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Extremely effective for escaping enemy encirclement or dodging dangerous enemy abilities.
Extremely effective for escaping enemy encirclement or dodging dangerous enemy abilities.

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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Lifts</div>

Lifts are one-way movement devices that activate immediately when a boss is defeated.

They are placed at camps where Prism Bosses or alpha monsters appear.

They are activated for a set duration immediately after the boss at that camp is defeated, and cannot be used normally while inactive.

Step onto an activated lift platform and stay there for a set time to automatically activate it and move to a specific location.

You can use lifts immediately after defeating a boss to escape dangerous situations, so actively go after bosses.


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2026년 6월 17일 (수) 14:13 기준 최신판

Core knowledge for winning on the Aran Plateau.

Prisms and Victory Conditions

Prism Points and Victory Condition

Defeat the Prism Boss that appears on Aran Plateau to acquire a Prism.

Insert the Prism into the Ballast at the center of the map to gain 1 Prism Point.

The first team to reach 5 points wins. If the game ends after 24 min, teams are ranked in order of highest score.

If Prism Points are tied, teams are ranked by the total amount of Shards they have acquired.

S-Prisms and Points

S-Prisms are a key resource required for victory.

The fourth and fifth points can only be scored with S-Prisms.

If your team scores 3 enemy kills/assists while holding a Prism, or wipes out an enemy team, the Prism you're holding will transform into an S-Prism.

You can acquire an S-Prism by defeating Nazan, the Prime Boss that appears in the later stages of the game.

S-Prism

S-Prisms and Points

S-Prisms are a key resource required for victory.

The fourth and fifth points can only be scored with S-Prisms.

If your team scores 3 enemy kills/assists while holding a Prism, or wipes out an enemy team, the Prism you're holding will transform into an S-Prism.

You can acquire an S-Prism by defeating Nazan, the Prime Boss that appears in the later stages of the game.

S-Prism Scouting (Detection Effect)

If an ally is holding a Prism when your team scores the third point, a 60 m radius will be scanned to reveal the locations of any enemies within range.

Enemies revealed this way appear as red silhouettes and are also shown on the Minimap. Work with your team to eliminate the enemies, create an S-Prism, and score it at the central Ballast.

Key Rewards

Icons that appear in the field are color-coded to make it easier to identify reward types. Try to identify them instantly by their color!

Red: Acquire a Prism and a buff

Yellow: Large amount of Shards and XP

Purple: Acquire an S-Prism and a buff

Blue: Acquire a buff

Prism Boss Rewards

In addition to a Prism, defeating a Prism Boss grants a permanent "Enhancement" effect that can stack without limit.

"Enhancement" is a permanent growth effect that increases both All Damage Increase and stats. It stacks without limit each time you defeat a Prism Boss, giving teams that consistently hunt Prism Bosses an advantage in later battles.

Defeating Prism Bosses 3 times grants a permanent "Rampage" effect.

"Rampage" is a powerful buff that can instantly execute enemies with very low HP. It's incredibly effective for finishing off engagements or ensuring that fleeing enemies are eliminated.

"Rampage" is the highest-tier buff obtainable on the Aran Plateau and can serve as a foothold for turning the tide and dominating the battlefield.

Monster Reward Priority

Hunting monsters that give more rewards in the same amount of time will speed up your growth. Just remember the information below to instantly judge reward priority.

1. Monsters in the Inner Zone, which is close to the Center of the map, provide more XP and Shards than those in the Outer Zone.

2. Some monster camps have a gold border around their camp icon and provide more currency and XP than normal camps.

3. Watcher Camps give greater rewards than normal camps and are key strategic points that also secure vision information for specific areas when cleared.

Tip. All monster camps respawn 5 sec after the phase changes. Right after a phase change is the best time to take control of Watcher Camps first.

What Is Aran Plateau?

Aran Plateau is divided into 3 zones: Outer, Inner, and Center.

Outer

This is the outer area of the map, where traces of the past war between the spirits of nature and the forces of Kallipolis remain clearly visible. The boss camp sector, where Prism Bosses and Buff Bosses appear, is separated from the elite monster camp sector.

Inner

This is the inner area of the map, where almost no traces of the past war remain. Compared to the Outer Zone, monsters here give greater rewards when defeated, and there's also a camp where the Prime Boss appears in the later stages of the game.

The Outer and Inner Zones are divided by the octagonal road on the map.

Center

This is the center of the battlefield, where 2 Ballasts are located. You can insert the Prisms you have obtained into them to increase your Prism Points.

Scenery by Direction

Beyond the eastern side of the map, the hand of a giant rock spirit towers over the landscape, and the eastern area features dark yellow monsters and terrain.

Beyond the western side of the map, there's a giant tree trunk, and the western area is made up of dark green scenery.

Beyond the southern side of the map, you can see the Kallipolis airship that the Heroes arrived on, and the southern area features dark purple scenery.

Beyond the northern side of the map, there's a giant radar facility, and the northern area is made up of gray scenery.

Since each direction has a different color tone and atmosphere, try looking at the colors around you to figure out where you are when you get lost.

Fighting Spirit

Fighting Spirit is a powerful comeback system that can instantly turn the tide when your team is in danger.

Fighting Spirit

The ultimate reward that is activated when your team completely wipes out the entire enemy team.

1. Instantly revives all dead allies, restores 100% of their HP, resets ability cooldowns, and grants an Attack Damage increase for a set duration.

2. Revived allies appear near the ally hero who activated Fighting Spirit.

3. All Prisms held by your team when the effect is acquired are immediately converted into S-Prisms.

Partial Fighting Spirit

When you defeat some heroes on an enemy team that is on the verge of being wiped out, living allies recover some health for each enemy defeated.

When only one enemy remains on an opposing team, a Fighting Spirit mark appears above that enemy's nameplate. Defeat that enemy to acquire the Fighting Spirit effect.

Beginner Settings

If you're new to ZETA, try using Beginner Settings. These UI/UX assist features help you avoid missing important information on the battlefield, and can be turned on or off all at once.

You can enable or disable this setting under Settings - Gameplay - COMMON - Others.

Beginner Settings are enabled by default and include the following features.

1. When a phase transition is approaching, the timer is highlighted so you can prepare in advance for the moment when your location is revealed to all teams.

2. Highlight effects are added to object icons when they first enter your field of view, allowing you to immediately notice newly appeared resources or threats.

3. A text notification appears when it's time to purchase or enhance CODEXES at the shop. Don't miss the right time to spend your Shards efficiently..

4. The route to your current objective is displayed, allowing you to move straight into your next action without hesitating over where to go.

Phase Change

The following effects occur when the phase changes.

1. All teams' locations are revealed to each other for 5 sec.

2. All monster camps respawn 5 sec after the phase changes.

3. A set time after the phase changes, various objects such as bosses and elites will appear.

A phase transition is a good time to redesign your hunting route, but this information is shared with everyone, so be careful of enemy encounters.

Battle CODEXES

CODEXES purchased with Shards obtained in the Aran Plateau are core equipment that determine a hero's overall power.

Learn efficient enhancement strategies to gain the upper hand in battle.

Rather than spending the same amount of Shards to own multiple Tier 1 CODEXES, it's far stronger and safer to fully upgrade a single CODEX to Tier 4 before purchasing the next one.

CODEXES grow stronger at every tier, but their performance increases dramatically when reaching Tier 2 and Tier 4. Breaking through these tiers quickly is the key to progression.

[Advanced] Operation Strategy

In Aran Plateau, strategic operation is just as important as smart combat. There are two main operation styles in Aran Plateau: Red (Scoring) Operation, which focuses on Prism Bosses, and Yellow (Growth) Operation, which focuses on elite monsters.

Red (Scoring) Operation focuses on defeating Prism Bosses from the early game to acquire Prisms and take the lead in scoring, securing strategic breathing room even if your growth is relatively delayed.

By defeating Prism Bosses 3 times, you can also aim to acquire the powerful "Rampage" effect in the late game and use it to turn the tide or solidify your lead.

Yellow (Growth) Operation focuses on increasing your growth from the early game by prioritizing elite monsters and gold-highlighted camps, even if scoring, and therefore winning the game, comes relatively later.

The goal is to use your increased strength to ambush or wipe out enemies who enter the Center with Prisms, then seize the advantage.

When neither operation goes as planned, you can avoid enemies and focus on Yellow (Growth) Operation to build up your strength, and then use vision barriers and bushes inside the map to wipe out enemies and steal their Prisms.

ZETA's combat tempo is relatively fast, and the "Fighting Spirit" effect restores 100% of your health and all ability cooldowns when you wipe out an enemy team. Once you've caught up in growth, you can play boldly and aggressively to look for a comeback.

Ability Aim

All combat in ZETA begins with manually aiming your ability indicator.

When you use an ability, an indicator showing the ability's range and direction appears on the screen.

Use your keyboard/mouse or gamepad to move the indicator to the desired position, and then fire.

Abilities in ZETA don't automatically track enemies.

Predicting the enemy's current position, movement path, and next action, and then using your abilities as intended, is the key to all combat.

It may feel awkward at first, but it's designed so you can quickly get used to it.

Try using different abilities in the training grounds and develop your own sense of aim.

Pings/Voice

Quick communication with your teammates is key to victory. Make active use of pings and voice chat.

How to Use Pings

Use the assigned key/the assigned key to place a ping at the corresponding location.

You can use pings in various situations, such as notifying your team of enemy locations, requesting backup, or sharing your hunting route.

How to Use Voice

Voice chat can be used by selecting one of the following 2 methods under Settings - Team Voice.

Open Mic: Your microphone is always active, allowing you to speak immediately without any extra input. This allows for natural communication, but background noise may also be transmitted.

Push-to-Talk: Your microphone is active only while holding down the assigned key. This allows for cleaner communication by transmitting your voice only when you want to speak.

Changing Ability Input/Control Modes

You can set how abilities are activated and what they are cast based on to match your playstyle.

You can configure these settings individually for each hero's abilities under Settings - Controls - HERO.

Ability Input Mode

You can select one of the following 3 options for each ability.

  • Normal Cast: Aim while holding the ability key, and then cast when you release the key. This gives you enough time to aim, making it useful for precise shots.
  • Instant Cast: Casts immediately when you press the ability key. Effective in situations that require a quick response.
  • Toggle Cast: Press the ability key to aim, then press it again to cast. You don't need to keep holding the key.

Control Mode (Controller Only)

This option can only be configured when using a gamepad such as a PS5 or Xbox controller.

You can select one of the following 2 options under Settings - Controls.

  • Camera-Relative: Actions are cast based on the center direction the camera is facing. This allows you to aim naturally based on your view.
  • Character-Relative: Actions are cast based on the direction the character is facing. This lets you directly control the character's direction separately from the camera.

Find the combination that works best for you and practice it thoroughly in the training grounds.

Smart Aim Assist

If you want to land abilities more quickly in tense combat situations, try using the Smart Aim Assist feature.

Enable Smart Aim Assist for each ability under Settings - Controls - HERO to calibrate your aim based on the direction and position of enemies within range when using the ability.

In situations where you need to predict enemy movement, we recommend manually adjusting your aim before using the ability instead.

Revive

Even if you die in Aran Plateau, you can return to the battlefield in 4 ways. Choose the most efficient revival method for the situation.

1. If an ally interacts with a dead player, they are instantly revived on the spot. If the area is safe, this is the fastest way to return to the front line.

2. A set time after dying, you can choose your revival location. You can choose to revive next to an ally or in the Outer Zone. Reviving next to an ally is useful for regrouping immediately, while reviving in the Outer Zone is better for regrouping safely before re-entering battle.

3. If your team defeats all members of an enemy team and activates Fighting Spirit, all dead allies are instantly revived. They also recover 100% health, have their ability cooldowns reset, and gain an Attack Damage increase for a set duration, and then appear near the ally hero who activated Fighting Spirit.

4. You can use Revival Devices placed on the battlefield to directly revive dead allies. When one ally's return can decide the outcome of a battle, don't hesitate to use them actively.

Tip. You may be vulnerable for a short time immediately after reviving. Choose your revival location and timing carefully based on the situation.

Prism Boss

Prism Bosses are key bosses that allow you to acquire Prisms directly when defeated.

Since the Prism Points needed for victory is ultimately earned by inserting Prisms into Ballasts, hunting Prism Bosses is a direct opportunity to score points.

Each time you defeat a Prism Boss, you gain a permanent growth effect and a shield that lasts for a set duration.

In particular, defeating Prism Bosses 3 times grants the powerful "Rampage" effect, allowing you to turn the tide in an instant.

If you neglect Prism Bosses, you will fall behind in both score and growth. Always check when they appear and actively go after them.

Elite Monsters

Elite monsters are far stronger than common monsters, but they are key growth resources that reward you with a large amount of XP and Shards when defeated.

Different elite monsters appear in each area of Aran Plateau, each with different spawn zones and behavior patterns.

Moon Howl

A wolf-like elite monster that appears in the Outer Zone and guards its location.

It has powerful attacks, so be careful, as fighting it head-on can cause you to take heavy damage.

As long as you know where it appears in advance, you can safely plan your hunting route around it.

Popo/Qwickie

Roamer monsters that appear in the Outer and Center Zones, and then patrol along a set route.

A warning is displayed before they appear. They don't attack, but when hit, they are briefly immobilized before quickly escaping, so the key is to defeat them immediately as soon as you find them.

You can defeat them safely by ambushing them along their route as soon as the warning appears.

MTT-type T

A machine-like elite monster that appears in the Inner Zone and guards its location.

It has powerful attacks, so be careful, as fighting it head-on can cause you to take heavy damage.

As long as you know where it appears in advance, you can safely plan your hunting route around it.

Elite monsters are far more dangerous than common monster camps, so hunting them alone recklessly is risky.

We recommend going after them when you have enough health or defeating them with your teammates.

Prime Boss

The Prime Boss appears in the late game and is the strongest boss that can decide the outcome of the match.

It's your final chance to directly acquire the S-Prism required for victory, and a decisive objective that can turn both the points and combat power around with a single kill.

When defeated, it grants both an S-Prism and a normal Prism, and the team that defeats it gains a powerful buff that can turn the tide for a set duration.

The Prime Boss is a key objective that all teams will contest at the same time.

For the team that secures it first, it can become a weapon for a comeback. For the team that gives it up, it can be a sign of defeat.

Don't miss its spawn location or time, and actively go after it.

Alpha Monsters

Alpha monsters are bosses that, when defeated, grant enhancement effects that are useful for chasing down and suppressing enemies.

Normally, Prism Bosses appear each phase, but in some special phases, a Prism Boss and an alpha monster appear together.

Defeating an alpha monster temporarily grants powerful effects that help chase fleeing enemies or fight in combat.

Don't miss when they appear, and actively go after them.

Monster Camps

Monster camps in Aran Plateau are key resources for growth. Even without the minimap, you can quickly identify camp types and rewards by the shape and color of their icons.

Identifying Camps by Icon

You can instantly identify camp types by the shape and color of the icons displayed in the field and on the minimap.

: Common Monster Camp

: Watcher Camp (secures vision of the zone when cleared)

: Elite Monster Camp

Camps with a gold border around their icon provide more rewards than other camps of the same type. These camps are mainly placed in the Inner Zone of the map, so prioritize clearing them as soon as you find them.

Automata in the Inner Zone

The Inner Zone of the map is inhabited by Automata, a mechanical race.

Automata Camps provide more XP and Shards than monsters in the Outer Zone, so actively go after them once you enter the Inner Zone.

Monster Grades

A single camp consists of monsters of several grades.

  • Common Monster: The basic monsters that make up a camp.
  • Leader Monster: An enhanced monster that leads the camp and has a thicker health bar than common monsters.
  • Elite Monster: A powerful solo monster that appears separately from camps and provides abundant rewards.
[Advanced] Bounties

Bounties are a tracking reward system automatically applied to players who defeat enemies consecutively without dying.

As kills accumulate, the bounty gradually increases, and the team that defeats that player receives bonus Shard rewards.

Enemies with high kill streaks become valuable targets for everyone.

Press the assigned key/the assigned key to check the match board and see at a glance which enemies have bounties and how high they are.

Please note that the moment you die, your bounty will be immediately reset and disappear.

And don't forget that while you maintain a kill streak, enemy attention will be focused on you.

The bounty on the enemy team's ace can become a powerful reward that turns the game around.

Actively go after them, but don't chase recklessly.

[Advanced] Boss/Monster Defeat Rewards

For efficient growth, compare the main rewards for defeating bosses and monsters at a glance, and plan your hunting route based on the situation.

Prime Boss Lord Nazan

  • Grants 1 S-Prism and 1 normal Prism
  • Partially restores the defeating team's health and ability cooldowns
  • Grants a powerful buff that can turn the tide for a set duration

Prism Boss Kierro

  • Grants 1 normal Prism
  • Unlimited permanent stat increase buff
  • Temporary shield proportional to max health
  • Grants a powerful "Rampage" buff when defeated 3 times

Alpha Mugante

  • A buff that temporarily increases non-combat Movement Speed
  • Applies continuous damage and Slow to enemies on attack hit

Elite Monsters Popo/Qwickie

  • Large amount of XP/Shards
  • Patrol along a set route and may escape if not defeated as soon as they are found

Elite Monsters Moon Howl/MTT-type T

  • Large amount of XP/Shards
  • Appear in fixed locations, which allows for stable hunting
  • Use powerful attacks

Watcher Camp

  • XP/Shards
  • Provides vision information for the zone when cleared
  • Inner Watchers secure a larger vision area than Outer Watchers

Common Monster Camp

  • Provides Basic XP/Shards
  • Inner camps provide more rewards than Outer camps

Shared Full-Map Vision

In the following situations, the positions of all teams are revealed across the entire map in real time. Remember that while you can see the enemy's position, your team's position is also exposed.

1. On Phase Transition: When a new phase begins, all teams' locations are revealed.

2. Prism Carrier: Players holding a Prism have their location revealed on the minimap.

Ally Vision

This information is provided only to your team based on your team's actions.

1. Scoring a Point: When a team scores by inserting a Prism into a Ballast, all enemy locations are shared with that team.

2. Securing a Watcher: When you take control of a Watcher camp, you can check the locations of all players who enter the designated area in real time.

3. Reviving After a Wipeout: When a wiped-out team revives, all enemy locations are shared only with that team. Use this to plan your route immediately after reviving.

Player Action Info

Combat-related information is instantly displayed as icons on the Minimap and the World Map.

Death Occurred: Indicates the location where a player has died.

Ally Down: Indicates the location where an ally has fallen.

Danger Detected: Displayed when enemy activity, such as clearing a monster camp or using a lift or Photon Stream, is detected in your sector or an adjacent sector.

Vision Barrier

The vision-blocking barrier is a translucent barrier that surrounds the outer edge of the Inner Zone.

This barrier does not block movement and can be passed through freely, but enemy locations and information beyond the barrier are only revealed in a limited way.

You must move closer to identify an enemy's location and identity, and it's difficult to detect enemies beyond the barrier from far away.

Ambushing from behind the barrier is a powerful tactical option.

If an enemy enters without knowing you're beyond the barrier, you can successfully launch a surprise attack in an instant.

Ability effects used beyond the barrier are still visible, so be careful when using abilities while ambushing.

Also, ally locations are always displayed regardless of distance, so use the barrier while considering your movement route together with your allies.

Dash

A core mobility ability that enables quick breakthroughs and rapid battlefield traversal.

When you use Dash, you instantly move a short distance at high speed. This is a movement ability available to all players.

Extremely effective for escaping enemy encirclement or dodging dangerous enemy abilities.

Photon Stream

Photon Stream is a short-range movement tool that allows you to quickly move to adjacent zones without interrupting the flow of battle.

When a location is too far to reach on foot, but you need to quickly regroup in an adjacent sector or shorten your route, make active use of Photon Stream.

In particular, when a danger signal is detected in an adjacent sector, you can use Photon Stream to move quickly and plan an ambush route.

Launch Gate

Launch gates are one-way movement devices placed near the Center Zone at all times, allowing you to move from the Center Zone to the outside.

Hold the interact key for a set time in front of the starting platform to activate it. Even if teammates press the key at the same time, each player will move individually.

The destination is displayed on the minimap, allowing you to check the travel distance in advance.

Use them actively to quickly leave the Center Zone immediately after inserting a Prism into a Ballast, or when chasing an enemy team.

Gate

Gates are strategic devices that block the entrances to the Center Zone and Prime Boss Camp.

They block the movement of both players and monsters, and projectiles cannot pass through them either.

There are 2 types of gates based on their location.

Center Gate

Placed at the entrances to the Center Zone and control the path used to insert Prisms.

Center gates are normally closed, and open after a set time when you interact with them. Open gates automatically close after a set time, and when they close, nearby players take damage and are forcibly pushed back.

Once a gate has been activated, it cannot be activated again for a set duration.

Also, when a Prism is inserted into a Ballast, the gates on both sides of that Ballast automatically open while the Ballast remains locked.

Nazan Gate

Automatic gates placed on both sides of the Prime Boss camp. Based on the flow of the game, when the gate on one side opens, the gate on the opposite side closes.

They secure an escape route for the team that takes control of the camp first, while blocking the pursuing team's entry.

[Advanced] Jump Pad

Jump pads are one-way movement devices that allow you to leap over terrain to a designated location.

Step onto the pad and stay there for a set time to fill the gauge. When the gauge is full, it's activated automatically, and all heroes on the pad move together.

If you leave the pad, the gauge decreases again.

They are highly effective for ambushes, as they allow you to suddenly regroup from the side or rear, outside the enemy's vision.