Player's Guide

Glossary

Every term the game uses, from Ability Point to XP, in plain words.

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Every term you meet in Global Conflict, in plain words. Each one has its own link, so other pages of this guide point straight to the entry.

A

Ability Point
A point you earn each time you level up and spend on one of five stats: HP, Energy, Ammo, Attack or Defence. Not the same as a Tactic Point.
Ally
Another player you are friends with. Allies add Carriers to your Squad, up to a limit that grows with your Level. You can have more friends than the limit; only that many count.
Ammo
Spent to attack other players. It refills on its own over time, and a level-up fills it at once.
Armory
Where you buy weapons and vehicles with Cash. Armory gear costs Upkeep every hour and can be sold back. New items unlock as you level up.
Attack and Defence
Your two combat stats. They come from your Ability Points, your Gear and your Lieutenants. In a fight, your Tactics and any Power-Ups are added on top.
Attack Window
After any attack between two players, either of them may attack the other for the next 48 hours, even if their Levels have since grown too far apart.
Award
A goal tracked from your play, such as wins or bosses killed, with five ranks to reach. Claim each rank for Gold Bars. Your Awards show on your profile.

B

Badge
A cosmetic shown on your profile, given by the team for something special rather than earned in play. You can pin one beside your flag.
Bank
A safe place for Cash. Money in the Bank cannot be stolen in an attack and is never taken for Upkeep. Each deposit costs a 10% fee. The Medic is the one place that can spend from it directly, to pay for a heal.
Base
A building on one of your Land Plots that produces Cash every hour. Upgrade it to produce more. Bases cost no upkeep.
Black Market
The Gold Bar store: Illegal Goods, Gold Lieutenants, Mercenaries, Ammo and Energy Crates, Tactic Points and Keys.
Boot Camp
Your first 120 hours after signing up. HP, Energy and Ammo refill twice as fast and your Bases produce twice the Income. It ends with a Gold Bar reward.
Bounty
Cash placed on another player's head. Whoever defeats them collects every Bounty on them at once, however many have been placed.

C

Campaign
A group of missions named after a real conflict, ending in a Mission Boss. Beat the boss to open the next Campaign.
Carrier
A slot that holds one weapon and one vehicle. Only gear in a Carrier counts toward your Attack and Defence. You start with one; Allies and Mercenaries add more.
Cash
The main currency. Your Bases earn it, missions and bosses pay it, and other players can steal the Cash you carry. Keep what you want to protect in the Bank.
Clan
A group of up to 10 players (15 with the right Doctrine skills) with its own tag, banner, chat and Doctrine.
Clan Boss
One of three bosses each week that only clans can fight. Your clan picks one and fills its March Pool; then every member who marched can hit it. Clan Bosses are where Workshop blueprints and parts come from.
Clan Doctrine
Your clan's shared skill tree, in three branches: Warfare for combat, Prosperity for income and Command for the clan itself. Members donate Cash or Gold Bars to a skill; when it is fully funded, every member gets its effect.
Clan Role
Your standing inside a clan: Commander, Officer, Sergeant or Recruit. Higher roles can invite players, answer join requests and steer the clan.
Clan Tag
A clan's short code of 2 to 5 letters or numbers, shown beside each member's name.
Crate
An Ammo Crate or Energy Crate refills that bar at once. Sold in the Black Market and found on the Tour of Duty.

D

Demo Boss
A practice boss of your own during the tutorial, so you can learn how bosses work before facing the real ones.

E

Energy
Spent to run missions. It refills on its own over time, and a level-up fills it at once.

F

Faction
One of four teams the game draws players into for a Factions tournament, such as Civil War. It lasts for that tournament only.
Field Training
Pairs a new player, the Cadet, with an experienced Mentor who sets them a weekly goal called a Drill. Cadets join below Level 25 and graduate at Level 30.

G

Gear
Your weapons and vehicles. Gear comes from four places: the Armory, Illegal Goods, Limited Edition prizes and the Workshop. Your best gear fills your Carriers.
Gold Bars (GB)
The premium currency, written as GB. You earn it from levelling up, Daily and Weekly Tasks, Awards, tournaments, mission Stars and the Tour of Duty, and spend it in the Black Market.
Guest
Playing without signing up, by tapping PLAY NOW. A Guest plays the real game but cannot chat, join a clan or appear on the boards. Save the account with an email and password, or Google, to keep it: an unsaved Guest is deleted after 7 days.

H

HP
Your health. Attacks and bosses take it away; it refills slowly on its own, or at once at the Medic. A level-up also fills it.

I

Illegal Goods
Gear bought with Gold Bars in the Black Market. A different selection of weapons and vehicles is on sale every two weeks. Illegal Goods have no upkeep.
Income
The Cash your Bases produce each hour, which you collect from the Bases screen. It builds up while you are away, up to a limit.
Invasion Boss
A powerful enemy that every player can attack. Each hit pays Cash and XP, and the player who lands the final blow earns extra. Different bosses suit different Levels.

K

Keys
One-use items: a Reallocation Key lets you redo how you spent your Ability or Tactic Points, and a Name Change Key renames you. Every new account starts with one of each.

L

Land Plot
Land you own, on which you can build one Base.
Leaderboard
The boards that rank every player by one measure, such as Level or PvP wins. Some can be shown for the current Split only.
Level
Your progress, from 1 to 450. Earn XP to level up; each level gives you Ability and Tactic Points and refills your bars. Not the same as your Rank.
Lieutenant
An officer who adds to your Attack and Defence while deployed in one of your 10 slots. Cash Lieutenants can be hired several times over; a Gold Lieutenant is hired once and unlocks perks as you level them up. New Lieutenants arrive in waves.
Limited Edition gear
Gear you can only win, never buy: a tournament's top prize or a Season Pass reward. It has no upkeep.
Line-up
The gear that counts in a fight. Your Attack Line-up is your best gear for attacking and your Defence Line-up your best for defending, so the right gear works for you on each side.
Loadout
The Tactics you have switched on for attacking, and the ones for defending, as two separate sets.

M

March
Your clan's commitment to one Clan Boss for the week. Members donate Energy to its March Pool, and the March starts when the pool is full.
Medic
Restores HP for Cash: a quarter of your HP, or all of it. The price per HP rises with your Level.
Mercenary
A Carrier you buy with Gold Bars in the Black Market, instead of getting one from an Ally.
Merits
Progress on the Tour of Duty. You earn them by claiming Daily and Weekly Tasks and by completing Tour Orders. Every 100 Merits reach a new tier.
Mission
A fight against the computer inside a Campaign. Missions cost Energy and pay Cash and XP. Repeat a mission to earn its Stars.
Mission Boss
The hardest and best-paying mission of a Campaign. Beat it once to open the next Campaign.

P

Passive Tactic
An always-on bonus, bought with Gold Bars, that raises a stat such as your maximum HP. Separate from the Tactics you switch on for fights.
Placement
Your final position when a tournament ends. Placement prizes must be collected from the Tournament screen within 14 days.
Power-Up
An item you switch on before a fight for a one-off boost. It is used up when the fight ends.

R

Rank
The frame around your flag, from Rookie to Warlord. It is not your Level, and not your position on a Leaderboard.
Rookie Protection
While you are in the tutorial, no player can attack you and you cannot attack other players.

S

Season
The game's longer cycle. Each Season has its own Tour of Duty and is made of three Splits.
Split
A four-week period. Some Leaderboards can show just the current Split, so a newer player can climb them.
Squad
Your Carriers and the gear in them, including the Carriers your Allies and Mercenaries add.
Star
A mission's repeat reward: run it enough times and it gains a Star, up to five, each paying a one-off Gold Bar bonus.

T

Tactic
One of eight combat moves you switch on in your attack or defence Loadout. Switched-on Tactics work in every fight. Raise them with Tactic Points.
Tactic Point
A point earned on level-up, or bought with Gold Bars, that raises one of your Tactics.
Task
One of five Daily and five Weekly goals, refreshed for every player at the same moment. Each pays Cash or Gold Bars and earns Merits. Daily Tasks reset at 12:00 UTC, Weekly ones on Monday.
Tour of Duty
The Season Pass: 100 tiers of rewards, on a free track and a premium track, reached by earning Merits.
Tournament
A competition every couple of weeks that scores one activity, such as PvP or bounties. Points pay rewards as you pass each tier, and your final Placement pays a prize.

U

Upkeep
The hourly Cash cost of owning Armory gear, taken from the Cash you carry and never from the Bank.

W

War Chest
A chest every marched member of a clan earns when the clan defeats its Clan Boss. It holds Workshop parts and a chance at a blueprint, and opens after the weekly reset.
Workshop
Where you craft gear from blueprints and parts won from Clan Bosses. Crafted gear continues past the highest Armory unlocks.

X

XP
Experience. Missions, bosses and fights pay it, and enough XP raises your Level.