{
  "Affecter": "The game's internal term for any applied effect on a unit: buffs, debuffs, inscriptions, racial traits, aura and status effects are all 'affecters'. In-game you mostly meet them as named buffs/debuffs (Barrier, Burning, Stun) and as inscriptions.",
  "Inscription": "A permanent trait-like bonus a unit can gain at level-up or arrive with when recruited. Inscriptions grant stat boosts, whole skill trees, or special effects, and come in Common/Uncommon/Rare/Legendary rarities. There are 96 in total.",
  "Aptitude": "A unit's proficiency with a particular weapon type or magic school (Sword, Bow, Fire Magic, etc.), which scales how effective it is with that weapon. Races have signature aptitudes (e.g. Humans in Sword/Greatsword/Fire).",
  "Major stat": "One of the six core attributes — Strength, Constitution, Willpower, Intelligence, Agility, Perception — that feed derived combat stats. How fast each grows on level-up is set by its talent tier.",
  "Talent": "A per-stat rating (Poor, Moderate, Outstanding, Exceptional, Genius) that determines how many points a major stat gains each level-up. Higher talent tiers mean faster growth.",
  "Derived (final) stat": "A combat stat computed from major stats and gear, such as Physical Attack Power, Max Health, Attack Speed, Critical Chance or a resistance. Shown in-game with a 'Per Stat +X' contribution from each major stat.",
  "Offering": "The prayer tier you choose at level-up (Least, Ordinary, Plentiful). It trades mana-stone cost against the size of your stat gains; it does NOT affect inscription rarity.",
  "Mana Stone": "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.",
  "Safe floor": "An enemy-free staging area (floor index -1: entrance, corridor, portal) generated at the start of an expedition, skippable via the Skip Safe Floor option. Per-region rules: Veil of Silence and the Tutorial never get one, Abandoned Mine forces one (skip disabled), and Festering Burrow's is the Giant Stone Golem memorial camp.",
  "Depletion": "A per-floor 'freshness' counter from 5 (full) down to 0 (depleted). When a floor hits 0 the whole region suffers the Depleted Dungeon effect, cutting all drop rates by 50% until it recovers over time.",
  "Contribution": "Points your clan earns from expeditions and objectives, spent to advance your clan rank.",
  "Clan rank": "Your clan's overall progression level (1-7 defined, capped at 2 in the current build). Higher ranks raise population cap, improve recruitment, and unlock rooms and research.",
  "Expedition": "A run into a dungeon region. Time keeps flowing on the shared campaign clock during an expedition, and camping too long triggers escalating Dungeon Break pressure.",
  "Dungeon Break": "A scheduler constant shipped in the game data (24/48/72/96/120/144 cumulative campaign hours) intended for escalating dungeon-break events - dormant in the current build: it is tagged Dev_NotUsed and no alert, affecter or event consumes it. The long-expedition pressure you actually feel is the Dungeon Stay (D1-D4) mood ladder.",
  "Region": "A dungeon area on the expedition map. Two are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.",
  "Dungeon Core": "A story device that maintains the dungeon dimension; lore reveals it as an experiment of the Elros Empire. Also appears as a fixed loot interactable.",
  "Soul Stone": "A collectible dropped by (or made from) a monster, intended for the not-yet-finished taming system. Only three currently grant an effect.",
  "Barrier": "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.",
  "Guard": "Actively blocking with a shield to reduce incoming damage by about half. Also reduces the equipment durability lost from a hit.",
  "Mood": "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.",
  "Upkeep": "The recurring gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.",
  "Background / Trait": "A recruit's origin (City Guard, Poacher, Mage, etc.) that determines which skill trees it starts with and can carry individual traits. 40 backgrounds map to different weapon/magic tree combinations.",
  "Environment": "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.",
  "Elite / Boss": "Monster grades above Normal. Elites drop better loot; Bosses give a guaranteed mana stone plus special drops. Some inscriptions (e.g. Challenge) specifically boost damage to Elite and Boss enemies.",
  "Remnant": "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).",
  "Capability": "A non-combat work skill (Mining, Logging, Research, Farming, Crafting, Cooking, Taming, Medicine, Construction) that governs how well a unit performs settlement tasks; boosted by major stats, race and room quality.",
  "Annihilation": "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).",
  "Arcron": "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.",
  "Contribution Point (CP)": "See Contribution — the specific value spent to rank up the clan.",
  "Depletion Term": "The depletion recovery interval: GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack. A floor farmed to 0 needs 15 in-game days (~4.5 real hours at 1x) to refill fully.",
  "Encirclement": "An authored combat constant (+10% hit chance and +5% critical chance per unit surrounding a target) that is DEFINED in the game data but not wired into the combat code in this build, so it currently has no effect on anyone. If the developers activate it, it would apply symmetrically (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.",
  "Pool Tier": "The region tier a drop pool belongs to: DROP_R1* pools serve Veil of Silence and DROP_R2* pools serve Festering Burrow. Chest loot and monster drops are wired to these region-tiered pools."
}
