The following is a glossary of terms used throughout the articles of the Killing Floor wiki and their meaning in relation to Killing Floor. Many of the terms may have alternate meanings outside the context of the Killing Floor universe. Links in bold will lead to articles dedicated to the subject, others link to the relevant section of this article.
- beginner — Either the easy mode of difficulty (All specimens gain 5-70% stat declines.), or a player who's new to the game. The two are often found together.
- berserker — A perk class selectable by the player character which specialises in melee combat.
- Bloat — A large specimen that can make its appearance on the first wave.
- bounty — How much money killing any given specimen will garner, in British pounds. Varies between specimens and difficulties.
- Clot — A weak specimen found in all waves.
- commando — a perk class playable by the player character, specialises in using assault rifles and intelligence gathering.
- Crawler — A weak specimen found in most waves, usually considered a nuisance.
- crouching — An action performed when "C" is pressed (Default Key) causing the player to crouch and prevents the player from falling off edges along with a reduction of speed.
- damage per second — The amount of damage a weapon or specimen can inflict in a second, not always counting for reloading or other downtimes.
- dead — A state of being that players and specimens occupy once all of their hit points are depleted.
- decapitation — Exhausting the head health of specimen by headshots will leave them headless and unable to use their special abilities. Whether they die or slowly bleed out on decapitation depends on the last shot to determine decapitating last hit's damage to their body health. Latter mentioned as soft decapitation also.
- demo — A shortened term for demolition
- demolition — A perk class selectable by the player character which specialises in the use of explosives.
- demoman — A term originating from Team Fortress 2, sometimes used to refer to players of the demolition perk.
- difficulty — Options for difficulty were originally 'beginner', 'normal', 'hard' and 'suicidal', but a 'hell on earth' difficulty was later added. Higher difficulties increase specimen stats and decrease specimen bounty.
- dual wield — An ability extended only to secondary weapons; carrying and using two of the same gun at the expense of ammo and accuracy,
- dual wielding — Present participle of dual wield.
- DPS — Damage per second. Generally classified by "before reload dps" and "after reload dps" to get a rough sense of weapon switching or reloading after emptying the magazine in a real game.
- field medic — A perk class selectable by the player character which specialises in healing, both himself and other players (often shortened to medic).
- final wave — The boss wave where the players must fight the Patriarch. Defined as wave 5/4 on short game, 8/7 on medium game or 11/10 on long game.
- firebug — A perk class selectable by the player character which specialises in the use of incendiary weaponry.
- Fleshpound — A hulking powerful specimen that makes its wave début on a long game in the seventh wave, on a medium game appears on fifth wave and on short game appears at fourth wave. Highest threat non-boss specimen and should be dispatched quickly before he frustrates by incurring damage, long lasting sightline or being unable to blow off steam in combat, else an enraged Fleshpound wrecks havoc among your team composition.
- FP — Abbreviation of Fleshpound, often used in game by players without microphones over text chat to warn team mates of their encounter.
- funnel — Term for holding up in a spot with one entrance-exit gate creating a choke hold and whole team firing at same direction. Generally created by welding doors for make shift defenses. A cheap and easy tactic that leaves no room or need for trash clearing or sweeping but focus firing big targets as they approach.
- game length — Defines the number of waves that will occur in any given match. Default options for game length are short game, medium game and long game.
- Gorefast — A specimen that makes its wave début on the first wave.
- grief — Unwanted annoyances or problems to get a reaction, usually caused by player stereotype griefer.
- griefer — An intentionally disruptive player who causes grief.
- griefing — Present participle of grief.
- hard — A measurement of difficulty. All specimens gain 15–25% stat buffs to their movement speed, health and damage respectively, besides attack frequency and accuracy.
- head-up display — The informational graphics found on the players screen, detailing health, ammo etc.
- headshot — A blow to a specimen's head, dealing more damage which indicated by a thumping critical shot sound and possibly decapitating it.
- head health — The amount of damage needed in order to decapitate a specimen. 25 base for all weaker specimens, for stronger specimen it scales up with alive players at the moment of their spawn.
- health — A measure of how much damage a player can sustain before they die also called as an entity's hitpoints also describing effective health. The specimen that are medium or large grade, will have their health scale up with alive player count at the moment of their spawn.
- hell on earth — Highest measurement of difficulty. All specimens gain 30%-75% increased stat buffs to their movement speed, health and damage respectively besides attack frequency and accuracy. Random spread of speed and damage becomes highly noticable.
- hit points — The unit for measuring health of an non-player character or player. The maximum value for players being 100, can be protected with armour for more effective health.
- hold spot A term used for team's position of choice, lanes that need to be hold may vary from a single one to three usually, sometimes four. It also can indicate a starting point when kiting together.
- Horzine — The industry face of the fictional company that performed the experiments which led to the creation of the specimens.
- HP — Health points or hit points.
- HUD — Head-up display.
- Husk — A burnt looking specimen with a ranged fireball attack and a tendency to backtrack and steer behind other specimen to keep distance.
- inventory system — The name of system which controls a players inventory.
- iron sights — Technically refers to the metal aiming sight found attached to some firearms, but can often simply refer to the act of using the aiming device on the weapon in question.
- kilogram — Measure of weight for equipment used by players, usually substitute for weight block.
- kiting — The act of leading an enemy around, generally at a safe distance from team-mates. Also known as training.
- length — Can refer to game length, how many waves in the current map.
- long game — Refers to game mode 11 waves in length. 10 standard waves and the final wave.
- medic — Field medic.
- medium game — Refers to a game 8 waves in length, 7 standard waves and the final wave, but could also erroneously refer to normal difficulty.
- money — Refers to the in-game currency; measured in pounds sterling (£).
- multiplayer — A match with the ability to have more than one player. Perk progression is disabled with more than six players, the default maximum.
- mutator — A mod usually designed to alter gameplay, non-white listed mutators disable perk progression.
- non-playable character — A character not controlled by one of the participants.
- normal — When in reference to the difficulty of the game, the base difficulty with no stat modifiers.
- NPC — Non-player character
- Patriarch — The final boss, who makes his appearance in the final wave.
- Party Pat/Pat/Patrick - Common nicknames for the Patriarch, used mainly to signify his presence or warn of the final wave.
- perk — Singular form of perks.
- perks — The selectable classes available to the player character, defined as either berserker, commando, demolition, field medic, firebug, sharpshooter, or support specialist.
- perk setup — Term for overall perk choice of team members. A balanced team setup should consist of perks that can deal each of the big specimen at individual lanes, a trash sweeper and a crowd control or healer/tank for a safety net.
- player character — Singular form of player characters.
- player characters — The characters in the game whose actions are controlled by one of the participants.
- Scrake — A powerful chainsaw wielding specimen who makes his wave début on a long game in the fifth wave, fourth wave in a medium game and third wave in a short game. Slow and calm until he suffers 25-50% of his maximum health to run amok non-stop until killed.
- Sc - an abbreviation of Scrake, used when players want to warn their teammates of the presence of a Scrake.
- suicidal — A measurement of difficulty. All specimens gain 20-55% stat buffs.
- survival game — Classic, traditional game mode that uses scripted sequences to spawn limited specimens which their number scaled with active players along the waves depending on game length.
- sharpshooter — A perk class playable by the player character, specialises in accurate, high-damage shots, usually with a single shot or semi-auto rifle of some kind.
- short game — Refers to a game 5 waves in length. 4 standard waves and the final wave.
- Siren — A blind female specimen that unleashes an ear shattering scream in tightly packed waves that applies a small pull force to player characters caught in it within' a wide area of effect. Has a tendency to mutter, listen to gun noises, shuffle behind other specimen and nod her head before screaming and cause disorientation.
- soft decapitation — In case specimen decapitated by something really weak and low damage but their body health can tank the decapitating hit damage, they will bleed out slowly headless, losing health in increments over time before finally keeling over after wailing aimlessly. Bleed duration before death depends on specimen's remaining health after decapitation but at most it takes 6-7 seconds.
- solo — Single-player mode.
- specimen — Singular of specimens.
- specimens — The main enemy, often referred to as zombies, and officially, but rarely, as Zeds.
- squad player characters that embody the entirety of team.
- support specialist — A perk class selectable by the player character which specialises in the use of shotguns and welding. Sometimes shortened to 'support'.
- Stalker — A cloaking female specimen that is hard to detect with a feint shimmer, whispering mockery until too close to attack. Runs around in circles and sneak under eye level in a hunched position to avoid fire line.
- teammates — Sometimes refer to entirety of present squad or smaller group of players that holds a specific lane.
- Training — The act of leading an enemy around, generally at a safe distance from team-mates. Also known as Kiting.
- walking — An action performed by player by pressing down the Ctrl button (default), slows down player down to same speed as aiming down the sights. Don't have much use besides tweaking distance while kiting a big specimen.
- wave — Singular of waves.
- wave début — The earliest possible wave any given specimen can appear, usually in reference to long game.
- waves — Refers to the 'levels' of match during which time the team is onset by the specimens. The number of waves is determined by the game length.
- weight block — Singular form of weight blocks. Measure unit is a kilogram for one single block as its icon suggests. Usually players can hear the word kilogram used instead of block or weight block.
- weight blocks — The aspect of the inventory system which governs how much a player can carry.
- whitelist — The list of maps and mutators that will allow perk progression during a game.
- Zed time— A bullet-time system which activates during particular kills and slows the game down for dramatic effect.
- zeds — The official nickname for the specimens which saw use by a small number of players. Based on the movie "Shaun of the Dead", where the characters describe the zombies as Zeds.
- zombie — Singular of zombies. A name often used to refer to a specimen.
- zombies — A name often used to refer to the specimens.
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