Path of Idle Wiki
Glossary
The words the game uses in its own tooltips, collected in one place: what each one means and where it shows up.
Terms
- Affliction
A category of special attribute reductions. Currently includes Sunder, Slow, and Wound.
- Ally
A powerful allied unit that exists by default when combat begins, with no duration limit and no revival upon death. Inheritable stats can be viewed in character stat details.
- Aura
A special type of skill that activates automatically in combat, continuously granting stat bonuses to allies. Consumes Life or Mana. Does not stack.
- Basic
An advanced skill category tag. Only the three skills at the bottom of the Talent screen are fixed as Basic skills, and only one Basic skill can be selected for use. Basic skills have the lowest cast priority.
Where it appears: Skill tags are shown below skill information- Bloodied
By default, Health below 30% is considered Bloodied. If reserved Health exceeds 70%, the unit is considered Bloodied regardless of current Health.
- Boost
A category of special attribute bonuses. Currently includes Mettle, Haste, and Fortitude.
- Buff
Persistent effects that grant attribute increases for a period of time are called Buffs. Identical Buffs can stack and track duration independently.
- Debuff
Persistent effects that reduce attributes for a period of time are called Debuffs. Identical Debuffs can stack and track duration independently.
- Depleted
By default, Mana below 30% is considered Depleted. If reserved Mana exceeds 70%, the unit is considered Depleted regardless of current Mana.
- Dispel
Removes all Buffs from the target, excluding Boost effects.
- Fortitude
A Boost effect. Each stack increases Primary Attributes (Strength, Dexterity, Intelligence) by 3% and Crit Resistance by 6% for 4 seconds. Stacks up to 5 times, with each stack tracking duration independently.
- Full
By default, Mana above 70% is considered Full. If reserved Mana exceeds 30%, the unit is not considered Full even at full current Mana.
- Haste
A Boost effect. Each stack increases Martial Speed by 5% and Dodge Value by 5% for 4 seconds. Stacks up to 5 times, with each stack tracking duration independently.
- Healthy
By default, Health above 70% is considered Healthy. If reserved Health exceeds 30%, the unit is not considered Healthy even at full current Health.
- Martial
A basic skill category tag. Skills focused on combat techniques are usually classified as Martial.
Where it appears: Skill tags are shown below skill information- Mastery
An advanced skill category tag. Skills that usually deal heavy damage are classified as Mastery skills. Mastery skills have higher cast priority than Basic skills.
Where it appears: Skill tags are shown below skill information- Mettle
A Boost effect. Each stack increases All Damage by 5% and Physical Defense by 5% for 4 seconds. Stacks up to 5 times, with each stack tracking duration independently.
- Minion
Allied units summoned by skills. Individually weak, with a duration and a summon limit. Inheritable stats can be viewed in character stat details.
- Purge
Removes all Debuffs from the target, excluding Afflictions.
- Slow
An Affliction. Each stack reduces the target's Movement Speed by 6% and Skill Speed by 5% for 4 seconds. Stacks up to 5 times, with each stack tracking duration independently.
- Spell
A basic skill category tag. Skills focused on casting magic are usually classified as Spell.
Where it appears: Skill tags are shown below skill information- Sunder
An Affliction. Each stack reduces the target's All Defense by 10% and increases Critical Damage taken by 5% for 4 seconds. Stacks up to 5 times, with each stack tracking duration independently.
- Support
An advanced skill category tag. Skills that usually provide healing, shields, or summon companions and Minions are classified as Support skills. Support skills have the highest cast priority.
Where it appears: Skill tags are shown below skill information- Utility
An advanced skill category tag. Skills that usually buff allies or debuff targets are classified as Utility skills. Utility skills have higher cast priority than Mastery skills.
Where it appears: Skill tags are shown below skill information- Wound
An Affliction. Each stack reduces the target's healing effects by 10% and Health Regen by 10% for 4 seconds. Stacks up to 5 times, with each stack tracking duration independently.
In-game tips
The hints the game shows while a chapter loads, in the order it unlocks them.
- High-rarity Prisoners have higher growth and extra Talent points.From Weeping Peninsula
- Auto Combat unlocks after completing the first chapter.From Weeping Peninsula
- Each Prisoner’s Skills are random Class Skills.From Weeping Peninsula
- Each class has a fixed Basic Skill, which can be switched at any time by right-clickingFrom Weeping Peninsula
- Each time a Godsworn levels up, they gain 1 Talent point and their attributes increaseFrom Weeping Peninsula
- If you no longer want this Godsworn, click the small skull beneath the character nameFrom Weeping Peninsula
- Right-click a piece of equipment to quickly equip or unequip itFrom Weeping Peninsula
- If you do not like a Godsworn's name, you can change it againFrom Weeping Peninsula
- Do not forget to clear Chapter Treasure stages; they are guaranteed to drop a Legendary ChestFrom Weeping Peninsula
- Follow the guidance of Stele tasks to make your journey easierFrom Weeping Peninsula
- Useless low-quality Equipment can be sold directly to the Market; no need to hesitateFrom Weeping Peninsula
- If a Godsworn greatly exceeds the monster's level, they will be unable to gain EXPFrom Weeping Peninsula
- If you do not like Windowed mode, you can adjust it in SettingsFrom Weeping Peninsula
- Shields are depleted before Health, but decay automaticallyFrom Weeping Peninsula
- Some skills have shorter attack range, causing your Godsworn to charge forwardFrom Weeping Peninsula
- Hold equipment chests to open them quickly; Souls can also be used quicklyFrom Weeping Peninsula
- Boss stages are guaranteed to drop a Set Chest, so defeat them as early as possibleFrom Weeping Peninsula
- Some skills require specific weapons to cast; pay attention when changing weaponsFrom Weeping Peninsula
- Godsworn can equip two weapons, and both weapons' attributes are added to the characterFrom Weeping Peninsula
- Click the Store button in the Backpack to quickly transfer Equipment to the Warehouse or MarketFrom Weeping Peninsula
- Some Legendary Equipment has powerful and dangerous effects—use with caution.From Emberwood Forest
- Some skills reduce your Mana or Max Health instead of costing ManaFrom Emberwood Forest
- Buff and Debuff effects can stack, and their durations are calculated independentlyFrom Emberwood Forest
- The Storage can be set with filters to automatically sell filtered Equipment when opening chestsFrom Emberwood Forest
- When an enemy's level is higher than the Godsworn's level, it will deal more damage to youFrom Emberwood Forest
- Golem attribute bonuses apply to all Godsworn of the corresponding classFrom Scorched Wastes
- Click the setup button on an Adventure slot to set Auto Adventure conditionsFrom Scorched Wastes
- White equipment can have up to 3 sockets, while blue equipment can have up to 2From Blackcrow Ridge
- Runes are split into Attack and Defense types, and can only be placed in matching socket shapesFrom Blackcrow Ridge
- Want skills from other classes? Craft a RunewordFrom Blackcrow Ridge
- Runeword skills and Talent skills cannot stack levelsFrom Blackcrow Ridge
- If a Runeword skill duplicates a Talent skill, only the higher-level one takes effectFrom Blackcrow Ridge
- Soul Shards can be obtained in the Divine Tower; they are key materials for Golem InfusionFrom Desolate Battlefield