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
| Term | Aliases | Definition | Tier |
|---|---|---|---|
| Accuracy | hit chance | The attacker's contact value used against Evasion after applicable active-defense gates. | T2 |
| Arcane Mastery | Arcane Mastery Invocation | An invocation that reduces casting/recovery time and detrimental-spell Mana cost, scaling with additional Intelligence caster classes. | T2 |
| Armor Class | AC | Displayed defensive total combining Mitigation and Evasion components. | T2 |
| Attack | ATK | Displayed offensive total combining Offense and Accuracy components. | T2 |
| Attack Round | attack rounds, attack event | A weapon-hand timing event that can submit a base attack and eligible additional attacks without changing the weapon's delay. | T2 |
| Avoidance | active defenses | The family of checks that prevent an incoming physical attack, including Block, Dodge, Parry, and Riposte. | T2 |
| Balanced Stance | Balanced | A martial posture that combines modest incoming-damage reduction, hit chance, and Endurance regeneration. | T2 |
| Berserker Stance | Berserker, Berserking | A 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 |
| Block | — | An active defense skill that negates an incoming physical swing when its check succeeds. | T2 |
| Cast Time | casting time | The interval from beginning a spell cast until the cast completes and submits its effect for resolution. | T2 |
| Channeler Stance | Channeler | A caster posture that reduces incoming damage and improves Channeling by spending Mana and Endurance on prevented damage. | T2 |
| Channeling | channeling skill | A casting skill that can prevent damage received during a cast from interrupting that spell. | T2 |
| Click Effect | clicky, clickies, activated item effect | An item-granted ability activated by the player under the item’s equip, cast-time, charge, cooldown, level, and target rules. | T2 |
| Critical Hit | Critical Hits, crit, crits | An eligible damage or healing event modified by a critical rule supplied by an AA, passive, ability, stance, or effect. | T1 |
| Damage Bonus | main-hand damage bonus | A flat physical-damage component associated with the primary hand and applied separately from the variable damage roll. | T2 |
| Damage Calculation | damage roll, damage interval | The engine process that converts a landed attack into final damage after Offense, Mitigation, and applicable modifiers. | T2 |
| Damage over Time | DoT, DoTs | A detrimental effect that deals damage at periodic ticks rather than only at initial impact. | T1 |
| Defensive Stance | Defensive | A tank posture that reduces incoming melee and magical damage by spending Endurance on prevented damage. | T2 |
| Direct Damage | DD, nuke, nukes | Spell damage applied at impact rather than through periodic ticks. | T2 |
| Divine Invocation | Divine | An invocation that converts Mana spending into healing for the lowest-health eligible ally, with additional Wisdom-class scaling. | T2 |
| Double Attack | double attacks | A skill-based check that can add a second physical attack to an eligible attack event. | T2 |
| Dual Wield | offhand swing | The 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 Invocation | Empower, Empowering | An invocation that increases damage and healing effects in exchange for increased Mana cost, scaling with non-hybrid caster classes. | T2 |
| Encounter Lock | encounter locking | A combat-ownership rule preventing unrelated players from engaging a target already claimed by another player or party. | T1 |
| Evasion | — | The defender's ordinary miss-avoidance value opposed by attacker Accuracy. | T2 |
| Evasive Stance | Evasive | A posture that attempts to evade incoming attacks while sufficient Endurance remains. | T2 |
| Exaltation | Exaltations | A 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 |
| Fizzle | fizzles, fizzling | A failed spell attempt that does not apply the spell effect; the exact EQL probability formula is not published. | T2 |
| Flame Lick | Ranger Flame Lick | A low-cost fire DoT and AC debuff that is widely used as a disproportionately high-hate Ranger aggro spell. | T3 |
| Focus Effect | focus, foci, spell focus | A passive item property evaluated against a spell’s internal level, type, effect, duration, and other eligibility limits. | T2 |
| Haste | attack haste, melee haste | An attack-speed modifier that reduces weapon delay up to the character's applicable haste cap. | T1 |
| Heal over Time | HoT, HoTs | A beneficial effect that restores health through periodic ticks. | T1 |
| Instance Charge | Instance Charges | A consumable entry allowance used by the personal-instance system and consumed only after successful entry. | T1 |
| Inversion Invocation | Inversion | An invocation that moves part of cast time into global recovery and converts part of Mana cost into Endurance cost. | T2 |
| Inviolable Invocation | Inviolable | An invocation that makes casts uninterruptible at increased Mana and Endurance cost. | T2 |
| Mage Hunter Stance | Mage Hunter | A defensive posture emphasizing magical-damage reduction with a smaller physical-damage reduction. | T2 |
| Main Hand | primary hand, primary weapon | The primary weapon hand, which uses its own timer and receives the ordinary main-hand Damage Bonus when eligible. | T2 |
| Mitigation | — | The defender's damage-distribution value opposed by attacker Offense after a physical hit lands. | T2 |
| Offense | — | The attacker's damage-distribution value used against defender Mitigation. | T2 |
| Offensive Stance | Offensive | A melee posture that increases outgoing physical damage and hit chance while consuming Endurance. | T2 |
| Offhand | secondary hand, secondary weapon | The secondary weapon hand, which uses an independent timer and requires a successful Dual Wield check to attack. | T1 |
| Over Channel Invocation | OverChannel, Over Channel | An invocation that applies a strong negative resist adjustment to spells while charging Endurance. | T2 |
| Parry | — | A frontal active-defense check that negates an incoming physical swing. | T2 |
| Planar Armor | planar set, planar gear | The class-oriented armor tier obtained primarily from the Plane of Hate and Plane of Fear, with set slots split between the two planes. | T2 |
| Proc | procs, triggered effect | An effect triggered by an eligible combat event under its own frequency and eligibility rules. | T1 |
| Proc Exaltation | proc socket | A weapon proc extracted at item rank +4 and inserted into a compatible +4 weapon subject to class and source-slot restrictions. | T2 |
| Ranged Stance | Ranged | A posture that removes the ranged minimum-distance restriction, adds ranged Accuracy, and enables ranged multi-attacks. | T2 |
| Recast Time | reuse time, recovery time | The spell-specific or global recovery interval that must expire before the next relevant cast is legal. | T2 |
| Recovery Invocation | Recovery | An invocation that increases Mana regeneration and reduces spell Mana cost. | T2 |
| Resist Adjust | resist adjustment, resist modifier | A spell-specific modifier applied to resistance resolution; a more negative adjustment makes a detrimental spell easier to land. | T2 |
| Riposte | — | A frontal active-defense check that negates an incoming swing and returns a counterattack. | T2 |
| Spell Gem | spell slot, memorized spell slot | A position on the active spell bar containing a memorized spell available for casting or eligible gem-based mechanics. | T1 |
| Spell School | casting school | The trained magic skill associated with a spell, such as Alteration, Conjuration, Divination, Evocation, or Abjuration. | T2 |
| Spell Upgrade | spell tier, upgraded spell | An EQL rank applied to a spell that can improve applicable damage, healing, duration, control limits, reagent use, summons, or pets. | T1 |
| Spellblade | Spellblade Invocation | An 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 |
| Strategy | Strategy skill | A skill that reduces Endurance charged by qualifying stance effects. | T1 |
| Striker Stance | Striker | A posture that greatly multiplies combat-skill damage while consuming Endurance. | T2 |
| Stun Hate | stun aggro | The high observed threat associated with landed stun spells and procs; exact EQL coefficients remain unpublished. | T3 |
| Taunt | — | A threat-control skill used to alter a target's hate relationship with the user. | T1 |
| Triple Attack | triple attacks | A skill-based check that can add a third physical attack after the applicable multi-attack prerequisites. | T2 |
| Unyielding Invocation | Unyielding | A martial invocation that increases health regeneration and resistance to fear, mez, and charm. | T2 |
| Weapon Delay | delay | The base interval controlling how often a weapon attempts an attack before haste and timing rules. | T2 |
| Weapon Ratio | weapon ratios | A comparative relationship between weapon damage and delay used as one input to weapon evaluation. | T1 |
| Weapon Skill | weapon skills, proficiency | The trained skill associated with the equipped weapon category and used as an input to physical attack accuracy and eligibility. | T2 |
| Worn Effect | worn effects, passive item effect | An item property supplied passively while the item is equipped, such as haste, vision, breathing, regeneration, or an instrument modifier. | T2 |