Glossary

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This page contains lingo and terminology used by the SUPERVIVE Game and Community.

Term Description
Knock

Kill

Elimination

Team Elimination

Killing another player has different stages which have different names, in the order of happening:
  1. Knock - reducing player's health to 0 turns them into a wisp with separate health and model.
  2. Kill - reducing player's wisps' health to 0, turning them to deathbox.
  3. Elimination - LAST kill of a specific player in the whole game.
  4. Team Elimination - Elimination on last player alive in a team.
Spike Player gets spiked (instantly killed over abyss or stunned over land) when:
  • Glider is overheated (by any means) and then they receive any damage from other players
  • Takes damage from other players, while gliding, that is enough to reach overheat state. Some attacks deal enough damage to bring you instantly to full heat and spike you, Shrike's LMB for example.
Dunk Dunks are abilities that stun and propel victims downward. When used over abyss they work similarly to Spikes.

Examples: Oath R, Kingpin Q, Jin Q, Brall Q

Showmatch A custom match put together by Theorycraft that airs before playtests. They consist of teams with high ranking players, and a developer team.
LFG ""Looking for Group"" - Typically referring to the #looking-for-group channel in discord, where you can find like-minded players wanting consistent teammates.
Shop

Relic Shop Forge

Shops are the basic source of Grips, Kicks, Vive and Armor repair. Normal shops are spread around whole map, as well as in every player campfire (base). Shops have white icon on the map.

Relic Shops are advanced version of Shops and offer Relics and Perks. Early game Relic Shops are available only in Forges (structures on the map that repair armor while standing in the middle). In late game Relic Shops are randomly dropped on the map from air, they have red icons on map.

Extractor

Extracting

Extractors are destructible objects in Forges, and in late game randomly dropped over the map, that allow players to extract Prisma.

Extracting prisma puts the Extractor in temporary active mode with a countdown, during which friendly teammates can deposit more prisma, and enemy players can destroy the Extractors to steal that prisma.

After finishing the countdown extracted prisma is 'locked' (uploaded to accounts) and will not be lost on deaths.

Mobs / Creeps / Camps NPCs around the map labeled by a purple monster, designed to be easy to clear, and give XP based on their level. Creep Leaders (big ones) also drop food.
Structures / Destructibles Trees, Oath shield, Vault doors, breakable ice grounds, anything that is not a player and takes damage is breakable, thus is a structure.
Destruction Damage Damage that deals a bonus increased damage towards structures/destrucibles. It does not deal increased damage to armor.
Golden Mobs Mobs covered in gold, that drop random consumables upon death.
Armor Shred Increased damage towards shield durability. Does not deal more damage directly to HP, even if the character's Armor is gone.
Wisp Characters turn into wisps when they reach zero HP, a.k.a Knocked. From this state, they will slowly bleed out their Wisp HP until they fully die and become a Deathbox.
Anti-Heal 100% Heal Reduction. Can be removed by eating food.
Execution Damage Damage that increases based on how much HP the target is missing. Current formula / when it starts scaling is unknown.
Stagger Mobs bosses regularly show up a purple circle around them with text "Staggerable". Attacking them during that time with an ability does massive bonus damage, interrupts them, and resets cooldown of the used spell.
Incorporeal Cannot be hit - projectiles will phase through incorporeal targets.
Grounded Cannot use movement abilities. Typically this is player's shift key, but it includes any abilities, powers, or consumables marked as being primarily used for movement.
Guardian Angel A status provided to wisps that lets them revive without being stepped on by a teammate. This status is fully cancelled after being touched by an enemy.
Soulbound You don't lose your Powers when you die. If you respawn, you respawn with the powers that you had before you died. Red Powers cannot be soulbound.
Ability Power Increases the effect of most hunter abilities. Includes LMB (Default attacks)
Fog Of War Radius How far you can see.
Move Speed Speed at which you run on the ground.
Ability Haste Haste increases cooldown reduction for all abilities except dashes.
Dash Haste Dash Haste increases cooldown only to dash abilities. (default keybind: shift)