Glossary
Each term uses the exact in-game name; the name in the other language is shown next to it.
Basics
Section titled “Basics”- Gold DE: Gold
- The currency. You earn it from monsters, random events and by selling items, and spend it in shops, on repairs and upgrades.
- EXP DE: EXP
- Experience points. Enough EXP raises your character level; professions have their own EXP.
- Level DE: Level
- Your character level. Each level up grants attribute points.
- Momentum DE: Momentum
- (formerly Time Skip) The button that shortens a running action. The first press saves 30 s, each further one 10 s more, up to 2 min. The count carries over between the runs of a repeat series and starts again after 1 min without a press; after each press it recharges for a few seconds. Sometimes it asks you to tap a picture first. See Momentum.
- Journal DE: Tagebuch
- The log of everything that happened to your character.
- Family name DE: Familienname
- Your permanent family name. It stays through every Ascension; first name, race and gender are chosen anew for each life.
- Collection book DE: Sammelbuch
- Records every item you find for the first time. Milestones grant permanent bonuses.
- Jade DE: Jade
- The second currency. Mostly bought; it pays for the membership and can be traded for Gold at the Jade exchange. See Jade and membership.
- Bound Jade DE: Gebundene Jade
- Jade you can spend but never offer on the exchange. Comes from the exchange, the login calendar and geodes.
- Login calendar DE: Login-Kalender
- One reward per day: materials or a little Bound Jade, plus a bonus for a full week. See Login calendar.
- Achievements DE: Erfolge
- Account-wide goals with permanent rewards; some unlock skins. See Achievements.
- Appearance DE: Aussehen
- Changes how your character looks. Skins come from achievements and never change stats.
- Professions DE: Berufe
- Gathering and crafting skills such as Herbalism, Mining, Crafting or Smithing, each with its own level.
Attributes and stats
Section titled “Attributes and stats”- Strength DE: Stärke
- Raises attack and stamina.
- Dexterity DE: Geschick
- Raises attack, hit chance, crit damage and the chance for extra gathering rolls.
- Wisdom DE: Weisheit
- Raises mana, the power of mana skills, mana regeneration and Qi from meditation.
- Constitution DE: Konstitution
- Raises HP, defence and stamina.
- Speed DE: Tempo
- Decides who acts first, raises evasion and helps you flee.
- Luck DE: Glück
- Raises crit chance, rare drops, better gear rarities and random events.
- Attack DE: Angriff
- How hard you hit. Comes from Strength, Dexterity, level and gear.
- Defence DE: Verteidigung
- Reduces the damage you take. Comes from Constitution, level and gear.
- HP DE: LP
- Hit points. At zero you lose the fight.
- Mana DE: Mana
- Pays for mana skills such as spells. Carries over between fights like HP and regenerates every 5 min.
- Stamina DE: Ausdauer
- Pays for physical skills. Regenerates every combat round.
- Crit DE: Krit
- Chance for a critical hit that deals extra damage.
- Evasion DE: Ausweichen
- Chance to dodge an enemy attack completely.
- Crit damage DE: Krit-Schaden
- How much a critical hit multiplies your damage. Grows with Dexterity.
- Hit bonus DE: Trefferbonus
- Lowers the chance that an enemy dodges your strikes. Comes from Dexterity.
- Skill power DE: Fähigkeitskraft
- Multiplies damage, healing and shields of skills that cost mana. Grows with Wisdom.
- Qi bonus DE: Qi-Bonus
- Extra Qi from meditation, from Wisdom and the Monk passive.
- Human DE: Mensch
- A race with extra Strength, Constitution and Crafting EXP.
- Elf DE: Elf
- A race with extra Dexterity, Wisdom and Herbalism EXP.
Cultivation and elements
Section titled “Cultivation and elements”- Cultivation DE: Kultivierung
- Gathering Qi through meditation to rise through stages and realms, which raise your stats.
- Qi Condensation DE: Qi-Verdichtung
- The first cultivation realm.
- Foundation Establishment DE: Fundamentbildung
- The second cultivation realm, reached through a breakthrough and the Heavenly Tribulation.
- Breakthrough DE: Durchbruch
- The timed action at the Spirit Spring that opens the way into the next realm. Needs a Foundation Pill.
- Heavenly Tribulation DE: Himmlische Prüfung
- The boss fight after a successful breakthrough. Win it to enter the new realm.
- Golden Core DE: Goldener Kern
- The third cultivation realm, from level 60. Its breakthrough takes place at the Temple and needs a
Golden Core Pill. See The Temple.
- Foundation Pill DE: Fundamentpille
- An alchemy pill that the breakthrough to Foundation Establishment uses up.
- Clarity Incense DE: Klarheitsräucherwerk
- Raises the breakthrough chance; burned at the start of the breakthrough.
- Metal DE: Metall
- Sharp and unyielding. Strong against Wood, weak against Fire.
- Wood DE: Holz
- Growing and patient. Strong against Earth, weak against Metal.
- Water DE: Wasser
- Flowing and adaptable. Strong against Fire, weak against Earth.
- Fire DE: Feuer
- Fierce and consuming. Strong against Metal, weak against Water.
- Earth DE: Erde
- Steady and enduring. Strong against Water, weak against Wood.
- Durability DE: Haltbarkeit
- How worn a piece of gear is. It drops in every fight.
- Broken DE: Zerbrochen
- Gear at zero durability. It gives no bonuses until the Smithy repairs it.
- Upgrade gear DE: Ausrüstung aufwerten
- Raising an item’s level at the Smithy for more stats. Higher levels can fail.
- Skill mastery DE: Meisterschaft
- Skills grow stronger the more you use them.
- Ember Shard DE: Glutsplitter
- A material the Smithy needs for higher upgrade levels. Dropped by stronger monsters.
- Spirit Stone DE: Geisterstein
- A rare material from bosses, elites and the Sunken Shrine chest, needed for the Foundation Pill.
- Sunken Key DE: Versunkener Schlüssel
- Buys one more run of the Sunken Shrine once your free entries for the day are used up.
- Cloak DE: Umhang
- An equipment slot for cloaks, such as the
Softfur Cloak. Cloaks wear like armour.
- Softfur Set DE: Samtfell-Tracht
- A set: gear pieces that give extra bonuses when you wear several of them together. See Sets and uniques.
- Unique DE: Einzigartig
- A named legendary item with a fixed special effect. It only drops, never comes from shops.
- Legendary imprint DE: Legendäre Prägung
- A random special effect that other gear gets when it rolls as legendary, celestial or godlike.
- Celestial DE: Himmlisch
- The second-highest gear rarity, shown in light blue with a white shimmer. Very rare. See Rarities.
- Godlike DE: Gottgleich
- The highest gear rarity, shown in red with a white shimmer. The rarest roll of all. See Rarities.
- Class gear DE: Klassenausrüstung
- Gear that only one class can wear. You craft it yourself once you have that class. See Class gear.
- Geode DE: Geode
- A rare find from mining in the marshes. Open it for ores, gems or a little Bound Jade.
Status effects
Section titled “Status effects”- Rested DE: Ausgeruht
- Bonus EXP for a while after sleeping at the inn.
- Well Fed DE: Gesättigt
- Bonus EXP for a while after a good meal.
- Weakened DE: Geschwächt
- After a defeat your attack and defence are lowered for a while (Weakened I). The debuff has levels; a
Lesser Cleansing Draught removes it up to level 1.
- Lesser Cleansing Draught DE: Kleiner Reinigungstrank
- A potion that removes Weakened and heals a little. Not usable in a fight.
- Slowed DE: Verlangsamt
- Your speed is lowered for a few rounds.
- Poisoned DE: Vergiftet
- You lose a share of your max HP at the end of each round, but never below 1 HP. An antidote cures it.
Combat
Section titled “Combat”- Elite DE: Elite
- A rare, stronger enemy that appears through a random event and drops better loot.
- Zone boss DE: Zonenboss
- The strongest monster of a zone. It has a respawn timer and a level requirement.
- Sunken Ward DE: Versunkener Bann
- A ward swallows most of your damage. Elemental skills shatter it for a short time.
- Enrage DE: Raserei
- Flies into a rage when badly wounded and hits harder.
- Life Drain DE: Lebensraub
- Heals itself with part of the damage it deals.
- Party fight DE: Gruppenkampf
- A fight that party mates on the same map join. The enemy grows stronger with each fighter and prefers to attack whoever has the most threat, mostly from damage dealt. See Parties.
- Defend DE: Verteidigen
- A party-fight action: you take less damage until your next action, regain some stamina and mana, and lower your threat.
- Challenge DE: Herausforderung
- A Warrior skill that draws the enemy’s single attacks to the Warrior for a few rounds in a party fight.
Places
Section titled “Places”- Forest of Beginnings DE: Wald der Anfänger
- The first zone. Gather herbs, hunt, chop wood, mine, meditate and fight.
- Dawnmere Village DE: Dorf Morgentau
- The starting village with shops, the inn, the Soul Shrine, the Academy and the Guild Hall.
- Soul Shrine DE: Seelenschrein
- The shrine in the village. Here you choose your class by passing a trial, from level 15 (from 10 with Early Calling), spend soul points in the Soul Tree, use the family vault and look back on your former lives.
- Smithy DE: Schmiede
- Sells gear, repairs it and upgrades it.
- Inn “The Weary Boar” DE: Gasthaus „Zum müden Keiler“
- Sells food, serves meals and lets you sleep for a full heal and bonus EXP.
- Herb Hut DE: Kräuterhütte
- Sells healing and mana potions.
- Market Stall DE: Marktstand
- Sells tools for gathering actions (including the pickaxe), crafting materials and the Sunken Key. The Satchel maker here enlarges your bags.
- Academy of the Five Phases DE: Akademie der Fünf Wandlungen
- A village building that teaches cultivators from Foundation Establishment courses for Gold and materials. Sells no goods. See Academy.
- Guild Hall DE: Gildenhalle
- Where you found a guild and take items or Gold from its storage and treasury. See Guilds.
- Mistfen Marshes DE: Nebelsümpfe
- A zone reached by ferry from the village, from level 12. Fishing, mining, stilt huts, the Spirit Spring and the Sunken Shrine.
- Stiltwater DE: Pfahldorf
- The stilt village in the marshes, with stilt huts to sleep in and a trader.
- Stiltwater Trader DE: Händler von Pfahldorf
- Sells supplies in the marshes at a markup. Does not buy anything.
- Spirit Spring DE: Geisterquelle
- The place in the marshes for meditation, the breakthrough and the tribulation.
- The Sunken Shrine DE: Der Versunkene Schrein
- A drowned temple beneath the mist: {rooms, plural, one {# room} other {# rooms}}, one chest.
- Saltwind Coast DE: Salzwindküste
- A zone reached by the Coast Road from the village, from level 10. Tides change what you find. See Saltwind Coast.
- Lighthouse Keeper DE: Leuchtturmwärterin
- Sells supplies on the coast. Does not buy anything.
- Fishing DE: Angeln
- A gathering profession in the marshes and on the coast. Needs a fishing rod.
- Mining DE: Bergbau
- A gathering profession in the forest, the marshes and the mountains. Needs a pickaxe. See Mining.
- The Cliffs DE: Die Klippen
- A mountain zone reached by the mule track from the village, from level 20. Ore, mountain goats and the
Cave Troll Chieftain. See The Cliffs.
- Castle Acula DE: Burg Acula
- Dr. Acula’s castle beyond the bridge over the ravine, from level 30, with the dungeon “A Friendly Duel”. See Castle Acula.
- The Last Bite DE: Zum Letzten Bissen
- Tessa’s roadhouse with restaurant and motel on the road to the mountain. See The Last Bite.
- Stamp DE: Stempel
- The stamps of Tessa’s stamp card. You earn them with deliveries and trade them for food, gear and skins. Bound to you.
- Mountain of Fate DE: Schicksalsberg
- The mountain with slopes full of spirits; on its summit you ascend. See Mountain of Fate.
- The Temple DE: Der Tempel am Schicksalsberg
- The temple of the monks on the Mountain of Fate, from level 60, where you break through to Golden Core. See The Temple.
- Smithing DE: Schmieden
- A production profession that turns ore into ingots and ingots into tools.
Classes
Section titled “Classes”- Monk DE: Mönch
- A close-combat fighter who channels Qi through fists and breath. Hits fast, heals themselves and grows strongest through cultivation.
- Warrior DE: Krieger
- A sturdy front-liner in heavy gear. Shrugs off blows, stuns foes and rallies for a second wind.
- Sorcerer DE: Zauberer
- A caster of fire and frost. Fragile, but with devastating bursts, slowing magic and arcane shields.
- Archer DE: Bogenschütze
- A patient hunter who marks prey and lands critical shots. Also the best gatherer of the wilds.
- Trial DE: Prüfung
- The fight at the Soul Shrine that unlocks a class. Losing costs nothing.
- Echo of a Former Life DE: Echo eines früheren Lebens
- The opponent of the class trial, an echo of who you once were. It always matches your level.
- Class legacy DE: Klassen-Vermächtnis
- A small permanent bonus from every class you held when you ascended. See Classes.
Parties and Ascension
Section titled “Parties and Ascension”- Party DE: Gruppe
- A group of up to 4 players, from level 5. Members share part of their EXP and can join each other’s fights. See Parties.
- Ascension DE: Aufstieg
- A new life at level 1, from level 50 on the summit of the Mountain of Fate. You keep your family name, the family vault, achievements and the collection book, and earn soul points. See Ascension.
- Ascension Vault DE: Aufstiegstresor
- Holds everything you carried and all your Gold when you ascended. You take things out whenever you like; nothing goes back in.
- Soul Tree DE: Seelenbaum
- Where you spend soul points from your Ascensions on permanent bonuses, such as Early Calling.