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Glossary

This glossary fixes the terms of the Lineage 2 object model, the game engine and the client protocol. It exists so that the feature map, the engine documentation and the code of this repository use one name for one thing, even though the public server families (Mobius, the L2J lineage, aCis, L2Emu and others) each name things differently. A term here is a model or engine concept, not a feature.

Every term carries one mark. Four kinds name entities; the fifth mark is for things that are not entities.

Kind Criterion Name Examples
template / instance A world object with its own object id, and one definition creates several at once <x>-template for the definition, <x> for each object item-template / item, npc-template / npc, reflection-template / reflection, vehicle-template / vehicle
unique entity Own identity and one record per entity: a world object with its own data record, or a group the game keeps with live state bare <x> door, castle, clan, party, siege, zone, olympiad-match
owned state Not a world object; held by an owner (character, account, clan) with its own state: level, timer, expiry <owner>-<x> or a state noun character-skill, premium, inventory, abnormal
reference data Data looked up by id, never instantiated bare <x> skill, class, recipe, cubic, premium-plan
concept Not an entity: a process, mechanic, rule or protocol notion bare <x> aggro, pathfinding, packet, bypass, event

Answer the questions in order; the first “yes” decides the kind and the name.

  1. Does the thing exist in the world as an object with its own runtime identity (an object id), and can one data definition produce several such objects at the same time? Then the definition is <x>-template and each object is the instance <x>. Monsters, pets, summons and guards are all npc instances; herbs, shots and quest items are all item instances.
  2. Is it a game entity with its own identity where one record is one entity — a world object described by its own data record, or a group the game creates and keeps with live state (it owns things rather than being held)? Then it is a unique entity with a bare name; its data and its live state belong to the same entity.
  3. Is it not a world object, but something an owner holds with its own state — level, timer, expiry? Then the held thing is owned state, named <owner>-<x> or by a plain state noun, and its definition is reference data <x> (character-skill holds a skill with level and reuse).
  4. Otherwise it is reference data with a bare name.

Concept test. An entity has an identity and a record, so one can point at “this X” (this clan, this door, this match); a concept has neither (there is no “this aggro” or “this pathfinding”). The procedure does not apply to concepts. Abstract levels of the object hierarchy that span several kinds (world-object, creature, playable) are concepts too. The procedure names game-domain entities; runtime structures of the engine (partitions, passes, threads, timers) are concepts as well.

  • Canon. The canonical term is the name already used by the L2NX servers when they have one; otherwise the Mobius High Five vocabulary; otherwise the game term, when that is clearer. The canon is written in kebab-case (item-template); identifiers of a family, of the client or of a packet are quoted verbatim.
  • Sale variants, schedules and lists are named for what they are, never -template: premium-plan (a subscription variant: term, bonuses, price), item-mall-product (a product of the shop), item-auction-schedule (a timetable record), multisell-list (an exchange table).
  • Build names do not decide the canon. Families call many reference-data holders *Template (CubicTemplate, TransformTemplate, PremiumTemplate); such names are recorded in the family column only.
  • No key-value bags. Key-value stores of the families (Mobius PlayerVariables, AccountVariables, GlobalVariables) are not canon: every value becomes typed state of its owner (a field of character, game-account or a server-level owned state). Their names stay in the family column only.
  • Instanced zone. An instanced zone is a reflection. The word instance means only “an object created from a template” and is never used for a zone.
  • Families. “Mobius” is L2J Mobius (Interlude, High Five and Essence lines; High Five is the line refactored in this repository). “L2J lineage” groups the L2-prefixed class names shared by L2J Server, L2jEternityWorld (l2e), L2jFrozen and L2Emu. aCis, Sunrise, L2JPremium, L2_Advanced, lunaris and other public families are named where they differ. A dash means the family has no such term or it is not known.
  • One canon for the game server and the platform. Code, data, APIs and docs of this repository and of the L2NX platform services use the canonical terms of this file; this file is the source of truth.
  • Look up before naming. Before naming an entity, table, column, class, DTO, REST resource, event or config key that carries a Lineage 2 concept, find the term here; if it is missing, apply the naming procedure.
  • Add new terms in the same change that introduces them, with their kind and a one-line definition.
  • No new divergence. A non-canonical name in existing code stays until that code is touched; a change that owns the contract renames it toward the canon. A new non-canonical name is never introduced.
Column Meaning
Term Canonical term with its kind mark
Definition One sentence
Names in build families Class or data names per family
Client / protocol Packet, .dat or protocol name
Game term Name used by players in English
Collisions Other meanings or conflicting names

The glossary has 297 terms in 10 areas; the collisions of widely reused words are collected at the end.

Term Definition Names in build families Client / protocol Game term Collisions
world-object (concept) Anything that has an object id and a position in the world: character, npc, item, door, vehicle. Mobius WorldObject; aCis WorldObject; L2J lineage L2Object objectId in packets - Not the same as object-id, which is only its id.
creature (concept) World object that can act and fight: has HP/MP, skills, abnormals and a target. Mobius Creature; aCis Creature; L2J lineage L2Character CharInfo, NpcInfo, UserInfo carry its state - Actor-kind enums found in some APIs mix levels of this hierarchy (player, playable, npc, monster…).
playable (concept) Creature controlled by a player: a character or a summon. Mobius Playable; aCis Playable; L2J lineage L2Playable - - -
character (unique entity) Persisted game character owned by a game account; one record per character holds its data and its live state. Mobius Player; aCis Player; L2J lineage L2PcInstance UserInfo (own), CharInfo / ExCharInfo (others) character The engine class is named Player or L2PcInstance, but canon is character; player means the human (see collisions).
player (concept) The human who plays, as opposed to the character they control. Mobius Player is the character class, not the human - player Three meanings in code: the human, the engine character class (Player) and a user type.
summon (instance) Playable creature that serves a character: a servitor or a pet. Mobius Summon; aCis Summon; L2J lineage L2Summon PetInfo, PetStatusUpdate; Essence SUMMON_INFO is the servitor packet summon / servitor In Mobius Summon is the base class; in the Essence protocol SUMMON_INFO is the servitor packet only.
servitor (instance) Summon created by a skill, as opposed to a pet created from a collar item. Mobius Servitor; aCis Servitor; L2J Server L2ServitorInstance (High Five), L2SummonInstance (Interlude) SUMMON_INFO (Essence) servitor / summon Mobius Summon is both servitor and pet.
pet (instance) Companion summoned from a collar item; levels up, has its own inventory. Mobius Pet; aCis Pet; L2J lineage L2PetInstance PET_INFO, PET_STATUS_* pet Not an agathion (cosmetic) and not a servitor.
pet-data (reference data) Level and stat table of a pet type. Mobius PetData, PetDataTable; L2J lineage L2PetData - - -
baby-pet (instance) Pet that buffs its owner. Mobius BabyPet; L2J lineage L2BabyPetInstance - baby pet -
tamed-beast (instance) Beast Farm creature that buffs its owner (a feedable-beast once tamed). Mobius TamedBeast, FeedableBeast; L2J lineage L2TamedBeastInstance, L2FeedableBeastInstance - tamed beast -
cubic (reference data) Cubic definition: id, level, lifetime, skills and their trigger conditions; a cubic active on a character is a character-cubic. Mobius CubicTemplate, CubicData UserInfo / CharInfo; Essence ExUserInfoCubic cubic Some families call the data holder CubicTemplate; here it stays reference data without suffix.
character-cubic (owned state) Cubic active on a character: its level, remaining lifetime and skill timers; not a world object. Mobius Cubic; aCis Cubic; L2J lineage L2CubicInstance UserInfo / CharInfo (cubic ids); Essence ExUserInfoCubic cubic The L2J lineage suffix *Instance does not make it a world object: it has no object id.
transformation (reference data) Form definition a character can take: id, model, stats and skills; the character only refers to the active form while the abnormal that applied it lasts. Mobius Transform (data holder) and TransformTemplate UserInfo / CharInfo (transform id), ExBasicActionList transformation In Mobius Transform is the data, not the active instance.
door (unique entity) Door in the world, one data record per door (HP, defence, size, opening type), that can be opened, closed and damaged. Mobius Door, data DoorTemplate; aCis Door, DoorTemplate; L2J lineage L2DoorInstance DoorInfo, DoorStatusUpdate door Doorman is a castle or clan hall gatekeeper NPC, not a door.
static-object (unique entity) Static world object such as a sign, throne or map. Mobius StaticObject, StaticObjectData; L2J lineage L2StaticObjectInstance StaticObject (Interlude) / StaticObjectInfo (High Five, Essence) - -
fence (unique entity) Invisible box wall that the client draws; geodata ignores it. Mobius Fence, FenceData; aCis Fence, FenceManager ExColosseumFenceInfo fence -
vehicle-template (template) Definition of a vehicle type: speed, stats, capacity; several vehicles can be created from one at the same time (all clan airships share one). Mobius CreatureTemplate built in AirShipManager / BoatManager - - Defined in code in Mobius, not in data.
vehicle (instance) Moving transport with passengers: boat, airship or shuttle; created from a vehicle-template. Mobius Vehicle (Boat, AirShip, ControllableAirShip, Shuttle); L2J lineage L2Vehicle, L2BoatInstance, L2AirShipInstance VehicleInfo, ExAirShipInfo, ExShuttleInfo boat, airship -
object-id (concept) Server-wide unique id of a world object (an instance or a unique entity), as opposed to a template id. Mobius IdManager; L2J lineage IdFactory, BitSetIDFactory objectId in packets object id In packets itemId is the item template id and objectId the item instance id; in some APIs item_id can be either.
wire-handle (concept) The 32-bit id under which the protocol carries a live entity: allocated when the entity is loaded or spawned, reused only after a quarantine; persistent identity is a UUID that never goes on the wire. Mobius and the L2J lineage use the object-id itself; nx-l2 senderHandle, playerHandle, handle in view events objectId in packets object id Not an object-id in the sense of a database key: the handle is the wire and in-memory id and may differ at the next login.
class (reference data) Profession: id, race, parent, tier, base stats and HP/MP per level. Mobius PlayerClass (enum) + PlayerTemplate, ClassListData; L2J lineage ClassId; aCis ClassId, PlayerTemplate classId in UserInfo, CharSelectionInfo class, profession Mobius names the class base data PlayerTemplate; under the template rule it is reference data, not a template: nothing is instantiated from it.
class-category (reference data) Group of classes used in conditions (FIGHTER, MAGE, *_ALL_CLASS). Mobius CategoryData, CategoryType - - Related but distinct: class type (fighter, mystic) and class tier (base, first, second, third).
subclass (owned state) Additional class of a character (up to three). Mobius SubClassHolder; L2J lineage SubClass - (html dialogs) subclass Essence adds a separate dual class (isDualClass).
race (reference data) Character race: human, elf, dark elf, orc, dwarf, kamael. Mobius Race; L2J lineage Race race in CharacterCreate race NpcRace is a different enum.
experience-level (reference data) Row of the experience table: level to exp. Mobius ExperienceData - level, exp -
experience-source (concept) Closed list of why exp or sp changed: KILL, QUEST, REWARD, DEATH_PENALTY, SPEND, RESURRECT, ADMIN, PLATFORM. nx-gs-adapter ExperienceSource - - -
restart-point (reference data) Place where a character is resurrected after death. Mobius RequestRestartPoint, TeleportWhereType RequestRestartPoint restart point RequestRestart returns to the character lobby, a different action.
revive (concept) A dead character getting up again: at a restart point or, by a skill or item, on the spot; HP, MP and CP come back by the engine’s respawn rule. Mobius Creature.doRevive; L2J lineage doRevive Revive revive resurrection is the skill or item that revives on the spot; respawn is an NPC reappearing.
vitality (owned state) Experience-bonus points earned by hunting (High Five Vitality equals Essence Sayha’s Grace). Mobius VitalityTask; Mobius Essence LimitedSayha ExVitalityPointInfo, ExVitalityEffectInfo Vitality; Sayha’s Grace One mechanic, two names by version; canon is vitality.
nevit (owned state) Nevit’s Blessing: a timed hunting bonus of High Five. Mobius Nevit ExNevitAdvent* Nevit’s Blessing Not part of vitality: its own timer.
fame (owned state) Personal fame points. Mobius FameTask UserInfo fame Clan reputation is a separate value (clan-reputation).
recommendation (owned state) Rating given by one player to another. Mobius RecoBonus, RecoGiveTask; Interlude RequestEvaluate RequestVoteNew, ExVoteSystemInfo recommendation The packets are named Vote; do not confuse with voting for a server.
noblesse (owned state) Noble status; gates olympiad entry in Interlude and High Five. Mobius NoblessMaster, NoblesseBless; L2J lineage Nobless* spelling UserInfo Noblesse Mobius spells it Nobless; canon is noblesse.
title (owned state) Character title shown above the name. RequestGiveNickName in Mobius and L2J lineage RequestGiveNickName title Packets call it nickname; not the character name.
initial-equipment (reference data) Starting item set of a class. Mobius InitialEquipmentData; L2J lineage InitialEquipmentParser - - -
stat-point (owned state) Essence characteristic point earned by level or elixir. Mobius Essence PlayerVariables.STAT_POINTS, ELIXIRS_AVAILABLE ExSetStatusBonus, ExResetStatusBonus stat point, elixir -
Term Definition Names in build families Client / protocol Game term Collisions
item (instance) Instance of an item in the world or in an inventory; created from an item-template. Mobius Item; aCis ItemInstance; L2J lineage L2ItemInstance ItemList, InventoryUpdate, ItemInfo (objectId + itemId) item In aCis Item is the template and ItemInstance the instance, in Mobius the reverse; in packets itemId is the template id and objectId the instance id.
item-template (template) Static definition of an item loaded from data; every item is created from one. Mobius ItemTemplate (+ Weapon, Armor, EtcItem); aCis Item; L2J lineage L2Item, L2Weapon template id in packets; names and icons in the client itemname / etcitemgrp / weapongrp / armorgrp .dat files item aCis names the template Item.
item-container (owned state) Item set bound to an owner: inventory, warehouse, clan warehouse, freight, pet inventory, mail, refund. Mobius Inventory, PlayerInventory, Warehouse, PlayerWarehouse, ClanWarehouse, PlayerFreight, PetInventory, Mail, PlayerRefund; aCis PcFreight; Essence GachaWarehouse - inventory, warehouse warehouse also names unrelated stores; see collisions.
inventory (owned state) Character’s own item-container, with a capacity and tabs. Mobius PlayerInventory; L2J lineage PcInventory ItemList, InventoryUpdate inventory -
warehouse (owned state) Item-container for long-term storage, per character or per clan. Mobius Warehouse, PlayerWarehouse, ClanWarehouse WareHouseDepositList, WareHouseWithdrawList warehouse Not a freight box (freight) and not an external stock; see collisions.
paperdoll (reference data) Table of equipment slots on the body (PAPERDOLL_*); slot count and indices differ per version. Mobius Inventory.PAPERDOLL_*; L2J lineage PAPERDOLL_* constants item-id-per-slot fields of UserInfo and CharInfo equipment slots Interlude 17 slots, High Five 25, Essence 59.
grade (reference data) Item rank NONE, D, C, B, A, S (S80 and S84 in High Five); sets the crystal, expertise penalty and enchant odds. Mobius CrystalType; aCis CrystalType - grade -
crystal (instance) Consumable obtained by crystallization and used in crafting. Mobius CrystalType names the grade, the item is a plain etc-item - crystal Not a soul-crystal and not a life-stone.
soul-crystal (reference data) Soul crystal growth data: stages, level-up chance and which monsters feed each stage; the crystal itself is an item instance. Mobius LevelUpCrystalData; aCis SoulCrystalData - Soul Crystal -
life-stone (reference data) Augmentation stone data: which items the stone is applied to and which augmentation outcomes it gives (grade and level where the build has them); the stone itself is an item. Mobius LifeStone data (augmentation); Mobius Essence mineral (Variations.xml mineralId) RequestConfirmRefinerItem Life Stone -
shadow-item (instance) Item with a mana timer that expires on the body. Mobius ItemManaTaskManager; aCis ShadowItemTaskManager - Shadow Item -
freight (owned state) Item-container of a character that receives items sent by other characters of the same account. Mobius PlayerFreight; aCis PcFreight PackageToList, PackageSendableList, RequestPackageSend Freight, Package Delivery -
item-restore (concept) Restoring deleted or lost items. Mobius Essence ItemRestoreHolder, BlackCoupon* - Item Restoration -
herb (instance) Consumable that takes effect on pickup. Mobius hasExImmediateEffect item flag - Herb -
enchant-scroll (reference data) Enchant scroll data: which items and grades a scroll enchants, its kind (regular, blessed, crystal, safe) and success rates; the scroll itself is an item. Mobius EnchantScroll, EnchantSupportItem; aCis EnchantScrolls, AbstractEnchantPacket RequestEnchantItem Enchant Scroll enchant also means skill enchant, and New Enchant is the Essence compound action.
enchant-level (owned state) Number of enchant steps of an item. Mobius getEnchantLevel - enchant A skill’s enchant is a route plus level (enchant-route).
augmentation (owned state) Bonus on a weapon, armor or jewelry created from a life stone and gemstone. Mobius High Five and aCis Augmentation; Mobius Essence Variation ExShowVariationMakeWindow, RequestRefine Augmentation; Variation (Essence) refine, augment and variation name one thing; canon is augmentation.
item-option (reference data) Bonus set (stats and / or a skill) granted by augmentation or enchant; ensoul options are a separate set. Mobius Options, OptionSkillHolder; Mobius Essence Variation options - option -
item-option-quality (concept) Quality tier of an item option, shown as the colour of its tooltip lines: yellow, blue, purple, red (lowest first). - optiondata_client option_quality 1..4 option grade / colour Not the life-stone grade: a top-grade stone also yields yellow options.
augmentation-outcome (reference data) Probability that augmenting an item of a target group with a given life stone puts a given item option into a given slot. Mobius VariationData (optionCategory / option chances), L2J lineage AugmentationData retail chances - - -
augmentation-target-group (reference data) Set of items that share one augmentation roll input, so one set of outcomes applies to all of them. Mobius Essence itemGroup (Variations.xml); High Five: weapon type (fighter / mage), accessory - - -
jewelry (concept) Equipment worn in the neck, ear and finger slots (necklace, earrings, rings); one item kind for enchant caps, augmentation and attributes. slot masks neck, ear, finger; config keys such as EnchantMaxJewelry body-part slots neck, ear, finger jewelry “accessory” is also the hair accessory (head slots); this glossary uses jewelry for neck, ear and finger only.
ensoul (owned state) Soul (special ability) inserted into an item slot. Mobius Essence Ensoul* ExShowEnsoulWindow Ensoul; Special Abilities abilities also names the character Ability skill branch.
appearance (owned state) Displaying the look of another item: shape shifting, transmog, dress-me. Mobius Essence Appearance*, ShapeShifting*; Mobius custom Transmog; Sunrise DressMe; aCis forks Skins ExShapeShiftingResult (Essence) Shape Shifting In Mobius PlayerAppearance is the character’s face and hair.
henna (reference data) Dye definition: stat bonuses and penalties, allowed classes and price; a character wears up to three in its slots. Mobius Henna, HennaData; Essence HennaPoten; L2J lineage L2Henna HennaInfo, HennaEquipList, ExNewHennaList Henna; Dye, Symbol dye is the item, symbol the result.
armor-set (reference data) Armor parts with a set bonus. Mobius ArmorSet, ArmorSetData; aCis ArmorSet; L2J lineage L2ArmorSet no packet; the bonus appears as a skill Armor Set -
agathion (reference data) Cosmetic companion summoned by an item skill: the character carries only its id and the client draws the model; not a world object. Mobius AgathionData, SummonAgathion ExBrAgathionEnergyInfo Agathion Not a pet and not a summon.
talisman (instance) Item in a deco slot that gives skills for a limited time. Mobius PAPERDOLL_DECO1..6, TalismanSlot - Talisman -
compound (concept) Combining two items into one (Essence). Mobius Essence CombinationItems.xml RequestNewEnchant* Item Combination Packet names reuse NewEnchant.
recipe (reference data) Crafting recipe: ingredients, product, success rate. Mobius RecipeList, RecipeData; aCis Recipe; L2J lineage L2RecipeList RecipeBookItemList, RecipeItemMakeInfo Recipe A recipe item (teaches a recipe) differs from the recipe record.
recipe-book (owned state) Character’s list of known recipes, dwarven and common. Mobius RecipeBook; aCis RecipeBook RequestRecipeBookOpen Recipe Book -
private-store (owned state) Open shop mode of a character: sell, buy, package sell or craft. Mobius and L2J Server PrivateStoreType; aCis STORE_PRIVATE_* constants SetPrivateStoreList*, PrivateStoreList*, ExPrivateStoreSetWholeMsg private store store also means warehouse and manufacture (craft).
trade-list (owned state) List of item, count and price that lives during one deal or shop session. Mobius, L2J lineage and aCis TradeList, TradeItem TradeStart, TradeOwnAdd, PrivateStoreListSell trade window Names both player-to-player trade and a private store; a buy-list is the NPC counterpart.
buy-list (reference data) NPC merchant assortment with prices and optional stock. Mobius ProductList, Product; aCis NpcBuyList; L2J lineage L2BuyList BuyList, ExBuySellList shop In aCis and L2J TradeList also means buy list.
multisell-list (reference data) Exchange table from ingredients to products; a per-player prepared view is computed on demand. Mobius MultisellListHolder, PreparedMultisellListHolder; aCis and L2J lineage ListContainer, PreparedListContainer MultiSellList, MultiSellChoose, ExMultiSellResult multisell, exchange NPC The prepared list is a calculation, not an instance of the template.
refund (owned state) Container of items sold to an NPC that can be bought back. Mobius PlayerRefund; L2J lineage PcRefund RequestRefundItem, ExRefundList refund Interlude has the container but no buy-back packet.
tax-rate (owned state) Castle tax added to NPC merchant and multisell prices. Mobius Interlude and High Five MerchantPriceConfig; Mobius Essence TaxType, TaxZone; aCis Castle.getTaxRate tax field of BuyList castle tax Essence TaxZone and High Five MerchantPriceConfig solve the same task differently.
seed (reference data) Manor seed or crop type; the database keeps only castle production and procurement. Mobius Seed, SeedProduction, CropProcure ExShowSeedInfo, ExShowCropInfo manor -
pc-cafe-points (owned state) PC Cafe currency earned by timer or kills and spent in the PC Cafe shop. Mobius PcCafePointsManager; L2J lineage PcBangPoint ExPCCafePointInfo, RequestPCCafeCouponUse PC Cafe points PcBang (Korean) and PcCafe are the same thing.
l-coin (instance) Essence currency item. Mobius Essence LCOIN_* configs plain item; ExLCoinCount L-Coin -
ancient-adena (instance) Secondary currency of the Seven Signs. all families ANCIENT_ADENA_ID plain item Ancient Adena -
game-points (owned state) Balance of Item Mall points. Mobius High Five getGamePoints; Mobius Essence getPrimePoints ExBrGamePoint Prime points Prime points and game points are one concept.
item-mall-product (reference data) Item Mall product: point price, components, category. Mobius PrimeShopItem, PrimeShopGroup; client BR_Product ExBrProductList, ExBrProductInfo, ExBrBuyProduct Item Mall prime shop (Mobius) equals BR product (client) equals item-mall (canon).
item-auction (unique entity) One held auction of an item-auction-schedule: its bids, end time and winner. Mobius ItemAuction, ItemAuctionBid RequestBidItemAuction item auction Not the clan hall auction (ClanHallAuction).
item-auction-schedule (reference data) Schedule record of an item auction: NPC, day and hour, item, starting bid, duration. Mobius ItemAuctionInstance, ItemAuctions.xml ExItemAuctionInfoPacket item auction Mobius calls the schedule instance, clashing with the word reserved for template instances.
commission-lot (owned state) Lot of a commission house or world exchange: item, unit price, term. Mobius CommissionItem, WorldExchangeHolder RequestCommissionRegister, ExWorldExchangeRegisterItem commission; world exchange -
value-transaction (concept) One database transaction that moves items or currency between holders, keyed by an idempotency key and recorded in the value-ledger; the single save point of a transfer. nx-l2 ValueTransaction, value_transactions - - Not the trade window (trade).
value-ledger (concept) Append-only record of every value move: transaction, holder (inventory, warehouse or mail), item, template and delta. nx-l2 value_ledger; families keep text item logs only - - Not the item log file.
pending-mark (concept) Mark on an item or adena reserved by a value-transaction in flight: it cannot be used, dropped, sold, equipped or moved until the outcome. nx-l2 PendingItems - - -
Term Definition Names in build families Client / protocol Game term Collisions
skill (reference data) Definition of a skill (id and level, plus sub-level or route) loaded from data; every learned skill refers to one. Mobius Skill; aCis and L2J lineage L2Skill; Lineage2TS: a database record skillId + skillLevel in packets (plus sub-level in Essence); client skillgrp / skillname .dat skill Mobius uses one class Skill for both template and learned skill.
character-skill (owned state) Skill held by a specific carrier (character, pet, clan), with its level, enchant and reuse state. Mobius: the Skill reference in the player’s skill map plus a TimeStamp; L2J lineage the same SkillList learned skill Families do not separate template from instance.
skill-learn (reference data) Node of a skill tree: learn conditions (level, SP, books, previous skill). Mobius SkillLearn; aCis and L2J lineage L2SkillLearn AcquireSkillList, AcquireSkillInfo - -
skill-tree (reference data) Set of skill-learn nodes by kind: class, fishing, clan, sub-clan, transform, transfer, sub-class, collect (and revelation, dual, alchemy in Essence). Mobius AcquireSkillType; L2Emu SkillTreeTable type field of RequestAcquireSkill skill tree -
enchant-route (reference data) Branch of skill enchant (High Five routes 1..N at levels 101+); Essence uses enchant stars. Mobius High Five EnchantSkillGroup, EnchantSkillLearn; Interlude EnchantSkillTreeData; Mobius Essence SkillEnchantData ExEnchantSkillInfo skill enchant Item enchant is a plain number; skill enchant is a route plus level.
effect (concept) Handler that performs a skill action (instant, continuous or pump): code, not data. Mobius AbstractEffect and handlers; aCis and L2J lineage L2Effect - effect L2jEternityWorld L2Effect is closer to an applied abnormal; see collisions.
abnormal (owned state) Continuous skill effect applied to a creature: type, stack level, remaining time, source. Mobius BuffInfo + EffectList; L2J lineage L2Effect inside CharEffectList AbnormalStatusUpdate, ShortBuffStatusUpdate, PartySpelled buff / debuff Some systems call an applied abnormal effect.
abnormal-type (reference data) Stacking key: the same type is replaced by a higher level. Mobius AbnormalType; aCis and L2J lineage AbnormalType; older stackType abnormal_type - -
abnormal-visual-effect (reference data) Visual effect on a model: stun stars, aura. Mobius AbnormalVisualEffect UserInfo / CharInfo; Essence ExUserInfoAbnormalVisualEffect - -
condition (concept) Predicate over caster, target and skill that gates a skill or a stat function. Mobius Condition* (High Five and Interlude), *SkillCondition handlers (Essence) refusal arrives as SystemMessage - Essence has two layers: item conditions and skill-condition handlers.
target-type (reference data) Selector of the primary target of a skill. Mobius TargetType (Interlude and High Five: one enum for target, area and filter; Essence: target only) ctrl/shift flags of RequestMagicSkillUse - -
affect-scope (reference data) Shape of the area a skill affects around the target (Essence): single, range, fan, party, clan. Mobius Essence AffectScope - - Older builds fold scope into TargetType.
affect-object (reference data) Filter of who inside the area is affected (Essence): friend, not friend, clan. Mobius Essence AffectObject - - -
operate-type (reference data) How a skill is used: active, passive, toggle, aura; 10 values in Interlude and High Five, 19 in Essence. Mobius SkillOperateType (A1.., CA1.., DA1.., P, T) - - -
charges (owned state) Accumulating resources spent by skills: force, souls, momentum. Mobius ResetChargesTask, ResetSoulsTask EtcStatusUpdate force charges, souls -
Term Definition Names in build families Client / protocol Game term Collisions
stat (concept) Calculated characteristic of a creature: P.Atk, M.Def, speed, crit… Mobius Stat; aCis and L2J lineage Stats UserInfo (Essence masks STATS, SPEED) stat stat is the general calculated value; base-stat is the six primaries.
run-speed (concept) Game units per second a creature covers while running: the base speed of its template, changed by stats and multiplied by the move multiplier. Mobius Stat.RUN_SPEED, getRunSpeed() UserInfo (runSpd and the move multiplier) Speed Walk speed is a separate stat (WALK_SPEED); the base value before the multiplier is not the speed the client moves at.
stat-function (concept) Contribution to a stat (add, mul, set with order); the final value is computed by a chain or a finalizer. Mobius High Five AbstractFunction, Calculator; Mobius Essence *Finalizer - - Essence has no Calculator: finalizers replace the function chain.
formula (concept) Entry point that computes a combat quantity: damage, hit, crit, debuff chance. Mobius Formulas; older builds Formulas* helpers - - -
base-stat (reference data) STR, DEX, CON, INT, WIT, MEN and their bonus tables. Mobius BaseStat UserInfo (Essence bit BASE_STATS) stats Not the general stat.
trait (reference data) Attack or vulnerability type (weapon, debuff) with vulnerability and resistance. Mobius TraitType; L2J lineage L2TraitType - - -
attribute (reference data) Element of an attack or defence: fire, water, wind, earth, holy, dark. Mobius AttributeType (Essence), Elementals (High Five); aCis ElementType UserInfo (Essence masks ELEMENTALS, ATK_ELEMENTAL), ExAttributeEnchantResult Attribute Mobius Interlude item_attributes means augmentation, not elements; attribute is not a stat.
hit-condition-bonus (reference data) Damage bonus by position, height or time of day. Mobius HitConditionBonusData - - -
shot (instance) Consumable that amplifies the next hit or cast: soulshot, spiritshot. Mobius ShotType, item handlers SoulShots ExAutoSoulShot, RequestAutoSoulShot soulshot, spiritshot -
attack-stance (owned state) In-combat state lasting 15 seconds after an attack. Mobius AttackStanceTaskManager; aCis AttackStanceTaskManager AutoAttackStart, AutoAttackStop in combat -
class-balance (reference data) Config multipliers of damage and defence per class (custom). Mobius ClassBalanceConfig; L2jFrozen ClassDamageManager - - -
gear-score (owned state) Computed power of a character from its equipment, recalculated on change; the rules are a gear-score-ruleset. L2Emu GearScore.xml fields of the ranking data packets gear score -
gear-score-ruleset (reference data) Rules that turn equipment (grade, enchant, options) into a gear score. L2Emu GearScore.xml - - -
Term Definition Names in build families Client / protocol Game term Collisions
npc (instance) Instance of a non-player character in the world: monster, merchant, guard, boss. Mobius Npc; aCis Npc; L2J lineage L2Npc, L2NpcInstance NPC_INFO (objectId + template id) NPC *Instance in L2J class names means instance of an object, never a zone.
npc-template (template) Static definition of an NPC: stats, skills, drops, AI type, instance class. Mobius NpcTemplate; L2J lineage L2NpcTemplate; aCis NpcTemplate npcId in packets; names in the client npcname .dat NPC -
attackable (instance) Npc that can be attacked, aggro-tracked and killed. Mobius Attackable; aCis Attackable; L2J lineage L2Attackable - - -
monster (instance) Npc that attacks and is killed; the ordinary mob. Mobius Monster; aCis Monster; L2J lineage L2MonsterInstance - monster, mob -
raid-boss (instance) Strong monster with a respawn timer from a table. Mobius RaidBoss; L2J lineage L2RaidBossInstance - Raid Boss -
epic-boss (instance) Top-tier boss with a status and respawn pattern, handled by its own manager (Antharas, Baium…). Mobius GrandBoss; L2J lineage L2GrandBossInstance - Epic; Grand Boss Mobius says grand boss; canon is epic.
minion (instance) Monster that spawns together with a leader. Mobius MinionList - Minion -
drop-group (reference data) Group in an NPC template from which one item drops by chance. Mobius DropGroupHolder; aCis DropCategory - Drop group -
drop-protection (owned state) Protection of a dropped item for its killer. Mobius DropProtection - Loot protection -
aggro (concept) Hate mechanic: an npc keeps a hate and damage record per attacker and attacks the one on top. Mobius and L2J lineage AggroInfo; aCis AggroList, HateList - Aggro, Hate Mobius names the per-attacker record AggroInfo; canon is the game term.
route (reference data) Walking path of an NPC. Mobius Routes.xml, WalkingManager; aCis walkerRoutes.xml; L2jFrozen walker_routes - - Routes.xml also holds vehicle routes (vehicle-route).
fake-player (instance) Server-controlled character imitation. Mobius FakePlayer - - In L2J Phantom Ranger and Phantom Summoner are player classes.
spawn (unique entity) Record of where and how many NPCs of a template appear (point, group, territory) and their respawn delay; the NPCs it creates are npc instances. Mobius Spawn, SpawnGroup; Essence SpawnTemplate; aCis Spawn, SpawnManager; L2J lineage L2Spawn - spawn Essence SpawnTemplate is a spawn-group description, not a template of instances; Mobius Spawn keeps the record and its live npcs in one class.
respawn (concept) Reappearance of an NPC after death (timer, multiplier, scheduled reduction). Mobius RespawnTaskManager - Respawn -
champion (instance) Strengthened variant of a monster. Mobius ChampionMonsters (config) - - The quest Test of the Champion is unrelated.
Term Definition Names in build families Client / protocol Game term Collisions
friend (owned state) Confirmed link between two players. Mobius RequestFriend*; Essence package friend FriendList, L2FriendSay Friend -
block-list (owned state) List of blocked players (with a memo in Essence). Mobius BlockList; Essence BlockListPacket RequestBlock Block list -
contact-list (owned state) Mail address book of up to 100 names. Mobius ContactList ExShowContactList Contacts Not friend.
couple (owned state) Bride and groom pair (custom). Mobius Couple, CoupleManager; aCis CoupleManager; L2jEternityWorld Couple ExAskCoupleAction Couple, wedding wedding is the event, couple the entity.
mentor-relation (owned state) Mentor and mentee link (Essence). Mobius Essence MentorManager ExMentorAdd, ExMentorList Mentor, Mentee mentor is both the role and the manager.
party (unique entity) Temporary group of up to nine players (seven in Essence) with shared loot and exp bonus. Mobius Party; aCis Party; L2J lineage L2Party AskJoinParty, PartySmallWindow* Party, Group Mobius PartyMessageType is a message kind, not the object.
command-channel (unique entity) Union of several parties under a leader with the Clan Imperium skill. Mobius CommandChannel; aCis CommandChannel; L2J lineage L2CommandChannel ExAskJoinMPCC, ExOpenMPCC Command Channel MPCC in packets is the same thing.
party-matching-room (unique entity) Room for finding a party. Mobius Interlude and High Five PartyMatchRoom; Mobius Essence MatchingRoom ExPartyRoomMember, ListPartyWating Party Matching Essence MatchingRoom is wider and includes command channel rooms.
party-distribution-type (reference data) Loot rule of a party: finders keepers, random, by turn (with spoil). Mobius PartyDistributionType; aCis item modes ITEM_RANDOM, ITEM_ORDER RequestPartyLootModification Looting rule -
chat-type (reference data) Chat channel: general, shout, whisper, party, clan, trade, alliance, hero, world. The whisper is also shown back to its sender, with the addressee’s name instead of the sender’s own. Mobius ChatType; nx-l2 ChatType (game), ChatChannel (wire enum of p267) Say2, CreatureSay; type numbers in the client Chat channel Type numbers differ between Interlude and Essence (NPC_GENERAL 0 vs 22).
community-board (concept) Alt+B window with HTML pages routed by _bbs commands. Mobius CommunityBoardHandler, IParseBoardHandler RequestShowBoard, RequestBBSwrite, ShowBoard Community Board BBS in code is the board; services inside it belong to other domains.
forum (owned state) Tree of forums, topics and posts inside the community board. Mobius Forum, Topic, Post, *BBSManager RequestBBSwrite Forum Memo and mail in Interlude also live under BB/*.
mail (owned state) Message from a player or the system with subject, text, attachments, cash on delivery and expiry; deletion and expiry only hide it, so its history stays. Mobius MailMessage, container Mail; L2J lineage Message; nx-l2 mails RequestSendPost, ExReplyReceivedPost, ExNoticePostArrived mail In Interlude and aCis mail is a Community Board message (MailBBSManager), not the postbox.
mail-attachment (instance) Item attached to a mail: its item-snapshot, plus the live item (location MAIL and the mail id) while it is still in the mail. Mobius Mail as ItemContainer; L2-Scripts mail_attachments (link to the live item); nx-l2 mail_attachments (the snapshot) ExReplyPostItemList attachment -
cash-on-delivery (concept) Adena amount the receiver of a mail pays to take its attachments; it goes to the sender in the same value-transaction. Mobius MailMessage.getReqAdena; L2J lineage Message.getReqAdena; L2-Scripts Mail.price; nx-l2 cod_adena RequestSendPost amount, ExReplyReceivedPost TradeMoney Payment Request COD in code.
mail-fee (concept) Adena the sender pays per mail: a base plus a sum per attachment (High Five: 100 + 1000). Mobius RequestSendPost.MESSAGE_FEE, MESSAGE_FEE_PER_SLOT; nx-l2 l2nx.mail.fee.* - postage Not cash-on-delivery, which the receiver pays.
mail-type (reference data) Kind of a mail that decides whom the client shows as its sender and whether it can be returned: player, system, birthday. Mobius High Five MessageSenderType; Mobius Essence MailType; L2J lineage Message.sendBySystem; nx-l2 MailType SentBySystem field of the mail packets - Essence adds commission and other types.
mail-return (concept) The receiver sends a mail’s attachments back: a new mail to the sender, marked as returned, without cash on delivery. Mobius RequestRejectPostAttachment, MailMessage.setReturned; nx-l2 ReturnMail, returned_from_id RequestRejectPostAttachment, Returnd flag Return Not a cancel, which the sender makes.
item-snapshot (concept) Frozen copy of an item’s state at one moment (template, stack count, enchant, attributes, augmentation), kept after the item left or changed: mail attachments, trade and store lines, session results. nx-l2 mail_attachments, AttachmentSnapshot; nx-gs-adapter ItemSnapshot; no other family keeps one item block of ExReplyReceivedPost with a synthetic object id - Not an item: it never changes. nx-gs-adapter keeps the instance id, the nx-l2 attachment has none.
item-source (concept) Closed list of where an item delta came from or went: DROP, SWEEP, FISHING, QUEST, REWARD, CRAFT, CONSUME, ENCHANT, CRYSTALLIZE, DEATH_DROP, FEE, NPC_BUY, NPC_SELL, MULTISELL, TRADE, PRIVATE_STORE, MAIL, PARTY_DISTRIBUTE, WAREHOUSE, PET, FREIGHT, ADMIN, DONATE, PLATFORM. nx-gs-adapter ItemSource; engines pass a free process string - - Not the drop of an NPC: one of its values.
clan (unique entity) Permanent player association with level, reputation, subunits and privileges. Mobius Clan; aCis Clan; L2J lineage L2Clan Pledge* packets (the client says pledge) Clan pledge in code and client equals clan.
clan-member (owned state) Record of a clan member with rank, social class, title and sponsor. Mobius ClanMember; aCis ClanMember PledgeShowMemberListAll Clan member -
clan-privileges (owned state) Bit mask of rights of a member: invite, warehouse, war, siege. Mobius ClanPrivileges ManagePledgePower, PledgeReceivePowerInfo Clan privileges A power grade (rank with its own mask) differs from the mask itself.
social-class (reference data) Social rank of a player (Vagabond to Emperor) from clan level and role. Mobius getPledgeClass, SocialClass pledgeClass field of UserInfo, PledgeShowMemberList* Social Class Not a social action.
clan-subunit (owned state) Clan division: academy, royal guard, order of knights. Mobius SubPledge, Clan.SUBUNIT_* PledgeReceiveSubPledgeCreated Academy; Royal Guard; Order of Knights Code says subpledge; canon is subunit.
clan-level (reference data) Clan level and its requirements and limits table. Mobius High Five constants in Clan.levelUpClan (0..11), Interlude (0..8), Essence ClanLevelData.xml PledgeStatusChanged, ExPledgeLevelUp Clan level -
clan-reputation (owned state) Clan reputation points spent on clan skills. Mobius Clan.getReputationScore PledgeShowInfoUpdate Clan Reputation (CRP) Essence keeps clan exp and reputation as two values.
icon (owned state) Clan or alliance icon (emblem) with an id. Mobius Crest, CrestTable, CrestType PledgeCrest, AllyCrest, ExPledgeEmblem Crest Builds say crest, the client packet says emblem; canon is icon.
clan-notice (owned state) Clan announcement text shown on login. Mobius Clan.getNotice; Essence RequestExPledgeV3SetAnnounce ExPledgeV3Info (Essence) Clan notice Essence announce equals notice.
alliance (unique entity) Union of up to three clans under a leader clan. Mobius Clan.getAllyId; aCis ally AskJoinAlly, AllyCrest Alliance Code says ally, canon is alliance.
clan-skill (owned state) Skill learned by a clan with reputation. Mobius clan skill tree - Clan skill -
Term Definition Names in build families Client / protocol Game term Collisions
clan-war (owned state) Mutual or one-sided war between two clans. Mobius Clan.warList (High Five, Interlude), ClanWar + ClanWarState (Essence); L2J lineage RequestStartPledgeWar StartPledgeWar, PledgeReceiveWarList Clan War declare versus blood declaration (Essence).
residence (unique entity) Clan-owned holding: castle, fortress or clan hall. Mobius AbstractResidence; L2J lineage have no common ancestor (Siegable interface) - residence -
castle (unique entity) Castle with a territory, tax and siege; a fixed object, not created from a template. Mobius Castle, CastleData (Essence); L2J lineage Castle ExShowCastleInfo castle A family CastleTemplate holds siege parameters, not a template of instances.
fortress (unique entity) Fortress: 21 in High Five, one Orc Fortress in Essence. Mobius Fort, FortManager; L2J lineage Fort ExShowFortressInfo fortress Code says fort; canon is fortress.
clan-hall (unique entity) Clan hall: auctionable, siegeable or other. Mobius ClanHall, AuctionableHall, SiegableHall, ClanHallType (Essence); L2J lineage ClanHall RequestAllAgitInfo, ExShowAgitInfo, AgitDecoInfo clan hall The client says agit; canon is clan-hall.
siege (unique entity) Time-limited event of capturing a residence. Mobius Siege, FortSiege, ClanHallSiegeEngine, Siegable SiegeInfo siege A fight event named like a castle siege in some builds is not a siege.
siege-clan (owned state) Registration of a clan for a siege with a side: owner, defender, attacker. Mobius SiegeClan, SiegeClanType; L2J lineage SiegeClan SiegeAttackerList, SiegeDefenderList attacker / defender -
siege-flag (instance) Attacker clan headquarters and respawn point. Mobius SiegeFlag; L2J lineage L2SiegeFlagInstance - headquarters flag also means pvp-flag.
artefact (instance) Castle holy artifact; target of the seal. Mobius Artefact; L2J lineage L2ArtefactInstance - Holy Artifact Essence ArtifactSlot is an item slot, another domain.
territory-ward (instance) Ward banner of the Territory War. Mobius TerritoryWard; L2J lineage TerritoryWard ExShowDominionRegistry territory ward dominion equals territory war; a spawn territory is a polygon.
mercenary (instance) NPC mercenary that a castle owner places with a mercenary ticket. Mobius MercTicketManager - mercenary Not a siege-mercenary, the character registered for a clan (Essence).
siege-mercenary (owned state) Registration of a character as a mercenary of a clan for a siege (Essence). Mobius Essence MercenaryPledgeHolder ExPledgeMercenary* mercenary Not the NPC mercenary.
duel (unique entity) One-on-one or party duel. Mobius Duel, DuelManager ExDuel* duel A party duel arena is a reflection.
karma (owned state) Player-kill penalty score (Interlude and High Five); Essence stores it as negative reputation. Mobius karma, KarmaLossData UserInfo, RelationChanged karma; reputation (Essence) One entity with the sign inverted in Essence.
pvp-flag (owned state) Temporary flag of a PvP participant (purple name). Mobius getPvpFlag, PvpFlagTaskManager; L2J lineage PvPFlagTask UserInfoType.SOCIAL (Essence) flag See siege-flag.
cursed-weapon (unique entity) One of the two fixed cursed weapons. Mobius CursedWeapon, CursedWeapons.xml ExCursedWeaponList cursed weapon -
olympiad-cycle (unique entity) Monthly olympiad cycle with a competition phase and a validation phase. Mobius Olympiad (_period); L2J lineage Olympiad - Olympiad period A Mobius period is a phase within a cycle; not a team tournament.
olympiad-match (unique entity) A single olympiad fight in a stadium. Mobius AbstractOlympiadGame -> OlympiadGameNormal (Classed, NonClassed, Teams); Interlude OlympiadGame ExOlympiadMatchResult match Mobius names it game (OlympiadGame*); canon is olympiad-match.
competition-type (reference data) Kind of olympiad competition: classed, non-classed, teams. Mobius CompetitionType{CLASSED,NON_CLASSED,TEAMS,OTHER} - classed / non-classed / team -
olympiad-stadium (unique entity) Arena of olympiad fights: a zone plus a reflection. Mobius Interlude OlympiadStadium, High Five OlympiadStadiumZone - stadium The arena instance is a reflection.
hero (owned state) Status granted for one olympiad cycle. Mobius Hero; L2J lineage Hero ExHeroList; Essence UserInfoType.TRUE_HERO hero Essence legend is a separate ranking tier.
event (concept) Server activity with registration, rules and rewards, started on a schedule or by a GM: PvP (CTF, TvT, DM, Last Hero) or PvE. Mobius custom CTF/TvT/DM events; L2J lineage FightEvent HTML registration window event Dated seasonal content is a world-event; one running match of an event is an event-match.
event-match (unique entity) One running match of an event: teams, score, observers; the client HUD shows it. Mobius ExEventMatch* EX_EVENT_MATCH_* event match In Mobius only opcode constants and one writer exist; no match logic.
tournament (unique entity) Team tournament: team registration, maps, in-match rights, observers. L2JPremium and L2-Retail-Engine Tournament*; aCis forks Tournament - tournament Differs from a fight-event by schedule, bracket and team ranking.
chat-quiz (concept) Scheduled quiz in chat with rewards for correct answers. L2_Advanced Viktorina - quiz -
world-event (concept) Dated server event: period, NPC spawns, drops and rewards. Mobius LongTimeEvent (config.xml) - seasonal event Mobius events/ is a directory of scripts.
Term Definition Names in build families Client / protocol Game term Collisions
world (concept) The world: a grid of regions holding objects, bounded by tiles. Mobius World; L2J lineage L2World - world region can mean world-region, map-region or a zone region.
world-region (concept) Cell of the world grid (2048 units) that tracks objects and visibility. Mobius WorldRegion; L2J lineage L2WorldRegion - - Not a map-region.
map-region (reference data) Map area that resolves to a town and restart point by race. Mobius MapRegionData; aCis mapregion.xml; L2J lineage MapRegionManager ExSetCompassZoneCode (zone icon) region Not a world-region.
zone (unique entity) World area with a type, shape and reaction to enter and leave. Mobius ZoneType; L2J lineage L2ZoneType ExSetCompassZoneCode zone ZoneId is a creature flag while ZoneType is the zone class; the word is also used for a ban area and an instanced zone.
zone-form (reference data) Zone geometry: cuboid, cylinder or n-polygon with Z range. Mobius ZoneForm (ZoneCuboid, ZoneCylinder, ZoneNPoly); aCis same names - - -
geodata (reference data) Passability data (height, NSWE) per tile. Mobius GeoEngine + .l2j; L2J lineage GeoData; L2jFrozen geo_index.txt - geodata -
pathfinding (concept) Route search over geodata. Mobius PathFinding; aCis GeoEngine.findPath - - -
reflection-template (template) XML description of an instanced zone: time, entry and exit, conditions, reentry, doors, spawn groups; a reflection is created from it. Mobius Instance template (data/instances/*.xml); L2J lineage InstanceWorld data - (only names via InstanceNames.xml / reflectionNames.xml) instance zone Project decision: instance is reserved for the instance of a template, a zone is reflection.
reflection (instance) Instanced zone created from a reflection-template, with its own players, mobs, timer and script state (stages, counters, flags; Mobius High Five InstanceWorld). Mobius Instance; L2jEternityWorld Instance; L2J Server Instance ExSendUIEvent, ExShowScreenMessage; Essence EX_INZONE_WAITING_* instance Mobius class Instance means a zone; *Instance in L2J NPC class names means an instance of an object.
reentry-lock (owned state) Ban on reentering a reflection-template until a reset (by day and hour, or N hours after exit). Mobius <reenter apply=...>, InstanceReenterType High Five user command 114 /instancezone; Essence EX_INZONE_WAITING_TIME, EX_INZONE_WAITING_INFO instance zone cooldown -
timed-hunting-zone (reference data) Essence hunting zone with a daily time budget, paid top-up and reset. Mobius Essence TimedHuntingZoneData, TimedHuntingZone EX_TIME_RESTRICT_FIELD_*, TimedHuntingZoneList, TimedHuntingZoneEnter timed hunting zone The client calls it TimeRestrictField; some zones are reflections, some are open.
teleporter (instance) Gatekeeper NPC with a price list of destinations. Mobius Teleporter, TeleporterData; L2J lineage L2TeleporterInstance TeleportToLocation; Essence ExShowTeleportUi gatekeeper Not Doorman; CastleTeleporter is a script class.
teleport-bookmark (owned state) Player-saved teleport point (My Teleports). Mobius TeleportBookmark; aCis Bookmark (GM tool) ExGetBookMarkInfoPacket, Request*BookMarkSlot My Teleports aCis Bookmark is not the player feature.
vehicle-route (reference data) Vehicle path: points and stops. Mobius VehiclePathPoint + Routes.xml; aCis itinerary; L2jFrozen boat.csv, boatpath.csv; Essence ShuttleData - - Routes.xml also holds NPC walker routes (route).
Term Definition Names in build families Client / protocol Game term Collisions
quest (reference data) Scenario with states, dialogue, rewards and triggers. Mobius Quest; aCis Quest; L2J lineage Quest, QuestManager QUEST_LIST, GM_VIEW_QUEST_INFO, EX_QUEST_* quest Not a generic script.
quest-state (owned state) Quest progress of one character: CREATED, STARTED, COMPLETED, cond, memo. Mobius QuestState; L2J lineage QuestState state byte in QUEST_LIST quest progress cond is the step, state the stage.
quest-item (instance) Item bound to a quest; it disappears when the quest is abandoned. Mobius registerQuestItems; aCis QuestState.giveItems EX_QUEST_ITEM_LIST (High Five and later) quest item Kept in its own inventory section.
tutorial (concept) Introductory dialogue and hints for a new character. Mobius Q00255_Tutorial; Essence tutorial packets TUTORIAL_*, EX_TUTORIAL_* tutorial In High Five it is quest 255, in Essence a client layer.
mini-game (concept) Self-contained game inside the world: lottery, races, dice, Krateia’s cube, block checker. Mobius managers/games/*; aCis LotteryManager, MonsterRace* MON_RACE_INFO, DICE, EX_BLOCK_UP_*, EX_MABLE_GAME_* mini game The BR minigame packets are a client game with a scoreboard.
daily-mission (reference data) Mission definition: handler, required count, reset period (daily, weekly, monthly or once) and reward; a character’s progress is a character-daily-mission. Mobius DailyMissionData EX_ONE_DAY_RECEIVE_REWARD, EX_ONE_DAY_REWARD_LIST, EX_TODOLIST* daily mission Clan missions are a separate feature.
character-daily-mission (owned state) Progress of a character on a daily mission: counter and status (available, completed, rewarded), reset by the mission period. Mobius DailyMissionPlayerEntry EX_ONE_DAY_REWARD_LIST daily mission -
mission-level (reference data) Seasonal pass: mission exp leads to levels and rewards (Essence). Mobius Essence MissionLevel EX_MISSION_LEVEL_* mission level Distinct from the season attribute of seasonal data.
calendar-reward (reference data) Reward calendar: a reward for logging in each day of the month, optionally with a premium track and catch-up of missed days. Mobius AttendanceRewardData EX_*ATTENDANCE_* reward calendar Mobius and the client call it attendance; canon is calendar-reward.
online-reward (reference data) Reward for time in game: stages of accumulated online minutes per game day, each paying out an item. Custom builds (no Mobius equivalent) - online reward Not calendar-reward (login per day) and not daily-mission.
stream-reward (concept) Reward for streaming the server: stream check and item payout. L2JPremium TwitchManager - stream reward Not the GM streamer status.
collection (reference data) Set of item slots with a bonus. Mobius Essence CollectionData RequestCollection*, ExCollection* collection A relic collection is a subtype.
relic (reference data) Essence relic (summon, grades). Mobius Essence RelicData RequestRelics*, ExRelics* relic The quest Relics of the Old Empire is unrelated.
elemental-spirit (owned state) Essence elemental spirit. Mobius Essence ElementalSpirit; L2Emu L2PcElementalSpirit ExElementalSpirit* elemental spirit Not the attribute of an item.
subjugation (concept) Essence zone subjugation (purge). Mobius Essence SubjugationData, PurgeRankingManager RequestSubjugation* subjugation, purge Mobius mixes subjugation and purge; canon is subjugation.
ranking (concept) Server list of the best by a metric, refreshed on a timer with a snapshot. Mobius RankManager EX_RANKING_CHAR_*, EX_PVP_RANKING_*, EX_PLEDGE_RANKING_*, EX_PET_RANKING_* ranking RankingPowerManager is a leader buff, not a ranking.
session-result (concept) What one game session of a character gained and spent: item deltas by item-source, unique items as item-snapshot, exp and sp by experience-source, kills, deaths and the untracked difference of the balance check. nx-gs-adapter SessionResult on the session end event; no other family keeps one - session stats Not session-state, a stage of a client connection.
leader-power (concept) Active buff of a ranking leader: a statue that periodically buffs nearby players. Mobius Essence RankingPowerManager EX_RANKING_CHAR_SPAWN_BUFFZONE_NPC, EX_RANKING_BUFF_ZONE_NPC_INFO leader’s power Not gear-score.
premium (owned state) Premium status of an account or character: active until a date, gives rate multipliers while active. Mobius PremiumRate* config keys ExBrPremiumState premium account A premium item (Item Mall box) differs from the premium state.
premium-plan (reference data) Purchasable premium variant: duration, bonuses, price, gifts, whether time runs only online and whether it applies to a character or the whole account. - - premium package Some families name it PremiumTemplate; it is an offer, not a template.
promo-code (reference data) Code with limits and a set of rewards. Mobius promo code scripts voiced command promo code -
fishing-rod (reference data) Fishing rod: level and pull strength. Mobius FishingRod, FishingRodsData; Essence FishingRod in Fishing.xml - fishing rod -
fish (reference data) Fish: level, HP, reward. Mobius Fish, FishData; Essence FishingCatch - fish -
fishing-bait (reference data) Lure: level, chance, wait time. Mobius Essence FishingBait; High Five: bait items in fishes.xml - bait, lure -
fishing-shot (reference data) Fishing shot: consumable that charges the next fishing attempt of a rod of the same grade; the effect is build-specific (High Five doubles pumping and reeling damage, Essence logic doubles the catch chance, some custom builds add a flat chance). Mobius High Five item handler FishShots, ShotType.FISH_SOULSHOTS; Mobius Essence mechanics/fishing - fishing shot Not a shot (soulshot, spiritshot) of combat. The Russian client name «Поплавок» is not a float object.
fishing-gear (concept) Collective term, not an entity: the rods, baits and fishing shots a server accepts; used only as the API resource name. - - - See fishing-rod, fishing-bait, fishing-shot.
fishing-time (concept) Duration of one fishing attempt: set by the rod (absolute) or by the bait (minimum and maximum) minus the rod reduction. Mobius Essence Fishing.xml bait timeMin, timeMax and rod reduceFishingTime; custom High Five builds fishingTimeSec - fishing time Not a skill cast time.
fishing-spot (reference data) Fixed spot where a character placed by the application fishes; spots are grouped in spot pools. - - fishing spot No standard build term: platform and host extension.
cabal (reference data) Seven Signs side: Dawn or Dusk. Mobius SevenSigns.CABAL_DAWN, CABAL_DUSK SSQStatus Dawn / Dusk -
seal (reference data) Seven Signs seal: Avarice, Gnosis, Strife. Mobius SEAL_AVARICE, SEAL_GNOSIS, SEAL_STRIFE SSQStatus seal -
seven-signs-festival (concept) Seven Signs Festival of Darkness: party competition by score in separate rooms during the competition period. Mobius SevenSignsFestival - Festival of Darkness Not a world-event; Essence FestivalBm is a secret shop.
dimensional-rift (concept) Rift of reflection rooms by level. Mobius DimensionalRift, DimensionalRiftRoom - Dimensional Rift -
Term Definition Names in build families Client / protocol Game term Collisions
chronicle (concept) Content generation of the game world a build serves: Interlude, High Five, Essence. Clients of other client-protocols may play it. Mobius chronicles; chronicles/high-five in nx-l2 - chronicle Not the client: a client is identified by its client-protocol.
client-protocol (concept) Wire of one client family, identified by the protocol version the client sends first; named p<version> after the first version it covers (p267: the High Five client, 267–273). nx-l2 protocols/game/p267, adapter network/protocol/p267 ProtocolVersion - Not a chronicle: several client protocols may play one chronicle.
login-protocol-revision (concept) Revision of the login protocol the login server sends in Init; names the login protocol (c621) and its listening port. nx-l2 protocols/login/c621, LoginVariant Init protocol revision - -
packet (concept) Message between client and server; c2s from the client, s2c from the server. Mobius ReadablePacket / WritablePacket subclasses; L2J lineage L2GameClientPacket, L2GameServerPacket opcode byte plus body - -
wire-record (concept) Layout of one packet as a record that is its own codec: fields in wire order, no game types; shared by the server and the load bots. Mobius ReadablePacket / WritablePacket classes hold layout and game logic together; nx-l2 protocols/<side>/<id> - - Not a view-event or a command: those are game types that the adapter maps to and from a wire record.
ex-packet (concept) Packet of the extended opcode space (0xD0, 0xFE) used by chronicles after Interlude. Mobius ExXxx packets Ex* packets - -
system-message (concept) Client-side localized message selected by id, with typed parameters. Mobius SystemMessage, SystemMessageId SystemMessage; client systemmsg .dat system message -
dat-file (concept) Client data file (.dat) with texts, icons and definitions the client needs: item, skill, npc names and groups. - itemname, etcitemgrp, weapongrp, armorgrp, skillgrp, skillname, npcname, systemmsg - Same ids as the server data but client-owned content.
bypass (concept) Command string embedded in an HTML dialog link that the server routes to a handler. Mobius IBypassHandler RequestBypassToServer - Admin commands use the admin_ bypass prefix.
item-handler (concept) Handler invoked when an item is used (potion, scroll, shot). Mobius IItemHandler; L2J lineage IItemHandler UseItem - -
chat-command (concept) Player command typed in chat with a dot prefix (.menu) and routed to a handler. Mobius IVoicedCommandHandler chat text - user-command is a client slash command sent as a packet; admin-command is a GM // command.
user-command (concept) Handler of a client slash command (/loc, /time). Mobius IUserCommandHandler BypassUserCmd - -
scheduled-task (concept) Periodic or delayed server task run by the scheduler. Mobius *TaskManager, ThreadPool.schedule*; L2J lineage ThreadPoolManager - - -
thread-pool (concept) Server thread pools and scheduler. Mobius ThreadPool; L2J lineage ThreadPoolManager - - -
zero-tick-engine (concept) Execution layer of this server (engine/core): game work runs as events on loop threads instead of fixed ticks — pass core, timer queue, periodic systems, inbox. Mobius and the L2J lineage: fixed-rate scheduled tasks on thread pools - - “Loop core” is only an internal plan name; the docs name the layer Zero-Tick Engine.
world-partition (concept) Partition of the open world: all its world state, owned by one loop thread (spec 003, execution). - - - Zero-Tick Engine runtime structure.
pass (concept) One run of a partition loop: inbox, deadlines, periodic systems, side effects, replication, flush. - - - Zero-Tick Engine runtime structure.
loop-thread (concept) Thread that runs the passes of one partition or global service, pinned to it for its lifetime. - - - Zero-Tick Engine runtime structure.
timer-handle (concept) Reference to a scheduled partition timer: cancel it, read the remaining time. - - - Zero-Tick Engine runtime structure.
timer-queue (concept) Pending timers of a partition per time base (game time, wall-clock time), fired in (deadline, sequence) order. Mobius ThreadPool scheduled tasks; Agrona DeadlineTimerWheel in earlier builds of this server - - Zero-Tick Engine runtime structure.
periodic-system (concept) Partition work that runs on its own cadence in the systems phase of a pass over every entity it tracks: ai-think, player-movement, npc-movement. Mobius AttackableThinkTaskManager, MovementTaskManager (fixed-rate task pools) - - Zero-Tick Engine runtime structure.
side-effect-phase (concept) Phase of a pass that runs the work deferred by the earlier phases in first-in, first-out order (death, drop, rewards, experience), then the stat recalculation. - - - Zero-Tick Engine runtime structure.
ownership-check (concept) Check that partition state is touched only by its loop thread. - - - Zero-Tick Engine runtime structure.
single-writer (concept) Type that holds partition state and is changed only by its loop thread: every public method starts with the ownership-check; no locks, atomics or concurrent collections; collections go out as read-only snapshots. - - - Zero-Tick Engine runtime structure; marked @SingleWriter in code.
startup-pass (concept) The pass that loads the world before the game port opens; not counted against the pass budget. - - - Zero-Tick Engine runtime structure.
background-task (concept) Task without game state, run on the Spring task scheduler outside any partition. - - - Zero-Tick Engine runtime structure.
client-session (concept) Server-side state of one client connection: its ordered input queue, rate limit and session state; exists from the first packet, before a character is chosen. Mobius GameClient (connection and state mixed); nx-l2 Session in engine/core - - Not a character’s game session; see the collision row session.
session-state (concept) Lifecycle stage of a client connection: CONNECTED, AUTHED, CLOSING, DISCONNECTED; before AUTHED the server reads nothing but the login. Whether a character is selected or in the world is a command-context, not a session state. Mobius ConnectionState; nx-l2 SessionState version check, AuthLogin - -
command-context (concept) What a command or legacy packet needs from the game to run, checked as it runs: an authenticated account, the selection screen (no character selected), a selected character, or a character in the world; without it the input is rejected. Mobius per-packet ConnectionState lists; nx-l2 ContextBound, GameContext, ContextResolver CharacterSelect, EnterWorld - -
slice (concept) Feature package of a chronicle server, a Spring Modulith application module: its API in the root, commands, view events, systems, state, static data and repositories in fixed subpackages. Mobius packages by layer (managers, network, data/xml); nx-l2 app.l2nx.<chronicle>.<slice> - - Not a world-partition, which splits the world by space.
command (concept) Intent that enters the game from a client or another edge (login server, Kafka), with exactly one handler; not one to one with packets. Mobius client packet runImpl decoded from c2s packets - A chat-command or admin-command is a command of the slice that owns it.
session-command (concept) Command handled in the drain of its client session, in order with that client’s packets; from another edge it is addressed by a session-address. nx-l2 SessionCommandHandler - - -
service-command (concept) Command handled on the serial lane of the service that owns the state, with no client session involved. nx-l2 ServiceCommandHandler - - -
session-address (concept) Address a command from another edge carries to reach a client session: the account, or the request id of the request it answers. nx-l2 SessionAddress (Account, Request) GS-link request_id - The request id is a correlation id, not a session-key.
view-event (concept) Fact a client must learn, emitted by game code and serialized by the protocol adapter’s mapper. Mobius server packets sent by game code; nx-l2 ViewEvent s2c packets - -
client-port (concept) Outbound port of a client session: game code emits view events and legacy packets through it; it carries no buffers. Mobius GameClient.sendPacket; nx-l2 ClientPort - - -
protocol-adapter (concept) Implementation of the ports for one client-protocol over a chronicle: opcode table, decoders into commands, mappers from view events, the key packet; carries the client protocol’s id. nx-l2 P267Adapter, GameProtocolRegistry protocol version from the version check - One adapter per client protocol, not per chronicle.
legacy-route (concept) Packet not yet moved to commands and view events, passed through the adapter as is; counted by an architecture gate that only lets the count fall. Mobius packet classes kept as they are every packet not ported yet - -
script (concept) Game script: quest, AI or handler. Mobius ScriptEngine; nx-l2 ScriptCatalog - - Not a quest.
daily-reset (concept) Daily and weekly reset of limits. Mobius DailyResetManager (06:30) - daily reset Reset time differs by build (06:30 or 06:00).
announcement (reference data) Server announcement. Mobius Announcement, AutoAnnouncement, EventAnnouncement; L2J lineage Announcements, AutoAnnounceTaskManager Say2 / CreatureSay (announce type), ExShowScreenMessage announcement -
game-account (unique entity) Login-server account owning up to seven characters. Mobius Account (account_name) RequestAuthLogin account A website user account is a different entity.
login-server (concept) Process that authenticates and lists servers. Mobius loginserver, nx-l2 login login protocol (Init, LoginOk, ServerList) login server -
game-server (unique entity) Game server process registered on the login-server under a server id, with its hex id, chronicle, addresses and server list attributes. Mobius GameServerTable.GameServerInfo; nx-l2 GameServerInfo, GameServerRegistry GS-link Register; ServerList entry server Not a host or a JVM: one server id is one entry in the server list.
listing-status (reference data) State of a game-server in the server list: auto, good, normal, full, down, GM only. Mobius ServerStatus (status attribute); nx-l2 ListingStatus (login and game server) GS-link PublishListing.status; ServerList up/down server status -
game-server-link (concept) Internal login to game server channel. Mobius LoginServerThread, GameServerThread AuthRequest, PlayerAuthRequest, KickPlayer - -
session-key (concept) Key pair that ties a login to a game-server entry. Mobius SessionKey PlayOk -> AuthLogin - A game session of a character is a different thing.
secondary-password (owned state) PIN of character selection. Mobius SecondaryPasswordAuth Ex2ndPassword* secondary password (PIN) -
access-level (reference data) Account access level: admin command rights and GM flags. Mobius AccessLevel, AccessLevels.xml login packet ChangeAccessLevel access level -
admin-command (concept) GM command with a handler that lists its commands. Mobius IAdminCommandHandler, AdminXxx RequestBypassToServer with prefix admin_ GM command -
gm-audit (concept) Log of GM actions. Mobius GMAudit; L2J lineage GMAudit - GM audit -
petition (owned state) Player appeal to a GM. Mobius PetitionManager; L2J lineage PetitionManager RequestPetition, RequestPetitionCancel, PetitionVote petition Essence uses a web petition (ExRequestShowPetition).
punishment (owned state) Penalty record: type (ban, chat ban, party ban, jail) by subject (account, character, IP, hardware) and term. Mobius PunishmentManager, PunishmentTask - ban, jail Some builds name the record PunishmentTemplate; it is a record, not a template.
flood-protector (concept) Rate limit on a player action. Mobius FloodProtectors, FloodProtectorConfig; L2J lineage FloodProtector - - -
captcha (concept) Not-a-bot check. Mobius CaptchaManager; Essence CaptchaGenerator Essence ExCaptchaImage, ExCaptchaAnswer captcha -
hwid (concept) Hardware identifier of the client. Mobius ClientHardwareInfoHolder RequestHardwareInfo HWID Interlude has no hardware packet.
game-window (concept) One running client logged into the game with a character; one player may run several at once. — — window, box «Window» in the client UI is a dialog.
window-limit (concept) Maximum number of game windows the server lets in at once from one hardware identifier, higher for a premium account. — hwid box limit The server counts it per HWID; an antifraud verdict counts it per person.
multibox (concept) One person playing several game windows at once; a violation only above the server’s window-limit. — — multibox, multi-window Not a farm: the value stays with the person.
shortcut (owned state) Cell of the quick-access bar. Mobius Shortcut, Shortcuts RequestShortCutReg, ShortCutRegister, ShortCutInit shortcut -
macro (owned state) Macro of commands. Mobius Macro, MacroCmd; L2J lineage Macro RequestMakeMacro, MacroList macro AutoMacroManager is an anti-macro check.
radar (owned state) Marks on the map or radar. Mobius Radar, RadarControl RadarControl, ShowMiniMap radar -
scene (concept) Client cinematic started by the server. Mobius ExPlayScene, ExStartScenePlayer EX_PLAY_SCENE, EX_START_SCENE_PLAYER; c2s END_SCENE_PLAYER movie Not a reflection.
auto-hunt (concept) Mode in which a character picks targets, attacks and uses skills and items by itself while the client stays connected. Mobius AutoPlayTaskManager; aCis forks AutofarmManager Essence ExAutoPlaySetting Auto Play Some builds call it autofarm, which is also a paid add-on.
offline-hunt (concept) Auto-hunt that continues after the client disconnects. Mobius OfflinePlayTable - - Offline trade is something else.

Words that carry several meanings in code, data or the client, and the meaning this glossary chooses.

Word Meanings found Chosen meaning
instance (1) an object created from a template (item, npc, reflection); (2) an instanced zone (Mobius Instance); (3) the *Instance suffix of L2J class names; (4) a schedule record in Mobius item auctions; (5) “inventory instance id” of an item. instance means only an object created from a template (see item, npc, reflection). An instanced zone is reflection and its definition reflection-template.
zone (1) a world area with a type and shape (zone); (2) an instanced zone; (3) the ZoneId flag a creature carries; (4) an area a ban applies to. zone is a geometric area of the world with a type. Instanced zone is reflection; the creature flag is a zone flag; a ban area is a ban scope.
session (1) a character’s game session; (2) a login session of the identity provider; (3) an application (app) session; (4) the login session-key; (5) the client-session of a connection (Session). Always qualified: game session, login session, app session, client session. session-key is only the login-to-game key pair.
warehouse (1) a character or clan item storage; (2) freight (account-wide delivery box); (3) a stock of an external portal. warehouse is the in-game character or clan storage; freight is freight; external stocks are named after their system.
player (1) the human who plays; (2) the engine class of a character (Player, L2PcInstance); (3) a user type; (4) the sender of an in-game mail. player is the human; the in-game entity is character.
effect (1) the action handler of a skill; (2) an applied continuous effect on a creature (L2J L2Effect); (3) a visual effect; (4) a name some systems use for an applied abnormal. effect is the handler or definition inside a skill; an applied effect on a creature is abnormal; a purely visual one is abnormal-visual-effect.
territory (1) Territory War (dominion); (2) the polygon where an NPC spawns; (3) a clan territory of a residence. territory alone is avoided: the war is territory-war; the spawn polygon is the spawn territory.
template (1) a definition from which several world objects are created at once; (2) a reference-data holder that some families name *Template (Mobius PlayerTemplate, Transform; aCis Item as template). -template only by step 1 of the naming procedure (item, npc, reflection); everything else is a unique entity, owned state or reference data with a bare name.
item id (1) the template id (itemId in packets); (2) the instance id (objectId); (3) an API field item_id, which can be either. Template id is item_template_id; instance id is item_id / object id.
class (1) a character profession; (2) a programming class; (3) item grade is sometimes called class; (4) ItemClass (weapon, armor, etc). class is the character profession (reference data); item kinds are kind, item ranks are grade.
region (1) world-region (grid cell); (2) map-region (restart area); (3) a zone region; (4) a location with mechanics of its own (Hellbound, seeds). Qualify the word: world-region or map-region.
flag (1) PvP flag; (2) siege flag (headquarters); (3) a creature zone flag; (4) an effect flag. pvp-flag and siege-flag always carry their qualifier.
attribute (1) an element (fire..dark); (2) a generic property; (3) Mobius Interlude item_attributes, which holds an augmentation. attribute is the element of an item, skill or creature.
enchant (1) item enchant level; (2) skill enchant route; (3) the Essence compound action (NewEnchant packets). enchant-level for items, enchant-route for skills, compound for combining items.
summon (1) the base class of servitor and pet; (2) the Essence servitor packet; (3) the act of summoning. summon is the base term for servitor and pet; the skill-created one is servitor.
event (1) a game event (world event, fight event); (2) an integration event on a message bus; (3) a database event row. In this glossary event is a game event; integration events are not covered here.
mail (1) the postbox mail; (2) a Community Board message (Interlude and aCis MailBBSManager). mail is the postbox mail; board messages are forum posts.
store (1) private store; (2) warehouse; (3) manufacture (craft shop); (4) a shop of an NPC. private-store for the player shop, warehouse for storage, buy-list for an NPC shop.
hero (1) the olympiad status; (2) the hero chat channel; (3) Essence legend rank. hero is the olympiad status granted for one cycle.
phantom (1) a server-controlled imitation character; (2) the L2J classes Phantom Ranger and Phantom Summoner. fake-player for the imitation; Phantom classes keep their class names.
script (1) any game script (AI, handler, quest); (2) a quest script. script is the general term; a quest is quest.
ban (1) an in-game punishment; (2) an account ban on a web service. punishment for in-game; web-service bans are out of scope.
recipe (1) a recipe item that teaches a recipe; (2) the recipe record. recipe is the record; the teaching item is a recipe item.
trade (1) player-to-player exchange; (2) the trade chat channel; (3) merchant trade. trade-list for exchange and shop lists, chat-type for channels.

Names that families or the client use for a concept that has a different canonical term.

Used name Canonical term Reason
pledge clan Naming decision 1: the established game term clan
agit clan-hall Naming decision 1
dominion territory-war Naming decision 1
prime shop, BR product item-mall-product Naming decision 1
refine, variation augmentation Naming decision 1
accessory (neck, ear, finger) jewelry Naming decision 1; “accessory” also names hair accessories
abilities, special abilities ensoul Naming decision 1
instance (zone) reflection Project decision
grand boss epic-boss Project canon
ally alliance Project canon
fort fortress Canon id
subpledge clan-subunit Mobius constants Clan.SUBUNIT_*
announce (Essence clan) clan-notice Canon id
nobless noblesse Canon spelling
sayha, vitality vitality One mechanic
PC Bang, PC Cafe pc-cafe-points One mechanic
olympiad game olympiad-match Canon id: L2NX servers and players say match
aggro info, hate list aggro Game term for the mechanic