Capital / hr — ongoing operating capital: gp of supplies burned per hour (per-hour + per-action inputs × rate). A burn rate, independent of how long you plan to play. No buy-in = pure gathering.
Startup cost — the lump-sum bankroll for your selected plan window: capital/hr × window (30m / 1h / 2h / 4h / custom). At the default 1h window it equals capital/hr by definition — pick a different window to see them diverge. Assumes you stock everything upfront; if you resell output as you go your true float can be lower. Affordable compares it to your bankroll.
Pricing convention — GE inputs and outputs use the midpoint of the latest instant-buy/high and instant-sell/low prices. This keeps guide comparisons symmetric but is not guaranteed execution P&L: instant buying costs the high side, instant selling receives the low side, and taxable sales owe GE tax.
GE buy-ahead — consumes GE-priced items you must buy & stockpile (subject to buy limits, shown per item in details).
ROI / capital efficiency — profit ÷ capital. Capital-heavy = big cash sunk for little return; a warning shows when capital is large but ROI < 2×.
Margin — profit ÷ revenue. Thin margin = a small price move can erase the profit (price-risk).
Required vs recommended skills — required comes from the wiki's structured levels. Recommended is parsed from the wiki's free-text notes and is often not stated; where absent it shows “—”. Never guessed.
Intensity — click/attention load (Low = AFK-friendly). Wilderness/PK — you can be attacked and lose supplies.
Stale price — at least one GE item had no live price; that method falls back to the wiki's last cached value.