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 mode and nightmare mode These are Permanent perk slots. Perks are not lost upon game over.
Advanced Information
Perks, once unlocked, may be upgraded twice. The first upgrade increases it to level 2, makes it 2x the effectiveness of the original, and costs 2 perk points. The second upgrade increases it to level 3, makes it 3x the effectiveness of 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 the "play" button is pressed, 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.
Perks
Below is a list of all perks in The Final Stand 2.
Red Perk names indicate a locking perk.
Offensive Perks
These perks increase one's damage output.
Image | Perk | Description | Locking | Effect With Level | Notes |
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Stopping Power | Increases the damage of your shots. | False |
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Bullet Storm | Increases your rate of fire with firearms. | False |
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Speedload | Increases your reload speed. | False |
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Bandolier | Increases the amount of ammo you can hold. | False |
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Steady Aim | Decreases your weapon spread and recoil. | False |
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Bloodthirst | Increases your damage with melee weapons. | False |
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Fireworks | Increases the radius of explosives. | False |
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Affects anything with the stats "Radius" in it | |
Deep Mags | Increases your magazine size. | False |
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The amount you can shoot in 1 Clip | |
Shadow Rounds | Adds a chance to not consume Ammo. | False |
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Works with anything that uses ammo from ammo box | |
Deep Impact | Your shots will pierce Through enemies. | False |
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Lucky Charm | Increase your critical hit chance. | False |
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Critical plus | Increase your critical hit damage multiplier. | False |
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Concealed carry | Gain critical hit chance for weapons, every point over 3 weight reduces the chance by 33.3% | False |
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Ravage | Increase critical hit chance and attack speed with melee weapons. | False |
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Head Hunter | Every head-shot will increase your bullet damage up to 4 stacks. Missing the head will drain stacks. | False |
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Heavy bullets | Increase the damage and accuracy of your shots but also reduces your fire rate | False |
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Long Range | Increase the range, zoom and velocity of firearms. | False |
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Direct Hit | Deal Exra damage on impact with launchers. | False |
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Long Shot | Your shots will gain more damage the further they travel | False |
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Reserve Cooling | Laser and energy weapons will keep cooling and charging while unequipped | False |
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Specialised Killing | Increase the damage of your shots against special enemies | False |
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Bullet Hell | Each point of walkspeed over 12 will increase your rate of fire with firearms. | False |
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Heavy Impact | Each point of weight will increase your damage with melee weapons. | False |
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Berserker | The lower your health, the more damage you will deal. | False |
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Reach | Increases the range of melee attacks | False |
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Skull Combustion | Enemis killed by headshot have a chance to explode | False |
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for example RPK: Damage= 405 *2=810 | |
Bullseye | Decrease your minimum weapn spread. | False |
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MarksMan | Increase the damge of your shots against heads but decreases it by half the increase elsewhere. | False |
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Unlucky Shot | Gain Critical hit Chance for every non critical hit. Chance resets on critical hit. | False |
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Implosion | Increase your explosive damage but decrease the radius. | False | * Lvl 1 :
+(X)%Damage -(X)%Radius
-(X)% Radius
-10.5% Radius
+(X)% Damage -(X)% Radius |
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Headshot Stash | Killing an enemy with a headshot has a chance to replenish 1 ammo. | False |
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Avenger | Gain 100% critical hit chance whenever a teammate dies. | False |
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Defensive Perks
These perks increase one's survivability.
Image | Perk | Description | Locking | Effect With Level | Notes |
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Juggernaut | Take less damage from zombies. | False |
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Equilibrium | Regenerate armour every 10s during the fight. | False | +1.5% Armour Regen +3% Armour Regen
+4.5% Armour Regen |
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Life Leech | Regenerate health after every zombie you kill. | False |
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Shockproof | Take less non-slash damage from zombies. | False |
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Escape Artist | Escape to the shop after taking lethal damage. Charged refill each life and every 5 nights. | True |
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Undying | After taking lethal damage you can keep fighting for a short time. | False |
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Arm Breaker | False |
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Regrowth Plus | Increase your health regen. | False |
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Healthy Health | Increase your health. | False | |||
Vampirism | Regenerate health through dealing damage. | False |
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Static discharge | Release a wave of stunning electricity whenever you're attacked. 10s Cooldown. | False |
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Time Freeze | Before you take lethal damage, Freeze time for a few seconds, Charge refills every life and 5 nights. | True |
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Untouchable | Whenever you would take damage, Dodge it in your current movement direction. 30s Cooldown | False |
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Locked Down | Increase your resistance, health regen and armour regen per 10s for every locking perk equipped. | True |
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Reinforced Armour | Increase your armour. | False |
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Armour Break | Once per night, When your Armour breaks, temporarily become immune from all damage. | False | |||
Death Defier | Once per night, When you take lethal damage, temporarily become immune from all damage. | False |
Utility Perks
These perks do not fit into any other category. There are two main subcategories: Mobility, and Enemy Interaction.
Image | Perk | Description | Locking | Effect With Level | Notes |
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Lightweight | Increases your movement speed. | False | +3% Speed, +6% Speed, +9% Speed | In the Mobility subcategory. | |
Charmer | Increases the radius zombies will target you. | False | +15 Detection Radius, +30 Detection Radius, +45 Detection Radius | In the Enemy Interaction subcategory. Actually influences how far away enemies will perceive you to be. | |
Elusive | Decreases the radius zombies will target you. | False | -10 Detection Radius, -20 Detection Radius, -30 Detection Radius | In the Enemy Interaction subcategory. Actually influences how far away enemies will perceive you to be. | |
Marathon Runner | Reduces stamina consumption from sprinting. | False | -17.5% Stamina Consumption, -35% Stamina Consumption, -47.5% Stamina Consumption | In the Mobility subcategory. | |
Pack Mule | Reduces the weight movement penalty. | False | -20% Weight Penalty, -40% Weight Penalty, -60% Weight Penalty | In the Mobility subcategory.
When at max weight you move 25% slower. This means that when at max level, that penalty is reduced to 10%. |
Monetary Perks
These perks deal with money.
Image | Perk | Description | Level 1 | Level 2 | Level 3 | Level 4 | Notes |
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Profiteer | Increases the amount of money you gain. | +5% Money Earned | +10% Money Earned | +15% Money Earned | +20% Money Earned | ||
Bargainer | Increases the sell value of weapons. | +10% Sell Value | +20% Sell Value | +30% Sell Value | +40% Sell Value | Effective return rate is 60%, 70%, 80%, 90%. | |
Piggy Pank | Start the game with extra money. | +2000 Money | +4000 Money | +6000 Money | +8000 Money | ||
Contractor | Reduces the cost of shop upgrades and repairs. | -8% Shop Costs | -16% Shop Costs | -24% Shop Costs | -32% Shop Costs | ||
Shadow Hunter | Increases the amount of money gained from Wraiths. | +12.5% Wraith Money | +25% Wraith Money | +37.5% Wraith Money | "Wraiths" is a proper noun. |