Glossary

A glossary of game terms, skills, and combat mechanics.

Basic Skills & Mechanics

Term Description
Basic Skill - A skill that activates when the Basic Attack button is pressed and released quickly. The connected action is executed automatically with a single input.
Hold Skill - A skill that activates when the Basic Attack button is held down. The knight will perform a series of connected moves in a row while the button input is maintained.
Special Skill - A skill that activates when the Special Attack button is briefly tapped on. Effects vary depending on the knight. It generally has a cooldown after use.
Ultimate Skill - A powerful skill that consumes the Ultimate Gauge, a separate personal resource.
Guard - Triples DEF in effect while casting. [Parrying] applies DEF as 5x. Failing to [Parry] decreases Energy in proportion to DMG.
[Parrying] - Activates when the Guard Skill is used at the right time as the enemy attacks. It completely blocks the enemy attack and allows the use of Counter to deal DMG.
Counter - A counterattack skill that deals DMG to the enemy after deflecting their attack. A counterattack charges a decent amount of [Link Gauge].
Dash - While the knight is moving, the Guard button becomes the Dash button. Use it to make the knight quickly travel a short distance. It has a short Dodge window.
[Perfect Dodge] - Activates when using the Dash timed with an enemy's attack. Completely dodges the attack and avoids taking DMG.
Break DMG - DMG that reduces the Break Gauge of powerful enemies. When the Break Gauge reaches 0, enemies enter the Broken state. They are temporarily unable to act and take increased DMG while Broken.

Link Mechanics

Term Description
Link Switch - A special Switching method that consumes the Link Gauge. A knight that is already in combat becomes Linked and engages in battle together for a set time.
Linked - When knights switch by consuming the Link Gauge, the previous Main Knight switches to auto-control and enters the Linked state, where they engage in battle together for a while.
[Link Gauge] - This is a shared resource used to activate the Link Switch. A knight can charge it by dealing DMG to enemies using skills.
[Ultimate Gauge] - A separate personal resource, charged and consumed to enable use of the Ultimate Skill. Can be charged by most DMG-dealing attacks, excluding the Ultimate Skill and Ultimate Link Skill.

States & Effects

State/Effect Description
[Invincible] - Immune to all DMG while the effect lasts.
[Super Armor] - For the effect duration, the knight resists Stagger even if they take DMG from the opponent's attack, and they can continue their previous action.
[Barrier] - This is a protective effect that absorbs DMG Taken instead of the knight's health. The barrier value is shared among all knights in battle. Barriers do not stack.
[Dodge] - Dodge the attack and avoid taking DMG.
[Earthquake] - Lasts for 10 sec. When it ends, deals Earth DMG, based on the ATK of knight that inflicted the status. If Earthquake is applied again during the duration, the effect activates immediately and [Earthquake] is refreshed.
[Burn] - Deals Fire DMG every sec for 15 sec, based on the ATK of knight that inflicted the status. Stacks up to 6 times.
[Electrocute] - Lasts for 12 sec and deals Electric DMG based on the attacker's ATK each time Electric DMG is taken. Has a 0.5 sec cooldown after activation.
[Erode] - Lasts for 12 sec and deals Wind DMG every 1.5 sec, based on the ATK of knight that inflicted the status. DMG interval shortens when Wind DMG is dealt. This effect cannot stack or refresh.
[Freeze] - Lasts for 15 sec and stacks up to 8 times. At max stacks, deals Water DMG based on the ATK of knight that inflicted the status, and inflicts [Stun] on the enemy for 1 sec. All stacks are removed upon activation.
[Stun] - Temporarily disables the target's ability to act.
[Armor Destruction] - Reduces DEF by 5% for 12 sec. Stacks up to 4 times.

General Game Terminology

Term Meaning
DPS Unit that can act as damage dealer
Amp Unit that has skill/passive to amplify specific stat
CRIT / CRIT DMG Crit rate / Crit Damage
Invicible Skill Skill that grants unit [Invicible] state
Healing Unit that has healing skill either for itself or allies
Parry Skill Skill that grants unit [Parry] state
DEF Defense
HP Health Points
DMG Damage
DoT Damage Over Time
Dodge Skill Skill that grants unit [Dodge] state
ATK Attack
Link Pushing Unit that has skill pushing [Link Gauge]

Don't forget to check out ingame "Tips" for visual explanation about specific skills, monster patterns,...

Open the menu, then Tips:

You can now check out all the tips you want!

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Meep

Content Creator for Goddess Order