Help:Glossary
From Killing Floor Wiki
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.
Table of Contents: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
B
- beginner — Either the easy mode of difficulty or a player who's new to the game. The two are often found together.
- berserker — A perk class playable by the player character, specialises in 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.
C
- 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.
- critical — A measurement of health, defined as below 50 hit points.
D
- 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 their hit points are depleted.
- demo — A shortened term for demolition
- demolition — A perk class playable by the player character, 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 are 'beginner', 'normal', 'hard' and 'suicidal'. 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 wield dual wield.
- DPS — Damage per second.
F
- field medic — A perk class playable by the player character, 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 playable by the player character, specialises in the use of the flamethrower.
- 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.
G
- 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.
H
- 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 ect.
- health — A vitality meter measuring how much damage a player can take before they die, measured in hit points with categorisation bands 'healthy', 'injured', 'critical' and 'dead'.
- healthy — A measurement of health, defined as between 95 and 100 hit points
- 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.
I
- injured — A measurement of health. Defined as a player with between 94 and 50 hit points remaining.
- 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.
L
- length — Can refer to game length, but could equally be in reference to someone's member.
- long game — Refers to game mode 11 waves in length. 10 standard waves and the final wave.
M
- 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.
- 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.
N
- 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
P
- Patriarch — The final boss, who makes his appearance in the final wave.
- perk — Singular form of perks.
- perks — The playable 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 who's actions are controlled by one of the participants.
S
- Scrake — A powerful chainsaw wielding specimen who makes his wave début on a long game in the fifth wave.
- suicidal — A measurement of difficulty. All specimens gain 30-75% 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 playable by the player character, specialises in welding and the use of shotguns, sometimes shortened to 'support'.
- Stalker — A cloaking specimen.
W
- 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 — A list of maps and mutators that, if enabled, will still allow perk progression during a game.
Z
- 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.
