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Glossary — the Zoen dictionary

68 terms, each linked to the screen that explains it. Source: packages/game-data/data/glossary.json.

What it is for
  • One word per idea. The owner, agents and code use exactly these names (code ids in the chips). That keeps 100+ docs and data files consistent, and a new agent learns the vocabulary here first.
  • A shortcut into the guide. Click a term to jump to the screen or section that explains it. Terms that are game objects (bosses, gems, orbs, skills) also show their in-game popup on hover.
  • Later, for players. The same list becomes the public site's glossary.
68 terms
Zoen world
The game, and the name of the thousand-road land whose caravan routes connect oasis kingdoms. Vision & pillars →
Amber Basin worldamber_basin
Region 1, levels 1–40 (the MVP). 4,096 × 4,096 m, 12 areas incl. the town Amber Gate. World & map →
Amber Gate worldamber_gate
Safe hub town: trainers, blacksmith, stash, stalls, pet keeper, stable. World & map →
Area / zone worldzone
Named part of a region with a level band and monster roster (e.g. Clay Cut 13–16). World & map →
Channel online
One running copy of a region map. Capacity 1,000 players; overflow opens another channel. Players see each other only in the same channel. 1,000 players per map →
AOI (area of interest) online
The set of nearby entities the server replicates to a client, prioritised by distance, party, target and threat. 1,000 players per map →
Tick online
One fixed 50 ms step (20 Hz) of the authoritative zone simulation. 1,000 players per map →
Authoritative online
The server decides outcomes (hits, damage, loot). Clients only predict movement and play presentation. Architecture →
Origin characterorigin
Starting point and base stats: Stoneward (STR), Windrunner (AGI), Lantern Scholar (INT), Wayfarer (centre, hybrid). Never a class lock. Passive Atlas →
Lineage characterlineage
Cosmetic ancestry: Human, Orc, Elf, Vanara, Auralin. Same capsule and timings for all. Characters →
Attributes (STR / AGI / INT) character
Strength, Agility, Intellect. Come only from origin, per-level growth, Atlas nodes and gear — no manual allocation. Skills & builds →
Path build
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. Skills & builds →
Passive Atlas buildatlas
The circular passive skill tree (247 nodes). 45 points at level 40, 111 at level 100. Key P. Passive Atlas →
Atlas point build
One point to allocate on the Atlas. 1 per level from 2, plus 6 from story quests by 40. Skills & builds →
Minor node build
Small Atlas node (+stats or small %). Passive Atlas →
Notable build
Named Atlas node with a meaningful bonus (e.g. Woodsplitter's Creed). Passive Atlas →
Combo payoff (combo notable) build
12 inner-ring notables that add conditional direct-hit damage vs a state (stun, sleep, knockdown, burn, chill, shock…). All share a 60% cap. Skills & builds →
Weapon Mastery buildmastery_<weapon>
Large Atlas node that licenses a weapon family and unlocks its Codex. 15 total. Skills & builds →
Keystone build
Build-defining outer node with a big upside and a real downside (6 total). Passive Atlas →
Build buildbuild
One of 18 weapon-defined playstyles (e.g. Ravager = greataxe). The 18 builds →
Codex skills
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. Skill codex (144) →
Skill pick skills
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. Skills & builds →
Rank skills
Skill level 1–3. Rank 2 and 3 each add +18% and a facet choice. Skills & builds →
Facet skills
A choose-one-of-two modifier unlocked at rank 2 and rank 3 (e.g. Quarry Wheel: Grinding Wheel or Wide Arc). Skills & builds →
Signature skill skills
Level-20 big flashy skill of each weapon Codex (e.g. Sunbreaker). Build: Warblade →
Smart Chain controls
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. Combat & controls →
Attack in place controls
Shift + Mouse1 (rebindable modifier): attack without moving or magnet-stepping (PoE style). Combat & controls →
Movement gem items
Belt gem on Mouse2: Cairn Vault, Anchor Pull (red); Reed Rush, Silk Roll (green); Mirror Exchange, Veilstride (blue). Item catalog →
Quick slot controls
16 slots on 1–8 and F1–F8 for potions, buff skills and scrolls. HUD & interface →
Auto-Hunt automation
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. Auto-Hunt & Auto-Quest →
Auto-Quest automation
Automated main-story progression: travels, talks, hunts and turns in; pauses for choices. Key H. Auto-Hunt & Auto-Quest →
Windup / active / recovery combat
The three server phases of every action. Damage only happens in active; cancel windows open after active. Combat & controls →
Impact class combat
Hit weight: light, medium, heavy, massive. Drives hitstop, shake, poise damage and reactions. Combat & controls →
Weight class combat
Target size: small, medium, large, boss. Reaction = impact − weight. Combat & controls →
Poise combat
Hidden stagger bar on monsters; at 0 the next hit forces a stagger. Combat & controls →
Hit reaction combat
Target animation from a hit: flinch_light, flinch_heavy, stagger, knockback, knockdown, launch, pull, stun, sleep, root. Combat & controls →
Hitstop combat
35–110 ms local freeze of attacker + target poses on contact. Presentation only; never pauses the server. Combat & controls →
Superarmour combat
Cannot be flinched, staggered or knocked back by monsters (still takes damage). Combat & controls →
Resolve combat
Short immunity to hard control after one ends (2 s normal, 4 s elite, 6 s player). Combat & controls →
Break pressure combat
Bosses ignore hard control; eligible hits fill a 100-point bar that opens a 1 s partial break. Combat & controls →
Ailment combat
Bleed, burn, chill, shock, slow, exposed, marked — status effects with durations and rules. Combat & controls →
Telegraph combat
Ground marker warning of an incoming monster attack. Never culled at any quality level. Combat & controls →
Elite (★) monsters
Stronger variant of a base monster with the same abilities, 3× HP and a star. Bestiary & NPCs →
Name colour monsters
Nameplate colour by level difference (grey → green → white → yellow → orange → red). HUD & interface →
Neutral / hostile monsters
Neutral monsters only fight when attacked; hostile ones aggro inside their radius. Combat & controls →
Reaction set monsters
Shared animation set per monster body family (small_quadruped, insectoid, reptile…). Combat & controls →
Salvage kit items
Monster drop that the blacksmith assembles into a specific weapon base. Items & economy →
Item level (ilvl) items
Determines tier (T5 1–14, T4 15–29, T3 30+), socket cap and stat requirement. Items & economy →
Orb / shard items
Crafting currencies (12 orbs) and their fragments; see the items guide. Item catalog →
Refinement (+0…+15) items
Weapon upgrade with risk bands; auras from +8. Caravan Ward protects +11–15. Items & economy →
Stash items
Account storage: 4 tabs of 12×10 cells plus a 64-slot bank. Items & economy →
Stall economy
Player shop in town; prices in gold or full orbs. Online, PvP & events →
Lantern Convoy events
Monthly 16-player team event escorting a lantern convoy. Online, PvP & events →
Kharuun events
The Ashen Caravan: world boss every 4 h in the Caravan Crown Arena. Online, PvP & events →
Bellbound Regent events
Level-40 story boss in the Jade Seal Ruins (bell-shelled tortoise). Bestiary & NPCs →
Kiln Depths events
First dungeon (L20), reward chest once per 8 h, monthly fastest-clear ranking. Online, PvP & events →
Quality profile tech
Low / Mid / High / Ultra render settings. Gameplay and telegraphs identical on all. VFX →
VAT tech
Vertex animation texture: baked animation for cheap crowd rendering of distant players/monsters. 1,000 players per map →
Task log process
tools/task-log.mjs: start → test → note → finish per task; records tests and tokens to logs/tasks.json. How AI builds Zoen →
Token ledger process
tools/token-ledger.mjs: totals real Claude Code usage from session transcripts (each message counted once). Ledger: tokens & tests →
Gate process
A milestone's acceptance criteria. Needs logged tests + evidence + (when visual) owner review. Testing & evidence →
Art request process
A Codex-ready image brief (art-requests/*.md) generated from missing icons/portraits in the data. Art generation →
Finisher combatfinisher
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. Skills & builds →
Self buff buildscope: self
A buff that affects only you; preferred for solo farming and duels. Skills & builds →
Team buff buildscope: team
A buff that affects you and allies nearby; preferred in parties and the Sand Arena. Skills & builds →
Chain slots controlshotbar.chain
The 8 ordered Mouse1 slots that hold attack skills. Only attack skills can be placed there. Combat & controls →
Scenario buildscenarios
Tag on every skill telling where it shines: farm, boss, party, duel, arena. Builds list suggested swaps per scenario. The 18 builds →
Aura combatkind: aura
A toggled skill that reserves mana and works continuously around you, e.g. Pyre Halo burns every enemy inside it. Skill codex (144) →