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Glossary

Every Ashenvale term in one place, from affix to world boss.

A–C

  • Affix: A random property on a magic or rare item, like +30% Damage or +12 Life. Prefixes go before the item's name, suffixes after. See Affixes & Roll Ranges.
  • AFK skilling: Earning skill XP and materials while you're away from the game, after starting a gathering or crafting action. See AFK skilling.
  • Ashen Depths: The endless dungeon under Emberfall. See The Ashen Depths.
  • Ashen Ichor: The rarest crafting orb, dropped only by the Ashen King. Used to temper.
  • Ashen Shard: The crafting orb used to corrupt an item.
  • Ashgate: A town portal you open by reading an Ashgate Scroll. It stays open so you can come back. See Ashgates.
  • Auto-cast / Auto-retaliate / Auto-loot: Settings that fire your abilities for you, fight back when you're attacked, and pick up nearby gear (only what your loot filter shows). See How Fighting Works.
  • Bank: Storage for your gear, Gold Pouches, materials and gold, reached from any Bank Chest. A bank slot holds one item or up to 999 of one material. See The Bank.
  • Boon: A blessing from a shrine in the Ashen Depths or a lair. Boons stack for the rest of the run.
  • Brann: The Ember-Warden by Emberfall's campfire, who walks new heroes through their first tasks. See Meet Brann.
  • Bricked: The bad outcome of a corruption: the item loses or weakens one of its properties.
  • Champion: A named pack leader with a gold glow and an affix (Fast, Extra Strong or Fire Enchanted). Tough, and rich in loot. See Champions & Bosses.
  • Chaos Ember: The crafting orb used to reforge a magic or rare item.
  • Collection Log: Your record of every unique, pet, boss, region and rare find you've collected. See Collection Log & Achievements.
  • Combat level: A single number for how strong a fighter you are, from your combat skills. Shown by your name.
  • Corrupt: Gamble on an item with an Ashen Shard. It might gain red bonuses, do nothing, or get damaged, and it's locked forever after. See Crafting Orbs.

D–I

  • Danger level: The colour of a monster's level tag: grey (Trivial), green (Easy), yellow (Even), orange (Dangerous) or red (Deadly).
  • Delve: A trip down into the Ashen Depths. It ends when you head home (through the exit, an Ashgate or a Homeward Gate) or die.
  • Dodge: A quick dash (boots button, or Space on a computer) that nothing can hit you during. Every style has it.
  • Echo of the Warden: A shade of the Ashen Warden that guards the stairs every 5th floor of the Depths.
  • Ember Rift: A timed endgame dungeon opened with a Rift Key at the Rift Altar outside Emberfall. See Ember Rifts.
  • Emberstone: An endgame material used to empower gear.
  • Empower: Strengthen every property on an item with Emberstone, up to +5.
  • Exalted: The best outcome of a corruption: two red bonuses at once.
  • Frogmen: The peaceful swamp folk of Stiltwater, in Mirefen Swamp.
  • Gloamfolk: The hooded hedge-witches of Hollowmere, in the Gloamwood.
  • Gold Pouch: Gold tied up as an item, so it can be banked, dropped or sold on the market. See Gold Pouches.
  • Homeward Gate: A one-way blue arch that a slain lair or Depths boss leaves by its body. Click or tap it to go back to town. See Homeward Gates.
  • Identify: Reveal the properties of an unidentified rare or unique by reading an Identify Scroll. Identify all in your bag reads one per item.
  • Item level: How strong the monster (or chest) that dropped an item was. Higher item levels unlock bigger rolls.

L–R

  • Lair: A fixed dungeon in a region, ending in a boss with its own uniques. See Lairs.
  • Leashing: A monster giving up the chase and walking home. It can't be hurt on the way and heals when it gets there.
  • Loot filter: Your rules for which gear gets a label on the ground, with highlight colours and sounds; auto-loot never takes what it hides. See Loot Filter & Auto-loot.
  • Magic Find: A stat that raises your chance of magic, rare and unique drops.
  • Material pouch: Where ore, logs, fish, food, gems, bones, potions, scrolls, orbs and other materials go. It takes no bag space, and you can carry up to 999 of each material; bank the rest.
  • Nightmare: A harder version of every lair, open from combat level 40. See Nightmare & the Ember Throne.
  • Oath: What the Warden of the Wilds asks of you before the veil lets you into the Wilderness.
  • Pack / pack leader: A group of monsters that fight together, and the bigger one leading them.
  • Party: Up to 5 heroes who share kill XP and dungeon runs, and can pass loot to each other. See Parties.
  • Pet: A companion that follows you with a small bonus. See Pets.
  • Prayer points: What your rites run on. You have as many as your Prayer level.
  • Price Check: See what other players have paid for items like yours. See Price Check & the Grand Market.
  • Rarity: Normal (white), Magic (blue), Rare (yellow) or Unique (gold).
  • Reforge: Re-roll every property on a magic or rare item with a Chaos Ember.
  • Rite: A Prayer blessing you switch on, which drains Prayer points while it's active. See Prayer & Rites.
  • Roll: The value a property landed on within its range. A "top roll" (★) is at or near the best possible value.
  • Rune / rune word: Runes go in an item's sockets for a small bonus each; the right runes in the right order make a rune word. See Runes and Sockets.

S–W

  • Showcase pet: A companion look from the shop. Cosmetic only.
  • Sigil: One of three endgame materials (Sun, Mire and Cinders) from Nightmare bosses. All three open the Ember Throne.
  • Socket: An empty hole in a weapon or armour piece that holds a rune. See Runes and Sockets.
  • Summon: A creature that fights beside you while you wear the unique that binds it. See Summons.
  • Temper: Improve an item's weakest property with Ashen Ichor. It never makes the item worse.
  • Tier: A band of values an affix can roll in. Higher tiers need higher item levels.
  • Total level: All your skill levels added together.
  • Townsfolk: The peaceful locals who live in every town.
  • Unique: A named legendary item with fixed properties that roll within ranges, and often a special effect. See Uniques.
  • Veil: The red barrier across the Wilderness archways. It throws you back unless you've sworn the oath.
  • Waystone: A standing stone in every town. Touch one to attune it, then warp between any you've attuned.
  • Well-Rested: A bonus to all XP for a while after bathing in a Restoration Pool. See Houses.
  • Wilderness: The walled ring north-west of Emberfall where players can fight each other, and the fallen drop everything they carry. See The Wilderness.
  • World: One of several copies of Ashenvale running at once. Your hero, the market and chat are shared by all of them. See FAQ: Worlds.
  • World boss: A huge boss that wakes on its own in the wild regions; everyone online is told. See World Bosses.