This is a glossary for Arena Breakout. It includes terms specific to Arena Breakout and FPS games, so use it as a reference.
Table of Contents
Arena Breakout Terms
Contractor (Tactical Ops)
A mode where you deploy with equipment you've prepared yourself. It's easier to raise your player level and progress Trader missions, but if you die, you lose the equipment you brought.
Impostor (Covert Ops)
A mode where you deploy as an NPC with randomly assigned equipment. The equipment is weak, but field NPCs are not hostile, making it easy to loot items. It's also a very useful mode for learning map layouts.
Trader
NPCs with whom you can trade items. You can accept Trader missions, so you'll visit them often while leveling up. Also, each NPC's inventory is unlocked based on player level and Trader mission completion.
Gunsmith
You can customize guns and save your favorite builds. The Gunsmith feature can only be used with guns you have previously obtained.
Market
Players can trade items with each other. You can primarily use Koen to purchase desired items or sell items for a desired amount of Koen.
Raid/In-Raid
Deploying to a map, or the state of being deployed. Items brought back from a map are sometimes called "in-raid items."
Off-Raid
The state of not being deployed to a map. It can also refer to items not brought back from a map (such as purchased items or mission rewards).
Knifer
A term for players who deploy to a raid equipped only with melee weapons. This can be used to go straight for high-value rare items and then extract immediately.
FPS Terminology
FPS
Abbreviation for First-Person Shooter. A shooting game played from the first-person perspective of the player character.
AIM
Refers to aiming at an enemy. Also called aiming.
ADS
Aiming Down Sights, looking through the gun's sight or scope. In AriBure, you generally shoot by ADSing.
Recoil/Recoil Control
The kickback when a gun is fired. Also, controlling the recoil by adjusting your aim.
Reload
Reloading ammunition into a gun. There are two methods: replacing the entire magazine with a loaded one, and loading bullets directly into the chamber/magazine.
Clear/Clearing
The state where the surrounding area is confirmed to be safe. Also, checking for enemies by moving your view towards potential enemy locations. Since you don't know where enemies might be, there are many places to clear, such as room entrances and corners.
Lean
Tilting the upper body sideways. This action can be performed to the right or left. It allows you to shoot while minimizing your body's exposure from behind cover.
Peek
Exposing yourself to look at an enemy. During engagements, be careful not to let enemies predict your peeking spots.
Cover
Supporting teammates. Often used in phrases like "I need cover" or "I'll cover you."
Headshot/Hessho
Shooting at the head. It can also mean a bullet hitting the head. While helmets can block headshots, a solid hit deals significantly more damage than hits to limbs or the torso.
FF/Friendly Fire
Accidentally attacking a teammate. In AriBure, shooting teammates does not deal damage, so you can fight without worry even in chaotic battles.
Hide/Sneak
Hiding to avoid being seen by enemies. Also, moving while hidden.
Weapon Terminology
AR
Abbreviation for Assault Rifle. Firearms suited for mid-range combat but also designed with close-quarters combat in mind. Generally capable of full-auto or burst fire. Examples include AK and M4 series.
DMR
Stands for Designated Marksman Rifle. Suited for mid- to long-range combat, with a longer effective range than assault rifles. Examples include SVDS and MK14.
SR
Abbreviation for Sniper Rifle. A general term for guns designed for long-range use. In AriBure, they are classified into two types: bolt-action rifles and carbine rifles.
Bolt-Action Rifle
Single-shot firearms that require operating a bolt handle to eject the spent casing after each shot. These sniper rifles are favored by many due to their low malfunction rate and high accuracy. Examples include Mosin and AX50.
Carbine Rifle
These inherit the simple structure of bolt-action rifles but feature automatic loading/ejection systems. Examples include SKS and M14.
SMG
Abbreviation for Submachine Gun. They have a short effective range but a high rate of fire, making them suitable for close-quarters combat and indoor use. Examples include UMP45 and MP5.
LMG
Abbreviation for Light Machine Gun. Imagine an assault rifle with increased ammunition capacity but worse handling. The RPK-16 is an example.
SG
Abbreviation for Shotgun. Suited for close-quarters combat, firing multiple pellets in a single shot. Using slug rounds changes this to a single projectile, increasing effective range. Examples include MP-133 and M870.
HG
Abbreviation for Handgun. Small firearms that can be held in one hand, generally dealing less damage than other guns. Examples include M1911 and T54.
Attachment
General term for custom parts attached to guns.
Magazine
A part for pre-loading ammunition. The capacity of a magazine is called its ammo count or magazine capacity.
Sight/1x Sight
A part for aiming at enemies.
Iron Sight
The sight that comes standard on a gun.
Dot Sight/Holo Sight
Optical sights that display a dot in the center when you look through them. Easier to aim with than iron sights.
Scope/Magnified Scope
A high-magnification telescopic sight attached to a gun. Primarily used for mid- to long-range shooting.
Rail
A base part for attaching attachments. Most attachments require a rail for mounting.
Grenade
A small, hand-thrown bomb.
Frag Grenade/Frag
Often refers to grenades that deal damage to enemies. Examples: M67, MKII.
Smoke Grenade/Smoke
Grenades that create a smokescreen to obstruct vision. Example: M18.
Flashbang/Flash
Grenades that blind enemies with an intense flash of light. Examples: M84, Z3.