RPG Progression, Stats & Loot Terms

Role-playing games, MMOs, survival games and strategy games share a common set of ideas about how a character grows and what it can do with the world: experience that turns into levels, stats that change with gear, resources you spend, items you gather and loot you win. Players use the same vocabulary across all of them, so learning it once helps in every new game.

This glossary covers fourteen of those terms and links to one more article. They are grouped loosely: first what you spend and gather (consumables, mana, stamina, resource nodes, crates), then how you grow (experience, stats, upgrades, tech trees, grinding), then how the game remembers and rewards you (save slots, offline progress, instance loot) and one mechanic that moves things around (vacuum).

TermIn one lineLook at it when
ConsumableAn item that is used upPlanning a boss fight or a long trip
Mana barThe resource spells costChoosing a class or build
Stamina barThe resource sprinting, dodging and blocking costFighting or exploring in action games
Resource nodeA spot you gather materials fromPlanning gathering or crafting
Crate farmRepeatedly collecting crates for lootLooking for a repeatable source
Experience curveHow much XP each level needsEstimating time to the level cap
Stat modifierAnything that changes a statComparing gear and builds
Upgrade pathThe route to improve gear or a unitSpending upgrade materials
Tech treeA branching map of unlocksStrategy and base-building games
GrindingRepeating an activity for progressDeciding if a game respects your time
Save slotA place where progress is storedBefore a point of no return
Offline progressionProgress while you are logged outIdle games and MMOs
Instance lootRewards from private dungeon runsGroup content
VacuumPulling enemies or items toward a pointArea damage and looting

Consumable

A consumable is an item that is used up when you use it: a health potion, a food buff, a scroll, an arrow or a grenade. Consumables are usually the cheapest way to gain a short-term edge, and they decide how much risk you can take on a trip.

Common kinds:

  • Healing and resource restoration: health and mana potions.
  • Buffs: food, flasks or elixirs that raise stats for a time. In MMO raids, preparing a full set of food, flask and potion before a boss is standard practice.
  • Ammunition and throwables: arrows, bolts, bombs.
  • Utility: teleport or town portal scrolls, repair kits, keys.
  • Crafting inputs that are consumed in making something.

Some games turn consumables into a core system. Dark Souls' Estus Flask is a healing consumable with a limited number of uses that refills when you rest at a bonfire, so supply is tied to progress through the area. Survival games make food and water consumables that you must keep stocked.

Tips:

  1. Use them. Many players hoard rare potions for a "worse" fight that never comes. This habit is so common that designers talk about the "elixir problem". If a consumable is cheap enough to replace, use it freely.
  2. Know the cooldown. Potions often share a cooldown, so you cannot drink two in a row. See skill cooldown.
  3. Check the duration. Buffs may end on death or log-out.
  4. Mind carry limits. Bag space and weight cap how many you can bring.

Mana bar

The mana bar is the resource that spells and special abilities cost. It empties when you cast, refills over time or with items, and forces you to choose which spells are worth casting. Names vary: Magicka in the Elder Scrolls games, MP (magic points) in Final Fantasy, FP (focus points) in Dark Souls III and Elden Ring.

Other resources do the same job in a different shape:

ResourceHow it behavesExample
ManaStored, spent on spells, regenerates slowlyMages and healers in World of Warcraft
EnergyRegenerates quickly and constantlyRogues in World of Warcraft; some League of Legends champions
RageBuilt by fighting, decays out of combatWarriors in World of Warcraft
No resourceOnly cooldowns limit youMany League of Legends champions
Reserved manaPart of the pool is locked while auras are activeAuras in Path of Exile

League of Legends gives each champion mana, energy or no resource at all, which is a good example of how a game uses resource type to define a character.

How to manage mana well:

  • Spend on what matters. Cast the expensive spell when it changes the result, not on a weak target.
  • Know your regeneration. Some games regenerate faster when you stand still or when you do not cast; others add potions, gear stats or drain mechanics.
  • Watch the enemy. In games that show opponents' mana, an empty bar tells you when they cannot cast.
  • In group games, balance roles. A healer who runs out of mana loses the group, so healers pace their casts and ask for pauses.

Stamina bar

The stamina bar limits physical actions: running, dodging, blocking, climbing and attacking. It drains as you act and refills when you rest, which makes every action a decision. Dark Souls (2011) made it the centre of combat: every swing, roll and block costs stamina, so attacking until you are empty leaves you open. The Legend of Zelda: Breath of the Wild uses a stamina wheel for climbing, gliding and sprinting; spending the wheel mid-climb makes you fall.

Typical rules:

  • Regeneration delay. After you stop acting, stamina starts to refill after a brief pause. Using up all of it often makes the pause longer.
  • Weight and equipment. Heavier armour or a bigger load can slow regeneration or raise costs. See also combat roll.
  • Upgrades. Levelling a stat, finding an item or completing a quest raises the maximum.
  • Environment. Cold, heat or swimming can change the drain.

Advice: keep a small reserve for a dodge or a block instead of emptying the bar on attacks. Learn how many attacks your weapon allows before you must pause. And in exploration games, plan climbs with a place to rest. Stamina is not the same as energy in mobile games, which is a timed currency that limits how often you can play; see daily login for that side of it.

Resource node

A resource node is a spot in the world from which you gather materials: an ore vein, a herb plant, a tree, a mineral patch. Nodes are the base of crafting economies. They usually behave in one of these ways:

  • Respawn. After you harvest a node it disappears and comes back after a timer. In World of Warcraft, herbs and ore nodes respawn, and gatherers use tracking skills to see them on the minimap.
  • Depletion. In strategy games such as StarCraft, a mineral patch holds a fixed amount and runs out, which forces you to expand to new bases.
  • Shared or instanced. In some games each player sees their own node, so no one can take it before you.
  • Tiered. Better nodes need a higher skill or a better tool, or sit in dangerous places.

Players speak of node competition in games with shared nodes: gatherers racing along the same route, or camping a rare spot. Good routes can matter more than good tools. Our WoW gathering and automation article, interface automation in WoW, covers what the game does automatically and what it does not.

Tips: learn the respawn times of your best nodes, plan a loop that visits them in order, carry the tools they need, and check whether the game lets you see nodes on the map. In survival games such as Rust, resource deposits can attract other players, so gather with an escape plan.

Crate farm

Crate farming means going again and again to places where crates or containers appear to collect their contents. What a "crate" is depends on the game:

  • World crates. Barrels, supply boxes and military crates that spawn at set places and respawn on a timer. In Rust, players run loops along roads and monuments to break barrels and open crates for scrap and components.
  • Drop crates. Supply drops that fall onto the map, often contested by several players.
  • Reward crates. Containers granted for playing, which are opened with a key or for free. These are the "loot boxes" of the games industry.

Because paid crates with random contents resemble gambling, they have drawn regulators' attention. In April 2018 the Belgian Gaming Commission ruled that loot boxes in three games broke the country's gambling law. Some games have since removed them: Rocket League retired its crates in its Blueprint update in December 2019, replacing them with items you can see before you buy.

If you farm crates:

  1. Know the respawn timer and rotate between spawn points.
  2. Bring the tool needed to open them quickly.
  3. Check the odds of anything with random contents. Where a game lists probabilities, read them.
  4. Beware of paid crates. Treat anything bought with real money and random as a risk, not an investment.

Experience curve

The experience curve (XP curve) is the rule for how much experience you need for each level. It shapes how long a game takes, because it sets the pace of progress.

Common shapes:

  • Linear: the same XP for every level. Predictable but rare.
  • Exponential: each level costs a lot more than the last. Most levelling systems are like this. In Old School RuneScape, level 99 needs 13,034,431 XP, and level 92 needs 6,517,253, almost exactly half. The last seven levels (92 to 99) cost about as much as the first ninety-one together.
  • Custom or tiered: designers set values by hand so that a certain level takes a target number of hours, then flatten the curve in places.

Because a steep curve would make later levels feel slow, designers add catch-up and boost systems: more XP from harder enemies, level-scaled rewards and rested bonuses. World of Warcraft's rested XP, which builds while your character is logged out in an inn or city and gives extra XP when you return, is an example (see also offline progression).

Practical use: convert XP into hours. If you know how much XP you earn per hour of a certain activity, the curve tells you the time left to the next milestone. Pick activities with the best XP per hour at your level, because the best one changes as you grow.

Stat modifier

A stat modifier is anything that changes one of your numbers: a +10 strength sword, a 20 percent damage buff, a debuff that cuts armour. Almost every RPG builds its character power from layers of modifiers on a base value.

Kinds of modifiers:

KindWhat it doesExample
FlatAdds a fixed number+50 health
PercentageChanges by a share of the current value+10% damage
MultiplierMultiplies the total, often separately from percentages"More damage" effects
TemporaryEnds after a durationA potion or buff
ConditionalApplies only under a conditionBonus damage while stealthed

The most important thing to know is how modifiers stack. Two +10% bonuses can mean +20% (added together) or +21% (multiplied). Path of Exile makes the difference explicit in the item text: "increased" modifiers are added together into one bonus, while "more" modifiers multiply separately, so a build can gain a lot from mixing the two kinds.

Another effect is diminishing returns. In League of Legends, for example, damage reduction from armour follows a formula in which each extra point gives less than the previous one: 100 armour halves physical damage, and 200 armour reduces it by two thirds.

Tips: read tooltips for the type of modifier, compare the final number instead of the nominal one (see tooltips), and check whether a bonus has a condition. For the strength stat, a common attribute, see Strength stat.

Upgrade path

An upgrade path is the route by which a weapon, tower, unit or character gets better. It can be a straight line or a set of branches. Forms include:

  • Linear upgrades. Each step needs the previous one. In Dark Souls, a normal weapon is raised from +0 to +15 with titanite; in Elden Ring, regular weapons go to +25 with smithing stones and unique weapons to +10 with somber stones.
  • Branching upgrades. You choose a direction and lose the others. In Bloons TD 6, each tower has three upgrade paths with five tiers, but you can take only one path to the top and a second to tier 2; the third is locked.
  • Skill trees (see tech tree below) and talent systems.
  • Gear enhancement: raising an item's numbers with currency or materials, sometimes with a chance of failure.

How to choose a path:

  1. Look for the breakpoints. The big gain is often the fifth tier, a set bonus or a threshold, not each step.
  2. Plan resources. Upgrade materials are limited; spending them on gear you will replace is a waste.
  3. Check for respec. If the game lets you reset your choices, the cost of a bad path is small. If not, read guides first.
  4. Stay flexible. Balance patches change the best path.

Tech tree

A tech tree is a branching diagram of things you can unlock, where each node needs earlier ones. In strategy games it gates buildings, units and technologies; in RPGs it is usually called a skill tree or talent tree.

Examples:

  • Civilization uses a technology tree that takes a civilisation through the ages, with each discovery opening new units, buildings and wonders.
  • StarCraft builds the tree out of structures: to make advanced units you build a chain of prerequisite buildings, so the choice of what to build first decides your options and what the enemy sees.
  • Factorio-style research and RPG passive trees use the same idea: nodes cost points or materials and reveal further nodes.

Concepts:

  • Prerequisites. You cannot reach a node without its requirement.
  • Branches. Strategic directions such as military, economy or science.
  • Tech rush. Going straight for a late technology, giving up early strength for a bigger payoff.
  • Counter-tech. Responding to the enemy's tree with the units that beat it.

Tips: decide your goal before you spend, since early points in the wrong branch can be costly. Look at what the opponent's choices tell you, and keep an eye on the cost of changing your mind.

Grinding

Grinding means repeating the same activity to earn experience, currency or items you need. The word has a negative edge: it implies the activity is repetitive and done for the reward, not for fun. Kinds of grind:

  • Level grind: killing the same monsters to gain levels.
  • Currency grind: repeating a profitable activity to afford something.
  • Drop grind: doing a boss or area many times because an item drops with a low chance. When the goal is a specific item, players usually say farming instead.
  • Reputation or collection grind: repeating tasks for standing with a faction, or to finish a collection.

Designers use grind to extend play time. When it is balanced it gives a sense of reward, and when it is not it feels like a chore. Games reduce grind with rested XP, catch-up mechanics, daily or weekly quests with big rewards and bad-luck protection for drops.

If you grind, pick the method with the most reward for your time, vary it to avoid burn-out, and use a podcast or music. Beware of third-party programs that promise to play for you: bots are against the rules in almost all online games and can cost you the account. See cheats, mods and bans.

Save slot

A save slot is a place in which a game stores a copy of your progress. Having several lets you keep more than one playthrough, or go back to an earlier point.

Types of saving:

  • Manual save. You choose when to save. On PC many games add a quick save and quick load key; in the Elder Scrolls games these default to F5 and F9.
  • Autosave and checkpoints. The game saves at set moments. Many games combine them with a few rotating slots.
  • Single-slot or ironman saves. The game saves constantly to one file and does not allow going back, so mistakes stand. Roguelikes and "hardcore" modes work this way.
  • Cloud saves. Your save is copied online so you can continue on another device. Steam, PlayStation (with a subscription) and Xbox have such services, but not every game supports them. Nintendo lists Animal Crossing: New Horizons as not supported by its standard Switch Online save cloud, and the game has a separate island backup service.

Habits that save you grief:

  1. Keep more than one slot before irreversible choices or a point of no return, such as a final boss, a big story choice or a permanent upgrade.
  2. Do not overwrite the only good save when you are not sure the new one is healthy.
  3. Copy your save folder before mods or big updates, if the game keeps the files on your device.
  4. Check cloud sync before you switch devices, to avoid an older file overwriting a newer one.

Offline progression

Offline progression is progress that continues while you are not playing. Games do it in several ways:

  • Idle and incremental games. Cookie Clicker-style games earn currency while closed, usually up to a limit.
  • Real-time timers. In Old School RuneScape, crops planted in your farming patches keep growing while you are logged out. In EVE Online, skill training continues in real time whether you are online or not.
  • Rested bonuses. World of Warcraft gives rested XP for time spent logged out in a rest area.
  • Away rewards in mobile games. Many give a reward for the time since you last played, usually capped at a few hours.

Why games do it: it respects a player's time and brings people back. Why it needs care: it can become a way to sell speed-ups, and a cap or a timer can push players into a log-in routine. Check what the cap is, plan long timers before you log off, and decide whether a game's rhythm fits your life.

Instance loot

An instance is a private copy of a dungeon or raid made for your group, so that other players cannot interfere. Instance loot is the reward you earn there. Rules depend on the game:

  • Loot tables. Each boss has a list of possible drops with fixed or variable chances.
  • Group distribution. Common systems are Need / Greed / Pass rolls, a leader who assigns items, or personal loot, where each player gets their own roll and can trade a drop only in limited cases.
  • Lockouts. After you clear a boss, you cannot get its loot again until a reset, often weekly. This stops endless runs of the same content.
  • Bad-luck protection. Some games add a bonus roll or a guaranteed drop after repeated failures.

Etiquette in group loot: roll Need only for what you will use, wait for others, and never take items that are not yours. Taking another player's loot is called ninja looting, and it is a quick way to get removed from a group.

For items you want, learn the loot table from the game's guides, choose the instance that drops it, and know the reset day.

Vacuum

Vacuum has three common uses.

  1. Pulling enemies together. An ability that drags nearby enemies to one spot so area attacks hit them all. Dota 2's Dark Seer has an ability called Vacuum for this; World of Warcraft has pull abilities such as the Death Knight's Death Grip. Packs gathered this way are easy targets for wave clear.
  2. Pulling loot. A "loot vacuum" or magnet draws dropped items and experience orbs to you from a distance. It is common in action RPGs and survivors-style games, and it replaces the need to walk over every item. In MMOs, the equivalent is auto loot.
  3. Literal vacuums. Characters and weapons that suck things up: Kirby's inhale and the Poltergust in Luigi's Mansion are famous examples.

Uses in play: group enemies, then use area damage; pull a ranged enemy out of cover; clean up loot after a fight. Watch out for the danger of pulling everything: in a dungeon, a vacuum can bring more enemies than you can handle.

Strength stat

The strength attribute appears in most RPGs, usually as one of several core stats. It often raises melee damage and carrying capacity, and many games require a minimum Strength to use heavy gear. The full guide is in Strength stat.

Related service: WoW raid runs