Glossary
Terminology used across the game UI, grouped by topic.
Gauges and thresholds
| Term | Meaning |
|---|---|
| Wear | Per-station gauge on natural-resource stations (Gathering, Hunting, Fishing, Mining, Carbon, Botany, Polymer). Drops each time a worker uses the station and refills overnight if the station is rested. Shown in the Natural Resources popup. |
| Abundance | Top Wear tier (75 and up). No yield reduction. |
| Declining | Wear tier 50 to 75. Yields drop by 10%. |
| Scarcity | Wear tier 25 to 50. Yields drop by 25%. |
| Overexploitation | Bottom Wear tier (0 to 25). Yields drop by 50%. |
| Condition | Separate per-station gauge on manufactured or support stations (Laboratory, Radar, Generator, Water Tanks, Shelter, and so on). Only decreases, must be repaired with materials. Shown in the Stations Condition popup. |
| Pristine | Healthy Condition tier. No additional penalty for workers on the station. |
| Dented | Below-Pristine Condition tier. Applies a -10% yield penalty for workers on the station. |
Difficulty and Guardian's Influence
| Term | Meaning |
|---|---|
| Guardian's Influence | Time-scaling difficulty counter shown as a red number next to the Guardian portrait. Starts ramping on day 12, rises one step every 16 days, capped at 8. Adds weather penalties, fatigue growth, repair costs, and natural resource depletion on top of the selected difficulty mode. |
| Easy / Normal / Hard / Very Hard | The four selectable difficulty modes. Normal is the baseline. See the Difficulty page for every per-mode delta. |
Character states
| Term | Meaning |
|---|---|
| Fatigue | Character state (0 to 100). Grows from work, travel, and Guardian level. Applies skill penalties past a threshold. |
| Hunger | Character state (0 to 100). Grows when food intake is short during the nightly Share the Food phase. |
| Sickness | Character state (0 to 100). Grows from Murky Water, spoiled food, and environmental exposure. Applies Survival skill penalties past a threshold. |
| Injury | Character state (0 to 100). Grows from combat, accidents, and expedition hazards. Applies Physical skill penalties past a threshold. |
| Stress | Character state (0 to 100). Grows from night events, traits, and prolonged idle time. Applies Mental skill penalties past a threshold. |
Skill categories
| Term | Meaning |
|---|---|
| Physical | Strength, Dexterity, Constitution, Agility. Penalised by Injury. |
| Mental | Logic, Communication, Willpower, Perception. Penalised by Stress. |
| Survival | Crafting, Exploration, Stealth, Scavenging. Penalised by Sickness. |
| Scientific | Physics, Biology, Medicine, Computing. |
Battle stats
| Term | Meaning |
|---|---|
| Action Points | Combat resource spent on class skills and base attacks each turn. |
| Initiative | Turn-order stat. Higher values act earlier in the round. |
| Health | Hit points in battle, shown as current / max. |
| Max Dmg | Top end of a basic attack damage roll. |
| Ext Dmg | Extra-damage modifier shown next to Max Dmg. |
| Crit | Critical-hit chance. |
| Dmg Res | Damage resistance, reduces incoming damage. |
| Power Surge | Ultimate ability card on the Battle tab, unique per battle class. |
| Class Skills (3/3) | Three battle-class skill slots on the Battle tab. Filled from the character's battle class. |
| Base Attack | Default attack card on the Battle tab, available to every character. |
| Passives | Grid of permanent combat-side modifiers on the Battle tab. |
Traits
| Term | Meaning |
|---|---|
| Historic trait | The two permanent signature traits every character has, one positive (gold border) and one negative (red border). Shown on the Traits tab. |
| x1 | Stack-count badge on an acquired trait card. Traits can stack and the badge shows how many instances are currently active. |
| Positive / Negative columns | The two columns of acquired traits on the Traits tab, above the Effects column that aggregates the net stat deltas. |
| Trait duration | How many days an acquired trait stays on the character. Scales with difficulty mode: -1 day on Easy, +1 day on Very Hard. |
Resources and crafting
| Term | Meaning |
|---|---|
| Knowledge | Global research currency. Spent on Workshop builds, Forge crafts, and research. Shown as a yellow number. |
| Ore | Raw material from the Mining Station. Used for repairs, Forge inputs, and Workshop builds. |
| Carbon | Raw material from the Carbon Station. Used for Forge inputs and for Laboratory and Water Tanks repairs. |
| Polymers | Raw material from the Polymer Station. Used for Radar repairs. |
| Mechanical Parts | Crafted intermediate made at the Forge from Ore and Carbon. Used in building recipes. |
| Raw Meat | Food produced by the Hunting Camp at the cost of Lure. |
| Lure | Consumable input for the Hunting Camp. |
| Crafting Points | Per-recipe progress bar shown under the Craft button in the Forge popup. |
| In Progress | Craft queue on the Forge popup, five numbered slots at the bottom. |
| Tier I / Tier II | Station level shown above the recipe panel. Workshop tiers gate what can be built; Forge tiers gate what can be crafted. |
Stations
| Term | Meaning |
|---|---|
| Gathering Camp | Food-producing natural resource station. Tracks Wear. |
| Hunting Camp | Food station that converts Lure into Raw Meat. Relies on Dexterity and Stealth. Tracks Wear. |
| Fishing Camp | Food-producing natural resource station. Tracks Wear. |
| Mining Station | Material station producing Ore. Tracks Wear. |
| Carbon Station | Material station producing Carbon. Tracks Wear. |
| Polymer Station | Material station producing Polymers. Tracks Wear. |
| Botany Station | Material station. Tracks Wear. |
| Laboratory | Manufactured station. Tracks Condition. Repaired with Carbon. |
| Radar | Manufactured station. Tracks Condition. Repaired with Polymers. |
| Generator | Manufactured station. Tracks Condition. Repaired with Ore. |
| Water Tanks | Manufactured station. Tracks Condition. Repaired with Carbon. |
| Shelter | Manufactured station used for daytime rest. Tracks Condition and loses 8 per night. Repaired with Ore. |
| Workshop | Building / upgrade station. Tiered (1.0, 2.0, ...); higher tiers unlock new buildables. |
| Forge | Crafting station for intermediates and combat items. Tiered. |