{
 "note": "Zoen dictionary. One definition per term; agents must use these words exactly (code identifiers in brackets). Every term has an href (the screen or section that explains it) and some have a popup (kind:id of a game object).",
 "terms": [
  {
   "term": "Zoen",
   "cat": "world",
   "def": "The game, and the name of the thousand-road land whose caravan routes connect oasis kingdoms.",
   "href": "/vision#the-player-fantasy-in-one-paragraph"
  },
  {
   "term": "Amber Basin",
   "cat": "world",
   "def": "Region 1, levels 1–40 (the MVP). 4,096 × 4,096 m, 12 areas incl. the town Amber Gate. [amber_basin]",
   "href": "/world#amber-basin-4096--4096-m"
  },
  {
   "term": "Amber Gate",
   "cat": "world",
   "def": "Safe hub town: trainers, blacksmith, stash, stalls, pet keeper, stable. [amber_gate]",
   "href": "/world#amber-basin-4096--4096-m"
  },
  {
   "term": "Area / zone",
   "cat": "world",
   "def": "Named part of a region with a level band and monster roster (e.g. Clay Cut 13–16). [zone]",
   "href": "/world#how-the-map-shows-progress-reworked"
  },
  {
   "term": "Channel",
   "cat": "online",
   "def": "One running copy of a region map. Capacity 1,000 players; overflow opens another channel. Players see each other only in the same channel.",
   "href": "/tech/netcode#channels"
  },
  {
   "term": "AOI (area of interest)",
   "cat": "online",
   "def": "The set of nearby entities the server replicates to a client, prioritised by distance, party, target and threat.",
   "href": "/tech/netcode#interest-management-what-each-client-receives"
  },
  {
   "term": "Tick",
   "cat": "online",
   "def": "One fixed 50 ms step (20 Hz) of the authoritative zone simulation.",
   "href": "/tech/netcode#server-tick-20-hz--50-ms-budget-target-p99--15-ms"
  },
  {
   "term": "Authoritative",
   "cat": "online",
   "def": "The server decides outcomes (hits, damage, loot). Clients only predict movement and play presentation.",
   "href": "/tech/architecture#non-negotiable-rules"
  },
  {
   "term": "Origin",
   "cat": "character",
   "def": "Starting point and base stats: Stoneward (STR), Windrunner (AGI), Lantern Scholar (INT), Wayfarer (centre, hybrid). Never a class lock. [origin]",
   "href": "/skills/atlas"
  },
  {
   "term": "Lineage",
   "cat": "character",
   "def": "Cosmetic ancestry: Human, Orc, Elf, Vanara, Auralin. Same capsule and timings for all. [lineage]",
   "href": "/production/characters#lineage-retarget-rules"
  },
  {
   "term": "Attributes (STR / AGI / INT)",
   "cat": "character",
   "def": "Strength, Agility, Intellect. Come only from origin, per-level growth, Atlas nodes and gear — no manual allocation.",
   "href": "/skills#2-the-passive-atlas"
  },
  {
   "term": "Path",
   "cat": "build",
   "def": "The Atlas sector(s) you invest in: Iron (STR), Wind (AGI), Lantern (INT), Steel (STR+AGI), Storm (AGI+INT), Jade (INT+STR). Determines which weapons you can master.",
   "href": "/skills#1-paths--weapons-3-on-every-path"
  },
  {
   "term": "Passive Atlas",
   "cat": "build",
   "def": "The circular passive skill tree (247 nodes). 45 points at level 40, 111 at level 100. Key P. [atlas]",
   "href": "/skills/atlas"
  },
  {
   "term": "Atlas point",
   "cat": "build",
   "def": "One point to allocate on the Atlas. 1 per level from 2, plus 6 from story quests by 40.",
   "href": "/skills#2-the-passive-atlas"
  },
  {
   "term": "Minor node",
   "cat": "build",
   "def": "Small Atlas node (+stats or small %).",
   "href": "/skills/atlas"
  },
  {
   "term": "Notable",
   "cat": "build",
   "def": "Named Atlas node with a meaningful bonus (e.g. Woodsplitter's Creed).",
   "href": "/skills/atlas"
  },
  {
   "term": "Combo payoff (combo notable)",
   "cat": "build",
   "def": "12 inner-ring notables that add conditional direct-hit damage vs a state (stun, sleep, knockdown, burn, chill, shock…). All share a 60% cap.",
   "href": "/skills#5-combos-states-and-payoffs"
  },
  {
   "term": "Weapon Mastery",
   "cat": "build",
   "def": "Large Atlas node that licenses a weapon family and unlocks its Codex. 15 total. [mastery_<weapon>]",
   "href": "/skills#1-paths--weapons-3-on-every-path"
  },
  {
   "term": "Keystone",
   "cat": "build",
   "def": "Build-defining outer node with a big upside and a real downside (6 total).",
   "href": "/skills/atlas"
  },
  {
   "term": "Build",
   "cat": "build",
   "def": "One of 18 weapon-defined playstyles (e.g. Ravager = greataxe). [build]",
   "href": "/builds"
  },
  {
   "term": "Codex",
   "cat": "skills",
   "def": "A skill book. Each build has a 7-skill weapon Codex (6 + a finisher); each pole has a 6-skill buff Codex (3 self, 3 team: Iron, Wind, Lantern). Key K.",
   "href": "/skills/codex"
  },
  {
   "term": "Skill pick",
   "cat": "skills",
   "def": "One of 8 picks earned at levels 1, 3, 6, 10, 15, 20, 27, 34. Spend it to learn a skill or rank one up.",
   "href": "/skills#3-the-codex-8-picks-ranks-and-facets"
  },
  {
   "term": "Rank",
   "cat": "skills",
   "def": "Skill level 1–3. Rank 2 and 3 each add +18% and a facet choice.",
   "href": "/skills#3-the-codex-8-picks-ranks-and-facets"
  },
  {
   "term": "Facet",
   "cat": "skills",
   "def": "A choose-one-of-two modifier unlocked at rank 2 and rank 3 (e.g. Quarry Wheel: Grinding Wheel or Wide Arc).",
   "href": "/skills#3-the-codex-8-picks-ranks-and-facets"
  },
  {
   "term": "Signature skill",
   "cat": "skills",
   "def": "Level-20 big flashy skill of each weapon Codex (e.g. Sunbreaker).",
   "href": "/builds/warblade",
   "popup": "skill:warblade.sunbreaker"
  },
  {
   "term": "Smart Chain",
   "cat": "controls",
   "def": "Mouse1 chain: up to 8 attack skills in chain slots fire in order when ready, a basic hit fills the gaps, and a finisher jumps in whenever its condition is met (Aion 2 / console style). Same logic drives Auto-Hunt.",
   "href": "/combat#2-the-mouse1-chain-smart-chain"
  },
  {
   "term": "Attack in place",
   "cat": "controls",
   "def": "Shift + Mouse1 (rebindable modifier): attack without moving or magnet-stepping (PoE style).",
   "href": "/combat#1-inputs-at-a-glance"
  },
  {
   "term": "Movement gem",
   "cat": "items",
   "def": "Belt gem on Mouse2: Cairn Vault, Anchor Pull (red); Reed Rush, Silk Roll (green); Mirror Exchange, Veilstride (blue).",
   "href": "/items#tab-gems",
   "popup": "gem:reed_rush"
  },
  {
   "term": "Quick slot",
   "cat": "controls",
   "def": "16 slots on 1–8 and F1–F8 for potions, buff skills and scrolls.",
   "href": "/hud#desktop-layout"
  },
  {
   "term": "Auto-Hunt",
   "cat": "automation",
   "def": "Automated fighting with a preset (targets, radius, potions, buffs, loot). Online any time from L5; offline as a visible actor for up to 4 h/day from L30. Key G.",
   "href": "/automation#auto-hunt-presets-up-to-3-per-character"
  },
  {
   "term": "Auto-Quest",
   "cat": "automation",
   "def": "Automated main-story progression: travels, talks, hunts and turns in; pauses for choices. Key H.",
   "href": "/automation#auto-quest"
  },
  {
   "term": "Windup / active / recovery",
   "cat": "combat",
   "def": "The three server phases of every action. Damage only happens in active; cancel windows open after active.",
   "href": "/combat#3-cast-phases-and-cancel-windows"
  },
  {
   "term": "Impact class",
   "cat": "combat",
   "def": "Hit weight: light, medium, heavy, massive. Drives hitstop, shake, poise damage and reactions.",
   "href": "/combat#7-hit-reactions--different-for-every-skill"
  },
  {
   "term": "Weight class",
   "cat": "combat",
   "def": "Target size: small, medium, large, boss. Reaction = impact − weight.",
   "href": "/combat#7-hit-reactions--different-for-every-skill"
  },
  {
   "term": "Poise",
   "cat": "combat",
   "def": "Hidden stagger bar on monsters; at 0 the next hit forces a stagger.",
   "href": "/combat#7-hit-reactions--different-for-every-skill"
  },
  {
   "term": "Hit reaction",
   "cat": "combat",
   "def": "Target animation from a hit: flinch_light, flinch_heavy, stagger, knockback, knockdown, launch, pull, stun, sleep, root.",
   "href": "/combat#7-hit-reactions--different-for-every-skill"
  },
  {
   "term": "Hitstop",
   "cat": "combat",
   "def": "35–110 ms local freeze of attacker + target poses on contact. Presentation only; never pauses the server.",
   "href": "/combat#6-the-aaa-hit-feel-stack"
  },
  {
   "term": "Superarmour",
   "cat": "combat",
   "def": "Cannot be flinched, staggered or knocked back by monsters (still takes damage).",
   "href": "/combat#7-hit-reactions--different-for-every-skill"
  },
  {
   "term": "Resolve",
   "cat": "combat",
   "def": "Short immunity to hard control after one ends (2 s normal, 4 s elite, 6 s player).",
   "href": "/combat#7-hit-reactions--different-for-every-skill"
  },
  {
   "term": "Break pressure",
   "cat": "combat",
   "def": "Bosses ignore hard control; eligible hits fill a 100-point bar that opens a 1 s partial break.",
   "href": "/combat#7-hit-reactions--different-for-every-skill"
  },
  {
   "term": "Ailment",
   "cat": "combat",
   "def": "Bleed, burn, chill, shock, slow, exposed, marked — status effects with durations and rules.",
   "href": "/combat#5-damage-model-proposed--tune-in-playtests"
  },
  {
   "term": "Telegraph",
   "cat": "combat",
   "def": "Ground marker warning of an incoming monster attack. Never culled at any quality level.",
   "href": "/combat#8-monster-combat-language"
  },
  {
   "term": "Elite (★)",
   "cat": "monsters",
   "def": "Stronger variant of a base monster with the same abilities, 3× HP and a star.",
   "href": "/bestiary#tab-elites"
  },
  {
   "term": "Name colour",
   "cat": "monsters",
   "def": "Nameplate colour by level difference (grey → green → white → yellow → orange → red).",
   "href": "/hud#layout-principles"
  },
  {
   "term": "Neutral / hostile",
   "cat": "monsters",
   "def": "Neutral monsters only fight when attacked; hostile ones aggro inside their radius.",
   "href": "/combat#8-monster-combat-language"
  },
  {
   "term": "Reaction set",
   "cat": "monsters",
   "def": "Shared animation set per monster body family (small_quadruped, insectoid, reptile…).",
   "href": "/combat#7-hit-reactions--different-for-every-skill"
  },
  {
   "term": "Salvage kit",
   "cat": "items",
   "def": "Monster drop that the blacksmith assembles into a specific weapon base.",
   "href": "/economy#equipment-11-slots"
  },
  {
   "term": "Item level (ilvl)",
   "cat": "items",
   "def": "Determines tier (T5 1–14, T4 15–29, T3 30+), socket cap and stat requirement.",
   "href": "/economy#equipment-11-slots"
  },
  {
   "term": "Orb / shard",
   "cat": "items",
   "def": "Crafting currencies (12 orbs) and their fragments; see the items guide.",
   "href": "/items#tab-orbs",
   "popup": "orb:awakening_seed"
  },
  {
   "term": "Refinement (+0…+15)",
   "cat": "items",
   "def": "Weapon upgrade with risk bands; auras from +8. Caravan Ward protects +11–15.",
   "href": "/economy#refinement-1--15"
  },
  {
   "term": "Stash",
   "cat": "items",
   "def": "Account storage: 4 tabs of 12×10 cells plus a 64-slot bank.",
   "href": "/economy#storage-trade-gold-and-zoe"
  },
  {
   "term": "Stall",
   "cat": "economy",
   "def": "Player shop in town; prices in gold or full orbs.",
   "href": "/online#stalls-player-shops"
  },
  {
   "term": "Lantern Convoy",
   "cat": "events",
   "def": "Monthly 16-player team event escorting a lantern convoy.",
   "href": "/online#lantern-convoy--monthly-team-event-l3040"
  },
  {
   "term": "Kharuun",
   "cat": "events",
   "def": "The Ashen Caravan: world boss every 4 h in the Caravan Crown Arena.",
   "href": "/online#world-boss--kharuun-the-ashen-caravan-l30",
   "popup": "monster:kharuun_ashen_caravan"
  },
  {
   "term": "Bellbound Regent",
   "cat": "events",
   "def": "Level-40 story boss in the Jade Seal Ruins (bell-shelled tortoise).",
   "href": "/bestiary#tab-bosses",
   "popup": "monster:bellbound_regent"
  },
  {
   "term": "Kiln Depths",
   "cat": "events",
   "def": "First dungeon (L20), reward chest once per 8 h, monthly fastest-clear ranking.",
   "href": "/online#dungeon--kiln-depths-l20"
  },
  {
   "term": "Quality profile",
   "cat": "tech",
   "def": "Low / Mid / High / Ultra render settings. Gameplay and telegraphs identical on all.",
   "href": "/production/vfx#quality-tiers-and-the-ultra-feel-stack"
  },
  {
   "term": "VAT",
   "cat": "tech",
   "def": "Vertex animation texture: baked animation for cheap crowd rendering of distant players/monsters.",
   "href": "/tech/netcode#crowd-rendering-on-the-client"
  },
  {
   "term": "Task log",
   "cat": "process",
   "def": "tools/task-log.mjs: start → test → note → finish per task; records tests and tokens to logs/tasks.json.",
   "href": "/process#1-the-task-loop"
  },
  {
   "term": "Token ledger",
   "cat": "process",
   "def": "tools/token-ledger.mjs: totals real Claude Code usage from session transcripts (each message counted once).",
   "href": "/ledger"
  },
  {
   "term": "Gate",
   "cat": "process",
   "def": "A milestone's acceptance criteria. Needs logged tests + evidence + (when visual) owner review.",
   "href": "/process/testing#what-a-gate-needs"
  },
  {
   "term": "Art request",
   "cat": "process",
   "def": "A Codex-ready image brief (art-requests/*.md) generated from missing icons/portraits in the data.",
   "href": "/art-requests"
  },
  {
   "term": "Finisher",
   "cat": "combat",
   "def": "A codex skill with very high damage that only works while its condition holds on the target (stunned, knocked down, launched, rooted, sleeping, chilled, burning, shocked, Exposed, bleeding or below 30% life). In the Mouse1 chain it fires on the next step when the condition is met, otherwise it is skipped. [finisher]",
   "href": "/skills#finishers-conditional-ultimates",
   "popup": "skill:warblade.zenith_cut"
  },
  {
   "term": "Self buff",
   "cat": "build",
   "def": "A buff that affects only you; preferred for solo farming and duels. [scope: self]",
   "href": "/skills#self-buffs-vs-team-buffs"
  },
  {
   "term": "Team buff",
   "cat": "build",
   "def": "A buff that affects you and allies nearby; preferred in parties and the Sand Arena. [scope: team]",
   "href": "/skills#self-buffs-vs-team-buffs"
  },
  {
   "term": "Chain slots",
   "cat": "controls",
   "def": "The 8 ordered Mouse1 slots that hold attack skills. Only attack skills can be placed there. [hotbar.chain]",
   "href": "/combat#2-the-mouse1-chain-smart-chain"
  },
  {
   "term": "Scenario",
   "cat": "build",
   "def": "Tag on every skill telling where it shines: farm, boss, party, duel, arena. Builds list suggested swaps per scenario. [scenarios]",
   "href": "/builds"
  },
  {
   "term": "Aura",
   "cat": "combat",
   "def": "A toggled skill that reserves mana and works continuously around you, e.g. Pyre Halo burns every enemy inside it. [kind: aura]",
   "href": "/skills/codex"
  }
 ]
}
