| Aspect |
One of six elements: Flame, Tide, Gale, Stone, Radiance, Umbra. See Aspects. |
| Ascension |
A level-cap break that needs a boss material. See Leveling. |
| Bloom |
The crystal growth that spreads from a Rift. Also the world event when many Rifts open at once (a Great Bloom). |
| Break |
Enemy stagger gauge. Full Break stuns the enemy and opens it to a Finisher. |
| Echo |
The bound memory-spirit of a fallen hero. Grants an active skill, a passive, and an Echo Burst. See Echoes. |
| Echo Burst |
A cinematic ultimate attack that uses a full Resonance meter. |
| Hollow |
The general name for Rift-born monsters. |
| Kagura |
The moon that shattered 300 years before the game. |
| Lantern Rank |
The Lanternbearer Guild rank. It gates regions, Rift tiers and shop stock. See Ranks. |
| Lanternbearer |
A person who can carry a Soul Lantern into Rifts. The player is one. |
| Lumen |
The main soft currency. |
| Lunaris Archipelago |
The game world. |
| Moonshard |
A fragment of Kagura. A rare upgrade material, and the cause of Rifts. |
| Moon Phase |
An in-game 8-phase cycle that changes Rift modifiers and spawns. |
| Path |
One of four skill trees: Vanguard, Shadow, Sage, Warden. |
| Perfect Step |
A dodge timed just before a hit. It triggers a short slow-motion window. |
| Resonance |
The meter filled by combat. It powers Echo Skills and Echo Bursts. |
| Rift |
A pocket dungeon formed where a Moonshard landed. |
| Rift Heart |
The boss or core at the end of a Rift. Destroying it closes the Rift. |
| Soul Lantern |
The player's key tool. It lights Rifts, stores Echoes and can be upgraded. |
| Weapon Art |
A special move unique to a weapon. |