Entropia Universe guides
How the game works, written for players: where to start, how skills and professions grow, what each profession actually involves, and how the real cash economy behind it all fits together.
Every page is also served as raw markdown by appending .md to its URL, and the whole corpus is at /llms-full.txt.
Start here
What Entropia Universe is, how the real cash economy changes the rules, and what to do in your first few hours.
- What is Entropia Universe? A science fiction MMO with a real cash economy, where the in-game currency has a fixed exchange rate to real money and everything you own has a real value.
- Creating your avatar Registering, choosing a name you will keep forever, picking a starting planet, and the handful of early choices that actually matter.
- Your first hours What to do after the tutorial, what the trade terminal is for, and the mistakes that cost new players the most money.
- Playing without depositing The routes from zero PED that actually work, how far each one goes, and an honest account of how slow it is.
- The vocabulary PED, TT, MU, decay, DPP, HOF, ATH and the rest of the shorthand players use, in one place.
Your avatar
Skills, attributes, professions and profession levels: how your avatar grows, and what that growth is actually worth.
- How skills work There are no character levels. Your avatar has many individual skills, gained by doing the thing they apply to, and they never reset.
- Professions and profession levels Professions are derived from your skills and expressed as levels. They decide how well you use a piece of equipment, and they are the number that actually gates your progress.
- Attributes The handful of underlying attributes every avatar has, what they affect, and why they rise so slowly.
- The codex A progression track that rewards skills for killing a given number of each creature type, and the main reason hunters pick one creature and stay on it.
- Mind Force The game's equivalent of magic: chips powered by Mind Essence that teleport, heal, attack and more, with their own professions and their own economics.
- Skill chips and transfers Skills can be extracted from an avatar, sold and implanted into another one. The transfer is lossy, and the market is thinner than people expect.
Hunting
Weapons, amps, armour and healing, how creatures are built, and how a hunting run turns cost into loot.
- How hunting works The core loop of finding creatures, killing them efficiently and turning the loot into value, and what separates a good hunting run from an expensive one.
- Choosing a weapon Damage, DPS, DPP and efficiency, what each one actually tells you, and why the most expensive weapon you can afford is usually the wrong choice.
- Armour and healing Damage types, why armour is chosen per creature rather than by quality, plates, and what dying actually costs you.
- Planning a hunting run Choosing where to go, how much to take, what to do with the loot afterwards, and how to tell whether the run was any good.
Mining
Finders, probes and bombs, what a claim is worth, and why mining behaves so differently from hunting.
- How mining works Finders, probes and bombs, locating a claim and extracting it, and why mining feels so different from hunting.
- Finders and equipment Choosing a finder, what depth and range actually buy you, excavators, and the equipment mistakes that quietly raise your cost per drop.
- Ores, enmatters and refining The two families of mining resource, what they feed into, and whether to sell raw or refined.
Crafting
Blueprints, residue and quality rating, what the different outcomes of a click mean, and where a crafter's profit comes from.
- How crafting works Blueprints, materials, what happens when you click, and the outcomes that make crafting different from every other activity.
- Blueprints and materials Where blueprints come from, how to read a recipe, and how to work out whether making something is worth it before you start.
- Crafting as a business Margins, volume, holding stock, and the difference between a crafter who makes money and one who is very busy.
The economy
PED, TT value and markup, what decay really costs you, how to read a return figure, and how money enters and leaves the game.
- This is an economic game You will always lose against the trade terminal. The profit is in markup and trading, which comes from other players, so the game you are actually playing is against them and not against the house.
- TT value and markup Every item has a fixed value the game itself will pay, and a separate price players will pay. The gap between them is where nearly all player profit lives.
- What decay actually costs you Everything you use loses value as you use it. Decay is not wear and tear you can avoid, it is the fee for playing, and it is most of your cost.
- Reading a return figure What a return percentage means, why a single session tells you nothing, and how to judge whether what you are doing is actually working.
- How money enters and leaves the game Deposits, withdrawals, the fixed exchange rate, and a realistic account of what taking money out involves.
- Trading safely Where to trade, how the auction protects you, and the scams that recur in a game where the currency is real money.
The universe
The planets you can play on, how to travel between them, and what land areas and instances are.
- The planets One universe, several planets, each with its own developer, creatures and character, and one avatar that travels between them.
- Travel and space Teleporters on the ground, spaceships between planets, and the one part of travel where you can genuinely lose what you are carrying.
- Land areas Player-owned territory with its own creatures and its own tax on loot, why hunters go there anyway, and what owning one involves.
- Societies and community Player-run societies, where the community actually lives, and why joining one is the highest-value thing a new player can do.
Going further
Taming and pets, events and Mayhem, PvP, and the things players do once the basics are behind them.
- Events and Mayhem The recurring competitive event series, how instanced events change the economics, and whether they are worth entering.
- PvP Where player combat happens, the difference between ordinary PvP and lootable PvP, and why the second one deserves your full attention.
- Taming and pets Coming soonCapturing creatures, raising them, and what a pet is actually for.
- Shops, apartments and property Coming soonPlayer-owned shops and housing, what they cost to run, and whether owning one is worth it.