FANDOM


(Green Perks (Utility))
(Advanced Information is merged with Basics since it should be rudimentary knowledge. Added a Perk Slots header.)
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== Basics ==
 
== Basics ==
[[File:LockedPerkSlots.png|x150px|right]]
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When a player gains a level, they obtain 1 perk point, with 1 additional perk point awarded every 5 levels. Additional perk points can be obtained by using ROBUX or completing Awards. Perk points can 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 only active when equipped in a perk slot. Perks are bound to the player and are not lost by leaving or game over.
When a player gains a level, they obtain 1 perk point, with 1 additional perk point awarded every 5 levels. 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 inactive 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 completing awards from getting level 1, 5, 15, 30, 50 and completing night 10, 20 and 30 of normal, hard, nightmare and impossible mode.
 
 
The 7th, 8th, and 9th perk slots are mystery "?" perk slots. The 7th perk slot is obtained by completing wave 30 in all maps in nightmare mode. The 8th slot is obtained by completing wave 30 in all maps in impossible mode. The 9th perk slot is obtained by staying on the "Top Zombie Slayers" leaderboard.
 
   
== Advanced Information ==
 
 
[[File:PerkLevels.png|x60px|right]]
 
[[File:PerkLevels.png|x60px|right]]
Perks, once unlocked, may be upgraded twice. The first upgrade increases it to level 2 costing 2 perk points and the second upgrade increases it to level 3 costing 3 perk points. Higher level perks provide stronger bonuses. It is highly recommended to fully upgrade perks to maximize their value in perk slots.
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Perks cost 1 perk point to unlock at Level 1. Upgrading a perk to Level 2 uses 2 perk points and upgrading to Level 3 uses 3 perk points. Higher level perks provide stronger bonuses. 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:
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[[File:Locked_Perk_Example.png|x60px|right]]
* Offensive Perks - Red
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Certain perks are locking perks, meaning that once you leave spawn with them equipped, or if you equip them after leaving spawn, they can not be unequipped until the current game ends. The perk in question will gain a red border in the perks menu to indicate that it is locked.
* Defensive Perks - Blue
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* Utility Perks - Green
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== Perk Slots ==
* Monetary Perks - Yellow
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[[File:LockedPerkSlots.png|x150px|right]]
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.
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By default only one perk slot will be available to the player. More perk slots can unlocked by reaching certain conditions with 9 perk slots being the max. Three perk slots are unlocked reaching level 5, 15, and 30. Two more perk slots can be unlocked by having a high score of 30 on atleast one map on hard and nightmare mode. The 7th, 8th, and 9th perk slots are Elite perk slots and have the hardest conditions in the game. The 7th and 8th perk slots are obtained by having a high score of 30 on all maps in nightmare mode and impossible mode respectively. The 9th perk slot is obtained by attaining a position in the weekly "Top Zombie Slayers" leaderboard.
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  +
Some slots are not permanent and can be lost if you no longer satisfy the conditions (e.g. losing a position in the leaderboard or [[Perks#Prestige|prestiging]]).
   
 
== Respec Tokens ==
 
== Respec Tokens ==
 
[[File:PerkRespec.png|x80px|right]]
 
[[File:PerkRespec.png|x80px|right]]
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 three ways. The first way is buying them with robux from the Product section of the store. You can get 1 Respec Token for 75 ROBUX, and alternatively more can be bought simultaneously for a better value. The second way is you can get them is from the one time claim of awards through normal gameplay, such as reaching level 30 and level 50, and surviving night 30 on certain difficulties. The third way is to do a Career Reset for $10,000,000 in Career Mode. Every reset rewards a Respec Token along with 1 mod per $1,000,000 when resetting.
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Respec Tokens are items 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 three ways. The first way is buying them with robux from the Product section of the store. You can get 1 Respec Token for 75 ROBUX, and alternatively more can be bought simultaneously for a better value. The second way is you can get them is from the one time claim of awards through normal gameplay, such as reaching level 30 and level 50, and surviving night 30 on certain difficulties. The third way is to do a Career Reset for $10,000,000 in Career Mode. Every reset rewards a Respec Token along with 1 mod per $1,000,000 when resetting.
   
 
== Prestige ==
 
== 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 all other perk slots. 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 twice.
 
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 all other perk slots. 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 twice.
 
== Elite Slots ==
 
[[File:LockedEliteSlots.png|x50px|right]]
 
Added in v4.0, elite slots are perk slots that have the hardest unlock conditions in the game. The method of unlocking these perk slots is purposely hidden in-game, but these methods have been discovered by the community.
 
 
*1st elite slot is unlocked by surviving Wave 30 on Nightmare Mode for every map.
 
*2nd elite slot is unlocked by surviving Wave 30 on Impossible mode for every map.
 
*3rd elite slot is by attaining a position in the weekly leaderboard (top 10 or above).
 
 
Elite slots are temporary as these slots can be locked again if you no longer satisfy the conditions.
 
   
 
== Perks ==
 
== Perks ==
Below is a list of all perks in The Final Stand 2.
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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. Below is a list of all perks in The Final Stand 2.
   
 
<span style="color:red;">'''Red perk names'''</span> indicate a locking perk.
 
<span style="color:red;">'''Red perk names'''</span> indicate a locking perk.
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| +2.8% Damage Per Night
 
| +2.8% Damage Per Night
 
|-
 
|-
|colspan="2" |
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|colspan="2" |
 
'''Notes '''
 
'''Notes '''
 
*Damage increases at a static rate.
 
*Damage increases at a static rate.
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! style="text-align:center; background-color:#001000;" rowspan="2" | [[File:Jack_of_Trades.png|80px|center]] <span style="color:red;">Jack of Trades</span>
 
! style="text-align:center; background-color:#001000;" rowspan="2" | [[File:Jack_of_Trades.png|80px|center]] <span style="color:red;">Jack of Trades</span>
 
| Increases bullet damage, resistance, movement speed and income.
 
| Increases bullet damage, resistance, movement speed and income.
| +1.25% Damage<br>+2.5% Resistance<br>+0.75% Speed<br>+1.25% Money
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| +1.25% Damage<br />+2.5% Resistance<br />+0.75% Speed<br />+1.25% Money
| +2.5% Damage<br>+5% Resistance<br>+1.5% Speed<br>+2.5% Money
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| +2.5% Damage<br />+5% Resistance<br />+1.5% Speed<br />+2.5% Money
| +3.75% Damage<br>+7.5% Resistance<br>+2.25% Speed<br>+3.75% Money
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| +3.75% Damage<br />+7.5% Resistance<br />+2.25% Speed<br />+3.75% Money
| +5% Damage<br>+10% Resistance<br>+3% Speed<br>+5% Money
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| +5% Damage<br />+10% Resistance<br />+3% Speed<br />+5% Money
 
|-
 
|-
 
|colspan="2" | '''Notes'''
 
|colspan="2" | '''Notes'''
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=== '''<span style="color:#FFFF00;">Yellow</span> Perks''' (Monetary) ===
 
=== '''<span style="color:#FFFF00;">Yellow</span> 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.
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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.
 
{| class="article-table mw-collapsible mw-collapsed" style="width:100%"
 
{| class="article-table mw-collapsible mw-collapsed" style="width:100%"
 
!width="80px" |Perk
 
!width="80px" |Perk

Revision as of 06:22, August 3, 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, with 1 additional perk point awarded every 5 levels. Additional perk points can be obtained by using ROBUX or completing Awards. Perk points can 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 only active when equipped in a perk slot. Perks are bound to the player and are not lost by leaving or game over.

PerkLevels

Perks cost 1 perk point to unlock at Level 1. Upgrading a perk to Level 2 uses 2 perk points and upgrading to Level 3 uses 3 perk points. Higher level perks provide stronger bonuses. It is highly recommended to fully upgrade perks to maximize their value in perk slots.

Locked Perk Example

Certain perks are locking perks, meaning that once you leave spawn with them equipped, or if you equip them after leaving spawn, they can not be unequipped until the current game ends. The perk in question will gain a red border in the perks menu to indicate that it is locked.

Perk Slots

LockedPerkSlots

By default only one perk slot will be available to the player. More perk slots can unlocked by reaching certain conditions with 9 perk slots being the max. Three perk slots are unlocked reaching level 5, 15, and 30. Two more perk slots can be unlocked by having a high score of 30 on atleast one map on hard and nightmare mode. The 7th, 8th, and 9th perk slots are Elite perk slots and have the hardest conditions in the game. The 7th and 8th perk slots are obtained by having a high score of 30 on all maps in nightmare mode and impossible mode respectively. The 9th perk slot is obtained by attaining a position in the weekly "Top Zombie Slayers" leaderboard.

Some slots are not permanent and can be lost if you no longer satisfy the conditions (e.g. losing a position in the leaderboard or prestiging).

Respec Tokens

PerkRespec

Respec Tokens are items 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 three ways. The first way is buying them with robux from the Product section of the store. You can get 1 Respec Token for 75 ROBUX, and alternatively more can be bought simultaneously for a better value. The second way is you can get them is from the one time claim of awards through normal gameplay, such as reaching level 30 and level 50, and surviving night 30 on certain difficulties. The third way is to do a Career Reset for $10,000,000 in Career Mode. Every reset rewards a Respec Token along with 1 mod per $1,000,000 when resetting.

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 all other perk slots. 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 twice.

Perks

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. 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
Stopping power
Stopping Power
Increases the damage of your shots. +5% Damage +10% Damage +15% Damage +20% Damage
Notes
  • Only increases bullet damage. Flamethrowers benefit, but launchers and melee do not.
Tips
  • Universally viable across all builds due to its plain nature.
  • If no other damage perks are viable then this should be used.
Bullet storm
Bullet Storm
Increases your rate of fire with firearms. +10% Attack Speed +20% Attack Speed +30% Attack Speed +40% Attack Speed
Notes
  • Only increases firearm speed. Launchers benefit, but melee and flamethrowers do not.
Tips
  • May increase DPS more than damage perks but watch your ammo economy.
SpeedLoad
Speedload
Increases your reload speed. +10% Reload Speed +20% Reload Speed +30% Reload Speed +40% Reload Speed
Notes
  • Reload time % after bonuses follows the formula 100/(100+X) with X being the +% Reload Speed.
  • Also affects laser/energy guns.
Tips
  • By itself it effectively reduces reload time by 9.09%/1.66%/23.08%/28.57%.
  • Weapons with long reload times (e.g. Minigun or M60) will benefit greatly.
Bandolier
Bandolier
Increases the amount of ammo you can hold. +10% Max Ammo +20% Max Ammo +30% Max Ammo +40% Max Ammo
Notes
  • Does not affect the ammo of equipment.
Tips
  • Use this with weapons with low ammo reserve or high ammo consumption like the Micro Uzi.
Steady Aim
Steady Aim
Decreases your weapon spread and recoil. +15% Accuracy and Control +30% Accuracy and Control +45% Accuracy and Control +60% Accuracy and Control
Notes
  • Accuracy gain and recoil reduction % after bonuses follows the formula 100/(100+X) with X being the +% Accuracy and Control.
  • Affects both Max and Min Accuracy.
Tips
  • Reduces spread and recoil by 13%/23.1%/31%/37.5%.
  • Recommended for weapons with low accuracy and high recoil.
Blood Thirst
Bloodthirst
Increases your damage with melee weapons. +7% Melee Damage +14% Melee Damage +21% Melee Damage +28% Melee Damage
Notes Tips
  • As per perk benefit, only useful for melee users.
Fireworks
Fireworks
Increases the radius of explosives. +5% Explosive Radius +10% Explosive Radius +15% Explosive Radius +20% Explosive Radius
Notes
  • Affects anything with Radius in its stats, including equipment.
Tips
  • Launchers with a larger radius benefit greater.
Deep Mags
Deep Mags
Increases your magazine size. +12.5% Magazine Size +25% Magazine Size +37.5% Magazine Size +50% Magazine Size
Notes
  • Rounds up to the nearest whole number.
Tips
  • A level 4 Deep Mags provides an extra shot for 1 clip firearms and launchers (only a few weapons like the Crossbow will reload the entire magazine, while others like the M79 must reload one shot at a time).
Deep Impact
Deep Impact
Your shots will pierce through enemies. +7% Pierce +14% Pierce +21% Pierce +28% Pierce
Notes
  • Pierces one target, next target only receives the % of the full damage.
  • Multiplicative with the weapon's base pierce.
Tips
  • Attacking groups is recommended to use this perk.
  • Weapons with innate pierce receive a greater benefit.
Shadow rounds
Shadow Rounds
Your shots have a chance to not consume ammo. +8% Shadow Chance +12% Shadow Chance +16% Shadow Chance +20% Shadow Chance
Notes
  • Shadow shots do not deplete a shot from the magazine.
Tips
  • Could be considered a combination of Deep Mags and Bandolier.
  • Very useful with single-shot weapons as the free shot effectively skips a reload.
Lucky Charm
Lucky Charm
Increases your critical hit chance. +2.5% Critical Chance +5% Critical Chance +7.5% Critical Chance +10% Critical Chance
Notes
  • Critical hits deal thrice as much damage.
  • Does not work on Launchers or Equipment.
Tips
  • If other critical chance mods are not favorable this should be used.
  • Provides a DPS increase equivalent to Stopping Power and is more consistent on high-capacity or automatic weapons.
Critical plus
Critical Plus
Increases your critical hit damage multiplier. +30% Critical Damage +60% Critical Damage +90% Critical Damage +120% Critical Damage
Notes
  • Critical hits deal thrice as much damage normally.
  • Additive with the critical multiplier.
Tips
  • Only consider using this when your weapon has a favorable critical chance (≥30%).
Concealed carry
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
Notes
  • Only calculated for every individual weapon and not your total weight.
Tips
  • Better than Lucky Charm if your weapon has a weight of 4 or below.
Ravage
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
Notes Tips
  • Just like Bloodthirst you should only use this if you are a melee user.
Head hunter
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
Notes
  • Headshots give 1 stack. Landed shots other than the head reduces 1 stack while missed shots drain all stacks.
  • Headshots only, even body shots while using Bone Breaker or Center Mass will drain stacks.
Tips
  • Utilize accurate semi-auto weapons or snipers to utilize this perk to its full potential. Otherwise, utilize Marksman for consistency.
  • Because a zombie can be hit for a small window before it dies, burst weapons can be used too.
Heavy Bullets
Heavy Bullets
Increases the damage and accuracy of your shots but also reduces your rate of fire and control. +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
Notes
  • Accuracy and Recoil changes follow the same formula as Steady Aim.
Tips
  • Does not affect DPS.
  • Stopping Power may be a better alternative even with a Minigun.
  • Flamethrowers purely benefit from this perk as penalties do not affect the weapon at all.
Long Range
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
Notes
  • Zoom even affects weapons without a scope.
Tips
  • Might be valuable to snipers during the early mid-game if no other perks are necessary.
Direct hit
Direct Hit
Deal extra damage on impact with launchers. +40% Impact Damage +80% Impact Damage +120% Impact Damage +160% Impact Damage
Notes
  • Impact damage only applies to the zombie that are hit with the projectile.
  • Only applies to Launchers (Crossbow is not considered a launcher).
Tips
  • Launchers with a high innate damage benefit better.
  • Isn't really a significant buff total damage wise.
Long shot
Long Shot
Your shots will gaim more damage the further they travel. +1% damage per 40 studs +2% damage per 40 studs +3% damage per 40 studs +4% damage per 40 studs
Notes
  • The damage scaling is a step function, which means if you shoot a zombie from 340 studs away, you'll only get 8/16/24/32% boost in damage, not 8.5/17/25.5/34% boost.
Tips
  • The distance between the main zombie spawn and the shop is 500 studs (450 in Arctic).
Reseve cooling
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
Notes
  • Any reload upgrades or perks will impact the reload time.
Tips
  • Allows laser weapons to easily be used as a backup.
Specialised Killing
Specialised Killing
Increases the damage of your shots against special enemies. +12.5% Damage +25% Damage +37.5% Damage +50% Damage
Notes
  • Wraiths, Destroyers, Lurkers, Berserkers, and the Boss are considered special enemies.
Tips
  • Specifically target these zombies when they appear.
Bullet hell
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
Notes
  • Only increases firearm firerate.
Tips
  • Matches Bullet Storm at 16 walkspeed, better above that.
    • This means without perks it will only be as good as Bullet Storm with nothing but a Pistol.
  • Lightweight and Run N' Gun are recommended to maintain a high walkspeed.
Heavy impact
Heavy Impact
Each point of weight will increase your damage with melee weapons. +0.7% Melee Damage +1.4% Melee Damage +2.1% Melee Damage +2.8% Melee Damage
Notes
  • Calculated by total weight.
Tips
  • Better than Bloodthirst at >10 weight.
Berserker
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
Notes
  • Affects all sources of damage, except equipment.
Tips
  • Escape Artist and other death defying perks may be recommended.
Reach
Reach
Increases the range of melee attacks. +0.4 Melee Range +0.8 Melee Range +1.2 Melee Range +1.6 Melee Range
Notes
  • Range is measured in studs.
Tips
  • Low range melee weapons such as Military Axe benefit greater.
Skull combustion
Skull Combustion
Enemies killed by a headshot have a chance to explode. +6% Explosion Chance +12% Explosion Chance +18% Explosion Chance +24% Explosion Chance
Notes
  • Does 200% wither damage to nearby surrounding zombies (equivalent to twice the health of a pale zombie).
Tips
  • The blast radius is the same as RPG.
  • Any weapon can proc (but low spread is strongly recommended), as long as you deal the killing headshot.
Bullseye
Bullseye
Decreases your minimum weapon spread. +40% Accuracy +80% Accuracy +120% Accuracy +160% Accuracy
Notes
  • Max accuracy gain % after bonuses is calculated by the formula 100/(100+X) with X being the +% Max Accuracy.
  • Only effects the Max Accuracy of the weapon and not Min Accuracy.
Tips
  • Reduces minimum spread by 28.6%/44.4%/54.5%/61.5%.
  • Single shot firearms and firearms with low recoil that are not favorably accurate are recommended w/ this perk.
  • Steady Aim is a better alternative for most weapons.
Marksman
Marksman
Increases the damage of headshots but decreases it by 20% elsewhere. +10% Headshot Damage +15% Headshot Damage +20% Headshot Damage +25% Headshot Damage
Notes
  • Headshots only, even body shots while using Bone Breaker and Center Mass will be penalized.
Tips
  • More consistent than Head Hunter meaning accurate auto firearms can be used.
Unlucky Shot
Unlucky Shot
Gain critical hit chance fore every non critical hit. Chance increases by up to x20 depending on your critical chance. Chance resets on critical hit. +0.4% Critical Chance +0.8% Critical Chance +1.2% Critical Chance +1.6% Critical Chance
Notes
  • Also accounts for multiple shots from a single trigger, such as a burst or shotgun shot.
  • Having a higher base crit chance increases the crit gain per shot but also increases the likelihood of the perk resetting.
Tips
  • Only consider using this when your weapon has a low critical chance (≤20%).
Implosion
Implosion
Increases your explosive damage but decreases the radius by 12.5%. +15% Explosive Damage +20% Explosive Damage +25% Explosive Damage +30% Explosive Damage
Notes
  • Also affects equipment.
Tips
  • Fireworks can alleviate the drawbacks of this perk.
Headshot Stash
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
Notes
  • Ammo goes into the reserve.
Tips
  • One shot kill weapons benefit the best, especially if they have piercing capabilities.
Avenger
Avenger
Gain 100% critical hit chance whenever a teammate dies. +10s Critical Duration +20s Critical Duration +30s Critical Duration +40s Critical Duration
Notes
  • Duration refreshes if a teammate dies before Avenger lapses.
Tips
  • Might be useful if your teammates die often, or if you're using the Blood God strat.
  • If your team is cooperative to stay alive then this loses its use.
Steady Grip
Steady Grip
Reduces recoil gain and increases accuracy while aiming down sights. -20% Aim Recoil
+10% Aim Accuracy
-35% Aim Recoil
+20% Aim Accuracy
-50% Aim Recoil
+30% Aim Accuracy
-65% Aim Recoil
+40% Aim Accuracy
Notes
  • Unlike Steady Aim, recoil reduction is multiplicative to the current recoil.
  • Accuracy gain % after bonuses is calculated by the formula 100/(100+X) with X being the +% Accuracy.
  • You must aim down the sights for this perk to take effect.
Tips
  • Due to using a different formula this reduces recoil more than Steady Aim, but keep in mind that this is only usable on weapons that can Aim Down Sights.
  • Useful for weapons with high initial recoil and automatic firearms that can ADS.
Glass Cannon
Glass Cannon
Increases the damage you take by 100%, but also increases the damage you deal. +8% Damage +16% Damage +24% Damage +32% Damage
Notes
Tips
  • Useful if you are fighting from the roof and won't be on the front lines.
Midnight Hunter
Midnight Hunter
Gain damage the closer you are to midnight. +10% Max Damage +20% Max Damage +30% Max Damage +40% Max Damage
Notes
  • Midnight is 00:00 in-game.
Tips
  • May be helpful during boss waves.
Gunslinger
Gunslinger
Gain increased pistol damage with each passing night. +0.7% Damage Per Night +1.4% Damage Per Night +2.1% Damage Per Night +2.8% Damage Per Night

Notes 

  • Damage increases at a static rate.
Tips
  • This can make pistols especially powerful in later waves, but shouldn't be used early-game.
Rifleman
Rifleman
Increases your critical hit chance with single shot rifles. +5% Critical Chance +10% Critical Chance +15% Critical Chance +20% Critical Chance
Notes
  • Affects any weapon with the Rifle and Sniper Rifle type (it even affects Ice Rifle).
  • Rifles do not lose the crit chance if they get an auto upgrade.
Tips
  • Better than Lucky Charm if used with a semi-auto rifle.
No Scope
No Scope
Increases your Hip-fire Damage with scoped weapons. +10% Damage +20% Damage +30% Damage +40% Damage
Notes
  • Hip fire is firing without aiming down sights.
  • Your weapon must have an attached scope for this perk to work.
Tips
Danger Close
Danger Close
Increases your explosive damage, but enables 1% self damage. +7% Explosive Damage +14% Explosive Damage +21% Explosive Damage +28% Explosive Damage
Notes
  • Self damage scales with the launcher's damage.
  • Also affects Skull Combustion and equipment.
Tips
  • Launchers with ≥10,000 damage will have the potential to instantly kill you.
  • Self damage is calculated the same way as direct damage. This includes the penalty from Glass Cannon.
  • Close range combat with launchers is not recommended.
  • Could be used to intentionally damage yourself to benefit from Berserker.
Light Mags
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
Notes
  • Reload time % after bonuses follows the formula 100/(100+X) with X being the +% Reload Speed.
  • Light Mags can work on weapons that have been upgraded to hold ≥3 shots.
Tips
  • By itself, effectively reduces reload time by 13.04%/23.08%/31.03%/37.5%.
  • Highly effective on weapons that reload one round at a time (e.g. Revolver & laser/energy guns).
Backup Weapon
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
Notes
  • C96 upgrades can be found in the same display case as pistols and throwables.
  • More upgrades are unlocked as the perk is upgraded.
  • Banned in Career Mode.
Tips
  • Not recommended for late game since it's only a backup
Defense Contractor
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
Notes
  • Barricade's Barbed Wire and Shop Sniper are considered shop upgrades.
Tips
  • Not recommended to have more than one because of the reduced efficiency.
Strong Arm
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
Notes
  • Only affects the Damage statistic on Grenade type equipment.
Tips
  • Very redundant as explosive mods such as Fireworks and Danger Close also affect the grenade's damage.
Charged Shot
Charged Shot
Gain increased damage the longer you aim down sights with scoped weapons. Charge with resets each shot. Fully charged shots ignore armour. +25% Max Damage +50% Max Damage +75% Max Damage +100% Max Damage
Notes
  • You must aim down sights with a scoped weapon for this perk to work.
  • Takes 2.5 seconds to fully charge a shot regardless of perk level.
  • Your weapon must be ready to shoot for this perk to start charging.
Tips
  • Effectively charges damage at 10%/20%/30%/40% per second.
  • The increased time taken between shots may not be an acceptable tradeoff, even when ignoring armour at a full charge.
Rooftop Camper
Rooftop Camper
Increases your damage, accuracy and range while on the roof. +3.5% Damage
+10% Accuracy
+10% Range
+7% Damage
+20% Accuracy
+20% Range
+10.5% Damage
+30% Accuracy
+30% Range
+14% Damage
+40% Accuracy
+40% Range
Notes
  • Being on the roof is required for this perk to activate.
Tips
  • Weapons that will work fine on the roof (snipers and launchers) are recommended.

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
Juggernaut
Juggernaut
Take less damage from zombies. +10% Resistance +20% Resistance +30% Resistance +40% Resistance
Notes
  • How much % damage taken after bonuses is followed by the formula 100/(100+X) with X being the +% Resistance.
Tips
  • By itself, effectively reduces damage by 9.09%/16.67%/23.08%/28.57%.
  • Useful if you're taking damage often.
Equilibirum
Equilibrium
Regenerate armour every 10s during the night. +1.5% Armour Regen +3% Armour Regen +4.5% Armour Regen +6% Armour Regen
Notes
  • You must have armor for this perk to activate.
Tips
  • Try to abstain from taking too much damage for your armor to regen.
Life leech
Life Leech
Regenerate health after every zombie you kill. +1.75 Health +3.5 Health +5.25 Health +7 Health
Notes
  • You must land a kill for this perk to activate.
Tips
  • Upgrading max health will help in the long term.
Shock proof
Shockproof
Take less indirect damage from zombies. +100% Indirect Resistance +200% Indirect Resistance +300% Indirect Resistance +400% Indirect Resistance
Notes
  • Poison, Bleed, Fire, and Boomer's Explosion are considered indirect damage.
Tips
  • Effectively reduces indirect damage by 50%/66.67%/75%/80%.
  • Useful when those types of zombies are present.
EscapeArtist
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
Notes
  • Gain full health and stamina after each escape attempt.
  • Perk counter indicate how many escape attempts remaining.
Tips
  • Be careful not to spend escape attempts too quickly, or to lose an escape attempt just at the end of every 5th night.
  • Will be ineffective if the shop is already overrun.
  • Synergies well with Undying.
Undying
Undying
After taking lethal damage you can keep fighting for a short time with unlimited ammo. +5s Duration +10s Duration +15s Duration +20s Duration
Notes
  • Die after Undying effect expires
  • Changes death message to "[USERNAME]'s time ran out."
  • Activates before Escape Artist, and for each escape attempt.
Tips
  • The unlimited ammo bonus is best paired with weapons with a low magazine and/or fast firerate as the weapon can be used extensively.
Arm breaker
Arm Breaker
Critical hit will reduce direct enemy damage for 1.5s. -20% Direct Damage -30% Direct Damage -40% Direct Damage -50% Direct Damage
Notes
  • Blue Sparkles indicate reduced damage.
Tips
  • Useful for a crit melee build.
Regrowth plus
Regrowth Plus
Increases your health regen. +0.4 Health Regen +0.8 Health Regen +1.2 Health Regen +1.6 Health Regen
Notes Tips
Helathy Health
Healthy Health
Increases your health. +35 Health +70 Health +105 Health +140 Health
Notes Tips
Vampirism
Vampirism
Regenerate health through dealing damage. +1.25% Lifesteal +2.5% Lifesteal +3.75% Lifesteal +5% Lifesteal
Notes
  • Works with equipment as well as DoT effects.
  • Lifesteal works like wither in that it scales off the health of a pale zombie.
Tips
  • Can be stacked with Life Leech for more lifesteal.
Static Discharge
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
Notes
  • Zombies can only be stunned once with this perk.
Tips
Time freeze
Time Freeze
Before you take lethal damage, freeze time for a few seconds. Charge refills 2 nights. +5s Frozen Time +10s Frozen Time +15s Frozen Time +20s Frozen Time
Notes
  • Activates before Escape Artist.
  • Stops zombies, in-game clock, and DoT effects.
  • Losing a life only counts as 1 night when recharging.
Tips
  • You can attempt to purposely activate this at specific times (such as boss spawning).
  • Will not save you from DoT debuffs unless you heal.
Untouchable
Untouchable
Whenever you would take damage, dodge it in your current movement direction. 30s Cooldown. +1 Max Charge +2 Max Charge +3 Max Charge +4 Max Charge
Notes
  • 30s cooldown per charge.
Tips
  • More effective in low-difficulty runs or when getting the Pacifist award.
Locked Down
Locked Down
Increases your resistance, health regen and armour regen per 10s for every locking perk equipped up to 4. +2% Resistance
+0.08 Health Regen
+0.3% Armour Regen
+4% Resistance
+0.16 Health Regen
+0.6% Armour Regen
+6% Resistance
+0.24 Health Regen
+0.9% Armour Regen
+8% Resistance
+0.32 Health Regen
+1.2% Armour Regen
Notes
  • The perk itself is also calculated.
Tips
Reinforced Armour
Reinforced Armour
Increases your armour. +15% Armour +30% Armour +45% Armour +60% Armour
Notes
  • Actually increases armour durability and not damage reduction.
Tips
  • The perk will have a greater effect if you upgrade the armor's durability.
Armour break
Armour Break
Once per night, when your armour breaks, temporarily become immune from all damage and gain 30% movement speed. +1.5s Duration +3s Duration +4.5s Duration +6s Duration
Notes
  • You must have armor at the beginning of the night for this perk to recharge.
Tips
  • Not as consistent as Death Defier, but has a longer duration.
Death Defier
Death Defier
Once per night, before you take lethal damage, temporarily become immune from all damage and regenerate 30% max health/s. +0.5s Duration +1s Duration +1.5s Duration +2s Duration
Notes
  • Invincibility is indicated by the light blue screen tint.
Tips
  • Regenerate 15%/30%/45%/60% of your max health by the time Death Defier expires.
  • Might be more reliable than Armour Break, and it has a better buff.
Pacifist
Pacifist
Deal 25% less damage, but gain increased resistance. +25% Resistance +50% Resistance +75% Resistance +100% Resistance
Notes
  • How much % damage taken after bonuses is followed by the formula 100/(100+X) with X being the +% Resistance.
Tips
  • Might be useful if someone else has Life Link.
Heavy Tank
Heavy Tank
Gain resistance for every point of weight your held weapon has. +1.5% Resistance +3% Resistance +4.5% Resistance +6% Resistance
Notes
  • Upgrades that decrease weapon weight will negatively impact the perk effect.
Tips
  • Better than Juggernaut at 7 weapon weight.
Frost Armour
Frost Armour
Retaliate incoming armour damage with a freezing effect. +2.5 Freeze +5 Freeze +7.5 Freeze +10 Freeze
Notes
  • Activates at every tick your armour receives damage.
Tips
  • Stronger zombies will be more resistant to the freeze.
Critical Heal
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
Notes
  • Duration refreshes if activated during the duration.
Tips
  • May be useful if you can't deal enough damage to benefit from Life Leech or Vampirism.

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
Lightweight
Lightweight
Increases your movement speed. +3% Speed +6% Speed +9% Speed +12% Speed
Notes
  • Multiplicative to your current movement speed.
  • Also affects sprint speed.
Tips
  • You can outrun zombies in easy mode except for the crawlers.
Charmer
Charmer
Increases the radius zombies will target you. +12.5 Detection Radius +25 Detection Radius +37.5 Detection Radius +50 Detection Radius
Notes
  • Players within this distance from you in studs are ignored.
  • If this and Elusive are both equipped, Charmer will only activate above 50% health.
Tips
  • If you are tank oriented then you could use this perk as a support.
Elusive
Elusive
Decreases the radius zombies will target you. -12.5 Detection Radius -25 Detection Radius -37.5 Detection Radius -50 Detection Radius
Notes
  • You are ignored while being this far from another player in studs.
  • If this and Charmer are both equipped, Elusive will only activate below 50% health.
Tips
  • Can be used if someone else is tank oriented and can not use Charmer.
Marathon Man
Marathon Man
Increases your maximum stamina. +50 Stamina +100 Stamina +150 Stamina +200 Stamina
Notes Tips
Pack Mule
Pack Mule
Reduces the weight movement penalty. -20% Weight Penalty -40% Weight Penalty -60% Weight Penalty -80% Weight Penalty
Notes
  • At max weight you move 25% slower.
Tips
  • Effectively at max weight your movement speed penalty is 20%/15%/10%/5%.
Shadow Gear
Shadow Gear
Adds a chance to not consume equipment. +10% Shadow Chance +15% Shadow Chance +20% Shadow Chance +25% Shadow Chance
Notes
  • Shadow equipment is not consumed.
Tips
  • Specializing in equipment is recommended.
Leg Breaker
Leg Breaker
Critical hits will slow enemies for 1.5s. +5% Enemy Slow +10% Enemy Slow +15% Enemy Slow +20% Enemy Slow
Notes
  • Zombies can not be affected by this perk twice.
Tips
  • Automatic weapons with a fast firerate and decent critical chance can activate the effect very frequently.
Run N&#039; Gun
Run N' Gun
Allows sprinting with weapons for reduced speed. 25% Sprint Speed 50% Sprint Speed 75% Sprint Speed 100% Sprint Speed
Notes
  • Normally without this perk you would briefly unequip your held weapon.
Tips
  • Effectively sprint speed is at 10%/20%/30%/40% when sprinting with a held weapon.
  • Might be valuable to pair this with Bullet Hell.
Recovery Man
Recovery Man
Increases your stamina regen. +0.3 Stamina Regen +0.6 Stamina Regen +0.9 Stamina Regen +1.2 Stamina Regen
Notes Tips
Long Burn
Long Burn
Increases the duration and damage of damage over time effects. +20% Duration and Damage +40% Duration and Damage +60% Duration and Damage +80% Duration and Damage
Notes
  • Effectively increases duration with the same DoT, increasing total damage.
  • Does not affect Jerry Cans or Gas Grenade AoE effect, only DoT status.
Tips
  • Poisoned and bleeding zombies will be slowed down by longer.
  • More effective when applying DoT from a long distance.
Fast Burn
Fast Burn
Decreases the total duration of damage over time effects. Damage dealt is not reduced. -16% Duration -24% Duration -32% Duration -40% Duration
Notes
  • Statuses will reach their max damage faster. Simply, the DoT is higher.
Tips
  • More effective when applying DoT at close range.
Slow Burn
Slow Burn
Increases the slowing power of damage over time effects. +3% Enemy Slow +6% Enemy Slow +9% Enemy Slow +12% Enemy Slow
Notes
  • Affects poison and bleed.
  • Unknown if bonuses are additive or multiplicative.
Tips
  • Launchers that inflict poison (M203) or bleed (RG-6) are recommended.
Trailblazer
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
Notes
  • Applies 450 Fire.
Tips
  • Not very effective past Hard difficulty.
Tower Defense
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
Notes
  • Increases the amount, Effect Duration, Durability, Explosions, AoE Duration, and Ammo.
Tips
  • Specializing in equipment is recommended.
Lightning Charge
Lightning Charge
Increases the speed in which your equipment recharges. +12.5% Charge Speed +25% Charge Speed +37.5% Charge Speed +50% Charge Speed
Notes Tips
  • Specializing in equipment is recommended.
Concussive Shots
Concussive Shots
Your next headshot every 3s will stun the enemy. +0.4 Stun Duration +0.8 Stun Duration +1.2 Stun Duration +1.6 stun duration
Notes
  • Headshot does not need to kill.
Tips
  • Ineffective later on due to the amount of zombies present.
Lone Wolf
Lone Wolf
Increases your damage, health regen, and stamina regen when more than 64 studs away from your team. +2.5% Damage
+0.2 Health Regen
+0.15 Stamina Regen
+5% Damage
+0.4 Health Regen
+0.3 Stamina Regen
+7.5% Damage
+0.6 Health Regen
+0.45 Stamina Regen
+10% Damage
+0.8 Health Regen
+0.6 Stamina Regen
Notes
  • No teammates from a 64 stud radius must be present for this perk to activate.
Tips
  • Not recommended if you are always near your teammates.
Dying Wish
Dying Wish
Restore the health, armour, stamina and ammo for all teammates on death. +20% Restoration +40% Restoration +60% Restoration +80% Restoration
Notes
  • Escape Artist does not activate this perk.
Tips
  • Useful for the Blood God strat.
Weightlifter
Weightlifter
Increases your maximum weight limit. +1.5 Max Weight +3 Max Weight +4.5 Max Weight +6 Max Weight
Notes
  • Unknown if rounded up or not.
Tips
  • Going over the weight limit slows you to a crawl (possible with Career Mode).
Guardian Angel
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
Notes
  • This activates before Escape Artist, Undying, and Time Freeze.
Tips
  • Could potentially be a lifesaver.
Heavy Concussion
Heavy Concussion
Increases the duration of your stun effects. +10% Stun Duration +20% Stun Duration +30% Stun Duration +40% Stun Duration
Notes
  • Can also extend the stun duration of Air Burst.
Tips
  • Weapons or equipment that can inflict stun such as Stun Grenade are recommended.
Bunkered Down
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
Notes
  • You will lose these benefits if the barricade is torn down.
Tips
  • Useful for a last stand, or for snipers
Wolf Pack
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
Notes
  • A teammate must be present within a 64 stud radius for this to activate.
Tips
  • Useful during the late-game.
Back Breaker
Back Breaker
Critical shots will knock enemies back. +2.5 Knockback Power +5 Knockback Power +7.5 Knockback Power +10 Knockback Power
Notes
  • Zombies are knocked back in studs.
Tips
  • As with all crit conditional perks, dealing crits is required for this perk to be of use.
Carpenter
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
Notes
  • Barricade can not be repaired if its torn down.
Tips
  • Useful for mid game and beyond when your team will be stuck behind the barricade.
Weapon Hoarder
Weapon Hoarder
Decreases the weight of your weapons. Weight cannot be reduced below 1. -1.5 Weapon Weight -2 Weapon Weight -2.5 Weapon Weight -3 Weapon Weight
Notes
  • Does not affect equipment.
Tips
  • Useful if you have a lot of weapons in your inventory.
  • The reduced weight will affect Concealed Carry and Heavy Impact.
Freeze Frame
Freeze Frame
Killing a zombie has a 1.25% chance to freeze time. +1s Frozen Time +2s Frozen Time +3s Frozen Time +4s Frozen Time
Notes
  • You must deal the killing blow for this perk to have a chance to activate.
Tips
  • Might be too inconsistent.
Zombie Virus
Zombie Virus
Zombies have a chance to become weaker. +2% Virus Chance +4% Virus Chance +6% Virus Chance +8% Virus Chance
Notes
  • Zombies affected by this perk will have a light green skin tone and will have 25% less health and 25% less walkspeed.
  • Since infection is a type of zombie color, special zombies are not affected.
Tips
  • 6 players with a Level 4 perk will have a total of a 48% chance of infection.
Life Link
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
Notes
  • Damage is distributed after resistances.
Tips
  • Could potentially be a life-saver.
  • Since it can only activate above 25% HP, health perks such as Life Leech are recommended.
Ghost
Ghost
After not attacking for 60s, enter stealth. Stealth is broken upon attacking or getting detected. 24 Detection Radius 16 Detection Radius 8 Detection Radius 0 Detection Radius
Notes
  • A timer is located at the bottom right (on top of the ghost perk) indication how much time before the perk activates.
  • Your character will be semi-transparent once this perk is active.
Tips
Knockback Blast
Knockback Blast
Your shotgun shots will knock enemies back. +1.5 Knockback Power +3 Knockback Power +4.5 Knockback Power +6 Knockback Power
Notes
  • Can only activate once per zombie per shot.
  • Knockback power is measured in studs.
Tips
  • Since shotguns work best while close, this is a good survivability perk.
  • Back Breaker might be a better alternative if your shotgun is capable of crit.
Danger Zone
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
Notes
  • Unknown how far you need to be for this perk to activate.
Tips
  • Not viable later on when the zombies are too powerful to avoid playing defensively.
Air Burst
Air Burst
Your mid-air explosions will stun enemies. +0.6 Stun duration +1.2 Stun duration +1.8 Stun duration +2.4 Stun duration
Notes
  • Explosive projectiles will explode in mid-air at maximum range.
  • Zombies can only be stunned once from this perk.
Tips
  • Avoid range upgrades and use launchers from as far away as possible.
  • CQB Mods can lower the range of your launchers.
Jack of Trades
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
Notes
  • Banned in Career Mode.
Tips

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
Profiteer
Profiteer
Increases the amount of yellow money you gain. +5% Money Earned +10% Money Earned +15% Money Earned +20% Money Earned
Notes
  • Increases money from both Hit and Kill shots.
  • Also affects cash received from Barricade's Barbed Wire and Shop Sniper.
Tips
  • Once you can buy everything you want this perk loses its use (you could donate).
Bargainer
Bargainer
Increases the sell value of weapons. +8% Sell Value +16% Sell Value +24% Sell Value +32% Sell Value
Notes
  • Effective return rates are 77%, 79%, 81%, and 83%.
  • Banned in Career Mode.
Tips
  • May be useful to people who switch their guns often.
Piggy Bank
Piggy Bank
Start the game with extra money. +2500 Money +5000 Money +7500 Money +10000 Money
Notes
  • Players with this perk will receive a debt equivalent to the money provided by the perk. They can not reduce their money below the debt when donating and can not donate at all when below it.
  • Unequipping this perk via a respec clears the debt but removes the money provided by the perk.
  • Nightmare and Impossible have a Piggy Bank limit of 6 and 1 respectively. Exceeding this limit will disable function of subsequent Piggy Banks.
  • Banned in Career Mode.
Tips
  • Useful for buying a better weapon on the very first wave.
  • This has very little value mid to late game.
  • May be necessary to have this specifically in Impossible mode in order to even have an early game.
Contractor
Contractor
Reduces the cost of shop upgrades and repairs. -15% Shop Costs -21% Shop Costs -27% Shop Costs -33% Shop Costs
Notes
  • Only the player with the perk will have the discount (is not server-wide).
Tips
  • Helps to lower the price of Sniper (costs $250k to fully upgrade).
Shadow Hunter
Shadow Hunter
Increases the amount of money gained from special enemies. +30% Special Money +60% Special Money +90% Special Money +120% Special Money
Notes
  • Wraiths, Destroyers, Lurkers, Berserkers, and the Boss are considered special enemies.
  • Additive with other cash perks.
Tips
  • Not the best perk considering that these zombies aren't really common.
Investor
Investor
At the end of each night your money will gain interest. Additionally disables the ability to receive donations. +1.5% Return +3% Return +4.5% Return +6% Return
Notes
  • Interest is given shortly after being given the wave money bonus.
  • Banned in Career Mode.
Tips
  • Because of the drawback of not being able to receive donations, this perk is not recommended.
Bank Breaker
Bank Breaker
Increases the amount of money you gain from critical hits. +20% Critical Money +40% Critical Money +60% Critical Money +80% Critical Money
Notes
  • Counts both Hit and Kill money.
Tips
  • Conditional perk that only activates with critical hits. Therefore, a crit oriented loadout is strongly recommended.
  • Useful for an early money boost when using the Blood God strat.
Arms Deal
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
Notes
  • Banned in Career Mode.
Tips
  • There isn't really a reason to buy a weapon that is cheaper than your current.
Money Marker
Money Marker
Increases the amount of non-lethal money you gain. +12.5% Hit Money +25% Hit Money +37.5% Hit Money +50% Hit Money
Notes
  • Only counts Hit Money.
Tips
  • Low damage, fast-firing weapons receive the most benefit from this (i.e. Laser SMG & AA-12).
  • If your weapon kills too fast with a short amount of bullets then its recommended to instead use Profiteer.
Money is Power
Money is Power
Increases your damage, reload speed, and firearm attack speed for every yellow perk equipped up to 4. +1% Damage
+2% Reload Speed
+2% Attack Speed
+2% Damage
+4% Reload Speed
+4% Attack Speed
+3% Damage
+6% Reload Speed
+6% Attack Speed
+4% Damage
+8% Reload Speed
+8% Attack Speed
Notes
  • The perk itself counts towards the amount of yellow perks equipped.
Tips
  • Recommended to those who run with alot of yellow perks.
Tacticool
Tacticool
Reduces the cost of weapon upgrades. -10% Weapon Upgrade Costs -15% Weapon Upgrade Costs -20% Weapon Upgrade Costs -25% Weapon Upgrade Costs
Notes
  • Affects equipment.
  • Banned in Career Mode.
Tips
  • Might be more beneficial than Profiteer if the user upgrades their weapon often.
Boss Bounty
Boss Bounty
Increases the money gained from Boss kills. +1500 Boss Money +3000 Boss Money +4500 Boss Money +6000 Boss Money
Notes
  • Does not scale.
Tips
  • Benefiting from this perk may be too slow. Kill zombies instead.
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