A few;
Colors of Keys:
Go - Gold
Gr - Green
O - Orange
B - Blue
S - Silver
C - Crimson
Y - Yellow
P - Purple
Shapes of Keys:
Co - Corner
Cr - Crescent
D - Diamond
P - Pentagon
T - Triangle
R - Rectangle
S - Shield
W - Wedge
Combinations:
You need to quickly be able to figure out the key combinations that the keyer is ordering.
Examples would include Br - Blue Rectangle and Got - Gold Triangle.
It's important to distinguish the difference between the Gold and Green keys, don't just leave the letter at G. The same goes with the C shapes, Corner and Crescent.
Important abbreviations:
Gd - Guardian door
Gt/ggs - Group tele / group gatestone
Gate/G8/Gs = Gate, i.e. drop your personal gatestone at the blue corner door = G8 bco
Pgt/pgs = Personal gate tele / personal gatestone - i.e. when someone unlocks the door to your path and they want you to continue the path
Gtgd - Gate tele, and clear the guardian door
Hgt[boss, keycombo, room name, player] - Hold the group gatestone until the path you are on denks or the keyer tells you to bring it to your gate.
Mgt [ Player or key door] - Move the group gatestone
Cgt - Carry gt as you explore
Dgt - Drop gt
Mgtb - Move gt boss
Gtb - Group gatestone for boss
Gte - Group tele end
Gdm - Gd mark
Ht - Home teleport (Base)
Fork = A fork in the path, if you're idle and/or free gate you should gt to help explore
Sgt - Sell gt, take the ggs somewhere useful dumb0
Bgt - Buy gt, drop the fkn ggs so i can take it somewhere useful
Gk[Key] - Got key i.e Blue Rectangle
Room name > [insert room] - This phrase is used to let the keyer know what is after a room. I.e. Gd > Dd (Guardian door to a regular door)
Fg - Free gate
De - Dead end
Denk - Dead end no key
Dewk - Dead end with key
Gto - Group tele and open, this response is usually said to the keyer to open a key door. Otherwise "Gto -keyname-" or "Gto -RSN-"
Weapons:
Hex - Hex Hunter Bow
Csb - Celestial Surge Box
Ccs - Celestial Catalytic Staff
Random phrasology/acronyms:
Tk - Toolkit
Ragers - Blood rager pouch. Don't make these without scrolls ffs
Preboss - room before the boss
n - north
e - east
w - west
s - south
Crit - Critical path, the path that leads to boss
Bonus - Any other rooms
Room types
3s - 3 statues crafting room
10s - 10 statues crafting room
cfers - 5 colored ferret puzzle
agil - agility maze
barrels - broken barrel room
blocks/blox - 4 colored vials and pillars
books - 4 bookcases puzzle
bridge - plank/rock broken bridge room
cons stat - broken statue with extending bridge
cross - mining rubble and struts room
door/dd - room containing a regular openable door
empty - room containing a regulable openable door, or an empty gd room
emotes//emo/mimes - 5 mimes emote room (nod = head bobbing up and down, shake = head moving left and right)
ff - fishing ferret puzzle
flowers/vines/wines/devil's snare - flowers woodcutting room
font/fountain - 4 broken pillars with rubble
frem - fremennik warrior cook/smith/fletch room
gazer - room containing a soulgazer
rc construct - runecrafting magical construct room
ghosts - multiple switching ghosts room
grapple - rope and climbing hook room
grooves - suspicious grooves trap room
hunt fer - hunter ferret room
levers/levs - 5 levers room
lodes/lights - 4 lodestone lights room
maze - maze with chest/key at center
merc - mercenary leader room
mono - monolith room
polt/polter - poltergeist with herbs
pond/skaters - pondskaters fishing room
pull stats - push and pull statues room
trollgazer - noob
ramo - ramokee combat familiars room
riddle - enigmatic hoardstalker room
seeker - seeker sentinels room
skills - room containing a door/doors that requires a skill to open
sliders - magic puzzle piece room
sphere - lodestone and crystal jumping gap room
tiles - runecrafting tile puzzle