Achievement / Feat
Permanent record for doing something notable (boss kills, collections, events). Sometimes grants titles, cosmetics, or points.
This is a massive, plain-English glossary of MMO slang and systems. Type to filter, jump by letter, or link friends directly to a term. Great for WoW, FFXIV, Guild Wars 2, RuneScape, ESO, Lost Ark, and more.
Last updated: August 10, 2025
Permanent record for doing something notable (boss kills, collections, events). Sometimes grants titles, cosmetics, or points.
Your visible hotkeys for abilities and items. Arrange by frequency and role (defensives, interrupts, mobility).
An extra enemy that joins a fight mid-encounter. Often must be controlled, interrupted, or killed quickly.
Weekly modifiers that change how a dungeon plays (e.g., explosive, fortified).
Not actively playing. In groups, say AFK if you need a moment.
How much attention an enemy focuses on you. Tanks build and hold threat so others don’t get hit.
Player marketplace for buying/selling items. Prices fluctuate with supply/demand.
An alternate character on your account. Often used for different roles, professions, or storage.
An ability that hits multiple targets at once—cones, circles, ground effects, etc.
Maximum number of targets an AoE can hit (if limited).
Small-scale PvP mode focused on duels or team fights with tight balance and fast matches.
Action RPG (e.g., Path of Exile). Session-based loot-driven gameplay, sometimes MMO-adjacent.
Targeting or focusing the same enemy as your leader for burst damage or coordinated CC.
Joining an in-progress group/match to replace someone who left.
Abilities that do more damage from behind/side of a target.
A currency earned from dungeons/raids used to purchase gear.
Intentionally placing a boss ability in a safe spot by standing there at the right time.
The strongest possible item for a gear slot for a given build.
Item or unlock shared across your account/roster.
Item that becomes soul-bound to you once you equip it (tradeable before equipping).
Item bound to you immediately when looted; can’t be traded.
Short-term crowd control that breaks on damage.
Paying gold/money for others to carry you through content. Often restricted or against rules depending on game.
A timer/threshold after which a boss deals massive damage to punish slow kills.
A stat point at which something changes (e.g., extra DoT tick, cooldown alignment).
High damage/healing output in a short window using cooldowns.
Short verbal/text cues during fights (e.g., “stack left,” “interrupt skull”).
Hold a spawn area to continuously kill enemies or control territory.
A maximum value. Hard caps can’t be exceeded; soft caps have diminishing returns.
A strong player/team completing content while others contribute little.
Abilities requiring time to complete; can be interrupted or moved out of.
A timed or scaled difficulty version of a dungeon.
A strategy that trivializes mechanics, sometimes unintended.
Damage that hits the main target and nearby enemies (usually limited arc/cone).
Single-use items like potions, flasks, food that grant buffs or healing.
Time before an ability can be used again. Off-GCD abilities don’t trigger the global cooldown.
A player anchors a mechanic to a safe position so others can move freely.
Visual appearance of gear independent of stats.
Loot distributed by a leader or council, rather than automated rules.
Professions that create or collect items and materials for the economy.
Chance to deal increased damage or healing.
Abilities that limit enemy actions: stun, root, fear, polymorph, blind, silence.
Tasks that reset on timers for steady progress (currencies, rewards, caps).
Short, repeatable PvE instance designed for 1–5 players; steady rewards without fixed group.
NPC ally that assists you in Delves; adds flexibility to solo play.
Client and server positions don’t match (rubber-banding, phantom hits).
Removing buffs from enemies (purge) or debuffs from allies (cleanse/dispel).
Periodic damage effect. Keep uptimes high for maximum value.
Core roles: damage dealer, sustain/support, and fight control.
Moments that test raw output or survival.
Repeated CC on the same target becomes less effective for a time. Also used for stat scaling.
Automatic matchmaking for 4–5 player dungeons.
Random daily duty category for big XP/tome rewards.
The in-game market: crafting mats, supply/demand, price cycles, sinks.
Hidden rating used to match PvP players/teams.
Content at max level targeted at progression: raids, high keys, extreme/savage, ranked PvP.
Strict time limit before a boss wipes the group.
Alt-progression or roguelike dungeon systems with unique rules and rewards.
Abusing a bug or unintended rule to gain advantage; usually against ToS.
Repeat an activity for currency, mats, or XP.
Anyone can loot; usually chaotic without agreements.
A secondary target watched for casts or interrupts while hitting something else.
A PvP kill.
Ambush a weaker or unprepared player, often in open world PvP.
Progress locked behind requirements (level, attunement, rep, quest).
Short shared cooldown after most abilities. Some skills are off-GCD (oGCD).
Summary number that approximates gear quality for matchmaking or entry.
Sportsmanship shorthand: Good luck, have fun, good game.
A player who intentionally ruins others’ experience. Reportable in most games.
Repetitive play for rewards. Efficient routes and goals reduce burnout.
Say hello, clarify roles/loot, be patient, and explain if someone is new.
Player organization for social play, progression, and events.
Harder versions of content with tighter checks and special rewards.
Absolute limit vs. diminishing returns after a threshold.
Stat that speeds casts, GCD, or DoT/HoT ticks depending on the game.
Mechanics that stress healing/cooldowns (big raid-wide damage).
Extra talent tree unlocked at higher levels for additional flavor.
Rules for who gets credit/loot for a kill when multiple parties hit the same mob.
Periodic healing effect.
Player-owned homes/rooms/plots with decor and storage; often prestige.
A build that mixes roles or splits stats for flexibility.
Brief period where you can avoid damage with a skill or dodge.
Private copy of content for you/your group.
Stops or locks an enemy cast. Often the most important button in dungeons.
Your combat role/class in FFXIV (unlockable and switchable on one character).
Kills divided by deaths; simple PvP stat that ignores objectives/support.
Item that unlocks or scales a dungeon’s difficulty.
Your chosen hotkeys for abilities. Comfort and consistency beat novelty.
Stay out of melee range while damaging/controlling enemies.
Mechanic that pushes players away from a source.
Delay between your input and server response. Lower is better.
The server creates multiple copies of a zone to handle population.
Looking for More / Group / Raid. Common group finder tags.
Obstacles can block spells/projectiles. Use LoS to avoid damage or force enemies to move.
Timer that prevents repeating a boss/raid until reset.
Leaders assign drops for team progression. Requires trust.
Click “Need” if it’s an upgrade for your current role, otherwise “Greed,” or “Pass.”
List of items a boss/monster can drop and the odds.
Your primary character vs. your best-geared alternate.
Automatic creation of balanced groups/matches (PvE/PvP).
A scripted boss or dungeon action you must respond to (soak, bait, interrupt, stack/spread).
The commonly accepted best builds/strategies for current content.
Optimize every stat/choice to squeeze the most performance.
A non-player enemy.
Rideable speed boost or flying companion; often collectible.
Primary story questline that unlocks content and gives top leveling XP (esp. FFXIV).
Scaling, timed dungeon system using affixes to add difficulty.
Balance change that weakens/strengthens classes, items, or encounters.
Someone learning the game; most communities are happy to help.
Derogatory way to say inexperienced or unwilling to learn. Prefer “new player.”
Non-player character (vendor, quest giver, enemy, companion).
Win condition elements (flags, nodes, payloads) that beat raw K/D.
Abilities used between GCDs; weave 1–2 safely without clipping.
Multiple parties can get credit/loot for the same kill.
Shared spaces outside instances. May include world quests, bosses, PvP.
Community focus on meters/logs; helpful for improvement but can be toxic if misused.
Content or balance update; hotfix is a quick, smaller fix.
NPC movement logic; also player routing around terrain for speed/safety.
Monetization for time savers (boosts, cosmetics, QoL) without raw power.
Paying real money for direct power advantage; controversial.
Drops are rolled per player by the system.
Different players see different states of the world based on quest progress.
Temporary icons to coordinate movement/targets.
Open-world killing of other players; some games punish via karma systems.
Player Killer Killer—hunts down PKers.
Consumables that restore health/mana or boost stats for a duration.
Actions taken right before combat starts (potions, buffs, positioning).
Enemy that must die or be controlled first (healers, summoners, dangerous adds).
A random effect that triggers under certain conditions.
Temporary group formed via chat or matchmaking.
Player vs Environment; Player vs Player; Realm vs Realm; World vs World.
Join a matchmaking line for content.
Large-group boss content with multi-phase mechanics.
Coordinates strategy, positions, and cooldown plans.
A set of raid bosses released together, often with themed gear.
Your visible competitive rank based on MMR and wins.
Where your character exists; choose a region near you for lower ping.
Change stats or talent choices. Modern games often allow free or cheap respecs.
Geographic server cluster (NA/EU/SEA etc.). Affects ping and language.
Gear wears down on death; repair at vendors with gold.
When activities unlock again for rewards.
Bonus experience gained after being logged out in rest areas.
Your account-wide character list and shared progress (where supported).
The order you press abilities. Priority lists adapt to procs and cooldowns.
Daily random duty categories that give bonus rewards.
Game scales your level/ilvl to content or party to keep fights fair.
Parallel copies of the same zone to reduce crowding.
A DoT/HoT taking a “snapshot” of your stats at cast time for its full duration. Game specific.
Boss ramps damage or adds mechanics instead of a hard timer.
How long before enemies or bosses appear again.
Finishing content as fast as possible; “parse” often refers to DPS logs/percentiles.
Group up to share damage (stack) or separate to avoid chaining effects (spread).
Relative value of each stat for your build; helps with gearing decisions.
A consistent team that raids together weekly.
A role providing buffs, debuffs, and control more than raw damage or healing.
First hitter or shared tag determines loot/credit rules.
Large single-hit damage aimed at a tank; requires mitigation/cooldowns.
Forces the enemy to target you and often raises your threat above others.
Fast travel skill or item to a bound location.
Community ranking of classes/specs. Use as guidance, not gospel.
Endgame currency for gear; capped weekly.
Rules of the game; violations can get you suspended or banned.
Non-boss enemies in dungeons/raids.
Run story dungeons with NPC allies. Great for learning.
Developers adjusting numbers to balance difficulty and classes.
Interface elements or customizations to improve clarity. Some games restrict mods.
Temporary scaling of your level/stats up or down to match content.
Low-value items meant to be sold to vendors for gold.
A balanced stat that gives damage and reduction (game-specific names).
Account-wide progression/collections for your roster.
Using oGCDs between GCDs without clipping the global cooldown.
Entire group dies; reset and try again.
Large boss out in the open world for many players.
Short tasks in the open world for currencies and rep.
Experience points for leveling your character or battle pass.
Overwhelm with numbers rather than strategy; blob of players.
Entering or leaving an instance or area.