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List below are the conditions known by the community. |
List below are the conditions known by the community. |
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− | *1st elite slot is unlocked by surviving Wave 30 on |
+ | *1st elite slot is unlocked by surviving Wave 30 on Nightmare Mode. |
− | *2nd elite slot is unlocked by surviving Wave 30 on |
+ | *2nd elite slot is unlocked by surviving Wave 30 on Impossible mode |
− | *3rd elite slot is unlocked by being in the Top 10 Leaderboard before the Leaderboard <abbr title="Resets every Monday 12:00 UTC">resets</abbr>. |
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== Perks == |
== Perks == |
Revision as of 15:22, 19 February 2020
Perks are permanent stat bonuses that may be obtained through repeated playing in The Final Stand 2. They are interacted with in the perks menu, which is found on the right side of the main menu.
Basics
When a player gains a level, they obtain 1 perk point. Perk points may be spent in the perks menu to unlock or upgrade perks. They are equipped in perk slots, which can be interacted with at the top-right corner of the perks menu. Perks are useless unless equipped in a perk slot. Perks slots are unlocked with levels, at level 1, 5, 15, and 30. There are 2 more perks unlocked, but you need to beat wave 30 on hard and nightmare mode. These are permanent perk slots. Perks are not lost upon game over. You can also gain perk points by unlocking badges from getting level 1, 5, 15, 30, 50 and completing night 10, 20 and 30 of normal, hard, nightmare and impossible mode.
Advanced Information
Perks, once unlocked, may be upgraded twice. The first upgrade increases it to level 2, makes it 2x as effective as the original, and costs 2 perk points. The second upgrade increases it to level 3, makes it 3x as effective as the original, and costs 3 perk points. It is highly recommended to fully upgrade perks to maximize their value in perk slots.
Perks in-game are divided into 4 categories based on the arbitrary category they fit into. However, some perks may not fit into the category completely. The perk categories are:
- Offensive Perks - Red
- Defensive Perks - Blue
- Utility Perks - Green
- Monetary Perks - Yellow
Some perks are locking perks, meaning that once you leave spawn, the slots they reside in cannot be interacted with again until the current game ends. The perk slot in the perks menu will gain a red border to indicate that it is locked.
Respec Tokens
Respec Tokens are an item in the game that allows you to reset all of your perks back to normal and returns all of your Perk Points. This can be really helpful if you get tired of using a strategy and want to use a new one with different perks. Respec Tokens can be obtains in two ways. The first way is buying them with robux. You can get 1 Respec Token for 75 ROBUX. The second way is you can get them is from the 1 time claim of badges through normal gameplay by reaching level 30 and level 50, and night 30 on every game mode. There is also a Respec Tokens in the Product section of the store.
Prestige
Players are given an option to permanently "prestige" a perk to level 4 once the player is level 50. Once the player has prestiged, their level is reset back to 0, all of their perks are "respec'd", and they lose 50 perk points (which are specifically the perk points gained from leveling up) and the perk slots tied to their level. They retain perk points gained from purchasing via robux and badges, respec tokens, and perk slots tied to badges. Prestiged perks are permanently at level 4, not even using a respec token can change the level 4 perk. Other players can see that players have prestiged by looking at their level. For example a player with a level of '2-14' is a level 14 who prestiged 2 times.
Elite Slots
Added in v4.0, elite slots are perk slots that have the hardest unlock conditions in the game. As the method of unlocking these perk slots is purposely hidden in-game, the known way of unlocking isn't exactly concrete.
List below are the conditions known by the community.
- 1st elite slot is unlocked by surviving Wave 30 on Nightmare Mode.
- 2nd elite slot is unlocked by surviving Wave 30 on Impossible mode
Perks
Below is a list of all perks in The Final Stand 2.
Red perk names indicate a locking perk.
Red Perks (Offensive)
Red perks are perks that increases the player's damage output.
Perk | Description | Level 1 | Level 2 | Level 3 | Level 4 | Notes/Tips |
---|---|---|---|---|---|---|
Stopping Power | Increases the damage of your shots. | +5% Damage | +10% Damage | +15% Damage | +20% Damage |
Only increases bullet damage. Skip this and aim for the head, or get Heavy Bullets with an accuracy bonus or No Scope for twice the damage boost. If you still need damage after all that, consider this. |
Bullet Storm | Increases your rate of fire with firearms. | +10% Attack Speed | +20% Attack Speed | +30% Attack Speed | +40% Attack Speed |
Only increases firearm speed. Pair this with Speedload and Bandolier/Shadow Rounds if you ever wanna use this. |
Speedload | Increases your reload speed. | +10% Reload Speed | +20% Reload Speed | +30% Reload Speed | +40% Reload Speed | If you don't wanna sacrifice magazine size for reload time. |
Bandolier | Increases the amount of ammo you can hold. | +10% Max Ammo | +20% Max Ammo | +30% Max Ammo | +40% Max Ammo | Useful for M93R/flintlock rifle/sniper users. |
Steady Aim | Decreases your weapon spread and recoil. | +15% Accuracy and Control | +30% Accuracy and Control | +45% Accuracy and Control | +60% Accuracy and Control | Level 4 Heavy Bullets is equivelent to level 2 steady aim but with 28% damage.
Use that instead. |
Bloodthirst | Increases your damage with melee weapons. | +7% Melee Damage | +14% Melee Damage | +21% Melee Damage | +28% Melee Damage | Conserving chainsaw ammo. |
Fireworks | Increases the radius of explosives. | +10% Explosive Radius | +20% Explosive Radius | +30% Explosive Radius | +40% Explosive Radius |
|
Deep Mags | Increases your magazine size. | +12.5% Magazine Size | +25% Magazine Size | +37.5% Magazine Size | +50% Magazine Size | Useful for chainsaws and miniguns. |
Deep Impact | Your shots will pierce through enemies. | +7% Pierce | +14% Pierce | +21% Pierce | +28% Pierce | Useful for one shot kill weapons. |
Shadow Rounds | Your shots have a chance to not consume ammo. | +8% Shadow Chance | +12% Shadow Chance | +16% Shadow Chance | +20% Shadow Chance | Useful for miniguns and chainsaws. |
Lucky Charm | Increases your critical hit chance. | +2.5% Critical Chance | +5% Critical Chance | +7.5% Critical Chance | +10% Critical Chance |
|
Critical Plus | Increases your critical hit damage multiplier. | +25% Critical Damage | +50% Critical Damage | +75% Critical Damage | +100% Critical Damage | Consider synergizing with Avenger. |
Concealed Carry | Gain critical hit chance for weapons, every point over 3 weight reduces the chance by, 33.3%. | +5% Max Critical Chance | +10% Max Critical Chance | +15% Max Critical Chance | +20% Max Critical Chance | Ain't possible to get 100% critical chance without Avenger. |
Ravage | Increases critical hit chance and attack speed with melee weapons. | +3% Critical Chance +5% Attack Speed |
+6% Critical Chance +10% Attack Speed |
+9% Critical Chance +15% Attack Speed |
+12% Critical Chance +20% Attack Speed |
|
Head Hunter | Every headshot will increase your bullet damage up to 4 stacks. Missing the head will drain stacks. | +2% Damage | +4% Damage | +6% Damage | +8% Damage |
Landed shots other than the head reduces 1 stack while missed shots drain all stacks. Very unforgiving unless using a sniper loadout. |
Heavy Bullets | Increases the damage and accuracy of your shots but also reduces your rate of fire. | +7% Damage, Accuracy, Slower Attack Speed and Recoil | +14% Damage, Accuracy, Slower Attack Speed and Recoil | +21% Damage, Accuracy, Slower Attack Speed and Recoil | +28% Damage, Accuracy, Slower Attack Speed and Recoil | Consider this over Stopping Power. |
Long Range | Increases the range, zoom and velocity of firearms. | +15% Range, Zoom and Velocity | +30% Range, Zoom and Velocity | +45% Range, Zoom and Velocity | +60% Range, Zoom and Velocity | |
Direct Hit | Deal extra damage on impact with launchers. | +25% Impact Damage | +50% Impact Damage | +75% Impact Damage | +100% Impact Damage | If you want to get past Nightmare wave 30 using RPG, use this. |
Long Shot | Your shots will gaim more damage the further they travel. | +1% Damage per 50 Studs. | +2% Damage per 50 Studs. | +3% Damage per 50 Studs. | +4% Damage per 50 Studs. | Only useful for sniper loadouts.
This can outshine all damage perks if used correctly. |
Reserve Cooling | Laser and energy weapons will keep cooling and charging while unequipped. | 20% Reload Time | 40% Reload Time | 60% Reload Time | 80% Reload Time | Consider synergizing with Run and Gun. |
Specialised Killing | Increases the damage of your shots against special enemies. | +12.5% Damage | +25% Damage | +37.5% Damage | +50% Damage |
|
Bullet Hell | Each point of walkspeed over 12 will increases your rate of fire with firearms. | +2.5% Attack Speed | +5% Attack Speed | +7.5% Attack Speed | +10% Attack Speed | |
Heavy Impact | Each point of weight will increase your damage with melee weapons. | +0.8% Melee Damage | +1.6% Melee Damage | +2.4% Melee Damage | +3.2% Melee Damage | |
Berserker | The lower your health, the more damage you will deal. | +12.5% Max Damage | +25% Max Damage | +37.5% Max Damage | +50% Max Damage | for when u dont have med kits |
Reach | Increases the range of melee attacks. | +0.3 Melee Range | +0.6 Melee Range | +0.9 Melee Range | +1.2 Melee Range | |
Skull Combustion | Enemies killed by a headshot have a chance to explode. | +5% Explosion Chance | +10% Explosion Chance | +15% Explosion Chance | +20% Explosion Chance |
|
Bullseye | Decreases your minimum weapon spread. | +40% Accuracy | +80% Accuracy | +120% Accuracy | +160% Accuracy | this + Minigun = Higher dmg and less ammo use
( Theoreticly ) |
Marksman | Increases the damage of your shots against heads but decreases it by half the increases elsewhere. | +7% Headshot Damage | +14% Headshot Damage | +21% Headshot Damage | +28% Headshot Damage | Use this instead of Head Hunter for all other firearm loadouts (except snipers) |
Unlucky Shot | Gain critical hit chance fore every non critical hit. Chance resets on critical hit. | +1% Critical Chance | +2% Critical Chance | +3% Critical Chance | +4% Critical Chance |
Any weapon with multiple shots, whether through upgrades or buying a shotgun, counts as multiple shots. |
Implosion | Increases your explosive damage but decreases the radius. | +7% Damage -3.5% Radius |
+14% Damage -7% Radius |
+21% Damage -10.5% Radius |
+28% Damage -14% Radius |
Consider synergizing with Fireworks. |
Headshot Stash | Killing an enemy with a headshot has a chance to replenish 1 ammo. | +15% Ammo Chance | +30% Ammo Chance | +45% Ammo Chance | +60% Ammo Chance | Useful for one shot kill weapons. |
Avenger | Gain 100% critical hit chance whenever a teammate dies. | +10s Critical Duration | +20s Critical Duration | +30s Critical Duration | +40s Critical Duration | Effectively triples your damage or more (depending on mods and perks) |
Steady Grip | Reduces recoil gain while aiming down sights. | -20% Aim Recoil | -40% Aim Recoil | -60% Aim Recoil | -80% Aim Recoil | Helps make Desert Eagle and M82 recoil managable for multiple shots. |
Glass Cannon | Increases the damage you take by 100%, but also increases the damage you deal. | +8% damage | +16% damage | +24% damage | +32% damage | Synergizes with Life Leech
/Untouchable |
Midnight Hunter | Gain damage the closer you are to midnight. | +10% Max Damage | +20% Max Damage | +30% Max Damage | +40% Max Damage | Inconsistent. |
Gunslinger | Gain increased pistol damage with each passing night. | +0.5% Damage Per Night | +1% Damage Per Night | +1.5% Damage Per Night | +2% Damage Per Night | Useful from easy to hard, useless from nightmare. |
Rifleman | Increases your critical hit chance with single shot rifles. | +5% Critical Chance | +10% Critical Chance | +15% Critical Chance | +20% Critical Chance | |
No Scope | Increases your Hip-fire Damage with scoped weapons. | +10% Damage | +20% Damage | +30% Damage | +40% Damage |
Hip fire is firing without aiming down sights. |
Danger Close | Increases your explosive damage, but enables 1% self damage. | +7% Explosive Damage | +14% Explosive Damage | +21% Explosive Damage | +28% Explosive Damage | Consider pairing this with Life Leech or this will kill you. |
Light Mags | Decreases your magazine size by 20%, but increases your reload speed on weapons that can hold at least 3 shots. | +15% Reload Speed | +30% Reload Speed | +45% Reload Speed | +60% Reload Speed | This + speedload = 0 reload time |
Backup Weapon | Start the game with a better pistol. | +C96 +Barrel Exension +AP Rounds |
+Extended Mags +Telescopic Sight |
+Custom Receiver +Fast Hands |
+Lucky Shot +Bottomless Reserve |
|
Defense Contractor | Increases the damage dealt by shop upgrades. Stacks with other players using Defense Contractor but with reduced efficiency. | +7% Shop Damage | +14% Shop Damage | +21% Shop Damage | +28% Shop Damage | |
Strong Arm | Throws grenades faster, further and they deal more damage. | +20% Throw Speed +5% Grenade Damage |
+40% Throw Speed +10% Grenade Damage |
+60% Throw Speed +15% Grenade Damage |
+80% Throw Speed +20% Grenade Damage |
|
Charged Shot | Gain increased damage the longer you aim down sights with scoped weapons. Charge with resets each shot. | +20% Max Damage | +40% Max Damage | +60% Max Damage | +80% Max Damage | Good for snipers. |
Rooftop Camper | Increases your damage, accuracy and range while on the roof. | +3% Damage +9% Accuracy +9% Range |
+6% Damage +18% Accuracy +18% Range |
+9% Damage +27% Accuracy +27% Range |
+12% Damage +36% Accuracy +36% Range |
Good for snipers or explosives. |
Blue Perks (Defensive)
Blue perks that increases the player's damage resistance, health/armor regen, and survivability.
Perk | Description | Level 1 | Level 2 | Level 3 | Level 4 | Notes |
---|---|---|---|---|---|---|
Juggernaut | Take less damage from zombies. | +10% Resistance | +20% Resistance | +30% Resistance | +40% Resistance |
|
Equilibrium | Regenerate armour every 10s during the night. | +1.5% Armour Regen | +3% Armour Regen | +4.5% Armour Regen | +6% Armour Regen |
|
Life Leech | Regenerate health after every zombie you kill. | +1.75 Health | +3.5 Health | +5.25 Health | +7 Health | Always use this. |
Shockproof | Take less indirect damage from zombies. | -25% Indirect Damage Taken | -50% Indirect Damage Taken | -75% Indirect Damage Taken | -100% Indirect Damage Taken |
|
Escape Artist | Escape to the shop after taking lethal damage. Charges refill each life and every 5 nights. | +1 Escape Attempt | +2 Escape Attempts | +3 Escape Attempts | +4 Escape Attempts |
|
Undying | After taking lethal damage you can keep fighting for a short time. | +7s Duration | +14s Duration | +21s Duration | +28s Duration |
|
Arm Breaker | Critical hit will reduce direct enemy damage for 2s. | -15% Direct Damage | -30% Direct Damage | -45% Direct Damage | -60% Direct Damage |
|
Regrowth Plus | Increases your health regen. | +0.3 Health Regen | +0.6 Health Regen | +0.9 Health Regen | +1.2 Health Regen | |
Healthy Health | Increases your health. | +30 Health | +60 Health | +90 Health | +120 Health |
|
Vampirism | Regenerate health through dealing damage. | +0.15 Health per 10% enemy health | +0.3 Health per 10% enemy health | +0.45 Health per 10% enemy health | +0.6 Health per 10% enemy health |
|
Static Discharge | Release a wave of stunning electricity whenever you're attacked. 10s Cooldown. | +0.25s Stun Duration | +0.5s Stun Duration | +0.75s Stun Duration | +1s Stun Duration |
|
Time Freeze | Before you take lethal damage, freeze time for a few seconds. Charge refills every life and 5 nights. | +5s Frozen Time | +10s Frozen Time | +15s Frozen Time | +20s Frozen Time |
|
Untouchable | Whenever you would take damage, dodge it in your current movement direction. 30s Cooldown. | 100% Cooldown Speed | 200% Cooldown Speed | 300% Cooldown Speed | 400% Cooldown Speed | basically when you don't wanna get hit |
Locked Down | Increases your resistance, health regen and armour regen per 10s for every locking perk equipped up to 4. | +2% Resistance +0.6 Health Regen +0.3 Armour Regen |
+4% Resistance +0.12 Health Regen +0.6 Armour Regen |
+6% Resistance +0.18 Health Regen +0.9 Armour Regen |
+8% Resistance +0.24 Health Regen |
|
Reinforced Armour | Increases your armour. | +15% Armour | +30% Armour | +45% Armour | +60% Armour | this + Equilibrium = almost OP armor |
Armour Break | Once per night, when your armour breaks, temporarily become immune from all damage. | +2s Damage Immunity | +4s Damage Immunity | +6s Damage Immunity | +8s Damage Immunity | its good for when u haven't got the time to upgrade armor
( good in career mode ) |
Death Defier | Once per night, before you take lethal damage, temporarily become immune from all damage. | +0.4s Damage Immunity | +0.8s Damage Immunity | +1.2s Damage Immunity | +1.6s Damage Immunity | more like a last stand.. |
Pacifist | Deal 25% less damage, but gain increased resistance. | +25% Resistance | +50% Resistance | +75% Resistance | +100% Resistance |
|
Heavy Tank | Gain resistance for every point of weight your held weapon has. | +1.5% Resistance | +3% Resistance | +4.5% Resistance | +6% Resistance | dont use with Weapon horder. that will just get in the way |
Frost Armour | Retaliate incoming armour damage with a freezing effect. | +2.5 Freeze | +5 Freeze | +7.5 Freeze | +10 Freeze | Freeze's like a chilly version of stunning. |
Critical Heal | Scoring a critical hit will make you regenerate health over 5s. | +5 Health/5s | +10 Health/5s | +15 Health/5s | +20 Health/5s |
Green Perks (Utility)
Green perks give the player useful buffs, such as increased movement speed, extra health/stamina, and other bonuses that affect other statistics such as ammunition.
Perk | Description | Level 1 | Level 2 | Level 3 | Level 4 | Notes |
---|---|---|---|---|---|---|
Lightweight | Increases your movement speed. | +3% Speed | +6% Speed | +9% Speed | +12% Speed |
|
Charmer | Increases the radius zombies will target you. | +12.5 Detection Radius | +25 Detection Radius | +37.5 Detection Radius | +50 Detection Radius |
|
Elusive | Decreases the radius zombies will target you. | -12.5 Detection Radius | -25 Detection Radius | -37.5 Detection Radius | -50 Detection Radius |
|
Marathon Man | Increases your maximum stamina. | +37.5 Stamina | +75 Stamina | +112.5 Stamina | +150 Stamina | its good.. but not that good. in hard mode the zombies will get u, |
Pack Mule | Reduces the weight movement penalty. | -20% Weight Penalty | -40% Weight Penalty | -60% Weight Penalty | -80% Weight Penalty |
|
Shadow Gear | Adds a chance to not consume equipment. | +10% Average Equipment | +15% Average Equipment | +20% Average Equipment | +25% Average Equipment | a good combination with Mines and Turrets. |
Leg Breaker | Critical hits will slow enemies for 1s. | +6% Enemy Slow | +12% Enemy Slow | +18% Enemy Slow | +24% Enemy Slow | Use this with fast firing weapons/ Accurate weapons and they become ez targets ( handy in hard Mode ) |
Run N' Gun | Allows sprinting with weapons for reduced speed. | 25% Sprint Speed | 50% Sprint Speed | 75% Sprint Speed | 100% Sprint Speed | For when you just need a bit more mobility |
Recovery Man | Increases your stamina regen. | +50% Stamina Regen | +100% Stamina Regen | +150% Stamina Regen | +200% Stamina Regen | Useful for a no energy drink run. |
Long Burn | Increases the duration and damage of damage over time effects. | +10% Duration and Damage | +20% Duration and Damage | +30% Duration and Damage | +40% Duration and Damage | Useful for conserving equipment. |
Fast Burn | Decreases the duration of damage over time effects. | -10% Duration | -20% Duration | -30% Duration | -40% Duration |
|
Slow Burn | Increases the slowing power of damage over time effects. | +2.5% Enemy Slow | +5% Enemy Slow | +7.5% Enemy Slow | +10% Enemy Slow |
|
Trailblazer | Leave a trail of flames while sprinting that will set enemies alight. | +0.3 Duration | +0.6 Duration | +0.9 Duration | +1.2 Duration | Not very effective past Hard difficulty. |
Tower Defense | Increases the ammo and duration of your equipment. | +10% Ammo and Duration | +20% Ammo and Duration | +30% Ammo and Duration | +40% Ammo and Duration | ...seriously just use this on either Gas Cans OR sentry's otherwise it wont have much use |
Lightning Charge | Increases the speed in which your equipment recharges. | +12.5% Charge Speed | +25% Charge Speed | +37.5% Charge Speed | +50% Charge Speed | Usefull for equipment that takes a long while to charge ( use this with sentry's so u can get one each night... almost ) |
Concussive Shots | Your next headshot every 5s will stun the enemy. | +0.4 Stun Duration | +0.8 Stun Duration | +1.2 Stun Duration | +1.6 stun duration | |
Lone Wolf | Increases your damage, health regen, and stamina regen when more than 64 studs away from your team. | +2.5% Damage +0.15 Health Regen +25% Stanima Regen |
+5% Damage +0.3 Health Regen +50% Stanima Regen |
+7.5% Damage +0.45 Health Regen +75% Stanima Regen |
+10% Damage +0.6 Health Regen +100% Stanima Regen |
|
Dying Wish | Restore the health, armour, stamina and ammo for all teammates on death. | +20% restoration | +40% restoration | +60% restoration | +80% restoration | Basicly if your team isnt that experienced this is a good pick |
Weightlifter | Increases your maximum weight limit. | +1.5 Max Weight | +3 Max Weight | +4.5 Max Weight | +6 Max Weight | Nuff said |
Guardian Angel | Once per night, swap places with a mate who's about to die and gain 4s of damage immunity. | +16 Range | +32 Range | +48 Range | +64 Range | This perk is Basicly a team play perk. Use this in combination with something that can stun/knockback |
Heavy Concussion | Increases the duration of your stun effects. | +10% Stun Duration | +20% Stun Duration | +30% Stun Duration | +40% Stun Duration |
|
Bunkered Down | Increases your damage and resistance while near the barricade. | +6% Damage +12% Resistance |
+12% Damage +24% Resistance |
+18% Damage +36% Resistance |
+24% Damage +48% Resistance |
WE MUST BUILD A WALL (good for mid game and after)
Vote for Trump in 2020! |
Wolf Pack | Increases your reload speed, weapon control and resistance when closer than 64 studs from your team. | +5% Reload Speed +10% Control +5% Resistance |
+10% Reload Speed +20% Control +10% Resistance |
+15% Reload Speed +30% Control +15% Resistance |
+20% Reload Speed +40% Control +20% Resistance |
For when you need to hunker down with your team |
Back Breaker | Critical shots will knock enemies back. | +2 Knockback Power | +4 Knockback Power | +6 Knockback Power | +8 Knockback Power | Only perk that can be used with all weapons with crit chance to knock enemies back. |
Carpenter | Regenerate the barricade's health at night while near. Stacks with other players using Carpenter but with reduced efficiency. | +1.5 hp/s Repair | +3 hp/s Repair | +4.5 hp/s Repair | +6 hp/s Repair | Useful for mid game and beyond when your team will be stuck behind the barricade. |
Weapon Hoarder | Decreases the weight of your weapons. Weight cannot be reduced below 1. | -1 Weapon Weight | -2 Weapon Weight | -3 Weapon Weight | -4 Weapon Weight | Useful if you need to have a huge arsenal in your back pocket. |
Freeze Frame | Killing a zombie has a 1% chance to freeze time. | +1s Frozen Time | +2s Frozen Time | +3s Frozen Time | +4s Frozen Time | Every 100 zombies you slaughter you gain 1/2/3/4s freeze time (use weapons with high damage). |
Zombie Virus | Zombies have a chance to become weaker. | +2% Virus Chance | +4% Virus Chance | +6% Virus Chance | +8% Virus Chance | What this perk actually does is that it has a 2/4/6/8% of zombies to spawn with less health. These weakened zombies can be identified with a light green skin tone. |
Life Link | Share half of the damage dealt to nearby allies. This damage cannot reduce you below 25% health. | +16 Range | +32 Range | +48 Range | +64 Range | It is a good combo with vampirism and Life leach.
use it when your team has trouble staying alive |
Ghost | After not attacking for 60s, enter stealth. Stealth is broken upon attacking or getting detected. | 30 Detection Radius | 20 Detection Radius | 10 Detection Radius | 0 Detection Radius |
|
Knockback Blast | Your shotgun shots will knock enemies back. | +1.5 Knockback Power | +3 Knockback Power | +4.5 Knockback Power | +6 Knockback Power | Basically like back breaker but shotgun only. |
Danger Zone | Gain increased critical chance, reload speed and armour regen while far away from the Shop. | +2.5 Critical Chance +5% Reload Speed +0.75% Armour Regen |
+5 Critical Chance +10% Reload Speed +1.5% Armour Regen |
+7.5 Critical Chance +15% Reload Speed +2.25% Armour Regen |
+10 Critical Chance +20% Reload Speed +3% Armour Regen |
Good for people on the front line. |
Air Burst | Your mid-air explosions will stun enemies. | +0.7 Stun duration | +1.4 Stun duration | +2.1 Stun duration | +2.8 Stun duration | A mid-air explosion is caused if an explosive projectile explodes by going out of range and not by collision. |
Jack of Trades | Increases bullet damage, resistance, movement speed and income. | +1.25% Damage +2.5% Resistance +0.75% Speed +1.25% Money |
+2.5% Damage +5% Resistance +1.5% Speed +2.5% Money |
+3.75% Damage +7.5% Resistance +2.25% Speed +3.75% Money |
+5% Damage +10% Resistance +3% Speed +5% Money |
Yellow Perks (Monetary)
Yellow perks increase the player's money gain, affect buy/sell values, and increase stats based on money or other yellow perks. Almost all of these are locking perks.
Perk | Description | Level 1 | Level 2 | Level 3 | Level 4 | Notes |
---|---|---|---|---|---|---|
Profiteer | Increases the amount of yellow money you gain. | +5% Money Earned | +10% Money Earned | +15% Money Earned | +20% Money Earned | Decentish until you max out Minigun |
Bargainer | Increases the sell value of weapons. | +20% Sell Value | +40% Sell Value | +60% Sell Value | +80% Sell Value |
|
Piggy Bank | Start with extra money. Increases by 10% every night. | +2000 Money | +4000 Money | +6000 Money | +8000 Money |
Banned in Career Mode. Useful for Nightmare and Impossible difficulties for flintlock rifle. |
Contractor | Reduces the cost of shop upgrades and repairs. | -15% Shop Costs | -21% Shop Costs | -27% Shop Costs | -33% Shop Costs | Helps to lower the price of Sniper (costs $250k to fully upgrade) |
Shadow Hunter | Increases the amount of money gained from Wraiths and Destroyers | +25% Wraith Money | +50% Wraith Money | +75% Wraith Money | +100% Wraith Money |
|
Investor | At the end of each night your money will gain interest. | +1.5% Return | +3% Return | +4.5% Return | +6% Return |
|
Bank Breaker | Increases the amount of money you gain from critical hits. | +20% Critical Money | +40% Critical Money | +60% Critical Money | +80% Critical Money |
|
Arms Deal | Reduces the cost of purchasing weapons that cost the same or less than your most expensive one. | -30% Weapon Costs | -40% Weapon Costs | -50% Weapon Costs | -60% Weapon Costs |
Banned in Career Mode. Good for people who buy alot of items. |
Money Marker | Increases the amount of non-lethal money you gain. | +12.5% | +25% | +37.5% | +50% | Its kinda good for if u cant aim for dah head.... still. |
Money is Power | Increases your damage, reload speed, and firearm attack speed for every yellow perk equipped. | +1.25% Damage +2.5% Reload Speed +2.5% Attack Speed |
+2.5% Damage +5% Reload Speed +5% Attack Speed |
+3.75% Damage +7.5% Reload Speed +7.5% Attack Speed |
+5% Damage +10% Reload Speed +10% Attack Speed |
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Tacticool | Reduces the cost of weapon upgrades. | -6% Weapon Upgrade Costs | -12% Weapon Upgrade Costs | -18% Weapon Upgrade Costs | -24% Weapon Upgrade Costs |
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Boss Bounty | Increases the money gained from Boss kills. | +1500 Boss Money | +3000 Boss Money | +4500 Boss Money | +6000 Boss Money | Tremendous advantage with cash made after killing the boss in the early waves. |