Ability
A discrete combat modifier carried by a card at a given level. Abilities trigger on one of eight phases (passive, on_attack, on_hit, on_miss, on_death, pre_battle, per_turn, end_of_round). The full catalog lives on the Abilities page.
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Glossary
Short reference for every term used across these docs.
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A discrete combat modifier carried by a card at a given level. Abilities trigger on one of eight phases (passive, on_attack, on_hit, on_miss, on_death, pre_battle, per_turn, end_of_round). The full catalog lives on the Abilities page.
The eight elemental allegiances a card can carry. Stellarch uses Neutral, Fire, Earth, Wind, Water, Light, Dark, and Divine. Neutral cards play in any deck; the other seven are gated by the match's allowed-affinity set.
The set of abilities a given affinity tends to carry. Fire leans into Killstreak, Overrun, and Shock; Water into Frontline Mend, Med-Mend, and Splash; Light into Med-Mend, Rally-Cry, and Bulwark; Dark into Flank, Hemobane, and Hunter. The Affinities page lists the canonical signature for each.
Booster Card Experience. Cumulative XP required to combine duplicates into a higher-level copy. Each rarity has its own BCX-to-level curve: Commons run 1..10, Rares run 1..8, Epics run 1..6, Legendaries run 1..4.
A score summed from every card you own or field, weighted by rarity, level, and mythic foil. It gates which league families you can enter: Bronze 0, Silver 7,500, Gold 100,000, Champion 500,000. Mythic copies count for +50%.
A non-attacking card that grants stat modifiers and sometimes a granted ability to the whole team. The team is built around a single commander plus up to six fighters under the match's mana cap.
The shared, virtual pool of cards you draft your team from. You are not granted or given any cards and you own nothing by default. At launch the open pool is Commons and Rares at level 1. Epics, Legendaries, higher levels and tradeable cards are yours to own through packs and the market, where each rarity has a level ceiling an owned card can reach (Commons up to L10, Rares L8, Epics L6, Legendaries L4). During the closed alpha the pool is the full catalog at max level for testing.
A versioned print-run of cards. Stellarch ships its Genesis edition first; later editions stack on top with separate supply caps and release windows.
A daily stamina allowance spent to play ranked matches. It refills to a cap at the daily reset; when you run out, ranked matches still affect your rating but stop paying rewards.
An attacking card. Carries melee, ranged, or magic attack plus HP, armor, speed, and up to several abilities. The 1-6 fighters in a team line up in positions; the front fighter takes hits first.
A fighter's 1-indexed rank among its alive teammates. When the front fighter dies, the next one inherits position 1, so position is effective, not slot-locked. Eligibility (melee vs ranged vs magic) and many ability triggers branch on position.
The blockchain Stellarch runs on. Hive Keychain is the wallet-based login; deposits and withdrawals settle on Hive. A Hive login uses your bare Hive handle as your username (no suffix).
Non-tradeable store credit bought with fiat. Spends like SGC across the store (and, by design, the market) but can never be cashed out.
The competitive bracket a player sits in. Every match rolls the same 12-60 mana band in every family and tier; the number of active rulesets scales by tier, from none at the entry tier (V) up to three at the top tier (I).
The hard ceiling on total team mana for a single match. The matchmaker rolls a value inside the league's band; the deck-builder filters cards above the cap.
The premium mythic-foil variant of a card. Same art and level cap as the Standard copy, but it combines cheaper, starts at a higher level, and counts for +50% Collection Power. See Card Variants.
Four tiers: Common, Rare, Epic, Legendary. Each tier has its own level cap (10, 8, 6, 4) and its own BCX curve. Higher rarity acts earlier on speed ties in action order.
An on-demand re-simulation of every event the engine emits during a match: battle_start, hit_roll, damage_applied, died, and so on. Replays are regenerated from the original seed each time they are viewed (cached briefly), never stored event by event; same seed + same teams = byte-identical event stream.
A match modifier that rewrites one slice of combat. Examples: Tectonic Resonance (2 true damage to every non-Lift-Drive fighter each round), Time Dilation (slow fighters act first), Targeting Lock (melee and ranged hit chance forced to 1.0).
Stellarch Galactic Credit, the tradeable in-game token used to buy and sell on the card market. Stellarch always accepts SGC toward its own products at a fixed floor.
Stellarch's governance and staking token. Phased into ranked rewards over time.
The ranked competitive cycle. At season end, ratings soft-reset down a tier within each league family and rewards are settled.
The integer fed into SeededRng at the start of a match. Every RNG draw the engine makes flows from this single seed. Replays are byte-identical because the seed never changes.
The fighter a swing is aimed at. The Targeting engine picks targets by ability: Spray-Fire (random alive), Flank (back-most), Pickoff (back-most ranged/magic), Hunter (lowest HP), or Standard (front-most).
The phase on which an ability fires. Eight phases are wired: passive (always-on), on_attack (when the carrier swings), on_hit (after dealing damage), on_miss (after a missed swing), on_death (when the carrier dies), pre_battle (before round 1), per_turn (each round, on this fighter's turn), end_of_round (after every fighter acted).
A short chain identifier appended to usernames when an account signs in with a non-Hive method. Examples: -GGL (Google), -RON (Ronin), -AVAX (Avalanche), -ETH (Ethereum), -IMX (Immutable), -WAX, -TON, -GALA, -DISC (Discord). Hive Keychain and Email-PIN identities carry no suffix.