Damage — minimum damage dealt to an enemy tank per one shot of the turret or per "tick" (half a second).
Sniping damage — damage dealt to an enemy tank per one shot of the turret in sniping mode. (Shaft only)
Damage (tick) — damage dealt to an enemy tank in one "tick" (tick = half a second). (Firebird, Freeze and Isida Only)
Burning time (sec) — period of time (starting from the moment when Firebird's attack is over) during which enemy tank will be burning and receiving "burning damage". (Firebird only)
Self-healing (%) — a part of damage dealt to an enemy tank that is added to Isida's own health. For example, with 50% self-healing and damage of 100, 50 units of health will be added to Isida's owner.
Critical damage — increased damage dealt to an enemy tank in case of a critical hit. Displayed as a static shock on the enemy's tank. (Smoky only)
Critical chance — chance of dealing critical damage to an enemy tank. (Smoky only)
Range of max damage (m) — distance at which the turret deals its full damage. If the distance is bigger than the max damage range, the damage constantly decreases till the minimum damage range.
Weak damage (%) — the % of normal damage dealt to an enemy at distances bigger that minimum damage range.
Rotation speed (deg/sec) — maximum speed the turret can turn at.
Reloading (msec) — pause between shots.
Penetrating power (%) — % of initial damage dealt to a next tank on the line of fire. If there are several tanks standing one behind another, each next tank will be receiving a decreased damage equal to the percent of damage dealt to the previous tank. (Railgun and Shaft only)
Impact force — physical impact of a turret's projectile on enemy tanks when hitting them.
Protection (hp) — the tank's health.
Top speed (m/sec) — the maximum speed the tank can get to while travelling in a straight line.
Turning speed (deg/sec) — the maximum speed at which the tank can turn.
Weight (units) — affects tank's stability, i.e. impact force of hits, recoil of its own turret, and partly, ability to move other tanks (this parameter does not affect tank's speed).
Acceleration (m/sec²) — affects the time it takes a tank to get to its maximum speed and ability to push other tanks.
Protection from Smoky.
Protection from Firebird.
Protection from Twins.
Protection from Railgun.
Protection from Isida.
Protection from Thunder.
Protection from Freeze.
Protection from Ricochet.
Protection from Shaft.
Protection from Vulcan.
Protection from Hammer.
Protection from Mines.
Repair Kit cooldown — time that you need to wait to activate Repair Kit after the supply was activated.
Double Armor cooldown — time that you need to wait to activate Double Armor after the supply was activated.
Double Damage cooldown — time that you need to wait to activate Double Damage after the supply was activated.
Speed Boost cooldown — time that you need to wait to activate Speed Boost after the supply was activated.
Mine cooldown — time that you need to wait to deploy a Mine after the supply was activated.
Supply Duration — time you need to wait before activating the supply once again.
Indication of supplies in battle
Indication of Repair Kit in battle.
Indication of Double Armor in battle.
Indication of Double Damage in battle.
Indication of Speed Boost in battle.