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.
- afterburn — Lingering fire damage over time, dealt over the incrementals of 3-4 damage each half a second. Except MAC-10 and Trenchgun, Firebug perk gets improved afterburn damage on perk related weapons.
- afk / away from keyboard — Idle player that doesn't move. Sometimes jokingly mentioned as faked player.
- beginner — Either the easy mode of difficulty, or a player who's new to the game. The two are often found together. Beginner difficulty specimen moves 5% slower, has 50% health and deals 63% less ranged damage and 70% less melee damage respectively compared to the normal difficulty.
- 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. Puking acidic bile over player characters as they slowly waddle over them and burst into a rain of acidip goop when killed.
- bounty — How much money killing any given specimen will garner, in British pounds. Varies between specimens and difficulties.
- burning — Burning condition is incendiary damage incurred being equal or over 15 to lit up. A flamethrower on a direct contact always burn specimen. All specimens are 50% weaker to direct shot from incendiary attacks. Bloats are 50% weaker on top of that making them suffer over double damage from incendiary attacks directly hit their body mass.
- Clot — A weak specimen found in all waves.
- combat armour — Protective piece of equipment that absorb a grand amount of damage. Absorb rate is 77% by default but can be lower or higher due how game handles both health and armor. The Beginner difficulty scale, makes armour about 70% sturdier for all players and Field Medic gets high resistances per perk level as long as they have armour.
- commando — a perk class playable by the player character, specialises in using assault rifles. Perk roles generally cover trash sweeping and Zed time extending on kill to press an attack. Generally flexible perk on equipment thanks to reload speed but not durable and perk resources are limited against strong specimen.
- Crawler — A weak specimen found in most waves, usually considered a nuisance. Can spawn in unexpected high places and anywhere deemed out of player character's line of sight.
- crisped — After incurring 5th afterburn damage specimen that can endure it becomes charred up and if that's a big specimen, this state overrides some enrage mechanics and makes them move 20% slower and worsen their reaction times.
- 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 the perk demolition.
- demolition — A perk class selectable by the player character which specialises in the use of explosive devices.
- 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 — Damage per second, calculated by dividing damage per shot to fire delay value described in seconds. Generally classified as "(overall) dps" but that expresses a very long sustained use with non-estimated pauses. Calculating "before reload dps" and "after reload dps" will give a rough sense of weapon switching or reloading after emptying the magazine in a real game at practice.
- explosion — Area damage created by explosive projectiles on impact or devices such as Grenade and Pipe bombs. In case of projectiles area damage from the blast is separated from the impact damage. Upon explosion, blast collision checks for nearby targets position to apply damage and fall off regarding their distance from the center of the blast, down to a minimum of 50%.
- faked player, faked, faked mut — Faked player mutator to take on solo challenge modes with increased specimen count per wave but solo scale health. Faked player mutator can be customized to increase the faked player count 1-5 to simulate a 6 player game and tweak the minimum specimen health between 1 player and 6 player hp as well. Sometimes faked player used as a slang to describe an afk or useless player.
- 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. Perk roles cover thinning the crowd with sustained afterburn and splash, and causing fire panic on big enraged specimen when there's a breach. Can be mobile and break away from chokes with crowd control or override some triggers with afterburn. Somewhat limited options against big specimen.
- 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 or being unable to blow off steam in close combat. When left unattended for long an enraged Fleshpound wrecks havoc among your team composition.
- Fleshpound Party — Custom Sandbox game mode for challenge. Big specimen spawns such as Fleshpound and Scrake are amped up and max specimen count modified as well.
- flinch — A control impaired state for specimen of being mobile but unable to attack for a varying moment of occurance. All specimen in Killing Floor can be flinched or interrupted from attacking for a brief moment. There's no damage threshold requirement causing a flinch on most of the specimen, but a matter of timing their attack animation at the right moment and avoiding a direct collision to not snap them out are required. Only Scrakes are an exception to require certain damage thresholds to be doled out in one single hit trajectory to be flinched for varying lengths or stunned.
- FP — Abbreviation of Fleshpound, often used in game by players without microphones over text chat to warn team mates of their encounter.
- FPP — Abbreviation of Fleshpound Party.
- 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. Short game has 4+1 waves, Medium game has 7+1 waves and Long game has 10+1 waves; each game session and length, end with one extra boss wave every time. Chosen length, also changes some of the special specimens' first wave début besides the specimen count increase between waves become more dense.
- 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 above normal. All specimens gain %15 movement speed, 35% maximum health and 25% damage respectively, besides tightened 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 score a kill by decapitation. Headshot multiplier applied by target taking damage with exceptions being M99, Buzzsaw and Crossbow, which applies the multiplier themselves before target takes damage. Melee weapons have 25% larger volume hitbox for landing headshots.
- head health — The amount of damage needed in order to decapitate a specimen. It is 25 health base for all weaker specimens and scales up with specimen's difficulty multiplier for health. 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. Only the weakest specimen will only scale up with difficulty multiplier for health. Medium and higher threats will have their health scale up with alive player count at the moment of their spawn.
- hell on earth — Highest measurement of difficulty over suicidal and hard. All specimens gain 30% movement speed and 75% buff to their maximum health and damage respectively besides attack frequency and accuracy compared to normal difficulty. Being the ultimate difficulty, random spread of damage and speed values become noticable and specimen also gain extra mechanics and restrictions apply against them to make the game harder.
- 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.
- hitscan — Instant hit weapons that imitate bullet trajectory by checking collision with objects/targets at firing cone that originates from eye level, determined by spread value. An exception to this are melee weapons; they operate with very short distance hitscan checks and have no spread, kickback or recoil forces.
- 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.
- incendiary — Gasoline or chemical based devices and weapons used by the perk firebug to burn specimen and inflict afterburn damage.
- 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.
- Insane mutator / Insane mod — Sandbox challenge mod. Big specimen spawns are amped up and finishes with modified version of Patriarch to be harder.
- kevlar — Another term for combat armour.
- 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.
- melee — Describes both, specimen melee attacks or close combat weapons that mainly used by Berserker perk and the close quarter range that you need to land an effective hit with said melee weapons.
- 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.
- projectile — Ballistic entities that either do impact damage or explode, both apply for some weapons. Created ballistic entities by projectile weapons, have their own hitbox to register a hit on collision independent of player eye level but still have kickback forces and subject to spread.
- 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.
- ScrN - Short abbreviation of the "Scrake 'naders" balance and gameplay mod for Killing Floor. Adds whole new specimen, slightly modified multi perk capable weapons, new perks (Gunslinger, Combat Medic, Heavy Machine Gunner) and add balance changes to the existing perks while retaining the classic gameplay on these perks.
- suicidal — A measurement of difficulty over hard. All specimens gain 22% movement speed, deals 50% more damage and 55% health stat buffs over normal difficulty. The penultimate difficulty that adds mechanics and restrictions apply to some specimen to make the game harder.
- 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 or creatures.
- speed kill — Combinated and planned inputs that require quick succession to dispatch a big specimen like Scrake and Fleshpound swiftly before they become a nuisance with their enraged state. Require committance and help from teammates to clear and eliminate any protruding threats towards the player stepping forward to engage the big specimen.
- spread — Deviation of firearms affected by recoil forces upon fire. Each weapon has the same spread value on first shot, then accumulates it for every shot fired under half second to reach its max value of 0.12 at the sixth shot. Spread accumulated per shot can be reduced by crouching or perk bonuses for specific weapons that reduce kickback and spread under the name of recoil mitigation.
- squad player characters that embody the entirety of team.
- stun — A control impairment state for specimen that renders the specimen disabled, along the duration of stun they're unable to move and attack. Only a few specimen can get stunned in the game and it requires a certain damage threshold requirement in one single hit to be met. To name Stalkers, Gorefasts, Husks and Scrakes can get stunned if they incur enough damage over a certain threshold in one single trajectory hit.
- 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, quick dispatches, mass kills, engaging up to big specimen and slows the game down to 20% for dramatic effect. ZED time can be extended by some perk bonuses dedicated to Commando and Berserker. Along the slowed time phase, weapons that are hitscan will behave like projectile weapons. That throw most players off from their aim and requires a dedicated ZED time extender. Some servers disable this feature of the game by No Drama mutator.
- 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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