> For the complete documentation index, see [llms.txt](https://house-of-titans.gitbook.io/white-paper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://house-of-titans.gitbook.io/white-paper/titan-nfts/glossary.md).

# Glossary

This page defines all the unique terms that are present through the various gamification systems in House of Titans.\
\
All "**Bolded**" terms present throughout the Gitbook that do not link to their own specific page, will refer you to here, where the definitions can be found.&#x20;

Below is the list of all defined terms:

* **Success Rate**\
  A percentile measuring the likelihood of success for a given **Mission**.  \
  \&#xNAN;*Success Rate* can be improved through means such as: Positive **Traits**, **Stronghold** bonuses, **Racial** strengths, [**House** ](/white-paper/titan-nfts/nfts/house.md)passives, **Unique Actions**, or **Proficiencies**.\
  \&#xNAN;*Success Rate* can be reduced through means such as: Negative **Traits**, **Racial** weaknesses, [**House** ](/white-paper/titan-nfts/nfts/house.md)passives, or specific **Actions**.
* **Reward Yield**\
  This is a catch-all term for resources earned through completing a given **Mission**.  *Reward Yield* are measured through terms such as: "Low *Reward Yield*", "Moderate *Reward Yield*", or "High *Reward Yield*".  \
  \&#xNAN;*Reward Yield* can be improved means including: Positive **Traits**, **Stronghold** bonuses, **Racial** strengths, [**House** ](/white-paper/titan-nfts/nfts/house.md)passive&#x73;**,** or **Unique Actions**.\
  \&#xNAN;*Reward Yield* can be reduced through means such as: Negative **Traits**, **Racial** weaknesses, [**House** ](/white-paper/titan-nfts/nfts/house.md)passives, or specific **Actions**.&#x20;
* **Proficiency**\
  \&#xNAN;*Proficiency* is a metric that grants a base *7.5%* increased **Success Rate** for missions that match the given *Proficiency*.  *Proficiencies* can range from generic (i.e. *Proficiency* in **Resource Gathering Missions**) to very specific (i.e. *Proficiency* in **Raid** (**Defense**) **Missions**).  [**Characters**](broken://pages/JFDQPFhNRv5RgUGVbY8W)' baseline *proficiencies* cannot be removed, however, *proficiencies* can be gained through means such as: Positive **Traits**, **Stronghold** bonuses, **Racial** strengths, [**House** ](/white-paper/titan-nfts/nfts/house.md)passives, or **Unique Actions**. \
  If players earn a *Proficiency* that is exactly the same as an **Incompetence,** the two cancel each other out, causing a neutral bonus (no **Success Rate** adjustment).
* **Incompetence**\
  \&#xNAN;*Incompetence* is a metric that reduces **Success Rate** by 5%.  Certain **Classes** have *Incompetence* for certain **Mission** types.  Further *Incompetencies* can be gained through certain negative **Traits**, or **Racial** weaknesses.\
  If players gain *Incompetence* that is exactly the same as a **Proficiency,** the two cancel each other out, causing a neutral bonus (no **Success Rate** adjustment).
