Core progression terms
Potential (Pot) — Percentage showing how close gear stats are to maximum when fully upgraded. Endgame players target 90%+ on Secret and Fabled pieces.
Calamity — Highest standard difficulty modifier on dungeons. Required for Secret crafting material drops (Ragnarök's Descent and above).
Hardcore — Optional modifier adding +50% material drops when enabled; skip it if clear time doubles.
Secret — Rarity tier above Legendary for armor, rings, and sigils crafted at level 70+ with Calamity materials.
Fabled — Top weapon tier crafted at level 215+ with rare boss drops; supports three perk slots.
Combat and party terms
Aggro / Threat — Enemy attention targeting. Guardians use Taunt spells to pull aggro off DPS.
Modifier — Rotating dungeon-wide buff or challenge affecting XP, luck, drops, or enemy behavior.
Elemental Raids — Separate raid mode requiring entry keys; primary source of high-tier Secret rings.
Boss Rush — Back-to-back boss gauntlet rewarding Mana Stones for the Mana Stone Store.
Mana Stones — Currency earned from Boss Rush and other modes for specialized shop purchases.
Crafting terms
Mob Materials / Boss Materials — Calamity drops used at the lobby crafting station. Exchange same-dungeon materials at 2:1 ratio via the Exchange NPC.
Perk / Reforge — Weapon affixes rerolled with Perk Runes; Secret and Fabled weapons can lock perks while reforging.
Substat — Secondary ring stats chosen when crafting Secret rings from three Legendary bases.
Difficulty ladder explained
Normal teaches mechanics with forgiving damage. Expert increases enemy HP and introduces tighter telegraph windows. Chaos sits between Expert and Calamity with better drop tables than Expert alone.
Calamity is the standard endgame difficulty — not a separate dungeon. Toggle it on the difficulty panel before entering any unlocked mainline dungeon from Ragnarök's Descent upward.
Hardcore is an optional checkbox independent of Calamity. It adds +50% material drops only when your clear time does not balloon — if Hardcore doubles your run length, net materials per hour drop.
Soft pity and drop luck
Each main dungeon clear without a Legendary or Secret drop slightly increases your luck rate on the next run. The game does not publish exact percentages, but community data shows noticeable improvements after ten to twenty dry streaks.
Soft pity resets or diminishes when you finally drop the target rarity — do not expect guaranteed Secret weapons from pity alone. Armor and rings come from crafting, not random Secret armor drops.
Luck modifiers on the dungeon board and Lucky weapon perks stack with soft pity. Farm during +Luck weekends when chasing Legendary ring bases for Secret merges.
Side mode vocabulary
Infinite Tower — vertical gauntlet for sigil materials separate from mainline keys. Temporal Chamber — scheduled global boss event with unique drop tables. Thorn Golem — raid variant excluded from /runs counter.
Entry Keys gate Elemental Raids only. Mana Stones come from Boss Rush. Sigils equip in a dedicated slot and accept rerolls unlike spells.
For full mode breakdowns see Elemental Raids, Boss Rush, and all dungeons.