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Glossary

This page defines the terms used throughout the Yomi no Sho wiki. Terms are listed alphabetically.

Not used in Yomi no Sho (combat is round-based, not AP-based). Mentioned here only because some players from other RPGs ask about it.

“Away From Keyboard”. In Yomi no Sho, the idle loop means your character keeps fighting even when you’re AFK. See Idle Loop.

One of the four allocatable stats. Each point of AGI grants +1 SPD and +0.5% crit. See Progression.

The base template for an enemy. Each zone has 2 enemy archetypes; the actual enemies you fight are scaled versions of these. See Bestiary.

Attack stat. Determines how much damage you deal. See Combat.

An enemy archetype in zone 1 (Withered Bamboo Grove). 80 base HP, 10 base ATK.

The default attack used when no skill is ready. 1.0× ATK multiplier, no MP cost, no cooldown.

A guard NPC in zone 1. Offers the “Kodama Purge” and “Reach Level 5” quests.

A special enemy that appears every 10th stage. Has 3× HP/ATK/DEF, 1.2× SPD, 1.5× crit, and 5× XP/gold rewards. See Bestiary.

A type of skill that increases a stat temporarily. Currently not implemented in the combat sim — buff skills exist in the data but do nothing when used.

Either “local” (free, zone-only) or “global” (10g/message, server-wide). See Chat.

Your in-game avatar. Has a name, class, level, stats, gear, inventory, and skills. One character per account.

One of four: Samurai, Onmyoji, Shinobi, Sohei. Permanent — cannot be changed. See Classes.

The number of turns you must wait before reusing a skill. Ticks down by 1 each round. See Skills.

A “critical hit” that deals 1.5× damage. Chance is determined by the Crit stat. See Combat.

The multiplier applied to crits. Fixed at 150% (1.5×) for all classes. Not increasable.

Defence stat. Reduces incoming damage by DEF × 0.5 (subtracted from attacker’s ATK before multipliers). See Combat.

A chance to avoid an attack entirely. Calculated as min(25%, 5% + (defender.SPD - attacker.SPD) / 3). See Combat.

An item received from a combat victory. 20% chance per victory, rolled after the fight ends. See Drop Rates.

Each enemy and item has an associated emoji used in the game UI (e.g. 🎋 for Kodama, 🗡️ for Rusty Katana). Documented on the Bestiary and Items pages.

A healer and quest-giver NPC in zone 7. Offers the “Throne of Fire” quest.

A player you’ve added to your friends list. Friends can PvP regardless of level gap and trade without cooldown. See Friends.

A 10% chance per round for an enemy to be “furious”, dealing ×1.5 damage with their basic attack. Player attacks are never “furious”.

An enemy archetype in zone 5 (Ashen Oni Wastes). 280 base HP, 32 base ATK, 16 base SPD, 14% crit.

A premium currency. Currently unused in the game — planned for future cosmetic purchases.

A chat channel visible to all players. Costs 10 gold per message. See Chat.

The primary currency. Earned from combat victories, spent on healing and gear. See Progression.

A skill type that restores HP. The power value is a fraction of max HP (e.g. 0.3 = 30%). See Skills.

Health Points. When HP reaches 0, you die. See Combat.

The core gameplay loop where your character auto-fights while you’re away. See Idle Loop.

One of the four allocatable stats. Each point of INT grants +3 max MP and +1 ATK. See Progression.

Your character’s storage for items not currently equipped. Has a generous cap; check it when you log in to avoid discarded drops. See Items.

The Samurai’s signature skill. 240% ATK single-hit, 8 MP, 3-turn cooldown.

An enemy archetype in zone 8 (Yomi’s Heart). 1200 base HP, 92 base ATK — the strongest trash mob in the game.

The god of fire, referenced in the lore. The Throne of Kagutsuchi (zone 7) is his domain. See Flame Priest for the lore.

The merchant NPC in Yomi Town. Sells starter gear, buys loot at 50% value.

An enemy archetype in zone 1 (Withered Bamboo Grove). 60 base HP — the weakest enemy in the game.

The Shinobi’s level-10 skill. 150% ATK × 3 hits, 15 MP, 4-turn cooldown. Highest total multiplier of any skill.

A global ranking of all players by level, kills, gold, and zone. Accessible from Yomi Town.

Your character’s overall progression. Each level grants +5 stat points and +1 skill point. See Progression.

A chat channel visible only to players in your current zone. Free. See Chat.

The Sohei’s level-10 skill. Heals 45% max HP, 12 MP, 5-turn cooldown.

The system where zones appear on your map as ?? tiles until discovered. See Zones.

A generic all-class skill unlocked at level 5. Heals 30% max HP, 10 MP, 4-turn cooldown.

Mana Points. Used to cast skills. When MP reaches 0, you can’t use skills — you fall back to basic attacks.

A legendary-rarity weapon. 38 ATK, 6 SPD, 10% crit. Drops in zone 8.

Non-Player Character. The 7 NPCs in Yomi no Sho are listed on the NPCs page.

An enemy archetype in zone 2 (Mist-Shrouded Shrine). 70 base HP, 16 base ATK, 13 base SPD, 8% crit. Dangerous to fragile classes.

An enemy archetype in zone 5 (Ashen Oni Wastes). 340 base HP, 36 base ATK, 18 base DEF. Tanky.

One of the four playable classes. A spirit mage with high MP and multi-hit skills. See Onmyoji.

Player vs Player combat. Asynchronous duels with gold bets. See PvP.

A generic all-class skill. 160% ATK, 6 MP, 2-turn cooldown. Weak filler.

One of 7 chained objectives offered by NPCs. See Quests.

One of four item tiers: common (60% drop weight), rare (28%), epic (10%), legendary (2%). See Drop Rates.

Not used in Yomi no Sho. Mentioned here only to disambiguate from other RPGs.

A storyteller NPC in Yomi Town. Offers the first quest in the chain.

One of the four playable classes. A blade master with balanced stats. See Samurai.

The healer NPC in Yomi Town. Charges 2g/HP and 5g/MP.

One of the four playable classes. A fast, crit-focused assassin. See Shinobi.

The Onmyoji’s signature skill. 100% ATK × 4 hits, 14 MP, 3-turn cooldown.

A special ability usable in combat. Costs MP, has a cooldown. See Skills.

One of the four playable classes. A tank with self-healing. See Sohei.

Speed stat. Determines turn order (faster goes first) and dodge chance. See Combat.

A subdivision of a zone. Each zone has 10 stages; stage 10 is the boss. See Bestiary.

One of the four allocatable stats. Each point of STR grants +2 ATK.

The Sohei’s level-5 skill. Heals 25% max HP, 8 MP, 3-turn cooldown.

An enemy archetype in zone 3 (Crimson Torii Path). 140 base HP, 20 base ATK, 15 base SPD.

Not used in Yomi no Sho (combat is round-based, not tick-based). Mentioned here only to disambiguate.

The system for swapping items with another player. See Trade.

The Sohei’s signature skill. 200% ATK + 15% max HP heal, 12 MP, 3-turn cooldown.

One of the four allocatable stats. Each point of VIT grants +10 max HP and +1 DEF.

The name suffix applied to boss enemies. E.g. “Kodama — Warlord” / “木霊・名将”. See Bestiary.

Zone 1. The first combat zone, designed for levels 1–5.

Experience Points. Earned from combat victories. Each level requires a specific amount of XP, scaling with the formula xpForLevel(level) = 100 × level^1.5. See Progression.

The shadow-realm where the game takes place. The Japanese underworld of myth.

Zone 0. The safe hub. No combat, three NPCs.

An enemy archetype in zone 8 (Yomi’s Heart). 820 base HP, 78 base ATK. The strongest non-boss enemy in the game.

An enemy archetype in zone 2 (Mist-Shrouded Shrine). 95 base HP, 13 base ATK.