Glossary

The language of Otenos: every term you'll meet in the game, with a short definition and a link to the chapter that covers it in detail.

A-C

  • Age: An Age is the 28-day life of a world, at the end of which the rankings freeze and the chronicle is written. Ages and phases
  • Alliance: An alliance is a group of up to 20 players who can't attack each other and can send each other reinforcements. Alliances
  • Alliance war: An alliance war is a declaration that opens raiding between two alliances. Alliance war
  • Altar: An altar is an ancient site that pours out Tender during its rite. Altars
  • Altar charge: An altar charge is spent each time you march on an empty altar or on someone else's altar. Altar charges
  • Balance: Your balance is the amount of Tender you have, and only you can see it. Tender
  • Caravan: A caravan is a group of merchants carrying resources. Trade
  • Charter: Your Charter is your record for the Age: your rank, your total score and what you've done. Charter
  • Chronicle: The chronicle is the record on your profile, with one page written for every Age you play. Chronicle
  • Codex: The Codex holds an entry for every building, unit, auction item and altar. Codex
  • Committed: Committed resources are those set aside for your build queue or a market order, and a raid can't take them. Loot
  • Common: Common is the auction tier that sells permanent buildings. Auction
  • Conquest: Conquest is a holding passing to its conqueror once its loyalty drops to zero. Conquest
  • Contest: Contest is the middle phase of the Age, when raids, rites, Rare and Common lots open up. Contest

D-I

  • Declaration of war: A declaration of war opens raiding against one player and takes effect 4 hours after it's made. Declaration of war
  • Deed: A deed is a building won at the auction and placed in your holding. Deeds
  • Fortification: A fortification is a structure that strengthens an altar's defense. Fortification
  • Founding: Founding is the first phase of the Age, when holdings can't be raided. Founding
  • Garrison: A garrison is the troops stationed in your holding or at your altar.
  • Guild: A guild is an account-level community that lasts from Age to Age. Guild
  • Holding: A holding is a settlement's place and land on the map, whether someone owns it or it stands empty. World and map
  • House: Your house is the bloodline you choose when you join, and it doesn't change for the whole Age. Houses
  • Inner raid: An inner raid is a raid on a holding whose wall is down, and it reaches the whole storehouse. The Wall gate
  • Instant: Instant is the auction tier that sells single-use items. Auction
  • Interception: Interception means meeting an enemy army or caravan on the road. Interception

L-P

  • Lock: A lock sets your bid aside from your balance 60 minutes before the close. Lock
  • Lot: A lot is a single item sold at the auction. Auction
  • Loyalty: Loyalty is a holding's allegiance to its owner; governors lower it, and at zero the holding changes hands. Conquest
  • Lumen: Lumen is the cosmetic currency, bought in packs and kept for good. Lumen and the store
  • Main holding: Your main holding is your first holding, where your wounded and your quest rewards arrive. Main holding
  • Merchant: A merchant is the Market worker who carries your goods by caravan. Merchants
  • Minimum bid: The minimum bid is the lowest bid you can place on a lot. Three tiers
  • Mint: The Mint is an auction building that turns resources into Tender. Mint
  • Morale: Morale is the strength a higher-scoring player loses when attacking a lower-scoring one. Morale
  • Outer raid: An outer raid is a raid on a holding whose wall still stands, and it reaches only the produce outside. The Wall gate
  • Phase: A phase is one of the three parts of the Age: Founding, Contest and Reign. Ages and phases
  • Plunder: Plunder is the raid mode in which both sides take light losses. Plunder and Assault
  • Protected start: Protected start means that for 48 hours after you join, you can't be raided and can't raid. Protected start

R

  • Raid: A raid is a march sent against an enemy holding that can end in loot, siege or conquest. Raids, sieges and conquest
  • Raid charge: A raid charge is spent on every raid on a holding; charges refill by 5 per day and build up to 6. Raid charges
  • Rare: Rare is the auction tier that sells the most powerful buildings. Auction
  • Region: A region is a 40 km square of the map that is abundant in one resource and scarce in another. Regions
  • Reign: Reign is the final phase of the Age, when even a commander's last holding can be taken. Reign
  • Reinforcements: Reinforcements are your army stationed in an ally's holding, defending it alongside them. Reinforcements
  • Response window: The response window is the time between learning of a raid on your holding and its arrival, during which you choose a response. Warnings and the response window
  • Rite: A rite is a 60-minute window, announced in advance, during which an altar produces Tender. Rites
  • Rite hours: Rite hours are the hours you hold an altar while its rite is under way, and they count toward your score in the rankings. Rite hours
  • Rite victory: A rite victory means holding the altar when its rite ends. Rite victory
  • Ruin: A ruin is a holding whose owner gave no orders for a week, and it can be resettled with settlers. Ruins

S-W

  • Scouting: Scouting is a march made up only of scouts that brings back information. Scouting
  • Settling: Settling means moving settlers into an empty holding or a ruin. New holdings
  • Sightings: Sightings are the list of enemy movements seen by your buildings that give warnings. Sightings
  • Sortie: A sortie is half of your garrison meeting a raid in front of the wall, through the Meet them outside response in the response window. Four responses
  • Specialization: A specialization is the permanent path you choose for a building when it reaches a threshold level. Specializations
  • Tender: Tender is the currency of the auction; it's earned only in the game and can't be transferred. Tender
  • Title: A title is an honor earned at the end of an Age that you can display next to your name. Titles
  • Trench: A trench is an earthwork dug during the response window that adds strength to your defense. Four responses
  • Wounded: The wounded are troops who return to the garrison after a battle. Wounded