Damage — minimum damage dealt to an enemy tank per one shot of the turret or per second.
Damage — damage dealt to an enemy tank in one second or tick.
Healing — amount of a friendly tank's health restored in one second. (Isida only)
Radius — heal / damage radius. (Isida only)
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.
Critical Heal — increased heal dealt to an ally tank in case of a critical hit. Displayed as a static shock on the enemy's tank. (Isida only)
Critical chance — chance of dealing critical damage to an enemy tank.
Range of max damage — distance at which the turret deals its full damage. If the distance is bigger than the max damage range, the damage constantly decreases until the minimum damage range.
Weak damage — the % of max damage dealt to an enemy at distances bigger than the range of min damage.
Rotation speed — maximum speed the turret can turn at horizontally. For certain Magnum augments, this indicates the maximum speed its turret can turn vertically.
Reloading — 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 Terminator only)
Projectile speed — speed of the turret's shell.
Impact force — the physical impact of a turret's projectile on enemy tanks when hitting them.
Protection — the tank's health.
Top speed — the maximum speed the tank can get to while travelling in a straight line.
Turning speed — the maximum speed at which the tank can turn.
Weight — affects tank's stability, i.e. impact force of hits, the recoil of its own turret, and partly, ability to move other tanks (this parameter does not affect tank's speed).
Power — affects the time it takes a tank to get to its maximum speed and ability to push other tanks.