[Name] – Brackets generally indicate an item possessing game data.
/Command - In the chat log and the command console, using slash commands can enable unique actions in game. Emotes are one of the most common forms of a slash command.
Armor Rating (AR) – Armor Rating generally indicates a creature’s ability to mitigate damage. The higher the AR, the less damage a creature will take from a specific attack. AR generally only applies to damage of a PHYSICAL nature and might not work against environmental or magical sources.
Avatar – A character, more specifically the way they look and their name.
Buff – A positive status effect on a creature or item, often lasting a set amount of time or while remaining in a specific area.
Cor - The standard currency for the isle of Teravitum.
Crit/Critical Hit – A lucky hit that deals extra damage to a target.
Debuff – A negative status effect on a creature or item, often lasting a set amount of time or while remaining in a specific area.
Drop – A Drop is an item obtained by looting. The pig ‘dropped’ a [Broken Tusk].
Emote - A command a player can use to have their avatar perform a preprogrammed animation representing a specific emotion. Common emotes are /wave, /laugh, /dance, and /cheer. For non-VR players, this is the only way to force their avatar to move their arms and legs and facial expression in specific ways, but normal VR players currently have no other means to control their expressions. Only partial- and full-dive VR players can manually control every aspect of their avatar's movement.
Experience – A measurement of how close to gaining a new level or improving a skill a character is. Experience is gained by completing quests, killing monsters, crafting equipment, and more.
Experience Debt – Certain things impose a ‘debt’ on a character that requires them to pay off before they can accrue more experience. Dying is the main way. Based on a character’s level and the area they died in, the game calculates a debt as punishment, and applies it on top of any existing debt they already owe. As such, dying repeatedly in the wrong area can prevent a character from growing their experience for a very long time.
Farm – Regularly looting or harvesting specific resources over and over again in order to find a specific item, build up a supply of their drops, increase reputation, or gain experience.
Gear – Equipment used for adventuring. Armor, weapons, trinkets, ect. Might even pertain to crafting equipment, too.
Harvest – Similar to looting, Harvesting requires a character to interact with an object to retrieve an item from their Harvest List. For example, a character can attempt to harvest [Thorns] or [Rose Bud] from a Rose Bush. They might also be able to get [Hide] from a fallen boar. Harvesting generally requires the character to possess a specific skill in order to even be allowed to try to harvest. Also, a successful Harvest attempt will generally deplete the target of any further resources, and a critical failure will often do the same.
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Health – How much punishment a character or mob can take before they are killed. Some destructible features might have health as well.
Loot – Either a verb or a noun. To loot something is to open its loot box and see what treasures it has on it. You can loot a fallen mob or a chest or some other environmental feature. ‘Loot’ is also slang for treasure.
Loot List – On the design side of the game, any time a player comes across something lootable, the game must generate what loot is found when interacting with that object. It does so by consulting a Loot List. A Loot List is basically a table containing the different specific pieces of loot that a player might find from that source, along with the chances of that piece appearing. Loot Lists are often a combination of lists, like a mob specific list, a world list, and even a list pertaining to specific kinds of characters. For example, all wild boars might be able to drop [Broken Tusk], but wilds boars in the Forest of Gyarg might also be able to drop [Smashed Pinecone] while those in the [Fields of Blaaarg] might be able to drop [Thistle]. Same mob, but with new options based on their place in the world.
Mana – the energy source used by a player to use spiritual-based skills and magic. Mana regenerates slowly, though specific skills and items can help alleviate this problem.
Mob – a creature you can fight and kill.
NPC – Non-player character. Controlled by the game.
PC – Player character. Controlled by a person.
Race – Short for ‘Race of Fortune’, Teravitum features five different races a character can choose as the start of their career. Heem’s are basically normal humans. Minos are seafaring cow-people. Pucks are impish human-like creatures that excel at technology. Felgin are slender cat-like creatures. The Lleywa are the original inhabitants of the islands and are descendants of the fae that settled in this realm.
Repair – Over time, a character’s gear will take durability damage and need to be repaired. This costs money, or materials, tools, and a skill if the character can do it themselves.
Spawn – Used as a verb or a noun. As a verb, it references the act of bringing an object into the game world. Mobs are spawned in until the area cap is reached. Chests spawn randomly at designated locations. As a noun, it’s most often referenced in conjunction with rare events. Rare mobs or rare chests and whatnot.
Stamina – The energy necessary to act in the world. Actions like running and using certain skills deplete stamina, whilst defending and standing still regenerate it. An empty Stamina bar will impose certain speed and damage penalties on a character and might prevent them from activating certain skills.
Streamer - Some who plays a game and broadcast the game play to a collection of viewers through an internet connection. Viewers can usually donate money to the streamer in the form of purchasable money equivalents (i.e. Crystals), can enact various minigames, and can interact with the streamer via messages in 'chat'.
Tier – Often referencing rarity of an object. The higher the tier, the rarer or more powerful it is.
Weariness – Weariness accumulates the longer one engages in activities that use Health, Mana, or Stamina. As Weariness increases, it reduces the total amount of Mana a character has and reduces the speed at which their stamina regenerates. Weariness is counteracted by resting, eating, and drinking.