Library
Glossary — the Zoen dictionary
68 terms, each linked to the screen that explains it. Source: packages/game-data/data/glossary.json.
- 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 world
amber_basin - Region 1, levels 1–40 (the MVP). 4,096 × 4,096 m, 12 areas incl. the town Amber Gate. World & map →
- Amber Gate world
amber_gate - Safe hub town: trainers, blacksmith, stash, stalls, pet keeper, stable. World & map →
- Area / zone world
zone - 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 →
- Origin character
origin - Starting point and base stats: Stoneward (STR), Windrunner (AGI), Lantern Scholar (INT), Wayfarer (centre, hybrid). Never a class lock. Passive Atlas →
- Lineage character
lineage - 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 build
atlas - 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 build
mastery_<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 build
build - 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 combat
finisher - 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 build
scope: self - A buff that affects only you; preferred for solo farming and duels. Skills & builds →
- Team buff build
scope: team - A buff that affects you and allies nearby; preferred in parties and the Sand Arena. Skills & builds →
- Chain slots controls
hotbar.chain - The 8 ordered Mouse1 slots that hold attack skills. Only attack skills can be placed there. Combat & controls →
- Scenario build
scenarios - Tag on every skill telling where it shines: farm, boss, party, duel, arena. Builds list suggested swaps per scenario. The 18 builds →
- Aura combat
kind: aura - A toggled skill that reserves mana and works continuously around you, e.g. Pyre Halo burns every enemy inside it. Skill codex (144) →
