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 curve1.2^(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.).
  • HubLanternwatch 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).

See also: Home · FAQ · Combat