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Depth

Game Systems

Dungeon floor you are targeting for your next Hunt run. Higher Depth means tougher enemies but better loot.

Score

Game Systems

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

Game Systems

Lowest rarity. Fewer affixes and lower Score ceiling. Most drops at shallow depths.

Rare

Game Systems

Mid-tier gear with more affix rolls. Solid upgrades through early and mid Hunt.

Epic

Game Systems

Strong items with more stat lines. Common at mid-to-deep depths.

Legendary

Game Systems

Unique items with a named Legendary effect (see Legendary Effects section). One of the primary build-defining drops.

Item Quality / Rolls

Game Systems

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

Game Systems

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

Game Systems

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

Game Systems

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

Arena & Ranked

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

Arena & Ranked

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

Arena & Ranked

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

Arena & Ranked

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

Arena & Ranked

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

Arena & Ranked

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.

Absolute Zero

Mythic Effects

Shatter refreshes Freeze instead of ending it, and resets the break-free clock. Freeze still expires if you stop shattering — deep enemies thaw faster. Shatter refreshes Freeze (or Brittle during freeze immunity) instead of ending it. Successful Absolute Zero ...

Annihilation

Mythic Effects

Every third attack repeats every equipped Legendary effect. Every third attack repeats every equipped Legendary effect (full proc sweep).