daily aniimo
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.

The basics

Aniimo
The creatures, and the game. There are 86 species, each with one of nine elements and one of five combat roles.
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

Twining
Taking direct control of an Aniimo instead of commanding it. Most environmental puzzles are solved while Twined. The guide.
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.
EP
The energy skills cost. The Energy role, also called Regen, is the one that refills it. The guide.
Role
One of five: DPS, Break, Heal, Support and Energy. A party of four should cover damage, Break, energy and healing. The guide.
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

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.
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.
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

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.
Capability Awakening
Spending Capability Points to raise acquired Potential. Below level 60 it can be reset and the materials returned. The guide.
Resonance
The star rank track. Star Up gives flat gains, Ascension gives percentage ones, and both spend Dewdrop Crystals. The guide.
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.
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.
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.
Held item
Gear equipped to an Aniimo through the training menu. A Contract binds an item's buff to one species. The guide.

Forms

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.
Sparkling
The special colouring. It is purely a look and does not make an Aniimo stronger. A Sparkling Cube guarantees one. The guide.
Umbral
A darker variant, and not the same thing as Sparkling. The guide.

World

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.
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.
Lumin Amber
The collectible you feed a Branch. One Alpha sits behind a wall that needs 120 of it. The guide.
Mobility
A skill some Aniimo have for getting around, used while Twined: flying, tunnelling, cloaking, lighting the way and more. The guide.

Homeland

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.
RV
The vehicle that is both the door to your Homeland and the meter for how much of one you can have. The guide.
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.
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

Home Coin
Homeland money. It buys plots, facilities and RV upgrades at GoGoHomes and nothing anywhere else. The guide.
Credits
Everyday money, from catch reports, Alphas, chests and most normal play. The guide.
Glimmer
The earned premium currency, spent on Aniipod Ultras, Primegy, Capafruit and appearance cards. The guide.
Lumin Crystals
The paid currency, bought with money and spent on outfits, Sparkling Cubes and packs. The guide.
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.
Vein Essence
The Nurture offering, bought with Stamps or found in the world. The guide.
Dewdrop Crystal
A region keyed Resonance material, spent on star ups rather than in any shop. The guide.
Stamps
The season currency, from daily activity, the weekly Stamp Rush and the Companion Handbook. The guide.

Modes

Holo-Battle Sim
The wave based roguelite. Pick a Training, climb Floors, draft Holo-Gizmos, spend Training Coins. The guide.
Egg Heist
The player versus environment egg raid, paying Eggshell Coins. The guide.

Progress

Companion Handbook
The battle pass. Not to be confused with the Journey Handbook, which is a login event. The guide.
Aniilog
The collection index. Filling it pays levels and rewards. The guide.
Title
Your rank, from Special Rookie up through Student, Wayfarer and Trailblazer. It hard caps levels and it scales Alpha payouts. The guide.
Elite Training
The chapter structure behind promotions, each ending with Dr. Lewis's theory test. The guide.
Transmogrify
Restyling a Legendary Aniimo without touching its stats, paid for with Radiant Dreamshadow. The guide.
Safaris
Aniimo experience, paid out by Alphas and most activities. The guide.