docs: add agent and domain guidance
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# SHD.build Domain
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SHD.build is an independent community intelligence platform for _The Division
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Resurgence_. This glossary defines the language used for player planning, shared
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content, Game Data, governance, equipment, progression, and modeled mechanics.
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## Product and people
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**SHD.build**: The community platform described by this glossary. Always
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capitalize `SHD` and write the product name as `SHD.build`. _Avoid_: SHD Build,
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SHD Builder
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**Agent**: Any person using SHD.build, whether anonymous or authenticated.
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_Avoid_: User, visitor, player when referring to product access
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**Anonymous Agent**: An Agent who is not signed in to SHD.build. _Avoid_:
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Visitor, guest
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**Registered Agent**: An Agent with an SHD.build account. _Avoid_: Registered
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user, member
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**Modeling Session**: An interactive agentic work session that prepares one
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Mechanic Program at a time for a Registered Agent to confirm in chat before the
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session submits it through an existing ISAC action. _Avoid_: Agent, Modeling
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Client, bulk job
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**Contributor**: A Registered Agent who has accepted the contributor guidelines
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and may submit proposed Game Data changes for review. _Avoid_: Editor when the
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Agent cannot change Canonical Game Data directly
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**Operator**: A Registered Agent performing an authorized task in ISAC.
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Contributor, reviewer, moderator, and administrator authority remain distinct
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from this situational term. _Avoid_: Admin as a generic name for anyone using
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ISAC
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**Oversight**: The human review function for proposed Game Data, moderated
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Community Content, and identity assets. Use the qualified names Data Oversight,
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Community Oversight, Guide Oversight, and Avatar Oversight when the review area
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matters. _Avoid_: Moderation as a name for every review function
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## Planning and shared content
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**Builder**: The planning tool an Agent uses to configure a Loadout and inspect
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supported calculations. _Avoid_: Build when referring to the tool
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**Loadout**: A complete planned character configuration, including selected
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Equipment, progression choices, and combat assumptions. A Loadout may exist
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without becoming a saved Build. _Avoid_: Build when persistence, ownership, or
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sharing matters
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**Loadout Draft**: An editable Loadout that has not become a saved Build.
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Anonymous and Registered Agents may both work with drafts. _Avoid_: Build draft
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**Build**: A saved, owned, and shareable planning artifact whose central content
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is a Loadout. A Build may be Private, Unlisted, or Public and may derive from
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another Build. _Avoid_: Loadout when persistence, ownership, or sharing matters
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**Guide**: A revisioned long-form community article that may include snapshots
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of one or more Builds. A Guide is prose-led content rather than a Loadout
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container. _Avoid_: Build guide when referring to every Guide
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**News Article**: A revisioned editorial or syndicated article published through
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the News channel. _Avoid_: Guide, post
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**Article Revision**: An immutable edition of a Guide or News Article. Editors
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select one revision for publication while later revisions may await review.
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_Avoid_: Version when referring to published article history
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**Community Content**: Agent-authored comments, profile biographies, custom
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avatars, and Guides governed by the shared moderation lifecycle. _Avoid_:
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User-generated content, UGC
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**Community Note**: A visible comment that Community Oversight pins to a Public
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Database discussion. It remains Community Content and follows the same removal
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rules as other comments. _Avoid_: Official correction, staff note
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**Content Report**: An Agent's request for Oversight to review visible Community
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Content, with no immediate change to the content's visibility. _Avoid_: Takedown
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request
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**Public Database**: The Agent-facing reference view of Canonical Game Data.
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_Avoid_: Database when the term could mean application storage
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## Game Data and governance
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**Game Data**: Community-maintained structured facts about _The Division
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Resurgence_ used by the Public Database, Builder, Builds, and contribution
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workflow. _Avoid_: Source data, builder data, reference data
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**Canonical Game Data**: The authoritative, approved body of Game Data. _Avoid_:
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Live data, production data
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**Canonical Record**: One authoritative record within Canonical Game Data.
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_Avoid_: Approved proposal
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**Contribution Proposal**: A pending request from a Contributor to create or
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change Canonical Game Data. Approval still requires the proposed change to
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satisfy the canonical rules for its record family. _Avoid_: Draft record,
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pending record
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**ISAC**: The operational console for Game Data, contribution review, community
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governance, identity and access management, audit history, and system
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operations. _Avoid_: Admin panel, calculation engine
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**Registry**: An ISAC workspace containing one family of related records and its
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management controls. _Avoid_: Table, list page
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**Audit Event**: An immutable account of a consequential operation or review
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decision, including the actor, target, and change evidence. _Avoid_: Audit-log
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row, activity log
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**Compensating Reversion**: A new operation that restores an earlier state while
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preserving the original Audit Event and recording the reversal. _Avoid_:
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Rollback, undo when either implies rewriting history
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## Equipment and progression
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**Equipment**: The items and enhancements selected for a Loadout, including
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Weapons, Gear, Weapon Mods, Gear Mods, Skill Chips, and an OS Protocol. _Avoid_:
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Item when the equipment relationship matters
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**Gear**: Equippable protective equipment assigned to a character slot. Gear may
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provide core values, Attributes, a Brand Set, a Talent, and augmentation
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capacity. _Avoid_: Armor as a collective name for all Gear
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**Body Armor**: The canonical name for the equippable torso Gear slot. _Avoid_:
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Vest
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**Weapon**: An equippable firearm with a Weapon Category, damage and handling
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properties, progression values, and applicable Talents and Mods. _Avoid_: Gun
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when referring to the modeled record
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**Weapon Category**: The classification that groups Weapons as Shotgun, Rifle,
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MMR, AR, LMG, or SMG. _Avoid_: Weapon type, weapon family
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**Weapon Mod**: An enhancement fitted to a compatible Weapon slot. Regular and
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Exotic Weapon Mods follow different selection rules. _Avoid_: Attachment
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**Gear Mod**: An enhancement fitted to Gear according to the Gear's available
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mod capacity. _Avoid_: Tactical Augment
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**Tactical Augment**: A numbered augmentation position recorded on selected Gear
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in a Loadout. _Avoid_: Gear Mod
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**Attribute**: A named measurable game property with defined units and
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calculation meaning. _Avoid_: Stat when referring to the canonical Attribute
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catalog
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**Core Attribute**: One of the three primary character alignments: Firepower,
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Toughness, or Engineering. _Avoid_: Main stat, primary stat
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**Brand Set**: A Gear identity whose bonuses depend on how many pieces from that
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set the Loadout equips. _Avoid_: Gear set
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**Quality**: The item classification Standard, Specialized, Superior, or
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High-end. Quality governs available or scaled properties for applicable
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Equipment. _Avoid_: Rarity
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**Exotic**: A special scope used by certain Weapons, Talents, and Weapon Mods.
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Exotic is not a fifth Quality. _Avoid_: Exotic quality
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**Item Level**: An Equipment progression coordinate used to resolve
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level-dependent values. _Avoid_: Tier, Quality
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**Equipment Tier**: The T0, T1, or T2 progression band that controls Equipment
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capabilities and values. _Avoid_: Talent Tier, Item Level
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**Talent Tier**: The Tier I or Tier II value variant of a Talent. _Avoid_:
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Equipment Tier, T1, T2 when the distinction could be unclear
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**Reference Level**: The Item Level at which an observed value or range applies.
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_Avoid_: Base level
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**Hidden Base**: A level-independent value inferred from observed Equipment
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values and the game's progression rules. _Avoid_: Displayed Value, Raw Value
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**Raw Value**: A calculated value before the presentation rules that reproduce
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the game's displayed number. _Avoid_: Hidden Base, Displayed Value
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**Displayed Value**: The player-visible number produced after applying the
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game's presentation rules to a Raw Value. _Avoid_: Raw Value
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**OS Protocol**: A single equipped progression item with a Quality, Core
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Attribute alignment, primary effect, inherited secondary profile, and
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upgradeable Talent. _Avoid_: Protocol when the operating-system meaning could be
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inferred
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**Skill**: A selectable combat capability associated with a Specialization.
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Skills may own Skill Chip Sets and may have explicit compatibility relationships
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with another Skill. _Avoid_: Ability or Specialization Ability for the
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selectable game concept
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**Signature Skill**: A Specialization's defining Skill, distinguished from its
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other selectable Skills. _Avoid_: Signature ability
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**Skill Chip**: An Equipment selection that modifies the Skill occupying its
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Loadout position. Skill Chips belong to a Skill Chip Set and may provide
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primary, secondary, and set effects. _Avoid_: Chip when the equipment family is
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unclear
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**Skill Chip Set**: A reusable Skill Chip definition associated with a Skill,
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including its set bonus and optional Talent. An explicit compatibility
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relationship may let another Skill equip the set. _Avoid_: Skill set
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**Specialization**: A character progression identity containing Focuses, Skills,
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and progression choices. _Avoid_: Class
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**Focus**: A path within a Specialization aligned to one Core Attribute and
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defining a selection of Skills and progression choices. _Avoid_: Subclass,
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specialization path
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**Talent**: A named conditional behavior owned by its source, such as a Weapon,
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Gear item, OS Protocol, or Skill Chip Set. Different Talent sources may use
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different progression variants. _Avoid_: Perk, passive
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## Modeled mechanics
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**Mechanic Program**: The structured, source-owned description of a Talent or
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other conditional behavior. It captures the conditions, state changes, and
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outcomes needed to evaluate that behavior. _Avoid_: Script, Trigger record
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**Event**: An observed occurrence on a combat timeline that a Mechanic Program
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may inspect. _Avoid_: Trigger when referring to the occurrence itself
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**Trigger Condition**: The criteria that an Event must satisfy before a mechanic
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can proceed toward Activation. A Trigger Condition is part of a Mechanic
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Program, not a standalone Game Data record. _Avoid_: Trigger as an entity
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**Activation**: A successful mechanic occurrence after its Event, conditions,
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chance, and Cooldown requirements resolve. _Avoid_: Proc when precision matters
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**Cooldown**: The period after a successful Activation during which the same
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mechanic cannot activate again. A failed chance does not begin the Cooldown.
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_Avoid_: Delay
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**Mechanic State**: A value retained across Events for one mechanic, such as a
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flag, count, stack, duration, mark, or resource. _Avoid_: Runtime state when
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discussing game behavior
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**Outcome**: The effect emitted by an activated mechanic, such as an Attribute
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change, damage, restoration, resource change, or marker. _Avoid_: Effect when
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the source Talent and emitted result could be confused
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**Combat Profile**: The encounter assumptions and observed rates used to project
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a Loadout's combat performance. _Avoid_: Simulation when no event simulation
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occurs
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**Scenario Input**: An explicit encounter assumption required to evaluate a
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mechanic whose result cannot be determined from the Loadout alone. _Avoid_:
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Guess, default assumption
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**Ready**: The mechanic readiness state indicating that typed Game Data can
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evaluate the mechanic without additional Scenario Inputs. _Avoid_: Complete
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**Requires Assumptions**: The mechanic readiness state indicating that
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evaluation needs one or more explicit Scenario Inputs. _Avoid_: Ready,
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unsupported
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**Captured Only**: The mechanic readiness state indicating that SHD.build
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preserves the authored behavior but cannot calculate it. _Avoid_: Unsupported
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when the behavior has still been recorded
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**Extra Health**: Temporary Health granted in addition to an Agent's normal
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Health. Each grant remains distinct from later changes to the current Extra
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Health total. _Avoid_: Health, healing, bonus armor
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**Hit Taken**: A hit received by an Agent, including one absorbed by Extra
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Health. A Hit Taken does not require normal Health loss. _Avoid_: Taking Damage
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**Taking Damage**: A loss of an Agent's normal Health. A hit absorbed by Extra
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Health does not count as Taking Damage. _Avoid_: Hit Taken
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