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Haste: Decreases Wisp summon cooldown.
Sitter: Wisp avoids damaging the final zombie.
Fetcher: Wisp picks up items and Power-Ups.
Mask of Salvation: Fox will revive the player up to three times during the match.
Mask of Distraction: Monkey attracts enemies and deals area damage.
Mask of Benevolence: Maiden heals player instead of attacking enemies.
Hardened Plates: Armor Plates mitigate more damage.
Durable Plates: Armor durability increased.
Shake It Off: Some damage is reduced.
Turtle Shell: Armor acts as shield on your back instead of your front.
Reactive Armor: If an Armor Plate breaks, enemies nearby are stunned.
Iron Core: Health is increased when all plates are broken.
Karmic Return: Revive an ally will heal you fully.
Slow Death: Increases time in last stand.
Emergency Med Kit: Craft a Self-Revive Kit four times.
Equivalent Exchange: When you have a Quick Revive, killing an enemy while downed will revive you. Keep all Perks.
Dying Wish: Become immune to all damage for 2 seconds after lethal damage. Keep one health, and lose Quick Revive. Has three uses.
Adrenaline Rush: Start health regen when killing a Special or Elite enemy.
Quick Swap: Weapon swap faster.
Fast Pitcher: Equipment deploys faster.
Prestidigitation: Reload for a chance to not use stock ammo.
Classic Formula: Faster reload speed.
Phantom Reload: Magazines are refilled over time slowly.
Ammo Surge: Reload for a speed burst.
Quarterback: Use equipment when sprinting.
Hot Foot: Get a boost of speed after killing enemies with equipment.
Footwork: Increases non-forward sprinting speed.
Dasher: Use Tactical Sprint for longer.
Stalker: Walk quicker when aiming.
Guns Up: Shoot when sprinting.
EOD Technician: Height and distance requiments for explosions are reduced.
Tribologist: Sliding distance and speed increased.
Stuntman: Wall jumps cause explosions.
DR RAM: Sprinting into normal enemies knocks them and causes damage.
PhD Slider: Sliding into enemies triggers explosions in the direction of the slide.
Double Whammy: Releases a second explosion.
Dead Draw: Reduce hip-fire spread.
Dead Set: Reduce gun movement when using advanced movement.
Dead Heat: Increase movement speed temporarily after a point-blank kill.
Dead First: Bullets deal double crit damage when enemy is at full health.
Dead Again: Crit hits give a chance to add a bullet to the mag.
Dead to Rights: Bullets deal bonus damage within point blank range.
Pineapple Blast: Random ammo mod triggered by equipment.
Chill Berry: Reduces all ammo mod cooldowns.
Refresh Mint: Reset Elemental Pop cooldown when killing a Special or Elite enemy with elemental weakness.
Imperil Peach: When enemies hit you, there is a chance to trigger a random mod.
Electric Cherry: Create an electric damage discharge when reloading with the most depleted ammo causing the most damage.
Rainbow Pop: Weapons with ammo mods equipped can deal elemental damage.
Strength Training: Punch can one-hit kill normal enemies for extra rounds.
Mugging: Melee kills reload some of your held weapon ammo.
Barista Brawl: Get Essence from melee kills.
Vampiric Extraction: Melee attacks heal you a small percentage.
Triple Shot: Punch hits multiple enemies.
Mocha Maul: Punch is replaced with a dedicated melee weapon.
Carrion Luggage: Crit kills have a chance to drop salvage.
Picky Eater: At death, zombies drop your current equipment.
Extra Serving: Special and Elite enemies can drop a large Essence vial.
Smell of Death: Dead zombies create a gas cloud that conceals.
Parting Gift: Vulture Aid ammo drops give more Wonder Weapon ammo.
Armor-matic: Armor plates picked up are automatically equipped.
Extra Change: Get extra Essence in more locations.
Further Insight: Perception radius increases.
Hidden Gems: Death Perception includes loot.
Death Stare: Elemental damage has a chance to kill an enemy on low health.
Critical Eye: Gain a chance that a body shot becomes a crit hit with regular weapons.
Sixth Sense: Take less damage from behind, and see enemies behind you.
Double or Nothing: Weapons can deal double damage, or zero.
Double Play: Kill two enemies in succession to gain a chance to return two rounds to your equipped weapon’s magazine.
Double Down Weapons that use bullets have increased penetration damage.
Double Standard: Non-crit shots do double damage.
Double Impact: Deal more damage with double hits on the same enemy.
Double Dealers Every 4th bullet deals double damage.
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