Every Zenko Term, Defined
A single reference for every named thing in the game — the three currencies, the four craft materials, the combat stats, the six rarities, the seven elements, the four life stages, variants, and the town's systems. Numbers are pulled straight from the live game data and reflect the 2026-07-01 economy: Gold is abundant (the dungeon & AFK grind currency, tuned ×2.5), Gems are scarce (the premium craft currency), Shards were removed entirely, and $ZOLANA is the on-chain token.
The old "Shard" currency was retired game-wide in the 2026-07-01 economy rework. Breeding — the last place Shards were spent — now charges an on-chain $ZOLANA fee keyed to the offspring's rarity (Uncommon 200 · Rare 350 · Epic 600 · Legendary-chase 1,000), and nothing grants or requires Shards anymore. If a guide mentions Shards, it is out of date.
Three currencies, deliberately kept in separate lanes so one never inflates the others.
The abundant grind currency, earned mainly from dungeon/raid clears and the AFK Zone, plus a tiny idle trickle. In the 2026-07-01 rework dungeon Gold was tuned ×2.5 so Gold funds nearly everything: eggs, feeding, level-ups, placement slots, and the recipe/Epoch Gold legs. A fresh player starts with 2,500 Gold.Sinks: eggs · feed · level-up · placement slots · gem recipe · Epoch fund
The scarce premium currency. Not bought with Gold — earned by crafting from raid materials (the Gem recipe / Epoch fund), the free weekly Holder Stipend, PvP and event rewards. Gems buy cosmetics, decor, storage upgrades, relic re-rolls, premium eggs, and stamina at the Geo store. Whales who hold ≥100,000 $ZOLANA craft uncapped; everyone else is throttled by a daily pool + holdings allotment.Sinks: cosmetics · decor · storage vault · relic reroll/reforge · premium eggs
The on-chain SPL (Token-2022) token, held in your connected Solana wallet — the game is titled "Zenko" but the token is "$ZOLANA". Spent on premium sinks that route to the treasury and burn: the Gachaponz capsules, marketplace fees, breeding fees (keyed to the offspring's rarity), and an instant full Stamina refill for 150 $ZOLANA. Your held balance also unlocks holder tiers (Gem allotment, Epoch claim caps, the Holder Stipend).Held in wallet · gates holder tiers · instant stamina refill = 150 $ZOLANA
Four craft materials drop from dungeon raids and feed the Gem recipe and the Forge. Crucially, every dungeon drops all three base materials (Glimmer Dust, Mana Shard, Astral Core) — only quantity scales with depth (d1 = 1.0× … d25 = 1.5×). Depth gates Gems, not materials, so any player can gather a full recipe from low-level raids.
Tier-1 bulk material. The most common drop (4–8 per raid at depth 1). The bulk input to the Gem recipe (50 per Gem) and the primary Forge material — a fresh player forges their first Common relic from Glimmer Dust alone.Farm: every dungeon (bulk of Region I–II)
Tier-2 bulk material (2–5 per raid at depth 1). Note: despite the legacy name this is a crafting material, NOT the removed "Shard" currency. Used in the Gem recipe (25 per Gem) and to gate Uncommon+ relics at the Forge.Farm: every dungeon (weighted Region II–IV)
Tier-3 material — the scarcer bulk input (1–3 per raid at depth 1). Used in the Gem recipe (10 per Gem) and to gate Rare+ relic crafting.Farm: every dungeon (weighted Region IV–V deep)
Tier-4 rare binder — the scarcest material and the true throttle on Gem output. Not a guaranteed quantity: it drops on a per-run chance (base 0.005 × dungeon level, capped at 20%). Needed for the Gem recipe (5 per Gem) and Legendary relics.Farm: deep-raid jackpot + the Epoch fund — the rare one
The Gem recipe (per Gem): 50 Glimmer Dust + 25 Mana Shard + 10 Astral Core + 5 Gem Catalyst + 90,000 Gold. There is also a separate Relic Shard (the base Forge part), rolled by its own drop chance from every raid + dismantling relics — it is a material, not a currency.
Base stats (HP / ATK / DEF / AGI)
Every creature has four base stats. They scale by rarity, life stage, variant, and combat level, then combine into a single Power score used to gate dungeons and decide PvP. Power weights them: HP + ATK×3 + DEF×2 + AGI×2, times the rarity/stage/variant/level multipliers.
How much damage a creature can take before it falls. Survivability; pairs with Lifesteal and Ward.
Raw damage output — the core offensive stat and the most heavily weighted in the Power formula (×3).
Reduces incoming damage. In PvP, mitigation follows dmg × 140 / (140 + effective DEF).
Attack speed in battle — higher Agility attacks more often in the real-time Gladiator arena, and acts sooner in dungeon/raid turn resolution.
Combat relic stats
Combat relics each grant one of ten stat types (a % bonus). A creature equips three; effects sum, then hit a per-stat cap so gear is a build axis, never pay-to-win. The five "Power" stats feed the Power score; the rest are battle/economy stats.
| Relic stat | Also called | What it does | Feeds Power? | Cap (3 slots) |
|---|---|---|---|---|
| Attack | — | +% raw damage. | Yes | +90% |
| Guard | Defense | +% damage reduction. | Yes | +90% |
| Vitality | Max HP | +% max HP. | Yes | +100% |
| Swiftness | Agility | +% turn speed. | Yes | +75% |
| Might | Power | A flat +% to overall effective power. | Yes | +60% |
| Precision | Crit Chance | Chance to land a critical hit. | Battle | +45% |
| Ferocity | Crit Damage | How hard crits hit. | Battle | +150% |
| Siphon | Lifesteal | Heal a % of damage dealt. | Battle | +45% |
| Ward | — | Start each battle with a damage shield. | Battle | +75% |
| Fortune | Luck | More Gold & material drops from raids. | Economy | +75% |
See the Relics page for the full 72-relic catalog and per-relic base values.
Six rarity tiers apply to creatures, relics, and cosmetics. A creature's rarity sets its base collection value and its Battle Multiplier — a flat scalar on the whole Power score. Higher rarity is dramatically stronger and dramatically scarcer.
| Rarity | Battle × | Base value | Hatch drop rate |
|---|---|---|---|
| COMMON | 1.0× | 10 | 45% |
| UNCOMMON | 1.2× | 50 | 30% |
| RARE | 1.5× | 200 | 15% |
| EPIC | 2.0× | 1,000 | 7% |
| LEGENDARY | 2.8× | 5,000 | 2.5% |
| MYTHICAL | 5.6× | 25,000 | 0.5% |
"Battle ×" is the rarity's flat multiplier on effective Power. "Hatch drop rate" is the baseline rarity weight; individual eggs use their own tables (see Creatures).
Seven elements flavor every creature and drive the PvP type wheel (advantaged hit ×1.2, disadvantaged ×0.8). Five are standard; Void and Lux are the premium pair. The wheel: Ignis → Flora → Aqua → Terra → Aero → Ignis, with Lux ⇄ Void mutual.
Earth. Tanky, defense-leaning. The only element with a small idle-Gold bonus (+10%). Beats Aero; weak to Aqua.
Water. Balanced bruisers. Beats Terra; weak to Flora.
Nature. Agile and supportive. Beats Aqua; weak to Ignis.
Fire. High Attack, low Defense — glass-cannon damage. Beats Flora; weak to Aqua.
Air. The fastest element (top Agility). Beats Ignis; weak to Terra.
Premium element. Dark, high-offense. Pairs mutually with Lux on the wheel (each ±20% vs the other).
Premium element. Radiant, well-rounded, home to several of the strongest Mythicals. Pairs mutually with Void.
Every creature grows through four evolution stages. Each grows the creature's size and battle stat multiplier and unlocks more ability slots. Only Elder creatures may battle (PvP is Elder-only), and Elder is the strongest stage at 1.5× battle stats.
| Stage | Battle stat × | Ability slots | Can battle? | Evolve at level |
|---|---|---|---|---|
| Baby | 0.5× | 1 | No | Lv 10 |
| Juvenile | 0.75× | 2 | No | Lv 25 |
| Adult | 1.0× | 3 | No | Lv 50 |
| Elder | 1.5× | 3 | Yes | — (final) |
Evolution is level-gated: a creature evolves once it reaches the required combat level (earned from dungeon XP), then pays the Gold cost — the old real-time stage timers are retired. Breeding requires parents at Adult or Elder.
A variant is a rare recoloured "finish" rolled at hatch, independent of species and rarity. It stacks a collection-value multiplier (Coin ×) and a battle multiplier on top of everything else — a Rainbow of any species is a genuine trophy.
| Variant | Standard hatch odds | Coin × | Battle × |
|---|---|---|---|
| Normal | 93.9% | 1× | 1.0× |
| Shiny | 5% | 2× | 1.15× |
| Golden | 1% | 5× | 1.35× |
| Shadow | 0.5% | 7× | 1.5× |
| Rainbow | 0.1% | 15× | 2.0× |
Bred eggs use a slightly more generous variant table that improves with the offspring's tier (T1 → T4). See Breeding & Eggs.
The named features, buildings, and mechanics you will meet across the game.
The walkable social hub, separate from your home island. Houses the shared buildings — Forge, Dungeon gate, Casino, Zothebyz, Gachaponz, Storage vault, the AFK Zone, and NPC shops — and shows other players in real time (tap to visit / friend / wave).
The community Gem-fund event. Players collectively donate Gold + raid materials into live global bars to OPEN an epoch; once open, everyone mints Gems from a shared FCFS pool (rolled small/mid/big: 1,111 / 3,111 / 5,111). Your personal claim cap scales with held $ZOLANA (Newcomer 3 → Holder 10 → Patron 100 → Whale unlimited).
The player-run auction & raffle house, denominated in $ZOLANA or Gems. Merchant hosts pay a $10/mo SOL subscription (30 launch slots), list creatures/relics/cosmetics/eggs/currency, and net 80% of proceeds — the 20% house tax is burned. Anti-snipe extends a lot by 60s on a last-minute bid.
The Zolana Gachaponz capsule machine. A pull rolls 5 independent slots of materials, Gold, relics, or (rarely) cosmetics. Two tiers, priced in $ZOLANA (Standard $5 / Deluxe $10) or Gems (8 / 15); Deluxe also grants a bonus Mystery Egg. It deliberately never drops Gem Catalyst, so it can't loosen Gem scarcity.
Zenko's PvP — a real-time 5v5 arena of live, positioned squad battles (not turn-based), capped at 2 minutes and Elder-only. The old async 3v3 CTB ladder is retired. Two brackets run side by side — 3v3 and 5v5 (the flagship) — each with its own season, champion, and ladder. You get 10 free season tickets per bracket per day (reset 14:00 UTC); a rated win spends one to count toward your seasonal rank, and each bracket settles weekly with its own top-10 Gem split (200 Gems).
A free WEEKLY Gem claim. Everyone at account level ≥5 gets the F2P floor of 4 Gems; holders of ≥10,000 $ZOLANA instead get a concave, hard-capped bonus (10k → 9 · 50k → 20 · 100k → 28 · ≥250k → 40 Gems). No materials or Gold required — holding always pays more, but sub-linearly, so it can't runaway-mint.
A no-spoiler premium surprise egg dropped by deep dungeons, events, and breeding (also the Deluxe Gachaponz bonus). It hatches from a premium-only pool (Rare 35% / Epic 40% / Legendary 25%) with a 5-minute anticipation timer; the species is hidden until the reveal.
The soft throttle on dungeon runs (max 180). Regenerates +1 every 2 min passively, doubled to +1 per minute while resting in the AFK Zone — a full bar refills in about 6 h active / 3 h resting. A raid costs 6–18 stamina by region; you can buy an instant full refill for 150 $ZOLANA.
The campfire rest spot in Town. Parking your trainer banks a boosted Gold bonus (1.5× your hourly rate, capped at 8 h) and recovers Stamina at double the passive rate (+1 / min), both collected when you return.
Where combat relics are crafted from materials. Success chance falls with rarity (Common 100% → Legendary 18%); a failed craft above Common refunds 50% of the inputs. Rare+ relics roll a bonus substat.
The Town building that holds creatures, relics, cosmetics, and eggs out of your active inventories (so they don't count toward active caps). Starts at 100 free slots and upgrades +100 per Gem, up to 10,000.
A squad creature that drops to 0 HP in a dungeon or raid faints and is benched (up to 2 can faint per run) until you pay to revive it. A revive costs Gold that scales with the creature's level — 400 + 400 · level1.30, ×1.5 for Legendary/Mythical — or a flat 50 $ZOLANA at any level. Over-gearing the content drives faint chance toward 0%.