ICARUSFIELD GUIDE
system

Weather & Hazards

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Storms, temperature stacking, poison, infection, radiation and cave hazards — what actually threatens a prospect, the real medical items that counter each, and the repair talent that shrugs off storm damage.

The planet's real boss is the forecast — most deaths on a long prospect are exposure and hazard chip damage, not a creature fight.

Storms

  • Storms and high winds damage exposed structures on a timer; wall material tier is your defense, not distance from the front. Thatch takes real damage, Wood less, Stone shrugs off most storms, Concrete ignores them outright.
  • Stone Wall Fortification / Concrete Wall Fortification pieces exist specifically for the storm- or wave-facing side of a base if you don't want to upgrade the whole shell.
  • The Building talent Weatherproof Cladding slows storm damage specifically on wooden structures, and the Repairing talent Better Than New makes a piece storm-resistant for a while right after you repair it — a cheap insurance pass on your perimeter ahead of a forecasted storm (see the Building Tiers & Base Defense guide).
  • Get exposed structures (generators, crop plots) under a roof before a storm rolls in — the warning window is short.

Temperature

  • Cold, wet and wind stack independently — night alone is manageable, night + rain + wind is a death spiral without a fur set and a heat source.
  • A Firepit/Fireplace and a hot meal both apply a temporary Warm buff; stack them before a night push rather than relying on armor alone. A full Fur Armor set (Head/Chest/Arm/Leg/Feet) is the baseline cold kit.
  • Prometheus and desert biomes invert the problem: overheating drains stamina and water fast. Shade, hydration and a lighter loadout beat armor rating there.

Poison, infection & disease

  • Scorpions, Sulfuric Spiders and several cave/marsh creatures poison on hit — an Anti-poison Paste/Pill/Tonic (or a Vaccine for standing protection) from the Herbalism/Medicine Bench beats waiting for the tick to end on its own.
  • Cave sickness, wound infections and food poisoning are covered by the Antibiotic line; parasites and festering wounds by the Anti-parasitic line — stock both before a long cave or swamp push.
  • Concussions and fall-damage contusions have their own Blood Thinning line — worth a Pill or two before any climbing-heavy mission.

Radiation

  • Certain areas and hazards carry Radiation Exposure, cleaned up with Anti-Radiation Injection (instant, large) or the slower Tonic/Transfusion. Don't ignore a rising exposure meter waiting for it to matter — it compounds.

Water & food safety

  • Tainted or rain water carries Dysentery risk; a Water Treatment Pill or Xigo Puri-tab converts it to Treated/Cool Water before you drink it, rather than boiling being your only option.
  • Spoiled food and contaminated water cause their own status effects on top of wasted nutrition — the Vitamins item gives blanket resistance to several afflictions at once if you're heading somewhere you can't predict.

Caves

  • Low-oxygen sections need a filled Oxygen Bladder/Tank — check your supply before dropping past the entrance chamber, not after the air already turns.
  • Cave-ins are real: watch for cracking ceiling audio/visual cues, and never mine out your own only exit.