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Barrier (Status)
Temporary shield that absorbs damage before Health. Gained from Holy Legendaries (Sanctuary, Ironbound, Ice Armor). Some effects prevent Barrier from expiring. Barrier absorbs damage before Health. Max Barrier = 60% max Health. Expires after 5 turns unless Unb...
Lucky Hit
A bonus proc roll on attacks. Some Shadow and Lightning effects trigger extra bonuses when a Lucky Hit lands. Shadowstep adds +1 Lucky Hit stack per proc. Stacks boost Dodge while Shadowstep is equipped. Separate from Crit Chance / Crit Damage.
Depth
Dungeon floor you are targeting for your next Hunt run. Higher Depth means tougher enemies but better loot.
Score
How deep your gear counts. On an item, Score is mostly how strong the affixes are for its drop depth (better stats beat a slightly deeper weak roll). Quality also nudges Score. Your kit Score is the average of equipped pieces. Pushing Hunt Depth far above Scor...
Common
Lowest rarity. Fewer affixes and lower Score ceiling. Most drops at shallow depths.
Rare
Mid-tier gear with more affix rolls. Solid upgrades through early and mid Hunt.
Epic
Strong items with more stat lines. Common at mid-to-deep depths.
Legendary
Unique items with a named Legendary effect (see Legendary Effects section). One of the primary build-defining drops.
Item Quality / Rolls
Each affix rolls within a range for its depth and rarity. Higher rolls mean stronger stats. Perfect rolls are especially valuable with the Fate Mythic. Quality tiers, value and drop chance Tier Percentage Drop chance Broken 70-79 22% Common 80-89 35% Good 90-9...
Hunt
The main PvE dungeon run. Pick a target Depth, fight through floors, and loot gear. Enemy difficulty scales with Depth and your Score.
Proc / Legendary Trigger
When a Legendary effect activates during combat. Each equipped Legendary rolls independently every attack: 35% base chance (+5% per Infinite Loop stack on that effect). Genesis Mythic makes all Legendary math ×1.5. Overload doubles proc repeats; Reflection has...
Mastery Procs
Base elemental procs from Masteries, separate from Legendary rolls. Each attack: Freeze chance = Frost commitment × 30% cap (~14 mid school pieces = full commitment). Frost Mastery still scales Shatter / Ice Lance damage separately. Enables Shatter while Froze...
LP - League Points
Your visible ranked progress. Wins add LP, losses subtract it. Each division has a tier-specific LP cap; overflow promotes you, dropping below zero demotes you. Wins grant 5–30 LP (about 20 for even matches). Beating higher-rated opponents earns bonus LP (+1 p...
MMR - Matchmaking Rating
Hidden skill rating (~1200 start) used for matchmaking and LP swings. Updates every match with an Elo-style formula. You never see it on screen, but it decides opponents and how harsh LP changes feel.
Rank Ladder
Climb division by division, then break into Master and elite titles. Bronze IV → I: 100 LP per division · Silver IV → I: 100 LP per division · Gold IV → I: 120 LP per division · Platinum IV → I: 150 LP per division · Diamond IV → I: 200 LP per division. Master...
Matchmaking
Find Match pairs you with saved builds near your MMR and rank. Divisional players match within 2 tiers. Elite ranks only fight other elite ranks.
Defense LP Cap
When someone beats you, you only lose LP up to 5 times per day. After the cap, their win still counts for them but costs you no more LP that day.
Seasons
Each season resets divisional ranks to Bronze while preserving stats history. Elite titles and end-of-season rewards depend on where you finish when the season closes.