A reference for terms, abbreviations, and concepts used throughout Crabby Idle.
A #
Action A single repeatable task within a skill (e.g., “Dig Sand”, “Smelt Iron Bar”). Each action has its own duration, XP reward, and output table. Actions run automatically in a loop while active.
Action Time The base duration in seconds for one cycle of an action. Reduced by tools, mastery bonuses, and modifiers.
Auto-Eat
A passive combat mechanic that automatically consumes equipped food when the player’s HP falls below 50%. Uses the healAmount of the equipped food item.
B #
Boss A powerful combat encounter that guards progression gates. Bosses have significantly higher HP and deal more damage than regular monsters. Killing a boss may drop unique materials required to unlock new content or skills.
C #
Carapace The crab’s main body armor slot. Provides the primary defensive stats. See Gear System.
Checkpoint A mastery milestone reached at levels 10, 25, 50, 75, 95, and 99. Each checkpoint permanently unlocks a bonus for the action, skill, or globally. See Mastery System.
Combat The game’s fight system where the player engages monsters in turn-based-ish exchanges. Requires equipped gear and optionally food for healing.
D #
Drop
An item yielded by an action upon completion. Drops have a quantity and an optional chance (0-1). A chance of 1 is a guaranteed drop; fractional values are rolled each cycle.
Drop Rate Multiplier A global bonus (from mastery Lv. 75 checkpoints) that increases the effective chance of all drops, capped at 1.0 for guaranteed drops.
Duration See Action Time.
E #
Equipment Wearable items that provide stat bonuses. Equipped in one of 9 gear slots (carapace, claws, legs, hat, cape, goggles, antennae). See Gear System.
Ember Core A rare material dropped by the Volcanic Leviathan (Lv. 105 boss). Required to unlock Phase 2 skills. 100% drop chance from the boss.
XP (Experience Points) See Skill XP.
F #
Food
Consumable items with a healAmount stat. Equipped in the food slot and consumed by Auto-Eat during combat.
Fire Gate The progression wall requiring an Ember Core (from the Volcanic Leviathan) before Phase 2 skills – Forging, Cooking, Alchemy, and Pressure Forging – become available.
G #
Gear See Equipment.
Gathering Skill A skill category focused on collecting raw resources (e.g., Digging, Scavenging, Fishing). See Skills Overview.
H #
HP (Hit Points) The player’s health in combat. Reaching 0 HP ends the fight. Restored by eating food (manually or via Auto-Eat).
I #
Idle The core gameplay loop: actions run automatically without player input after being started. Progress accumulates in the background.
L #
Level A numeric milestone representing progress in a skill or mastery track (1-99). Higher levels unlock new actions and content.
Loot Table The set of possible drops for an action or monster, each with a defined quantity and drop chance.
M #
Mastery (mXP) A secondary XP track tied to individual actions. Earns 1 mXP per action completion. Reaching mastery checkpoints unlocks permanent bonuses. See Mastery System.
Modifier A bonus or penalty that adjusts an action’s stats (duration, output, XP rate). Modifiers come from tools, gear, mastery checkpoints, and consumables. See Modifiers.
Monster A combat encounter with defined HP, attack, defense, and a loot table. Monsters are organized by combat level (roughly Lv. 1-120).
N #
Node A gatherable resource source within a skill (e.g., a sand deposit in Digging, a school of fish in Fishing). Unlocked at specific skill levels.
O #
Output The item(s) produced when an action completes. Affected by mastery output multipliers.
Output Multiplier A bonus from mastery checkpoints (Lv. 25 and Lv. 99) that multiplies the quantity of items produced per action completion.
P #
Phase 1 / Phase 2 The two progression tiers of the game. Phase 1 skills (Crafting, Digging, Scavenging, Fishing, Brining) are available from the start. Phase 2 skills (Forging, Cooking, Alchemy, Pressure Forging) are unlocked after obtaining an Ember Core from the Fire Gate boss.
R #
Refining Skill A skill category that transforms raw resources into processed materials (e.g., Crafting, Cooking, Alchemy). See Skills Overview.
Resource Any item collected, crafted, or dropped in the game. Resources are used as inputs for refining skills, equipment crafting, or sold for gold.
S #
Sell Price The gold value of an item when sold to the market. All items have a defined sell price.
Skill A progression system representing a type of activity (e.g., Digging, Fishing, Combat). Each skill has a level (1-99) and a set of unlockable actions. See Skills Overview.
Skill XP Experience points that accumulate toward the next skill level. Earned by completing actions within that skill.
T #
Tier A relative power ranking for items, monsters, or actions. Higher-tier content requires higher skill levels and provides better rewards.
Tool Skill-specific equipment (distinct from gear) that boosts performance for a particular non-combat skill. Equipped in a dedicated tool slot. See Tools System.
X #
XP Curve
The formula determining how much XP is needed per level: floor(100 × 1.13^(N-2)) for level N. Level 99 requires approximately 123M total XP. See Leveling.