Glossary
术语表
Silver Palace renames almost everything you know from other gacha games. This is every term the game uses, defined once, with a link to the guide that covers each system in full.
Character & Roles
- Reactor Attributealso seen as Element
Silver Palace's equivalent of elements. Every character has exactly one of seven Reactor Attributes, each described in the codex as a way of converting Silverium into a damage-dealing state. Your Reactor Attribute decides your damage type and which Resonance Effect you can trigger.
- Ignisalso seen as Fire
The fire Reactor Attribute. Converts Silverium into super-heated combustible gel, dealing Ignis DMG. Its Resonance Effect is Extreme Heat.
- Glaciesalso seen as Ice
The ice Reactor Attribute. Converts Silverium into ultra-cold condensate, dealing Glacies DMG. Its Resonance Effect is Zero Degrees.
- Fulmenalso seen as Lightning
The lightning Reactor Attribute. Converts Silverium into highly conductive magnetofluid, dealing Fulmen DMG. Its Resonance Effect is Superconductor.
- Gravitasalso seen as Gravity
The gravity Reactor Attribute. Converts Silverium into a concentrated dark-matter halo, dealing Gravitas DMG. Its Resonance Effect is Dark Star.
- Radiatioalso seen as Radiation
The radiation Reactor Attribute. Converts Silverium into unstable radioactive material, dealing Radiatio DMG. Its Resonance Effect is Decay.
- Albaalso seen as Light
The light Reactor Attribute. Converts Silverium into stable pure-phase matter, dealing Alba DMG. Its Resonance Effect is Disintegration. Cynthia II and Gucia carry it. The name is Latin for white: its ascension ladder climbs 50% to 95% purity and names the Albedo, the whitening stage of the alchemical Great Work.
- Ferrugoalso seen as Corrosion
The corrosion Reactor Attribute. Converts contaminated Silverium into an excited state, dealing Ferrugo DMG. Its Resonance Effect is Purification. It is the one attribute with no playable carrier in the current roster, so Purification is the one Resonance Effect you cannot trigger. The name is Latin for rust: its ascension ladder describes the Nigredo, the blackening, ending on a top tier that is "blackened in hue".
- Identity
A story-derived category, one of six, carried by every character. In combat its main job is gating gear: Motives also have an Identity and can only be equipped by characters of the matching Identity, the same way only Sword characters equip Swords in Genshin Impact. Identity also determines skill-upgrade and Motive Potential Break materials. It is not the role filter, so it does not tell you what a character does in a fight.
- Hero
An Identity. One who leads with influence and shoulders the burden of difficult decisions.
- Guardian
An Identity. One who guards a lifelong ideal with fierce devotion, willing to destroy anything that dares threaten what is sacred.
- Witness
An Identity. One who observes, witnesses, records, and narrates everything to pass the story on.
- Outlaw
An Identity. One driven by powerful ambition and an impulse for destruction, who would do anything to accomplish a goal.
- Saviour
An Identity. One who possesses the wisdom to defy death, betray a predetermined fate, and bear the price that follows.
- Victim
An Identity. One trapped by memories and unable to give up the past, who must also face sacrifice and departure. No playable Victim character appeared in the Dichotomy beta, though Victim Motives and the stage for their materials both exist.
- Combat Style
The character's intended role in combat, one of five, shown on the character Details screen. This is the real role filter, separate from both Reactor Attribute and Identity. Filter by Combat Style first when building a team, then line up Reactor Attributes for Resonance.
- Striker DPSalso seen as Striker Output
A Combat Style. Main DPS focused on doing high damage with their own abilities, independent of what the rest of the team is running.
- Resonance DPSalso seen as Resonator Output
A Combat Style. Main DPS built to make Resonance Effects deal much more damage. Rex and Bentham, for example, make the Resonance Effects of their Attribute hit two more times per proc.
- Break Suppressoralso seen as Break Oppressor
A Combat Style. Acts as secondary DPS during your main DPS's downtime, dealing decent damage while building high Stun to break enemy poise.
- Combat Supportalso seen as Combat Vanguard
A Combat Style. Primarily focused on increasing your team's damage through buffing.
- Survival & Healingalso seen as Survival Healer
A Combat Style. Supports focused on keeping your team alive, typically Healers and Shielders.
- Psychesalso seen as Constellations, Trait
Silver Palace's duplicate-copy upgrades, the equivalent of Constellations in Genshin Impact. Each character has six, so pulling seven total copies unlocks them all.
- Trustalso seen as Affinity
The relationship level you raise by giving a character gifts. Five levels, 780 Trust EXP in total, and a gift that character prefers is worth 100 of it. Trust buys story access rather than power: it unlocks Companionship mode, a personal letter, and one or more Interaction or Rendezvous scenes, alongside Ounce and Insight books.
- Companionship Modealso seen as Companionship
The Trust Lv.1 reward that lets a character accompany you around Silvernia instead of sitting in a menu. All 13 characters with Trust data have one. The personal letter, the Interaction scenes and the single Rendezvous sit further up the same ladder.
- Rendezvous
A Trust unlock kind separate from an Interaction, and only one exists in the data: Rendezvous - Master Chef Maid!, paid at Alf's Trust Lv.3. Its wording is "Lets you Rendezvous with Alf" where an Interaction reads "Lets you interact with", so the game files the two apart deliberately.
Combat
- Resonance
The system that replaces elemental reactions. Hitting an enemy builds a Resonance meter for the matching Reactor Attribute on that enemy, and filling it triggers that attribute's Resonance Effect. The meter fills faster the more characters of that Attribute your team fields.
- Resonance Meter
The circular gauge that wraps each attribute icon on an enemy's nameplate, below their health and stagger bars. It is tracked per target and per attribute, so splitting damage across two Reactor Attributes builds two gauges at half speed instead of one at full speed.
- Resonance Effect
The payoff that fires when a Resonance meter fills, unique to each Reactor Attribute. The seven are Extreme Heat (Ignis), Zero Degrees (Glacies), Superconductor (Fulmen), Dark Star (Gravitas), Decay (Radiatio), Disintegration (Alba) and Purification (Ferrugo).
- Reactor Gauge
The bar that fills as you attack enemies. When it fills you gain one Reactor Energy. Silverdrip accelerates how fast it fills. The Gauge is the meter; Reactor Energy is what the meter pays out.
- Silverdrip
A resource produced by Executions, Parries and certain character abilities. It does not fill the Reactor Gauge by itself; it accelerates the rate at which attacking fills it.
- Reactor Energy
What you gain each time the Reactor Gauge fills, shown as a Roman-numeral counter. You can hold up to three at a time. Swapping characters while holding at least one consumes it and fires the incoming character's Tactical Assault.
- Tactical Assault
The special attack a character performs on swap-in when a Reactor Energy is spent. It typically deals damage and applies an effect tied to that character's kit. Cinderella's, for example, grants her 30 Overheat, a resource several of her abilities spend.
- Basic Attack
The standard attack every character has, pressed consecutively to run their attack chain. It deals damage of that character's Reactor Attribute and feeds the resource their Skill spends.
- Charged Attack
Performed by holding the Basic Attack button rather than tapping it. Charged Attacks chain into a specific hit of the Basic Attack chain rather than restarting it: a Basic Attack after Cinderella's Charged Attack performs the third hit of her chain, not the first.
- Dodge
A dedicated button that dashes you toward enemies or out of an incoming attack.
- Perfect Dodge
Dodging an attack at the right moment. It triggers a brief slow-motion window you can follow up out of with a Basic Attack.
- Counter Attack
The follow-up you get by pressing Basic Attack after a Perfect Dodge. The action is not officially labelled anywhere in game, but this is how it behaves. It is distinct from a Pursuit Attack, which follows a normal dash rather than a Perfect Dodge.
- Pursuit Attack
A unique attack performed by pressing Basic Attack after dashing. Most characters' kits list a named Pursuit Attack alongside their Basic Attack chain.
- Parry
A dedicated button that deflects an enemy attack if timed correctly. A successful Parry produces Silverdrip.
- Execution
A finisher on a stunned enemy, triggered from a dedicated button once you have broken their poise. It works the way a critical hit on a stance-broken enemy does in Elden Ring, or a Visceral Attack in Bloodborne, and it can be triggered at range, so you do not have to close the distance. Executions produce Silverdrip.
- Skill
Each character's signature ability. Skills have no cooldown. They instead consume a resource unique to that character, usually accumulated by the attacks tied to their Basic Attack Talent. Cinderella's resource is Vengeful Flame: at 20 or more she can hold the Skill button, spending 4 per shot of Ignis damage.
- Ultimate
A once-charged ability every character has. It charges off your hits, with Basic Attacks, Charged Attacks and Skills each contributing different amounts, and the stat Ultimate Charge Efficiency speeds that up.
- Passive
An always-available ability applied through conditions rather than a button press, with effects specific to each character. Cinderella's grants her 35 CRIT Rate while she is in the Quenched state from her Ultimate.
- Charged Skill
A Skill activated by holding the button rather than tapping it, charging through levels that change what it does. Cynthia II's Sweet Slingshot is the clearest case, gaining a larger area and applying Sweetness Overload at Lv.2, and her stat table lists Lv.1 and Lv.2 Charged Skill DMG separately.
- Danger Radar
The on-screen indicator for enemies you cannot see. It shows their direction when they are nearby and flashes intensely once they are in your immediate vicinity.
Gear
- Motivesalso seen as Weapons
Silver Palace's equivalent of weapons. Every Motive provides a Base Attack plus secondary stats such as CRIT or ATK%, and carries a Motive Skill. Each Motive has a set Identity and can only be equipped by characters of that Identity.
- Motive Skill
The named unique effect attached to a Motive, distinct from its Base Attack and secondary stats. Different Motives provide different Motive Skills.
- Catalysts
Gear that provides a special effect when you perform a Tactical Assault. Catalysts can deal damage, raise your character's stats, or support the team through healing or enemy defence reduction. Each character can equip up to three, subject to Cost and Power Limit.
- Cost
The budget value attached to each Catalyst, tied to its rarity. The combined Cost of everything you equip cannot exceed your Power Limit, which is what makes Catalyst selection a budgeting problem rather than a straight upgrade path.
- Power Limit
The ceiling on total Catalyst Cost. Each character can technically hold three Catalysts, but at a Power Limit of 14 they will not all fit if their combined Cost runs over. Distributing Cost across the team is a real optimisation decision.
- Implementsalso seen as Artifacts, Relics
The four-piece gear set, roughly the Artifacts of Silver Palace. You run a set of four for a set bonus. Unlike Artifacts, the pieces carry fixed stats that do not roll, so there is no substat lottery to farm.
- Epiphany
The single piece of gear that carries your rollable substats. Where other games spread substats across four Artifacts, Silver Palace concentrates them onto one Epiphany per character. All 30 Epiphanies are named after real books.
- Fate Clippings
Torn parts of Epiphanies, earned by salvaging Epiphanies you do not want and by clearing Hilbert's Hotel. Any title in the Argent Docks Epiphany Archive costs a flat 1,000.
Gacha
- Reactor Crystalalso seen as Primogems
The premium currency, the equivalent of Primogems. Reactor Crystals are not spent on banners directly. You exchange them at the Argent Docks for Shots at a flat 360 Reactor Crystals each.
- Judgement Shot
The currency used to pull on Limited Character banners.
- Deduction Shot
The currency used to pull on Limited Motive banners.
- Standard Shot
The currency used to pull on the Standard Character banner.
- Bullet of Insightalso seen as Insight Shot
The currency used to pull on the Standard Motive banner.
- Revelation
One pull. Rates and pity are counted in Revelations: up to 100 guarantee a featured 5-star character, up to 80 guarantee a featured 5-star Motive, and every 10 guarantee at least one 4-star. Not in the official terminology document; this is the in-game wording from the Dichotomy beta.
- Mind Shards
The duplicate-conversion currency. Twelve Mind Shards buy one Shot of any type at the Argent Docks Shard Exchange, and 90 buy a character-specific Mystery item. Not in the official terminology document; this is the in-game wording from the Dichotomy beta.
- Argent Docks
The central shop, running four tabs: Cognito Reload for Reactor Crystal to Shot conversion, Cognito Assembly for the Shard and Mind Grain exchanges, the Gift Shop, and the Epiphany Archive. Not in the official terminology document; this is the in-game wording from the Dichotomy beta.
- Gift Shop
The Argent Docks tab that stocks all 18 giftable Valuables, at a flat 10,000 Ounce each with a weekly stock of 50. Gifts raise a character's Trust, and each character prefers two or three of the 18, so eight purchases take one character to the top Trust level.
- Mind Grains
The bulk exchange currency, dropped by revealing 3-star Motives. Spent on the Argent Docks Mind Grain Exchange for upgrade books, Rectified Concentrates, Motive bookmarks and Ounce bundles, with a weekly stock cap on every line. Not in the official terminology document; this is the in-game wording from the Dichotomy beta.
Stats
- HP, ATK, DEF
The standard three, working as they do elsewhere. HP is how much damage you can take, DEF lowers incoming damage, and ATK is the main damage stat, though some characters scale off HP or DEF instead.
- CRIT Rate
The chance an attack lands as a Critical Hit.
- CRIT DMG
The multiplier applied to a Critical Hit's damage.
- DMG%
Damage Bonus, in three flavours. Universal DMG% applies to everything, Attribute DMG% such as Ignis DMG% applies only to that Reactor Attribute's damage, and ability-specific DMG% such as Basic Attack DMG% or Ultimate DMG% applies only to that ability.
- Ultimate Charge Efficiencyalso seen as Energy Recharge
Multiplies the rate at which your Ultimate charges. Silver Palace's equivalent of Energy Recharge.
- Amplitude Coefficient
The chance for a Resonance Effect's damage to be multiplied. Essentially CRIT Rate, but for Resonance Effects rather than your character's own abilities.
- Amplitude Multiplier
The multiplier applied when a Resonance Effect's damage is amplified. Essentially CRIT DMG, but for Resonance Effects rather than your character's own abilities.
- Stun Buildup Bonus
Multiplies the amount of Stun your attacks apply, so you break enemy poise faster and reach an Execution sooner.
- Break Exploit
Higher Break Exploit means faster Defense Reduction and faster Resonance Accumulation. The Resonance half is the one you can feel: it fills Resonance meters quicker, so your Resonance Effects fire more often. What exactly counts as Defense Reduction here is not yet clear.
Progression
- Insightalso seen as Character Insight, Insight Level
The character level system, raised on the Insight Enhancement screen by spending The Science of All Things, an anthology of case reports compiled by a detective. Its four volumes grant 2,000, 5,000, 10,000 and 20,000 INS. Achievements mark Lv.30, 40, 50 and 60, and the cap above that is lifted by Potential Break rather than by more books.
- Potential Breakalso seen as Ascension, Potential
The ascension step that raises a character's Insight level cap, run from the same Insight Enhancement screen and spending Silverium concentrates matched to their Reactor Attribute. An Ignis character needs High-Temp Concentrate, a Gravitas character Darkmatter Concentrate. Tiers run T1 to T6, with achievements at T2, T4 and T6.
- Methodsalso seen as Method Study, talents, skill upgrades
The skill upgrade system. Studying a Method raises its level, and becoming an expert in all of one character's Methods is its own achievement. Its materials split by Identity rather than by Reactor Attribute: a Hero character spends Hero's Instinct through Hero's Legacy, crystals the game describes as born from the Cognito Sea.
- Motive Ascension
The Motive equivalent of Potential Break, running T1 to T6. Its materials are keyed to Identity and written as objects rather than reagents: a Paper-Crafted Medal for Hero, a Legal Flyer for Guardian, a Faded Dagger for Outlaw, a Farewell Letter for Victim.
- Method Mastery
The Vitality challenge that drops Methods study materials, listed one stage per character Identity. Spending Vitality here also awards account experience, so a capped bar costs both the materials and the levels.
Investigation
- Revealer Light
A Detective's crime-scene tool that provokes a colour reaction in traces the eye misses on its own. In-game use shows it exposing tampered reactor circuitry inside a chandelier that looked sound at a glance, and Silverium residue in an alley where a reactor had been activated and then carried away. Elementa has said it plans to make the Revealer Light and other detective mechanics appear more often through the main story.
- Evidence Boardalso seen as Case Overview
The deduction screen, opened from the Detective's Office or the main menu. A case's board holds evidence nodes and hypothesis nodes. Filling one evidence chain yields a hypothesis and completing every chain yields the Final Hypothesis. Wrong evidence is returned to the Evidence Repository rather than failing anything.
- Evidence Repositoryalso seen as Evidence List
Every piece of evidence gathered for a case, opened from the bottom right of the Evidence Board. Evidence moves from here into an Evidence Slot to be tested against the board's logic, and returns here when it does not fit.
- Eye of Insight
The observation tool. Move the camera over a target to gather characteristic data from it, or select an observable area to gather information. It is the piece of the detective kit that predates the interrogation system, having shipped in the first beta.
- Clue Left Behind
The item type the game files found documents under, carried by 25 rows: handwritten notes, posters, brochures and public notices. Eighteen of them are transcribed in full on the Classical Curations page, and they are the closest the game comes to writing about ordinary life in Silvernia.
City & Activities
- Ouncealso seen as coins, gold
The general-purpose currency, spent on nearly everything that is not a pull. Every Gift Shop gift costs a flat 10,000, so the eight gifts that max one character's Trust come to 80,000. Trust levels, chests and commissions all pay it out.
- Vitality
One of the two stamina pools. It gates the combat farms, Method Mastery and Case Review, which produce character upgrade materials. Spending it also awards account experience, so a full bar costs you twice over.
- City Affairsalso seen as City Affairs stamina
The second stamina pool, and the hub screen it is spent on. The hub is drawn as a chessboard carrying four nodes: Case Affairs, Intel Zone, Relations Network and Info Exchange. What it buys is Popularity, which pays account experience of its own.
- Intel Zone
One of the four City Affairs nodes. Its build materials are paperwork rather than goods, and all of them share one line: it is impossible to build an Intel Zone without sufficient public support, gathered from business, political and wider society.
- Popularityalso seen as Popularity level
The level track the city activities feed. Horse racing, the coffeehouse and the rest all bank into the same bar, and it awards account experience, which is what makes City Affairs stamina worth spending rather than hoarding.
- Agenda
The daily hub, holding City Roaming, Challenge and Simulation, and the screen Deep Cognito and Hilbert's Hotel are entered from. Its City Roaming tab carries the objectives that expire at reset.
- City Records
The Agenda track of story and system objectives that walks you through the game's systems in order, paying Insight materials, level-cap materials and Reactor Crystals. It pays in both pull currency and upgrade materials, which is why it is worth clearing before anything optional.
- Case Review
A rotating Vitality challenge that drops the materials late-game Method upgrades need. Two stages rotate at a time, with one bonus reward chance a day.
- Info Exchange
The City Affairs shop, running Materials, Gift and Scarlet Gambit tabs with per-line stock and refresh timers. It is where property revenue turns into Reactor Crystals, Motives and upgrade materials, and it is one of the two places Trust gifts are stocked.
- Deep Cognito
The staged combat challenge entered from the Agenda, where you pick a stage after checking its enemies and rewards. Clearing stages drops Cognito Crystalloid, a rare crystal exchangeable for items at the store.
- Scarlet Gambit
The poker roguelike, played from a Table Service seat. A run is shaped by the Confidants you summon into it, each one rewriting a rule of the game.
- Table Service
The seat a Scarlet Gambit run is played at. A Scarlet Invitation is spent here to encounter the Confidant whose calling card it is.
- Confidant
A named Scarlet Gambit character, summoned with their own Scarlet Invitation, who rewrites one rule for the run. Clemency lets Flushes and Straights form from four cards, The Deal cuts maximum hand size by one and grants three extra discards, and Ensemble treats every card as a Face card. Ten invitations exist in the data.
- Insider Info
The Scarlet Gambit resource several Confidants pay out. Commoner's Chronicle grants 5 when you discard two or more Insignia cards, Professional Quaffer 1 at end of turn for every Lager drunk that game, and Steadfast Crown 5 for a High Card played consecutively.
- Silver-Kinesis
The telekinetic grab, held on the left mouse button or the right trigger and released to cancel. It picks up items, opens and loots chests from a distance, gathers Silvercraft, and moves the Electrified Cores that Grid Shutdown puzzles run on.
- Electrified Core
The object a Grid Shutdown puzzle moves. Grab it with Silver-Kinesis, then throw or carry it onto a fixed base to disable the electric fence and reach the chest behind it.
- Grid Shutdown
The electric-fence puzzle family in High Peers, solved by placing an Electrified Core on the proper base. Two achievements track it, Amateur Sparky for the first and Electrician Legend for all of them.
- Incident
One piece of optional work out in the city. Entering an area may unlock the Incidents in it, and unlocked Incidents that have not been completed are tracked by markers on the map. Work is attached to places rather than to quest givers, so arriving somewhere new is how you find more of it.
- Exploration Progressalso seen as City Exploration Progress
Completion tracked per quarter rather than across the city. Entering a quarter unlocks its Exploration Progress automatically, and the details screen, opened from the icon in the top-left of the map, lists every incident type in that quarter with its status. Progress rewards are claimed at the bottom left.
- Infiltration
The stealth activity. Patrolling and idling guards each hold a detection zone, entering one fills an Alert meter that rises faster the closer you are, and reaching maximum Alert compromises the run. Hiding areas are safe to stay in or pass through. No achievement rewards it.
- Suspicious Activity
The activity where enemies hide in the crowd as ordinary passersby. The Danger Radar shows their direction when they are nearby and flashes when one is close. Holding an observe on a passerby sees through the disguise, after which you can expose them and start the fight.
- Feline Breakout
The cat-chasing quest family. Get too close and the cat bolts, leaving paw prints to follow. After a certain distance it pauses to rest, and once it is completely exhausted it stops and lets you walk up and catch it.
- Corrupting Tide
A timed horde event, started by interacting with a Blasphemous Spike. Enemies emerge continuously from the shadows and the goal is to kill as many as possible before the clock runs out. Its two achievements are named What Even Are They? and All You Zombies.
- Blasphemous Spike
The object that starts a Corrupting Tide when you interact with it. One tutorial line is the only released text that mentions it, and nothing says what it is.
- Bounty Writalso seen as Bounty Writs
The repeatable contract handed out by the Civic Commissions Board. Its achievement group tracks the first, the tenth and the twentieth, and twenty writs is the only gold medal in any commission family, since the board refreshes hourly.
- Membership Privileges
The Hilbert's Hotel perks activated with a Membership Stamp, which the hotel hands out for completing a run. Two achievements track them, VIP Treatment for activating half or more and Permanent SVIP for all.
- Weekly Merits
The Hilbert's Hotel points that bank toward your weekly earnings, earned from the longer commissions its residents hand out. Item text calls them a motley assortment of troublesome characters whose challenges vary in difficulty.
World & Lore
- Metal-Bloodedalso seen as Metal-Blooded beasts
The in-game category for Silvernia's mutated creatures, of which werewolves are the type you meet most and harpies the second. A Metal-Blooded beast passes for an ordinary citizen until high-purity Silverium exposes them, and the change brings monstrous strength and a feral appetite for violence. Metal-Blooded Claw is also one of the three character ascension material families.
- Stabilizersalso seen as Werewolf stabilizers
A purchasable treatment that holds a werewolf's transformation back. Cynthia II spends an entire month's allowance on a hundred crates of them for the girl she rescues, which puts the change in reach of anyone who can afford the upkeep and out of reach of anyone who cannot. The same word is used for an unrelated compound Hugin brews for Firtho.
- Argent Strandalso seen as The Argent Strand, Strandean Flowway
The cycle Silverium moves through. Circuitways conduct used Silverium back into it, Silverium beings fade into inactivity and return to it, and the dust drifting through it coalesces into the Argent Bubbles over the night city. The traversal network is named after it: Circuitways, Liftways and Strandean Flowways. In-game text calls its end "a destination none can escape", and does not say what is there.
- Circuitwayalso seen as Silverium Circuitway, Liftway, rails
The in-game name for Silvernia's automated rails. Item text describes a Circuitway as "a resource recycling device installed at the city centre" that conducts used Silverium back to the Argent Strand, and invites you to ride it by mount. The Liftway is the vertical shaft that throws you into flight and activates the Strandean Flowway. Four are named as items: Riverside, Felix West, Felix East and South Church Quarter.
- Rustiumalso seen as Parasitic corruption
Silverium's corrupting counterpart, attested on four items only. The Parasitic Seed, Sprout, Bud and Fruit chain tracks one organism through four stages of Rustium corruption: unnatural colouration, a blood-red shoot that could pass for a vein, crimson flowers that glow at night, and a fruit "nourished by blood". Where Silverium returns to the Argent Strand, nothing in the Rustium chain returns.
- Silverium Fountalso seen as the founts
The source Silverium is drawn from, and the thing the crown's claim rests on. In-game text says the key to it is engraved "Heaven Granteth the Queen Power to Give, and to Take", followed by "The Queen; not the Queen and the nobles". The founts sit inside the chasms left when the Silver Palace rose above the ground.
- Castle Act
A statute passed 200 years ago granting every citizen the right to protect their own residences and estates. It is the legal basis a manufacturer cites on the Stinging, Imposing and "Silence" Lethal Buzzers, the Silvercraft home-defence line whose top tier is openly lethal.
- Marian Era
The only named historical period in the released text. The Silver Palace rose above the ground during it, using Silverium's gravitational properties to open chasms that kept intruders away from the founts. A forbidden alchemy tome, Forbidden Alchemy, also dates from it.
- Mind Palacealso seen as The Mind Palace
The mental space the Detective reasons inside, treated by in-game text as real geography. Item text calls it a map whose surface is covered by endless white sand, each grain a possibility, and describes a bookmark that guides visitors across it as 'a ball of yarn to help one navigate the labyrinth'. The four Shots exist only within it, and Mind Shards and Mind Grains are the fragments and grains it is made of.
- Cognito Seaalso seen as The Cognito Sea
The source of the twenty-four Identity crystals, six lines by four ranks, every one of them described as born from it. Its lowest rank reuses the Mind Palace sand image, calling its thoughts scattered and fleeting like grains of sand adrift. Nothing released says where it is or whether it can be reached.
- Cognito Sand
The currency earned inside Hilbert's Hotel. Its flavour text is the most mechanical description of thought in the game: every flash in the mind is a myriad of inspirations that intertwine into a web of the finest mesh and simulate various scenarios.
- Cognito Pinalso seen as Cognito Pins
A physical waypoint object placed around High Peers. Unlocking all of them completes the City Cognition achievement, which is the only released text naming them. They are the one place the word Cognito attaches to city geography rather than to thought.
- Silverilliaalso seen as Silverillia jellyfish
A jellyfish-like Silverium lifeform. One of the Detective's own Spinotrode photographs records countless Silverillia drifting inside a working street-side Spinotrode, so they live in the city's power infrastructure. A crafted Package Locator is a cardboard parcel powered temporarily by Silverillia, which flies itself toward the nearest lost package and dies doing it. Gucia is the game's one Silverillia specialist.
- Mermaidomorphosis
A public manifestation, named twice in the released text and never explained, that the research notes credit with revealing Silverium's inherent properties. Both mentions sit on the Fluid Data material chain, and the second turns the discovery into a pair of open questions: is Silverium alive, or merely a metal, and does it hold memory.
- Silver Creaturealso seen as Silver Creatures
The database class that household Silvercraft implements belong to, covering the ionic-surge buzzers, the tungsten filament lamps and the quillon dagger, each in three tiers. Their behaviour fits the label: a tungsten lamp launches itself at a target and self-detonates, and its notes praise an in-built tracking feature. The item text shrugs that they are just luminaires shaped like insects.
- Voltoroid
The fixture mounted atop a Spinotrode. The only released description is a Detective photograph noting that the Voltoroid throws off a dazzling, rainbow-coloured light. Nothing states what it does.
- Cybernetics and Fluid Intelligencealso seen as Cybernetics, Fluid Intelligence and Its Creation
The two in-universe textbooks quoted chapter by chapter across material chains. Cybernetics runs four chapters on the Signal Receiver tiers, from control and communication to information as command to management as a profession, and its top tier is issued to the UMI Office of Security Operations. Fluid Intelligence and Its Creation runs across the Power Core tiers, all UMI products, and contradicts itself: Chapter II holds that lesser automatons ought not aspire to the imitation of human conduct, and the Final Chapter accepts that sentient yet inefficient machines are coming and must be built properly.
- Purchasing Foodalso seen as Food effects, dining
The restaurant system. Restaurants sell dishes sorted into categories shown by an icon in each item's top-left corner, and every dish grants an effect or buff. Each time you dine you may take only one item per category, and the active effects appear in the bottom-right corner. Two items from the same category do not stack: the newer effect replaces the older one. Every restaurant dish comes in a green, a blue and a purple version, which are the same dish at three prices, so a category is one dish line rather than one food type.
- Satiety
The game's own word for what eating does to you. Only one item description uses it, the cheapest food on the street: a bar of oats that is good for giving some instant satiety. Food is bought and eaten through the Purchasing Food system at restaurants. Satiety is not necessarily a label the interface shows you, so treat it as the game's term rather than one you will read off a buff bar.
- Auto Vendor
Street vending machines that dispense packaged food and drink, described as poised to conquer every corner of the city. Their stock is brand-licensed rather than baked: the packaged breads are modelled on McBarley toys called Toast, Doughnut and Baguette. Vendor folklore runs to luck rather than flavour, including a button sequence that yields a whole pallet of drinks and a lunch tin with a 0.07% chance to appear.
- Gourmet Market
A crowded public food market, named in a River Constabulary notice as a place where thieves cut Siphons from distracted diners. Its traders are a community in their own right: when Head Chef Alex was killed, the market's shop owners jointly prepared memorial bouquets, arranged by a florist called Hypnos Garden and handed to every visitor.
- Property Investmentalso seen as City Property, Real Estate Investment
The city economy system, run from a screen the game titles City Property. You buy into numbered premises around Silvernia with Stocks and those holdings generate revenue, banking up until you claim it. An Information List collects the shop upgrades, shop businesses and property purchases currently open to you, and a Milestone track sets per-district goals including buying that district’s Landmark. Its five achievement milestones ask for holdings from one million to five hundred million Stocks.
- Stocksalso seen as Stock
The currency Property Investment spends, on both buying into a property and upgrading a business you already hold. Their use is spearheaded by the United Mining Industry, and the in-game description has them at higher fluidity than traditional currency, a printed page valued on par with Silverium. The item art is a bundle of UMI share certificates with a denomination, an overprint and a countersignature.
- Commercial Value
The profitability rating on a business you own. Spending Stocks on a shop that is already open for business fully improves its Commercial Value and makes it more profitable, which is the only definition the game gives. It is the reason deepening a holding competes with buying the next one: both want Stocks, and only a purchase moves a district's Land Ownership.
- Land Ownership
The share of a district you hold, printed as a percentage on that district's card in the City Property screen rather than against any single building. Premises inside a district are numbered addresses, and the Boutique district also splits into an East and a West sub-area, so ownership is measured across a quarter rather than building by building.
- Commissionalso seen as Commissions
One unit of work on the Commissions screen, which is the game's whole quest list in one place. Rows carry a job name, the district it starts in and the distance to it, and the five category headers seen in the Dichotomy beta were Major Cases, Curious Cases, Private Requests, City Errands and Business Expansion. Reward tracks the header rather than the length of the job: a Curious Case paid 600 Reactor Crystals against 50 for a City Errand.
- City Errands
The neighbourhood commissions, and the only family filed by geography. Their achievements name twelve districts across three streets: four on Morgue Street, six on Four Crowns Street and two on Dayfair Way, one silver medal each for clearing a district. The tutorial gives their purpose as learning more about Silvernia's affairs and earning Reputation.
- Major Cases
The main campaign, and one of the four groups in the Hero's Journey achievement category. It runs in acts of three scenes, with a prologue before the first, and every scene carries an official title, a time of day, a location and a one-line beat. The other three groups cover the optional work: Private Requests, Curious Deductions and City Errands.
- Case Filealso seen as Case
One investigation, with one evidence board behind it. A case file carries a name, the thing it turns on, and the exhibits the Detective gathers for it. Some sit inside the main campaign and some are Curious Cases that branch to more than one ending. The campaign's act and scene divisions are a separate structure laid over the top of them.
- Curious Casealso seen as Curious Deductions
A self-contained mystery commission with more than one ending, and the highest paying category on the board at 600 Reactor Crystals. Its achievement group rewards reaching any ending, reaching the true ending, and using Restart Deduction for the first time, so rerunning a case you called wrong is part of the intended path rather than a recovery from failure.
- Reputationalso seen as Reputation Level
The Detective's standing in Silvernia, and the currency the small jobs pay in. Its in-game description credits retrieving a package, running an errand and solving street puzzles alongside the sensational cases. It banks into Reputation Levels, which gate progression content: the Mental Breakthrough advancement test unlocked at Reputation Level 20. Chests, world puzzles and Hilbert's Hotel Check-In Incentives also pay it.
- City Grime Alliance
Silvernia's street-level information network, named on a four-piece Implement set. Its inscription describes the paper-sellers, shoe-cleaners and messengers who sprint through the city's grime, unremarkable in dress and in trade, who "scrawl down every tidbit of information that they catch wind of". Its four pieces run Individual Struggles, At Home in the Storm, Rousing Fanfare and Breaking Stories, and its set bonus is the only one in the game that gives the holder nothing and passes the whole benefit to teammates sharing their Reactor Attribute.
- Oz School of Metallurgy
A named school in Silvernia, attested once, in the opening line of The Wild Trio Mystery where three back-alley youths dismiss it alongside the River Constabulary. It is the school the Detective tells the Academic Rebels to go back to, and a metallurgy school is the obvious route out of the alleys in a city built on refining Silverium.
- Silverfistalso seen as Silver Fist, Lord Silverfist
A vanished street legend the city's delinquent youths model themselves on, called "the legendary Hero" in The Wild Trio Mystery and a crime lord on the boss pages. The in-game text spells it as one word; this site's Lorin feature writes it as two, and both spellings refer to the same figure. That feature argues from four story clues that Silverfist is Chief Inspector Lorin.
- Maid Institute, Society, and Servicesalso seen as MISS
The body that trains, numbers and places Silvernia's maids, abbreviated MISS. Alf's bio introduces her as "Maid No. 49 of MISS", a number in place of a surname, and Argos is a male member, described in his own bio as something of a rarity. The Retainer's Code Implement set is its creed: a maid's work is never done, and every one of the set's four pieces is named for somebody else's comfort.
- High Peers
The region the campaign runs in, and the only Main Stage the achievements name. Lorin upholds order here for the River Constabulary and the Kaboom Team maintains its Spinotrodes. Every activity family is counted per High Peers, as are the Cognito Pins, the Strandean Flowways, the Circuitways and the Liftways.
- Morgue Street
One of the three streets City Errands are filed under, carrying four districts: Riverside, Bridgehead, Meadow and Felix. Item text has it bustling and lively, finding a moment of peace only in the early hours.
- Four Crowns Street
The commercial street, and the largest of the three by district count with six: Finance Quarter, UMI Branch Quarter, First Crown, Central Toroid, Sentinel and Boutique.
- Dayfair Way
The old quarter, with two districts, North Church Quarter and South Church Quarter. In-game text calls it a place left by the wayside when Silvernia entered its era of rapid development, a quiet relic that keeps its history and charm.
- The Pre-Argent Lightalso seen as Pre-Argent Light
An Implement set whose shared text describes a faith that existed before Silverium, when people chose "whether to follow light and its virtuous glory" and those who did "reaped fine harvests". The name means before silver. No god, doctrine or clergy is named anywhere in released text.
- Cathedral of Illuminationalso seen as Darkened Cathedral of Illumination
A church in the eastern part of High Peers with a cemetery for notable figures, and the site of the robbed Howard Williams grave. A painting item dates it to before the founding of Silvernia and calls it decrepit, "perpetually under repair", and so poor that "even thieves prefer to try their luck elsewhere".
- Detective's Office
Your base, and the room the Evidence Board stands in. Three Major Cases play out here. It has more than one area, since the Anywhere, Everywhere achievement asks you to host a character in every one, though how many there are has not been published.
- Jon's Pizza
The pizzeria, and the first Felix property a City Property milestone asks you to buy. Its founder's childhood remedy, a slice of burnt toast simmered into a savoury broth, is sold as Toast Broth, and item text claims even the most vicious gangs exempted the shop from their racketeering.
- Spinotrodealso seen as Spinotrodes
The street-side pillars that carry Silverium through the city, each topped by a Voltoroid throwing off rainbow-coloured light. Detective photographs show Silverillia jellyfish drifting inside one. The United Mining Industry employs the Kaboom Team to maintain them, and the essence flowing within High Peers Spinotrodes is valuable enough to be worth stealing.
- Gravelkin
A people, and the periphery region they come from. Ashley is a Gravelkin woman who applied for a clerical position, and Captain Kaboom is a Gravelkin orphan along with the rest of the Kaboom Team. Item text names residents of the Gravelkin periphery and the United Mining Industry's Office of Frontier Exploration as the two groups familiar with Rectified Decay Concentrate, which triggered the emergence of a strange living being.
- Golden Lion
An alchemical figure quoted on all four Implements of the Centuries of Wisdom set. A great sage's comment on a sacred symbol of old reads "I am the true green and Golden Lion without cares. In me all the secrets of the Philosophers are hidden." The couplet comes from the Rosarium Philosophorum, the 1550 alchemical text a Hilbert's Hotel achievement is named after.
- Forbidden Alchemy
An in-universe book dated to the Marian Era, quoted once on Rectified Essence Concentrate, where it "detailed this in the second-to-last stage of gold creation: Albedo". Nothing released says who banned it.
- The Dark Arts of Equilibrium
An in-universe book quoted on Rectified Ferrugo Concentrate: "The purest of essences requires the concentrate to undergo complete corrosion and decay. Just as we must forge through darkness, if we are to reach the light."
- The Great Chain of Being
An in-universe book whose foreword is quoted on Pure Essence Concentrate: "At the heart of distillation lies return, the restoration of an entity to its original and most essential form." The title is also a real term for the medieval hierarchy of nature.
- Alchemical Research Academy
An institution named once, on the Household Medical Implement, credited with designing stabiliser vial casings light and fragile enough for a patient who cannot twist a cap to shatter instead. Its only appearance is applied medicine rather than transmutation.
- Magnetic Cymatics
The name on Silvernia's vinyl records, pressed from high-quality master tapes that preserve the detail and dynamic range of the original sound. One is described as a melody that has traversed time and space. Whether the name belongs to a label or a performer is not stated.
- Royal Academy
Silvernia's scholarly institution. Firtho is the daughter of the Royal Academy scholar Erwing, and Gucia is expected to give an acceptance speech for its Biology Award once her thesis is published. A separate Alchemical Research Academy is named once, on a medical item.
- Fairy Godmother
The figure in the Cinderella Epiphany's flavour text, who turns the pumpkin into a carriage, the mice into handsome steeds and the tattered dress into a ball gown, with the warning that at the stroke of midnight the magic fades.
- Order of the Tide
The knightly order Gratia belongs to, serving as a personal guard to Queen Feliana. It is named exactly once in released text, in Gratia's own profile, and nothing else describes it.
- Office of Security Operations
The United Mining Industry's enforcement arm. The Pincers Mystery describes its leader, a woman whose iron prosthetic limb works as both weapon and shield and who holds that the post should inspire fear. A customised signal receiver with great power output is issued only to a select few of its stewards.
- Office of Frontier Exploration
The United Mining Industry's expedition arm, working the Gravelkin periphery. Named once, in the flavour text for Rectified Decay Concentrate.
- Kaboom Team
The children the United Mining Industry employs to maintain High Peers' Spinotrodes, led by Captain Kaboom. Item text calls them a hive of industrious bees who never turn down fresh milk and a coin or two, and says what they treasure most is each other's company. They are Gravelkin orphans without a home.
No terms match the selected category.
Frequently Asked Questions
What is a Reactor Attribute in Silver Palace?
Reactor Attribute is Silver Palace's equivalent of elements. Every character has exactly one of seven: Ignis, Glacies, Fulmen, Gravitas, Radiatio, Alba and Ferrugo. It decides your damage type and which Resonance Effect you can trigger. It is a separate system from Combat Style and Identity.
What is the difference between Combat Style and Identity?
Combat Style is the gameplay role filter, with five values: Resonance DPS, Striker DPS, Break Suppressor, Combat Support and Survival & Healing. Identity is a story-derived category with six values: Hero, Guardian, Witness, Outlaw, Saviour and Victim. Identity gates which Motives a character can equip and which upgrade materials they need. It does not tell you what a character does in a fight.
What are Psyches in Silver Palace?
Psyches are the duplicate-copy upgrades, equivalent to Constellations in Genshin Impact. Each character has six, so pulling seven total copies unlocks them all.
What is the difference between Silverdrip and Reactor Energy?
They sit on either side of the Reactor Gauge. Attacking enemies fills the Reactor Gauge, and Silverdrip, produced by Executions, Parries and certain abilities, accelerates how fast it fills. When the Gauge fills you gain one Reactor Energy, up to three at a time, and swapping characters spends one to fire the incoming character’s Tactical Assault.
What is the Silver Palace equivalent of Energy Recharge?
Ultimate Charge Efficiency. It multiplies the rate at which your Ultimate charges. Two related stats have no Genshin equivalent: Amplitude Coefficient is CRIT Rate for Resonance Effects, and Amplitude Multiplier is CRIT DMG for Resonance Effects.