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Dreams Gate · World open · 250

Reference

Glossary

The Gate, frontier, relay, salvage, siege window and other game terms.

Updated November 11, 20264 min

The words that show up in the game, the interface and the documentation. Alphabetical, not by importance.

A — D

Artifact — a rare find with a permanent effect. You can hold at most five; a duplicate turns into 750 cr.

Blueprint — a permanent unlock: a new ship or module. It is never sold.

Boarding — taking a freighter from close range. It starts at 120 m; while the escort lives, nobody gets aboard.

Capture — bringing a foreign base or relay under your control. Without a beacon capture stops at 99%.

Command post — the anchor of a base. Occupies 6×4 cells at (13, 14), sets a 12-cell build radius and collects 40 cr of upkeep a day.

Contract, fleet — work for a specific reward: a patrol leader, a derelict, a convoy, a colony capture.

Corporation — a union of pilots for 5,000 cr: a tag of up to five characters, roles and a shared treasury.

Credits (cr) — the universal currency: construction, upkeep, ships, services.

Cutter — the free Loaner Cutter. It cannot be sold or deleted, and always comes back after a loss.

E — K

Escort — a ship guarding a convoy. It must die before you can board the freighter it protects.

Fog — the state of the map before a system is known: unknown, detected, charted, surveyed, visited, claimed.

Frontier — the settled edge of the galaxy: 250 systems, about 60% of them unsurveyed.

Guest — a name without a password. A guest name is tied to the device, so another device needs an account.

Hold — a ship’s cargo space. The starter cutter carries 40 units.

Integrity — the structural health of a base. At zero the plot becomes RUINED.

Jump — travel from one system to another through the Gate network.

L — O

Market — the exchange of ore for credits, with a 5% fee and quotes repriced every five minutes.

Mining plant — a base module that produces credits and power while it runs and is paid for.

Module — a structure on a base, up to level three. Each level raises both its effect and its upkeep.

Offline protection — rules that keep an absent player’s base from being destroyed: integrity not below 25, capture not above 75.

Ore — the basic material for hulls, structures and ammunition.

P — S

Power — a local base resource. In a deficit, production is halved and shields and defences switch off.

Relay — a map node captured jointly. It changes colour once taken.

RUINED — the state of a plot at zero integrity. It does not work until the command post is repaired.

Salvage — components from debris. Used for repair and rare parts.

Season — an era of the world. At its boundary territory and stockpiles begin again, while blueprints, standing and artifacts remain.

Security — a system rating from 0 to 100. At 40 and below loot gains +10%; above 60 no colony can be founded; above 50 no foreign base can be captured.

Shield — a base’s defence against orbital bombardment. It has integrity, regenerates 5 points a minute and opens a 10-minute window when broken.

Siege window — the permitted attack time: two hours open, four closed. Openings at 00:00, 06:00, 12:00 and 18:00 UTC.

Standing — a faction’s attitude to you. It unlocks blueprints, contracts and services, and crosses the season boundary.

T — Z

Upkeep — the daily fee for base modules. Unpaid upkeep costs the base power and integrity.

Victory node — a map point that decides the fate of territory. A faction holding 60% of them at season end takes the territory.

Vulnerability window — the 10 minutes after a shield breaks, before it begins two hours of recovery.

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