# The vocabulary

> PED, TT, MU, decay, DPP, HOF, ATH and the rest of the shorthand players use, in one place.

Source: https://www.entropiacentral.com/guides/getting-started/the-vocabulary
Last updated: 2026-07-30

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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](https://www.entropiacentral.com/guides/economy/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](https://www.entropiacentral.com/guides/economy/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](https://www.entropiacentral.com/guides/economy/decay-and-cost-of-use).

**Return**: the value of loot received as a percentage of the cost spent to get it. See [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns).

**Deposit / withdraw**: converting real money to PED and back. See [How money enters and leaves the game](https://www.entropiacentral.com/guides/economy/deposits-and-withdrawals).

## 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](https://www.entropiacentral.com/documentation/globals/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](https://www.entropiacentral.com/guides/hunting/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](https://www.entropiacentral.com/guides/hunting/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](https://www.entropiacentral.com/guides/mining/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](https://www.entropiacentral.com/guides/crafting/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](https://www.entropiacentral.com/guides/avatar/professions-and-levels).

**Codex**: the system that rewards skills for killing a given number of a creature type. See [The codex](https://www.entropiacentral.com/guides/avatar/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](https://www.entropiacentral.com/guides/avatar/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](https://www.entropiacentral.com/guides/avatar/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](https://www.entropiacentral.com/guides/world/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](https://www.entropiacentral.com/guides/advanced/events-and-mayhem).

**Lootable PvP**: areas where being killed by another player means losing carried items rather than just respawning. See [PvP](https://www.entropiacentral.com/guides/advanced/pvp).
