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 mêlée 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 Control 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.
- 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.
- 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.
- FP — Abbreviation of Fleshpound, often used in game by players without microphones over text chat to warn team mates of their encounter.
- 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, usually caused by a 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.
- head-up display — The informational graphics found on the players screen, detailing health, ammo etc.
- health — A measure of how much damage a player can sustain before they die.
- hell on earth — A measurement of difficulty. All specimens gain increased stat buffs.
- hit points — The unit for measuring health, the maximum value being 100. Can be protected with armour.
- 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 specimen which can often be mistaken for the Fleshpound. Has a ranged fireball attack.
- 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.
- kiting — The act of leading an enemy around, generally at a safe distance from team-mates.
- 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-player 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.
- 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.
- 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.
- 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 — A game that uses scripted sequences to spawn endless specimens, the act of surviving, staying alive, endurance.
- sharpshooter — A perk class playable by the player character, specialises in accurate, high-damage shots, usually with a rifle of some kind.
- short game — Refers to a game 5 waves in length. 4 standard waves and the final wave.
- Siren — A specimen with ranged attack that damages over time.
- solo — Single-player mode.
- specimen — Singular of specimens.
- specimens — The main enemy, often referred to as zombies, and officially, but rarely, as Zeds.
- 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 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.
- 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 — An official nickname for the specimens which never saw widespread use.
- 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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