Glossary
Every term, defined
Aniimo throws a lot of words at you in the first hour and explains few of them. Here they all are in one line each. Start typing to find one.
Nothing matches that yet.
The basics
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Aniimo - The creatures, and the game. There are 86 species, each with one of nine elements and one of five combat roles.
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Pathfinder - You. Your Pathfinder level is a soft cap on your Aniimo's level, and your title is a hard cap on both. The guide.
- Idyll
- The continent the game is set on. Version 1.0 ships one landmass, Breezy Plains, with thirteen named regions inside it. The guide.
- Astra
- The shared city, where other players, shops and the nightly Tea Party are. The guide.
Combat
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Twining - Taking direct control of an Aniimo instead of commanding it. Most environmental puzzles are solved while Twined. The guide.
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Break - Draining an enemy's break gauge. A broken enemy takes more damage and is easier to catch, and Break is also one of the five roles. The guide.
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EP - The energy skills cost. The Energy role, also called Regen, is the one that refills it. The guide.
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Role - One of five: DPS, Break, Heal, Support and Energy. A party of four should cover damage, Break, energy and healing. The guide.
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Element - One of nine: Fire, Water, Grass, Wind, Rock, Ice, Electric, Dark and Holy. Rock, Electric and Holy are also called Earth, Lightning and Light. A strong matchup is about 1.6 times damage. The guide.
Catching
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Aniipod - The ball. Base, Pro at 1.5 times, Hyper, Mega and Trace at 2 times, the Tumbler at 1.5 or 3 times, and the Aniipod Ultra and Sparkling Cube, which always land. The guide.
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Alpha - An oversized wild Aniimo that fights as a boss. Beat one and you get a timed window to catch it. It drops held items at odds set by your title. The guide.
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Omega - A story boss. Unlike an Alpha it cannot be caught at all, and you can only fight one three times a week. The guide.
Growing
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Potential - How good one caught Aniimo's stats are against other copies of its species, rated Common, Good, Elite or Perfect. The innate half is fixed at the catch; the acquired half can be raised. The guide.
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Capability Awakening - Spending Capability Points to raise acquired Potential. Below level 60 it can be reset and the materials returned. The guide.
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Resonance - The star rank track. Star Up gives flat gains, Ascension gives percentage ones, and both spend Dewdrop Crystals. The guide.
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Inherit - Moving a trained Aniimo's progress onto a better copy of the same family for 20,000 Credits. It is a swap, not a sacrifice: the source keeps existing with the recipient's old stats. The guide.
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Capafruit - A training item whose effects now transfer automatically during an Inherit, so switching which copy you raise no longer means starting the investment again. The guide.
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Personality - A four letter code such as ENFJ, one letter from each pair, each adding a small passive bonus. A Psyche Fruit rerolls it. The guide.
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Held item - Gear equipped to an Aniimo through the training menu. A Contract binds an item's buff to one species. The guide.
Forms
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Prismana - The rare prismatic form of a species. Nurturing a Bloom gives a 3 percent chance per Vein Essence, with a pity at 10,500. The guide.
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Sparkling - The special colouring. It is purely a look and does not make an Aniimo stronger. A Sparkling Cube guarantees one. The guide.
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Umbral - A darker variant, and not the same thing as Sparkling. The guide.
World
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Nurture - Offering Vein Essence at a Bloom to trigger a Wild Surge and raise the Prismana rate in that region. Three free charges a day. The guide.
- Bloom
- A map node. Syncing one reveals a section of the map with its Sanctums, Nurture Points, Pathfinder Challenges and nests, and registers a fast travel point. The guide.
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Branch - Where a region's Lumin Amber is turned in. Enhancing it raises the catch rate, lets you change the weather and raises the Sparkling rate. The guide.
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Lumin Amber - The collectible you feed a Branch. One Alpha sits behind a wall that needs 120 of it. The guide.
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Mobility - A skill some Aniimo have for getting around, used while Twined: flying, tunnelling, cloaking, lighting the way and more. The guide.
Homeland
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Homeland - Your base, entered through your RV. Each element has a job there, and an Aniimo working cannot fight at the same time. The guide.
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RV - The vehicle that is both the door to your Homeland and the meter for how much of one you can have. The guide.
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Aniimo Trip - Dispatch. Sending Aniimo out from an RV Park to gather that region's own materials, the ones you cannot pick up by hand. The guide.
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Hatchinator - The egg machine. Three slots, real time timers that run while you are away, and the middle slot only takes higher quality eggs. The guide.
Currency
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Home Coin - Homeland money. It buys plots, facilities and RV upgrades at GoGoHomes and nothing anywhere else. The guide.
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Credits - Everyday money, from catch reports, Alphas, chests and most normal play. The guide.
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Glimmer - The earned premium currency, spent on Aniipod Ultras, Primegy, Capafruit and appearance cards. The guide.
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Lumin Crystals - The paid currency, bought with money and spent on outfits, Sparkling Cubes and packs. The guide.
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Primegy - Stamina, not money. One point every six minutes up to 300, spent claiming rewards from Alphas, Omegas and the Holo-Battle Sim. The guide.
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Vein Essence - The Nurture offering, bought with Stamps or found in the world. The guide.
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Dewdrop Crystal - A region keyed Resonance material, spent on star ups rather than in any shop. The guide.
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Stamps - The season currency, from daily activity, the weekly Stamp Rush and the Companion Handbook. The guide.
Modes
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Holo-Battle Sim - The wave based roguelite. Pick a Training, climb Floors, draft Holo-Gizmos, spend Training Coins. The guide.
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Interlink - The co-op mode against Alpha Aniimo in the Polaris Institute. Only your best star rank in the period counts. The guide.
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Egg Heist - The player versus environment egg raid, paying Eggshell Coins. The guide.
Progress
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Companion Handbook - The battle pass. Not to be confused with the Journey Handbook, which is a login event. The guide.
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Aniilog - The collection index. Filling it pays levels and rewards. The guide.
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Title - Your rank, from Special Rookie up through Student, Wayfarer and Trailblazer. It hard caps levels and it scales Alpha payouts. The guide.
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Elite Training - The chapter structure behind promotions, each ending with Dr. Lewis's theory test. The guide.
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Transmogrify - Restyling a Legendary Aniimo without touching its stats, paid for with Radiant Dreamshadow. The guide.
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Safaris - Aniimo experience, paid out by Alphas and most activities. The guide.