Entropia Universe has thirty years of accumulated shorthand and players use all of it at once. This page is the translation layer. Each entry links onward where there is a fuller explanation.
Money
PED: Project Entropia Dollar, the in-game currency. 10 PED = 1 USD, fixed.
PEC: a hundredth of a PED. Used for small amounts, particularly decay per shot.
TT: the trade terminal, and by extension an item's trade terminal value. "TT value" is what the game itself will pay you for something. See TT value and markup.
MU: markup. The amount players pay above TT value, quoted either as a percentage ("115% MU") or as a flat addition ("+5 PED"). See TT value and markup.
Decay: the value an item loses as you use it. This is the real cost of an activity. See What decay actually costs you.
Return: the value of loot received as a percentage of the cost spent to get it. See Reading a return figure.
Deposit / withdraw: converting real money to PED and back. See How money enters and leaves the game.
Loot events
Global: a loot above a threshold, which is announced to everyone on the planet. Entropia Central records these; see How globals are tracked.
HOF: Hall of Fame. A loot large enough to enter the game's hall of fame, well above the global threshold.
ATH: All Time High. A loot that is the largest ever recorded for that category. Rare, and a genuine event.
Hunting
Mob: a creature. Borrowed from other MMOs and used universally.
Maturity: a creature's size and difficulty band, running from young through to the largest variants. The same species at a higher maturity has more health, hits harder and costs more per kill.
DPS: damage per second. How fast a weapon kills.
DPP: damage per PEC. How much damage you get per unit of cost, which is the efficiency figure that matters economically rather than the one that matters for speed.
Efficiency: a percentage stat carried by weapons, treated by players as better when higher, and largely independent of DPS. What it does mechanically is a loot system question with no official answer cited here yet. See Choosing a weapon.
Amp: amplifier. An attachment that increases a weapon's damage, at the cost of extra decay and ammunition.
Heal / FAP: healing yourself. FAP is First Aid Pack, the common class of healing tool, and the term is used generically.
See How hunting works.
Mining
Finder: the tool that searches for deposits.
Probe / bomb: the consumables a finder drops. Probes look for enmatter, bombs look for ore.
Claim: a located deposit. You extract it with an excavator.
Enmatter / ore: the two families of mining resource.
See How mining works.
Crafting
BP: blueprint. The recipe for an item.
Click: one crafting attempt. Crafters count activity in clicks.
QR: quality rating. A blueprint's own progression, which improves as you use it.
Residue: a material produced by near-successful attempts, used to reduce waste on later ones.
See How crafting works.
Progression
Skill: one of many individual competencies your avatar gains through use.
Profession: a derived standing calculated from a group of skills, expressed as a level. Professions gate how effectively you use equipment. See Professions and profession levels.
Codex: the system that rewards skills for killing a given number of a creature type. See The codex.
ESI: Empty Skill Implant, used to extract skills from an avatar so they can be sold or transferred. See Skill chips and transfers.
MF: Mind Force, the game's equivalent of magic: teleporting, healing and attacking using chips and Mind Essence rather than weapons. See Mind Force.
Social and world
Soc: society. A player-run group, equivalent to a guild.
LA: land area. Player-owned territory, usually with its own creatures and a tax on loot taken there. See Land areas.
TP: teleporter. Fixed points you unlock by visiting, allowing instant travel between them.
Mayhem: the recurring competitive event series, run in instances with its own token rewards. See Events and Mayhem.
Lootable PvP: areas where being killed by another player means losing carried items rather than just respawning. See PvP.