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Glossary
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| Term |
Description |
| Alt |
Short for "Alternate". A secondary character made using a secondary key. |
| Anara |
The third kingdom that Investigators visit. It’s the wealthiest and most
powerful kingdom in Darlow, and is where FFTHG’s third sets of equipment lie.
Its port allows travel to and from Hassen and Lirea. Its people are very
religious and are known as Anarans. |
| BB |
Shorthand for Black Belt. |
| Beevar |
Shorthand/slang for the final transformation that Rangers get, Call of the
Grizzly, due to the belief of some that said transformation more closely resembles
a giant beaver. |
| Benmoro |
A port town located to the west of Ruoze. It belonged to the fallen Kingdom
of Ruoze. Little is known about its current state as of this writing. |
| BH |
Brotherhood. The collective name given to the group of people who created and
maintain FFTHG. |
| BlM/BLM |
Shorthand for Blue Mage. |
| BM |
Shorthand for Black Mage. |
| Bolt Disease |
When a player has many spelling/grammatical errors in a message. Named after
Bolt, known as the first sufferer (and perhaps the vector) of this condition. |
| Bush |
Short for "ambush." A battle condition where more enemies than usual are
present and the party is unable to flee. |
| Cath |
The Cathedral of Dainaria. It’s located in the southeast portion of South
Kreland and is the location of the first boss, Vallatio. The Mark of Dainaria is
required to enter. |
| Chaotics |
The name given to the creatures that inhabit the Hunting Grounds. Many are
once-peaceful animals that have somehow been warped; many more are beyond
explanation. |
| Dainan |
The kingdom that new Investigators start in. Its town, located right beside its
castle, holds the game’s first sets of equipment, a bank/potion shop, a Traveler’s
Guild, and an inn. The region that it’s located in is called North Kreland. Its
port, located northeast of its castle and town is used to go to and from Lirea and
Hassen. Its people are known as Daines. |
| Dainaria |
The fallen town of Dainaria. The Kingdom of Dainaria was the ancestral home
of the Daines and was destroyed by Chaotics before the events of FFTHG. Dainaria
is the where the Mark of Dainaria can be located. |
| Darlow |
The name of the planet that FFTHG takes place on. |
| DM |
Death Mountains. The second Hunting Grounds and the location of the game’s
second boss, Kaug. They can only be entered upon defeating Vallatio and speaking
with the King of Dainan. The Death Mountains are located in North Kreland, to
the north of Dainan Town/Castle. |
| Enlightenment |
A "bonus" received by Investigators who successfully make the trip through
the Pits of Pain. |
| Finger Wiggler |
A catch-all term for the mage classes, possibly originating from Final Fantasy
4, where some of the mages had a casting animation that involved them wiggling
their fingers. |
| Gey/Geyzer |
FFTHG’s fourth boss, known for his anger. Geyzer is a giant with several
strong spells, including Ice 3 (with area of effect, hitting the entire party)
and Boost 1, but his physical attacks can be very damaging even without Boost.
He’s joined in battle by Water Elementals and Air Elementals, with one apiece
present for every Investigator fighting him. |
| Goon |
Shorthand for Dragoon. |
| Gry/Gryg/Grygasz |
FFTHG’s third boss. He is the King of Dinosaurs, known and feared for his
might, and his ability to devour Investigators whole. He is accompanied in
battle by Deinonychuses equal in number to the player characters fighting him. |
| GY |
The Ranook Graveyard. This optional area is located to the southeast of the
Rebel Stronghold of Lirea. Inside is a certain tombstone that gives the player
20,000 experience points. It lies outside of a Hunting Grounds, but still has
monsters inside, most of which are undead. It is known by some as cursed lands. |
| Harvest |
Recovering HP/MP towards the end of a battle while only one enemy, usually disabled
through the use of spells like Confuse and Stop, is left on the field. |
| Hassen |
The fourth kingdom Investigators visit. It’s home to the Hassites, a color-blind
race with pale white skin and red eyes. The Hassites have been forced out of
their underground homes and now occupy a castle town and a port. The fourth sets
of equipment can be bought here, and its port allows travelers to go to and from
Anara and Dainan. Like the Anarans, the people of Hassen are very religious and
are known as Hassites. |
| Hunting Grounds |
Areas in Darlow where fierce creatures known as Chaotics reside, so named
because people who enter these areas are hunted down and killed by the monsters
who inhabit them. The Chaotics always stay within specific boundaries, which
puzzles Investigators, as does the rise of the Hunting Grounds themselves. |
| IC |
Ice Caverns, the fourth Hunting Grounds and a former home of the Hassites.
This area is comprised of three caves and journeys through this area can be
quite long. Many fierce Chaotics are inside, including Gigas Worms and Zombie
Dragons. |
| Investigator |
People who investigate the cause of the appearance of the Hunting Grounds,
and the role that players assume. |
| Irony Engine |
The name given to all of the occurrences within FFTHG that reek of irony,
such as a party getting into an ambush right after one member says "I hope we
don’t get ambushed." The term was created by the author of this document, Kain. |
| Junuli |
A fallen town of the Hassites’ located inside the Ice Caverns. Beneath its
depths lies Geyzer, FFTHG’s fourth boss. |
| Kain Effect/Factor |
When a player thinks the next battle they get into will give them enough
experience points to level up, but it (their next battle) gives them a number
of experience points just shy of their requirement; "just shy" being a relative
term depending on the area the player is in. Named by U Dye, after a frequent
sufferer of this effect (and author of this document), Kain. |
| Kaug |
FFTHG’s second boss. Kaug is a troll, a human sub-species, and is accompanied
by others of his kind in a number equal to that of Investigators engaging him in
battle. His physical attacks are very strong and he can further boost his damage
capabilities with Rage. |
| Lirea |
The second kingdom that Investigators visit. Its main town is the Rebel
Stronghold of Lirea, and is the most highly-populated kingdom. Its streets can
be quite clogged at times, much to the chagrin of travellers. FFTHG’s second
sets of equipment are in this town. Its other town, Lirea Port, has a boat used
to go to and from Dainan Port. Its people are known as Lireans. |
| Mag/Magora |
FFTHG’s fifth boss. Magora is unlike anything else on Darlow, and is quite
insane. She’s a vicious and hard-hitting boss with extraordinary defense against
attacks, both physical and magical, who uses powerful spells like Nuke and Rub
and can also poison her foes. Middle Demons equal to the number of Investigators
in the party join Magora in battle. |
| Mon/Mona |
The Nexus Monastery of the Polar South. Many knowledgeable monks, one of
whom can completely heal players who speak to him, live here and it is a common
meeting spot for Ice Caverns parties. |
| Nexus |
A benevolent higher-order being worshipped by the inhabitants of Darlow. |
| Nexus Monastery |
Monasteries dedicated to Nexus. They’re sprinkled throughout Darlow, with
one in every kingdom. The monks who live there have information that is very
useful to Investigators. The monasteries’ symbol is an eclipse. |
| Pass |
The Vorisian Mountain Pass. A small mountain pass guarded by soldiers that
connects Northern and Southern Skyre. It's a common meeting place for Southern
Skyre/Desert of Dal'r training parties. |
| PoP |
The Pits of Pain, the fifth and final Hunting Grounds. This area is filled
with rock and lava, and is home to some of the strongest and most deadly Chaotics
in Darlow. It can only be accessed after defeating Geyzer and reporting your
findings to the King of Hassen. |
| PvP |
Player versus Player, a game mode where players can fight one another. It is
something you'll never find in FFTHG, due to storyline reasons. |
| RM |
Shorthand for Red Mage. |
| Ruoze |
A fallen town like Dainaria. It’s where the third boss, Grygasz, is located,
and can only be accessed upon speaking to the King of Anara. |
| SK |
South Kreland, the first Hunting Grounds. Its main points of interest are
the fallen town of Dainaria and the Cathedral of Dainaria. |
| SS |
Southern Skyre and the Desert of Dal’r, the third Hunting Grounds. It’s an
area known for its vicious dinosaur monsters. |
| The Bridge |
The bridge that connects North Kreland and South Kreland. It’s commonly
used as a meeting place for South Kreland parties. |
| The Mark |
The Mark of Dainaria. It’s received from a clock in the fallen town of
Dainaria and takes the form of an emblem on the recipient’s hand, giving them
100 experience points and allowing them access to the Cathedral of Dainaria. |
| TNL |
‘Til Next Level. The number of experience points a player needs to gain a
level. |
| ToTE |
Tower of the Enlightened. It’s essentially a town with a bank, item shop,
and the fifth (final?) sets of equipment in FFTHG. Many knowledgeable NPCs, who
are known as The Enlightened, reside here. |
| Tower of Vwomsaun |
An abandoned tower belonging to the Hassites, it can be accessed by traveling
through the Ice Caverns. It’s a place that must be trekked through on the way to
the Pits of Pain, and can only be accessed by talking to the King of Hassen upon
beating Geyzer, FFTHG’s fourth boss. |
| Val |
FFTHG’s first boss, Vallatio. He’s an intelligent vampire accompanied by
Vampire Guards whose number is equal to the number of Investigators in the battle.
Vallatio uses several powerful spells, including Drain and Ice 2. |
| Val’s Forest |
A player-created term for the forests in front of the Cathedral of Dainaria.
They’re home to, among other things, Ballistic Tigers and are a common training
spot. |
| WM |
Shorthand for White Mage. |