Guides
Glossary
A Wildshift glossary of official game terms: rooms, bosses, elements, energy, gear, and more.
A running list of words you will see in the game and on this site. If a definition is still being finalized, it says so.
Chapter — A themed climb made of rooms, with bosses on every tenth room and a chapter boss at the end. There are 30 story chapters. Example: Mossy Ruins.
Room — One arena in a chapter. Clear it to move on.
Run — One attempt at a chapter, from the first room until you win or fall.
Boss / mini-boss — A tougher fight on every tenth room. The last one in the chapter is the chapter boss.
Creature / hero — A playable character with an element, a passive, a Wild Essence special, and three evolution forms.
Form / evolution — The three stages of a creature in a run, such as Embrit → Cindrake → Pyroth. Stage 2 at in-run level 6, stage 3 at level 12.
Element — Fire, Water, Nature, Electric, Ice, or Void. Some elements are strong against others; see Elements.
Passive — The creature’s always-on trait (for example, Embrit’s Kindle).
Special / Wild Essence — The charged special ability on the bottom-right button. See Controls.
Level-up card / skill — A pick you take when you level up in a run. Each level-up offers 3 cards from one category.
Rare ability — A stronger pick offered after a boss kill. Each rare can be taken once per run.
Weapon style — How your basic attack behaves, set by the weapon you equip: Magic Orb, Quill Spines, Spinning Axe, Prism Laser, or Shuriken.
Gear — Equipment in six slots: Weapon, Armor, two Rings, Amulet, Bracelet. Rarity runs from Common to God Tier.
Gold — The common currency collected in a run, also spent on talents and some shop purchases.
Gems — A premium-style currency used for chests and energy refills, and for some shop purchases.
Keys — Golden and Diamond keys, earned (not sold) and used to open chests first.
Scrolls — Weapon, armor, and accessory scrolls, used for Crafting (unlocks at account level 8).
Energy — Spent to start a run (5 per run). Regenerates over time, up to 20.
Talents — Permanent account upgrades bought with gold.
Easy, Hard, Nightmare — The three difficulty levels. Harder difficulties unlock on a chapter ladder (clear chapter N+10 on the difficulty below).
Endless Tower — A separate climbing mode unlocked at account level 10.
Boss Rush — A trial of Story bosses you have already beaten, fought back to back.
Survival Arena — A trial of escalating mixed waves in one arena.
Den / daily login — A once-a-day reward (300 gold, 40 gems, 1 Golden key) after the den is unlocked.
HUD — The on-screen controls and meters during a fight.
Joystick — The floating virtual stick that moves your creature.
Bomb Drop — An optional skill with its own button, hidden until you pick the card in a run.