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 Bus | TFA gun brain — active weapon → reticle / bloom / mag from Receiver×Frame (UTFAFirehandBus). Not SKG; not ShooterCore. |
| SKG | SKGShooterFramework — marketplace FPS plugin (meshes / attach / ballistics). Demo: on disk, off until Firehand wraps it. |
| ShooterCore | Lyra reference GFP — live fire / kill credit now until Firehand. |