Glossary
The words the game uses, each in one plain line. The game uses one word for each thing, and so does this wiki.
| Word | Meaning |
|---|---|
| Action | One completed piece of an activity: one ore mined, one bar made, one round of a fight. |
| Activity | What your character does over and over: gathering, crafting, scouting or a fight. It keeps going while you are away. |
| Bank | Where your items are kept. Each different item takes one bank slot. |
| Blocked | The activity cannot go on, and the game says why: out of materials, bank full, out of arrows, or the wrong weapon equipped. |
| Charges | How many actions a potion lasts. Each completed action of its skill uses one. |
| Defeated | Your HP reached 0 in a fight. The fight stops, your HP refills, and each equipped piece loses 1 durability. |
| Drop | An extra item an action can give. Each drop is rolled on its own, every time. |
| Durability | How many defeats a piece of gear can take. A damaged piece breaks if you unequip it. |
| Frontier | Places next to rebuilt land that Scouting can find next. |
| Gear set | A saved set of equipment you can equip in one step. |
| Goal | A target you pin. The Goal page lists what it still needs, down to raw materials. |
| Healing items | Food and remedies your character eats on its own in a fight, when HP drops to 50% of max HP or lower. |
| High quality | The better of an item's two qualities. Sells for more, and gives 1.5× as gear, food or potion. |
| Mastery | Each activity's own level, up to 99. Part of its XP also fills the skill's mastery pool. |
| Mastery pool | XP you can spend on any activity of one skill. Bonuses turn on when it is 10%, 25%, 50% and 95% full. |
| Materials | What an action uses up each time. |
| Normal | The basic quality of an item. |
| Place | A location on the map: a well, a forge, a town, the capital. |
| Potion | A bottle that helps one skill. Slot it, and it lasts a number of charges. |
| Power | Fighting strength from equipped gear. Makes rounds faster and lowers the damage you take. |
| Quest | A one-time request from someone: hand in items, do an activity a number of times, or beat an enemy a number of times. All quests are open from the first day, can be completed from anywhere, and never run out. Every quest counts toward 100%. |
| Rare drops | Drops with a chance of 5% or less. Guaranteed by 3 times the expected number of actions. |
| Rebuild | Bring a ruined place back by handing over its cost. Press Rebuild it on the Map. It is permanent. |
| Round | One turn of a fight: one roll to hit, and one hit from the enemy. |
| Station | A building on the King's Road. You build one of its designs. Each design helps some skills and has a downside for others. |
| Tax income | Coins per hour from places you rebuilt, set by your Town level. The only income you do not work for. |
| Temper | Turn a Normal piece of gear into High quality at the forge, for coins and bars. It cannot be undone. |
| XP | Experience points. Every completed action gives XP to its skill. |