# Entropia Central > Full corpus: guides to Entropia Universe, and documentation for Entropia Central itself. > Individual pages are at https://www.entropiacentral.com/{section}/{category}/{page}.md # Getting started with Entropia Central Tracker > Install Entropia Central Tracker, switch on chat logging in Entropia Universe, and start recording live loot, return and session data. Source: https://www.entropiacentral.com/documentation/tracker/getting-started Last updated: 2026-07-28 --- Entropia Central Tracker is the desktop companion for Entropia Universe. It reads the chat log the game already writes to your disk and turns it into live loot, return percentage, mining and session statistics, with overlays you can arrange around your screen. It is free, and it runs on Windows 10 and Windows 11. ## How it works, and why it is safe Entropia Central Tracker never injects into the game, reads its memory, or automates anything. All of those break the Entropia Universe end user licence agreement. Instead it watches one file. When you enable system and loot messages in the game options, Entropia Universe writes every event to a chat log on your PC. Entropia Central Tracker follows that file as it grows and turns each new line into data. It is distributed through the Microsoft Store, where it is sandboxed and verified by Microsoft, so there are no third party download sites involved and updates arrive automatically. ## Setting it up **1. Install from the Microsoft Store.** One click, no archives. **2. Turn on chat logging in Entropia Universe.** In the game options, enable system and loot messages. Without this the game writes nothing for the tracker to read, and your sessions will stay empty. **3. Point Entropia Central Tracker at your log folder.** On first run you pick the Entropia Universe log folder once. The tracker remembers it and detects the rest on its own. **4. Start a session and play.** Drop the overlays where you want them and the numbers update as you go. Both the Steam and standalone clients write the same chat log, so either one works. You only choose the folder once. ## What it tracks | Area | What you get | | --- | --- | | Hunting | Live return percentage, loot against ammo, decay and heals, multipliers, per-creature and per-item breakdown | | Mining | Claims with resource, amount and depth, find and dud rate, running mining return | | Fishing | Catch log with species and value, session totals | | PvP | Kills and lootable-PvP loot, read from the combat log | | Daily missions | Progress kept in view so nothing is left before reset | | Trade radar | The in-game trade channels surfaced live, so listings do not scroll past | Sessions are saved locally, so you can review past runs and export the raw data. ## Overlays Any stat can be popped out into its own overlay window: draggable, resizable and always on top. Arrange them around the game, or pull them into OBS as browser sources for stream-ready graphics. Layouts can be saved. ## Automatic screenshots When a global, HOF or ATH lands, Entropia Central Tracker captures the screenshot for you and files it in a folder you choose, so your best moments are saved without taking your hands off the keyboard. ## Syncing with Entropia Central Globals, HOFs and event scores recorded by the tracker flow to entropiacentral.com, where they feed the public leaderboards, your avatar profile, and any events or challenges you have joined. ## Privacy Mode Privacy Mode is a single toggle that keeps everything local. With it on, nothing is sent to our servers and the tracker simply works for you on your own machine. Automatic screenshots still save to your chosen folder, and nothing at all is collected while the app is not running. You can switch it on or off at any time. --- # Troubleshooting the tracker > What to check when Entropia Central Tracker records nothing, misses trade messages, or shows numbers that look wrong. Source: https://www.entropiacentral.com/documentation/tracker/troubleshooting Last updated: 2026-07-30 --- Almost every "the tracker is not working" report comes down to the chat log not containing what the tracker needs to read. Entropia Central Tracker does not talk to the game; it reads the log file Entropia Universe writes. If a line is not in that file, or is not in the expected shape, nothing downstream can recover it. Work through these in order. See [getting started](https://www.entropiacentral.com/documentation/tracker/getting-started) for first-time setup. ## Nothing is being tracked at all **Check chat logging is on in Entropia Universe.** If the game is not writing to disk there is nothing to read. This is the single most common cause, and it looks identical to the app being broken. **Check timestamps are enabled in your chat settings.** This is the one that catches people out. Every line the tracker recognises has to start with a date and time, like `2026-07-28 14:32:05 [Globals] ...`. With timestamps switched off, the log still fills up and looks completely normal to you, but not a single line matches, so the tracker records nothing and reports no error. If logging is clearly on and you are still getting nothing, this is almost certainly why. **Check the log folder you selected.** The path is stored once during setup. If you picked the wrong folder, or moved your Entropia Universe installation afterwards, the tracker is watching a file that never changes. Re-select the folder. **Check the game is actually writing while you play.** Open the log file and confirm new lines appear as you play. If the file is not growing, the problem is in the game's settings, not in the tracker. ## Globals are recorded but nothing appears on the website Check **Privacy Mode**. With it on, everything stays on your machine by design and nothing is sent to our servers. That is the feature working, not a fault. Turn it off if you want your globals to reach the site. If Privacy Mode is off and globals still are not syncing, check that you are signed in to the tracker. ## Trade radar is empty Trade messages are only read from the in-game trade channels the tracker recognises: `#calytrade`, `#arktrade`, `#cyrenetrade`, `#nitrade`, `#rocktrading`, `#toulan_trade` **You have to be joined to a channel in game for its messages to appear in your log at all.** If you have never joined `#calytrade`, nothing from it will ever be written to your log, so the tracker cannot show it. Join the channels you care about and the radar fills up. Messages posted in other channels are not tracked, including society chat and private messages. ## Return percentage looks wrong Return is calculated from what the log reports, and the log does not report everything. **Markup is not in the log.** The game reports TT values. If you have not told the tracker what your gear and consumables actually cost, your spend is understated and your return will read higher than it really is. Set markup on your loadout. **Check the session boundaries.** A session that was left running across a break, or started midway through a hunt, will not line up with what you think you are measuring. Return over a partial run is not meaningful. **Enhancer breaks are deducted automatically** from the log, so those do not need entering by hand. Gear decay and ammo are read from the log too. What the tracker cannot know is what you paid above TT. ## Some events are tracked and others are not Different event types come from different parts of the log: | What | Comes from | | --- | --- | | Globals, HOFs, ATHs, discoveries, tiering, PvP sprees | The globals channel | | PvP kills, damage, heals, loot | System messages | | Trade messages | The trade channels listed above | If one whole category is missing while others work, the corresponding message type is switched off in your in-game chat settings. Enable system and loot messages, and join the trade channels. ## A global was missed Check whether it landed while the tracker was closed. It only reads the log while running, and does not backfill history from before it started. Globals are also deduplicated on the server. If the same event is submitted more than once, whether by you or by several people who saw the same message, it is recorded once. Multiple submissions increase confidence in the record rather than creating duplicates, so seeing your global attributed correctly after someone else also reported it is expected. ## Still stuck Note which of these you have already checked before reporting a problem, especially whether timestamps are enabled and which channels you are joined to. A log line that fails to parse and a log line that was never written look the same from the outside, and those two questions separate them faster than anything else. --- # Creating and editing wiki entries > How wiki maintainer access works, and how to add or update items, creatures, blueprints and other wiki entries. Source: https://www.entropiacentral.com/documentation/wiki/editing-the-wiki Last updated: 2026-07-28 --- The Entropia Central wiki is a structured database rather than free-form pages. Every category, whether weapons, creatures, materials or blueprints, has its own set of fields, and entries are linked to each other so a creature can list its loot and a blueprint can list its materials. Anyone can read and search the wiki. Editing requires maintainer access. ## Who can edit Editing is open to accounts holding one of three roles: - **Wiki Maintainer**, granted by application - **Moderator** - **Admin** Without one of these, the create and edit pages are not reachable and will send you back to your dashboard. ## Applying to become a maintainer Apply at [/apply-for-wiki-maintainer](https://www.entropiacentral.com/apply-for-wiki-maintainer). Applications are reviewed by the team, and you will be notified once yours is decided. Maintainers who keep entries up to date are granted premium automatically, renewed for as long as they stay active. Nothing to claim and nothing to buy. Running the tracker earns the same premium and needs no role at all. The scoring rules for both are in [earning premium](https://www.entropiacentral.com/documentation/premium/earning-premium). It helps to say which categories you want to work on and what you already know about them. Maintainers tend to specialise: someone who hunts a lot is the right person for creature data, someone who crafts is the right person for blueprints. ## Adding an entry Each category has its own form, reached from that category's list page. The shape of the form follows the category, but a few fields are common to all of them. **Name** is required and is what appears in search and in links from other entries. **Slug** is the identifier in the URL, for example `/wiki/creatures/atrox`. Slugs are generated from the name. Treat a published slug as permanent: changing it breaks every existing link to the entry, including links from other wiki entries and anything shared outside the site. **Description** is the body text. **Image** is optional. See below for how uploads are handled. Everything else depends on the category. Weapons carry damage, DPS, decay and efficiency. Creatures carry health and levels. Blueprints carry their material requirements. Fill in what you can verify and leave the rest blank rather than guessing, since a wrong number is worse than a missing one. ## Editing an existing entry Open the entry and use the edit action. The form is the same one used for creation, pre-filled. Changes are recorded, so entries have a history and edits can be traced back to who made them. If you navigate away with unsaved changes, you will be warned before the form is discarded. ## Images and video Uploads do not appear immediately. Images and video go through an approval queue and are reviewed before they become visible on the public entry. This applies to every upload regardless of who made it. Upload the clearest shot you can. Screenshots of item information windows are more useful than action shots, because the point is to make the numbers readable. ## Search Every entry is indexed for full text search, with the name weighted most heavily and descriptive and related-entity text weighted below it. Indexing happens automatically when you save, so a new entry is findable straight away. If an entry does not appear in search after saving, that is worth reporting rather than working around. ## Linking between entries Prefer linking to another wiki entry over repeating its data. Cross-links are what make the wiki more useful than a spreadsheet, and they keep numbers in one place, so a correction only has to be made once. Always link by slug, never by internal id. --- # Data health and completeness > How wiki entries are scored for completeness, what the grades mean, and how to work through the triage backlog. Source: https://www.entropiacentral.com/documentation/wiki/data-health Last updated: 2026-07-30 --- Every wiki entry is scored on how complete it is, and the results feed a worklist that tells maintainers where the gaps are. It exists so that filling in the wiki is a queue you can work through rather than a guessing game about what is missing. The tools live under **Data health** in the dashboard. ## How the score works Each category defines which fields matter and how much. Fields carry one of three weights: | Importance | Weight | | --- | --- | | Crucial | 3 | | Important | 2 | | Optional | 1 | The score is the weight you filled in divided by the total available weight, as a percentage. A creature scored on type, health, level (crucial, 3 each), plus description, damage and attacks (important, 2 each) has 15 points available. Filling everything except damage gives 13 of 15, or 87%. A field counts as filled only if it holds real content. Empty strings and zeros count as missing, so a numeric field left at 0 does not earn its weight. ## Grades, and the crucial-field rule | Grade | When | | --- | --- | | Complete | 100% | | Good | 80% or more, with every crucial field filled | | Incomplete | 50% or more | | Stub | Below 50% | The part that surprises people: **a missing crucial field caps the grade at Incomplete no matter how high the percentage is.** An entry at 90% with one crucial field blank is Incomplete, not Good. Only a missing crucial field can hold back an otherwise well-filled entry like that. This is deliberate. An entry that looks nearly finished but has no health value on a creature is not more useful than one that is obviously a stub, it is more misleading, because it looks trustworthy at a glance. The practical consequence for maintainers: **fix crucial gaps before topping up optional ones.** Filling three optional fields on a 90% entry moves the number and changes nothing about its grade. Filling one crucial field can move it two bands. ## The worklist The worklist is every entry below 100%, worst first, filterable by category and by grade. Working it grade-first is usually the most productive order. Stubs and entries with missing crucial fields are where the wiki is actually unusable; a Good entry missing one optional field is fine to leave. Scores are recomputed by a scheduled job, not on save, so an entry you have just filled in will keep its old score for a while. There is a refresh action that queues a full recompute if you want to see the effect of a batch of edits immediately. ## The uncategorized backlog Separate from completeness, there is a triage list of items that have been seen in the game but do not yet belong to a wiki category. These typically come from loot and discovery data referencing something the wiki has never heard of. Triage is two decisions: - **Categorize it.** The item belongs in an existing category, so create the entry there and mark the backlog row as categorized, which drops it from the queue. - **Leave it.** Not enough is known yet. It stays in the backlog. The backlog is worth working regularly rather than in bursts. An item sitting uncategorized means anything referencing it links nowhere, so the cost is spread across every page that mentions it. ## Marking entries obsolete Content leaves the game. An entry can be flagged obsolete, which immediately drops it out of the completeness report. This matters for the numbers: without it, removed items sit in the worklist forever as permanently incomplete entries nobody can ever finish, and they drag the category rollup down. If something no longer exists in game, flagging it obsolete is the correct action, not deleting it, since old globals and loot records still reference it. The flag can be reversed if something returns. ## Reading the summary The summary gives headline numbers plus a per-category rollup. The rollup is the more useful of the two, because completeness is very uneven between categories: a category that was imported wholesale tends to sit at a uniform middling score, while a hand-built one is bimodal, with well-finished entries alongside untouched stubs. Chase the categories where crucial fields are missing in bulk. That is where readers actually hit dead ends. --- # Searching the wiki > How search matches what you type, why some searches return nothing, and how to find things faster. Source: https://www.entropiacentral.com/documentation/wiki/searching-the-wiki Last updated: 2026-07-30 --- Search covers every wiki category at once, so you do not have to know whether the thing you are looking for is a weapon, an attachment, a material or a blueprint. Results come back grouped by category. Understanding roughly how the matching works turns most failed searches into successful ones, because nearly all of them fail for the same two or three reasons. ## How matching works **Every word you type has to match.** Search is an AND, not an OR. Typing `imperial armor` finds entries matching both words, not everything matching either. Adding words narrows results, it never widens them, so when you get nothing back, remove a word rather than adding one. **Words match from the start.** Each word is matched as a prefix, so `ato` finds Atrox and `imp` finds Imperial. You do not have to finish typing a name, but you do have to start it correctly, and there is no matching from the middle: `trox` will not find Atrox. **Names rank above descriptions.** Both are searched, and an entry whose name matches is ranked above one that merely mentions the term, which is why the thing you actually wanted is usually at the top of its group rather than buried. **Hyphens are treated as spaces.** Searching `mind-force`, `mind force` or `mindforce` behaves the same way for hyphenated names. Punctuation you type is stripped, so a stray colon or quote will not break the search or throw an error. **Two characters minimum.** A single character returns an error rather than results, because a one-letter prefix would match most of the database. ## When nothing matches exactly If the prefix search finds nothing at all, search falls back to fuzzy matching on names, which tolerates typos and small misspellings. `atroxx` still finds Atrox. The fallback only runs when the normal search returns zero results. That is worth knowing, because it means a search that returns one bad result will not be rescued by it. If you get a single irrelevant hit, one of your words is matching something you did not intend; drop that word and try again. ## Why you might not find something **It is not in the wiki yet.** Search only covers entries that exist. The wiki is maintained by volunteers and it is not complete, particularly in categories that were never imported in bulk. See [data health and completeness](https://www.entropiacentral.com/documentation/wiki/data-health) for how the gaps are tracked and worked through. **You searched a property rather than a name.** Search matches names and descriptions, not numeric fields. There is no way to search for "weapons above 100 DPS" from the search box; use the filters on a category's list page for that. **It is an armour part.** Individual armour pieces are deliberately excluded from search results, since a single armour set would otherwise flood a search with seven near-identical rows. Search for the set and open it to reach the parts. ## Finding things faster **Go through the category list when you know the category.** List pages have filters and sorting built for their category, and they will beat search for anything you want to narrow by numbers rather than by name. **Follow the links between entries.** Entries are cross-linked, so a creature lists what it drops and a blueprint lists what it needs. Landing on a roughly-right entry and following one link is usually quicker than composing a better search. **Search covers documentation too.** These pages are searchable from the same box, so a question about how something works can be answered from the same place you look things up. ## Newly added entries New and edited entries are indexed as they are saved, so they are searchable immediately. If an entry exists but does not come back from search at all, that is a genuine indexing fault worth reporting, rather than something you can fix by rephrasing. --- # Creating an event > Set up a community event with categories, scoring rules, teams and rewards, and let globals score it automatically. Source: https://www.entropiacentral.com/documentation/events/creating-an-event Last updated: 2026-07-28 --- Events are community competitions scored automatically from tracked globals. You define what counts and how it is ranked, and the leaderboard updates itself as participants play. No manual score keeping and no spreadsheets. Any signed-in account can create one, from [/events/create](https://www.entropiacentral.com/events/create). Your events are managed afterwards from your dashboard. ## The event itself | Field | Required | Notes | | --- | --- | --- | | Name | yes | Shown everywhere the event appears | | Description | yes | The full write-up on the event page | | Short description | no | One line used in listings | | Rules | no | Kept separate from the description so entrants can find them | | Type | yes | Hunting, Mining, PvP, SpaceMining, Fishing or Mixed | | Start and end date | yes | Scoring only counts globals inside this window | | Registration window | no | Defaults to the event window when left empty | | Banner | no | Header image for the event page | Pick `Mixed` when the event spans more than one profession. The type shapes the event page, while what actually scores is decided per category. ### Registration modes | Mode | Behaviour | | --- | --- | | `Auto` | Anyone can join, no approval step | | `Manual` | You approve each entrant | | `InviteOnly` | Only people you invite can join | Setting **requires EC account** means entrants must have an Entropia Central account with a linked avatar. Turn this on if you intend to pay out rewards, because it is what ties a score to a person you can actually reach. ### Team events Turning on team mode lets entrants compete as teams, with optional minimum and maximum team sizes. Team events are scored by team name, and trophies and rewards go to every registered member of a winning team rather than just the captain. ## Categories are where scoring happens An event needs at least one category. Each category is a separate leaderboard with its own rules, so a single event can run "biggest single loot" and "most globals" side by side. ### Scoring modes | Mode | Ranks by | | --- | --- | | `HighestSingle` | The single best qualifying global | | `TotalValue` | Sum of all qualifying globals | | `Count` | Number of qualifying globals | | `TopNCount` | Sum of the best N globals, where you set N | | `TotalKills` | Total kills, for PvP | | `BestStreak` | Longest kill spree, for PvP | `HighestSingle` rewards one lucky drop and stays exciting to the end. `TotalValue` and `Count` reward sustained play and favour whoever has the most time. `TopNCount` sits between the two: set N to something like 10 and a participant needs several good runs rather than one, without it becoming a pure endurance contest. ### Narrowing what qualifies A category can be restricted so only certain globals score: - **Global type**, for example only hunting globals - **Minimum value**, which filters out small globals - **Specific creatures, materials or land areas**, chosen from the wiki A minimum value is worth setting on almost every category. Without one the leaderboard fills with noise. ### Presentation `Score label` and `score suffix` control how numbers read on the leaderboard, defaulting to PED. `Leaderboard size` sets how many places are shown, defaulting to 25. You can also choose to show the creature or land area alongside each entry, which is useful when the category is about where something was hunted. ## Rewards Rewards are attached per category and per placement. A reward can cover a single place or a range, so first through third can share one description rather than needing three identical entries. Payouts are handled from the event's payout page in your dashboard once the event is complete. ## Event lifecycle Events move through four states: | Status | Meaning | | --- | --- | | `Upcoming` | Created, start date not reached | | `Live` | Inside the event window, scoring | | `Completed` | Past the end date | | `Cancelled` | Called off | Status follows your dates, so an event goes live on its own at the start date. There is no approval step before an event is published. ## Live leaderboards for streamers Every category has a chromeless leaderboard view intended for OBS, with no site navigation around it. Add it as a browser source to put a live standings table on stream. --- # Creating a challenge > Build a tiered challenge with automatic condition tracking, so players work towards goals at their own pace instead of racing a leaderboard. Source: https://www.entropiacentral.com/documentation/events/creating-a-challenge Last updated: 2026-07-30 --- A challenge is a set of goals that players complete at their own pace. Where an [event](https://www.entropiacentral.com/documentation/events/creating-an-event) ranks everyone against each other over a fixed window, a challenge asks each player to reach a target, and everyone who reaches it completes it. That difference decides which one you want. Ranked competition with a winner is an event. "Kill 500 Atrox" is a challenge. Progress is tracked automatically from globals, so there is nothing to submit and nothing to verify by hand. ## The challenge itself | Field | Required | Notes | | --- | --- | --- | | Name | yes | Shown everywhere the challenge appears | | Description | yes | The full write-up | | Short description | no | One line used in listings | | Rules | no | Kept separate so entrants can find them | | Start and end date | no | Leave both empty for an open-ended challenge | | Repeatable | no | Whether a player can complete it more than once | | Cover and listing images | no | Header and card artwork | Dates being optional is the main structural difference from events. A challenge with no dates simply stays open, which suits long-running goals like "reach 1,000 globals" that would be meaningless inside a two-week window. ### Completion rewards Separate from per-tier rewards, a challenge can carry one reward for finishing the whole thing: | Field | Notes | | --- | --- | | Completion reward description | What the winner gets | | Completion reward value | The amount | | Completion reward type | EC Credits, or manual | | Max completion rewards | Caps how many players can be rewarded | Set the cap deliberately. Without one, an easy challenge that stays open indefinitely will keep paying out. ## Tiers Tiers are the steps within a challenge. A challenge can be a single tier, or a ladder where each step is harder than the last. | Field | Notes | | --- | --- | | Name | The tier label, for example Bronze or Stage 1 | | Description | What this tier asks for | | Time limit hours | Optional window a player has to complete it once started | | Retakeable | Whether a player can attempt this tier again | | Reward description, value and type | Per-tier reward, EC Credits or manual | | Max rewards | Caps how many players can be rewarded at this tier | | Conditions | What actually has to happen | A time limit turns a tier from a long grind into a sprint: "1,000 PED of hunting globals" is a different challenge with a 24 hour limit attached than without one. ## Conditions are what get tracked Each tier holds one or more conditions, matched automatically against incoming globals. | Condition type | Completes when the player has | | --- | --- | | `Count` | A number of qualifying globals | | `TotalValue` | A cumulative total across qualifying globals | | `SingleValue` | One global at or above a value | | `UniqueCreatures` | Globals from a number of different creatures | | `UniqueDeposits` | Globals from a number of different deposits | | `UniqueLandAreas` | Globals from a number of different land areas | | `Streak` | Qualifying globals in an unbroken run | Each condition can be narrowed: - **Global type**, so only hunting or only mining counts - **Minimum value**, filtering out small globals - **Specific creatures, materials or land areas**, chosen from the wiki - **Required count**, the target number - **Streak max gap hours**, for `Streak` only, defining how long a gap is allowed before the run resets The unique conditions are the most interesting and the most overlooked. `UniqueCreatures` with a required count of 25 rewards breadth rather than grinding one spawn, which produces a very different kind of play from `Count`. For `Streak`, the maximum gap matters more than the count. A gap of 1 hour means a continuous session, a gap of 24 hours means playing every day. Set it before you set the target. ## Status | Status | Meaning | | --- | --- | | `Draft` | Being built, not visible to players | | `Active` | Live and tracking progress | | `Completed` | Finished | | `Stopped` | Ended early | Unlike events, which go live automatically on their start date, a challenge starts as a draft. It has to be moved to active deliberately. This is a good thing: it means you can build the tiers, read them back, and fix the numbers before anyone can start working towards them. Get the conditions right before going active. Players will already have progress against a tier by the time you notice a target was too low, and lowering the bar after the fact is unfair to whoever already cleared it. ## Design notes **Make the first tier reachable in one session.** A ladder where nobody clears step one is indistinguishable from a broken challenge. **Prefer a value threshold over raw counts for hunting.** Without a minimum value, `Count` conditions are cleared by whoever kills the most cheap mobs, which is rarely what you meant. **Repeatable plus an uncapped reward is the expensive combination.** If a challenge is repeatable, cap the rewards. --- # Running your event > Managing participants, team rosters, co-managers and payouts once your event is live. Source: https://www.entropiacentral.com/documentation/events/running-your-event Last updated: 2026-07-30 --- Creating an event is the easy half. This covers what you do once it exists: getting people registered, locking teams, and paying out when it ends. Everything here is managed from the event's pages in your dashboard. See [creating an event](https://www.entropiacentral.com/documentation/events/creating-an-event) for setting one up in the first place. ## Participants How people join depends on the registration mode you chose. In `Auto` they simply register; in `Manual` you approve them; in `InviteOnly` only people you invite can enter. You can also manage the list directly: - **Bulk import** a set of avatar names at once, which is how you migrate an event that was organised somewhere else, for example a society running signups in Discord. - **Rename** a participant. Use this rather than removing and re-adding when someone's avatar name was entered wrong, since it keeps their existing scores attached. - **Remove** a participant. The participant list is public, so entrants can confirm they are actually registered. That heads off the most common complaint during a live event, which is somebody assuming they were entered and only finding out at the end that they were not. ### Avatar names have to match exactly Scoring works by matching globals to avatar names. A typo in an imported list means that person's globals score for nobody, and it will not be obvious until they ask why they are not on the board. Import carefully, and if you are transcribing names from chat, verify them against the avatar's profile rather than trusting how it was typed. ## Team rosters For team events, rosters can be built by hand, imported in bulk, or edited member by member. **Lock the rosters once the event starts.** Locking is a deliberate action, and it exists to stop the obvious problem: without it, a team can add whoever landed a big global after the fact. Once locked, membership is fixed for scoring. Team events are scored by team name, and rewards go to every registered member of a winning team rather than just whoever created it. That means an incomplete roster is a real problem, since members missing from it get nothing. ## Co-managers You can add co-managers to an event. They get the same management access you have, which matters for anything running longer than a day or across time zones, where one person cannot be the only one able to fix a roster or approve an entrant. Add them before the event starts rather than during. ## Payouts When the event finishes, the payout ledger lists what is owed, derived from your reward configuration and the final standings. It can be filtered by paid and unpaid. The workflow is one row at a time: pay the person in game, then mark the row as paid, with an optional note. The note is worth using for the transaction reference or anything unusual about how it was settled, because that is what you will want six months later if somebody asks. Entropia Central does not move PED. The ledger is a record of what you owe and what you have settled, not a payment system. Everything actually changes hands in game. There is also a combined view of every payout you owe across all your events, which is more practical than opening them one by one if you run several. ## Ending an event An event moves to `Completed` on its own once the end date passes. There is also a force-complete action for ending one early, when an event has to be called before its scheduled end. Force-completing settles the standings as they are at that moment, so make sure late-arriving globals have been processed before using it. Scoring is not instantaneous, and completing the moment the clock runs out can cut off globals still being matched. ## Cloning An event can be cloned, which copies its configuration into a new one. For anything recurring, this is the difference between a monthly event taking five minutes to set up and re-entering every category, scoring rule and reward each time. Clone the last one, adjust the dates, review the categories, then publish. --- # Friends > Sending and accepting friend requests, what the friends list shows, and the limits worth knowing before you hit them. Source: https://www.entropiacentral.com/documentation/social/friends Last updated: 2026-07-30 --- Friends are a shortlist of avatars you want to keep an eye on. Adding someone gives you their current standing at a glance without going through the leaderboards, and tells you when they accept. It is a light feature and worth saying so plainly: befriending nobody costs you nothing, since everything on an avatar profile is [public anyway](https://www.entropiacentral.com/documentation/directory/avatar-and-team-profiles#what-is-public-and-why). Friends live on the **Friends** tab of **Dashboard, Social**, next to [societies](https://www.entropiacentral.com/documentation/social/societies). ## Adding a friend Two ways in, both by avatar name. **From the Social screen.** Use Add Friend and start typing. The search suggests avatars after two characters, showing each one's globals and PvP kills so you can tell two similar names apart, and you pick from the list rather than typing the name exactly. **From their profile.** Any avatar page has an Add Friend button when you are signed in. Either way the request sits pending until they act on it. They get a notification; you can cancel while it waits. Three things refuse a request, and the first is the one people meet: **The avatar has not joined Entropia Central.** You can only befriend an avatar somebody has [claimed](https://www.entropiacentral.com/documentation/account/creating-an-account#what-happens-to-your-avatar-name). A tracked avatar with no account behind it has nobody to send the request to, and the site says as much. **You already have ten requests waiting.** Ten pending outgoing requests is the cap. Cancel one to send another. **A request is already pending, or you are already friends.** One relationship per pair. If somebody declined you before, you are allowed to ask again. A declined request is cleared out when you re-request rather than blocking you permanently. ## Accepting, declining and removing Incoming requests appear at the top of the Friends tab with a count on the tab itself, and accept and decline buttons on each. Accepting notifies the person who asked. Removing a friend is on the same list, and it needs no agreement from either side. The same control cancels a request you sent that has not been answered yet. ## What the list shows Each friend is listed with their profile picture, their current rank in each board they appear on, and an arrow showing how far they have moved since the last rebuild. Members of your own society are marked with a Society badge, and accepted friendships show the date they started. The filter box at the top matches on name, which is what you want once the list is long. Rankings on the list come from the daily rebuild rather than from live play, so they move once a day. See [when standings update](https://www.entropiacentral.com/documentation/globals/leaderboards#when-standings-update). ## What friendship does not do Friendship is not a permission. It grants no access to anything private, because there is nothing private on an avatar profile to grant. It is also entirely separate from society membership: a society member is not automatically a friend, and a friend is not a member. ## Related - [Societies](https://www.entropiacentral.com/documentation/social/societies) for the other half of the same screen. - [Avatar and team profiles](https://www.entropiacentral.com/documentation/directory/avatar-and-team-profiles) for what you are actually looking at when you open a friend's page. --- # Societies > Creating a society here, invitations and join requests, the three roles, and how society points are worked out. Source: https://www.entropiacentral.com/documentation/social/societies Last updated: 2026-07-30 --- A society on Entropia Central is ours, not the game's. We do not read your in-game society, so joining one here is a separate act from joining one in Entropia Universe. Most people run the two in parallel with the same roster, but nothing keeps them in step for you. Everything below lives on one screen: **Dashboard, Social, Society tab**. There is no separate public society page on the website today; the society, its members and its standing are all shown there, to its members. Your avatar has to be [claimed](https://www.entropiacentral.com/documentation/account/creating-an-account#what-happens-to-your-avatar-name) first, and an avatar can belong to one society at a time. ## Creating one The create form asks for four things, only the first of which is required. | Field | Rules | | --- | --- | | Name | Up to 100 characters, must not already be taken, checked for profanity | | Description | Up to 10,000 characters. Basic formatting survives, everything else is stripped | | Discord invite link | Must be a `discord.gg` or `discord.com` invite URL | | Discord webhook | Kept private, never shown to members, stored encrypted | The description is sanitised rather than rejected. Paragraphs, line breaks, bold, italic, underline, headings and lists are kept; anything else, including links, scripts and styling, is removed silently on save. The webhook is the same mechanism described in [Discord webhooks](https://www.entropiacentral.com/documentation/custom-notifications/discord-webhooks), and it is for notifications rather than for members to click. Creating a society makes you its Leader and its first member. **There is no edit form yet.** Name, description and Discord links are set when you create the society and cannot be changed from the website afterwards. ## Joining one Two routes in, and they meet in the middle. **You ask.** Browse the societies list on the Society tab and use Join. That sends a join request, which a Leader or Manager approves or declines. The request shows as pending on your side until then, and you can cancel it. **They ask.** A Leader or Manager invites you by avatar name. The invitation appears at the top of your Society tab with Accept and Decline, and a count on the tab itself. An invitation only works on an avatar that exists, is linked to an account, and is not already in a society. Inviting an avatar nobody has claimed fails, which is the usual reason a name that clearly exists cannot be invited. A society holds up to 300 members. ## Roles | Can | Member | Manager | Leader | | --- | --- | --- | --- | | See the roster and standing | Yes | Yes | Yes | | Invite, and approve join requests | No | Yes | Yes | | Kick a Member | No | Yes | Yes | | Kick a Manager | No | No | Yes | | Promote and demote Managers | No | No | Yes | | Leave | Yes | Yes | No | | Delete the society | No | No | Yes | Nobody can kick the Leader. **The Leader cannot leave**, and there is no way to hand leadership to somebody else. If you founded a society and want out, deleting it is the only option the site gives you, so pick your founder with that in mind. ## Society points Societies are ranked by points, and a society's points are simply **the sum of its current members' points**. There is no separate scoring system: each member's total comes from their own avatar [leaderboard points](https://www.entropiacentral.com/documentation/globals/leaderboards#how-points-are-earned), on the same rolling three month window. Two consequences follow from that word "current". Recruiting an active avatar adds everything they have already earned in the window, immediately. Losing one takes it all away again. Standings move on roster changes as much as on play. The society board covers the same categories as the individual boards, meaning overall, hunting, mining, space mining, construction and PvP. **It rebuilds once a day, at 00:15 UTC**, fifteen minutes after the avatar leaderboards it is built from. Nothing here is live. ## Related - [Friends](https://www.entropiacentral.com/documentation/social/friends) for the other tab on the same screen. Friendship and membership are separate; neither implies the other. - [Leaderboards](https://www.entropiacentral.com/documentation/globals/leaderboards) for how the underlying points are earned. - [Avatar and team profiles](https://www.entropiacentral.com/documentation/directory/avatar-and-team-profiles#teams) for the difference between a society and an in-game team. --- # Avatar and team profiles > What an avatar profile shows, what is public and why, and how team profiles come to exist. Source: https://www.entropiacentral.com/documentation/directory/avatar-and-team-profiles Last updated: 2026-07-30 --- Every avatar we have recorded has a public profile, whether or not anyone has claimed it. Claiming it makes it yours to customise; it does not make it visible, because it already was. Avatars, teams and land areas are the three directory pages, all built the same way: from tracked globals rather than from anything anyone filled in. ## What a profile shows | Tab | Contents | | --- | --- | | Feed | Recent activity as it happened | | Globals | The full history, filterable by type | | Chart | Activity month by month | | Challenges | Progress through community challenges | Alongside those are lifetime totals per profession, largest recorded results, HOF and ATH counts, and any [trophies](https://www.entropiacentral.com/documentation/globals/hall-of-fame-and-trophies#trophies) won in events and challenges. ## What is public, and why **Everything on an avatar profile is public.** Globals, totals, rankings and trophies can be read by anyone, signed in or not. This is not a setting we chose to leave open. Globals are announcements the game itself broadcast to every player in range, so they were public before we recorded them. Hiding them here would not make them private; it would only remove them from the community's record. What is **not** public is your account: your email address, your settings, your notification rules and anything in your dashboard. Those are yours alone. The split is that the avatar is public and the account behind it is private. If you would rather not contribute new data at all, [Privacy Mode](https://www.entropiacentral.com/documentation/tracker/troubleshooting#globals-are-recorded-but-nothing-appears-on-the-website) in the tracker stops anything being sent. ## Claiming your avatar Your avatar is linked when you register, provided the name matches exactly and nobody else has claimed it. The three possible outcomes are covered in [creating an account](https://www.entropiacentral.com/documentation/account/creating-an-account#what-happens-to-your-avatar-name). An unclaimed avatar still accumulates everything. Claiming it later brings the whole history with it, including rewards that were waiting. ## What you can customise A profile picture, a cover image, a short profile video, a line of about text and links to your Discord, Twitch and YouTube. You can also attach a screenshot or clip to any global of your own. Your recorded history itself is not editable, since it is a log of what the game announced rather than a page about you. The fields, the rules each one is checked against and the upload limits are in [customising your profile](https://www.entropiacentral.com/documentation/directory/customising-your-profile), and the media on globals in [photos on your globals](https://www.entropiacentral.com/documentation/globals/photos-on-your-globals). ## Teams Team globals are attributed to a **team name**, and teams have public profiles of their own with their own globals and monthly activity. Teams here are the in-game hunting teams the game named in its announcements. There is nothing to create or join on the site; a team profile appears because the game announced a global for it. Nobody owns a team page and there is nothing on it to edit. Two consequences catch people out. Team globals **do not count towards leaderboards**, explained in [leaderboards](https://www.entropiacentral.com/documentation/globals/leaderboards#what-the-rankings-cover). And within an event, an avatar can belong to more than one team, since that is how societies actually run competitions. A team is not a society. A society is something you create and join here, covered in [societies](https://www.entropiacentral.com/documentation/social/societies). ## Related - [Customising your profile](https://www.entropiacentral.com/documentation/directory/customising-your-profile) for the picture, cover, video and about text. - [Land areas](https://www.entropiacentral.com/documentation/directory/land-areas) for the third directory page, the only one that can be claimed and edited by its owner. - [Photos on your globals](https://www.entropiacentral.com/documentation/globals/photos-on-your-globals) for attaching a screenshot to a result. --- # Customising your profile > The parts of your profile you control, the picture, cover and video rules, and why links are rejected in your about text. Source: https://www.entropiacentral.com/documentation/directory/customising-your-profile Last updated: 2026-07-30 --- Your recorded history writes itself. What you can change is the presentation around it: a picture, a cover banner, a short profile video, a line about yourself, and links to where else you can be found. This page covers all of it and the rules each field is checked against. Everything here needs an account with a [claimed avatar](https://www.entropiacentral.com/documentation/account/creating-an-account#what-happens-to-your-avatar-name), and all of it is edited on the website. The mobile app and Entropia Central Tracker display profiles but do not upload to them. ## Where each thing is edited There are two places, split by whether you are editing text or media. | What | Where | | --- | --- | | Avatar name, email, about, social links | Dashboard, **Edit Profile** | | Profile picture, cover image, profile video | Your own avatar page, or the profile card on your dashboard home | The media controls only appear when you are looking at your own avatar page, since they are the same page everyone else sees. ## The text fields | Field | Rules | | --- | --- | | Avatar name | Must match an avatar we already have recorded, and it must be unclaimed. Changing it unlinks the previous one | | Email | Must not be registered to another account | | About | 250 characters, plain text | | Discord username | 32 characters. A username, not an invite link | | Twitch channel | Full URL, must begin `https://www.twitch.tv/` or `https://twitch.tv/` | | YouTube channel | Full URL, must begin `https://www.youtube.com/` or `https://youtube.com/` | Changing your avatar name is the one with consequences. If the name exists and nobody has claimed it, it becomes yours and your old avatar is released. If somebody else already claimed it, the change is refused and support has to move it with proof of ownership. ### Why your about text keeps getting rejected The about field is checked hard, and the three rejections people hit are all deliberate: **No angle brackets.** `<` and `>` are refused outright, so no HTML and nothing that looks like a tag. **No links, and no domains either.** `http://`, `https://`, `ftp://` and `www.` are blocked, and so is anything shaped like a domain name, meaning a word followed by `.com`, `.net`, `.org`, `.io`, `.tv`, `.gg`, `.me`, `.co`, `.info`, `.biz`, `.dev`, `.app`, `.pro` or `.site`. That last rule catches ordinary sentences: writing "find me on discord.gg" is refused even though you meant it as prose. Put the link in the Discord, Twitch or YouTube field instead, which is what those fields are for. **Profanity is filtered.** The check runs on whole words, so it does not trip on words that merely contain something. An empty about clears the field. There is no draft or review step: whatever saves is live. ## Profile picture and cover image Open your own avatar page and use the camera control on the header. The picture is square and the cover is a wide banner across the top of the page, so a portrait crop makes a poor cover. Both can be removed again from the same dialog. Land area owners edit their pages the same way, covered in [land areas](https://www.entropiacentral.com/documentation/directory/land-areas#images-and-video). ## Profile video A short looping video can sit on your profile in place of a still picture. It plays muted and on repeat, so it works best as a few seconds of something, not a clip with a beginning and an end. **Removing a profile video is not implemented yet.** Uploading another one replaces it, which is the way to change your mind for now. ## Upload rules The same limits apply everywhere on the site that takes an upload, including [media on your globals](https://www.entropiacentral.com/documentation/globals/photos-on-your-globals) and land area pages. | | Images | Video | | --- | --- | --- | | Formats | JPG, JPEG, PNG, WebP | WebM only | | Maximum size | 5 MB | 3 MB | WebM is the only accepted video format and nothing is converted for you, so anything recorded as MP4 has to be converted before it will upload. Two things happen to an image on the way in. **PNG is kept as PNG**, so transparency survives; everything else is re-encoded as JPEG. And **all embedded metadata is stripped**, meaning EXIF, IPTC, XMP and colour profiles are discarded. That removes camera and location data from screenshots before anyone else can read it. ## Review, and what is public Uploads appear straight away. They are not held for approval first. They are reviewed afterwards, and a moderator can delete anything that does not belong. Deletion is the only outcome that affects you, since an image is visible either way until then. Upload only what you would be happy for anyone to see, because [everything on an avatar profile is public](https://www.entropiacentral.com/documentation/directory/avatar-and-team-profiles#what-is-public-and-why). ## Related - [Your profile and avatar](https://www.entropiacentral.com/documentation/directory/avatar-and-team-profiles) for what a profile shows and why it is public. - [Photos on your globals](https://www.entropiacentral.com/documentation/globals/photos-on-your-globals) for attaching a screenshot to a specific result. - [Societies](https://www.entropiacentral.com/documentation/social/societies) for the society side of the same dashboard. --- # Land areas > What a land area page shows, how to claim one you own, and what an owner or manager can change. Source: https://www.entropiacentral.com/documentation/directory/land-areas Last updated: 2026-07-30 --- Every land area we have seen in a global has a page, whether or not its owner knows it exists. The statistics on it are built from tracked globals and belong to the record. What an owner adds is the context around them: a description, taxes, a waypoint, images and a video. ## What the page shows A land area page at `/landareas/` is public and needs no account to read. | Section | Contents | | --- | --- | | Header | Cover image, and a looping profile video if one is set | | Key stats | Total globals, total value, average value, highest value | | About | The owner's description, plus owner, planet and tax chips | | Waypoint | A ready `/wp` command to copy, when planet and both coordinates are set | | Activity | A chart over day, week, month or year, filtered to overall, hunting or mining, with daily, weekly and monthly trends | | Hunting and mining | Globals and value per profession, with top creatures and top deposits | | Managers | Whoever the owner has added | None of the statistics are editable, by anyone. They are read from globals in the same way as everything else on the site, so a land area with poor tracking coverage shows less activity than it really had. See [how globals are tracked](https://www.entropiacentral.com/documentation/globals/how-globals-are-tracked#why-a-global-might-be-missing). ## Claiming a land area **There is no claim button, deliberately.** A land area is real property and we are not in a position to verify a deed automatically, so ownership is assigned by hand. Open a support case from your dashboard, name the land area and say who you are in game. If you can point at something checkable, an in-game deed or an announcement, say so in the first message; it is what decides how quickly this moves. Support cases take a title of 5 to 200 characters and a message of 10 to 5,000, and you get replies in the same thread. Once ownership is assigned, the land area appears under **Dashboard, Landarea Management**. That screen lists everything you own or manage, and is empty until then. ## What an owner or manager can change Open the land area from Landarea Management and use **Manage Landarea**. | Field | Rules | | --- | --- | | About | 250 characters, plain text | | Planet | Chosen from the known planets | | Hunting tax, mining tax | 0 to 10%, one decimal | | Latitude, longitude | Numbers. Both, plus a planet, are needed before the waypoint appears | The about text is checked the same way as [your own about text](https://www.entropiacentral.com/documentation/directory/customising-your-profile#why-your-about-text-keeps-getting-rejected): no angle brackets, no links or domain names, and profanity is filtered. Put your Discord in the description of your society or your profile rather than trying to slip a URL in here. ### Images and video Three pieces of media, all optional, all edited on the same screen: - **Profile image**, square. Used as the small identifying image. - **Cover image**, roughly three times as wide as it is tall. It becomes the banner across the top of the public page. - **Profile video**, which plays muted and looping on the page. You can pick one you have already uploaded from the recent uploads gallery instead of uploading again. Formats and limits are the site-wide ones under [upload rules](https://www.entropiacentral.com/documentation/directory/customising-your-profile#upload-rules): JPG, PNG or WebP up to 5 MB, WebM up to 3 MB. Uploads go live immediately and are reviewed afterwards. ## Owners and managers **Managers** are people the owner trusts to keep the page current. A manager can edit everything in the section above, including the images. A manager cannot add or remove other managers, and cannot transfer the land area. The owner adds a manager by email address, and it has to be the email of an existing Entropia Central account. Adding somebody who has not registered fails. Managers are listed publicly on the land area page, by avatar name. **Transferring ownership** is also by email, from the same screen. It is immediate and it is one way: you lose owner rights the moment it goes through, and only the new owner or an administrator can transfer it back. ## Related - [Hall of fame and trophies](https://www.entropiacentral.com/documentation/globals/hall-of-fame-and-trophies#ath) for the ATH counts kept per land area. - [Societies](https://www.entropiacentral.com/documentation/social/societies) for the other thing groups run here. - [Customising your profile](https://www.entropiacentral.com/documentation/directory/customising-your-profile) for the equivalent controls on your own avatar page. --- # How globals are tracked > Where recorded globals come from, how duplicate submissions are merged, what integrity means, and why a global might be missing. Source: https://www.entropiacentral.com/documentation/globals/how-globals-are-tracked Last updated: 2026-07-30 --- Everything on Entropia Central that counts as an achievement comes from one place: the global messages Entropia Universe broadcasts in game. Nothing is entered by hand, and nothing is read out of the game itself. Understanding this pipeline answers most of the questions people have about their own records, particularly the ones that start with "why isn't my". ## Where a global comes from The game announces a global to everyone in range. If somebody in range is running [Entropia Central Tracker](https://www.entropiacentral.com/documentation/tracker/getting-started), it reads that announcement out of their chat log and sends it here. That is the whole mechanism, and two consequences follow from it. **Somebody has to have seen it.** A global that nobody tracked was still a global in game, it simply was not recorded here. There is no feed from the game we could fall back on. **It does not have to be you.** Anyone who saw the message can be the one who submits it. Your globals routinely arrive here through other players' trackers, which is why your profile can fill in even before you have ever run the tracker yourself. ## The same global submitted many times A busy area means one global reaches us from a dozen different people. It is stored once. Each submission is fingerprinted from the message text itself, so identical messages collapse into a single record no matter who sent them or when they arrived. You will never see the same event twice on a profile or in a feed because several people were standing nearby. What repeated submissions do build up is confidence. ## Integrity and contributors The first person to submit a global sets its **integrity** from their own account standing. Everyone who submits the same global afterwards is added as a **contributor**, and their standing is added to the integrity total. So integrity is not a measure of how big or impressive a global was. It is a measure of **how well corroborated it is**: a global seen and reported by eight people is a stronger record than one reported by a single account, and the number says so. The contributors list keeps everyone who reported it, not just whoever was first. Submitting a global that is already recorded is not wasted effort, and is not treated as a duplicate to be discarded. You cannot confirm the same global twice. Repeat submissions from an account already on the contributors list are ignored. ## What you earn for submitting Contributing globals earns [EC Credits](https://www.entropiacentral.com/documentation/premium/premium-membership#ec-credits): | Action | EC Credits | | --- | --- | | Submitting a global first | 10 | | Confirming a global somebody else already submitted | 10 | **Both are worth the same, deliberately.** Being first is luck, mostly a matter of who happened to be closest. Rewarding it more would turn tracking into a race and give people a reason to withhold confirmations, which is exactly the data we most want. Anonymous submissions are recorded but earn nothing and cannot confirm, since there is no account to credit or to weigh. Contributing also earns **premium** on top of the credits: any day you contribute globals is worth 3 points toward [earned premium](https://www.entropiacentral.com/documentation/premium/earning-premium), and 30 points in a rolling 30-day window grants 30 days of it. Ten days of tracking in a month is enough. Unlike credits, this is scored per day rather than per global, so a busy evening and a quiet one count the same. ## What happens after a global is recorded Each new global sets off several things at once: - **Avatar, team and land area statistics** are updated, so totals and largest-global records move immediately. - **Event and challenge matching** runs, scoring it for any competition it qualifies for. - **Notification triggers** are evaluated, firing any Discord webhooks whose conditions it matches. See [Discord webhooks](https://www.entropiacentral.com/documentation/custom-notifications/discord-webhooks). - **Live feeds** broadcast it to anyone watching the site or subscribed over the [SignalR hubs](https://www.entropiacentral.com/documentation/api-reference/signalr-hubs). Leaderboards are the exception. They are rebuilt on a schedule rather than per global, which is covered in [leaderboards](https://www.entropiacentral.com/documentation/globals/leaderboards#when-standings-update). ## Why a global might be missing In rough order of likelihood: **Nobody tracked it.** The most common answer by far, particularly for solo play in quiet areas. **Your tracker was closed.** It reads the log only while running and does not go back through history. **Your chat settings are wrong.** Timestamps have to be enabled for anything to be parsed at all, and this fails silently. See [troubleshooting](https://www.entropiacentral.com/documentation/tracker/troubleshooting#nothing-is-being-tracked-at-all). **Privacy Mode is on.** Working as designed: nothing is sent. **Your avatar name does not match.** Records attach to an avatar name exactly as the game wrote it. If your account is registered under a slightly different spelling, your globals are recorded but attached to an avatar you have not claimed. ## Corrections Records are not edited on request, because the message the game broadcast is the evidence and it does not change afterwards. What can be fixed is **attribution**: an avatar claimed by the wrong account, or an account registered under a misspelled name. Contact support for those. --- # Leaderboards > How leaderboard points are earned, what the rankings cover, and when standings update. Source: https://www.entropiacentral.com/documentation/globals/leaderboards Last updated: 2026-07-30 --- Leaderboards rank avatars by points earned from tracked globals. There is an overall board and one per profession. | Board | Covers | | --- | --- | | Overall | Every scoring activity combined | | Hunting | Hunting globals | | Mining | Mining globals | | Space mining | Space mining globals | | Construction | Crafting globals | | PvP | Kills and killing sprees | ## How points are earned | Activity | Points | | --- | --- | | Hunting global worth 50 PED or more | 6 | | Hunting global under 50 PED | 3 | | Mining global | 6 | | Space mining global | 6 | | Construction global | 6 | | PvP, per kill in a spree | 2 | | PvP, per recorded kill action | 0.5 | | Rare item | 0.5 | | Tiering | 5 | | Discovery | 50 | Two things in that table are not obvious and change how the boards behave. **Only hunting has a value threshold.** Mining, space mining and construction score a flat 6 whatever the global was worth, so a 40 PED mining claim counts exactly as much as a 4,000 PED one. Mining boards therefore reward frequency rather than size, and a big single claim moves you no further up than a small one. **A discovery is worth 50 points**, more than eight hunting globals. One discovery can lift an avatar past people who have been grinding for weeks. That is intentional, since discoveries are rare, but it does mean a sudden jump in the standings usually has a single cause. ## What the rankings cover **A rolling three month window.** Points age out. The boards show who has been active recently rather than who has played longest, so a break of a few months drops you off regardless of lifetime totals. **Team globals are excluded entirely.** They score nothing towards leaderboards, for any profession. A team global still appears on your profile, on the team's profile, and in the feeds, and it can still score in an event; it just does not count here. This is the single most common complaint about the boards, and the reason is that a team global is one event credited to several avatars. Counting it for each of them would make hunting in a large team the fastest way to climb, which measures group size rather than activity. ## When standings update **Leaderboards rebuild once a day, at 00:00 UTC.** They are not live. So a global you land now appears in the feeds and on your profile within seconds, but does not move your ranking until the next rebuild. If your position has not changed after a good session, you are almost certainly looking at yesterday's standings. Society leaderboards rebuild shortly afterwards, at 00:15 UTC. ## Finding yourself Every board takes a search, so you can jump to an avatar directly instead of paging through to find your position. ## Related Points are exposed over the API for anyone building their own view. See [tracker data](https://www.entropiacentral.com/documentation/api-reference/tracker-data#leaderboards). For the boards that are not point-based, meaning the 24 hour top values and the game's own Hall of Fame designation, see [hall of fame and trophies](https://www.entropiacentral.com/documentation/globals/hall-of-fame-and-trophies). --- # Hall of fame and trophies > The two different things called HOF, what ATH means, and where trophies come from. Source: https://www.entropiacentral.com/documentation/globals/hall-of-fame-and-trophies Last updated: 2026-07-30 --- "Hall of Fame" means two different things on this site, and they are unrelated. Almost every question about the HOF page comes from mixing them up, so it is worth separating them before anything else. ## The two meanings **The game's HOF designation.** Entropia Universe decides that a particular global is a Hall of Fame event and says so in the message it broadcasts. We read that designation straight from the message and mark the record accordingly. It is the game's judgement, not ours, and it belongs to that one global forever. **Our Hall of Fame page.** A board showing the **highest value globals of the last 24 hours**, split by profession. It is a rolling snapshot of recent activity, and it has nothing to do with the game's HOF designation. An entry drops off simply because it is more than a day old. So a global can carry the game's HOF marking and never appear on our Hall of Fame page, if it was not among the highest-value ones that day. And a global can top our page without being a HOF in the game's eyes. ## The Hall of Fame page The board covers hunting, mining, space mining, construction and PvP sprees, showing the top entries in each over the past 24 hours. There is an option to exclude team globals, which affects hunting and space mining, the two professions where team play is common. With teams included the board tends to be dominated by large teams; excluding them shows individual results. The board is cached for a few minutes, so a very recent global may take a moment to appear. ## ATH An **All-Time High** is also the game's designation, read from the message the same way. It marks the largest recorded result of its kind and is considerably rarer than a HOF. ATH counts are kept per avatar, per team and per land area, so a land area page shows how many all-time highs have come out of it. ## Why our numbers might differ from someone else's HOF and ATH markings come from the message text, so we agree with the game exactly. Where sites differ is **coverage**, not classification: we can only mark globals that somebody tracked. A site with different tracking coverage sees a different subset of the same events. That is also why a HOF you remember may not be here at all. See [why a global might be missing](https://www.entropiacentral.com/documentation/globals/how-globals-are-tracked#why-a-global-might-be-missing). ## Trophies Trophies are separate from all of the above. They are awarded by **community events and challenges**, not by the game and not by global values. You earn one by placing in an event or completing a challenge. Trophies appear on your avatar profile, and for team events they go to every registered member of the winning team rather than only whoever created it, which is why an incomplete roster costs the people missing from it. Trophies for an avatar are public, so anyone can see what an avatar has won without signing in. ## Related - [Leaderboards](https://www.entropiacentral.com/documentation/globals/leaderboards) for the point-based rankings, which work on a different basis again. - [Creating an event](https://www.entropiacentral.com/documentation/events/creating-an-event) and [creating a challenge](https://www.entropiacentral.com/documentation/events/creating-a-challenge) for awarding trophies yourself. --- # Photos on your globals > Attaching a screenshot or clip to your own globals and HOFs, and everywhere it then shows up. Source: https://www.entropiacentral.com/documentation/globals/photos-on-your-globals Last updated: 2026-07-30 --- A global is a line of text: a name, a number and a creature. The screenshot is the part worth keeping. You can attach one image or one short video to any global of your own, and it then travels with that record everywhere the record appears. ## What you can attach media to Globals credited to **your own claimed avatar**, and nothing else. The controls do not appear on anyone else's results, and the API refuses the same thing if you go around the site. That includes HOFs and ATHs, which are ordinary global records carrying the game's designation. There is nothing separate to do for them. ## Attaching one Go to your own avatar page, or the globals list on your dashboard home. Any global of yours with no media yet shows an **Add media** button. Open it, upload an image or a video, and it attaches immediately. The button disappears once something is attached, so a global carries one piece of media at a time. To swap it, remove what is there and add the new one. Removal is on the same card. Formats and size limits are the site-wide ones: JPG, PNG or WebP up to 5 MB for images, WebM up to 3 MB for video, listed in full under [upload rules](https://www.entropiacentral.com/documentation/directory/customising-your-profile#upload-rules). Image metadata is stripped on upload, so a screenshot does not carry camera or location data with it. Uploads are visible straight away and reviewed afterwards. A moderator can delete anything that does not belong. ## Where it shows up This is the point of it. An attached image is not filed away in your account, it is part of the public record: | Where | How it appears | | --- | --- | | Your avatar profile, Globals tab | Inline under the global, click to open full size | | Hall of Fame board | A camera or play icon on the entry, opening a lightbox | | Homepage HOF section | The same icon on the entries shown there | | Mobile app | On avatar profiles and the HOF screens | None of that needs an account, so anyone you send the link to can see it, signed in or not. Uploading is website-only. The mobile app displays media but cannot add it. ## What it does not do Attaching media changes nothing about the global itself. The value, the type, the HOF or ATH marking and any [leaderboard points](https://www.entropiacentral.com/documentation/globals/leaderboards#how-points-are-earned) are read from the game's own message and are not affected by what you attach to it. ## Related - [Hall of fame and trophies](https://www.entropiacentral.com/documentation/globals/hall-of-fame-and-trophies) for what the HOF board actually shows. - [Customising your profile](https://www.entropiacentral.com/documentation/directory/customising-your-profile) for your profile picture, cover and video. - [How globals are tracked](https://www.entropiacentral.com/documentation/globals/how-globals-are-tracked#why-a-global-might-be-missing) if the global you want to decorate is not there at all. --- # Getting started with custom notifications > Get told when a global matches your rules. Set up a notification once and it watches every global for you, then sends it to Discord or to your own endpoint. Source: https://www.entropiacentral.com/documentation/custom-notifications/getting-started Last updated: 2026-07-29 --- A custom notification watches globals as they are recorded and sends you the ones you care about. Societies use them for a feed of member globals, hunters use them to catch their own big returns, and developers use them to pipe live data into their own tools. You manage them under **Custom notifications** in your dashboard. Every notification has three parts: 1. **A name**, so you can find it later. 2. **Conditions**, which decide when it fires. 3. **A destination**, either a Discord channel or your own webhook endpoint. ## Creating one Open **Custom notifications** and choose **New notification**. **Step 1, name and type.** Give it a name only you will see, then pick where it should go. [Discord](https://www.entropiacentral.com/documentation/custom-notifications/discord-webhooks) posts a formatted message into a channel. [Webhook](https://www.entropiacentral.com/documentation/custom-notifications/webhook-notifications) sends signed JSON to a URL you control. The type cannot be changed after the notification is created, so if you need both, create two. **Step 2, when it fires.** Set your filters. Every filter is optional, and leaving one empty means it matches everything. **Step 3, where it goes.** Paste your destination URL and use **Send test event** to confirm it works before saving. The test sends a sample global, so you see a real message land rather than waiting for one to happen. **Step 4, message.** Discord only. Keep the recommended format or write your own. A live summary of your rules sits beside the form and reads back what you built as a sentence, for example *"Notifies when the value is at least 500 PED and the type is any of Hunting"*. Check that sentence before saving. It is the quickest way to catch a filter that says something other than what you meant. You can switch a notification off later without deleting it. ## Filters The simple editor covers what most people need: | Filter | What it does | | --- | --- | | Event types | Hunting, Mining, Space Mining, Construction, Discovery, Rare Item, Tiered Item, PvP | | Minimum value | Only globals at or above this many PED | | Rarity | Everything, HOF only, or ATH only | | Team or solo | Team globals, solo globals, or both | | Avatars | Only globals from the avatars you list | | Society | Only globals from members of your society | | Creatures | Hunting globals for the creatures you list | | Land areas | Only globals from the land areas you list | Avatars, creatures and land areas take several entries separated by commas. Two things worth knowing: - **PvP globals carry no PED value**, so the minimum value filter switches itself off when PvP is the only type selected. - **Society filtering needs you to be in a society.** If you are not, the notification never matches anything. ## Advanced conditions Switch to **Advanced** for anything the simple filters do not cover: item names, tier levels, PvP kill sprees, timestamps, `contains` and `starts with` matching, `OR` logic and nested groups. Rules combine with **Match all** (`AND`) or **Match any** (`OR`), and groups can be nested. The limits are **5 conditions per group** and **5 levels of nesting**, which is enough for anything reasonable while stopping a runaway rule set. Switching from Simple to Advanced carries your filters across, so nothing is lost. Going back is not automatic though: once you build something the simple editor cannot express, the notification stays in Advanced. ### Fields you can match on | Field | Type | Operators | | --- | --- | --- | | `GlobalValue` | number | `=` `!=` `>` `<` `>=` `<=` | | `TieredItemTier` | number | `=` `!=` `>` `<` `>=` `<=` | | `PvpSpree` | number | `=` `!=` `>` `<` `>=` `<=` | | `Type` | string | `=` `!=` `IN` `NOT_IN` | | `AvatarName` | string | `=` `!=` `IN` `NOT_IN` `CONTAINS` `STARTS_WITH` `ENDS_WITH` | | `CreatureName`, `DepositName`, `LandareaName`, `CraftedItemName`, `RareItemName`, `DiscoveredItemName`, `TieredItemName` | string | `=` `!=` `IN` `NOT_IN` `CONTAINS` | | `IsHof`, `IsAth`, `IsTeam` | boolean | `=` | | `IsSocietyMember` | boolean | `=` | | `DateTime` | datetime | `=` `!=` `>` `<` `>=` `<=` | `Type` accepts Hunting, Mining, Space Mining, Construction, Discovery, Rare Item, Tiered Item and PvP. `IsSocietyMember` is what actually restricts a notification to your society. The society toggle in the simple editor adds this rule for you. In Advanced you need to add it yourself. ## Getting the volume right The usual mistake is a notification that is too broad. Globals happen constantly, and a rule like "value above 50" will bury a channel and get it muted within a day. Some starting points that work: - **Society feed:** society members only, plus a minimum value that suits how active your society is. - **Personal alerts:** your own avatar name, no value filter, so you get everything you land. - **Records only:** rarity set to HOF only, or a high minimum value. - **One creature:** the creature you are hunting, with a value floor to skip the small returns. Start narrower than you think you want and widen it. A quiet channel people still read beats a busy one everybody has muted. ## Checking delivery Each notification card shows how many events were sent and how many failed in the last 24 hours, along with the most recent attempt and the error if it failed. **Test** re-sends a sample event at any time. If a notification stops arriving, check in this order: 1. It is still switched on. 2. The destination still exists. Deleting a Discord channel or webhook breaks it silently, and so does taking your own endpoint offline. 3. Your conditions still match something. A condition on a creature or item name that was later corrected in the wiki can stop matching with no visible error. --- # Discord notifications > Post globals into a Discord channel, with a message format you control and a live preview of how it will look before you save. Source: https://www.entropiacentral.com/documentation/custom-notifications/discord-webhooks Last updated: 2026-07-29 --- A Discord notification posts a formatted message into one of your channels whenever a global matches your rules. This page covers the Discord side. For filters and general setup see [custom notifications](https://www.entropiacentral.com/documentation/custom-notifications/getting-started). ## Getting your webhook URL 1. Open your Discord server and go to **Server Settings**. 2. Pick **Integrations**, then **Webhooks**. 3. Click **New Webhook**, choose the channel it should post to, then **Copy Webhook URL**. 4. Paste it into the notification form. The URL looks like `https://discord.com/api/webhooks//`. Treat it as a secret. Anyone holding it can post to that channel, and it carries no other permissions. If it leaks, delete the webhook in Discord and create a new one. Entropia Central encrypts the URL before storing it, and only ever shows you a masked version afterwards. Use **Send test event** once it is pasted. A sample global lands in the channel immediately, which confirms the URL and the channel in one go. ## The message The recommended format is built for you and includes links back to the avatar, the creature and the land area: ```text Emma Nova Steel killed a Atrox Old Alpha with the value of 1234.56 PED! @Fort Ithaca ``` Records are marked, so a Hall of Fame reads `⭐ HOF!` and an all time high reads `🏆 MEGA LUCKY` before the rest of the sentence. Switch to **Custom** if you need different wording. You get a text box, three starting points to work from, and a set of tags you can click to insert at the cursor. ### Tags Tags are placeholders in braces, replaced with the real values when the message is sent. | Tag | Gives you | | --- | --- | | `{AvatarName}` | Avatar name, linked to their profile | | `{Action}` | The verb for the type, for example killed, found, constructed | | `{Details}` | The full description including the creature or item and the value | | `{GlobalValue}` | The value, for example `1234.56 PED` | | `{Type}` | Hunting, Mining, and so on | | `{Location}` | Land area, for example `@Fort Ithaca` | | `{DateTime}` | When it happened | | `{Prefix}` | The record marker, empty for an ordinary global | | `{IsHof}`, `{IsAth}`, `{IsTeam}` | `HOF`, `ATH` or `Team` when it applies, otherwise empty | | `{AvatarSocietyName}` | The avatar's society | | `{CreatureName}`, `{DepositName}`, `{LandareaName}`, `{CraftedItemName}`, `{RareItemName}`, `{DiscoveredItemName}`, `{TieredItemName}`, `{ItemName}` | The specific entity, linked where a wiki page exists | Type specific tags are empty on globals they do not apply to. `{CreatureName}` is blank on a mining global, so a template leaning on them reads oddly across types. `{Details}` adapts to the type on its own, which is why the recommended format uses it. Discord markdown works: `**bold**`, `*italic*`, `` `code` `` and `[text](url)`. ### Preview The preview beside the form renders your template exactly as Discord will, with real links and formatting. Use the **Example event** picker to check it against a hunting global, a HOF, an ATH, a team global, mining, crafting, a discovery, a tier up and PvP before you save. A template that reads well for hunting often reads badly for crafting, and the picker is the fastest way to catch that. Leave the template empty at any point to go back to the recommended format. ## Rate limits Discord limits how often a single webhook can post. Entropia Central paces messages to stay inside that limit, so a burst of globals is delivered slightly spread out rather than dropped. This is another reason to keep your filters tight. A notification matching hundreds of globals an hour will lag behind real time. --- # Webhook notifications > Receive matched globals as signed JSON on your own endpoint, with the full payload shape, the signature scheme and a prompt you can hand to an AI to build the receiver. Source: https://www.entropiacentral.com/documentation/custom-notifications/webhook-notifications Last updated: 2026-07-29 --- A webhook notification sends matched globals to a URL you control as JSON, so you can feed them into your own bot, dashboard, spreadsheet or database. This page covers the webhook side. For filters and general setup see [custom notifications](https://www.entropiacentral.com/documentation/custom-notifications/getting-started). If you only want messages in a Discord channel, use a [Discord notification](https://www.entropiacentral.com/documentation/custom-notifications/discord-webhooks) instead. It needs no code. ## What you need An HTTPS endpoint that accepts `POST` and answers with any 2xx status. That is the whole requirement. Your endpoint has to be reachable from the internet. Local addresses, private network ranges and plain `http` are rejected when you save, because we will not send your data to an address we cannot verify. ## Setting it up 1. Create the notification and pick **Webhook** as the type. 2. Paste your endpoint URL. 3. Use **Send test event** to fire a sample global at it. You get the status code and round trip time back immediately, or the error if it failed. 4. Save. You are shown a **signing secret once**. Copy it now, it is never displayed again. If you lose the secret, use **New secret** on the notification. The old one stops working the moment you generate a new one. ## What we send One `POST` per matching global, `Content-Type: application/json`. ### Headers | Header | Meaning | | --- | --- | | `X-EC-Event` | Event name, currently `global.matched`, or `global.test` for a test | | `X-EC-Delivery` | Unique id for this delivery attempt | | `X-EC-Timestamp` | Unix seconds, part of the signed string | | `X-EC-Signature` | `sha256=`, an HMAC of the timestamp and body using your signing secret | ### Body ```json { "event": "global.matched", "deliveryId": "0f2a1c9e-6b1e-4f2a-9c1d-2b7a6e5d4c3b", "sentAt": "2026-07-29T17:00:04Z", "trigger": { "id": "9c1d2b7a-...", "name": "Big hunting globals" }, "message": "Emma Nova Steel killed a Atrox Old Alpha with the value of 1234.56 PED! @Fort Ithaca", "data": { "id": 48213377, "type": "Hunting", "value": 1234.56, "isHof": true, "isAth": false, "isTeam": false, "occurredAt": "2026-07-29T17:00:01Z", "societyName": "Deep Space Miners", "avatar": { "name": "Emma Nova Steel", "slug": "emma-nova-steel", "url": "https://www.entropiacentral.com/avatars/emma-nova-steel" }, "creature": { "name": "Atrox Old Alpha", "slug": "atrox-old-alpha", "url": "https://www.entropiacentral.com/wiki/creatures/atrox-old-alpha" }, "landarea": { "name": "Fort Ithaca", "slug": "fort-ithaca", "url": "https://www.entropiacentral.com/landareas/fort-ithaca" } } } ``` `message` is a plain sentence with no markup, there for when you just want to print something. The structured fields under `data` are what you should read from in code. `creature`, `deposit`, `landarea` and `item` are only present when they apply to that type of global, so treat them as optional. `tier` appears on tier ups. Fields will be added over time, so ignore anything you do not recognise rather than failing on it. ## Verifying a request Everything needed to verify is in the headers, so you can reject anything that is not from us: 1. Take the raw request body, exactly as received, before any JSON parsing. 2. Build the string `{X-EC-Timestamp}.{raw body}`. 3. Compute `HMAC-SHA256` over that string using your signing secret. 4. Hex encode it, prefix it with `sha256=`, and compare against `X-EC-Signature` using a constant time comparison. 5. Reject anything where `X-EC-Timestamp` is more than five minutes old, which stops a captured request being replayed at you later. Reading the body after your framework has parsed and re-serialised it will produce a different string and the signature will never match. Capture the raw bytes. `X-EC-Delivery` is stable per delivery attempt. Store the ones you have processed and skip repeats, so a retry cannot double count. ## Build it with AI Copy this prompt into your AI assistant of choice, along with whatever language and framework you use. ```text Build an HTTP endpoint that receives webhooks from Entropia Central. Requirements: - A single POST route, publicly reachable over HTTPS, that returns 200 quickly. - Read the RAW request body before any JSON parsing. I need the exact bytes for signature verification. - Verify the signature before trusting anything: signed_string = X-EC-Timestamp header + "." + raw body expected = "sha256=" + hex(HMAC_SHA256(signing_secret, signed_string)) Compare against the X-EC-Signature header using a constant time comparison. Return 401 on mismatch. - Reject the request if X-EC-Timestamp is more than 300 seconds away from now, to prevent replays. - Deduplicate on the X-EC-Delivery header. If a delivery id has already been processed, return 200 without doing the work again. - Only then parse the JSON body. Its shape is: event string, e.g. "global.matched" or "global.test" deliveryId string sentAt ISO 8601 UTC timestamp trigger { id: string, name: string } message string, a plain sentence with no markup data { id number type string, one of Hunting, Mining, Space Mining, Construction, Discovery, Rare Item, Tiered Item, PvP value number, PED. PvP globals have no meaningful value. isHof boolean isAth boolean isTeam boolean occurredAt ISO 8601 UTC timestamp societyName string or absent avatar { name, slug, url } creature { name, slug, url } or absent deposit { name, slug, url } or absent landarea { name, slug, url } or absent item { name, url } or absent tier number or absent } Treat every optional object as possibly missing, and ignore unknown fields rather than failing, because new ones will be added over time. - Read the signing secret from an environment variable, never hardcode it. - Log the delivery id, event name and outcome of each request. - Include a small test that posts a correctly signed sample request and one with a bad signature, asserting 200 and 401. Then store each global in , or . ``` Replace the last line with what you actually want to happen. Everything above it is the contract, and it will not change without notice. ## When something goes wrong The notification card shows how many deliveries succeeded and failed in the last 24 hours, plus the last error we saw. A non 2xx status, a timeout past 10 seconds, or a TLS failure all count as failures. We do not follow redirects, so a URL that redirects will fail. Point us at the final address. --- # Telegram notifications > Sending matched globals to a Telegram chat. Not built yet. Source: https://www.entropiacentral.com/documentation/custom-notifications/telegram Last updated: 2026-07-30 --- **This is not built yet.** Nothing on this page describes something you can switch on today. A custom notification currently has two destinations, [Discord](https://www.entropiacentral.com/documentation/custom-notifications/discord-webhooks) and [your own webhook endpoint](https://www.entropiacentral.com/documentation/custom-notifications/webhook-notifications). Telegram would be a third: the same rules, the same live summary of what they mean, delivered to a Telegram chat instead. Until it exists, the way to get matches into Telegram is a webhook notification pointed at something of your own that forwards them on. That is documented in full, signature scheme included, under [webhook notifications](https://www.entropiacentral.com/documentation/custom-notifications/webhook-notifications). This page will be filled in when the channel ships, and no earlier. If it matters to you, say so through support: what people ask for is what gets built first. --- # Push notifications > Matched globals as a push notification on your phone. Not built yet. Source: https://www.entropiacentral.com/documentation/custom-notifications/push-notifications Last updated: 2026-07-30 --- **This is not built yet.** Nothing on this page describes something you can switch on today. The idea is the third obvious destination for a custom notification: instead of a Discord message or a webhook, the match arrives as a push notification on your phone, through the mobile app you are already signed into. Two things are worth separating, because they are easy to confuse: **In-app notifications already exist.** Friend requests, event results and the rest appear under the bell on the website and in the mobile app today, in real time. Those are not push notifications; they arrive while you have the app open. **Push is the part that is missing.** Reaching a phone whose screen is off needs device registration and a delivery service behind it, and neither is wired up yet. Until then, a [Discord notification](https://www.entropiacentral.com/documentation/custom-notifications/discord-webhooks) is the closest thing, since the Discord app pushes to your phone for you. This page will be filled in when the channel ships, and no earlier. --- # Creating an account > Registering, verifying your email, claiming your in-game avatar, and signing in with Google or Apple. Source: https://www.entropiacentral.com/documentation/account/creating-an-account Last updated: 2026-07-30 --- You do not need an account to read Entropia Central. The wiki, globals feeds, leaderboards, avatar profiles and event pages are all public. An account is what you need to be credited for your own play: to claim your avatar, appear on leaderboards as yourself, enter events, run your own, and use Entropia Central Tracker. ## Registering Registration asks for three things: | Field | Rules | | --- | --- | | Avatar name | Your Entropia Universe avatar name, 3 to 100 characters | | Email address | Must not already be registered | | Password | At least 8 characters, with an uppercase letter, a lowercase letter and a digit | Symbols are allowed in passwords but not required. One account per email address. The avatar name is the field that matters most, and it is the one people get wrong. Enter it exactly as it appears in game, including spacing and capitalisation, because everything you are credited for is matched on that name. ## What happens to your avatar name When you register, we immediately try to link that avatar to your account. One of three things happens, and the site tells you which: **It was linked.** The avatar already existed in our database, unclaimed, and it is now yours. This is the usual outcome for anyone who has ever globalled, because the avatar record was created the first time one of their globals was tracked. Your profile fills in with your history straight away, and any event rewards that were waiting on that avatar are credited to you. **It is already claimed.** Somebody else registered with that avatar name first. Nothing is taken from you automatically. Contact support with proof of ownership and it can be moved. **It was not found.** No avatar with that name exists in our database yet, which simply means nothing of yours has ever been tracked. The record is created automatically the first time you global while tracked, and it links to you then. You can also contact support to claim it sooner. This is not an error, and there is nothing to fix. The third case surprises people who expect the site to know their avatar already. We only know avatars we have seen. ## Verifying your email Registration sends a verification email. **You cannot sign in until you click the link in it.** If it has not arrived, check spam first, then use the resend option on the sign-in page. Resending always reports the same message whether or not an unconfirmed account exists for that address. That is deliberate, so the form cannot be used to find out which email addresses are registered here. ## Signing in with Google or Apple Both web and mobile offer Google sign-in, and Apple sign-in is available on web and iOS. It is the same account system, not a separate one. Two things are worth knowing: **A social sign-in does not know your avatar name**, since Google and Apple have no idea what you are called in Entropia Universe. You will be asked for it once, and the same three outcomes above apply. **Signing in with a provider that matches an existing account asks before it links.** You choose whether to link the two or keep them separate. Nothing is merged silently, so you cannot end up with your history split across two accounts you did not mean to create. You can link or unlink providers later from connected accounts in your dashboard. Set a backup password before you remove your only sign-in method: unlinking the provider you sign in with, on an account that has no password, locks you out of your own account. ## If you cannot sign in **Five failed attempts locks the account for five minutes.** The lock clears on its own; waiting is faster than anything else you might try. Use forgot password to reset. As with resending confirmation, the response is the same whether or not the address is registered. If you signed up with Google or Apple and have no password set, use the same provider to sign in. You can set a backup password from your dashboard afterwards, which is worth doing before you need it. ## Deleting your account Deletion is in your dashboard. It asks for your password and for you to type `DELETE` exactly, and it takes effect immediately with no recovery period. What is removed and what stays is covered in detail in [your data and privacy](https://www.entropiacentral.com/documentation/account/your-data-and-privacy#deleting-your-account). The short version: your account goes, your avatar's tracked history does not, because it is public game history rather than personal data, and it becomes unclaimed so you could claim it again with a new account. --- # Your data and privacy > What Entropia Central stores, what each app sends, the controls you have, and exactly what deleting your account does. Source: https://www.entropiacentral.com/documentation/account/your-data-and-privacy Last updated: 2026-07-30 --- This is the practical version. The [privacy policy](https://www.entropiacentral.com/privacy-policy) is the legal one, and it wins if the two ever disagree. ## What we hold about you **Your account.** Email address, a hashed password, and your avatar name. That is the whole of it. We do not ask for a real name, an address, a phone number or anything financial. **Your avatar's tracked game history.** Globals, HOFs, ATHs, discoveries and PvP records, attached to an avatar name. This is public in-game activity, broadcast by the game to everyone who was around to see it, and it is public here too. It is the point of the site. **Anonymous usage analytics.** Screen views and a randomly generated visitor ID, not linked to your identity. Tracked game history belongs to the **avatar**, not to your account. That distinction explains most of the behaviour on this page, including what survives account deletion. ## What Entropia Central Tracker sends Entropia Central Tracker reads your Entropia Universe chat log and nothing else. It has no access to the game itself, your computer's files beyond the log folder you chose, or anything you do outside Entropia Universe. From that log it reads three things: global events, messages in the public trade channels it recognises, and PvP combat actions. It does not read private messages, society chat, or any other channel. It does not collect device identifiers or location data. It reads nothing at all while it is closed, and it does not go back through history from before you started it. **Privacy Mode stops all of it.** With Privacy Mode on, the tracker still works locally and shows you your own sessions, but nothing leaves your machine. Screenshots are always local, saved to a folder you pick, and never uploaded. ## What the mobile app sends Your sign-in details and anonymous analytics. Nothing else. No advertising identifier, no location, no contacts, photos, camera or microphone. There are no third-party SDKs or advertising frameworks in the app at all, so there is nothing in it that phones anywhere except our own servers. Locally it keeps your session, the anonymous analytics ID, and cached profile data for offline display. Clearing the app's data or uninstalling removes all of it. ## What the website does differently The website is the one place with advertising, and advertising is the one thing that involves a third party. Ads are served by Google, which sets its own cookies and is governed by its own policies. Two controls exist: - **Cookie settings**, reachable from the footer whenever ads are running, where you set your consent and can choose non-personalised ads. - **Premium**, which removes advertising entirely. Everything else on the site works the same signed in or out, with or without consent. ## Deleting your account Deletion is immediate and cannot be undone. Here is exactly what happens. **Removed:** your account, email address and password. Your API keys, which stop working at once. Your support cases. **Unlinked but kept:** your avatar, which stays in the database and becomes unclaimed. Its globals, leaderboard standings and profile remain public exactly as before, they are simply no longer connected to a user account. Any land areas you owned or managed become unowned rather than being deleted. **Handed over:** events and challenges you organised are not silently destroyed, because other people entered them and are owed results. They go through an organiser handover rather than disappearing. The reason your globals stay is that they were public game events before we recorded them. Removing them would not make them private, it would only put a hole in the community's record of what happened. If you register again with the same avatar name it will link back to you, since it is unclaimed. If you want your account gone but would rather your avatar were not linkable at all, contact support and say so, rather than deleting and assuming it happened. ## Your rights You can request a copy of your data, ask for corrections, or ask for deletion, through support. The privacy policy sets out the full list, the legal bases and the retention periods. --- # Premium and EC Credits > What premium includes, what it costs, and how EC Credits are earned and spent. Source: https://www.entropiacentral.com/documentation/premium/premium-membership Last updated: 2026-07-30 --- Entropia Central is free to use. Everything public stays public: the wiki, globals, leaderboards, profiles, events and the API need no subscription and never will. Premium removes advertising and unlocks the extras that cost us money to run. There are two ways to have it. You can **buy it**, which is what the rest of this page is about, or you can **earn it** by contributing: running the tracker, or keeping the wiki up to date. That is covered in [earning premium](https://www.entropiacentral.com/documentation/premium/earning-premium). ## What premium includes **No advertising.** Ads are the one place a third party is involved on this site, and premium removes them entirely. Both tiers get this. **The AI assistant.** A conversational way to query our data and to ask how the site works, covered in [the assistant](https://www.entropiacentral.com/documentation/premium/the-assistant). Paid premium allows 25 messages a day; earned premium allows 5, because each message costs us money to answer. **Placing advertisements.** Paid premium only. ## Plans | Plan | PED | EC Credits | | --- | --- | --- | | 3 months | 100 | 1,000 | | 12 months | 250 | 2,500 | The two currencies are equivalent, since 1 PED converts to 10 EC Credits. Paying in either costs the same; the choice is only about which you happen to have. The yearly plan works out considerably cheaper per month than the quarterly one. Premium runs for the period you bought, and it does not renew itself. Nothing recurs and there is nothing to cancel, which is deliberate: an account that lapses simply goes back to the free tier. Buying premium while you hold earned premium does not waste either one. They run on separate clocks, the paid one applies while it lasts, and the earned coverage takes over afterwards with its remaining time intact. ## EC Credits EC Credits are the site's own currency. They can be converted from PED at **10 EC Credits per 1 PED**, and they are also earned by taking part. ### Earning them | How | EC Credits | | --- | --- | | Submitting a global first | 10 | | Confirming a global somebody else already submitted | 10 | | Placing in events and completing challenges | Set by the organiser | Submitting and confirming are worth the same, so running the tracker in a busy area earns steadily whether or not you are the first to report anything. The reasoning is in [how globals are tracked](https://www.entropiacentral.com/documentation/globals/how-globals-are-tracked#what-you-earn-for-submitting). ### Spending them EC Credits pay for premium, and organisers can use them as event and challenge rewards, which is how credits move between players rather than only accumulating. ## Rewards from events An event or challenge organiser chooses whether rewards are paid in EC Credits or handled manually. **EC Credit rewards are credited automatically** when the event completes. **Manual rewards are settled by the organiser in game**, and Entropia Central never moves PED. Our payout ledger records what is owed and what has been settled, and nothing more. See [running your event](https://www.entropiacentral.com/documentation/events/running-your-event#payouts). If you win something before your avatar is linked to an account, the reward is held and credited when you claim the avatar. See [creating an account](https://www.entropiacentral.com/documentation/account/creating-an-account#what-happens-to-your-avatar-name). ## Supporting the site without subscribing Contributions are welcome and separate from premium. The contribute page covers the ways to help, including running the tracker, which costs nothing and is genuinely the most useful thing most people can do: every global you report improves the record for everybody. --- # Earning premium > How running the tracker or keeping the wiki up to date earns premium automatically, how the score is calculated, and how it renews. Source: https://www.entropiacentral.com/documentation/premium/earning-premium Last updated: 2026-07-30 --- Premium can be bought, and it can be earned. Contributing to Entropia Central grants premium automatically, for as long as you keep contributing. There is nothing to claim, nothing to apply for, and nothing that expires without warning. There are two ways to earn it, and they count toward the same score: - **Running the tracker**, so the globals you see are recorded. Open to every account. - **Keeping the wiki up to date**, which needs the Wiki Maintainer role. This page describes the earned side. For what premium costs and what EC Credits do, see [premium and EC Credits](https://www.entropiacentral.com/documentation/premium/premium-membership). ## The two tiers Earned premium is not a trial or a discount. It is its own tier, with its own benefits. | | Paid | Earned | | --- | --- | --- | | Ad-free site | Yes | Yes | | Assistant messages per day | 25 | 5 | | Place advertisements | Yes | No | | How you get it | Purchase with PED or EC Credits | Contributing | The assistant costs real money to run per message, which is the only reason the two tiers differ there. Everything else that is free stays free for everyone, tier or no tier. If you hold both at once, the paid tier applies and the earned one waits underneath it. Nothing is wasted: when the paid subscription ends, the earned coverage takes over from that day, with the time it had left intact. ## How the score works Your score is measured over a **rolling 30-day window**, and **30 points earns 30 days of premium**. | Contribution | Points | | --- | --- | | A day on which you contributed any globals | 3 | | Creating a wiki entry | 3 | | Updating a wiki entry | 1 | So: ten days of running the tracker, or ten new wiki entries, or thirty wiki edits, or any mix of the three. ### Globals are scored by day, not by volume A day on which you contributed one global and a day on which you contributed three hundred are worth the same 3 points. This is deliberate. An evening in a busy area can produce hundreds of contributions, so paying per global would clear the threshold in a single session and would reward parking the tracker somewhere crowded over actually playing. Days are the honest unit: it takes **ten days of tracking in a month** to qualify, which is a real commitment and one that no amount of volume can shortcut. Submitting a global and confirming one somebody else already reported both count. Confirmations are what make the record trustworthy, so they are worth the same as being first, exactly as they are for [EC Credits](https://www.entropiacentral.com/documentation/globals/how-globals-are-tracked). ### Wiki edits have their own guards Three rules keep wiki scoring honest, and they matter if a number looks lower than the amount of work you did: **Repeat edits to the same entry on the same day count once.** Saving a weapon, spotting a typo, and saving it again is one edit, not two. Fix things freely; correcting yourself is never penalised, and never rewarded either. **Reverted changes score nothing.** If an admin has to undo a change, it stops counting from that moment. **There is a ceiling of 10 wiki points a day.** A bulk import evening is worth a good day, not a year of premium. Changes made by our own background jobs, the enrichment and statistics tasks that touch wiki entries on a schedule, are not attributed to anyone and never count. ## How it renews A job runs once a day and checks everyone's score: - **Above the threshold and no earned premium yet?** You are granted 30 days, and told about it in a notification. - **Above the threshold with earned premium already running?** Your coverage is topped up to 30 days from today. - **Below the threshold?** Nothing happens. Your existing coverage keeps running down as normal. Coverage is **topped up, not stacked**. Qualifying every day for six months does not bank six months of premium; it keeps you permanently at roughly 30 days of runway. Coverage never reaches more than 60 days ahead. The practical effect is that a regular contributor never thinks about this at all, and someone who stops keeps premium for about a month afterwards before it quietly lapses. ## Following your progress Your score, the breakdown between tracking and wiki work, and when your earned premium expires are all on the [premium page](https://www.entropiacentral.com/dashboard/premium) in your dashboard. It shows the raw counts behind the number, so the score is never a black box. You are notified when earned premium is first granted, and again if it expires. Renewals are silent, since being told every month that nothing changed is not useful. ## Getting started **To earn it by tracking**, install Entropia Central Tracker and let it run while you play. It reads your chat log and reports globals as they happen. That is the whole of it. See [getting started with Entropia Central Tracker](https://www.entropiacentral.com/documentation/tracker/getting-started). **To earn it through the wiki**, [apply for the Wiki Maintainer role](https://www.entropiacentral.com/apply-for-wiki-maintainer). It is a short form reviewed by one of our admins, and the editing rules are in [creating and editing wiki entries](https://www.entropiacentral.com/documentation/wiki/editing-the-wiki). ## If your premium lapses Nothing is lost. Wiki access comes from your Wiki Maintainer role, not from premium, so maintainers can still edit exactly as before. Get back above the threshold and premium returns on the next daily run. --- # The assistant > What the Entropia Universe Assistant can answer, what it cannot, and how to ask questions it can actually work with. Source: https://www.entropiacentral.com/documentation/premium/the-assistant Last updated: 2026-07-30 --- The Entropia Universe Assistant answers questions about our tracked data and about how Entropia Central works, in plain language, and returns tables and charts alongside the answer where they help. It is available to premium members. It is worth being precise about what it has access to, because that is the difference between a useful answer and a frustrating one. ## What it can see | Data | What that means | | --- | --- | | Globals | Every recorded global, HOF and ATH: avatar, type, value, creature, land area, team, date | | PvP actions | Recorded kills, with attacker, defender and weapon | | Trade messages | Public trade chat: author, channel, content, date | | Avatar profiles | Lifetime totals from our statistics pipeline | | This documentation | Every page in this section, as the text you are reading now | So it can count, total, rank, filter and compare anything in those data sets, over any period we have data for. Questions like which creature produced the most globals last month, how one avatar's activity compares between two periods, or what was traded in a given channel are all within reach. ## Questions about the site itself It also reads this documentation, so anything explained here it can answer: why a global might be missing, what earns leaderboard points, how to set up the tracker, how custom notifications and webhooks work, what premium includes, how to become a wiki maintainer, what the public API offers. Answers to those questions come with a link to the page they came from, so you can read the whole thing rather than take the summary on trust. If a topic is not documented, it says so instead of guessing at it. ## What it cannot see **The wiki is not included.** Item stats, creature data, blueprints and land area details are not part of what the assistant queries. Ask it what an item does and it cannot tell you, because that data is not connected to it. Use [wiki search](https://www.entropiacentral.com/documentation/wiki/searching-the-wiki) for those. **It does not know the game.** It knows what our database recorded and what this documentation says. It has no view of markup, the state of the economy, how to play, or anything Entropia Universe never broadcast. **It only knows what was tracked.** Every limit in [how globals are tracked](https://www.entropiacentral.com/documentation/globals/how-globals-are-tracked) applies to its answers too. It reports what is in the database, which is not the same as everything that happened in game, and an answer about totals is really an answer about recorded totals. ## Asking questions it can answer well **Name a period.** "March 2026" or "the last 30 days" is much better than "recently", which it has to guess at. **Ask for one thing at a time.** It handles a comparison between two periods well. A question with four unrelated parts tends to produce an answer that addresses two of them. **Use exact avatar names where you can.** It can resolve a name it is unsure about, but an exact one is faster and unambiguous. **Ask it what it has.** It can describe the data available to it, including which values exist and what date ranges are covered. That is the quickest way to find out whether a question is answerable before spending time refining it. **Ask how something works, not how to play.** "How are leaderboard points awarded" is a question about this site and it can answer it. "What should I hunt to make a profit" is a question about the game and it cannot. ## Answers, tables and charts Answers lead with the number or the finding rather than a preamble. Where the answer is a list or a breakdown it comes with a table, and where it compares groups or shows a trend it comes with a chart. It also suggests up to three follow-up questions, chosen from things the same data can actually answer. ## Conversations Conversations are saved, so you can leave one and come back to it, and the assistant remembers the recent turns within a conversation. Start a new conversation when you change subject; a long transcript that has wandered gives it more to misread. You can delete any conversation from your history. ## Limits and errors There is a daily message limit per account, which depends on how you got premium: **25 messages a day** on paid premium, **5 a day** on premium [earned through wiki contributions](https://www.entropiacentral.com/documentation/premium/earning-premium). Each message costs us money to answer, which is the whole of the reason the two differ. The counter resets at midnight UTC, and the assistant shows what you have left. If a message fails because the underlying service is unavailable, **nothing is saved and your quota is not spent**, so retrying costs you nothing. ## Accuracy Treat it as a fast way to query the database, not as an authority. It reports what the data says, and the data has known gaps. For anything that matters, the same figures are available directly through the site and the [API](https://www.entropiacentral.com/documentation/api-reference/overview), where you can see exactly what is being counted. --- # Overview > Base URL, what is public, conventions shared by every endpoint, and the rules to follow when consuming the API. Source: https://www.entropiacentral.com/documentation/api-reference/overview Last updated: 2026-07-30 --- Entropia Central's public data is readable over a plain REST API. Globals, leaderboards, avatar and team profiles, the wiki, events and challenges, and site-wide statistics are all available without credentials. ```http https://api.entropiacentral.com ``` Everything documented in this section is public and read-only. Authenticated endpoints are not documented here. ## What you can read without credentials | Area | Reference | | --- | --- | | Globals, HOFs, ATHs and leaderboards | [Tracker data](https://www.entropiacentral.com/documentation/api-reference/tracker-data) | | Items, creatures, blueprints and the rest of the wiki | [Wiki](https://www.entropiacentral.com/documentation/api-reference/wiki) | | Avatars, teams, search and site statistics | [Avatars and statistics](https://www.entropiacentral.com/documentation/api-reference/avatars-and-stats) | | Community events and challenges | [Events and challenges](https://www.entropiacentral.com/documentation/api-reference/events-and-challenges) | | Live push feeds instead of polling | [SignalR hubs](https://www.entropiacentral.com/documentation/api-reference/signalr-hubs) | ## Browsers cannot call this API directly **Cross-origin requests are only accepted from Entropia Central's own domains.** A page served from your own site cannot fetch this API from the browser; the request will be blocked by CORS before it reaches us. Call it from a server, a script, a desktop app or anything else that is not a browser page on a third-party origin. This is the single most common thing people hit, and it is a deliberate restriction rather than a misconfiguration. ## Conventions **Slugs, not ids.** Entries are addressed by slug in URLs, and the slugs match the ones in the site's own addresses. If you can see something at `entropiacentral.com/wiki/creatures/atrox`, then `/creatures/atrox` is the same entry. Internal integer ids appear in responses but should not be built into your URLs. **Pagination is not uniform.** Page size limits differ by endpoint and several are capped low. The differences are real and not accidental, so check the page you are using rather than assuming: | Endpoint | Page size | | --- | --- | | `/globals` | Defaults to 10, maximum 30 | | `/avatars/{slug}/globals` | Defaults to 20, maximum 100 | | `/avatars`, `/teams` | Fixed at 20, cannot be changed | | `/events`, `/challenges` | Defaults to 20 | **Invalid parameters return `400`.** Values outside the accepted bounds are rejected rather than clamped, including a `minValue` above `maxValue` or a `sortBy` outside the accepted fields. Validate before you send. There is one exception worth knowing. On `/avatars/{slug}/globals`, an unrecognised value in the comma-separated `type` filter is silently dropped rather than rejected, and if none of your values are recognised the filter is dropped entirely, returning **unfiltered** results. A typo there produces plausible-looking data rather than an error. **Dates are UTC.** In-game timestamps are recorded in UTC and returned that way. ## Errors Errors come back as JSON with a message: ```json { "error": "Avatar with slug 'nobody' not found" } ``` `400` means your request was rejected as invalid, `404` means the slug or id does not exist, and `500` means something failed on our side and is worth retrying later. ## Being a good consumer There is no published rate limit, which is not an invitation. The database behind this is large, some endpoints are expensive, and the site's own users share it with you. **Prefer the cached endpoints when polling.** `/globals/recent`, `/globals/top-24h` and `/globals/activity-24h` are cache-backed and cheap. A filtered `/globals` query is not, and polling one on a short interval is the fastest way to cause a problem for everybody. **Use the live feeds instead of polling.** If you want globals as they happen, the [SignalR hubs](https://www.entropiacentral.com/documentation/api-reference/signalr-hubs) push them to you. Polling every few seconds to catch events that arrive every few minutes wastes your resources and ours. **Cache what does not change.** Wiki entries change rarely. Fetching the same creature on every page view of your own app is unnecessary. **Walk history by date, not by deep paging.** With page sizes capped, pulling a long history means many requests. Filter by date range and step backwards rather than paging deep into an unfiltered list. **Identify yourself.** Send a `User-Agent` that says what your tool is. If something you run causes a problem, that string is the difference between us contacting you and us blocking you. ## Reading this documentation programmatically Every page in this documentation is also published as raw markdown, which is usually easier for a script or an AI agent to consume than the rendered page. Append `.md` to any documentation URL: ```bash curl https://www.entropiacentral.com/documentation/api-reference/overview.md ``` The whole corpus in a single file is at [/llms-full.txt](https://www.entropiacentral.com/llms-full.txt), and an index of it is at [/llms.txt](https://www.entropiacentral.com/llms.txt). --- # SignalR hubs > Subscribe to Entropia Central's public real-time feeds for globals, trade messages and PvP actions over SignalR. Source: https://www.entropiacentral.com/documentation/api-reference/signalr-hubs Last updated: 2026-07-28 --- Entropia Central broadcasts live activity over [SignalR](https://learn.microsoft.com/aspnet/core/signalr/introduction). Three feeds are public and open to anyone: globals, trade messages and PvP actions. Connect to a hub, listen for its event, and the server pushes records as they are recorded. These feeds are read only. The hubs push data to you and there is nothing to send back beyond the subscription calls described below. ## Available hubs All hubs live under `https://api.entropiacentral.com`. | Hub | Path | Event you listen for | What it carries | | --- | --- | --- | --- | | Globals | `/hubs/globals` | `ReceiveGlobal` | Globals, HOFs and ATHs as they are recorded | | Trade messages | `/hubs/trademessages` | `ReceiveTradeMessage` | Messages from the in-game trade channels | | PvP actions | `/hubs/pvpactions` | `ReceivePvpAction` | PvP kills | ## Connecting Build a connection, register your handler, then start it. Register handlers before calling `start()` so you do not miss records that arrive during the handshake. ```ts import { HubConnectionBuilder } from '@microsoft/signalr'; const connection = new HubConnectionBuilder() .withUrl('https://api.entropiacentral.com/hubs/globals') .withAutomaticReconnect() .build(); connection.on('ReceiveGlobal', (global) => { console.log(global.avatarName, global.globalValue, global.type); }); await connection.start(); ``` Payload properties are camelCased on the wire, so the C# property `AvatarName` arrives as `avatarName`. ### Globals and trade messages start streaming immediately Connecting to the globals hub or the trade messages hub is enough. The server adds you to that hub's broadcast group as part of the connection, so records begin arriving as soon as `start()` resolves. ### PvP actions require an explicit join The PvP hub is the exception. Connecting alone delivers nothing. Call `JoinPvpActions` after starting: ```ts const connection = new HubConnectionBuilder() .withUrl('https://api.entropiacentral.com/hubs/pvpactions') .withAutomaticReconnect() .build(); connection.on('ReceivePvpAction', (action) => { console.log(action.attacker, 'killed', action.defender); }); await connection.start(); await connection.invoke('JoinPvpActions'); ``` Call `LeavePvpActions` to stop receiving them without dropping the connection. Re-invoke `JoinPvpActions` after a reconnect, because group membership does not survive one. ## Narrowing what you receive Each hub accepts subscription calls that add you to a narrower group. ### Globals | Call | Argument | Effect | | --- | --- | --- | | `SubscribeToGlobalType` | type string, for example `hof` | Globals of that type only | | `UnsubscribeFromGlobalType` | type string | Stops the above | | `SubscribeToEvent` | numeric event id | Globals scored towards that community event | | `UnsubscribeFromEvent` | numeric event id | Stops the above | ### Trade messages | Call | Argument | Effect | | --- | --- | --- | | `SubscribeToChannel` | channel name, for example `trade` | Messages on that channel only | | `UnsubscribeFromChannel` | channel name | Stops the above | ### PvP actions | Call | Argument | Effect | | --- | --- | --- | | `JoinPvpActions` | none | All PvP actions | | `JoinAttacker` | avatar name | Actions where that avatar is the attacker | | `JoinDefender` | avatar name | Actions where that avatar is the defender | | `LeavePvpActions`, `LeaveAttacker`, `LeaveDefender` | matching argument | Stops the above | Avatar and channel names are matched case insensitively. ## Subscribing causes duplicate deliveries This is the one behaviour that surprises people. A narrower subscription does not replace the broad feed, it adds a second delivery path, and the server broadcasts to every matching group. On the globals hub you are already in the broadcast group from the moment you connect. If you then call `SubscribeToGlobalType('hof')`, a HOF is sent to the broad group and to the type group, so your `ReceiveGlobal` handler fires twice for the same record. Trade message channels and PvP attacker and defender groups behave the same way. Two ways to deal with it: - Use the broad feed and filter client side, which is the simplest option and what the Entropia Central site itself does. - Or subscribe narrowly and deduplicate. Globals carry `strippedMessage`, which is the value the server itself hashes for deduplication, and trade messages carry a stable `id`. Subscribing to a specific attacker and defender who appear in the same kill will deliver that action three times: once for the broad group and once for each name group. ## Payloads ### ReceiveGlobal | Property | Type | Notes | | --- | --- | --- | | `avatarName` | string | Avatar that recorded the global | | `globalValue` | number | Value in PED | | `type` | string | Global category, for example hunting or mining | | `dateTime` | string | UTC timestamp, always set by the server | | `isHof`, `isAth`, `isTeam` | boolean | Classification flags | | `fullMessage` | string | Original in-game message | | `strippedMessage` | string | Message without timestamp or channel prefix, used for deduplication | | `creatureName`, `depositName`, `instanceName`, `craftedItemName`, `landareaName`, `rareItemName`, `discoveredItemName`, `tieredItemName` | string | Populated according to `type`, empty otherwise | | `tieredItemTier` | number | Tier reached, for tiering globals | | `pvpSpree` | number | Kill count, for PvP globals | | `detailRoute` | string or null | Wiki path for the subject, for example `/wiki/creatures/some-slug` | The name fields are always present and are empty strings when they do not apply, rather than being omitted. ### ReceiveTradeMessage | Property | Type | Notes | | --- | --- | --- | | `id` | number | Stable identifier, useful for deduplication | | `channel` | string | Originating in-game channel | | `author` | string | Avatar that posted | | `content` | string | Message text | | `dateTime` | string | UTC timestamp, most recent posting when reposts were collapsed | | `repeatCount` | number | 1 for a single posting, higher when identical reposts were collapsed | | `firstPostedAt` | string or null | First posting time, set only when reposts were collapsed | ### ReceivePvpAction | Property | Type | Notes | | --- | --- | --- | | `attacker` | string | Avatar that got the kill | | `defender` | string | Avatar that was killed | | `weapon` | string | Weapon used | | `dateTime` | string | UTC timestamp | ## Reconnects Use `withAutomaticReconnect()`. Two things to keep in mind when a connection drops and comes back: **Nothing is replayed.** Records broadcast while you were disconnected are gone. If you need an unbroken series, re-fetch the current state from the REST endpoints on reconnect and treat the socket as live updates only. **Group membership is not restored.** Automatic group joins are re-applied by the server, so globals and trade messages resume on their own. Anything you joined by calling a method, including every PvP subscription, has to be re-invoked: ```ts connection.onreconnected(async () => { await connection.invoke('JoinPvpActions'); }); ``` --- # Tracker data > Query globals, HOFs, ATHs and leaderboard standings over the public read-only REST API. Source: https://www.entropiacentral.com/documentation/api-reference/tracker-data Last updated: 2026-07-30 --- Everything Entropia Central records from tracked play is readable over a plain REST API. Globals, HOFs and ATHs, the 24 hour summaries behind the site's own dashboards, and the leaderboard standings are all public and need no credentials. These endpoints are read-only. For a live push feed rather than polling, see [SignalR hubs](https://www.entropiacentral.com/documentation/api-reference/signalr-hubs). All paths below are relative to `https://api.entropiacentral.com`. ## Listing globals ```http GET /globals ``` Returns a paginated, filtered list. Every parameter is optional. | Parameter | Type | Notes | | --- | --- | --- | | `type` | string | Hunting, Mining, Space Mining, Construction, Discovery, Rare Item, Tiered Item or PvP | | `creatureName` | string | Filter by creature | | `creatureId` | number | Filter by wiki creature id | | `isHof`, `isAth`, `isTeam` | boolean | Classification filters | | `minValue`, `maxValue` | number | Value range in PED | | `fromDate`, `toDate` | date | Time range | | `search` | string | Full text search across the original message, so it matches avatars, creatures, items and deposits | | `sortBy` | string | `DateTime`, `GlobalValue`, `AvatarName` or `Type`. Defaults to `DateTime` | | `sortOrder` | string | `asc` or `desc`. Defaults to `desc` | | `pageNumber` | number | Defaults to 1 | | `pageSize` | number | Defaults to 10, **maximum 30** | Anything outside those bounds returns `400`, including a `minValue` above `maxValue`, a `fromDate` after `toDate`, or a `sortBy` outside the four accepted fields. The API does not silently clamp, so validate before you send. ```bash curl "https://api.entropiacentral.com/globals?type=Hunting&minValue=1000&pageSize=30" ``` ## Recent globals ```http GET /globals/recent?count=50 ``` `count` accepts 1 to 200 and defaults to 50. This reads from cache and falls back to the database, so it is the cheaper option when you just want the latest activity rather than a filtered query. ```http GET /globals/last-5 ``` A fixed-size version of the same feed intended for compact widgets. Note it currently returns **seven** entries despite the name, so read the length rather than assuming five. ## Twenty-four hour summaries ```http GET /globals/top-24h?excludeTeams=false ``` The top 10 globals by value for each profession over the last 24 hours: hunting, mining, space mining, construction and PvP sprees. `excludeTeams` only affects hunting and space mining. Cached for five minutes. ```http GET /globals/activity-24h ``` Hourly counts over the last 24 hours broken down by profession, one bucket per hour with gaps filled as zero, so it can be charted directly without post-processing. Cached for 60 seconds. ## Inspecting one global in context ```http GET /globals/inspect/{id} ``` Returns a single global plus up to 20 globals either side of it chronologically. Useful for verifying a record or seeing what surrounded it. Returns `404` if the id does not exist. ## Leaderboards ```http GET /leaderboard/overall GET /leaderboard/hunting GET /leaderboard/mining GET /leaderboard/space-mining GET /leaderboard/construction GET /leaderboard/pvp ``` Each accepts `page` (defaults to 1) and an optional `search` to find a specific avatar. ### How points are earned Standings cover a **rolling three month window** and **exclude team globals** entirely. | Activity | Points | | --- | --- | | Hunting global worth 50 PED or more | 6 | | Hunting global under 50 PED | 3 | | Mining global | 6 | | Space mining global | 6 | | Construction global | 6 | | PvP, per kill in a spree | 2 | | PvP, per recorded kill action | 0.5 | | Rare item | 0.5 | | Tiering | 5 | | Discovery | 50 | Two things follow from this that are not obvious. Mining, space mining and construction globals score a flat 6 regardless of value, so a 40 PED mining claim is worth the same as a 4,000 PED one, while hunting is the only profession with a value threshold. And a single discovery is worth 50 points, more than eight hunting globals, which is why a discovery can move an avatar up the standings overnight. Leaderboards are rebuilt by a scheduled job rather than on write, so a global will appear in the feeds before it is reflected in the standings. ## Notes for polling Prefer `/globals/recent` over a filtered `/globals` query when you are polling, since it is cache-backed. If you need every record as it happens rather than on an interval, use the [globals hub](https://www.entropiacentral.com/documentation/api-reference/signalr-hubs#available-hubs) instead of polling at all. Page size on `/globals` is capped at 30, so pulling a large history means many requests. Filter by date range and walk backwards rather than paging deep into an unfiltered list. --- # Wiki > Read the item, creature and blueprint database over the public REST API, including cross-category search. Source: https://www.entropiacentral.com/documentation/api-reference/wiki Last updated: 2026-07-30 --- The wiki database is readable over a public REST API. Every category follows the same two-endpoint shape, so once you have used one you have used all of them. These endpoints are read-only and need no credentials. Writing to the wiki happens through the site, and requires maintainer access. See [creating and editing wiki entries](https://www.entropiacentral.com/documentation/wiki/editing-the-wiki). All paths below are relative to `https://api.entropiacentral.com`. ## The shape of every category ```http GET /{category} list, filtered and paginated GET /{category}/{slug} a single entry ``` Entries are addressed by **slug**, never by internal id, and slugs match the ones in the site's own URLs. If you can see it at `entropiacentral.com/wiki/creatures/atrox`, then `GET /creatures/atrox` is the same entry. ## Categories | Path | Contents | | --- | --- | | `/weapons` | Weapons with damage, DPS, DPP, range, decay and efficiency | | `/weapon-attachments` | Scopes, sights and amplifiers | | `/creatures` | Creatures with health and level data | | `/armors` | Armour sets | | `/armor-parts` | Individual armour pieces | | `/armor-platings` | Plating | | `/materials` | Ores, enmatters and loot materials | | `/tier-materials` | Tiering components | | `/blueprints` | Crafting recipes and their requirements | | `/finders`, `/finder-amplifiers` | Mining finders and amplifiers | | `/excavators` | Excavators | | `/healing-tools` | Healing tools | | `/enhancers` | Weapon and tool enhancers | | `/fishing-rods`, `/fishing-rod-attachments`, `/fish` | Fishing | | `/cooking-stoves`, `/consumables` | Cooking and consumables | | `/mindforce-implants` | Mindforce | | `/pets` | Pets | | `/clothes` | Clothing | | `/effects` | Effects applied by items | | `/codexes` | Codex entries | | `/landareas`, `/planets`, `/asteroids` | Locations | The site's wiki hub is the authoritative list if a new category appears. ## Listing parameters Shared by every category: | Parameter | Type | Notes | | --- | --- | --- | | `search` | string | Matches within the category | | `sortBy` | string | Category-specific field. Defaults to `Name` | | `sortOrder` | string | `asc` or `desc`. Defaults to `asc` | | `pageNumber` | number | Defaults to 1 | | `pageSize` | number | Defaults to 20, **maximum 50** | Each category adds its own filters. Weapons, for example, accept `type`, `class`, `source`, `limited`, and range filters `minDamage`, `maxDamage`, `minRange`, `maxRange`, `minDps`, `maxDps`, `minDpp`, `maxDpp`, and sort on `Name`, `Damage`, `Range`, `Dps`, `Dpp`, `Decay`, `TT`, `Efficiency`, `Type` or `Class`. Invalid combinations are rejected with `400` rather than corrected, including a minimum above its matching maximum, a page size over 50, or a `sortBy` the category does not recognise. ```bash curl "https://api.entropiacentral.com/weapons?class=Rifle&minDps=100&sortBy=Efficiency&sortOrder=desc" ``` ## A single entry ```http GET /weapons/{slug} GET /creatures/{slug} ``` Returns the full entry including its relationships, so a creature carries its loot and a blueprint carries its materials. Unknown slugs return `404`. ### Extras worth knowing A few categories expose more than the standard pair: | Endpoint | Returns | | --- | --- | | `GET /weapons/types` | The distinct weapon types, for building a filter UI | | `GET /weapons/skill-tree?type=` | The skill tree, optionally narrowed to one weapon type | | `GET /creatures/{slug}/stats` | Aggregate statistics for a creature | | `GET /creatures/{slug}/activity` | Recent activity involving that creature | ## Search across everything ```http GET /search?q=atrox&limit=20 ``` One call across every indexed category, rather than per-category `search`. | Parameter | Notes | | --- | --- | | `q` | Required, **minimum 2 characters**. Shorter returns `400` | | `limit` | 1 to 50, defaults to 20. Out-of-range values fall back to 20 rather than erroring | Results come back grouped by entity type, each with a slug, name, description and a relevance rank. Names are weighted above descriptive text, so an exact item name outranks a passing mention. Build links from results client-side by pairing the entity type with the slug, which is how the site's own search does it. That keeps URL structure in one place instead of baked into responses. ## Practical notes **Slugs are the contract.** They are stable and they are what the site links to. Store slugs rather than internal ids, which are not part of the public surface and carry no guarantee. **Empty is not missing.** Wiki entries are community maintained and fields are filled in as they are verified. A blank field means nobody has confirmed that number yet, not that it is zero. Treat missing values as unknown rather than defaulting them. **Page size caps at 50.** Mirroring a whole category means paging. Sort by a stable field, since paging through a result set ordered by something that changes will skip and repeat rows. --- # Avatars and statistics > Avatar and team profiles, cross-category search, and the site-wide activity and game health figures. Source: https://www.entropiacentral.com/documentation/api-reference/avatars-and-stats Last updated: 2026-07-30 --- Public profile data for avatars and teams, the search index that powers the site's own search box, and the aggregate statistics behind its dashboards. All paths are relative to `https://api.entropiacentral.com`. See the [overview](https://www.entropiacentral.com/documentation/api-reference/overview) for conventions shared by every endpoint. ## Avatars ```http GET /avatars?search=&pageNumber=1 ``` Lists avatars with their headline counts: total globals, a breakdown by profession, and PvP kills. **Page size is fixed at 20 and cannot be changed**, so a `pageSize` parameter is accepted and ignored. ```http GET /avatars/{slug} ``` One avatar's profile. ```http GET /avatars/{slug}/globals?pageNumber=1&pageSize=20&type=Hunting,Mining ``` That avatar's globals. Page size defaults to 20 and goes up to 100, which is the largest page any globals endpoint offers, so this is the efficient way to pull one avatar's history. `type` is comma-separated and accepts `Hunting`, `Mining`, `Space Mining`, `Construction`, `Rare item` and `Discovery`. **Unrecognised values are dropped without an error**, and if every value you send is unrecognised the filter is dropped too and you get everything back. Nothing tells you this happened, so check your spelling against the list above rather than against the results. ```http GET /avatars/{slug}/top-achievements GET /avatars/{slug}/monthly-activity ``` Best records and a month-by-month activity series, the latter ready to chart without post-processing. ## Teams Teams follow the same shape: ```http GET /teams?search=&pageNumber=1 GET /teams/{slug} GET /teams/{slug}/globals GET /teams/{slug}/monthly-activity ``` Page size on the list is likewise fixed at 20. Teams here are the in-game hunting teams that globals are attributed to, identified by team name. A team global counts for the team and appears on the team's profile. ## Search ```http GET /search?q=atrox&limit=20 ``` The same index the site's own search box uses. Results come back grouped by entity type. | Parameter | Notes | | --- | --- | | `q` | Required, minimum 2 characters. Shorter returns `400` | | `limit` | 1 to 50, defaults to 20. Out-of-range values fall back to 20 rather than erroring | Matching is prefix-based and every word must match, names outrank descriptions, and a fuzzy fallback runs only when the exact search finds nothing. Armour parts are excluded from results by design. The behaviour is described in full in [searching the wiki](https://www.entropiacentral.com/documentation/wiki/searching-the-wiki). ## Site activity ```http GET /stats/last24h GET /stats/lastweek GET /stats/lastmonth ``` Aggregate activity over each window. ```http GET /stats/tracker-stats-last24h GET /stats/tracker-stats-lastmonth ``` Tracker-specific figures: globals recorded, total value and active avatars, with a comparison against the preceding period so you can render a trend without fetching twice. ## Game health ```http GET /stats/game-health GET /stats/game-health/daily?page=1&pageSize=30 GET /stats/game-health/monthly?page=1&pageSize=12 ``` Unique active avatars over time, which is the closest thing available to a public measure of how busy Entropia Universe is. Daily defaults to the last 30 days and monthly to the last 12 months; page 1 is the most recent, and paging walks backwards through history. Read this for what it is: a count of avatars we saw global, not a player count. It undercounts everyone who plays without globalling and everyone who globals without being tracked. It is useful as a **trend** rather than as an absolute number, and comparisons across time are the only sound way to use it. --- # Events and challenges > Read community events, challenges, their leaderboards, participants and progress over the public API. Source: https://www.entropiacentral.com/documentation/api-reference/events-and-challenges Last updated: 2026-07-30 --- Community events and challenges are public, including their live leaderboards, so a society site or a stream overlay can show standings without anybody signing in. All paths are relative to `https://api.entropiacentral.com`. Managing an event is done through the site and is not covered here; see [running your event](https://www.entropiacentral.com/documentation/events/running-your-event). ## Listing events ```http GET /events?status=Active&pageNumber=1&pageSize=20 ``` | Parameter | Notes | | --- | --- | | `search` | Matches the event name | | `type` | Event type | | `status` | Event status, for example the active ones | | `sortBy` | Defaults to `StartDate` | | `sortOrder` | `asc` or `desc`, defaults to `desc` | | `pageNumber`, `pageSize` | Default to 1 and 20 | List items are deliberately light: name, slug, type, status, dates, organiser, participant and category counts, and the banner. Fetch the detail endpoint when you need more. ```http GET /events/{slug} ``` ## Event leaderboards ```http GET /events/{slug}/leaderboard/{categoryId}?pageNumber=1&pageSize=50 ``` Standings for one category of an event. An event can have several categories scored independently, which is why the category id is part of the path rather than optional; the ids come from the event detail response. The response carries `items`, `totalCount`, `pageNumber`, `pageSize` and `totalPages`. Standings update as globals are matched, so this endpoint is live during an event. If you are displaying it during a competition, use the [SignalR hubs](https://www.entropiacentral.com/documentation/api-reference/signalr-hubs) for push updates rather than polling this on a timer. ```http GET /events/{slug}/globals?offset=0&pageSize=10&search=&sortBy=&sortDir= ``` The globals that scored for an event. Note this one takes an `offset` rather than a page number, unlike the leaderboard next to it. ```http GET /events/{slug}/participants GET /events/{slug}/teams GET /events/{slug}/statistics ``` Participants and team rosters are public so entrants can confirm they are registered. Statistics cover the event as a whole, including its top creatures. ```http GET /events/templates ``` The event templates available when creating one, which is useful mainly for describing what kinds of events exist. ## Challenges ```http GET /challenges?status=&search=&pageNumber=1&pageSize=20 GET /challenges/{slug} ``` Challenges are tiered goals rather than a competition between entrants, so instead of a leaderboard they expose progress and completions. ```http GET /challenges/{slug}/progress/{avatarName} ``` One avatar's progress through a challenge. Takes the **avatar name**, not a slug, and returns `404` when that avatar has no progress recorded rather than an empty result. Treat `404` as "has not started", not as an error. ```http GET /challenges/{slug}/completions?pageNumber=1&pageSize=50 GET /challenges/{slug}/participants?pageNumber=1&pageSize=50 ``` Who has finished it, and who is taking part. ```http GET /challenges/avatar/{avatarName}?pageNumber=1&pageSize=20 ``` Every challenge one avatar is progressing through, which is the endpoint to use for a personal progress panel rather than fetching each challenge separately. ```http GET /challenges/{slug}/trophy ``` The trophy awarded for completing it. ## Notes Slugs are stable, so an event or challenge URL you store keeps working. Standings and progress are derived from globals as they are matched, and matching is not instantaneous. A global appears in the globals feeds before it is reflected in an event's standings. During a live event that lag is usually seconds; immediately after one closes it is worth waiting before treating the standings as final. --- # Web app > Changes to entropiacentral.com, newest first. Source: https://www.entropiacentral.com/documentation/release-notes/web Last updated: 2026-07-30 --- The website is deployed continuously rather than in numbered versions, so releases are identified by date. Everything below shipped to production on the date given. Entries begin at June 2026, when this log started. Earlier changes shipped without being recorded and are not reconstructed here. ## 2026-07-29 **The assistant answers questions about the site.** The Entropia Universe Assistant now reads this documentation as well as our recorded data, so questions like why a global is missing, what earns leaderboard points or how to set up notifications get a real answer. Answers that came from a page link back to it, and it says when something is not documented rather than guessing. **The assistant is easier to reach.** It moved out of the top navigation into an icon beside search, and a button in the bottom-right corner of every page opens it. The chat itself dropped its header bar, and the empty screen now sets out what it can and cannot answer, with example questions grouped by topic. **Documentation section.** A new documentation section at `/documentation`, covering the tracker, the wiki, events and challenges, integrations, account and privacy, and the public API. Every page is also published as raw markdown by appending `.md` to its URL, and the whole corpus is available in one file for AI tools that want to read it. Documentation is now searchable from the site's own search box alongside the wiki. ## 2026-07-23 **Guides and FAQs on wiki category pages.** All 24 remaining wiki list pages gained written introductions and frequently asked questions specific to their category, rather than dropping straight into a table. **AI crawler support.** Added `llms.txt`, which describes the site's structure to AI tools in a format they can read directly. **Per-category search metadata.** Each wiki category now carries its own page description and keywords instead of sharing a generic one. ## 2026-07-22 **AI assistant.** A new assistant that answers questions about our data, available to premium subscribers. It queries the same indexed data the site uses, so its answers come from the database rather than from guesswork. **Assistant on mobile.** The assistant chat was reworked for small screens, and the conversation history drawer now behaves correctly. **Duplicate trade messages grouped.** The same listing posted repeatedly across channels is now shown once rather than filling the feed. **Clearer error messages.** A request abandoned by the server no longer reports itself as a network problem, which was sending people to check their connection over a fault at our end. ## 2026-07-19 **Team names link to team profiles.** In event leaderboards and globals, a team name now links to that team's profile rather than to an avatar page. ## 2026-07-18 **Advertising and cookie settings.** Advertising integration was added, along with a cookie settings link that is available whenever advertising is running, and the legal pages were updated to match. Premium removes advertising entirely. ## 2026-06-27 **Streamer leaderboard pop-out improvements.** Streamers can highlight their own row, and the columns were rebalanced to give more room to player and team names. ## 2026-06-26 **Participant management for event organisers.** Large participant lists gained search, filtering and paging. Avatars that do not match anything in our system are flagged, and organisers can correct a misspelled avatar name inline instead of removing and re-adding the entrant. **Live leaderboard animation.** Position changes animate on both the event page and the streaming pop-out, so a move is visible rather than appearing as a silent renumbering. **Event statistics widget.** Event pages gained a statistics panel, including the creatures that produced the most scoring globals. **Fixes.** Event status display corrected, co-managers moved into the event information panel, and dropdowns no longer render underneath the toolbar. ## 2026-06-20 **Live event leaderboards.** Event standings update in real time over SignalR instead of requiring a refresh. **Streaming pop-out.** A dedicated leaderboard window for streamers, with automatic reconnection. **Event globals feed.** Event pages show the globals that scored, with a view-all dialog that sorts by time, value or avatar and defaults to value. ## 2026-06-15 **Server-side rendering fixes.** Two faults were causing pages to be served as an empty shell that filled in afterwards, which affected how search engines saw the site. Both were in how the app handled headers added by the reverse proxy. ## 2026-06-13 Wider hall of fame board. ## 2026-06-06 Fixed companion app links being blocked by ad blockers, and a menu fault. --- # Mobile app > Changes to the Entropia Central app for Android and iOS, newest first. Source: https://www.entropiacentral.com/documentation/release-notes/mobile Last updated: 2026-07-30 --- One app serves both Android and iOS, built from a single codebase and released to both stores together under the same version number. Store releases are not instant. Once a version is submitted it goes through each store's review before it reaches you, so the date below is the date it was released rather than the date it appeared on your device. Updates also depend on your own automatic update settings. ## 1.2.0 **Events and challenges.** The events and challenges system arrived on mobile: browsing events, following leaderboards, and tracking challenge progress from your phone. **Sign in with Google and Apple.** Both providers are now supported. Because neither knows your Entropia Universe avatar name, you are asked for it once after signing in, and it is matched to your avatar the same way registration does. See [creating an account](https://www.entropiacentral.com/documentation/account/creating-an-account). **Production API by default.** Release builds now target the production API without needing to be configured, which removes a class of "the app shows nothing" reports caused by builds pointing somewhere else. ## 1.1.0 Store readiness work ahead of publication. No user-facing features. ## 1.0.0 First release. The mobile companion covers the wiki, avatar profiles, leaderboards, live feeds and notifications, reading from the same data as the website. The app is read-heavy by design. It is a companion for looking things up and following activity, not a second copy of the website, and features like wiki editing, running events and the dashboard remain on the web. ## What the app does not collect No advertising identifier, no location, no contacts, photos, camera or microphone. There are no third-party SDKs or advertising frameworks in the app, so nothing in it talks to anywhere except our own servers. The detail is in [your data and privacy](https://www.entropiacentral.com/documentation/account/your-data-and-privacy#what-the-mobile-app-sends). --- # Desktop app > Changes to Entropia Central Tracker, the desktop companion, newest first. Source: https://www.entropiacentral.com/documentation/release-notes/desktop Last updated: 2026-07-30 --- Entropia Central Tracker is the Windows companion that reads your Entropia Universe chat log and turns it into live session data. See [getting started](https://www.entropiacentral.com/documentation/tracker/getting-started) to set it up, and [troubleshooting](https://www.entropiacentral.com/documentation/tracker/troubleshooting) when it is not recording what you expect. ## Current release The tracker currently in distribution provides: - Live tracking of globals, HOFs, ATHs, discoveries, tiering and PvP sprees from the chat log - Hunting, fishing and mining session tracking, with return calculated from logged decay and ammo - Loadout markup, so spend reflects what your gear actually cost rather than only its TT value - Trade radar over the public trade channels - Tracker overlay windows for use while playing - Daily missions - Automatic upload of tracked events to your Entropia Central profile - Privacy Mode, which keeps everything local and sends nothing ## About this log This page starts here. Earlier builds shipped without version numbers or recorded release notes, and reconstructing them after the fact would mean guessing at what changed and when, which is worse than saying nothing. From the next release onward, each version will be listed here with its version number, release date and what changed. ## Updating The tracker does not read anything while it is closed and does not backfill history from before it started, so anything that happened during an update is not recorded. Globals missed that way are not recoverable from your side, though a global seen and submitted by somebody else still appears on the site attributed to you. --- # API > Changes to the Entropia Central API, newest first, including anything affecting public endpoints. Source: https://www.entropiacentral.com/documentation/release-notes/api Last updated: 2026-07-30 --- The API is deployed continuously rather than in numbered versions, so releases are identified by date. Public endpoints are documented in the [API reference](https://www.entropiacentral.com/documentation/api-reference/overview). Changes that alter the shape of a public response are called out explicitly below; anything not marked that way is internal or additive. Entries begin at June 2026, when this log started. Earlier changes shipped without being recorded and are not reconstructed here. ## 2026-07-29 **Assistant reads the published documentation.** The assistant gained a documentation search alongside its data tools, so it can answer questions about how the site works. It reads the corpus the website publishes rather than a copy held here, which means a documentation change reaches it without an API release. Pages it cites are checked against the real corpus before they are returned, so an answer can never link somewhere that does not exist. ## 2026-07-23 Wiki category list pages added to the sitemap. ## 2026-07-22 **AI assistant backend.** Endpoints supporting the assistant, available to premium subscribers. The assistant answers from the indexed full-text data rather than generating database queries, so it can only report what the index already contains. **Duplicate trade messages grouped.** The same listing posted repeatedly is collapsed into one entry in trade feeds. ## 2026-07-19 **Team profile slugs on event data.** Event leaderboards and event globals now include the team's profile slug, so clients can link to a team profile instead of guessing the URL from the name. *Additive: existing fields are unchanged.* **Case-insensitive team slug matching.** A team slug that does not match exactly now falls back to a case-insensitive match, which fixes team profiles returning `404` because of capitalisation. **Security.** Updated HTML sanitisation dependencies in response to an upstream advisory. ## 2026-07-16 **Weapon skill tree endpoint** added. **Avatars can be on more than one team within an event.** Previously an avatar could belong to one team per event, which did not match how societies actually run team competitions. Importing a roster where an avatar appeared on multiple teams also returned `500`; both are fixed. ## 2026-06-26 **Event statistics endpoint**, including the creatures that produced the most scoring globals. **Participant rename endpoint** for event managers, so a misspelled avatar name can be corrected without removing the entrant and losing their scores. ## 2026-06-22 **Top-N event leaderboards reworked.** This scoring mode was undercounting. It is now computed on demand from a tested calculator rather than read from a stored cache, scoped to registered participants only, and frozen at completion so a finished event's standings cannot drift afterwards. If you recorded standings for a top-N event before this date, they may not match what the event shows now. The current figures are the correct ones. ## 2026-06-20 **Live event leaderboards.** Standings are pushed over SignalR as globals are matched, rather than requiring clients to poll. **Event globals feed is sortable** by time, value or avatar. **Fixed** event owner transfer not persisting. ## 2026-06-15 **Upgraded to .NET 10.** **Interactive API documentation removed** from the API host, and the API is now excluded from search engine indexing. Public endpoints are documented here instead. ## 2026-06-13 **Google and Apple sign-in** support added. **Discord notifications link team names**, so a team global posted to a webhook points at the team's profile. ## 2026-06-05 Contributor premium gift job, admin user management improvements, and fixes to the search index parser and several seeded data sets. --- # 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. Source: https://www.entropiacentral.com/guides/getting-started/what-is-entropia-universe Last updated: 2026-07-30 --- Entropia Universe is a science fiction massively multiplayer online game developed by MindArk PE AB in Sweden. It has been running since 2003, and the thing that makes it unusual is not the setting. It is the economy. There is no subscription and no box price. Instead, the in-game currency is tied to real money at a fixed rate, and every item in the game has a value expressed in that currency. What you own is worth something outside the game, and so is what you spend. ## The real cash economy The currency is the PED, short for Project Entropia Dollar. Its exchange rate is fixed rather than floating: - **10 PED = 1 USD** - **100 PEC = 1 PED** (PEC is used for small amounts, such as the decay on a single shot) You can put real money in, and you can take real money out. That is the defining feature: a deposit converts USD to PED at the fixed rate, and a withdrawal converts PED back. Because the rate does not move, a PED is always a tenth of a dollar, and a piece of equipment worth 500 PED is a piece of equipment worth 50 USD. This changes how the game reads. In most MMOs, currency is a scoreboard and gear is a reward for time spent. Here, ammunition costs money, your weapon wears out as you use it, and the loot you get back is measured against what you spent to get it. Activity in Entropia Universe is closer to running a small business than to grinding a levelling curve. > **The one thing to understand before anything else:** every activity loses value against the trade terminal, for everyone, always. What you recover comes from other players paying above terminal value for what you produce. So the game you are actually playing is against other players in a market, not against the house. [This is an economic game](https://www.entropiacentral.com/guides/economy/the-economic-game) sets that out properly, and it is the most important page in this section. ## What that means in practice A few consequences follow from the economy, and they surprise almost everyone at the start: - **Everything you use is consumed.** Weapons, tools, armour and healing devices lose value as they are used. That loss is called decay, and it is the real cost of playing. See [What decay actually costs you](https://www.entropiacentral.com/guides/economy/decay-and-cost-of-use). - **Loot is a return, not a reward.** Killing a creature returns some value. Over many kills, that return is a percentage of what you spent, and it is always below what you put in before markup is accounted for. See [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns). - **Items are worth what players will pay.** Almost everything can be sold to another player, and the price is usually above the game's own buyback value. The gap is called markup, and it is where most player profit comes from. See [TT value and markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup). - **Nothing is soulbound and there are no levels.** Your avatar has skills rather than a character level, and gear is limited by your profession standing rather than by a level requirement. See [How skills work](https://www.entropiacentral.com/guides/avatar/how-skills-work). ## You do not have to deposit Entropia Universe is genuinely free to enter. You can create an avatar, land on a planet and start playing without spending anything. There are activities that cost nothing but time and produce something sellable, and there are ways to build up a small balance from zero. It is slow. It is also real: the PED you earn that way is the same PED everyone else uses. [Playing without depositing](https://www.entropiacentral.com/guides/getting-started/playing-without-depositing) covers what those routes actually are and how far they go. ## One universe, several planets Entropia Universe is a single shared universe containing several planets, each run by its own development partner with its own creatures, missions and storyline. Your avatar is one avatar everywhere: your skills, your items and your PED travel with you between planets, and the auction and economy are largely shared. Planet Calypso is the oldest and the busiest, and it is where most new players start. [The planets](https://www.entropiacentral.com/guides/world/the-planets) covers the rest. ## What this section covers These guides describe the game itself: how skills and professions work, what hunting, mining and crafting involve, and how the economy behind them fits together. They are written for players rather than about this site. If you are looking for how Entropia Central works instead, that lives in the [documentation](https://www.entropiacentral.com/documentation). For the numbers behind a specific weapon, creature or blueprint, use the [wiki](https://www.entropiacentral.com/wiki). > Entropia Central is a fan-operated community platform. It is not affiliated with MindArk PE AB, and nothing here is official. --- # Creating your avatar > Registering, choosing a name you will keep forever, picking a starting planet, and the handful of early choices that actually matter. Source: https://www.entropiacentral.com/guides/getting-started/creating-your-avatar Last updated: 2026-07-30 --- Creating an avatar is free and takes a few minutes. Two of the choices you make are permanent, and the rest are cosmetic or reversible, so it is worth knowing which is which before you click through. ## Registering You register an account on the Entropia Universe website, download the client and install it. The client is a large download and patches frequently, so allow time for the first launch. An account holds one avatar. Multiple avatars per person are not permitted, and because real money moves through the system, the account is tied to a verified identity rather than an email address alone. Take the verification seriously: an unverified account runs into limits later, particularly around withdrawing. ## Your avatar name is permanent Your name has three parts: a first name, a nickname shown in quotes, and a surname. Together they identify you to every other player, on every planet, forever. Avatar names cannot be changed. The nickname is the part people will actually call you, so treat it as the real decision. Things worth thinking about: - It is the name attached to every trade you ever make, and reputation in a real cash economy is worth having. - It appears in global messages when you get a large loot, so it becomes public. - Names that read as a joke at the start of a hobby tend not to age well over years. ## Choosing a starting planet You pick a planet to land on. This is not permanent: you can travel between planets later, and your avatar carries its skills, items and PED with it. Most new players should start on **Planet Calypso**. It is the oldest planet, has the largest population, the deepest wiki coverage, the most active markets, and the most other people around to answer a question. Starting somewhere quieter is a reasonable choice once you know what you are doing, and a lonely one before that. [The planets](https://www.entropiacentral.com/guides/world/the-planets) describes what each one is like. ## Appearance Appearance is chosen at creation and can be changed later at a style shop for a fee, so nothing here is locked in. Spend as long as you like, but do not agonise: nobody else is looking closely, and every avatar spends most of its time inside armour anyway. ## The first thing to do in game New avatars start in a tutorial area with a set of introductory missions. Do them. They are short, they hand you the basic controls, and they give you a small amount of starting equipment and a first taste of the loot loop. More importantly, they are the safest place to learn the interface. Once you leave, everything you do costs something. [Your first hours](https://www.entropiacentral.com/guides/getting-started/your-first-hours) picks up from there. ## Things to be careful about immediately Because the currency is real, the game attracts the same people who target any real-money system. Two rules from the first minute: - **Nobody legitimate will ever ask for your password.** Not support, not a society recruiter, not a helpful stranger. MindArk staff do not ask for it either. - **Enable two-factor authentication** on your account as soon as you have one. An account with a balance and items in it is worth stealing. [Trading safely](https://www.entropiacentral.com/guides/economy/trading-safely) covers the rest of the common scams. Read it before your first real trade, not after. --- # 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. Source: https://www.entropiacentral.com/guides/getting-started/your-first-hours Last updated: 2026-07-30 --- The tutorial ends and hands you an avatar, a small amount of gear and no particular direction. This page is what to do next. ## Learn the trade terminal first The trade terminal, usually shortened to **TT**, is a machine you will find in every settlement. It buys and sells at fixed prices set by the game rather than by players, and it is the reason every item has a baseline value. Three things it does that matter immediately: - **It sells basic gear and ammunition** at a fixed price, always available. - **It buys anything back** at that item's current TT value. This is the floor under every price in the game. - **It repairs** damaged items, restoring the value that decay removed, for a fee. Understanding the TT is understanding most of the economy. [TT value and markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup) goes into what the gap between TT price and player price actually means. ## Do the early missions Every planet has a chain of introductory missions that walk you through the activities: kill some low-level creatures, deliver something, try a bit of mining. They are designed to cost very little and they reward skills rather than loot. Do them properly rather than skipping ahead. Early skill gains are cheap and fast, and the missions are the cheapest skills you will ever get. [How skills work](https://www.entropiacentral.com/guides/avatar/how-skills-work) explains why that matters. ## Try each activity before committing to one There are five professions you can earn from: hunting, mining, crafting, space mining and fishing. The first three are where nearly everyone starts. They feel completely different, they suit different temperaments, and there is no way to know which one you like from a description. - **[Hunting](https://www.entropiacentral.com/guides/hunting/how-hunting-works)** is active and immediate. You shoot creatures and they drop loot. - **[Mining](https://www.entropiacentral.com/guides/mining/how-mining-works)** is slower and more solitary. You drop probes and bombs and walk between claims. - **[Crafting](https://www.entropiacentral.com/guides/crafting/how-crafting-works)** is done at a machine, in bulk, and is closer to running a production line. Space mining and fishing are the other two. Both are specialist enough to be worth approaching once the basics are behind you. Spend a small amount on each. A few hours of each is enough to know which one you want to learn properly. All five behave the same way economically, and it is not the way a new player expects. Read [This is an economic game](https://www.entropiacentral.com/guides/economy/the-economic-game) before you spend anything meaningful on any of them. ## The expensive mistakes Almost every new player makes at least one of these. They are worth naming. **Buying an expensive weapon early.** Your profession standing determines how well you use a weapon, not how much you paid for it. A high-tier weapon used below its intended level is worse than a cheap one used at the right level, and you have spent real money to be less effective. [Professions and profession levels](https://www.entropiacentral.com/guides/avatar/professions-and-levels) explains the mechanism. **Not checking markup before buying.** The auction price of an item can be far above its TT value, and that difference is not recoverable if you change your mind. Check what something actually costs against what the trade terminal would give you for it. **Hunting creatures that are too big.** Bigger creatures cost more per kill and punish mistakes harder. The cost per kill scales faster than most new players expect, and a run that goes badly on large creatures goes badly by a lot. **Selling loot to the trade terminal without checking.** Some loot is worth much more to players than to the TT. Selling a rare material at TT price because it was convenient is a small, permanent, self-inflicted loss. [TT value and markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup) covers how to tell the difference. **Depositing to chase a loss.** The economics do not change because you are behind. Set a budget before you start and treat it as entertainment spending, because that is what it is. ## Track what you are doing from the start You cannot tell whether an activity is working for you without a record of what went in and what came out. Memory is unreliable and optimistic, and a single good loot will convince you that a losing setup is profitable. [Entropia Central Tracker](https://www.entropiacentral.com/tracker) reads your chat log and records loot, costs and returns per session automatically, and [Getting started with Entropia Central Tracker](https://www.entropiacentral.com/documentation/tracker/getting-started) explains how to set it up. Starting from day one gives you a real answer to "is this working" long before you have spent enough to care about the answer. ## Find people Entropia Universe is much better with other people in it. Join a society: they are player-run groups, most of them will take a new player, and having somewhere to ask questions is worth more than any piece of starting gear. The in-game chat channels are busy, and the community runs its own events, discords and forums. [Societies](https://www.entropiacentral.com/documentation/social/societies) covers how they work on this site. --- # 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. Source: https://www.entropiacentral.com/guides/getting-started/playing-without-depositing Last updated: 2026-07-30 --- Entropia Universe has no subscription and no purchase price, and you can play indefinitely without ever depositing. This page is about what that actually looks like, because the honest version is more useful than the encouraging one. ## Sweating Sweating is the classic free-to-play activity. You use a Mind Force tool that costs nothing to fire on a creature, and it produces **Vibrant Sweat**, which is a material other players buy. - The tool required is available from the trade terminal and does not decay in the way weapons do, so the activity has no running cost beyond your time. - Sweat is sold to other players in bulk, usually through the auction or in dedicated sweat camps where organised buyers operate. - The pay per hour is low. This is unskilled labour in a real economy, and it is priced accordingly. Sweating is how a lot of players fund their very first weapon and ammunition. It is also the least interesting hour of the game, so treat it as a means to an end. ## Other zero-cost or near-zero-cost routes - **Free missions and events.** Planets run introductory mission chains that pay small rewards, and community organisers frequently run free-entry events. These are worth doing regardless. - **Collecting and reselling.** Some low-value materials can be gathered with cheap or free tools and sold to players above their trade terminal price. - **Services.** Players pay other players for healing in a hunting team, for transport, for crafting a batch of items, or for running an auction sale on their behalf. This scales with reputation rather than with equipment, so it is available to a new avatar with time to spend. - **Contributing outside the game.** Community sites, guides and tools are largely built by players. That is not PED, but it is a way to be part of the economy without money. ## Building a bankroll from zero The realistic path from nothing looks like this: 1. Do every free mission on your starting planet. 2. Sweat or gather until you have enough for a cheap weapon and a stock of ammunition. 3. Hunt small creatures with cheap gear, keeping the cost per kill as low as it will go. 4. Sell loot that carries markup to players rather than to the trade terminal. 5. Reinvest, slowly. Each step multiplies a small number by a small number. It works, and it takes a long time. ## The honest version Playing without depositing is possible but it is not fast, and it is not a way to make money. The economy takes value out of circulation continuously through decay and fees, which means the average participant ends a period with less than they started, before markup. A player with no deposits is not exempt from that arithmetic, they are just funding it with time instead of money. What free play is genuinely good for: - Learning the game before deciding whether to spend anything on it. - Playing at a pace you can sustain forever, with no budget to blow. - Finding out whether you enjoy the game itself rather than the thrill of a large loot. What it is not good for: getting rich, keeping up with players who deposit, or reaching high-level content in any reasonable time. ## If you do decide to deposit Set a budget first, in real money, and treat it as the cost of entertainment rather than an investment. The one habit that separates players who enjoy this game for years from players who leave angry is deciding the number before playing rather than during. [How money enters and leaves the game](https://www.entropiacentral.com/guides/economy/deposits-and-withdrawals) covers the mechanics of both directions. --- # 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 --- 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). --- # 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. Source: https://www.entropiacentral.com/guides/avatar/how-skills-work Last updated: 2026-07-30 --- Entropia Universe has no character level and no experience bar. Instead your avatar holds a long list of individual skills, each with its own value, and each rising as you do the activity it belongs to. This is the single most important structural difference from other MMOs, and it drives almost everything else about progression. ## Skills rise through use You gain a skill by doing the thing it measures. Firing a rifle raises rifle skill. Taking damage raises the skills that relate to surviving damage. Healing someone raises healing skills. Mining raises prospecting and extraction skills. There is no way to train a skill without doing the activity, and there is no way to buy skill directly from the game. The only shortcut is buying skill from another player, which is covered in [Skill chips and transfers](https://www.entropiacentral.com/guides/avatar/skill-chips-and-transfers). Three consequences follow: - **Skill gain is a byproduct of spending.** Because activities cost money, skills cost money. A skill point is not free time, it is a purchase you made while doing something else. - **Skills never go down.** Nothing decays your skills and nothing resets them. Progress is permanent, which is why long-term players are genuinely far ahead. - **Diminishing returns set in.** Early skill gain is fast and cheap. The same activity later moves the number by a much smaller amount. Getting from nothing to competent is quick; getting from competent to top tier is the work of years. ## Skills are individually meaningless Very few skills do anything on their own. What matters is that groups of them feed into a **profession**, and the profession is what actually changes your effectiveness. For example, hitting things with a rifle draws on several related skills at once, and those skills combine into a rifle-related profession standing. Raise any of them and the profession moves; the profession is what determines how well you use a rifle. This is why "what skills should I train" is usually the wrong question. The right question is which profession you want to raise, and then which activity raises the skills feeding it. [Professions and profession levels](https://www.entropiacentral.com/guides/avatar/professions-and-levels) covers that mapping. ## Skill gain follows what you use The game gives skill for the equipment and activity you actually used, so what you gain is decided by how you play rather than by a choice you make in a menu: - A weapon that fires quickly for small damage and a weapon that fires slowly for large damage will not gain skill at the same rate for the same money spent. - Doing the activity yourself gains the skill. Being carried through content by someone else does not. - Support roles gain their own skills. A dedicated healer in a hunting team is progressing a real profession, not sitting out. ## What skills are worth Skills have a real market value, because they can be extracted and sold. That gives an odd but useful framing: as you play, part of what you spend converts into an asset you could in principle sell later. Do not overread this. The transfer is lossy, the market for most skills is thin, and treating skill gain as an investment return is how people talk themselves into unprofitable activity. It is better understood as a partial rebate on the cost of playing than as a reason to play. ## Where to look them up Your avatar's skills are visible in the client. For what a given skill feeds into and where it sits in the wider system, the [skills section of the wiki](https://www.entropiacentral.com/wiki/skills) lists them with their descriptions, and the [professions section](https://www.entropiacentral.com/wiki/professions) shows what they combine into. ## The practical advice For a new player, the useful version of all this is short: 1. Pick an activity you enjoy, because you are going to do a lot of it. 2. Use equipment appropriate to your current standing rather than the most expensive thing you can afford. 3. Do not chase skills for their own sake. Do the activity efficiently and the skills follow. 4. Expect the first months to feel fast and everything after that to feel slow. That is the design, not a mistake you made. --- # 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. Source: https://www.entropiacentral.com/guides/avatar/professions-and-levels Last updated: 2026-07-30 --- A profession is not something you choose. It is a value calculated from a group of your skills, expressed as a level, and it is the number the game consults when it decides how effectively you use a piece of equipment. If skills are the raw inputs, professions are the output that matters. ## Professions gate equipment, not levels Most equipment has a profession level associated with it. Using an item at or above its level means you get its full performance. Using it below that level means you get less than the item is capable of, while still paying the full cost of using it. That last part is the trap that costs new players real money. An expensive weapon used underlevelled is not "a head start". It is the same running cost for worse results, every single shot, until your profession catches up. The correct approach is unglamorous: use equipment matched to where you are now, and upgrade when the profession level says you can. ## How the levels behave Profession levels rise as the skills feeding them rise, which means they slow down the same way skills do. Early levels arrive quickly. Later ones represent a very large amount of activity. Because a profession is derived from several skills, it can be raised by more than one route. Two players at the same profession level may have arrived there with quite different skill profiles. ## Reaching a new level matters more than it looks Crossing into a new profession level does two things: - **It unlocks equipment** that requires that level, or lets you use equipment you already own at its full effect. - **It pays a reward.** The game grants something on reaching a new level in a profession, which is a small but real offset against the cost of getting there. ## The five you earn a living from When players talk about "the professions", they usually mean the five economic activities: things you spend on and get output back from. | Profession | Guide | |---|---| | Hunting | [How hunting works](https://www.entropiacentral.com/guides/hunting/how-hunting-works) | | Mining | [How mining works](https://www.entropiacentral.com/guides/mining/how-mining-works) | | Crafting | [How crafting works](https://www.entropiacentral.com/guides/crafting/how-crafting-works) | | Space mining | not yet covered | | Fishing | not yet covered | All five have the same economic shape: you buy inputs, you produce output, you lose against the trade terminal, and you recover the difference in markup from other players. See [This is an economic game](https://www.entropiacentral.com/guides/economy/the-economic-game). ## The families of profession In the game's own terms, professions are broader than those five and cover support roles too: - **Hunting professions**, split by weapon family. Ranged weapons and melee weapons progress separately, and within ranged, different weapon classes have their own professions. - **Defensive and support professions**, covering surviving damage and healing others. - **Mining professions**, split between locating deposits and extracting them. - **Crafting professions**, split by what you are manufacturing. - **Mind Force professions**, covering the chip-based abilities. See [Mind Force](https://www.entropiacentral.com/guides/avatar/mind-force). - **Other specialist professions** attached to specific systems, such as taming or vehicle use. The [professions section of the wiki](https://www.entropiacentral.com/wiki/professions) has the full list with the skills that feed each one. ## Choosing what to raise Two honest observations: **Specialising is more efficient than spreading.** Because progression slows as it goes, being level 40 in one profession takes far less total activity than being level 20 in two. A player who does one thing well is generally further ahead than one who dabbles. **But the thing you enjoy wins.** You will spend hundreds of hours on this. The most efficient profession you find boring is worse than the second most efficient one you actually want to log in for. A common pattern is one main profession plus one supporting one: a hunter who also crafts their own ammunition, or a miner who refines their own ore. ## How this connects to cost Profession level is not just an unlock. It affects how much you get out of the money you put in, because using equipment at its proper level means the damage, the extraction or the manufacture is happening at full effect for the cost you paid. This is why "level appropriate gear" is repeated so often in this game and taken so seriously. It is not a difficulty setting, it is your cost per result. See [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns) for how that shows up in the numbers. --- # Attributes > The handful of underlying attributes every avatar has, what they affect, and why they rise so slowly. Source: https://www.entropiacentral.com/guides/avatar/attributes Last updated: 2026-07-30 --- Alongside the long list of skills, your avatar has a small number of **attributes**. They are broader than skills, they rise far more slowly, and they affect your avatar generally rather than one activity. ## What they are The attributes cover physical and mental capacity: how much you can carry, how much punishment you can take, how quickly you recover, and how well you handle the mental side of the game such as Mind Force. Because they are broad, they are also unspectacular. No single attribute point changes how a session feels. Their effect is cumulative and appears over years rather than weeks. ## How they rise Attributes gain from doing the activities associated with them, in the same use-based way skills do, but at a much lower rate. There is no way to grind an attribute quickly through normal play. There are consumables and items that can raise attributes, and they are correspondingly expensive. Whether they are worth buying depends entirely on how long you intend to play, because the benefit is permanent and small. ## Health Health is the practical one to understand early, because it is the difference between surviving a mistake and paying for a revive. More health means more room for error while hunting: a bad spawn, a heal that lands late, a creature that hits harder than expected. Newer players die a lot for this reason and it is not a skill issue so much as a capacity one. Health rises slowly with play and cannot be rushed. The near-term answer to dying is better armour, better healing and smaller creatures, not more health. See [Armour and healing](https://www.entropiacentral.com/guides/hunting/armour-and-healing). ## Do not optimise for attributes The common new player mistake is treating attributes like character-creation stats to be planned around. They are not. They are a slow background accumulation that follows from playing, and there is no build to get wrong. Play the activity you want to play. The attributes that matter to it will rise. --- # 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. Source: https://www.entropiacentral.com/guides/avatar/the-codex Last updated: 2026-07-30 --- The codex is a per-creature progression track. Kill creatures of a given type and you fill a bar; fill the bar and you are paid in skills. Then the next rank of that creature's codex opens, with a higher requirement and a larger reward. It is one of the more player-friendly systems in the game, because it converts routine hunting into guaranteed, visible progress that does not depend on loot luck. ## How it works Each creature type has its own codex entry with a series of ranks. Progress toward a rank comes from killing that creature, and larger maturities of the same creature contribute more toward the bar than smaller ones. Completing a rank pays out skill points, and the payout grows as the ranks go up. ## Why it changes how people hunt Before the codex, choosing what to hunt was mostly about loot and cost. The codex adds a second reason to stay on one creature: your progress on it is banked, and switching creatures means starting a new track from the bottom. In practice this means: - **Hunters specialise.** Picking a creature you can hunt efficiently and staying on it is the normal pattern, rather than roaming. - **The reward is predictable.** Loot is variable, but codex progress is not. A session that returned badly still moved the codex, and that is real value. - **It rewards volume, not size.** Killing a lot of a modest creature can progress a codex faster than killing a few very large ones, depending on how the maturities weight. ## Picking a creature to work through The considerations are the same ones that govern hunting generally, plus one: - Can you kill it efficiently with the gear you have? See [Choosing a weapon](https://www.entropiacentral.com/guides/hunting/choosing-a-weapon). - Does its loot carry markup you can actually sell? See [TT value and markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup). - Is it available somewhere you like being, at a spawn density that keeps you shooting rather than walking? - And now: is the codex reward for it worth the number of kills it will take? ## Where to look up a creature Entropia Central's [creatures wiki](https://www.entropiacentral.com/wiki/creatures) covers health, maturities and hunting data per creature, which is what you need to estimate cost per kill before committing to a long codex track. You can also see what other players are actually killing and what it returns: the [globals feed](https://www.entropiacentral.com/tracking) records loot events as they happen, and each creature's page aggregates the activity recorded against 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. Source: https://www.entropiacentral.com/guides/avatar/mind-force Last updated: 2026-07-30 --- Mind Force is the psionic side of Entropia Universe. Instead of firing a weapon, you use a **chip** installed in an implant, powered by a consumable called **Mind Essence** rather than ammunition. It has its own professions, its own progression, and a reputation for being expensive to develop. ## What you need Three things: - **An implant** in your avatar, which is what chips slot into. - **A chip**, which determines what the ability does. - **Mind Essence (ME)**, the consumable that powers it. This is Mind Force's equivalent of ammunition. ## What chips do Chips cover several distinct families: - **Teleport chips**, which move you around the world. This is the entry point for most players, because being able to teleport is broadly useful regardless of what you do. - **Healing chips**, which restore health to yourself or others. A viable alternative to conventional healing tools, with a different cost profile. - **Attack chips**, which damage creatures. This is Mind Force as a hunting style, competing with weapons. - **Utility and buff chips** covering various specialist effects. ## Mind Force as a hunting style Attack chips are a genuine alternative to weapons, not a novelty. The trade-offs against a conventional weapon: - **The consumable is different.** You are buying Mind Essence rather than ammunition, and its market price behaves independently of ammunition cost. - **The professions are separate.** Mind Force skills and professions do not overlap with weapon ones, so switching means starting a new progression rather than continuing an existing one. - **Progression is slow and expensive** compared to conventional weapons, which is the usual reason players do not commit to it. Because of that last point, most players use Mind Force selectively: teleport chips for convenience, healing chips where they suit, and attack chips only if they have decided to build for it. ## Sweating and Mind Force Sweating, the free-to-play activity described in [Playing without depositing](https://www.entropiacentral.com/guides/getting-started/playing-without-depositing), uses a Mind Force tool. Vibrant Sweat is also the base of the chain that produces Mind Essence, which is why sweat has a real market: the Mind Force players are the demand behind it. That connection is worth understanding even if you never use a chip, because it is one of the clearer examples of how the game's crafting chains link two very different groups of players. ## Should a new player invest in it? The consensus is: take the convenience, skip the specialisation until you know you want it. A teleport chip is broadly useful. Attack chips are a long commitment to a separate progression, and are best approached deliberately rather than because a chip turned up in loot. If you want to test it, test it at low cost before committing, in the same way you would test any other activity. --- # 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. Source: https://www.entropiacentral.com/guides/avatar/skill-chips-and-transfers Last updated: 2026-07-30 --- Skills in Entropia Universe are not locked to your avatar. They can be pulled out into an item, traded like any other item, and put into a different avatar. This is what makes skills an asset rather than just a score. ## How extraction works You use an **Empty Skill Implant (ESI)** to extract skill points from your avatar into the implant. The result is a chip holding those points, which can be sold, stored or implanted into another avatar. Two things matter about the process: - **It is lossy.** You do not get out everything you put in. Some of the skill is lost in the transfer, so extracting and reimplanting the same skill leaves you worse off than not doing it. - **It costs money.** The ESI itself has to be bought, and it carries markup. ## Why anyone does it **Selling.** A player leaving the game, or one who has accumulated skills they do not use, can convert them into PED. This is the main reason extraction exists. **Buying a shortcut.** A player who wants to reach a profession level faster than play would allow can buy chips and implant them. This is real: it works, it is legitimate, and it is expensive. **Rebalancing.** A player who has drifted into skills they no longer use can extract them and buy into skills they do use. ## The economics Buying skills is generally expensive relative to gaining them through play, and there are good reasons for that: - The seller lost some of the skill in extraction, so the supply is smaller than the amount originally gained. - Skills gained through play were paid for as a side effect of activity you were doing anyway. Skills bought as chips are paid for directly, with nothing else to show for the money. - The market for any specific skill is thin. Common skills are readily available; a specific skill you need at a specific volume may not be for sale at any reasonable price. The usual conclusion, and it holds for most players: **buy skills to remove a specific bottleneck, not as a general strategy.** If one skill is holding a profession level back, a chip can be a good purchase. Buying your way up broadly is a poor use of money compared with just playing. ## Chips as a store of value Because skills are extractable, some players think of their accumulated skills as savings. This is partly true and mostly misleading. It is true that skills have a resale value, and that a very high skilled avatar represents a substantial sum. It is misleading because: - Realising the value means extracting at a loss, then finding buyers for a thin market. - Skill demand shifts with game updates. What is valuable now may not be later. - You cannot use the skill and hold the value at the same time. Treat resale value as a partial consolation if you ever stop playing, not as an investment thesis. ## Selling an avatar Whole avatars are sometimes sold rather than extracted skill by skill, since that avoids the extraction loss entirely. This is an account transfer, which raises real questions about account security and about what MindArk's rules currently permit. If you are considering either side of such a deal, check the current official terms first rather than relying on what was true a few years ago. --- # 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. Source: https://www.entropiacentral.com/guides/hunting/how-hunting-works Last updated: 2026-07-30 --- Hunting is the most popular activity in Entropia Universe and the one most new players start with. You find creatures, kill them, and they drop loot. The whole game is in the details of that sentence. > **Before anything else:** hunting loses money against the trade terminal, structurally and for everyone. What you recover comes from selling loot to other players above terminal value. You are competing with those players, not with the game. [This is an economic game](https://www.entropiacentral.com/guides/economy/the-economic-game) explains why that is the only frame in which the rest of this page makes sense. ## The loop 1. **Pick a creature** you can kill efficiently with the equipment you have. 2. **Kill it**, spending ammunition and decay in the process. 3. **Take the loot**, which is a mixture of materials, item parts and occasionally something valuable. 4. **Sell it**, ideally to players at [markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup) rather than to the trade terminal. Everything else is optimisation of those four steps. ## Creatures Creatures come in species, and each species comes in **maturities**: bands running from the smallest and weakest up to very large variants of the same animal. A higher maturity of the same creature has more health, hits harder, and takes more of your ammunition and decay to kill. That last point is the one that matters economically. Cost per kill rises with maturity, and so does the loot, but the two do not move in lockstep in a way you can assume. Bigger is not automatically better and it is definitely not automatically worse; it depends on the creature, your equipment, and what its loot is currently worth. Creatures also differ in: - **Damage types they deal**, which determines what armour protects against them. See [Armour and healing](https://www.entropiacentral.com/guides/hunting/armour-and-healing). - **Health and regeneration**, which determine how long a kill takes. - **Aggression and spawn density**, which determine how much of your session is shooting and how much is walking. - **What they drop**, which is the entire point. The [creatures wiki](https://www.entropiacentral.com/wiki/creatures) has the per-creature data. ## Cost per kill The number that governs hunting is the total cost of one kill. It is: **ammunition + weapon decay + amplifier decay + armour decay + healing** New players almost always leave off the last two, which is why their numbers look better than their bank balance. Once you know your cost per kill, everything else becomes answerable. How much a session costs. Whether a creature is worth hunting. Whether a new weapon is an upgrade. Whether the thing you are doing is working. ## Efficiency beats damage Two weapons that kill the same creature at the same speed can have very different costs, and two weapons at the same cost can return differently. The stat that matters economically is not damage per second but how much damage you get per unit of cost. See [Choosing a weapon](https://www.entropiacentral.com/guides/hunting/choosing-a-weapon) for the specific stats and how to read them, including efficiency, which players use for comparison but whose mechanics are not publicly documented. The other half of efficiency is using equipment at the right profession level. Underlevelled equipment costs the same to run and does less. See [Professions and profession levels](https://www.entropiacentral.com/guides/avatar/professions-and-levels). ## Solo and team Hunting solo means all the cost and all the loot. Hunting in a team splits both, and the loot distribution rules are agreed by the team when it is formed. Teams exist for good reasons: - Some creatures are not solo content at any sensible cost. - A dedicated healer lets a hunter run a setup they could not sustain alone, and the healer progresses their own profession while doing it. - It is more fun, which is not nothing in a game you play for years. The economics need care: a team splits loot by an agreed rule, but each member's costs are their own, so an unbalanced team can mean one player subsidising the rest. ## Where the money actually comes from Restating the point that governs everything: TT return on hunting is below 100% over any real sample. Hunters who do well are the ones whose loot carries markup. That makes creature selection a market question as much as a combat one. What does this creature drop, who buys it, and at what price? A creature that is comfortable to kill but drops only material that sells at TT is a slow, steady loss. A harder creature dropping something in demand can be the opposite. The [globals feed](https://www.entropiacentral.com/tracking) shows what is being looted across the game in real time, and each creature's wiki page aggregates what has been recorded against it. ## Recording it You cannot manage any of this from memory. Loot is variable enough that your impression of how a session went is systematically unreliable, usually in the optimistic direction. [Entropia Central Tracker](https://www.entropiacentral.com/tracker) reads the game's chat log and records loot, cost and return per session automatically, so the question "is this creature working for me" has an actual answer. [Getting started with Entropia Central Tracker](https://www.entropiacentral.com/documentation/tracker/getting-started) covers setting it up. --- # 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. Source: https://www.entropiacentral.com/guides/hunting/choosing-a-weapon Last updated: 2026-07-30 --- Weapon choice is the decision that most affects a hunter's cost, and it is the one new players most reliably get wrong. The instinct is to buy the best weapon affordable. The correct approach is to buy the weapon that suits your current profession level and the creature you intend to kill. ## The stats and what they mean **Damage** is how hard a single shot hits. On its own it tells you almost nothing. **DPS**, damage per second, combines damage with rate of fire. This tells you how fast the weapon kills, which matters for time spent and for surviving creatures that hit back. It says nothing about cost. **DPP**, damage per PEC, is how much damage you get for each unit of cost. This is the economic efficiency of the weapon: two weapons with the same DPS can have very different DPP, and the one with higher DPP does the same work for less money. **Efficiency** is a separate stat carried by weapons, shown as a percentage. Players treat a higher figure as better for the same spend, and it is largely independent of DPS, so a fast weapon is not automatically a highly efficient one. The [weapons wiki](https://www.entropiacentral.com/wiki/weapons) records the figure for every weapon. What efficiency does mechanically is a loot system question, and this guide will not answer it from player inference. Until an official statement is cited here, read it as a comparison stat between weapons rather than as a known quantity of value returned. **Ammunition burn** is how much ammunition a shot consumes. It is part of DPP, but worth watching separately because it is the part of your cost you can shop around on. **Range** matters for which creatures you can engage safely, and melee weapons trade range away entirely in exchange for their own economics. ## How to read them together The short version: - **DPS is a speed stat.** It decides whether you can kill the creature before it kills you, and how many kills an hour you manage. - **DPP and efficiency are cost stats.** They decide what those kills cost you. You need enough DPS to handle your target creature safely, and after that you want the best DPP and efficiency you can get. Buying more DPS than the creature requires is buying a higher spend rate. The [weapons wiki](https://www.entropiacentral.com/wiki/weapons) lists damage, DPS, DPP, efficiency, range, decay and TT value for every weapon, which is what makes this comparison possible without doing the arithmetic yourself. ## Profession level is the gate A weapon has a profession level associated with it. Below that level you do not get the weapon's full performance, but you do pay its full running cost. This is why the expensive weapon bought early is a genuine mistake rather than merely an impatient one. You are paying more per shot to do less damage than the weapon is capable of. The player next to you with a cheaper weapon used at the right level is spending less and killing more. Upgrade when the level says you can, not when the wallet says you can. See [Professions and profession levels](https://www.entropiacentral.com/guides/avatar/professions-and-levels). ## Amplifiers An amplifier attaches to a weapon and increases its damage, at the cost of extra decay and extra ammunition. Amps are not free damage. They shift the whole cost and output profile of the weapon, and whether that shift is favourable depends on the amp, the weapon and what you are shooting. An amp that makes a weapon viable against a bigger creature can be worth it; an amp bolted on to a setup that was already working can make it worse. The rule of thumb: change one thing at a time and record the result, because the difference between a good pairing and a bad one is not visible from the tooltip. ## Melee, ranged and the rest Weapon families progress separate professions, so switching family means starting a new progression rather than continuing an existing one. This is a real cost and worth deciding early rather than drifting between them. Beyond that, the families differ in range, in how they handle creatures that close distance, and in their cost profile. There is no universally best family, and the choice is reasonably made on what you enjoy. ## A practical procedure 1. Decide what creature you want to hunt. See [How hunting works](https://www.entropiacentral.com/guides/hunting/how-hunting-works). 2. Work out what DPS you need to kill it comfortably at your current standing. 3. Among weapons at or below your profession level that meet that DPS, take the best DPP and efficiency. 4. Check the markup on the weapon and on its ammunition, because both are part of what you pay. 5. Record what it actually costs you per kill, and compare with what you were using before. Step 5 is the one people skip, and it is the one that turns all of this from theory into a number. --- # Armour and healing > Damage types, why armour is chosen per creature rather than by quality, plates, and what dying actually costs you. Source: https://www.entropiacentral.com/guides/hunting/armour-and-healing Last updated: 2026-07-30 --- Staying alive is a cost centre, not a free background activity. Armour decays when it absorbs damage, healing tools decay when used, and dying has its own price. Managing that cost is half of hunting economics. ## Damage types Damage in Entropia Universe comes in types: impact, cut, stab, burn, cold, acid, electric and penetration. Creatures deal specific types, and armour protects against each type by a specific amount. This is the central fact about armour: **there is no best armour, only armour that suits the creature you are fighting**. A set that is excellent against a creature dealing impact damage may be close to useless against one dealing burn. So the sequence is: find out what your target creature deals, then choose armour that covers it. The [creatures wiki](https://www.entropiacentral.com/wiki/creatures) records damage types per creature, and the [armors wiki](https://www.entropiacentral.com/wiki/armors) lists protection values by type. ## How armour costs work Armour decays when it absorbs a hit. The value it loses is a real cost of the kill, and on creatures that hit hard and often it can be a substantial fraction of your cost per kill. Two failure modes to avoid: - **Too little protection.** You take damage through the armour and pay for it in healing instead, plus the risk of dying. - **Too much protection.** Heavier armour than the creature requires means paying more decay per hit than you needed to. The efficient point is armour that stops most of what the creature deals without being expensive overkill. This is creature-specific, which is why experienced hunters own several sets rather than one good one. ## Plates Armour plates attach to armour and add protection, at the cost of additional decay. They are the fine adjustment on top of the coarse choice of armour set: a set that is nearly right for a creature can often be made right with the appropriate plate. Like amplifiers, plates are not free. They change your cost profile and whether that is favourable depends on the specific combination. ## Healing Healing tools restore your health and decay as they do it. Some healing is unavoidable on most creatures, and it is part of cost per kill. The practical considerations: - **Heal rate versus heal cost.** A tool that heals a lot per use is necessary against a creature that hits hard, but the cheaper tool is better where you can get away with it. - **Do not heal reactively at the last moment.** Being caught at low health forces expensive decisions and risks a death that costs more than the healing would have. - **Mind Force healing chips** are an alternative with different economics. See [Mind Force](https://www.entropiacentral.com/guides/avatar/mind-force). The [healing tools wiki](https://www.entropiacentral.com/wiki/healing-tools) has the per-item data. ## Dying Death is not catastrophic. You revive, and you do not lose the items you were carrying, outside of lootable PvP areas. See [PvP](https://www.entropiacentral.com/guides/advanced/pvp) for the exception, which is a genuine exception. What dying does cost: - **Time**, getting back to where you were. - **Any loot you had not yet picked up** at the point you died. - **The cost of the fight you lost**, which is spent regardless. So death is a moderate cost that occurs when you have already spent money without result. It is worth avoiding, and not worth panicking about. ## The practical setup For a new hunter, a workable approach: 1. Pick your creature first. 2. Look up what damage it deals. 3. Buy the cheapest armour that covers that damage adequately, not the best armour you can afford. 4. Carry a healing tool appropriate to how hard it hits. 5. Include armour decay and healing in your cost per kill from the beginning. Point 5 again, because it is the one that matters: a hunting setup evaluated without defensive costs is not evaluated. [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns) covers what to do with the numbers once you have them. --- # 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. Source: https://www.entropiacentral.com/guides/hunting/planning-a-hunting-run Last updated: 2026-07-30 --- A hunting run is a small project with a budget. Treating it that way is the difference between playing deliberately and finding out at the end of the month where the money went. ## Before you go **Decide the budget.** A number, in PED, that this run will cost. Not a target for what you will make, a limit on what you will spend. This is the only reliable protection against the run that keeps going because the next kill will surely be the one. **Pick the creature and check it.** Health, maturities available, damage types, and what it drops. The [creatures wiki](https://www.entropiacentral.com/wiki/creatures) has this. Knowing what it drops is what tells you whether the run can pay for itself. **Match the gear.** Weapon at or below your profession level with the best DPP and efficiency you can get. Armour that covers the creature's damage types. Enough healing. See [Choosing a weapon](https://www.entropiacentral.com/guides/hunting/choosing-a-weapon) and [Armour and healing](https://www.entropiacentral.com/guides/hunting/armour-and-healing). **Take enough of everything.** Ammunition, healing supplies, and the ability to repair. A run that ends early because you ran out mid-way wastes the travel time and often leaves you carrying part-decayed equipment you paid to bring. ## Where to hunt Spawn density matters more than people expect. A creature you can kill efficiently but have to walk five minutes to find is a much worse proposition than the same creature at a busy spawn, because your cost is per hour of activity and walking is not activity. Considerations: - **Density and respawn rate.** Enough creatures to keep you shooting. - **Competition.** A popular spot with too many hunters means waiting for spawns. - **Land areas.** Some of the best spawns are on player-owned land, which usually charges a tax on loot taken there. That tax is a real cost and needs to be in your arithmetic. See [Land areas](https://www.entropiacentral.com/guides/world/land-areas). - **Distance to a terminal.** Repair, storage and selling all happen at settlements. A remote spot with no facilities means carrying more and travelling further. ## During the run **Keep an eye on condition.** Repair before equipment runs low rather than after. **Do not escalate.** The mid-run decision to try a bigger maturity because the small ones are not paying is the classic way a budgeted run stops being budgeted. If you want to test a bigger creature, test it as its own run, with its own budget and its own record. **Stop at the budget.** Not at a round number of kills, and not when it feels like the luck is about to turn. That feeling is not information: you cannot see the loot system from inside a session, and nobody outside MindArk can tell you what it is doing. Treat the budget as the only signal you actually have. ## Afterwards **Sort the loot before selling.** Some of it is worth markup and some of it is only worth TT. Selling the whole pile to the trade terminal because it is quicker is throwing away the part of the return that makes hunting viable at all. See [TT value and markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup). **Sell properly.** The auction for anything with real value, trade chat or the [market](https://www.entropiacentral.com/ads) for bulk. Check the current price rather than the one you remember. **Record the run.** Cost in, loot out, at TT and at what you actually sold for. One run tells you nothing, but fifty runs recorded consistently tell you everything you need to know about whether your setup works. [Entropia Central Tracker](https://www.entropiacentral.com/tracker) does the recording for you. ## Reading the result Resist the temptation to judge a run by whether it felt good. The questions that matter: - Was the cost what you expected, including armour and healing? - Did the loot include anything that carries markup, and did you actually realise it? - Across enough runs, is this creature and this setup better or worse than the last one you tried? Those are answerable questions with a record and unanswerable ones without. Everything else is a story about a lucky evening. --- # How mining works > Finders, probes and bombs, locating a claim and extracting it, and why mining feels so different from hunting. Source: https://www.entropiacentral.com/guides/mining/how-mining-works Last updated: 2026-07-30 --- Mining is the quiet activity. There is nothing shooting at you, no armour to buy and no healing to pay for. You walk, you drop, and occasionally the ground has something in it. > **Before anything else:** mining loses money against the trade terminal, structurally and for everyone. What you recover comes from selling resources to other players, mostly crafters, above terminal value. You are competing with other miners for their business, not with the game. [This is an economic game](https://www.entropiacentral.com/guides/economy/the-economic-game) explains why that is the only frame in which the rest of this page makes sense. ## The loop 1. **Drop** a probe or a bomb using a finder. 2. If something is found, a **claim** appears at that spot. 3. **Extract** the claim with an excavator. 4. **Sell** the resource, at markup where it has any. That is the whole mechanic. The depth is in where you drop, what you are looking for, and what the resource is currently worth. ## Finders, probes and bombs A **finder** is the tool that searches. Different finders have different ranges and depths, and like every tool they decay per use. What the finder drops depends on what you are looking for: - **Probes** search for **enmatter**, the organic family of resources. - **Bombs** search for **ore**, the mineral family. You choose which by loading the corresponding consumable. Most miners specialise in one or the other, at least for a given trip, because the good areas differ. The [finders wiki](https://www.entropiacentral.com/wiki/finders) covers the tools, and the [materials wiki](https://www.entropiacentral.com/wiki/materials) covers what comes out of the ground. ## Claims A successful drop produces a claim, which has a size. Bigger claims hold more resource and are worth more. Extracting takes time proportional to the size, using an excavator that decays as it works. The interesting property of mining, and the reason it attracts a particular kind of player, is the shape of the outcome distribution. Most drops find nothing. The cost of a drop is fixed and known. The payoff is occasional and variable. It is a much lumpier experience than hunting, where every kill returns something. ## Cost per drop The cost of mining is easier to calculate than hunting because there are fewer components: **probe or bomb + finder decay + excavator decay on what you extract** No ammunition burn that varies with the target, no armour, no healing. This makes mining unusually easy to budget: a trip is a number of drops, and a drop has a known price. It also means the only lever on the cost side is equipment choice, and the only lever on the income side is where you drop and what it finds. ## Where to mine This is the whole skill of the activity. Resources are not uniformly distributed, and different areas favour different materials. What miners pay attention to: - **Which resources an area is known for**, since that determines the value of what you find. - **How heavily an area has been worked**, since popular spots are heavily covered in drops already. - **Land areas**, which often have their own resource profiles and charge a tax on what is extracted. See [Land areas](https://www.entropiacentral.com/guides/world/land-areas). - **Depth**, since deeper finders reach resources shallower ones cannot. Community knowledge about where to find what is a real asset and a real trade good in this game. ## Mining versus hunting Worth stating plainly, because new players often try one and assume the other is similar: - **Mining has no defensive cost.** No armour, no healing, no dying to a creature you misjudged. In dangerous areas creatures are still a hazard, but they are an interruption rather than a cost centre. - **Mining is lumpier.** Long stretches of nothing punctuated by finds. Hunting returns something from most kills. - **Mining involves more walking.** A large part of the activity is moving between drops. Vehicles help. - **Mining scales differently.** A bigger finder does not increase cost per drop the way a bigger weapon increases cost per kill; it changes what you can reach. Neither is better. They suit different people, and plenty of players do both depending on mood. ## Refining Raw ore and enmatter can be refined into more processed materials, which are what crafters actually consume. Refining is a small activity in its own right and adds value to what you dug up. Whether to sell raw or refined is a market question and it changes. Check both prices before deciding, because the answer is not stable. ## Recording it Because mining is lumpy, the gap between how a trip felt and how it went is even wider than in hunting. A trip with no finds feels catastrophic and may be entirely normal; a trip with one large claim feels like a strategy and may be luck. [Entropia Central Tracker](https://www.entropiacentral.com/tracker) records mining sessions the same way it records hunting, which is the only way to get a real answer out of a distribution like this one. --- # 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. Source: https://www.entropiacentral.com/guides/mining/finders-and-equipment Last updated: 2026-07-30 --- Mining equipment is simpler than hunting equipment, and the choices matter just as much. ## The finder The finder is the tool that searches for deposits. Its characteristics: - **Range and depth**, determining how far it reaches and how deep. Deeper finders can locate resources that shallower ones cannot detect at all. - **Decay per drop**, which is a fixed part of your cost every time you use it. - **Profession level**, which gates its full effectiveness the same way weapon levels do. The mistake to avoid is the same one hunters make: a finder above your profession level costs its full decay while performing below its potential. See [Professions and profession levels](https://www.entropiacentral.com/guides/avatar/professions-and-levels). The [finders wiki](https://www.entropiacentral.com/wiki/finders) lists the tools with their stats. ## Probes and bombs These are the consumables. Probes look for enmatter, bombs look for ore, and one is consumed per drop. Two things worth knowing: - **They can carry markup.** If you buy them above TT, that markup is part of your cost per drop and belongs in your arithmetic. - **They are the majority of your per-drop cost** in most setups, which is why the price you pay for them matters more than it looks. ## Excavators The excavator extracts a located claim. It decays as it works, so bigger claims cost more to extract, which is as it should be since they are worth more. Excavators differ in extraction speed, which affects how much of your session is spent standing still. Over a long trip that is real time. ## Vehicles Mining involves a lot of ground. A vehicle turns dead walking time into covered distance, which raises the number of drops you can make per hour. Vehicles decay as they are used and take damage from terrain and creatures, so they are a running cost rather than a one-off purchase. For most miners they still pay for themselves in drops per hour. ## Depth and what it buys More depth is not simply better. It reaches resources that shallower finders cannot find, which is valuable only if those resources are worth more than what you were already finding. The considerations: - **What resources are you actually after?** If the material you want sits within reach of a cheaper finder, the deeper one is spending money to find things you were not looking for. - **Cost per drop rises** with more capable equipment, so the finds have to be correspondingly better. - **Profession level gates it** regardless of what you can afford. ## The quiet cost mistakes **Buying consumables at markup without noticing.** Probes and bombs are bought in bulk and the markup is easy to overlook. It is on every single drop. **Running an oversized finder.** More decay per drop, for finds you may not be able to sell better. **Extracting everything regardless of size.** Very small claims can cost more in excavator decay and time than they return. Knowing when to walk away is a real skill. **Not counting the walking.** Cost per drop is only half the picture. Drops per hour is the other half, and it is where vehicles, spawn of hostile creatures, and terrain all show up. ## A sensible starting setup For someone trying mining for the first time: 1. A basic finder at or below your profession level. 2. Probes or bombs bought at the best price you can find, in modest quantity. 3. An excavator that matches. 4. Somewhere reasonably safe to walk around. 5. A record of what it cost and what came out. That is enough to find out whether you like the activity, which is the only question that first trip needs to answer. --- # Ores, enmatters and refining > The two families of mining resource, what they feed into, and whether to sell raw or refined. Source: https://www.entropiacentral.com/guides/mining/ores-enmatters-and-refining Last updated: 2026-07-30 --- What comes out of the ground is only worth what someone will pay for it, and in Entropia Universe the buyers are mostly crafters. Understanding where your resource goes explains why its price is what it is. ## The two families **Ore** is the mineral family, found with bombs. Metals and similar materials. **Enmatter** is the organic family, found with probes. Energy matter and biological materials. Most areas favour one or the other, and most trips are planned around one or the other, because switching means carrying a second set of consumables. The [materials wiki](https://www.entropiacentral.com/wiki/materials) lists resources with their sources and what they refine into. ## Refining Raw resources can be refined into processed materials. Refining is done at a machine, consumes the raw material and produces the refined one, and has its own small cost. The refined materials are what most blueprints actually consume, so refining is the bridge between mining and [crafting](https://www.entropiacentral.com/guides/crafting/how-crafting-works). ## Sell raw or sell refined? There is no permanent answer and that is the point. Both raw and refined materials have their own markets, and the spread between them moves with how many people are currently refining. The considerations: - **The spread.** If refined sells for meaningfully more than raw plus the refining cost, refining is worth doing. - **Liquidity.** Sometimes the raw material sells faster, sometimes the refined one. A better price you cannot realise is not a better price. - **Volume.** Refining takes time, and at large volumes that time is a real cost. Check both prices before deciding, every time. This is one of the few places in the game where a few minutes of research routinely changes the outcome. ## What makes a resource valuable A resource carries markup when demand from crafters exceeds what miners are supplying. That happens for a few structural reasons: - **It is an input to something popular.** Materials feeding widely used blueprints have persistent demand. - **It is only found in specific places**, or requires equipment most miners do not have. - **It is a bottleneck.** A blueprint chain is only as available as its scarcest input, and that input carries the markup for the whole chain. Conversely, resources that are common, findable everywhere and feed nothing in demand sell at or near TT, which means mining them is a straightforward loss. This is why "where to mine" is really "what do I want to find", and why the answer changes when the game adds new content that consumes a different material. ## Following the demand The practical research: - **The auction** shows what is being bought and at what price, which is the most direct signal available. - **The [market section](https://www.entropiacentral.com/ads)** on Entropia Central carries player listings. - **Blueprints** tell you what consumes what. The [blueprints wiki](https://www.entropiacentral.com/wiki/blueprints) lists recipes with their material requirements, so you can work backwards from a popular item to the materials it needs. - **New content** shifts demand. An update that introduces a new item class creates demand for its inputs, and the miners who notice first do well. ## The link to crafting Some miners craft with what they dig up rather than selling it, capturing the value of both steps. This is a reasonable strategy and it has an obvious risk: it doubles your exposure to one market rather than diversifying it. If you do both, keep the accounting separate. Mining that loses money and crafting that makes it up is not "profitable mining", it is a crafting business with an expensive supply department, and you want to know which one is which. See [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns). --- # How crafting works > Blueprints, materials, what happens when you click, and the outcomes that make crafting different from every other activity. Source: https://www.entropiacentral.com/guides/crafting/how-crafting-works Last updated: 2026-07-30 --- Crafting turns materials into items. You stand at a machine, load a blueprint and the materials it requires, and click. It is the most repetitive activity in the game and the one most like running a production line. > **Before anything else:** crafting loses money against the trade terminal, structurally and for everyone. What you recover is the gap between what you paid other players for inputs and what other players pay you for output. Crafting is where this is most obvious, because both prices are visible. [This is an economic game](https://www.entropiacentral.com/guides/economy/the-economic-game) explains why that is the only frame in which the rest of this page makes sense. ## The loop 1. **Acquire a blueprint** for the item you want to make. 2. **Buy or gather the materials** it requires. 3. **Click** at a machine, consuming materials each attempt. 4. **Sell** what comes out. Each click is an attempt, and crafters count their activity in clicks the way hunters count kills. ## Outcomes of a click A crafting attempt does not simply succeed or fail. There are several outcomes: - **Success.** You get the item. - **Near success.** You do not get the item, but you get **residue** back, which recovers part of the material value and is itself usable. - **Failure.** The materials are consumed with minimal return. Over many clicks these average out into a return, in the same way loot averages out for a hunter. See [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns). There is also the possibility of a notably better outcome than a plain success, which is where the large crafting loots come from. ## Residue Residue is produced by near-successful attempts and is the mechanism that stops crafting failures from being total losses. It can be used in later crafting to reduce waste. Because residue is both produced and consumed by crafting, it has its own market and its own price, and it is one of the standard things a crafter watches. ## Quality rating A blueprint has a **quality rating**, usually shortened to QR, which improves as you use that blueprint. A higher QR means better results from the same blueprint. This is a second reason crafters specialise: your investment in a blueprint is partly in the blueprint's own progression, and switching to a different one starts that progression again. ## Condition and attempt Crafting comes in two modes, and the distinction matters: - **Condition** crafting produces items at less than full condition, which is cheaper per attempt. - **Attempt** crafting aims at full-condition items. Which you use depends on what you are making and what the market for it wants. ## Cost per click The cost of a click is: **materials consumed + blueprint decay** Materials are the dominant term, and this is where crafting differs sharply from hunting and mining. Your cost is set almost entirely by what you paid for your inputs, which means **buying well is most of the job**. A crafter who sources materials at a good price and a crafter who buys at whatever the auction is asking are running very different businesses with the same blueprint. ## Where the profit is Crafting profit comes from the gap between what the inputs cost and what the output sells for. Both sides are markets, both move, and the gap can be negative. This is a genuinely different proposition from hunting and mining: - **The outcome is more predictable** over a run of clicks, because material cost is known in advance rather than being a distribution. - **The margins are thinner**, and they compress when other crafters notice the same opportunity. - **The work is in the research**, not in the clicking. Working out what to make, what it costs to make and what it sells for is the activity. The clicking is just execution. ## Getting started A reasonable first attempt at crafting: 1. Pick something simple with materials you can buy easily. 2. Work out the full input cost per click before you start, including markup on materials. 3. Check what the output actually sells for, not what you hope it sells for. 4. Do a modest run and record the result. 5. Compare the two numbers honestly. Step 3 catches most beginner crafting: plenty of blueprints produce items that nobody wants at a price that covers their inputs. Finding out before the run rather than after is the difference between crafting and donating. The [blueprints wiki](https://www.entropiacentral.com/wiki/blueprints) has recipes with material requirements, which is where the arithmetic starts. --- # 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. Source: https://www.entropiacentral.com/guides/crafting/blueprints-and-materials Last updated: 2026-07-30 --- A blueprint is a recipe: a list of materials and an item they produce. Choosing which one to work on is the crafter's main decision, and it is an arithmetic problem before it is anything else. ## Where blueprints come from Blueprints are acquired in a few ways, and which ones are available shapes what a new crafter can realistically do. - **Bought from the trade terminal** for the basic ones. - **Found as loot** from hunting and mining. - **Bought from other players**, which is how most specific blueprints change hands. Blueprints for popular items carry markup, sometimes substantial, because they are the licence to run a profitable production line. ## Reading a recipe Every blueprint tells you what it consumes and what it produces. To turn that into a decision you need three numbers: 1. **Input cost per click.** The materials, at the price you can actually buy them, including markup. 2. **Output value.** What the produced item sells for, at the price you can actually sell it, not its TT value. 3. **Success rate.** Not every click produces an item, so output per click is lower than output per success. If input cost per click exceeds expected output per click, the blueprint loses money and no amount of clicking fixes it. The [blueprints wiki](https://www.entropiacentral.com/wiki/blueprints) lists recipes with their material requirements, so you can do this before committing. ## The materials market is the business For a crafter, sourcing is not a chore before the real activity. It is the real activity. - **Buy in bulk when the price is good.** Material prices move, and a crafter with a stock bought well has a margin their competitor does not. - **Know who produces your inputs.** Standing arrangements with miners and hunters who loot what you need are how serious crafters supply themselves, and they beat the auction on both price and reliability. - **Watch for bottlenecks.** A recipe with one scarce input is exposed: when that input's price moves, your whole margin moves with it. ## Working backwards from demand The instinct is to pick a blueprint and see if it is profitable. The better approach is to start from what people are buying and work back to what makes it. - What items are in demand right now, and why? - Which blueprint produces them? - What does that blueprint consume, and can you get those materials at a price that works? Demand shifts with game updates, with new content and with what the current popular activities consume. A blueprint that was excellent last year may be crowded now, precisely because it was excellent. ## Chains Many items are made from materials that are themselves crafted, producing chains several steps long. This creates opportunities and traps in equal measure. **The opportunity:** capturing several steps of the chain yourself means capturing several margins instead of paying them to someone else. **The trap:** a long chain multiplies your exposure. Every step has a success rate and a market, and a chain that is profitable on paper can be unprofitable in practice because the losses compound. Start with single-step production. Extend the chain only where you have measured that the extra step actually pays. ## Specialising Two forces push crafters toward specialisation: - **Quality rating.** A blueprint improves as you use it, and that progress does not transfer to a different blueprint. See [How crafting works](https://www.entropiacentral.com/guides/crafting/how-crafting-works). - **Sourcing.** Knowing one material market well is worth more than knowing five badly, because the margin lives in the buying. The counterweight is that a crafter tied to one item is exposed to that item's market. The usual compromise is a main line plus one or two secondary ones, so a change in demand does not stop the business. ## Before your first serious run Write down, in advance: - Input cost per click. - Expected output value per click. - The number of clicks you intend to do and what that totals. - Where you will sell the output. If any of those four is a guess, find out before you start. Crafting is the activity where research most directly converts into result, and it is the activity where guessing is most reliably punished. --- # Crafting as a business > Margins, volume, holding stock, and the difference between a crafter who makes money and one who is very busy. Source: https://www.entropiacentral.com/guides/crafting/crafting-as-a-business Last updated: 2026-07-30 --- Crafting is the activity that most rewards being run as a business rather than played as a game. The mechanics are simple; the economics are where the work is. ## Margin times volume Crafting profit is margin per click times number of clicks. Both terms matter and they pull against each other. - **High margin, low volume.** Specialist items with few buyers. Good per click, slow to sell, and a market that can disappear. - **Low margin, high volume.** Commodity items with constant demand. Reliable, thin, and vulnerable to anyone else deciding to do the same thing. Most successful crafters end up in the second category with something in the first alongside it, because commodity production pays the bills and specialist runs pay for the interesting purchases. ## Margins compress This is the part that surprises people. A genuinely profitable blueprint attracts other crafters, who bid up its inputs and undercut its output, and the margin closes. Consequences worth internalising: - **A margin you found is temporary.** Enjoy it, and keep looking. - **Publicly known opportunities are already crowded.** By the time a blueprint is being recommended in chat, its margin has been discovered. - **Your edge is in sourcing or in information**, not in the blueprint itself. Everyone can buy the blueprint. ## Holding stock A crafter holds inventory in three forms: materials bought and not yet used, items made and not yet sold, and PED waiting to buy either. Holding stock is a real cost even though nothing charges you for it: - Capital tied up in materials is capital not doing anything else. - Items waiting to sell are exposed to the market moving against them. - Large stock invites the temptation to sell into a bad price just to free the capital. The discipline is to size runs to what you can actually sell, rather than to what you can afford to make. ## Selling Where you sell changes what you get: - **Auction** for anything with real value. It reaches the most buyers and it protects both sides. - **Trade chat** for bulk, where the auction fee would eat the margin. - **[Market listings](https://www.entropiacentral.com/ads)** on Entropia Central, for reaching buyers outside the game. - **Shops**, if you run one, for continuous low-attention selling. Repeat buyers are worth more than the best single sale. A crafter who reliably has stock and prices fairly builds a customer list, and that list is the actual asset. ## Keeping the books The number that matters is not "did this run make money" but "does this line make money at the volumes I run it at, at current material prices". Track, per production line: - Total material cost, including markup paid. - Total output, at realised sale prices rather than list prices. - Clicks, so you can compute per-click figures and compare lines. - Time, because a line that makes a small margin very slowly is a worse use of your evening than one that does not. [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns) covers the general principle. For crafting specifically, the trap is counting the sale price you hope for rather than the one you got. ## What separates the two kinds of crafter The one who makes money: - Buys materials deliberately, in bulk, at prices they decided in advance. - Knows what the output sells for before starting. - Sizes runs to demand. - Changes lines when the margin closes. - Keeps records. The one who is very busy: - Buys materials at whatever the auction is asking, when they run out. - Finds out what the output sells for after making a lot of it. - Runs until the materials are gone. - Sticks with a line because they have invested in it. - Remembers the good runs. Both click the same button the same number of times. --- # 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. Source: https://www.entropiacentral.com/guides/economy/the-economic-game Last updated: 2026-07-30 --- Read this before any of the profession guides. It is the single thing that decides whether the rest of the game makes sense to you. Entropia Universe looks like a science fiction MMO. It is played like one, with weapons and creatures and levels of a sort. But it is not one in the way that matters. It is an economic game with a real money economy attached, and every action you take is a transaction. ## You will always lose in TT Every activity in the game returns less trade terminal value than it costs in trade terminal value. Not usually. Not unless you are unlucky. Structurally, over any sample large enough to mean anything. That gap is the house's cut. It funds the servers, the development and the company, and there is no equipment, no skill level and no technique that removes it. If you sold every single thing you looted straight back to the terminal, you would lose, consistently and forever, no matter how well you played. This is not a criticism of the game. It is the design, it is disclosed by the fixed exchange rate, and it is the reason the game can exist without a subscription. But a player who does not understand it will spend years believing they are one good run away from breaking even. ## The profit is in markup and trading What closes the gap is [markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup): the amount other players pay above trade terminal value for things they want. Some of what you loot, mine or craft is worth more to another player than the terminal will pay for it. Selling those things to players instead of to the terminal is where the recovered value comes from. Alongside that sits trading proper: buying below the market and selling above it, supplying producers, moving goods to where they are scarce. So the real equation for any activity is: **outcome = TT return, plus markup on what you produced, minus markup you paid on what you consumed** The first term is fixed against you. The second and third are yours to influence, and they are the entire game. ## You play against other players, not against the house This is the part that reframes everything. Because the house edge is fixed and identical for everyone, it is not what you are competing against. There is no beating it and no point trying. What varies between players, and varies enormously, is the second and third terms: what they produce, what they pay for their inputs, and what they get for their outputs. Every PED of profit anyone makes in this game came out of another player's pocket. The markup you receive is paid by a player who wanted the thing more than you did. The markup you pay goes to a player who supplied it. The game is a market, and your counterparties are people. That means: - **Your edge is relative, not absolute.** You do not need a good return. You need a better one than the player selling the same material as you. - **Information is the main asset.** Knowing what is in demand, what an input should cost, and when a price is wrong is worth more than any piece of equipment. - **The mechanical skill barely matters.** Being good at shooting is worth a fraction of being good at deciding what to shoot and what to do with the results. - **Someone is on the other side of every trade you are pleased with.** Occasionally that should worry you. The players who consistently take money out of this game are not the ones with the best gear or the luckiest loot. They are the ones running a business: buying deliberately, producing what is wanted, selling properly, and keeping records. ## What this means before you start **Set a budget in real money and treat it as entertainment spending.** Most participants put in more than they take out. That is arithmetically necessary given the house edge, and no amount of optimisation makes it untrue for the average player. **Do not chase losses.** The economics are identical whether you are up or down. "One more deposit to make it back" is the single most expensive sentence in the game. **Decide what you are here for.** If it is to enjoy an unusually deep economic simulation with real stakes, it delivers that better than anything else. If it is to make money, understand that you are proposing to out-trade experienced people who have been doing this for fifteen years, in their market, and that the house is taking a cut of every move you make. **Keep records from day one.** You cannot compete on information you do not have. [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns) covers what to measure, and [Entropia Central Tracker](https://www.entropiacentral.com/tracker) records it automatically. ## Where this applies Every profession is the same shape: spend on inputs, receive output, lose in TT, recover in markup. - [Hunting](https://www.entropiacentral.com/guides/hunting/how-hunting-works) - [Mining](https://www.entropiacentral.com/guides/mining/how-mining-works) - [Crafting](https://www.entropiacentral.com/guides/crafting/how-crafting-works) Crafting makes the logic most obvious, because a crafter's inputs are bought at a visible price and their output sells at a visible price, so the margin is explicit. It is exactly as true of the others, just harder to see. --- # 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. Source: https://www.entropiacentral.com/guides/economy/tt-value-and-markup Last updated: 2026-07-30 --- Every item in Entropia Universe has two prices. Understanding the difference between them is the single most useful piece of economic knowledge in the game. ## TT value The **trade terminal value**, universally shortened to **TT**, is what the game itself will pay you for an item, right now, with no negotiation and no waiting. It is a floor. Nothing is worth less than its TT value, because the terminal will always buy it. That guarantee is what makes the currency stable and what makes every other price in the game measurable against something. Ammunition, basic tools and raw materials can all be bought from and sold to the terminal at TT. For a lot of items, TT is the only price that exists. ## Markup **Markup**, shortened to **MU**, is the amount players will pay above TT value. It exists whenever an item is worth more to a player than the terminal's price, which is usually because the item is scarce, or because getting it costs more than the terminal pays, or because it is needed as an input to something more valuable. Markup is quoted two ways, and both are common: - **As a percentage**: "115%" means the price is 1.15 times TT value. A 100 PED TT item at 115% costs 115 PED. - **As a flat addition**: "+5 PED" means five PED above TT, regardless of the item's TT value. This is normal for items whose TT value is small but whose scarcity is not. Percentage markup is the usual form for stackable materials. Flat markup is the usual form for unique or rare items where the TT value is close to irrelevant. ## Why this decides whether you make money Here is the part that catches people out. Activities in Entropia Universe return, on average, less TT value than they cost in TT terms. That is structural: the game takes a cut, and that cut is how it makes money. If you sold every single thing you looted straight to the trade terminal, you would lose, consistently, no matter how well you played. Markup is what closes the gap. Players who do well are the ones whose loot includes materials that other players want, and who sell those materials at markup instead of at TT. So the real question about any activity is not "what did it return" but "what did it return, and how much of that can I sell above TT". ## Markup on what you buy, too The same logic runs in reverse on the cost side. If you buy a weapon at 130% markup, you have paid 30% above what the terminal would give you back for it, and that difference is spent, not stored. If you buy ammunition at markup, every shot costs more than the same shot would cost someone buying at TT. Markup on your inputs is a real cost. Markup on your outputs is your real income. A player who watches both is playing a different game from one who watches neither. ## How to find out what something is worth - **The in-game auction** is the primary reference. What things are actually listed and sold at is the market price, and it moves. - **The [market section](https://www.entropiacentral.com/ads) on Entropia Central** carries player buy and sell listings. - **Trade chat** is where a lot of bulk material changes hands, particularly for things too voluminous for the auction. Prices move with game updates, with new content, and with how many people are currently running the activity that produces a given material. A price you learned six months ago is a starting point, not a fact. ## The habits worth building 1. **Never sell to the trade terminal without checking.** For anything you have not sold before, check whether players pay more. This takes seconds and is free money surprisingly often. 2. **Know the markup on your consumables.** If your ammunition or your probes carry markup, that is part of your cost per kill or per drop, and leaving it out of your arithmetic makes every activity look better than it is. 3. **Think in TT plus markup, always.** "I looted 100 PED" is not a number. "I looted 100 PED TT of which 60 sells at 140%" is a number. [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns) puts this together into how to judge whether an activity is actually working. --- # 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. Source: https://www.entropiacentral.com/guides/economy/decay-and-cost-of-use Last updated: 2026-07-30 --- Items in Entropia Universe do not break. They **decay**: every use removes a small amount of their TT value, permanently, and you top the value back up by repairing. That loss is the real cost of the activity. It is not a maintenance annoyance layered on top of the game, it is the game's pricing model. ## How it works Each item has a maximum TT value and a current one. Using it moves the current value down. Repairing at a terminal or with a repair tool moves it back up, and you pay the difference in PED. So the arithmetic is simple, and it is the same for every item you own: **What an item cost you to use = the TT value it lost.** You pay that either at the repair terminal, or by holding a less valuable item. There is no way to use something without paying it. ## Everything decays - **Weapons** decay per shot. - **Amplifiers** decay per shot alongside the weapon they are attached to. - **Armour** decays when it absorbs a hit. - **Healing tools** decay per use. - **Mining finders and excavators** decay per drop and per extraction. - **Vehicles** decay as they take damage and as they are used. - **Crafting machines** are not yours, but the blueprint and the materials are consumed in their own way. Only a few things are exempt, and they tend to be the free-to-play tools, which is precisely why those activities are free. ## Why this matters more than the sticker price New players think about what equipment costs to buy. Experienced players think about what it costs to run. A weapon's purchase price is recoverable: you can sell it again, and if you bought it at sensible markup you get most of that back. Decay is not recoverable. It is spent the moment it happens, and over any real amount of play it dwarfs the purchase price. This is why two weapons at the same price can have completely different economics, and why the stat that matters is not damage but damage per unit of cost. See [Choosing a weapon](https://www.entropiacentral.com/guides/hunting/choosing-a-weapon). ## Working out your cost per kill For hunting, the useful figure is the total cost of killing one creature. It is made up of: - **Ammunition** used, including any markup you paid for it. - **Weapon decay** across the shots it took. - **Amplifier decay**, if you use one. - **Armour decay** from the hits you took. - **Healing decay and consumables** from patching yourself up. Miss any of those and your cost is understated, which makes your return look better than it is. Armour and healing are the two most commonly forgotten, and on a creature that hits hard they are not small. ## Repair properly Two practical habits: - **Repair before an item gets low.** An item's effectiveness can be affected by its condition, and running equipment down to nothing is not saving money, it is deferring a cost while doing worse work. - **Repair at the right place.** Repair terminals are the normal route. Repair tools let you do it in the field and are worth having for long sessions away from a settlement. ## The uncomfortable summary Decay means the cost of playing is continuous and roughly proportional to how hard you play. Doubling your damage per second roughly doubles your spend rate. Bigger creatures, bigger weapons and bigger sessions are all bigger bills. This is not a reason to play timidly. It is a reason to know your numbers, which is what [Reading a return figure](https://www.entropiacentral.com/guides/economy/understanding-returns) is about, and what [Entropia Central Tracker](https://www.entropiacentral.com/tracker) records for you automatically. --- # 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. Source: https://www.entropiacentral.com/guides/economy/understanding-returns Last updated: 2026-07-30 --- Return is the value you got back expressed as a percentage of what you spent. It is the number every player quotes, and it is misused constantly. ## The definition **Return = value received / cost spent.** Spend 100 PED on ammunition, decay and healing, receive 90 PED of loot, and you returned 90%. Two details decide whether the number means anything: - **Did the cost include everything?** Ammunition, weapon decay, amplifier decay, armour decay, healing. Leave any out and the return is flattered. - **Is the loot valued at TT or at what you can sell it for?** These are different numbers and both are useful, but mixing them produces nonsense. The most useful pair of figures is **TT return** (loot at trade terminal value, against full cost) and **total return** (loot at what you actually sold it for, against full cost). The first tells you how the activity is going mechanically. The second tells you whether you made money. ## Why one session tells you nothing Loot is highly variable. In recorded sessions most kills return less than they cost, and the shortfall is made up by occasional large ones, which is why small samples are close to meaningless. That is an observation about recorded results, not a description of how the loot system works. Nobody outside MindArk knows how it works, and this site will not tell you otherwise. Treat anyone who claims to have worked it out from their own sessions the same way you would treat someone with a system for roulette. A thousand kills is a small sample. Ten thousand starts to be informative. A single evening is an anecdote, and a single global is not evidence of anything at all. This has practical consequences: - **A bad run does not mean your setup is wrong.** It probably means you had a bad run. - **A good run does not validate anything.** The setup that produced a large loot is not thereby a good setup. - **You cannot feel the difference between 88% and 92%.** But over a year, that gap is the difference between an expensive hobby and a very expensive one. The only way to know is to record it. [Entropia Central Tracker](https://www.entropiacentral.com/tracker) does this automatically from your chat log, which is the whole reason it exists. ## The structural point TT return, averaged over enough activity, is below 100%. It has to be: the game takes a cut, and that cut funds its operation. Nobody has a strategy that beats this at the TT level. That is not a reason for despair, it is the reason [markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup) matters. Players who do well are not the ones who found a better TT return. They are the ones whose loot contains materials other players pay above TT for, and who sell those materials properly instead of dumping them at the terminal. So the real formula is: **Actual outcome = TT return + markup on what you looted, minus markup you paid on what you consumed.** Every term in that is something you influence. TT return you influence with equipment efficiency and using it at the right level. Markup received you influence by choosing what to hunt or mine, and by selling it properly. Markup paid you influence by not overpaying for consumables. ## What "good" looks like Be suspicious of anyone quoting a specific target percentage as achievable, because the honest answer depends on the activity, the equipment, the creature or resource, and the state of the market for what it drops. What is safe to say: - Efficient equipment used at the right profession level returns better than inefficient equipment used underlevelled, reliably. - Activities whose output has strong markup are better than activities whose output sells at TT, reliably. - The difference between careful play and careless play is real but modest. It will not turn a losing activity into a profitable one, it will change how fast the losing happens. ## Judging your own numbers Once you have a real sample, ask three questions: 1. **Is my cost figure complete?** Including armour and healing decay, and markup paid on ammunition. 2. **Am I actually selling the markup I loot?** Loot sitting in storage is not income, and loot sold to the terminal out of impatience is markup thrown away. 3. **Would a different creature, resource or blueprint have better output markup for a similar cost?** This is usually the biggest lever available to you, and it is a research question rather than a skill one. The [globals feed](https://www.entropiacentral.com/tracking) and the [wiki](https://www.entropiacentral.com/wiki) are where that research happens: what is being looted, from what, and how often. --- # How money enters and leaves the game > Deposits, withdrawals, the fixed exchange rate, and a realistic account of what taking money out involves. Source: https://www.entropiacentral.com/guides/economy/deposits-and-withdrawals Last updated: 2026-07-30 --- The defining feature of Entropia Universe is that the currency converts both ways. This page covers what that actually involves. ## The exchange rate **10 PED = 1 USD**, fixed in both directions. The rate does not float, is not affected by player activity, and has been stable for the life of the game. This is what makes every price in the game legible: a 500 PED item is a 50 USD item, and a 200 PED session is a 20 USD session. There is no mental conversion to do beyond moving a decimal point. ## Depositing Depositing converts real money into PED in your avatar's account. It is deliberately easy and supports the payment methods you would expect. Practical points: - **Verify your account first.** Identity verification is required for the system to work as a financial one, and it is much less annoying to do before you need it than at the moment you want to withdraw. - **Set a budget before you start, not during.** This is the single most important habit in the game. The economics do not improve because you are behind, and "one more deposit to make it back" is how people end up angry at a game they used to enjoy. - **Treat it as entertainment spending.** It buys you a hobby with an unusually interesting economy. It is not an investment, and anyone presenting it as one is selling something. ## Withdrawing Withdrawing converts PED back into real money and sends it to you. This is real: the money comes out. What to expect: - **It takes time.** Withdrawals are processed on a schedule rather than instantly, and the wait is measured in weeks rather than minutes. - **There is a minimum,** and there are fees. - **Your account must be verified,** with the identity checks that any financial system requires. - **It is checked.** Large or unusual withdrawals attract scrutiny, as they would anywhere that real money moves. Check MindArk's current terms for the exact figures. They change, and a number quoted in a community guide is exactly the kind of thing that goes stale. ## The honest picture Most players deposit more than they withdraw. That is not a scandal, it is how the business works: the house edge is built into the return on every activity, and it funds the servers, the development and the company. A minority of players do take out more than they put in. They are generally the ones running a business rather than playing a game: crafters supplying a market, traders working spreads, land area owners collecting tax, or organisers monetising services. That work looks a lot like work. The framing that keeps people happy long term is this: you are paying for entertainment, in an economy that happens to let you recover part of the cost. Anyone who tells you it is a way to make money is describing a job, or a scam, or both. ## Cashing out is not the only exit Value in the game is held in three forms: PED in your account, items you own, and skills on your avatar. Only the first withdraws directly. Items have to be sold first, which takes time and depends on the market. Skills have to be [extracted at a loss](https://www.entropiacentral.com/guides/avatar/skill-chips-and-transfers) and then sold, into a thin market. So an avatar "worth" a large sum is not the same as a bank balance of that sum. If getting money out matters to you, hold more of your value in liquid form and less in equipment you would struggle to sell. ## Watch out for third parties Anyone offering to buy or sell PED outside the official system, at a better rate, is either running a scam or exposing you to one. The official conversion is the only one with a guarantee behind it. The same goes for anyone offering investment schemes, managed accounts or guaranteed returns denominated in PED. [Trading safely](https://www.entropiacentral.com/guides/economy/trading-safely) covers the pattern. --- # Trading safely > Where to trade, how the auction protects you, and the scams that recur in a game where the currency is real money. Source: https://www.entropiacentral.com/guides/economy/trading-safely Last updated: 2026-07-30 --- Because the currency converts to real money, Entropia Universe attracts the same people every real-money system attracts. Most players are honest and the community is generally helpful, but the losses when something goes wrong are real losses. ## Use the auction where you can The in-game auction is the safest place to trade, because it is the game holding both sides rather than you trusting a stranger. You list an item, someone buys it, the exchange happens automatically. It costs a fee and takes time, and for that you get a guarantee. For anything valuable, that is a good trade. The auction is also the best price reference in the game, because it is where most volume goes through. Even when you intend to trade privately, check the auction first so you know what the thing is worth. ## Direct trades Direct player-to-player trades happen constantly, particularly for bulk materials and for items where the auction fee would eat the margin. The rules are simple and they are not optional: - **Use the trade window.** It shows both sides of the exchange and completes atomically. Anything that requires one party to hand over goods and trust the other to follow through is not a trade, it is a gift with an implied promise. - **Read the window before you accept.** Check the item, the quantity, the condition and the amount. Scams here are usually about a decimal point or a near-identical item name. - **Do not split a trade into stages.** "You send first and I will send the rest" has exactly one purpose. ## The scams that keep working **The password ask.** Nobody legitimate will ever ask for your password. Not support, not a society leader, not a friend who has been helping you for weeks. **The fake support message.** An in-game or emailed message claiming to be from MindArk, warning of an account problem and linking somewhere to fix it. Official communication does not work this way and does not ask for credentials. **The staged trade.** As above. Any request to send first, or to trade in halves, or to move part of the deal outside the trade window. **The lookalike item.** Two items with nearly identical names and very different values. Read the actual item in the window, not the one you expect to see. **The investment scheme.** Someone offering managed accounts, guaranteed returns, or a share in a venture, denominated in PED. In a game where the currency is real money, this is straightforwardly investment fraud, and there is no recourse. **The out-of-game exchange.** Buying or selling PED outside the official system, at a better rate than the fixed one. The rate is fixed for a reason; the better rate is the bait. **The rushed deal.** Urgency is a technique. Anyone hurrying you past the checks is doing it deliberately. ## Protecting the account itself - **Turn on two-factor authentication.** An account with a balance and equipment in it is worth stealing, and this is the single measure that most reliably stops it. - **Do not reuse your password** from anywhere else. - **Be careful with third-party tools.** Anything asking for your login credentials is not a tool, whatever it claims to do. Legitimate community software, [Entropia Central Tracker](https://www.entropiacentral.com/tracker) included, reads the game's own chat log rather than your account. ## If something goes wrong Report it to MindArk support. Keep whatever record you have: chat logs, screenshots, the exact time and the avatar name. Be realistic about outcomes. A completed trade you agreed to is generally your own transaction, even if you regret it. Account compromise and clear fraud are more likely to get attention. Either way, reporting also protects the next person, since repeat offenders get caught by pattern rather than by a single report. ## The general principle Slow down. Almost every successful scam depends on the target moving faster than they would if they thought about it. In a game where the currency converts to real money, taking an extra thirty seconds before accepting a trade is the highest-value habit you can have. --- # The planets > One universe, several planets, each with its own developer, creatures and character, and one avatar that travels between them. Source: https://www.entropiacentral.com/guides/world/the-planets Last updated: 2026-07-30 --- Entropia Universe is a single universe containing several planets. Each is built and run by its own development partner, with its own creatures, missions, storyline and feel. Your avatar is one avatar everywhere. Skills, items and PED travel with you, and the economy is largely shared, so moving between planets is a change of scenery rather than a fresh start. ## Planet Calypso The original and still the busiest. Calypso is where most players are, where most of the community knowledge is, and where a new player will find the most help. If you are starting out and have no particular reason to go elsewhere, start here. Population matters more than any other factor when you are learning: there are more people to ask, more activity in every market, and better coverage of every creature and resource in community resources like this [wiki](https://www.entropiacentral.com/wiki). ## The other planets Each of the other planets has its own identity, its own creature roster, its own mission chains and its own economy for the materials it produces. - **Arkadia** is known for its own storyline and mission structure. - **Next Island** has a distinct setting and its own progression content. - **Rocktropia** has a strongly themed setting quite unlike the rest of the universe. - **Cyrene** has its own science fiction storyline and creature set. - **Toulan** brings a setting drawn from a different cultural tradition than the others. - **Monria** is a moon rather than a planet, with its own themed content. There are also space stations and other locations that are neither planet nor moon but are places you can be and do things. ## Why the planet matters economically Planets are not cosmetic variations. They differ in ways that affect what you do: - **Different creatures** mean different loot, and different demand for the materials that loot produces. - **Different resources** mean mining somewhere else finds different things. - **Different mission rewards**, since each planet runs its own progression content. - **Different population**, which affects how quickly anything sells and how much competition there is for good spawns. A material that is common on one planet and absent from another creates trade between them, and players who move goods around the universe are a real part of the economy. ## Choosing where to be For a new player: Calypso, until you have a reason to be elsewhere. For an established player, the reasons to move are concrete: - A creature or resource you want is there. - A mission chain or event you want to do is there. - The market for what you produce is better there. - You are bored, which is a perfectly good reason in a game you play for years. ## Getting between them Travel between planets goes through space. See [Travel and space](https://www.entropiacentral.com/guides/world/travel-and-space) for how that works and what to watch out for, because space is one of the few places in the game where you can lose what you are carrying. --- # 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. Source: https://www.entropiacentral.com/guides/world/travel-and-space Last updated: 2026-07-30 --- Getting around Entropia Universe happens at two scales: moving around a planet, and moving between planets. They work completely differently and only one of them is risky. ## On a planet **Teleporters** are fixed points scattered across each planet. Visiting one unlocks it, after which you can travel instantly to any teleporter you have already unlocked. This makes early exploration genuinely valuable: an afternoon spent running between teleporters buys you fast travel for the rest of your time on that planet. Most players do a teleporter run early and are glad of it afterwards. **Vehicles** cover the ground between teleporters. They decay as they are used and take damage from terrain and hostile creatures, so they are a running cost, but for activities that involve a lot of ground, particularly [mining](https://www.entropiacentral.com/guides/mining/how-mining-works), they pay for themselves. **Mind Force teleport chips** offer another movement option. See [Mind Force](https://www.entropiacentral.com/guides/avatar/mind-force). ## Between planets Interplanetary travel goes through space, and there are two ways to do it: - **Passenger services**, where you buy a seat on someone else's ship. This is what most players use. - **Your own spacecraft**, which is a significant purchase and a activity in its own right. Ships are player-owned, so interplanetary transport is a service one player sells to another. Departure times, routes and prices are set by the operators. ## Space is dangerous This is the important part and the reason space gets its own section. Large parts of space are **lootable PvP**. If your ship is destroyed there, the goods you are carrying can be taken by whoever destroyed you. This is not a respawn inconvenience, it is a real loss of real value. Piracy is a legitimate playstyle in Entropia Universe and there are players who do it seriously. They are not breaking any rules, and they are not going to make an exception for you. What follows from that: - **Do not carry anything you cannot afford to lose** through space. Ever. - **Move value in a form that does not travel**, where possible. PED in your account is not on the ship with you. - **Check the current state of the route.** Some periods are busier with piracy than others, and other players know which. - **Use established transport operators**, who have a reputation to protect and generally know how to complete a run. See [PvP](https://www.entropiacentral.com/guides/advanced/pvp) for how lootable areas work more generally. ## Practical travel advice **Plan the trip, not just the destination.** Moving planets with a full inventory of valuable materials is the classic expensive mistake. Sell first, travel light, buy again on arrival if you need to. **Consider whether you need to travel at all.** The auction reaches across the universe for many purposes, and a lot of what people fly for could have been bought where they already were. **Once you are there, do the teleporter run.** Same logic as the first planet: the afternoon spent unlocking travel points pays for itself many times over. ## Space as an activity Space is not only a transit corridor. There is mining in space, hunting in space, and the whole transport and piracy economy built on top of it. It is a specialist area with its own equipment and its own risks, and it is not where a new player should be spending money. But it exists, it is active, and it is one of the more distinctive parts of the game once you have the basics behind you. --- # 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. Source: https://www.entropiacentral.com/guides/world/land-areas Last updated: 2026-07-30 --- A land area is a piece of a planet owned by a player. The owner controls what spawns there, and takes a percentage of the loot everyone takes on it. They are one of the clearest examples of Entropia Universe's economy working as a real economy: a player buys an asset, invests in making it attractive, and earns from the activity it hosts. ## Why hunters go there If a land area taxes your loot, hunting there costs more than hunting the same creature elsewhere. Players do it anyway, for good reasons: - **Better spawns.** Owners tune density and maturity to make the area worth visiting, and density is worth real money to a hunter. See [Planning a hunting run](https://www.entropiacentral.com/guides/hunting/planning-a-hunting-run). - **Creatures you cannot find easily elsewhere**, including combinations an owner has deliberately arranged. - **Convenience.** Facilities, teleporters and a layout designed for hunting rather than for scenery. - **Events.** Owners run competitions on their land, which brings both prizes and other players. The trade is straightforward: you pay a tax, you get a better hunting environment. Whether it is worth it is arithmetic, and the tax belongs in your cost per kill. ## The tax The owner sets a percentage taken from loot on the area. It is deducted automatically. For a hunter, this is a direct addition to cost. A land area with excellent spawns and a high tax can still be better value than a poor free spawn, and it can also be worse. The only way to know is to compare, with the tax included. ## Owning one Land areas are bought and sold between players, and they are among the more substantial assets in the game. What an owner does: - **Tunes the spawns**, choosing creatures and maturities to attract the hunters they want. - **Collects the tax** from activity on the land. - **Runs events** to bring people in. - **Maintains a reputation**, because hunters choose where to go and word travels. What an owner is exposed to: - **It is an illiquid asset.** Selling a land area takes time and the right buyer. - **Income depends on activity.** A quiet period is a quiet income. - **The game changes around you.** Updates that shift what creatures or resources are valuable change what your land is worth. This is a business rather than a purchase, and the owners who do well treat it as one. ## Land areas on Entropia Central Land areas have their own profiles here, showing activity recorded on them and what has been looted there. If you own one, you can claim its profile and manage what it shows. See [Land areas](https://www.entropiacentral.com/documentation/directory/land-areas) in the documentation for how that works, and browse the [land areas directory](https://www.entropiacentral.com/landareas) for what is there. ## Reading an area before you go The questions worth answering before a trip: 1. **What is the tax?** 2. **What spawns there, and at what maturities?** 3. **How busy is it?** A great spawn with ten hunters on it is not a great spawn. 4. **What does the creature drop, and does it carry markup?** See [TT value and markup](https://www.entropiacentral.com/guides/economy/tt-value-and-markup). 5. **What is the recorded activity like?** The area's profile here shows what has actually been looted, which beats a description. That is enough to decide whether the tax buys you something, which is the only question a land area really poses. --- # 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. Source: https://www.entropiacentral.com/guides/world/societies-and-community Last updated: 2026-07-30 --- Entropia Universe is a small game with a long memory. Reputation matters, the same names come up for years, and almost everything useful you will learn comes from other players rather than from the client. ## Societies A society is a player-run group, the equivalent of a guild elsewhere. Most will take a new player, most have a chat channel that is active, and being in one is the difference between playing alone and playing with people. What a good society gives you: - **Somewhere to ask questions** without broadcasting to a busy public channel. - **People to hunt with**, which opens up creatures and team roles you cannot do alone. - **Market knowledge.** What is selling, what is not, who is buying, what changed in the last update. - **A reason to log in** on evenings when the numbers are not going your way. That last one is underrated. The players who last in this game are almost all connected to other players. Societies also exist on this site, with their own profiles and points; see [Societies](https://www.entropiacentral.com/documentation/social/societies) for how that works. ## Where the community is The game's own chat channels are the immediate layer, and they are busy. Beyond that, the community runs its own forums, Discord servers, wikis, tools and events, and a lot of the useful knowledge lives there rather than in game. Entropia Central is part of that layer: the [wiki](https://www.entropiacentral.com/wiki) for structured data on items and creatures, the [globals feed](https://www.entropiacentral.com/tracking) for what is being looted right now, [events and challenges](https://www.entropiacentral.com/events) run by players, and the [market](https://www.entropiacentral.com/ads) for buying and selling. ## Events run by players A large amount of what happens in Entropia Universe is organised by players rather than by the developers. Competitions, hunting events, sponsored prizes, land area tournaments, charity runs. They are worth participating in, especially early: - Many have free or low entry. - Prizes are real, because the currency is real. - They are the fastest way to meet people who play the way you want to play. Events and challenges on this site are covered in [Creating an event](https://www.entropiacentral.com/documentation/events/creating-an-event) if you want to run one, and the [events section](https://www.entropiacentral.com/events) lists what is currently on. ## Reputation In an economy with real money in it, reputation is an asset. Players who trade fairly, deliver what they promised and behave decently accumulate something that genuinely helps them: better prices, standing arrangements with suppliers, invitations to things. The reverse also accumulates, and the game is small enough that it follows people. This is worth knowing on day one rather than learning later. ## Asking for help The community is generally willing to help, with two caveats worth knowing: - **Ask specific questions.** "How do I make money" gets a shrug; "is this weapon reasonable for these creatures at my level" gets an answer. - **Be sceptical of confident advice about returns.** Everyone has a theory about loot, most theories are built on small samples, and some of them are folklore that has been repeated for twenty years. Prefer advice about equipment, markets and mechanics, which is checkable, over advice about how loot works, which usually is not. The parts of this game that are knowable are genuinely knowable, and the wiki and the data on this site exist precisely so you can check rather than believe. --- # Events and Mayhem > The recurring competitive event series, how instanced events change the economics, and whether they are worth entering. Source: https://www.entropiacentral.com/guides/advanced/events-and-mayhem Last updated: 2026-07-30 --- Alongside ordinary play, Entropia Universe runs recurring competitive events. The best known is the **Mayhem** series, which comes round on a regular cycle and is a fixture of the calendar for a lot of players. ## What an event is The typical structure: an instance with its own creatures, entered for a period, where your performance is scored against everyone else in your category. Rewards come from the scoring, from tokens the event pays out, and from whatever you loot while you are in there. Events are usually split into categories so that players at different stages compete against comparable opposition rather than against the whole game. ## Why they matter economically Events change the arithmetic in a few ways: - **Token rewards are additional.** You are getting event currency on top of loot, which improves the effective return of activity done inside the event. - **The prizes are real.** Top placings pay meaningfully, which is what makes the competition serious. - **Demand spikes around them.** Ammunition, armour and healing supplies all see more buying while a big event runs, and material prices move with it. That last effect is worth noticing even if you never enter one. Events move markets, and players who supply the participants do well without ever setting foot in an instance. ## Competing seriously Competitive placings in the larger events are contested by players who prepare properly: appropriate equipment, a plan, and a willingness to spend at a rate that reflects the size of the prize. If that is not you, that is fine, and it does not mean you should stay out. Entering casually still gives you the token rewards and the loot, and the categories exist so that casual entry is not simply feeding the leaderboard. What to consider before entering seriously: - **What does an hour inside cost you?** Same arithmetic as any hunting run. See [Planning a hunting run](https://www.entropiacentral.com/guides/hunting/planning-a-hunting-run). - **What is the realistic placing** given who else is entering? - **What are the tokens actually worth**, at current prices, for what you would spend them on? ## Community events Alongside the official ones, players run their own events constantly: hunting competitions, land area tournaments, sponsored prize runs, charity events. These are often the better entry point. Entry is frequently free or cheap, the field is smaller, and they are one of the fastest ways to meet people. Entropia Central hosts community [events](https://www.entropiacentral.com/events) and [challenges](https://www.entropiacentral.com/challenges) with automatic scoring from recorded globals, so organisers do not have to tally results by hand. [Creating an event](https://www.entropiacentral.com/documentation/events/creating-an-event) covers running one. ## The honest advice Events are one of the more enjoyable parts of the game and one of the easier places to spend more than you intended, because the competitive frame does exactly what competitive frames do. Set the budget before entry, in the same way you would for any run, and treat the placing as a bonus rather than a plan. The players who consistently do well at events are the ones who were going to hunt that creature anyway. --- # PvP > Where player combat happens, the difference between ordinary PvP and lootable PvP, and why the second one deserves your full attention. Source: https://www.entropiacentral.com/guides/advanced/pvp Last updated: 2026-07-30 --- Player versus player combat exists in designated areas rather than everywhere. Outside those areas you cannot be attacked by another player, which means the overwhelming majority of the game is safe from it. Inside them, there are two very different situations. ## Ordinary PvP In standard PvP areas, players can fight each other. Being killed means the usual: you revive, you lose the time and whatever the fight cost you, and you carry on. This is competitive play with a normal cost of failure, and it is the version most people mean when they say PvP. ## Lootable PvP In lootable PvP areas, being killed means the player who killed you can take what you were carrying. This is a real loss of real value. It is not a penalty mechanic, it is a transfer of your property to someone else, and the game intends it to work exactly that way. Lootable areas include parts of space, which is why interplanetary travel deserves care. See [Travel and space](https://www.entropiacentral.com/guides/world/travel-and-space). ## The one rule **Do not carry into a lootable area anything you are not prepared to lose.** That is the whole of the practical advice, and people learn it the expensive way with impressive regularity. The corollaries: - Value held as PED in your account does not travel with you. - Sell before you travel, buy after you arrive, when the route crosses lootable space. - If you are running an activity in a lootable area, run it with equipment you can replace. ## Piracy is a playstyle Players who hunt other players in lootable space are playing the game as designed. They are not exploiting anything and they are not going to be sympathetic. This is worth stating plainly because new players sometimes assume being robbed in a lootable area is a bug or a rules violation. It is neither. The areas are marked, the mechanic is documented, and entering is a choice. ## Why anyone enters Lootable areas exist because they come with something worth the risk. Resources, creatures, or the shortest route between two places. The risk is the price of the access. For most players, most of the time, the correct answer is to stay out. For players who have decided this is what they want to do, it is one of the more genuinely tense experiences in any game, precisely because the stake is real. ## PvP on Entropia Central Recorded PvP activity, including kills, is tracked and visible here. The [data explorer](https://www.entropiacentral.com/tracking) shows PvP actions alongside globals and trade activity, and avatar profiles carry their recorded PvP history. That data exists because it is part of the game's public record, in the same way globals are. See [How globals are tracked](https://www.entropiacentral.com/documentation/globals/how-globals-are-tracked) for how recording works generally. ## If you want to try it Sensible progression: 1. Start in ordinary, non-lootable PvP where the cost of losing is time. 2. Learn how combat between players differs from combat against creatures. It differs a lot. 3. Only then consider lootable areas, and go in the first several times carrying nothing that matters. The players who do well at this have decided to do it properly. Wandering into it is how the game's most memorable losses happen. --- # Taming and pets > Capturing creatures, raising them, and what a pet is actually for. Source: https://www.entropiacentral.com/guides/advanced/taming-and-pets Last updated: 2026-07-30 --- Taming lets you capture certain creatures and keep them as pets, which can then be raised, equipped and in some cases used for their effects on your avatar. This page is not written yet. It needs verification of the current taming mechanics, which creature types can be tamed, the profession involved, and what pet effects are currently available, before it will be published. In the meantime, the [pets section of the wiki](https://www.entropiacentral.com/wiki/pets) carries what is recorded about individual pets. --- # Shops, apartments and property > Player-owned shops and housing, what they cost to run, and whether owning one is worth it. Source: https://www.entropiacentral.com/guides/advanced/shops-apartments-and-property Last updated: 2026-07-30 --- Players can own shops and apartments, use them for storage and decoration, and in the case of shops sell to other players continuously without being online. This page is not written yet. It needs verification of current shop and apartment availability, upkeep costs, and how the shop system currently works before it will be published. ---