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==P== * {{anchor|patriarch}}'''[[Patriarch]]''' β The final boss, who makes his appearance in the {{rl|final wave}}. On-foot fastest {{rl|specimen}}, armed with a nerve controlled war platform which he uses to attack far distances while taking a stand. Escapes to heal after taking a knee. * {{anchor|Pat}}'''Pat''', '''Patrick''' - Common nicknames for the {{rl|Patriarch}}, used mainly to signify his presence or warn of the final wave. * {{anchor|perk}}'''perk''' β Singular form of {{rl|perks}}. * {{anchor|perks}}'''perks''' β The selectable classes available to the {{rl|player character}}, defined as either {{rl|berserker}}, {{rl|commando}}, {{rl|demolition}}, {{rl|field medic}}, {{rl|firebug}}, {{rl|sharpshooter}}, or {{rl|support specialist}}. * {{anchor|perk setup}}'''perk setup''' β Term for overall perk choice of {{rl|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. * {{anchor|pipe bomb}}'''[[Pipe bomb]]''' / '''pipes''' β Handheld explosive devices with motion sensors. A pair of small metal pipes filled with plastic explosives tied to a circuit, triggered to explode by {{rl|specimen}} motion around them once armed. Perk {{rl|demolition}} gets a discount on them besides increased damage. * {{anchor|player character}}'''player character''' β Singular form of {{rl|player characters}}. * {{anchor|player characters}}'''player characters''' β The characters in the game whose actions are controlled by one of the participants. * {{anchor|pre-damage}}'''pre-damage''' β Short term for "previously damaged"; usually used for big specimen that is damaged before a damage spiking finish or to state that they might be close to enraging on an assist participation. * {{anchor|projectile}}'''projectile''' β 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 might be subject to spread.
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