๐ EU Glossary
Every term, acronym, and concept in Entropia Universe โ explained like you're new. Searchable, linkable, and always up to date.
The in-game currency. 1 PED = $0.10 USD. MindArk guarantees this exchange rate. Every item, service, and action in the game is priced in PED.
1/100th of a PED. 1 PED = 100 PEC. Costs are often quoted in PEC for precision โ e.g., "2.5 PEC per shot."
The NPC vendor. Also refers to an item's base value โ its "TT value." Every item can be sold to the TT at its TT value. Think of it as the floor price or "melt value."
The percentage above TT value that players pay. MU 130% on a 10 PED TT item = 13 PED actual price. Driven by supply and demand.
The PED value lost when using an item (weapon, armor, tool). Decay is a continuous cost of play โ like wear-and-tear. Decayed PED goes into the "loot pool."
Spending PED through gameplay (hunting, crafting, mining). "Cycling 100 PED" = spending 100 PED on ammo + decay. Used to measure session size.
The percentage of cycled PED that comes back as loot. Long-term average is ~97%. A 100 PED cycle returns ~97 PED on average.
The system that redistributes player spending as loot drops. Ammo cost + decay = what goes in. Mob loot + mining finds = what comes out.
A large loot event (typically 50+ PED). Announced server-wide. "Hall of Fame" (HoF) = 100+ PED. ATH = "All Time High."
The largest single loot event ever recorded for a specific mob or activity. Getting an ATH is extremely rare.
A loot event of 100+ PED. Listed on the in-game Hall of Fame board. A bigger deal than a Global.
Converting PED back to real USD via MindArk. 1 PED = $0.10 USD. Minimum withdrawal thresholds apply. This is what makes EU a "Real Cash Economy."
The efficiency metric for weapons. DPP = Total Damage / Cost in PEC. Higher DPP = cheaper to kill mobs. THE most important weapon stat for cost-conscious hunters.
How fast a weapon deals damage. DPS = Damage / Attack Interval. Matters for time efficiency, but DPP matters more for cost efficiency.
A level range on weapons. When your profession is within SIB range, you gain skills faster and miss less. ALWAYS use weapons within your SIB range.
Permanent items that can be repaired indefinitely. Higher upfront cost but no replacement needed. Opposite of (L) = Limited items that break permanently.
Items that break permanently when TT reaches 0. Often cheaper to buy but must be replaced. Common for weapons and armor.
A weapon attachment that increases damage per shot. Uses more ammo per shot. Good amps increase DPP; bad amps decrease it. Check the math!
A slot-based boost that improves weapon stats. Breaks after ~50 uses. Whether it's worth it depends on DPS gain vs enhancer cost. Use the Enhancer ROI tool.
Healing tool. Has its own decay cost. Include FAP decay in your hunting budget โ it's often 15-25% of total session cost that new players forget.
Extra damage on a hit. Critical hits add damage without extra ammo cost, effectively improving DPP for that shot.
Failed attack โ ammo spent, no damage dealt. Using weapons above your SIB range increases miss rate. Misses waste real PED.
Item upgrade level (Tier 0โ10). Higher tiers improve stats. Tiering requires enhancers and resources. Each tier attempt has a chance of failure.
The kill counter system. Every creature has 25 ranks. Completing ranks gives free skill/attribute rewards. The best source of "free" progression in EU.
A codex milestone. Each rank requires a specific number of kills (1, 2, 3, 4, 6, 8... up to 100 for rank 25). Total: 828 kills for all 25 ranks.
The choices offered at each codex rank. Set 1 = Combat skills. Set 2 = Defensive/Looter skills. Set 3 = Attributes (milestone ranks only). Set 4 = Bonus (some mobs).
Milestone ranks (5, 10, 15, 20, 25) that offer attribute rewards (Set 3). ALWAYS pick Stamina at these โ it has ~5,000% markup when chipped out.
Extracting skill points into a tradeable chip (ESI). Costs 10% of the skill's TT value. The chip can then be sold on auction at markup.
A consumable needed to extract ("chip out") skills. ESIs themselves have ~900% markup. Factor ESI cost into chip-out profit calculations.
The repeatable codex rank. Costs 5,000 PED base + 1,250 PED per repeat. Not kill-based โ you just pay PED. For hardcore endgame players only.
A skill-based level that unlocks gear. E.g., "Laser Pistoleer (Hit)" level 30 unlocks certain weapons. Professions level up as you gain underlying skills.
The most valuable attribute. 9.25 Stamina = +1 HP. Extremely hard to gain naturally. ~5,000% auction MU. ALWAYS pick Stamina at codex milestones.
Defensive skill that reduces incoming damage. Very hard to level. ~1,200% MU. Top pick from Codex Set 2 rewards.
Looter skill โ improves loot frequency. ~1,000% MU. High-value codex Set 2 pick after Evade.
Looter skill โ improves loot quality. ~900% MU. Another strong Set 2 codex pick.
Free-to-play activity. Stand near a mob and collect "Vibrant Sweat." Sells to players for ~3 PED/1000 bottles. Never sell sweat to the TT!
Using a finder tool + probes to discover underground resources. High variance activity. Finders have different depths and types (ores/enmatters).
Manufacturing items from blueprints + resources. Primarily a PED sink for skilling. Profit comes from blueprint discovery and markup knowledge.
Killing mobs for loot. The most popular activity. Cost = ammo + weapon decay + armor decay + healing. Returns ~97% long-term.
A player guild/clan. Join one for group hunts, mentoring, and shared knowledge. Many societies have Discord servers.
An experienced player who guides new players. The mentor system gives both mentor and disciple rewards. Find one early!
A new player being mentored. Graduates at a certain skill threshold. Both mentor and disciple receive graduation rewards.
The free shuttle between a planet surface and its space station. No cost, no risk. Used for interplanetary travel.
Player-owned spaceship that carries passengers between planets. Operators charge for rides (typically 3-7 PED). Safer than solo space travel.
Lootable PVP exists in space and certain zones. In PVP, other players can kill you and take your carried items. Avoid PVP zones until experienced.
Fast travel point. Must be discovered by physically visiting it. Once discovered, you can teleport there for a small PED fee.
When you die, you revive at the nearest revival terminal. Death costs nothing directly (no item loss outside PVP), but healing decay was already spent.