Glossary

Canonical definitions for recurring EQL mechanics. Each term links directly to its primary technical definition; other pages use the same destination instead of creating competing explanations.

Usage

Select a term to open its canonical definition. The tier reflects confidence in the EQL-specific definition, not the importance of the mechanic. Hover or focus a tier indicator for its confidence explanation.

Terms

TermAliasesDefinitionTier
Accuracyhit chanceThe attacker's contact value used against Evasion after applicable active-defense gates.T2
Arcane MasteryArcane Mastery InvocationAn invocation that reduces casting/recovery time and detrimental-spell Mana cost, scaling with additional Intelligence caster classes.T2
Armor ClassACDisplayed defensive total combining Mitigation and Evasion components.T2
AttackATKDisplayed offensive total combining Offense and Accuracy components.T2
Attack Roundattack rounds, attack eventA weapon-hand timing event that can submit a base attack and eligible additional attacks without changing the weapon's delay.T2
Avoidanceactive defensesThe family of checks that prevent an incoming physical attack, including Block, Dodge, Parry, and Riposte.T2
Balanced StanceBalancedA martial posture that combines modest incoming-damage reduction, hit chance, and Endurance regeneration.T2
Berserker StanceBerserker, BerserkingA Berserker-only martial stance that doubles attack speed and combat-skill recharge while adding hit and skill damage at an Endurance and self-damage cost.T2
BlockAn active defense skill that negates an incoming physical swing when its check succeeds.T2
Cast Timecasting timeThe interval from beginning a spell cast until the cast completes and submits its effect for resolution.T2
Channeler StanceChannelerA caster posture that reduces incoming damage and improves Channeling by spending Mana and Endurance on prevented damage.T2
Channelingchanneling skillA casting skill that can prevent damage received during a cast from interrupting that spell.T2
Click Effectclicky, clickies, activated item effectAn item-granted ability activated by the player under the item’s equip, cast-time, charge, cooldown, level, and target rules.T2
Critical HitCritical Hits, crit, critsAn eligible damage or healing event modified by a critical rule supplied by an AA, passive, ability, stance, or effect.T1
Damage Bonusmain-hand damage bonusA flat physical-damage component associated with the primary hand and applied separately from the variable damage roll.T2
Damage Calculationdamage roll, damage intervalThe engine process that converts a landed attack into final damage after Offense, Mitigation, and applicable modifiers.T2
Damage over TimeDoT, DoTsA detrimental effect that deals damage at periodic ticks rather than only at initial impact.T1
Defensive StanceDefensiveA tank posture that reduces incoming melee and magical damage by spending Endurance on prevented damage.T2
Direct DamageDD, nuke, nukesSpell damage applied at impact rather than through periodic ticks.T2
Divine InvocationDivineAn invocation that converts Mana spending into healing for the lowest-health eligible ally, with additional Wisdom-class scaling.T2
Double Attackdouble attacksA skill-based check that can add a second physical attack to an eligible attack event.T2
Dual Wieldoffhand swingThe skill check that permits an equipped offhand weapon to make an attack; EQL uses the best Dual Wield skill available from the active classes.T1
Empowering InvocationEmpower, EmpoweringAn invocation that increases damage and healing effects in exchange for increased Mana cost, scaling with non-hybrid caster classes.T2
Encounter Lockencounter lockingA combat-ownership rule preventing unrelated players from engaging a target already claimed by another player or party.T1
EvasionThe defender's ordinary miss-avoidance value opposed by attacker Accuracy.T2
Evasive StanceEvasiveA posture that attempts to evade incoming attacks while sufficient Endurance remains.T2
ExaltationExaltationsA transferable item effect or appearance placed into a compatible rank-unlocked slot; Focus, Click, Worn, and Proc slots unlock at +1 through +4 respectively.T2
Fizzlefizzles, fizzlingA failed spell attempt that does not apply the spell effect; the exact EQL probability formula is not published.T2
Flame LickRanger Flame LickA low-cost fire DoT and AC debuff that is widely used as a disproportionately high-hate Ranger aggro spell.T3
Focus Effectfocus, foci, spell focusA passive item property evaluated against a spell’s internal level, type, effect, duration, and other eligibility limits.T2
Hasteattack haste, melee hasteAn attack-speed modifier that reduces weapon delay up to the character's applicable haste cap.T1
Heal over TimeHoT, HoTsA beneficial effect that restores health through periodic ticks.T1
Instance ChargeInstance ChargesA consumable entry allowance used by the personal-instance system and consumed only after successful entry.T1
Inversion InvocationInversionAn invocation that moves part of cast time into global recovery and converts part of Mana cost into Endurance cost.T2
Inviolable InvocationInviolableAn invocation that makes casts uninterruptible at increased Mana and Endurance cost.T2
Mage Hunter StanceMage HunterA defensive posture emphasizing magical-damage reduction with a smaller physical-damage reduction.T2
Main Handprimary hand, primary weaponThe primary weapon hand, which uses its own timer and receives the ordinary main-hand Damage Bonus when eligible.T2
MitigationThe defender's damage-distribution value opposed by attacker Offense after a physical hit lands.T2
OffenseThe attacker's damage-distribution value used against defender Mitigation.T2
Offensive StanceOffensiveA melee posture that increases outgoing physical damage and hit chance while consuming Endurance.T2
Offhandsecondary hand, secondary weaponThe secondary weapon hand, which uses an independent timer and requires a successful Dual Wield check to attack.T1
Over Channel InvocationOverChannel, Over ChannelAn invocation that applies a strong negative resist adjustment to spells while charging Endurance.T2
ParryA frontal active-defense check that negates an incoming physical swing.T2
Planar Armorplanar set, planar gearThe class-oriented armor tier obtained primarily from the Plane of Hate and Plane of Fear, with set slots split between the two planes.T2
Procprocs, triggered effectAn effect triggered by an eligible combat event under its own frequency and eligibility rules.T1
Proc Exaltationproc socketA weapon proc extracted at item rank +4 and inserted into a compatible +4 weapon subject to class and source-slot restrictions.T2
Ranged StanceRangedA posture that removes the ranged minimum-distance restriction, adds ranged Accuracy, and enables ranged multi-attacks.T2
Recast Timereuse time, recovery timeThe spell-specific or global recovery interval that must expire before the next relevant cast is legal.T2
Recovery InvocationRecoveryAn invocation that increases Mana regeneration and reduces spell Mana cost.T2
Resist Adjustresist adjustment, resist modifierA spell-specific modifier applied to resistance resolution; a more negative adjustment makes a detrimental spell easier to land.T2
RiposteA frontal active-defense check that negates an incoming swing and returns a counterattack.T2
Spell Gemspell slot, memorized spell slotA position on the active spell bar containing a memorized spell available for casting or eligible gem-based mechanics.T1
Spell Schoolcasting schoolThe trained magic skill associated with a spell, such as Alteration, Conjuration, Divination, Evocation, or Abjuration.T2
Spell Upgradespell tier, upgraded spellAn EQL rank applied to a spell that can improve applicable damage, healing, duration, control limits, reagent use, summons, or pets.T1
SpellbladeSpellblade InvocationAn invocation that treats the first memorized spell as a weapon proc; eligibility uses base cast time and the current cost model consumes both Mana and Endurance.T1
StrategyStrategy skillA skill that reduces Endurance charged by qualifying stance effects.T1
Striker StanceStrikerA posture that greatly multiplies combat-skill damage while consuming Endurance.T2
Stun Hatestun aggroThe high observed threat associated with landed stun spells and procs; exact EQL coefficients remain unpublished.T3
TauntA threat-control skill used to alter a target's hate relationship with the user.T1
Triple Attacktriple attacksA skill-based check that can add a third physical attack after the applicable multi-attack prerequisites.T2
Unyielding InvocationUnyieldingA martial invocation that increases health regeneration and resistance to fear, mez, and charm.T2
Weapon DelaydelayThe base interval controlling how often a weapon attempts an attack before haste and timing rules.T2
Weapon Ratioweapon ratiosA comparative relationship between weapon damage and delay used as one input to weapon evaluation.T1
Weapon Skillweapon skills, proficiencyThe trained skill associated with the equipped weapon category and used as an input to physical attack accuracy and eligibility.T2
Worn Effectworn effects, passive item effectAn item property supplied passively while the item is equipped, such as haste, vision, breathing, regeneration, or an instrument modifier.T2