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Glossary — canonical game terms

One term, one meaning, corpus-wide. Every page uses these words exactly; a new player-facing term gets its entry in the session that coins it. Terminology drift across pages is a lint-invisible bug — this table is the anchor.

Term Meaning
Forger A player character — one who mends the fractured world
Skill One of the 20 use-trained tracks, level 1–100
Hard Skill Hunting, Forging, Enchanting — double XP cost; their capes mean the most
Skill Tree A skill's node tree — one per skill; roots, exclusive branches, one Eternal Node (replaced the milestone-perk/spec arc, vision amendment 2026-07-16)
Tree points Per-skill bound points minted by that skill's levels; spent on its tree's nodes — never traded, never sold
Branch A mutually exclusive path inside a skill tree — the identity choice (weapon types in combat trees)
Eternal Node The infinitely repurchasable node at a tree's bottom — compounding cost, plateauing power, fueled by Life Essence
Life Essence The tradeable carried item fueling Eternal Nodes — the game's sole death-drop
Specialization Historical term — the old level-60 permanent fork, dissolved into skill-tree branches (see Branch)
Skill Cape The earned symbol of a skill at 100
Prestige Post-100 badge and earned-only currency; never power
Profession The chosen trade, Mastery 1–10 — economic identity
Combat class One of the 6 roles, Class Mastery 1–10
Ascension The permanent Light/Dark path choice at Class Mastery 10
Almanac The earned-only book of deeds: relics, bestiary, titles, wardrobe
Great Work A guild-scale collaborative goal
Ironman Self-sufficiency mode — the economic gate, badge of the self-made
P2A wall The Pay-to-Advance monetization boundary (vision amendment 2026-07-16): money buys cosmetics or speed, never exclusivity — every non-cosmetic bonus/item is obtainable without paying
Hub The central safe island: spawn, markets, quest NPCs, portal rings; combat disabled; always accessible
Adventure island A shared, portal-gated progression island — resource, profession, or combat content
Island tier A legibility grouping of adventure islands by progression stage; never a chain — no island requires another island
Portal ring The hub structure holding one island tier's portals
Coins The general currency — an account balance, never an item; bazaar, NPC merchants, fees
MobCoins The combat-earned currency — bound balance, withdrawable into Bounty Notes for trade
Bounty Note The tradeable item form of withdrawn MobCoins — fixed denominations, free withdrawal; any holder may redeposit
Market tent A rented player vending stand for unique goods (rolled/upgraded items) — sells offline at fixed prices, proceeds credit the owner's Coins
Featured slot Paid Coin-only advertising rotation for a market tent — limited, cooldown-bound
Town merchant An NPC vendor — buys player goods at the floor price (the Coin faucet) and sells its catalog; region merchants island-gated, hub ring rotating
Ore band A depth layer of a mining island holding one canon ore tier — breakable only at that tier's Mining level
Ore generator The personal-island ore source — outputs only ore the owner can currently mine, at floor rates
Region crop A biome-locked crop or tree that grows only on its adventure island — never at home
Eternal Seed / Sapling A rare tradeable item that upgrades a crop/tree into a permanently regrowing, higher-yield version — earned only in play
Mini boss A rare elite encounter inside a zone — lair, kill-count, timer, or bait spawned; region-scaled
Zone boss A combat island's named arena fight — optional side arena, never a chokepoint; designed solo or group
World boss A server-moment encounter — schedule/goal/summon/threshold/admin spawned; contribution-scored personal loot
Island-locked fish A fish that appears in exactly one fishing island's table — the biome-lock pattern on water
Guild island The guild's shared ungated home island — build/storage rights by guild rank
Guild bank The shared guild treasury (Coin balance + resource vault) in guilds.db — withdrawal by rank
Guild Capital The five-stage guild progression ladder: Camp → Village → Town → City → Kingdom
Territory War Guild-vs-guild contest over neutral events-world islands — baseline damage, no progression; holding pays guild bonuses
Events world The separate world for PvP and hosted events — baseline combat, no progression stakes, entered after onboarding
Baseline combat Events-world rule: own gear, all progression combat bonuses off, class abilities normalized — levelling confers no advantage
Event currency The bound events-world balance — earned by participating, spent only at the event shop
Eternal Crystal The enchanting fuel — a tradeable material burned by every enchant; lore: crystallized corruption residue
Dungeon key An earned, usually tradeable item opening a keyed dungeon entrance — vocabulary shared with crates
Crate A play-earned loot container — opens only at the Crate Opening Arena, with its matching key; contents pass the crate audit (currency, cosmetics, play-obtainables)
Crate key The opener — earned in play (rarer than crates) and the one thing money buys in the crate system
Pirate Arena The Hub's loud district — crate opening stage, rank showcase surfaces, Veylor's home
Records Plaza The Hub district where hfrecords lives in-world — leaderboards, town crier stage, server-goal monument
Collection An Almanac chapter tracking a system's completable set — earned-only; completion pays titles, badges, and rate-hook bonuses
Rank A purchased support tier (Knight → Draconis+) — audited bundles of cosmetics, keys, and QoL scaling; Knight/Arcanist also MobCoin-purchasable
Island upgrade A built personal-island structure with real costs — bonuses via rate hooks, infrastructure via island features
Island Chronicle The personal island's auto-written milestone log — presentation over Almanac/records truth, readable by visitors
Questline An anchor NPC's sequential authored quest chain — dialogue tree + objectives + reward table
Quest flag A permanent per-player completion marker — monotonic, the quest-side gate type portals and bands read
Daily board The daily-reset repeatable quest board — offers rotate back; a missed day forfeits nothing owned
XP Scroll A consumable, tradeable item granting skill XP — always routed through the owner-edited XP-source config