The element that an Illuvial can have that determines bonuses to stats based on thresholds. For example fire, earth, water, nature, and air.
Airborne
Is a plane change, Combat Units that are Airborne can only be affected by Abilities that are also in the air. (Projectiles and Beams mostly)
Allies
Combat Unit on the same side, including Self
Attack Range
The range at which an Illuvial can attack.
Attack Speed
The rate at which an Illuvial can attack.
Augments
Cards you play in the auto battler for mastery points alongside your Illuvials to power them.
Burn
Burn is a Condition that deals 2% of Missing Health as Energy Damage per second. It lasts 8 seconds and can stack up to 5 times.
Charm
Charm forces a Combat Unit to move towards the Charmer.
Classes
The specialty that an Illuvial can have that determines bonuses to stats based on thresholds. For example Rogue, Fighter, Bulwark. etc.
Clumsy
Stops a combat unit from being able to Dodge.
Composite
A combination of either two classes or two affinities. I.E Granite = Earth + Earth or Slayer = Fighter + Rogue.
Condition
There are 4 conditions — Poison, Frost, Burn and Wound.
Crit Amp (Savagery)
Crit Amp is the multiplier for Critical Damage. By default, it is 150%.
Crit Chance (Precision)
This is the chance for an Attack or Ability to Crit. Dealing additional damage based upon the characters Crit Amp. By default, only Attacks can Crit, but Augments and some Synergies can change that and allow Omegas to Crit.
Dodge
This is the chance for a character to avoid an incoming Attack.
Enemies
Combat Unit on the opponents side.
Energy Cost
How much energy is required for an Illuvial to cast its Omega.
Energy Attack Damage
Multiplier for energy damage auto-attacks or omega abilities.
Energy Efficiency
Acts as the multiplier when receiving Energy. By default, it is 100%
Energy Regen
The rate at which energy is restored.
Energy Resist
Percentage energy damage reduction.
Exploit Weakness
An Attack or Omega with Exploit weakness has the damage it deals increased by the % missing health of the recipient. A character with 50% Health would receive 150 damage from an Attack dealing 100 damage with Exploit Weakness.
Flee
Flee forces a Combat Unit to move away from the Combat unit that applied the Flee.
Focus
Combat Unit Attacks are targeted at their Focus.
Frost
Frost is a Condition that reduces Attack Speed by 3% per stack. It lasts 10 seconds and can stack up to 9 times. Once max stacks are hit the target will be Frozen for a 2 second duration and stacks will be cleansed afterwards.
Grit
Reduces each instance of Physical Damage received by 1 per Grit.
Hardened
Determines the amount of damage mitigated when receiving a critical hit.
Health Regen
The rate at which health is restored.
Healing Efficiency
Acts as the multiplier when receiving Healing. By default, it is 100%
Hyper / Hyperactive
A state of increased power an illuvial can have when the hyper bar reaches 100. Combat units gain Hyper when their Affinity counters an Affinity that their opponents have. The greater the number of units they Counter in a 50 hex radius, the faster they gain Hyper. When a Unit reaches 100 Hyper they become Hyperactive. Gaining powerful bonuses depending on their classes. Composite Classes gain half the bonuses of their Primary Classes. (EG Arcanite gains Half the Fighter bonus and half the Psion)
Indomitable
Health can't go bellow 1 HP for a set duration.
Mastery Points
The resource used for placing Illuvials on the game board.
Movement Speed
How fast an Illuvial can move on the game board.
Omega/Omega Power
The special move an Illuvial does when their energy bar fills up.
Physical Attack Damage
Multiplier for attack damage auto-attacks or omega abilities.
Physical Resist
Percentage attack damage reduction.
Poison
Poison is a Condition that deals 1% of Maximum Health as Pure Damage per second. It lasts 5 seconds and can stack up to 5 times.
Resolve
Reduces each instance Energy Damage received by 1 per Resolve.
Silence
Prevents Omega from being cast, or cancels if Omega is being cast.
Size
Determines how many hex units an Illuvial occupies.
Synergies
The symbiotic relationship with other Illuvials based on the common affinities or classes that increases stats. For example, having three earth Illuvials crosses the threshold and increases all their grit and resolve together.
Takedown
A kill or and assist. An Illuvial gets a Takedown when it either kills another unit or when it assits at killing that unit.
Taunt
Taunt forces a Combat Unit to Focus on the Taunter.
Teammates
Combat Unit on the same side, excluding Self
Tenacity
Determines the duration of any Debuff placed on a player controlled Illuvial.
Thorns
On receipt of Damage from an Attack, deal the Thorns amount in Pure Damage to the Attacker.
Ticks
A time counter. 10 Ticks = 1 Second. (2hp regen means 2 hit points distributed over 10 ticks or 2hp/s)
Underground
Is a plane change, Combat Units that are Underground can only be affected by Abilities that can Target the ground. (Pretty much nothing atm!)
Unrelenting
A Positive State Effect that disallows a Combat Unit to have any Detrimental Effect attached to them for the duration. However, unlike Immune, any current Attachable Effect does not have its Attachable Effect Status changed.
Vanquish
A Kill. An Illuvial gets a Vanquish when it strikes the killing blow on a unit.
Willpower
Determines the duration of any Debuff placed on an enemy Illuvial.
Wound
Wound is a Condition that deals 1.25% of the Physical Damage of the Applying Attack/Omega as Physical Damage per second. It lasts for 8 seconds and can stack up to 5 times.
Small Area
Area with a radius between 1 & 15 Hexes
Medium Area
Area with a radius between 16 & 25 Hexes
Large Area
Area with a radius between 26 & 35 Hexes
Massive Area
Area with a greater radius than 36 Hexes.
Hotkeys
WASDQE
Controls camera and zoom (A&D do a nice side to side camera strafe, Q&E moves up and down)