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SHD.build Domain

SHD.build is an independent community intelligence platform for The Division Resurgence. This glossary defines the language used for player planning, shared content, Game Data, governance, equipment, progression, and modeled mechanics.

Product and people

SHD.build: The community platform described by this glossary. Always capitalize SHD and write the product name as SHD.build. Avoid: SHD Build, SHD Builder

Agent: Any person using SHD.build, whether anonymous or authenticated. Avoid: User, visitor, player when referring to product access

Anonymous Agent: An Agent who is not signed in to SHD.build. Avoid: Visitor, guest

Registered Agent: An Agent with an SHD.build account. Avoid: Registered user, member

Modeling Session: An interactive agentic work session that prepares one Mechanic Program at a time for a Registered Agent to confirm in chat before the session submits it through an existing ISAC action. Avoid: Agent, Modeling Client, bulk job

Contributor: A Registered Agent who has accepted the contributor guidelines and may submit proposed Game Data changes for review. Avoid: Editor when the Agent cannot change Canonical Game Data directly

Operator: A Registered Agent performing an authorized task in ISAC. Contributor, reviewer, moderator, and administrator authority remain distinct from this situational term. Avoid: Admin as a generic name for anyone using ISAC

Oversight: The human review function for proposed Game Data, moderated Community Content, and identity assets. Use the qualified names Data Oversight, Community Oversight, Guide Oversight, and Avatar Oversight when the review area matters. Avoid: Moderation as a name for every review function

Planning and shared content

Builder: The planning tool an Agent uses to configure a Loadout and inspect supported calculations. Avoid: Build when referring to the tool

Loadout: A complete planned character configuration, including selected Equipment, progression choices, and combat assumptions. A Loadout may exist without becoming a saved Build. Avoid: Build when persistence, ownership, or sharing matters

Loadout Draft: An editable Loadout that has not become a saved Build. Anonymous and Registered Agents may both work with drafts. Avoid: Build draft

Build: A saved, owned, and shareable planning artifact whose central content is a Loadout. A Build may be Private, Unlisted, or Public and may derive from another Build. Avoid: Loadout when persistence, ownership, or sharing matters

Guide: A revisioned long-form community article that may include snapshots of one or more Builds. A Guide is prose-led content rather than a Loadout container. Avoid: Build guide when referring to every Guide

News Article: A revisioned editorial or syndicated article published through the News channel. Avoid: Guide, post

Article Revision: An immutable edition of a Guide or News Article. Editors select one revision for publication while later revisions may await review. Avoid: Version when referring to published article history

Community Content: Agent-authored comments, profile biographies, custom avatars, and Guides governed by the shared moderation lifecycle. Avoid: User-generated content, UGC

Community Note: A visible comment that Community Oversight pins to a Public Database discussion. It remains Community Content and follows the same removal rules as other comments. Avoid: Official correction, staff note

Content Report: An Agent's request for Oversight to review visible Community Content, with no immediate change to the content's visibility. Avoid: Takedown request

Public Database: The Agent-facing reference view of Canonical Game Data. Avoid: Database when the term could mean application storage

Game Data and governance

Game Data: Community-maintained structured facts about The Division Resurgence used by the Public Database, Builder, Builds, and contribution workflow. Avoid: Source data, builder data, reference data

Canonical Game Data: The authoritative, approved body of Game Data. Avoid: Live data, production data

Canonical Record: One authoritative record within Canonical Game Data. Avoid: Approved proposal

Contribution Proposal: A pending request from a Contributor to create or change Canonical Game Data. Approval still requires the proposed change to satisfy the canonical rules for its record family. Avoid: Draft record, pending record

ISAC: The operational console for Game Data, contribution review, community governance, identity and access management, audit history, and system operations. Avoid: Admin panel, calculation engine

Registry: An ISAC workspace containing one family of related records and its management controls. Avoid: Table, list page

Audit Event: An immutable account of a consequential operation or review decision, including the actor, target, and change evidence. Avoid: Audit-log row, activity log

Compensating Reversion: A new operation that restores an earlier state while preserving the original Audit Event and recording the reversal. Avoid: Rollback, undo when either implies rewriting history

Equipment and progression

Equipment: The items and enhancements selected for a Loadout, including Weapons, Gear, Weapon Mods, Gear Mods, Skill Chips, and an OS Protocol. Avoid: Item when the equipment relationship matters

Gear: Equippable protective equipment assigned to a character slot. Gear may provide core values, Attributes, a Brand Set, a Talent, and augmentation capacity. Avoid: Armor as a collective name for all Gear

Body Armor: The canonical name for the equippable torso Gear slot. Avoid: Vest

Weapon: An equippable firearm with a Weapon Category, damage and handling properties, progression values, and applicable Talents and Mods. Avoid: Gun when referring to the modeled record

Weapon Category: The classification that groups Weapons as Shotgun, Rifle, MMR, AR, LMG, or SMG. Avoid: Weapon type, weapon family

Weapon Mod: An enhancement fitted to a compatible Weapon slot. Regular and Exotic Weapon Mods follow different selection rules. Avoid: Attachment

Gear Mod: An enhancement fitted to Gear according to the Gear's available mod capacity. Avoid: Tactical Augment

Tactical Augment: A numbered augmentation position recorded on selected Gear in a Loadout. Avoid: Gear Mod

Attribute: A named measurable game property with defined units and calculation meaning. Avoid: Stat when referring to the canonical Attribute catalog

Core Attribute: One of the three primary character alignments: Firepower, Toughness, or Engineering. Avoid: Main stat, primary stat

Brand Set: A Gear identity whose bonuses depend on how many pieces from that set the Loadout equips. Avoid: Gear set

Quality: The item classification Standard, Specialized, Superior, or High-end. Quality governs available or scaled properties for applicable Equipment. Avoid: Rarity

Exotic: A special scope used by certain Weapons, Talents, and Weapon Mods. Exotic is not a fifth Quality. Avoid: Exotic quality

Item Level: An Equipment progression coordinate used to resolve level-dependent values. Avoid: Tier, Quality

Equipment Tier: The T0, T1, or T2 progression band that controls Equipment capabilities and values. Avoid: Talent Tier, Item Level

Talent Tier: The Tier I or Tier II value variant of a Talent. Avoid: Equipment Tier, T1, T2 when the distinction could be unclear

Reference Level: The Item Level at which an observed value or range applies. Avoid: Base level

Hidden Base: A level-independent value inferred from observed Equipment values and the game's progression rules. Avoid: Displayed Value, Raw Value

Raw Value: A calculated value before the presentation rules that reproduce the game's displayed number. Avoid: Hidden Base, Displayed Value

Displayed Value: The player-visible number produced after applying the game's presentation rules to a Raw Value. Avoid: Raw Value

OS Protocol: A single equipped progression item with a Quality, Core Attribute alignment, primary effect, inherited secondary profile, and upgradeable Talent. Avoid: Protocol when the operating-system meaning could be inferred

Skill: A selectable combat capability associated with a Specialization. Skills may own Skill Chip Sets and may have explicit compatibility relationships with another Skill. Avoid: Ability or Specialization Ability for the selectable game concept

Signature Skill: A Specialization's defining Skill, distinguished from its other selectable Skills. Avoid: Signature ability

Skill Chip: An Equipment selection that modifies the Skill occupying its Loadout position. Skill Chips belong to a Skill Chip Set and may provide primary, secondary, and set effects. Avoid: Chip when the equipment family is unclear

Skill Chip Set: A reusable Skill Chip definition associated with a Skill, including its set bonus and optional Talent. An explicit compatibility relationship may let another Skill equip the set. Avoid: Skill set

Specialization: A character progression identity containing Focuses, Skills, and progression choices. Avoid: Class

Focus: A path within a Specialization aligned to one Core Attribute and defining a selection of Skills and progression choices. Avoid: Subclass, specialization path

Talent: A named conditional behavior owned by its source, such as a Weapon, Gear item, OS Protocol, or Skill Chip Set. Different Talent sources may use different progression variants. Avoid: Perk, passive

Modeled mechanics

Mechanic Program: The structured, source-owned description of a Talent or other conditional behavior. It captures the conditions, state changes, and outcomes needed to evaluate that behavior. Avoid: Script, Trigger record

Event: An observed occurrence on a combat timeline that a Mechanic Program may inspect. Avoid: Trigger when referring to the occurrence itself

Trigger Condition: The criteria that an Event must satisfy before a mechanic can proceed toward Activation. A Trigger Condition is part of a Mechanic Program, not a standalone Game Data record. Avoid: Trigger as an entity

Activation: A successful mechanic occurrence after its Event, conditions, chance, and Cooldown requirements resolve. Avoid: Proc when precision matters

Cooldown: The period after a successful Activation during which the same mechanic cannot activate again. A failed chance does not begin the Cooldown. Avoid: Delay

Mechanic State: A value retained across Events for one mechanic, such as a flag, count, stack, duration, mark, or resource. Avoid: Runtime state when discussing game behavior

Outcome: The effect emitted by an activated mechanic, such as an Attribute change, damage, restoration, resource change, or marker. Avoid: Effect when the source Talent and emitted result could be confused

Combat Profile: The encounter assumptions and observed rates used to project a Loadout's combat performance. Avoid: Simulation when no event simulation occurs

Scenario Input: An explicit encounter assumption required to evaluate a mechanic whose result cannot be determined from the Loadout alone. Avoid: Guess, default assumption

Ready: The mechanic readiness state indicating that typed Game Data can evaluate the mechanic without additional Scenario Inputs. Avoid: Complete

Requires Assumptions: The mechanic readiness state indicating that evaluation needs one or more explicit Scenario Inputs. Avoid: Ready, unsupported

Captured Only: The mechanic readiness state indicating that SHD.build preserves the authored behavior but cannot calculate it. Avoid: Unsupported when the behavior has still been recorded

Extra Health: Temporary Health granted in addition to an Agent's normal Health. Each grant remains distinct from later changes to the current Extra Health total. Avoid: Health, healing, bonus armor

Hit Taken: A hit received by an Agent, including one absorbed by Extra Health. A Hit Taken does not require normal Health loss. Avoid: Taking Damage

Taking Damage: A loss of an Agent's normal Health. A hit absorbed by Extra Health does not count as Taking Damage. Avoid: Hit Taken