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.