The upgrade which occupies the player's single weapon slot.
Weapon
Refers to your current weapon, granted from your weapon gear.
Weapon Damage
All weapon damage. Unlike Projectile Damage, this isn't limited to projectiles.
Weapon Blast Damage
Modifies damage done strictly by weapon blast effects, such as Pulse and the explosions from Grenade.
Weapon Blast Radius
Modifies the area of effect (radius) of blast damage dealt by your weapon.
Weapon Projectile(s) / Projectile Count
The number of projectiles you can fire with your weapon.
Weapon Targeting
Adds or improves steering capability on weapon projectiles.
Weapon Projectile Damage
Modifies damage done strictly by projectiles, such as the sparks from Thermal Lance but not the lance itself.
Weapon Projectile Size
Modifies the size of the projectile itself. Greater projectile size allows projectiles that degenerate to last longer.
Weapon Projectile Velocity
Modifies the speed of the projectile itself.
Weapon Spread
Modifies the angle or width that each projectile contributes to the arc of your combined projectiles.
Degenerate / degeneration
Projectiles that degenerate lose size over time, eventually disappearing when they reach a small enough size. There is usually a delay before projectiles begin to degenerate.
Burst(s) / Burst fire
Causes you to very rapidly fire your weapon multiple times, followed by a wait for the same number of weapon cooldown times before you can fire again, plus a single flat delay of 0.04 seconds.
Knockback
The amount that your weapon knocks targets away when they take damage.
Recoil
The amount that your weapon knocks yourself back when you fire.
Entity Classification
DESCRIPTION / NOTES
Target
Anything solid that you can shoot and destroy. Includes enemies, explosives, missiles, and asteroids.
Enemy
Specifically living targets,
Enemy projectile
Projectile weapons from enemies.
Hazard
Pretty much anything that can hurt you. Includes explosives, missiles, asteroids.
This denotes that the modifier is explicitly multiplicative. Modifiers to a stat with different names or from Gear can also be assumed to be multiplicative.
Flat
Generally, a flat value isn't scaled by modifiers, but there are exceptions.
Base
Refers to the base value before modifiers are applied.
Faster / Slower
Used in place of an additive or subtractive % modifier, when it would be more clear to express what the mod does in this way. E.g. "Faster shield cooldown".
Maximum / Current
Most commonly used to describe your hull and shield values. For example: Maximum hull refers to its capacity, while current hull refers to the hull you presently have left.
Damage Types
DESCRIPTION / NOTES
Hit
Damage source from something that is able to "hit", e.g. not burn damage or other kinds of damage over time. Generally speaking, crash damage, projectiles, and blasts do this.
Crash
Damage done or received by colliding with the physical body of another enemy, target, or hazard.
Blast
Blast damage is always hit damage, and affects everything within a radius or bounding box.
Burn
A damage type that applies damage over time. All burn damage applies an ignite unless otherwise stated.
Ignite
An affliction that causes the target to take burn damage for a duration. Unless otherwise stated, this deals 120 damage per second for 3 seconds. Ignites from different sources can stack.
Removed / removal
Loss of current hull or shield that cannot be mitigated in any way, and does not count as damage for the purposes of triggering other effects. Singularities, Mortar, and Warp Strike do this. This may also refer to "removing" an upgrade from the upgrade pool.
Global damage
Global damage affects all of the damage you do. It is the final calculation before targets take damage.
Vulnerability
A status effect that increases the damage a specific target takes from all sources. After a target stops receiving vulnerability for one second, the effect falls off over time.
Defenses
DESCRIPTION / NOTES
Body Gear
The upgrade which occupies the player's single body slot.
Shield Gear
The upgrade which occupies the player's single shield slot.
Hull
The "life" of a player, enemy, target, or construct. When it's zero, that entity dies.
Plating
Reduces the damage you take from hits to your hull by a flat amount. Plating cannot reduce burn damage or self-damage, and it cannot reduce damage below 1.
Damage resistance
A defense for either hull or shields. Reduces a value by a %. This can protect from: Hull, shields, self-damage, crash damage, knockback, and more. Calculated multiplicatively with a cap of 75%.
Shields
In most cases, shields protect your hull from taking damage. When shields are depleted, they break, and begin shield cooldown. Most shields also begin cooldown after taking damage.
Shield cooldown
A period of time after which your shield is immediately fully restored. Taking further damage during cooldown delays this process. Self-damage does not delay shield cooldown unless it causes your shield to break.
Shield effect power
This modifies the power or magnitude of any effects shields have apart from protecting your hull. Such as Halo's burning damage ring.
Shield effect radius
This modifies the area of effect (radius) of any shield effects your shield may have.
Recovery
All types of "healing" for either hull or shields.
Regeneration
A specific type of healing. Passive regeneration. By default only your hull regenerates, at a rate of 1/50 your maximum hull per second. Regeneration can be modified to apply to shields.
Reserved
A portion of your maximum hull or shields that cannot be refilled. Similar to a reduction in maximum hull/shields, except that other mechanics which depend on your max. hull/shields, such as regeneration or Adrenal Module, aren't penalized.
Thrust
The amount of forward impulse you generate when thrust is held down.
Friction
Friction reduces your speed over time. The faster you are moving, the more friction effects you.
Rotation Speed
How quickly you can turn.
Size
Modifies the size of the player graphic itself. The player's hitbox is the same size as the graphic, so smaller sizes are harder to hit.
Immunity
A player with immunity cannot take damage or even collide with anything.
Constructs
DESCRIPTION / NOTES
Formation
Drone constructs can toggle between formations. Formations affect positioning and behavior.
Construct type
All constructs are classified as either Basic, Standard, or Advanced. Certain buffs apply only to constructs which are standard or advanced.
Assembly speed
How quickly you accumulate progress toward "assembling" a construct, so that it can be deployed.
Construct limit
The maximum number of any one type of construct that can be created.
Deploy
The act of creating an assembled construct.
Mine effect
This unique modifier amplifies both the damage of the mine blast and the magnitude of any other mine effects it has, such as Loaded Mines.
Drone orbit radius
This modifies the radius of your drone orbits.
Various
Any modifiers seen in "Defenses" or "Weapons" can also apply to a specific type of construct, e.g. "Drone rate of fire".
Miscellaneous Terminology
DESCRIPTION / NOTES
Self-damage
Any damage you deal to yourself. This can be either damage over time or hit damage. Like most damage, this by default will hit shields before hull but certain mods deal direct hull self-damage.
Attributes
A term referring to more or less all stats in a category (Barrage reduces the attributes of projectiles for example).
Improved
Used in places where a something that is difficult to express as a numerical is improved OR a negative modifier is being used, but is beneficial (e.g. "Improved projectile spread").
Empowers / empowered
A deliberately vague term for something becoming stronger in a lot of ways. Usually used in short descriptions. Currently, an empowered shot has 3x damage and 1.3x projectile size, velocity, and blast radius.
Triggers
The circumstance which causes an effect to happen.
Stack / stacks
Something that "stacks" means that the effect can accumulate and more than one instance of the effect may happen at once. A stack can also refer to one of these instances in particular.
Buff
A buff is an effect that does something good to the player.
Malus
A malus is an effect that does something bad to the player.
Firing
Whether or not the player is firing their weapon. Mods which care whether or not the player is firing are really looking at whether or not the weapon itself is on cooldown.
Thrusting
Whether or not the player is currently thrusting. This counts only your main forward thrust; Stabilization does not count as thrusting, whereas with Rampage you are always counted as thrusting.
Moving
Whether or not the player has any current speed.
Quickly
Moving "quickly" means moving at least 6 game units per second.
High speeds
Moving at "high speeds" means moving at least 8 game units per second.
Broadsides
The player's sides or "flanks".
Nearby
A vague term referring to something being within a few hundred game units of the player.
Aura
A power that deals damage or has an effect in an area around the player.
Cooldown
Any delay period that prevents a power or effect from taking action.
Decay
Effects that decay lose potency over time, instead of abruptly turning off.
Upgrades
DESCRIPTION / NOTES
Upgrade
Any mod or gear. Defines or alters player capabilities.
Gear
Weapon, shield, or body gear. Defines your base capabilities.
Mod
Stands for "module". Any upgrade that is not "gear" is a mod. Mods modify gear.
Super Mod
A special type of mod which can be unlocked. They have special prerequisites.
Wild Mod
A special type of mod introduced by the Wild Metamorphosis challenge mode.
Upgrade pool
The pool of semi-random mods presented to you when you upgrade.
Reroll
A resource which can be spent to "reroll" the currently offered mods in the upgrade pool, presenting a new semi-random set.
Banish
Banished mods are removed from the upgrade pool for the rest of the game. Banishing a mod is a specific action, and mods can become unavailable in ways that are not counted as being banished.