Abreviations, Acronyms, & Definitions |
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AS |
ATTACK STRENGTH |
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DS |
DEFENSE STRENGTH |
CS |
CASTING STRENGTH |
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TD |
TARGET DEFENSE against magics |
AvD |
ATTACK vs DEFENSE Comparison |
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d100 |
Dice Roll of 1 to 100 |
CvA |
CAST vs ARMOR - The thicker the armor of your target, the worse the CvA. EX: If you cast at a tegu, it has no armor, you get a CvA of +25, but a hunter troll has the same TD however, since it has armor, you get a CvA of -2, meaning the end result goes down making the critter harder to hit with heavier armor |
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DC |
DARK CATALYST - a spell used by sorcerers |
CS v TD |
Casting strength Vs. Critters TD determines if you hit or not |
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MS |
MULTI-STRIKE |
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MD |
MANA DISRUPT - a spell used by sorcerers |
CMP |
COMBAT MANEUVER POINTS - When a player trains in the Combat Maneuvers skill, they earn Combat Maneuver Points that can be applied towards learning the individual CML skills |
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CML |
COMBAT MANEUVER LIST - the CML system is based off of your training in the Combat Maneuvers (CM) skill in the Character Manager/Skill Migrator. |
TP |
TRAINING POINTS - Training points are determined using the physical and mental equations. To learn skills, you must spend training points. |
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CMAN LEARN |
COMBAT MANEUVERS LEARN - Once a player has some CMP to spend, they can use the CMAN LEARN option to begin learning a rank in an available CML skill |
PTP |
PHYSICAL TRAINING POINTS |
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MTP |
MENTAL TRAINING POINTS |
MP |
MANA POINTS - Mana points are measures of the mana needed to cast a certain spell at a certain level. |
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RT |
ROUNDTIME - A round is the time it takes to execute a single combat maneuver or action |
SP |
SPIRIT POINTS |
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HP |
HEALTH POINTS - It is the amount of damage inflicted from pain, bleeding, shock, trauma, and ultimately death. |
CvC |
CHARACTER vs CHARACTER consists of two or more players roleplaying a conflict with each other without negative emotion from either player. |
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PvP |
PLAYER vs PLAYER involves two or more players fighting each other WITHOUT ROLEPLAY. Not pretty and by simu policy, you could be banned for a specified duration. |
DR |
DEATH RECOVERY - When a character dies and is later restored to life. |
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STATS |
CHARACTER or DEVELOPMENT STATISTICS - Statistics are assigned at character creation. The rate at which statistics rise is based on race, profession, and variety of other factors. |
MIU |
MAGIC ITEM USE - A skill required for activating a magic item. |
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DFREDUX OR REDUX |
DAMAGE REDUCTION - the inherent ability of a character to gain resistance to damage caused by melee attacks through training in certain physical skills. |
Cumulative |
A spell that can be casted multiple times to increase its duration up to roughly 3 hours. 101, 104, 105, 107, 120, and 150 are examples of "cumulative" spells. |
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Refreshable |
A spell that upon recasting "re-starts" the duration. 103, 202, 207, 211, 215, and 219 are examples of "refreshable" spells. |
Stackable |
A spell that can be used in conjunction with other spells. Most spells are "stackable". 205 and 206 are examples of non-stackable spells since they cancel one another out, but either CAN be stacked with 106. |
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Rolled |
A "cumulative" spell that is cast too many times on a target can "roll-over" and the duration is "re-started". |
Instant |
Spells of no duration. 108, 109, 110, 111, 113, 114, 115, 116, 119, 130, and 225 are examples of "instant" spells. |
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Non-Cumulative, Non-Refreshable |
A spell that once cast has to wait until its duration is completed before renewing. 117, 205, and 206 are examples of Non-Cumulative/Non-Refreshable spells. |
Spell Circles |
Spell Circles are groups of spells that are similar in function or base application and are grouped into categories depending on professions and spheres of power. |
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Spirit Sphere |
It is the power the deities of Elanthia deign to share with their followers or other spell users. |
Mental Sphere |
Derived from the spell user's ability to shape reality and affect others through the mysteries of psychic energy. |
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Elemental Sphere |
The power that exists in everyone and everything of a given world or universe or system of beliefs. |
Mana |
Mana is the raw magical energy found in each of the spheres of magic. |
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Invoke |
A command that requires the Arcane Symbols skill in order to activate scrolls.
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Encumbrance |
The more encumbered your character, the harder it will be to perform certain actions in the game. If you're carrying/wearing many items, it may slow you down. |
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ENCHANT |
Enchanting is the process of magically enhancing a properly prepared weapon, armor, or shield. |
EL:F |
Elemental Lore, Fire |
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EL:E |
Elemental Lore, Earth |
EL:W |
Elemental Lore, Water |
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EL:A |
Elemental Lore, Air |
ML:T |
Mental Lore, Telepathy |
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ML:D |
Mental Lore, Divination |
ML:Transfer |
Mental Lore, Transference |
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ML:Transform |
Mental Lore, Transformation |
ML:M |
Mental Lore, Manipulation |
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SL:N |
Sorcerous Lore, Necromancy |
SL:D |
Sorcerous Lore, Demonology |
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SpL:R |
Spirit Lore, Religion |
SpL:B |
Spirit Lore, Blessings |
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SpL:SS |
Spirit Lore, Spirit Summoning |
RP or RPG |
Roleplaying or Roleplaying Game |
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TTM |
THINK TO ME |
IRL |
In Real Life |
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IG |
In Game |
COL |
COUNCIL OF LIGHT - Shhhhh! It's a secret society. |
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IMT |
Icemule Trace |
OOC |
OUT OF CHARACTER |
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IC |
IN CHARACTER |
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If you have questions about any abreviations, acronyms or definitions in game not listed here, let us know and we'll be glad to add it to our shelves with explaination.
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Simutronics® is a registered trademark and service mark of Simutronics Corporation. All rights reserved. The GemStone ® IV game is copyright © 1987-2004 Simutronics Corp. All rights reserved. GemStone ® is a registered trademark of Simutronics Corp. All rights reserved.
This page created & maintained by Jypsie Calbot
© 2004 Jypsie's Elanthian Library
All rights reserved.