This is a glossary of terms commonly used in Habitica. Press Ctrl+F or ⌘+F to search terms on this page. Click on a term to access more information about it.
These are abbreviations of commonly used phrases that are seen in the Tavern and Courtyard. A few examples are GTD: Getting Things Done, RNG: Random Number Generator.
A graphic representation of the player used in the game, found in the upper left hand corner of the screen, sometimes called ‘character’. You can customize your avatar on the User tab.
Players who contributed to the HabitRPG Kickstarter campaign in 2013. Backers received special special items, and the highest tiers of backers had the opportunity to design Legendary Equipment or become NPCs.
When you find all of one type of pet or mount, or all pets or mounts of a particular color. For example, "dragon bingo" is when you hatch a dragon pet of each color. Triad bingo (e.g., "dragon triad bingo") is when you have hatched all of one type or color of pet, have raised them all to mounts, and hatched all the pets once more.
To invite into competition or stimulate activity with difficulties. You can issue challenges for your party, guild, or within the Tavern, and you may use gems as prizes for these challenges.
There is a small chance of getting a critical hit when checking off a task or using certain skills. A critical hit for a task increases gold and XP gained by 50% plus an additional 2% for every point of Strength the player has.
A Habitica Forum (referred to as The Courtyard) that is located on the wiki. It allows users to hold discussions on a variety of topics. Unlike the Tavern, which resembles a chatroom without distinct topics, the forum is divided into specific categories according to their topics.
A term borrowed from Unix which indicates a timed, repeatable event. For Habitica players, it means the processing which takes place when players interact with the game for the first time after the start of a new day. The game takes several actions such as resetting Dailies, adjusting Habit values, regenerating Mana, expiring any buffs that are equipped, calculating damage to and from bosses, and calculating drop tallies for collection quests.
A user-defined time of day (using a 24 hour clock) at which one day ends and the next day begins in the player's Habitica world. The default day start is midnight in the player's time zone, based on the time registered by the player's computer; changing your Custom Day Start processes your Cron at the hour you specify instead of midnight.
Damage against a player generally refers to loss of health points. Damage done to a task (e.g. ticking off a Daily) increases its task value - the color moves from the red end of the spectrum towards the blue. Damage to a boss reduces its health (shortening its life) but does not reduce its strength: it can do as much damage with 1HP as it can with 100HP. See also Strength.
Taking game mechanics and game elements to help users solve non-game problems. These techniques leverage a person's natural desire to win as motivation.
Guilds are groups that allow Habitica players to discuss similar interests and participate in group challenges.
Group
A collection of users who are connected by some shared activity, interest, or quality. For example, high school and college students have a group (public guild) called The Scholars. Habitica offers two types of groups: guilds and parties.
The name of an open-source habit building program that treats your life like a Role Playing Game. Habitica is also the name of the world where the game takes place, which has many places to explore and people to meet!
Forming new positive habits and breaking old negative habits through self-accountability. Habitica combines habit tracking and gamification to help you manage your habits.
A class that citizens of Habitica can select when they reach level 10. Their primary and secondary attributes are Constitution and Intelligence. They can heal themselves and their party.
A measure of the player's progress: once the player gains a certain amount of Experience Points, they will level up. Some features of Habitica, like skills, require a minimum level in order to be unlocked.
A class that citizens of Habitica can select when they reach level 10. Their primary and secondary attributes are Intelligence and Perception. They gain experience faster than other classes.
Magic power used to cast spells which affect task values and gameplay to help with habit building. Mana regenerates 10 points every day or 10% of max MP, and 1 point or 1% of max MP for each accomplished To-Do; whichever is higher.
Abbreviation for Non-Player Characters - in Habitica they are fictional characters controlled by the computer (and they have the look of the top tier contributors of the Kickstarter campaign).
An item that resets the player's character to level one, while maintaining tasks, quests, and achievements. It is similar to the New Game+ option that appears in some video games.
Parties are groups of players who join together and track each other's statistics, complete quests together, share custom challenges and help each other's progression by motivating and using group spells.
Features similar to challenges but designed for parties. There are two quest types, Boss Quests and Collection Quests. Quests can provide equipment and pet eggs when completed.
A class that citizens of Habitica can select when they reach level 10. Rogues have an increased chance to find gold and drops. Their primary and secondary attributes are Perception and Strength.
In Habitica, there's no defined score by which to judge progress. Players can gain levels and become "stronger" or measure progress based on task completion and other metrics.
In-game tab where you can change when your day starts, the language used, and your display name and password. You also have the ability to reset, restore or delete your character.
Abilities allocated based on a player's class that can be purchased in the item store for mana. They provide positive benefits to the player and/or party.
A class that citizens of Habitica can select when they reach level 10. Their primary and secondary attributes are Strength and Constitution. They have high survivability and damage.
For more information and terms not mentioned here, please use the Index page. For a list of acronyms commonly used around the Habitica website, please see the Acronyms page.