+N Forward (move mechanic)- add +N to your next move (not damage) roll result which might be any or apply to a specific move (like +1 forward to hack and slash). The +3 modifier cap still applies.
+N Hold (move mechanic)- allows you to make N choices later on by hold. Hold must be spent on move that generated it; hold from defend can't be used on trap expert or vice versa, for example
+N Ongoing (move mechanic)- take +N to all move rolls (not damage) roll result until the condition specified takes place.
Ability Scores (system component) - measures an adventurer's possession of strength, dexterity, constitution, intelligence, wisdom and charisma on a scale of 3-18 for mortals.
Ability Modifiers - derived from current ability score on a +3 to -3 scale.
Adept (hireling ) - has at least apprenticed to an arcane expert but is still a novice and not especially powerful.
Adventure - a fiction that is only intended to last one or a couple of game sessions. Has a simple plot.
Adventurers- the player characters
Alignment - a few words that depict your character's moral outlook and behavior they consistently aspire to.
Almanac (sheet) - written record for a region kept by the GM
Areas- smaller pieces of geography within a region with at least one distinct feature and point of interest.
Attack - any action you can interfere with that has harmful effect: swords, arrow, spells, grabs, charges, etc.
Bonds - feelings, thoughts and shared history that tie characters together.
Burglar (hireling ) - skilled at larceny, disabling traps and other criminal or shady deeds but not very good at combat.
Campaign - longer fiction intended to last for an extensive period of time, possibly ending if/when the player characters reach 10th level and complete world-changing events.
Cantrips - very simple wizard spells which can be cast without counting towards allotment.
Characteristics- any information like name, race, ability scores, bonds, starting moves, etc., which is displayed in playbook and directly relates to who and what your character is or is capable of.
Characters - can mean the adventurers (the player characters) or everyone presented in the fiction: adventurers, hirelings, monsters and other NPCs.
Clerics (class) - warrior-healers who are sworn to the service of a deity.
Confused (debilities) - causes -1 to wisdom modifier until recovery
Creature- Living (and Unliving) beings subdivided into beasts, humans, humanoids and monsters.
Custom Moves - moves created by GM or borrowed from second-party source to enhance an adventure or campaign.
Damage - anything done to a character which reduces their HP.
Danger (front component) - five types of threats included in creating and using fronts .
Danger (encounter component) - Anything, such as monster or trap, that if left unchecked may be harmful.
Death - 1. what happens to a character who is reduced to 0 HP and fails their Last Breath roll; 2. the entity Death who holds dominion beyond the Black Gates.
Debilities- hard to heal impairments caused by certain types of attacks. There is one for each ability score.
Discovery - anything the party finds interesting but not immediately threatening.
Druid (class) - semi-feral shapeshifters who are spiritually tied to nature.
Dungeon Gear - collection of named items that a character possesses to facilitate adventuring; adventuring gear is a "catch-all" DG item with expendable uses.
Dungeons - any place where adventurers face monsters and other perils.
Edged weapon - a sword or dagger. (Paladins can be granted invulnerability to such weapons.)
Encounters (component) - dangers and discoveries which the party are exposed to while exploring.
Hirelings - minor DM-controlled characters who travel with the adventurers in exchange for payment.
Hit Points (HP) - a characteristic that defines how much health/life a character possesses. For PCs, it is influenced by class and constitution modifier.
Impending Doom (danger component) - the final catastrophic outcome of a Front if all the grim portents come to pass.
Instinct (Monsters) - a monster characteristic which describes an an innate, typically fixed pattern of behavior. Also used in creating Instant NPCs
Keeps(steadings) - steadings found on the edges of civilization specifically built for defense.
Knacks (NPCs) - way to pursue an Instant NPC instinct.
Level - characteristic that is raised through spending XP which grants access to advanced moves and other benefits. Classic DW focusses on level 1 to level 10 adventurers.
System Components - the "puzzle pieces" of Dungeon World which work together to create the complete game system. Replacing or customizing one in might require modifying an aspect of another.
Tags - keywords applied to a variety of game elements like weapons, armor, steadings, and monsters.