Glossary
Welcome to the Mandragora Glossary! Here, you will find definitions for many of the key terms in Mandragora. Please use the filters below to easily navigate through each category. Once you find a specific term you're curious about, click on it to read its full description.
Adrenaline
Adrenaline is a resource generated by certain Weapon Attacks and effects. Most Combat Skills consume Adrenaline. Adrenaline decays slowly outside of combat.
Armor
Armor directly reduces incoming Physical damage by 1 per point of Armor. Armor cannot reduce incoming damage by more than 50%.
Attack Speed
Attack Speed increases the speed of your Weapon Attacks. Attack Speed bonuses have diminishing returns, becoming less effective as the bonus accumulates.
Balance
Balance is a Shield attribute that determines the Stamina drain when blocking attacks by Defending. The higher the Balance, the less the Stamina drained.
Bleed
Bleed can be applied when dealing direct Physical damage. Bleed deals Bleed damage over a short duration. The damage is increased based on the target’s maximum Health. Bleeding targets also take increased Physical damage. Bleed effects do not stack.
Burn
Burn can be applied when dealing direct Fire damage. Burn deals Fire damage over a short duration. Burn effects do not stack.
Combo Points
Combo Points are a resource generated by certain Weapon Attacks and effects while wielding Daggers. Combo Points are used by Assassination Skills.
Constitution
Constitution increases maximum Health.
Increases the following Resistances:
Bleed Poison
Increases the following Resistances:
Consumables
Consumables are items that can increase your survivability and combat potential in many ways. Consumables have various categories and you may only have one effect active from each one at any time.
The categories are:
Temporary Weapon Enhancements Armor Kits Food Defensive and Utility Potions Offensive Potions
The categories are:
Critical Damage
Critical Damage determines the damage of a Critical Strike. This applies to both Physical and Magic Critical Strikes.
Defend
All Shields allow you to block incoming attacks, reducing their damage based on the Shield’s stats. Defending attacks drains Stamina based on the amount of damage blocked and the Shield’s Balance attribute. Heavier Shields block more damage and drain less Stamina.
Defense
Defense is the main attribute to mitigate incoming damage.
Increases the following Resistances:
Physical Fire Wyld Frost Void
Increases the following Resistances:
Dexterity
Dexterity increases the Physical damage of Dexterity-scaling Weapons, Skills and effects.
Increases the following Resistances:
Frost Bleed
Increases the following Resistances:
Endurance
Endurance increases maximum Stamina.
Increases the following Resistances:
Fire Bleed
Increases the following Resistances:
Entropic Essence
Entropic Essence can be found in areas of Entropy and can be used to upgrade Active Skills.
Equip Load
Equip Load indicates the total weight your equipped items can weigh without receiving penalties. Equip Load is increased by the Vigor and Strength Attributes.
Different Equip Load ranges result in various bonuses or penalties:
Equip Load <= 70% – Quicker and longer Evade and Roll. 70% < Equip Load <= 100% – No penalties or bonuses. 100% < Equip Load <= 110% – Slower and shorter Evade and Roll. 110% < Equip Load <= 120% – No Sprinting, even slower and shorter Evade and Roll. 120% < Equip Load <= 125% – No Sprinting, even slower and shorter Evade and Roll. 125% < Equip Load – No Sprinting, Evading, Rolling or combat actions.
Different Equip Load ranges result in various bonuses or penalties:
Essence
Essence is collected from defeated enemies and awarded by completing quests. Essence is primarily used to Level Up, but has other uses as well. All carried Essence is dropped upon death and can be recovered. Dropped Essence is lost if you die again without recovering it.
Knowledge
Knowledge increases maximum Mana.
Increases the following Resistances:
Frost Void
Increases the following Resistances:
Level Up
Carrying enough Essence allows you to Level Up when Resting at a Witch Stone. Each Level-Up grants you a Talent Point which can be spent in the Talent Tree.
Light Barrier
Light Barrier is a damage absorption effect generated by certain Astral Spells and Vindicator talents. Light Barrier absorbs all incoming damage at 100% efficiency. The maximum amount of Light Barrier you may have at any time is limited to 20% of your maximum Health.
Lightbrand
Lightbrand can be applied when dealing direct Astral damage. Lightbrand lasts a short duration and heals you for a portion of Astral damage taken by the target. Lightbrand effects do not stack.
Magic Critical Chance
Your Magic attacks have a chance to be Critical Strikes, dealing increased damage. This chance is determined by your Magic Critical Chance. The damage of a Critical Strike is determined by your Critical Damage modifier.
Magic Damage
Astral Chaos Fire Frost Void and Wyld damage is considered Magic damage.
Mana
Mana is a resource used by most Spells. Mana does not regenerate by default but can be restored by consumables and various effects.
Physical Critical Chance
Your Physical attacks have a chance to be Critical Strikes, dealing increased damage. This chance is determined by your Physical Critical Chance. The damage of a Critical Strike is determined by your Critical Damage modifier.
Poise
Poise indicates how much incoming Stagger you or an enemy can withstand before becoming Staggered. Initiating an attack refills some Poise for the attacker. Poise can mainly be increased by wearing heavier and more protective equipment.
Poison
Poison can be applied when dealing direct Physical damage. Poison deals Poison damage over a long duration. Multiple Poison effects can overlap on a target, up to a maximum limit.
Power
Power increases the Magic damage of Power-scaling Weapons, Skills and effects.
Increases the following Resistances:
Fire
Increases the following Resistances:
Relics
Relics are off-hand items that must be held to allow the casting of Spells of the matching element. In order to equip a Relic, the corresponding Mastery talent must be unlocked in the Talent Tree.
Root
Root can be applied when dealing direct Wyld damage. Root snares the target, preventing them from moving for a short time. Root effects do not stack.
Smash
Smash is an effect that can trigger when damaging injured enemies with One-Handed Maces and Greathammers. Triggering a Smash effect instantly kills normal enemies. Elite and boss enemies take increased damage from the attack and are Staggered instead. Smash can only trigger once per enemy.
Smash can only trigger below certain Health thresholds:
Below 45% Health for normal enemies. Below 33% Health for elite enemies. Below 20% Health for boss enemies.
Smash can only trigger below certain Health thresholds:
Special Action - Daggers: Blade Dance
Spending Combo Points charges your equipped Daggers. When fully charged, you can activate Blade Dance to briefly become incorporeal and unleash a series of rapid cuts, distributed randomly between nearby enemies. Each cut deals damage based on your Weapon Damage.
Special Action - Light Shield: Parry
Most melee attacks and Physical projectiles can be Parried with Light Shields, if timed correctly. Successfully Parrying a melee attack damages and Staggers the attacker. Parried projectiles are deflected instead.
Special Action - Relic: Discharge
Spending Mana charges your equipped Relic. When fully charged, you can activate Discharge to release a blast around you, Staggering nearby enemies and applying a Status Effect appropriate to your Relic’s element.
Special Action - Tower Shield: Inner Strength
Spending Adrenaline charges your equipped Tower Shield. When fully charged, you can activate Inner Strength to release a shockwave forward, damaging all enemies in its path. The damage of the shockwave is based on your Shield Damage.
Special Action - Two-Handed Weapons: Resonance
Spending Adrenaline charges your equipped Two-Handed Weapon. When fully charged, you can activate Resonance to empower the weapon, causing all Weapon Attacks to emit damaging shockwaves around their point of impact. The damage of the shockwaves is based on your Weapon Damage.
Spell Power and Spirit Force
Spell Power and Spirit Force indicate your relative damage with Power and Spirit scaling Spells and effects respectively. These values are calculated from your Power and Spirit Attributes, as well as your Relic’s Spell Buff modifier.
Spirit
Spirit increases the Magic damage of Spirit-scaling Weapons, Skills and effects.
Increases the following Resistances:
Wyld Void
Increases the following Resistances:
Stagger
Most attacks cause Stagger to the target depending on the attack and the weapon used. Inflicted Stagger reduces the target’s Poise for a short time. When a target has their Poise reduced to 0, they become Staggered, being unable to act for a short time. Your first attack against normal enemies always Staggers them.
Stamina
Stamina is a quickly regenerating resource used by most attacks and certain movement and evasive actions. While Stamina is depleted, no such actions can be executed until enough Stamina is regained.
Status Effects
Each damage type has an associated Status Effect which can be applied based on the corresponding Status Effect Chance when dealing direct damage of that type. Some effects may also directly apply Status Effects.
Physical damage can cause Bleed and Poison. Fire damage can cause Burn. Chaos damage can cause Weakness. Astral damage can cause Lightbrand. Wyld damage can cause Root.
Strength
Strength mainly increases the Physical damage of Strength-scaling Weapons, Skills and effects. Strength also slightly increases Equip Load.
Increases the following Resistances:
- Wyld
- Poison
Vigor
Vigor mainly increases Equip Load, allowing you to wear heavier equipment.
Vigor also slightly increases Stamina Regeneration, reduces the duration of Slow, Stun and Root effects as well as reduces Fall Damage taken.
Increases the following Resistances:
Poison
Vigor also slightly increases Stamina Regeneration, reduces the duration of Slow, Stun and Root effects as well as reduces Fall Damage taken.
Increases the following Resistances:
Weakness
Weakness can be applied when dealing direct Chaos Damage. Weakness reduces the target’s Movement Speed by 25% and increases their Chaos damage taken by 15% for a short duration. Weakness effects do not stack.


