Glossary
What the words of Moboria mean, from raid to root. Terms like these link here from the other wiki pages.
B
Biome
The country the Deep shows during a raid, such as plains, caves or lava. Each biome has its own look, element and boss signature move, and the Deep avoids repeating the last two it showed.
Blind
A status that blinds a target for a couple of turns, so it misses a large share of its attacks. The Cleric's Mend can clear it.
Boss
The last and strongest enemy of every raid. Each biome's boss has its own signature move, and beating it sends the next raid one step deeper.
Bot
A stand-in hero that fills empty seats so every raid has a small party. Bots count toward the raid level and fight for the team, but they earn no rewards.
Burn
A status that scorches its target for a few turns, taking a slice of its maximum health each turn. The Cleric's Mend and the Druid's Renewal can clear it.
C
Class
One of eight ways to fight: Knight, Barbarian, Rogue, Ranger, Sorcerer, Cleric, Druid or Necromancer. Each class has its own skill, passive and playstyle, and each keeps its own level.
Cooldown
The wait before a skill can be used again. It keeps counting down even while a hero is rooted.
Crit
A critical hit: extra damage that also ignores the target's defense. Dexterous classes and the Ranger's Eagle Eye make crits more likely.
D
Defense
A percentage that reduces the damage of ordinary hits. Knights and Clerics wear the heaviest protection; magic hits ignore part of it and crits ignore it entirely.
Depth (stage)
How far down the Deep has been cleared. Beating a boss sends the next raid one step deeper, and a defeat sets it back one step, never below the first; deeper stages bring stronger variants of familiar enemies and the occasional rare visitor.
Dodge
A chance to avoid an incoming hit completely. Rogues are the best at it, and a few strikes, like Savage Blow, cannot be dodged.
Duel
A turn-by-turn fight between a hero and an enemy. Most duels are one on one, and a mighty boss can take on a small team at once.
E
Early demo
Moboria is an early playable demo. Expect rough edges and changes to classes, numbers, art and features; only some of the biomes are active right now.
F
Favored foe
Every class hits one category of enemy harder than the others. Knights, Barbarians and Druids favor beasts, Rogues, Rangers and Necromancers favor humanoids, and Sorcerers and Clerics favor the cursed.
Freeze
A status that locks a target in ice. A frozen target loses its next action.
H
Hero
A viewer's character in a raid, called by typing in chat. Each viewer plays one hero at a time, drawn from one of the eight classes.
L
Level
How seasoned a hero is in a class. Levels rise by earning XP in raids and are never lost when a raid goes badly; at the top level XP stops, but the other rewards keep coming.
Lobby
The waiting hall at the start of a raid. It opens when the first hero joins, counts down while others arrive, and closes with the party locked in just before the Gate opens.
M
Miniboss
A tougher enemy waiting in the middle of the line in larger raids. It hits harder than ordinary enemies, but it is not the end of the road.
Minion
A summoned fighter that battles on its owner's side. The Necromancer's skeleton is a minion: enemies strike it first, and it can rise again after falling.
P
Passive
A class's built-in power that works all the time without being triggered, such as the Knight's Bastion or the Ranger's Eagle Eye.
Poison
A status that drains a slice of the target's maximum health each turn for a few turns. Not to be confused with the Rogue's Venom Blade, which adds poison damage to his own strikes; Mend and Renewal can clear it.
Q
Queue
Heroes who arrive after the lobby has closed wait in the queue for the next raid, and heroes who just finished a raid return to it too. It is mostly first come, first served, with subscribers moved up front (see Sub priority).
R
Raid
One descent through the Deep: the lobby fills, the Gate opens, heroes duel a line of enemies, and a boss waits at the end. A raid ends when the boss falls or the last called hero does.
Raid level
The average level of everyone in a raid, bots included, rounded down and locked in as the lobby closes. Enemies are scaled to it, and rewards shrink for a hero far above or far below it.
Root
A status that pins a hero in place for a short while. A rooted hero cannot use skills, but basic attacks continue and cooldowns keep running.
Run
Another word for a single raid, from the opening lobby to the end screen. The result of each run moves the depth for the next one.
S
Skill
A class's active ability, triggered from chat, such as Taunt or Fireball. Each class has one, and it needs time to recharge between uses.
Sub priority
Twitch subscribers are placed ahead of non-subscribers in the queue, a few subscribers for every non-subscriber. It only changes the order: it gives no extra power, XP or loot.
T
Taunt
The Knight's skill. For a few turns, an enemy can attack only the taunting Knight (area attacks excepted), and in that time the Knight takes less damage from ordinary hits and deals less damage himself.
W
Weaken
A status that saps a target's strength for a few turns, so it deals less damage with every hit.
X
XP
Experience points earned at the end of a raid. Surviving earns the most, and falling still earns a smaller share, so a rough raid is never wasted.