Glossary
Every Guildlands term from A to Z, each with a one-line explanation and its full page.
A
- A day in Aurelia
- The world follows your clock: mist in the morning, golden light in the afternoon, torches at night
- Achievements
- Goals for your whole account, with points and metals
- Adventures
- A chain of creature stages in one zone: the main expedition for leveling up
- Attributes
- Strength, Agility, Intelligence, Charisma and Vitality
- Aurelia
- The game world: one land, with the city at its heart and portals into mines, crypts and castles
B
- Bait
- What some fish use up: one per fish
Banner- Your clan's flag: shape, field, symbol and two colors
- Bestiary
- Every creature in Aurelia by zone: what it is, where it fights and what it drops
- Boss invitations
- The seal you use at a world boss’s lair to call it down
- Buy low, sell well
- The book, the chart and alerts, so you never overpay
- Buying from shopkeepers
- Tools, books, runes and the basics, for gold, with a charisma discount
C
- Capes
- They have their own slot: profession capes or cosmetic ones
- Cellar House
- A house branch with a cellar of your own to keep more
- Chat
- Talk to people nearby, the whole map, the whole game or your clan
- Chest keys
- They open adventure chests: they drop very rarely and are not sold anywhere
- Chests
- Rewards you keep and open whenever you like, with the odds in plain sight
- Clan armor
- Chest pieces only the clan gives, paid with Honor
- Clan Castle
- One castle, one clan: five take it and defend it
- Clan missions
- Weekly goals the whole clan fills together
- Clan notices
- Clan messages that wait for you even when you're not playing
- Clan ranks
- Who leads the clan and what each rank can do
- Clan workshop
- Fenced stations for the whole clan that owns the castle
- Clans
- Your people in Aurelia: you play together and the clan levels up
- Class focus
- The attributes your class makes the most of
- Classes
- How you fight: chosen when you create your character
Crafting- The professions that make what gets used: weapons, armor, arrows, jewelry, runes
- Crystals
- The Shop currency: buys space and comfort, never power
D
- Daily streak
- A reward for every day you log in, 14 days in a row
- Discord
- The Guildlands community, with rewards for joining
- Duels
- One on one to test your character, with nothing to lose
- Dungeons
- Short, hard expeditions, one every few levels, with a boss at the bottom
E
- Energy
- What you spend to go fighting or gathering; it refills on its own
- Errands
- The charisma ladder: expeditions without fighting that pay gold
- Events
- Seasons with their own achievements, a shop and a wheel
- Expeditions
- Everything your character does on a timer: adventures, dungeons and errands
F
- Falling and fleeing
- Falling isn’t dying: you come back early, with what you already earned
- Fighting as a group
- How a group fights: lanes and rows
- Food
- Dishes that give a long bonus: life, armor, mana...
- Friends and blocking
- Add friends, block whoever bothers you and check out others' gear
G
- Gather, refine and craft
- From the world to the workstation, and from the workstation to your gear
- Gathering
- The professions that take from the world: ore, trees, water, herbs and game
- Gear
- What you wear: weapon, armor, jewelry and cape
- Gear grades
- Each grade needs a higher level and gives more than the last
- Gems
- Stones set into your weapon or chest that add a bonus
- Gifts of the gods
- What the game team sends you arrives by itself, with a notice
- Gold
- The coin of Aurelia: earned by playing and spent inside the game
- Groups
- Rooms to take on a dungeon with other players
H
- Heavy and light weapons
- In the long run they all deal the same damage; the shape changes
- House branches
- At House V your house becomes a Workshop, Farm, Excavation, Kennel or Cellar House
- House tax
- Owning a house costs gold: pay by the day, the week or the month
- Houses
- One house per account: bought with crystals, grown with Construction
- Houses on the market
- A whole house is bought and sold on the market, for gold
- How combat works
- Expedition fights resolve on their own, turn by turn, with your real gear and spells
L
- Level and experience
- Fight, earn experience and level up
- Leveling a profession
- Every minute of work gives experience; higher-level work teaches more
M
- Letters to any player, even when they're offline
- Mana and cooldown
- What magic costs, and the wait between one spell and the next
- Market
- Where players buy and sell from each other, for gold
- Market Pass
- A one-time purchase that lets you buy and sell on the market, forever
- Masterwork
- An item that came out exceptional: everything it gives goes up
- Material and spell tabs
- A fixed spot in the stash for every material or book, with no stack limit
- Materials
- What you gather and refine: ore, logs, fish, hides, bars…
- Mini-pets
- A tiny creature by your side, with its own bonus
- Mod tiers
- How much each mod gives: T1, T2 or T3
- Mods
- An item's bonus lines: life, damage, critical...
- Mounts
- Animals that carry you faster through the city and the island, with a riding permit for each tier
O
- Order of Aurelia
- Your account's membership: more energy, more space and lower fees
P
- Passive Tree
- The passive board: permanent upgrades you pick point by point
- Petdex
- Your account's mini-pet collection
- Potions
- A burst of life or mana in the middle of a fight
- Profession cape
- The reward for reaching the max level of a profession
- Professions
- The trades your character learns: gather, refine and craft
Q
- Quests
- Goals you hand in to an NPC: the story, the dailies and more
R
- Races
- They shift points between attributes; none is better
- Rarity
- The color of the name: the rarer it is, the more mods it has
Refining- The professions that turn raw materials into something useful at a workstation
- Return to the city
- Hold R for a few seconds and you are back in Aurelia’s square, wherever you are
- Runes
- What every magic spell spends when it is cast
S
- Selling to the merchant
- Every shopkeeper buys your things at their value, with a daily cap
- Shop
- Where you get crystals, the Order and the Market Pass
- Slayer
- Hunting contracts from a slayer master: kill so many of a creature and get paid on the spot
- Sockets
- Holes in a weapon or chest where a gem goes
- Spells
- Special attacks and heals your character uses in a fight
- Starting over
- Get your points back, empty the Tree or change race
- Stash
- Your account's storage: shared by all your characters
T
- Toil
- A Master works your profession for a few hours, even while you're away
- Tools
- What each profession needs to work: pickaxe, axe, net, shears…
- Tracking
- The trail of arrows that leads you to a quest, an NPC, a resource node or a portal
- Training yard
- A dummy that never dies, to test your gear and spells without spending anything
U
- Unlock chain
- Each expedition opens when you finish the one before: that is how you advance through Aurelia
W
- Where gold comes from
- Fighting and quests bring gold in; shops, the market and your house spend it
Workstations- Where you refine and craft: furnace, anvil, saw, workbench…
- World bosses
- A huge boss that descends for the whole server: everyone hits it together and each player earns their own share
Z
- Zone trophies
- What the creatures of each zone drop: one common and one rare trophy per zone