I get how the event works!
Event details:
One week will be spent picking letters. The second week is spent completely for submitting nouns, though people may submit their nouns as soon as they have their letters picked. The third week is a repeat, picking letters. The fourth week is submitting nouns, etc.
The rest of my old post:
So is this going to be an actual wiki, like http://wiki.ffxiclopedia.org/ or http://rockband.wikia.com/ that have actual articles? Some of these submissions look more like they're for a Zero dictionary than a Zero wiki...
I'm not sure which account I want the ZP(Bound) to go to :S
Here are my submissions:
A
Abilities Tab - The abilities tab is a mostly empty tab in the Skills and Proficiencies window. The only ability shown so far is the delivery permit. What new features might be introduced under this tab is a mystery.
Active Form - Active form (also ATV Form) is the Command Artillery transform. Command Artillery units cannot transform into Active Form unless they have a machine-gun equipped. Unlike the other artillery transformations, Active Form still uses ammunition, but usage is halved, and machine-guns in Active Form don't overheat. Although Active Form requires machine-guns, it doesn't use machine-gun skills to attack. Instead, Active Form copies the machine-gun Overdrive skill.
Annihilator - Annihilator is one of the Space Missions available through the Mission Liason on Steel Warship. Annihilator's primary objective is to kill 300 Syndia Pirates, 100 Deserters, and 50 Espionages. Annihilator's secondary objective boosts those numbers to 1000 Syndia Pirates, 400 Deserters, and 100 Espionages. The official website lists Annihilator's difficulty as Intermediate, which is half-true. Syndia Pirates have 1000 potency, Deserters have 1200, and Espionages have 1400. As long as the participating players have enough potency, the only real problem is killing Espionages; Espionages only spawn in certain locations, and each spawn point only has one Espionage at a time.
ARM - ARM is an acronym for Automated Reserve Mech. An ARM is a separate unit from your main mech, and each ARM has its own weapon proficiency, level, skills, etc. At level 100, all pilots receive a free fire-resistant ARM (Pyro-Infantry or Pyro-Artillery, depending on your class) from ARMs Dealer Sypier, who stands just west of the warehouse. To receive your pyro ARM, talk to Sypier and choose the "ARM me of one" option. At level 145, all pilots receive a free ice-resistant ARM (Cryo-Infantry or Cryo-Artillery, depending on your class) from ARMs Dealer Sypier. To receive your cryo ARM, talk to Sypier and choose the "Second ARM" option. Also at level 145, players gain the ability to purchase special ARMs from Sypier, in addition to the elemental ARMs that they received for free. Special ARMs cost 1 million (1 000 000) Galaxy Gold to purchase. There two types of special ARMs for each player class, for a total of four special ARMs.
Amethyst - A rare and valuable Space Crystal, that can only be acquired from events and the ZP mall. Amethyst is used to upgrade high-level Unit and Module CAP. Amethyst is awarded to PK tournament winners, the leaders of Level 5 Squads that hold territory (except for Moon-Frost and Moon-Ice) and also winners or participants of certain events. Most players lack the connections to get Amethyst from those sources, but Amethyst can also be bought, from the ZP store, and from players that don't claim their Smethyst rewards. The ZP Mall sells packs of 10 Amethyst for 29 ZP, and packs of 50 Amethyst for 136 ZP. When buying from players, Amethyst usually costs about 2 ZP per Amethyst.
Ammo - Artillery players need ammo to use any weapon skills. Excluding Crystal- and ZP-bought Ammo, clips that carry larger amounts can only be used with guns above a certain level. Each ammo works with one specific type of gun, but Universal Ammo, which can be bought from the ZP Mall in clips of 20,000 for 10 ZP, work with all guns and can save lots of space. Machine-gun ammo is 3x2 cells, all other ammo clips are 2x2 cells.
ARM Types - There are two elemental ARMs for each class, and two special ARMs, for a total of eight (sixteen if you include ARMs for different sexes). The types of ARMs are:
♠
Pyro Infantry: A unit with very high fire resistance, but low ice resistance. Pyro Infantry units can transform into
Pyrobeasts
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Pyro Artillery: A unit with very high fire resistance, but low ice resistance. Pyro Artillery units can transform into
Pyrojets
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Cryo Infantry: A unit with very high ice resistance, but low fire resistance. Cryo Infantry units can transform into
Cryobeasts
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Cryo Artillery: A unit with very high ice resistance, but low fire resistance. Cryo Artillery units can transform into
Cryojets
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Heavy Infantry: A unit with no resistance at all, but very high HP and defense. Heavy Infantry units can transform into
Dinoform
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Medical Infantry: A unit with no special stats, but can use the infantry healing abilities. Medical Infantry units can transform into
Bugform
♣
Special Artillery: A unit with resistances that are halved, but very high inner-cabin space. Heavy Infantry units can transform into
Gyroform (Helicopter-form)
♥
Command Artillery: A unit with no special stats, but gives the team 20% extra EXP during overdrive. Command Artillery units can use machine-guns to transform into
Active-form (ATV-Form)
Artillery - Artillery is a player class that focuses on ranged combat. Gameplay as an artillery mostly involves dealing high damage to large numbers of enemies while avoiding taking damage yourself. Artillery transformation skills turn the different units into vehicles.
Auto-Pilot - The Auto-Pilot function in Zero Online allows players to quickly find specific areas that they may not know the location of. Auto-Piloting is also used so that players can walk and talk at the same time. The list of Auto-Pilot locations is located in the Auto-Pilot button in the top-right of Zero Online's client, in the obvious Auto-Pilot button, under the minimap. To Auto-Pilot to a location, players just need to select the location from the Auto-Pilot list. Auto-Piloting only works with locations that are on the same map as the player; for example, a player on Blaze Ocean that wants to autopilot to the Golden Units would need to Auto-Pilot or teleport to Steel Warship, and then Auto-Pilot to the Golden Units from there.
Auxillary Program - Auxillary programs are secondary effects that cores may have, in addition to their main programs. Auxillary programs have many effects, including healing over time to increasing elemental damage, to stopping players in a certain area from jumping, to increasing potency. A core may have a maximum of four Auxillary Programs.
P
Pilot - A pilot is the player in charge of a mech. Pilots have a few stats that are the same no matter which mech is equipped.
Pilot Rank - A player's Pilot Rank gives bonus potency, and determines the highest-level of mech a player can pilot and how many mechs a player may contribute to their fleet's Unit Database. There twenty two Pilot Ranks so far.
♠
Pvt (Private) gains 1 potency, and may pilot mech units up to level 19.
♦
Pvt FC (Private First Class) gains 2 potency and may pilot mech units up to level 29
♣
Sgt. (Sergeant) gains 3 potency and may pilot mech units up to level 39
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Cpl. (Corporal) gains 4 potency and may pilot mech units up to level49
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WO (Warrant Officer) gains 5 potency and may pilot mech units up to level 59
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MWO (Master Warrant Officer) gains 6 potency and may pilot mech units up to level 69
♣
2nd Lt (Second Lieutenant) gains 7 potency and may pilot mech units up to level 79
♥
1st Lt (First Lieutenant) gains 8 potency and may pilot mech units up to level 89
♠
Cpt (Captain) gains 9 potency and may pilot mech units up to level 99
♦
Maj (Major) gains 10 potency and may pilot mech units up to level 109
♣'
Lt Col (Lieutenant Colonel) gains 11 potency and may pilot mech units up to level 119
♥
Col (Colonel) gains 12 potency and may pilot mech units up to level 129
♠
Brig Gen (Brigadier General) gains 13 potency and may pilot mech units up to level 139
♦
Maj Gen (Major General) gains 14 potency and may pilot mech units up to level 149
♣
Lt Gen (Lieutenant General) gains 15 potency and may pilot mech units up to level 188
♥
CoS (Chief of Staff) gains 16 potency
♠
1 St Gen (1-star General) gains 17 potency and may contribute more than 3 mechs to the Unit Database.
♦
2 St Gen (2-star General) gains 18 potency
♣
3 St Gen (3-star General) gains 19 potency
♥
4 St Gen (4-star General) gains 20 potency
♠
5 St Gen (5-star General) gains 21 potency
♦
CiC (Commander in Chief) gains 22 potency, and is the final Pilot Rank.
Pilotage - Pilotage is a stat that determines what level of each type of mech players may use. Pilotage increases with every level up, and it increases proportionately to the level (Going from level 79 to level 80 will give less pilotage than going from level 179 to level 180). The penalty for having low pilotage is a large amount of potency. In a pinch, pilotage can be increased by paying ZP. The pilotage award is also more pilotage.
Potency - Potency is the most important stat in the game. At low levels, potency increases the rate players level at. At higher levels, potency is the difference between a victory and a defeat in PVP.
Things that contribute to base potency, and the maximum base potency:
Unit potency - This is the stuff that will increase your potency even when your character is standing around naked. 1687 possible maximum
♠
Pilot Rank - 22/pilot - 22 maximum; Each increase in rank increases base potency by one, with a maximum of 22 at CiC
♦
Nobility Rank - Players may donate Galaxy Gold to increase their standing with the Earth Alliance Government. A maximum of 6 potency is possible, but it is very hard to maintain.
♣
Unit level, 1-180 - 180/mech, 360 maximum; From levels 1 to 180, every level increases base potency by one
♥
Unit level, 181-188 - 80/mech, 240 maximum; From levels 181 to 188, every level increases base potency by ten
♠
Unit CAP - 90/mech - 270 maximum; Starting at level 130, you may upgrade the CAP on your mechs. Among other things, each level of CAP increases potency by 1, with a maximum of 90 CAP per mech
♦
Overhauls - 115/mech - 345 maximum; Starting at level 170, you may start overhauling your mechs. The current maximum is 115 overhauls at level 187 (The website says 100 at 184, but it's higher...

)
♣
Potency Modules - 150/mech - 450 maximum; After getting enough overhauls done, your gets potency modules. Mechs acquire new potency modules at 10, 55, and 85 overhauls. Potency modules are expensive to upgrade, and are usually the last things that players start to work on.
Gear Potency - This is where the majority of most players' potency comes from. 1949 possible maximum
♥
Gear Quality - 135/mech - 305 maximum; The quality of your gears (regular, refined, unique, elite, ultra) increases potency as well as gear stats. Elite gears give +8 potency, ultras give +15. Any mech that is level 130 or higher should have a full set of unique gears from training at Titan Icefield. The bonus for two-handed weapons is doubled.
♠
Superaddition - 248/mech - 744 maximuml; Every gear, except for shields, can be superadded. The official website has a
really nice explanation of + gears. Long story short, 31 is the max potency for one gear.
♦
Sockets - 38/mech - 114 maximum; Every gear, except for shields, and all cores, can have up to two sockets. Socketing gears costs cores, socketing a weapon costs red stars. Each socket adds one potency.
♣
Ultra Gems - 38/mech - 114 maximum; Socketing an Ultra Gem into an open slot in a gear will give one bonus potency, regardless of the type of gem it is.
♥
Potency Gems - 190/mech - 570 maximum; Socketing a Potency Gem into an open slot in a gear will give up to 5 bonus potency.
♠
Optimal Level - 9/mech - 27 maximum; Having properly leveled gears increases potency by one. The bonus for two-handed weapons is doubled.
♦
Core Potency - 20/mech - 60 maximum; 0 and 10 cores give a maximum of 10 potency. There are also several core Auxillary Programs that passively increase potency, but they are situational and not going to be included.
Other Potency - These are situational sources of potency. Some conditions are easy to meet, but some are hard.
♣
Fleet Database - Players with certain fleet positions receive different amounts of potency based on the fleet's Unit Database's potency. The maximum is 80 bonus potency for the Fleet Admiral, if the Unit Database is large enough.
♥
Auxillary Programs - Several Auxillary Programs passively increase potency based on Pilot Rank, Unit Level, and Military Badge Status. There are also several Auxillary Programs that actively increase player potency, based on Map, Squad, Fleet, etc.
*
P is not finished yet. I also still plan on doing Unit CAP, Unit Fusion, and Unit Transformation, if whoever doesn't come through with U.
*This is a continuous event, like
Zero Story, Zero Points, and I sounds like it's going to be done in rounds. So I guess it's nine to twenty-six people per round, not nine to twenty-six people period.
Last edited by Belgue on 08-07-2009 at 08:25:45 AM.

Feed me!
Gone for ~2 weeks starting Aug 1
But not as gone as you'd think >:D