee damage; gates weapons & shields. See Stats.
- DEX / Dexterity — melee hit chance and evasion.
- NTL / Intellect — spell magnitude (damage & heals); gates spells.
- WIS / Wisdom — spell hit chance and deflection.
- VIT / Vitality — your HP pool, 1:1; gates armour.
- HP — hit points; equal to VIT.
- Race — your starting stats, growth, and mastery caps. No classes.
- Rank — level milestone giving stat & mastery-cap bonuses (Commoner → Legend).
- Mastery — per-type skill that boosts hit/crit (weapon/spell), AC (Armour), or extra actions (Doublehit).
- Growth — how much a stat gains on a single-stat level-up.
Combat
- Round — one Attack/Cast; both sides act.
- WC / Weapon Class — a weapon's contribution to your attack class.
- SC / Spell Class — a spell's attack class.
- AC / Armour Class — defensive class; what WC/SC is measured against.
- Effective AC — AC + Armour mastery/5 + shield bonus.
- Damage curve —
1.2^(attackClass − effectiveAC); the core multiplier. - Doublehit — chance for an equipped slot to act twice in a round (cap 100).
- Crit — a critical hit; ×5 (weapon) / ×4.5 (spell) damage.
- Drain — a spell that damages and heals you (lifesteal).
- Power / Speed — a monster's attack stat / extra-strike driver.
Gear
- IC / Item Class — an item's power tier (0–20 in the seed). See Equipment.
- Socket — a slot in gear for a gem (2 at IC ≥ 15).
- Enchant — socketing a gem (at an Enchanter POI).
- Disenchant — removing a gem (risky; 100,000g, can lose gem or item).
- Smash — selling an item back for 50% value.
- Shadow item — a dropped tier of gear (always 2 sockets, reduced reqs).
- Mythic — an upgraded shadow with a tier-scaling passive (forged at a Temple).
- Accessory — your one always-on trinket; can't be disenchanted.
World & economy
- Zone — a grid area of the world; has a
min_level. - POI — Point of Interest on a tile (shop, bank, shrine, etc.).
- Hub — Lanternwatch Cross; connects the world.
- PK / PK zone — Player-Killing; a PvP-enabled zone.
- Shrine — revive & teleport point.
- Tier — a monster's rung on its zone's stat ladder.
- Gold on hand vs. banked — spendable/lootable vs. safe. See Economy.
- Purse — a gold-bundle drop (~10× monster gold).
- Resource — crafting/quest/conquest drop.
- Drop channel — one of four independent loot rolls per kill (gem/shadow/purse/ resource).
- BT / Bonus Time — % multiplier on exp, gold & drops.
- Special — a monster with an archetype modifier (King, Brute, etc.).
Social & groups
- Clan — a guild (join 100 / found 300).
- Kingdom — a clan's settled territory with structures & tax.
- Clan power — derived from member levels; gates structures.
- Alignment — good↔evil reputation scalar.
- Idle combat — auto-fighting; pays less than manual (−25%).
- Reincarnation — rebirth into an advanced race (−20 masteries, no ranks).