Server & reference
This page covers the "meta" systems: server/system info, high scores, the reference data the client downloads, and the in-game store.
UI locations follow the client UI overview. Mechanics below are confirmed against the server.
Server & system info
- Server info — general server state/info.
- System info — system-level details.
- Server shutdown state — whether a scheduled shutdown is in effect (read-only for players; the shutdown itself is an admin action).
High scores
- Server high scores — the top results across the server.
- My high scores — your personal bests.
See also combat for how kills feed these.
Reference data
The client downloads static reference data from the server to render content correctly. These are read-only lookups, not player actions:
- Effects — the effect definitions.
- Enums — enumeration values.
- Entity defaults — base definitions for entities.
- Aggregate fields — aggregated field data.
- Definition config units — per-definition configuration.
- Distances — distance constants used by the client.
- Commands — the list of known commands (a client-side reference).
- Rifts — rift definitions (see also the zone rift list).
You don't "use" these; the client fetches them on demand. They're listed here because they appear in the command inventory.
The store
The in-game store (a payment integration):
- List products — see what's for sale.
- Start a transaction — begin a purchase.
- Finish a transaction — complete a purchase.
Store purchases are real-money (or equivalent) transactions; the exact products and pricing are store content.
Practical notes
- Reference data is auto-fetched — you never trigger it manually; it keeps the client in sync with the server's content.
- High scores are your bragging rights — check your personal bests and the server's.
- Store transactions are two-step — start, then finish; don't assume a purchase is complete until it's finished.
- Shutdown state is informational — it tells you if a maintenance window is coming.