Haste: Decreases Wisp summon cooldown.
Sitter: Wisp avoids damaging the ultimate zombie.
Fetcher: Wisp picks up objects and Energy-Ups.
Masks of Salvation: Fox will revive the participant as much as thrice through the match.
Masks of Distraction: Monkey attracts enemies and offers space harm.
Masks of Benevolence: Maiden heals participant as an alternative of attacking enemies.
Hardened Plates: Armor Plates mitigate extra harm.
Sturdy Plates: Armor sturdiness elevated.
Shake It Off: Some harm is diminished.
Turtle Shell: Armor acts as defend in your again as an alternative of your entrance.
Reactive Armor: If an Armor Plate breaks, enemies close by are shocked.
Iron Core: Well being is elevated when all plates are damaged.
Karmic Return: Revive an ally will heal you totally.
Sluggish Dying: Will increase time in final stand.
Emergency Med Package: Craft a Self-Revive Package 4 instances.
Equal Change: When you’ve gotten a Fast Revive, killing an enemy whereas downed will revive you. Maintain all Perks.
Dying Want: Turn into resistant to all harm for two seconds after deadly harm. Maintain one well being, and lose Fast Revive. Has three makes use of.
Adrenaline Rush: Begin well being regen when killing a Particular or Elite enemy.
Fast Swap: Weapon swap sooner.
Quick Pitcher: Gear deploys sooner.
Prestidigitation: Reload for an opportunity to not use inventory ammo.
Basic Formulation: Sooner reload pace.
Phantom Reload: Magazines are refilled over time slowly.
Ammo Surge: Reload for a pace burst.
Quarterback: Use gear when sprinting.
Scorching Foot: Get a lift of pace after killing enemies with gear.
Footwork: Will increase non-forward sprinting pace.
Dasher: Use Tactical Dash for longer.
Stalker: Stroll faster when aiming.
Weapons Up: Shoot when sprinting.
EOD Technician: Peak and distance requiments for explosions are diminished.
Tribologist: Sliding distance and pace elevated.
Stuntman: Wall jumps trigger explosions.
DR RAM: Sprinting into regular enemies knocks them and causes harm.
PhD Slider: Sliding into enemies triggers explosions in the course of the slide.
Double Whammy: Releases a second explosion.
Useless Draw: Scale back hip-fire unfold.
Useless Set: Scale back gun motion when utilizing superior motion.
Useless Warmth: Enhance motion pace briefly after a point-blank kill.
Useless First: Bullets deal double crit harm when enemy is at full well being.
Useless Once more: Crit hits give an opportunity so as to add a bullet to the magazine.
Useless to Rights: Bullets deal bonus harm inside level clean vary.
Pineapple Blast: Random ammo mod triggered by gear.
Chill Berry: Reduces all ammo mod cooldowns.
Refresh Mint: Reset Elemental Pop cooldown when killing a Particular or Elite enemy with elemental weak spot.
Imperil Peach: When enemies hit you, there’s a probability to set off a random mod.
Electrical Cherry: Create an electrical harm discharge when reloading with probably the most depleted ammo inflicting probably the most harm.
Rainbow Pop: Weapons with ammo mods geared up can deal elemental harm.
Energy Coaching: Punch can one-hit kill regular enemies for additional rounds.
Mugging: Melee kills reload a few of your held weapon ammo.
Barista Brawl: Get Essence from melee kills.
Vampiric Extraction: Melee assaults heal you a small share.
Triple Shot: Punch hits a number of enemies.
Mocha Maul: Punch is changed with a devoted melee weapon.
Carrion Baggage: Crit kills have an opportunity to drop salvage.
Choosy Eater: At demise, zombies drop your present gear.
Additional Serving: Particular and Elite enemies can drop a big Essence vial.
Odor of Dying: Useless zombies create a fuel cloud that conceals.
Parting Present: Vulture Help ammo drops give extra Marvel Weapon ammo.
Armor-matic: Armor plates picked up are robotically geared up.
Additional Change: Get additional Essence in extra places.
Additional Perception: Notion radius will increase.
Hidden Gems: Dying Notion consists of loot.
Dying Stare: Elemental harm has an opportunity to kill an enemy on low well being.
Important Eye: Achieve an opportunity {that a} physique shot turns into a crit hit with common weapons.
Sixth Sense: Take much less harm from behind, and see enemies behind you.
Double or Nothing: Weapons can deal double harm, or zero.
Double Play: Kill two enemies in succession to achieve an opportunity to return two rounds to your geared up weapon’s journal.
Double Down Weapons that use bullets have elevated penetration harm.
Double Commonplace: Non-crit pictures do double harm.
Double Affect: Deal extra harm with double hits on the identical enemy.
Double Sellers Each 4th bullet offers double harm.
(*7*)