Skip to content

Acronym Legend

Abbreviations used across Terra Firma: Awakening design documents, expanded to full names. Terms are design language, not UI strings unless specified elsewhere.

Combat & Perspective

  • ADS — Aim Down Sights
  • FPP — First-Person Perspective (ranged / Precision Fire state)
  • TPP — Third-Person Perspective (melee / Melee Drive state)
  • FPS — First-Person Shooter (gunfeel / frame identity layer)
  • FOV — Field of View
  • HUD — Heads-Up Display

OmniVisor — full-field HUD / AR helm suite (vol. 15)

  • LT / L2 — Left Trigger (Precision Aim → First-Person Perspective)
  • RT / R2 — Right Trigger (Weapon Discharge → First-Person Perspective)
  • TTK — Time To Kill
  • Crit % — Critical Hit Chance (Story-only; disabled in Progressive Multiplayer / Competitive Ladder)
  • WASD — Keyboard movement keys: W forward, A left, S back, D right
  • AoE — Area of Effect
  • WW — Whirlwind (melee clear skill analogue; also shorthand in ‘WW/Fury’ clear)
  • CC — Crowd Control (stuns, freezes, absorbs, lockouts)
  • FBR — Faster Block Rate (shield block recovery frames)

Damage, Hit Chance & Procs

  • AR — Attack Rating (chance-to-hit input versus Defense)
  • Def / DR — Defense / Defense Rating (mitigates Attack Rating)
  • DR% — Damage Reduced percent (physical damage reduction)
  • ED / %ED / ED% — Enhanced Damage (percent damage multiplier bucket)
  • DS — Deadly Strike (chance to double physical damage portion)
  • CB — Crushing Blow (percent of target current life as bonus physical)
  • OW — Open Wounds (bleed Damage over Time on hit)
  • DoT — Damage over Time
  • CBF — Cannot Be Frozen (immunity / negation of freeze)
  • IAS — Increased Attack Speed
  • FCR — Faster Cast Rate
  • FHR — Faster Hit Recovery (recovery frames after being hit)
  • FRW — Faster Run / Walk
  • WSM — Weapon Speed Modifier
  • RPM — Rounds Per Minute
  • CDR — Cooldown Reduction (or Channel Damage Reduction-lite in gem notes — context-dependent)
  • LR — Lower Resist (Conviction / resist-pierce aura analogue)
  • alvl — Attacker / character level (hit-chance formula)
  • dlvl — Defender / monster level (hit-chance formula)
  • Str — Strength (core attribute)
  • Dex — Dexterity (core attribute)
  • Vit — Vitality (core attribute)

Systems, Modes & Economy

  • ARPG — Action Role-Playing Game (deep item and damage systems)
  • RPG — Role-Playing Game
  • GDD — Game Design Document
  • TFA — Terra Firma: Awakening
  • MP — Multiplayer (e.g. Progressive Multiplayer)
  • PvE — Player versus Environment
  • PvP — Player versus Player
  • XP — Experience Points
  • FOMO — Fear Of Missing Out (anti-FOMO = no artificial scarcity panic)
  • Credits — In-game currency (Marketplace, listings, play spend). Not the menu Credits roll
  • Crypto — Convertible token (BTUCOIN). Player holds 49% of every mint (fiat packs and play grants); 51% studio
  • RNG — Random Number Generation / random roll variance
  • HPS — High Phonon Shards (top Phonon Shard tiers Nna–Ma; endgame trade currency)
  • UI — User Interface

Weapon Family Shorthand

  • HC — Hand Cannon (firearm family)
  • SMG — Submachine Gun (firearm family)
  • GL — Grenade Launcher (firearm family)
  • MG — Machine Gun (firearm family)

Vision Modes

  • IR — Infrared (vision mode)
  • UV — Ultraviolet (vision mode)
Firehand BusTFA gun brain — active weapon → reticle / bloom / mag from Receiver×Frame (UTFAFirehandBus). Not SKG; not ShooterCore.
SKGSKGShooterFramework — marketplace FPS plugin (meshes / attach / ballistics). Demo: on disk, off until Firehand wraps it.
ShooterCoreLyra reference GFP — live fire / kill credit now until Firehand.