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Back 4 Blood | Some (hopefully not far-fetched) Ideas _ New Cards

作者:MRnok14L│2022-09-20 00:27:29│巴幣:2│人氣:627

Back 4 Blood | Some (hopefully not far-fetched) Ideas _ New Cards
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2022-08-07
  • Added a few more new cards, such as Survivalist, Shortfuse, Appetite for Destruction, Firestarter, Chainsaw Maniac, Commando Lunge, and Skates.

2022-08-11
  • Added a few more cards, such as Swansong, Jungle Mag, Highlander, and Cyberpunk.

2022-08-14
  • Added more cards, such as Flakker, Nade Soda, Rocksteady, Offensive Resourceful, Supportive Resourceful, and Utility Resourceful.

2022-08-26
  • Added more cards, such as Nimble, Higher Metabolism, Tactical Shock, Electric Freak, Shock Attack, Nanite Matrix, Headhunter, etc.

2022-09-10
  • Added more cards, such as Worm Eater, Elemental Arrow, Deadeye, Recon Specialist, Deep Surveyor.

2022-09-17
  • Added more cards, such as Plating Overlap, Curing the Symptoms, Tunnel Dweller, Gaz Maneuver, Auto-Aim, Aim of Zenith, Raufoss, Automata.

2022-09-20
  • Reorganized post structure; Moved everything that's about the fundamental part of the game to part 1, moved everything in regards to existing cards to part 2, and moved all new cards to part 3.

2022-09-24
  • Claw-Resistant Clothing
    • Removed: passively cause enemy melee attacker to move 30% slower for 3s.
    • Added passively cause enemy melee attacker to melee 20% less frequent for 3s.
    • Added: +30% damage resistance to bleed.
  • Removed a card: Corrosive Skin
    • Corossive Skin | +20%/10% damage/trauma resistance to acid. Passively cause enemy melee attacker to receive 10 acid damage per attack, move 15% slower, and melee 20% less frequent for 3s; No effect to Mutations. -10% stamina efficiency, -15% received healing efficiency.
  • Added more cards, such as Viper, Sticky Semtex, IFAK, Mass Heal, Tech Savvy, Geek, Decker Gizmo.
  • Renamed Caduceus into Asclepius.
  • Removed a card: Lumos Solem.
    • Lumos Solem | Your flashlight is always on, and causes Riddens to move 20% slower while they are closer than 6m; No effect against Mutations and Bosses.

2022-10-24
  • Reworked Croft into Pro Scavenger
    • Croft | You can sense all nearby items, except the psychic ones. +5% stamina efficiency. Grant you +1 max stam and your team +1 max stam for every item you looted/scavenged throughout the entire act, up to no limit; Each item can only trigger the effect once.
    • Pro Scavenger | You can sense all nearby items, except cards, within 5m around you. You can claim 1 overlooked item(s) for free via the lost-and-found option inside the Vendor.
  • Added more cards, such as Pyrotechnic Diversion, Grindstone, Dome Breaker, Booster Dose, Lock and Loaded.
  • Removed a card: Auto-Aim
    • Auto-Aim | Fully disable offensive inventory slot (affecting the other slot from Offensive Resourceful). Press [offense inventory] to spend 15 stamina to automatically aim/ADS at the enemy weakspot that's closest to your point of aim for 2s or until you un-aim; This effect has a 1s cooldown.
      • The velocity of which Auto-Aim moves the actual point of aim is not instant, at 240-degree per second.

2022-Dec
  • Finalized (hopefully).
    • Final pass on numeric potencies.
  • Suppressing Fire
    • Moved to part 2.
  • Rocking In Bolero
    • Convert rate from 2x to 1.2x.
  • Boom Box
    • OLD | During a horde event (endless compatible), attract (aggro) enemies 50% more, cause enemies to move 15% faster towards you, and gain +50% trauma resistance and +20% damage resistance to psychic. -3%/6% move/sprint speed, -10 (flat value) stamina, -10% sprint efficiency.
    • NEW | You can use Megaphones via [alt fire] to deploy a Boom Box after a 8s interaction, which reduces the current horde timer by 20% of its max, and attracts Riddens like a Firecracker AoE, lasting 30s or until it's destroyed (300 health).
  • Combustive Impact
    • OLD | +100% Molotovs initial damage. Any offense accessory you throw will also burst out an AoE flame at the initial point of impact, dealing 100 fire damage in a 4m radius (no FF); This neither inflict further DoT nor create residual flame.
    • NEW | +100% Molotovs initial damage. Any offense accessory will also create an extra mini Molotov at the point of impact; Stacks with Molotov's own AoE if created with Molotov; This mini Molotov is 50% weaker in all potencies.
      • *all potencies: That goes for radius, initial damage, DoT, debuff duration, and flame lifetime.
  • Firestarter
    • OLD | Molotovs thrown by you also spread a ring of fire along the gound (flowing from high to low but not the opposite) out to 8m away, dealing 75 fire damage to enemies that come in contact.
    • NEW | +2 offense inventory for carrying Molotovs. Gain 25% re-use chance and +35% radius with Molotovs.
  • Nade Soda
    • OLD | Frag Grenades you throw will also cost 25 rifle ammo and 8 shotgun ammo each time, to also create 25 additional explosive pops on a 0.2s interval; Each pop deals 10 explosive damage in a tiny 0.5m radius (no FF); No effect if unaffordable.
      • Compatible with Nade Thumper.
    • NEW | For every Ridden/Mutation kill with the main explosion of Frag Grenades, the grenade will also create 4/20 explosive pops on a 0.2s interval, with each pop dealing 5 explosive damage in a small 2.5m radius (no FF). Compatible with Semtex.
  • Immolation
    • OLD | +25% damage resistance to fire. Spawn 1 Molotov after taking 25 raw damage (unaffected by resistance) in fire type; Counting will decay at the rate of 1 per 1s after 10s not gaining.
    • NEW | +25% damage resistance to fire. Every 0.2s in contact with an ally-sourced residual flame AoE increases its lifetime by 0.1s. Spawn 1 extra Molotov after taking 50 raw damage (unaffected by resistance) in fire type; Counting will decay at the rate of 1 per 1s after 10s not gaining.
      • The same AoE can be simultaneously affected by multiple immolators.
  • Viper
    • OLD | +25% damage resistance to acid. Passively cause enemy melee attacker to receive 20 acid damage per attack and get debuffed for 3s to move 15% slower and melee 15% slower; No effect to Mutations or Blighted Riddens. -10% received healing efficiency, -15% damage resistance to fire.
    • NEW | +25% damage resistance to acid. Passively deal 10/50 acid damage in 4m radius (no FF) as you take a melee hit from Ridden/Mutation. Your bash causes -25% health regen for 10s while dealing 4 toxic damage per 0.5s. -10 (flat value) stamina, -20% damage resistance to fire, -15% ADS move speed.
  • Ice Armor
    • OLD | Fully mitigate the first 150 fire damage you would otherwise sustain in each level, after that, gain +20% damage resistance to fire. Each armor plate you equipped will create a frost nova when triggered (destroyed), dealing 150 cyro damage in a 8m AoE (no FF).
    • NEW | Passively cause enemy melee attacker to move 20% slower and melee 20% slower for 3s. If you don't have extra armor, receive an improvised armor plate after taking 50 raw damage (unaffected by resistance) in cyro type; Counting will decay at the rate of 1 per 2s after 10s not gaining.
  • Cyro Mastery
    • OLD | +100% freeze power against enemies and +200% extinguish power against fire. Frozen status you inflict will last 25% longer.
      • *freeze power: This is the counterpart of stumble power for the frozen status.
      • *extinguish power: This is the counterpart of stumble power for removing ablazed status, putting out fires, etc.
    • NEW | +100% freeze power against enemies and +25% frozen status duration. Smoke Grenades you throw will also deal 10/20/30/40 cyro damage on initial impact, then deal 1/2/3/4 cyro damage per 1s to enemies in contact with the Smoke Grenade AoE.
      • *freeze power: This is the counterpart of stumble power for the frozen status.
  • Removed following cards:
    • Armor Insert | Gain additional armor capacity equal to half of your armor capacity. However, gain a stack of -2%/4% move/sprint speed and -10 stamina (flat value) per additional plate equipped via the increment of this card; This effect ignores extra armor, such as the one from Fabric Armor.
    • Shin De Ru | Uncommon Bash Modifier: Bashing started from full stamina will gain +30% melee stamina efficiency and +60% melee speed until you stop bashing; These bashes will inflict an instance of delayed damage to each target, occuring after not hitting each of them with more bash for 3s, to deal 20 damage times the hit count.
      • *Uncommon Bash Modifier: Multiple uncommon bash modifiers don't stack, but they can be accessed in the loadout menu (beneath the secondary weapon slot) to switch between different ones. Options include None to not use any modifier.
      • *each of them: Detonation is unique per target.
    • Joint Attack | You can sense an otherwise hidden and unavailable weakspot that's at a random joint (shoulder, elbow, knee, ankle) of each Mutation; This extra weakspot can be destroyed via 1 aimed/ADS'ed bullet hit or 2 melee hits to deal bonus damage equal to 15% of target's health, or via 1 arrow hit to deal said damage plus a guaranteed stumble. TE: +1 available joint per Mutation.
    • Less Lethal Munitions | While using guns that use pistol/SMG or shotgun ammo, gain -30% bullet damage, +200% bullet stumble force, -50% outgoing FF, turn 25% more FF damage dealt into temp damage, and disable bullet penetration.
    • Encore | During a horde event, you can trigger any on-horde effect again without calling a whole new horde by using Firecracker. TE: During a horde event, instantly receive 25 stamina but -5 max stamina for each Firecracker thrown by anyone.
    • Heirloom Cookware | Uncommon Bash Modifier: Turns your bash into a Frying Pan that counts as a melee weapon, which has the base damage of 10, the stumble multiplier of 10x, RPM of 50, and the base stamina cost 15 (instead of 10).
      • *Uncommon Bash Modifier: Multiple uncommon bash modifiers don't stack, but they can be accessed in the loadout menu (beneath the secondary weapon slot) to switch between different ones. Options include None to not use any modifier.
    • Imbued Faculty | Gain the ability to use Bait Jars via [alt fire] to apply it directly on yourself to receive 25 bolstering temp health, and gain a buff that lasts 90s, during which you gain +50% damage resistance to psychic, +10% stamina efficiency, and is able to see all Riddens and Mutations highlighted within 20 meters.
  • Added more cards, such as HD Biscuit, Hot Spa, Scattergun Choke, Assistant Gunner, Home-made Suppressor, Weapon Mastery, Vault Weaponry, etc.

2024-Jan
  • Mad Minute
    • OLD | While using non-automatic guns (ex: bolt-action, pump-action, gain the ability to press [primary] after each shot to be able to fire the next shot immedately after. Mad Minute drains 10 stamina (won't impede regen) each time.
    • NEW | While above 75% stamina and using non-automatic guns (ex: bolt-action, pump-action, lever-action), gain +25% rate of fire.
  • Pyrotechnic Diversion; rename to Pyrotechnic Artist
    • OLD | Molotovs also attracts Riddens briefly for 2s. TE: +1 firework diversion per level; Redirect the next triggered horde to the nearest outdoor area, working like a particularly powerful Firecracker in the sky; No effect on Hive levels.
    • NEW | Molotovs also attract Riddens briefly for 2s. Firecrackers last 3s longer.
  • Removed:
    • Wingman Drone | Gain the ability to convert your pistol into a gunned, flying Wingman Drone that escorts you; This requires you to spend a Tool Kit and 35% ammo of the same type.
      • *your pistol: You must possess the pistol at least for 30s to tag it as yours before you can convert it.
      • Wingman Drone has the battery life of 240s, target acquisition range of 10m, lock-on delay of 0.25s, fights as proficient as a bot on Veteran setting, reloads 50% slower, hovers overhead (or over the shoulder when crouching) at the 3rd quadrant, aims for the upper chest, and deals or receives no FF (including its master).
      • Wingman Drone would not engage and cannot hit enemies that's idling or unaware.
      • Wingman Drone is renewable (Tool Kit and ammo of the same type); Doesn't get destroyed when expired or depleted.
      • Wingman Drone can be accessed in the loadout menu (beneath the secondary weapon slot) to undeploy or revert back to gun. Undeployed Wingman Drone can be carried like a Minigun and reactivated in an instant.
  • Added: Worry Stone, Ascetic, Gladiator, Gung-Ho, Ammo Goblin, Improved Rifling, Heavy Barrel, Loose Cannon, Dodgy, etc.


Click [here] for part 1 where fundamental changes are made.

Click [here] for part 2 for changes to the existing cards.





TABLE OF CONTENT
  • 100+ NEW CARDS


 NEW CARDS
 
  • SAFEROOM PARTY
    • TE: At level start from a saferoom, gain +25% team bolstered health, +5% trauma resistance and -10% stamina efficiency for 300s after starting out. However, timer for the first 2 hordes will be 20% shorter.
      • *after starting out: For example, opening the saferoom door.
  • HI-CAL DETERRENCE
    • Sniper bullets (any gun that uses sniper ammo) that hit weakspot will debuff the target for 4s, causing 15% move speed slow, -20% stumble force resistance, and -20% melee attack rate (interval).
      • *melee attack rate: This is the interval between attacks, not the animation speed.
  • HOTSHOT
    • Your gunfire will spit out a 0.5–2.5m flametongue to deal additional 5–25% damage as fire damage based on your firepower output; Calculates SMGs as 2x. -15% recoil control, -15% move speed while firing.
      • *firepower output: This is not damage output; Doesn't have to hit to count.
  • DANGER CLOSE
    • Gain +50% damage resistance to explosive if it's self sourced (self damage). Lethal explosion you created within 3m around you will deal 50% more damage.
      • *Lethal explosion: Excluding Flashbangs, Firecrackers, Smoke Grenades and Bait Jars.
  • SILENT ASSASSIN
    • Gain +30% damage with melee weapons and guns modded with suppressor. -10% swap speed. During a horde event (excluding silent horde), gain -15% damage.
      • *silent horde: Such as the creeper tide from the Creeper Tide corruption card (in part 1).
  • PARKOUR!!
    • For every 10% stamina you have, gain a stack of 5% damage resistance to fall damage, up to +50% at full stam. Increase the speed of obstacle traversal by 40%. Turn 50% of fall damage received into temp damage. -5 (flat value) health.
      • Note that temp damage doesn't inflict trauma.
  • STUNT ROLL
    • You can spend 25 stamina to perform a stunt roll by double-tapping [forward] or [strafe] or [backward], to roll 2.3 meters in 0.6s towards that direction, and gain +40% damage resistance and +40% swap speed while rolling. After a Stunt Roll, gain -30% move speed and -30% sprint efficiency, and unable to perform Stunt Roll, lasting 3s.
      • Stunt roll will not affect the orientation of first-person view.
  • MOONWALK
    • Gain the ability to sprint backwards, and the ability to Aim Down Sight while sprinting. While performing Moonwalk, gain -50% sprint efficiency and -15% sprint speed. After Moonwalk, the next stamina regen will begin 3s later.
  • HEAVY-DUTY BOOTS
    • +5 (flat value) health. Gain +20% damage resistance to direct damage that's dealt from beneath; This has full effect against elemental damage types.
      • *direct damage: Non-DoT, non-debuff.
  • DOUBLE MASKING
    • +5 (flat value) health, +5% trauma resistance. Gain +15% trauma resistance to all elemental types except explosive and psychic. -25% stamina regen, -10% aim speed, -10% ADS move speed.
  • ANATOMY EXPLOIT
    • +40% weakspot damage with melee. You can hit weakspot 35% easier with melee attacks (as if the weakspot hitbox is 35% bigger).
  • UNFLINCHING BRAWLER
    • +10% melee stamina efficiency. Gain +15%/15% damage/trauma resistance to melee damage, and gain +25% slow resistance against enemy melee attacks.
  • MARTIAL ARTIST
    • +25 (flat value) stamina, +25% melee speed, +20% melee stamina efficiency, -35% melee sway (better). -10% ammo, -5% bullet damage. Reduce positive accessory damage by up to 50%.
  • MARTIAL STYLIST
    • +60% move speed while meleeing (including bash). While jumping and for 0.3s afterwards, +60% melee speed. -20% melee stamina efficiency.
  • DESPERADO
    • Gain a stack of +10% melee speed and +20% bash melee speed (+30% for bash) for any of these conditions: 1) one of your weapon needs to reload, 2) your current stamina is ≤25%, 3) fellow Cleaner is suppressed, 4) fellow Cleaner is incapped, up to 4 stacks; Combat Knife halves the effectiveness of Desperado.
  • TAG TEAM
    • For each melee hit dealt to or taken from an enemy, gain a stack of +3 (flat value) melee damage, up to 10 stacks, lasting 6s separately. TE: Fellow Cleaners within 6m of the effect source also share the effect source's current Tag Team effect.
  • FLOAT LIKE A BUTTERFLY
    • While above 80% stamina, gain +10% move speed and +15% slow resistance, or 2x of these amount if also jumping/midair. -10% damage resistance.
  • STING LIKE A BEE
    • While above 80% stamina, gain +40% melee damage and +40% melee cleave, or 2x of these amount if also jumping/midair. -10% damage resistance.
  • PUFF-POWERED
    • +40% bolstered health. While having bolstered temp health, gain +30% melee speed, +15% swap speed. -5% damage resistance, -10% stamina efficiency, +30% temp health decay (faster). If not having any bolstered temp health, gain -15% swap speed, -15% melee speed.
  • STEROID
    • +30% health, +30% melee damage, and +10% melee speed. -15% use speed, -15% swap speed, -15% stamina efficiency, -20% incoming healing, -5% trauma resistance.
  • JUGGERNAUT
    • +75 health, +20% damage resistance, +10% trauma resistance, +25% recoil control, +25% slow resistance. You cannot be stumbled. -40% stamina efficiency, -20%/20% move/sprint speed, -25% melee speed, -25% reload speed, -25% aim speed, -25% swap speed, -25% use speed, -25% revive speed.
  • ICE AMELIORATION
    • +5 (flat value) health. When you take 4 or more trauma from a single instance, recover 1 trauma per 1.5s for 6s or until you receive a new instance of trauma. -5 (flat value) stamina. While Ice Amelioration is active, gain -5% move speed.
  • HURT HARDENED
    • +5% health. For every 4 trauma you have, gain a stack of +2% melee damage, +1% bullet damage, and +1% damage resistance, up to 20 stacks. -10% stamina, -10% use speed, -25% revive speed.
  • TENACITY
    • +10% slow resistance. For every 2s after 6s not taking any damage (including DoT and debuff), gain a stack of +1% damage resistance and +2% trauma resistance, up to 20 stacks; Removes a stack per 3 raw damage taken (unaffected by resistance). When you are suppressed/incapped, removes 1/10 Tenacity stacks.
  • BUSY IN BEIGE
    • While at critical health, gain +15% move speed. Gain 1/5 stacks of +5% use speed for each Ridden/Mutation within 20m around you, up to 20 stacks. -50% use speed.
  • PRO SCAVENGER
    • You can sense all nearby items, except cards, within 5m around you. You can claim 1 overlooked item(s) for free via the lost-and-found option inside the Vendor.
  • ASTUTE PREPPER
    • You can ping Propane Tanks and Gas Canisters to make them not inflict FF damage. TE: Additional 2 Propane Tanks and-or Gas Canisters will spawn in the level. Everyone will gain 100 copper for each Propane Tank or Gas Canister brought into the next saferoom (regardless who brought them).
  • HOT AMMO
    • Gain 20% price discount on Ammo Pouch in the Vendor. Gain the ability to use Ammo Pouches via [alt fire] to deploy a bulk of Incendiary Ammo for infusing guns with incendiary rounds.
      • *Incendiary Ammo: A power-up item that upon use/interact will reload your current gun with incendiary rounds. Each bulk has 4 uses; Repeatable on the same gun with the same bulk.
      • Based on the weapon's per shot power, incendiary ammo adds 2–20 fire damage to each bullet, and inflicts 1–10 stacks of burning DoT dealing 3 fire damage per 0.2s, lasting 3s separately. This burning DoT is stackable with other burning DoT, and has no effect to allies (won't ignite them).
  • MISCHIEVOUS
    • Gain 20% price discount on Firecrackers in the Vendor. Resource containers you opened each has a 35% chance to spawn an extra Firecracker in addition to its content. -5% damage resistance, -15% trauma resistance.
  • FIREWORK RAVE
    • Gain +30/15 stamina for each Firecracker you/others carry. TE: Everyone recovers 3 trauma for each Firecracker thrown by any Cleaner, and gains a stack of +50% stamina regen for each live Firecrakcer.
  • SOOTHING SPARKLES
    • Instantly recover 6 trauma and receive 6 temp health for each Firecracker used by any Cleaner. TE: Each live Firecracker during a horde event will provide +10% healing efficiency, and give the whole team 1 temp health every 0.5s.
  • PRO TAUNTER
    • Gain a stack of +10% bolstered health for using a Megaphone, up to no limit, lasting 25s separately. Gain 25% price discount on Megaphones in the Vendor. Resource containers you opened each has a 10% chance to spawn an extra Megaphone in addition to its content.
  • BOOM BOX
    • You can use Megaphones via [alt fire] to deploy a Boom Box after a 8s interaction: Boom Box reduces the horde timer by 20% of its max, and attracts Riddens like a Firecracker AoE, lasting 30s or until it's destroyed (250 health).
  • ARMOR SPECIALIST
    • +50% damage against enemy armors. Each armor plate you equipped can last for 2 hits instead of just 1. If not having any armor, gain -10% stamina efficiency and -5% trauma resistance.
  • FABRIC ARMOR
    • You can convert Bandags into improvised armor plates by pressing [interact] on dropped Bandages for 6s and spending 40 stamina (will impedge regen).
      • *improvised armor plates: Improvised armor plate is near identical as regular armor except it's considered extra and can be equipped beyond the armor capacity, but limited to having 1 plate equipped at a time.
  • FOUR-LEAF
    • Enjoy a pseudo-random 4% chance to: 1) not setting off optional horde, 2) deny Sleeper suppression, 3) yield double from each stats-intels (health/stam/ammo/fortune), and 4) not receive trauma.


  • INSTANT NOODLES
    • +40 (flat value) health. -5% stamina efficiency. Gain 0.15x less positive health. While below 50% stamina, gain -25% stamina regen.
  • HD BISCUIT
    • +5% stamina efficiency, +100 (flat value) stamina. Gain a stack of -10 (flat value) stamina every 45s, up to 10 stacks; Resets per level.
  • HOT SPA
    • +10% stamina. Gain 0.2x less negative trauma resistance. On each checkpoint level, completely immune trauma and gain -10% stamina efficiency.
  • DOUBLE-EDGED
    • +5 (flat value) health, +5% damage resistance. Passively deal 20 melee damage to enemy melee attacker. While in contact with a deployed Razor Wire and for 1s post contact, gain +25% damage resistance and +15% trauma resistance. -15% trauma resistance. Passively deal 2 melee damage to friendly melee attacker (including bash).
  • VIPER
    • +25% damage resistance to acid. Passively deal 10/50 acid damage in 2m radius (no FF) as you take a melee hit from Ridden/Mutation. Your bash causes -25% health regen for 10s while dealing 4 acid damage per 0.5s. -10 (flat value) stamina, -50% damage resistance to fire, -20% ADS move speed.
  • ACID NEUTRALIZER
    • +10%/40% damage/trauma resistance to acid. Every time you receive acid damage, fully mitigate acid damage for 1s; This has a 6s cooldown. -5 (flat value) stamina, -40% acid damage.
  • FLAKKER
    • +20%% damage resistance to explosive. Whenever you stumble a Ridden, there is a 50% chance to inflict a knockdown instead. Riddens you knocked down stay down for 4s longer. -5% move speed, -25% stamina regen.
  • CLAW-RESISTANT CLOTHING
    • +5 (flat value) health, +25% damage resistance to bleed. Passively cause enemy melee attacker to melee 20% slower for 1s. -10% use speed, -10% aim speed, -10% swap speed.
  • TURTLE SHIELD
    • +15 (flat value) health, +10% damage resistance. While crouching, gain additional damage resistance that equals 1x of your negative move speed. -5%/10% move/sprint speed, -15 (flat value) stamina, -15% ammo. While crouching, gain -10% move speed.
      • It counts from each negative value. Your movement speed doesn't have to be in negative (slower than the base speed) to yield damage resistance from Turtle Shield.
  • NECK PILLOW
    • +5 (flat value) health, +10% recoil control. Gain +35% trauma resistance to all direct damage taken within 150-degree in the back. -15% aim speed, -5% use speed.
  • SURVIVALIST
    • +20% stamina regen, +25% revive speed, and -25% incap health decay (slower). Being able to not lose a life when getting incapped by hazards or Friendly Fire. Delay incapacitation for 6s upon taking lethal damage, during which you're invulnerable to damage and doesn't deal FF damage.
  • SWANSONG
    • Delay death (downing without life remaining) for 15s upon taking lethal damage, during which you're invulnerable to damage and doesn't deal FF damage, and gain +10%/30% move/sprint speed, +35% melee speed, +35% reload speed, and +35% use speed. -15% damage resistance, +30% death trauma (more).
      • Note that death isn't affected by incap trauma.
  • HEROIC
    • At the start of each level, recover 10 trauma. After succeeding a level as LMS (last man standing), recover 50% max health including trauma, and receive 600 bonus copper; If did so at the final level, receive 1000 bonus Supply Points instead of said copper.
  • PERSONAL TOKEN
    • At the start of each checkpoint level, spawn with a special item "Personal Token" that equips to the quick accessory slot, to gain 20% bolstered health and +10% trauma resistance for having this item. Bring the Personal Token that matches your Cleaner into the next saferoom to recover 40 trauma.
      • Personal Token item will persist when the player left. If passed onto a different Cleaner without this card, the effects will be weakened to 5% bolstered health and 15 trauma recovery. If passed onto a different Cleaner with this card, the item updates to that Cleaner for full effects.
      • Personal Token is listed last for swapping in case of multiple slots.
  • HIGHER METABOLISM
    • +30% incoming healing, +25% stamina regen. -20% damage resistance to toxic, -10% damage resistance to bleed, +10% temp health decay (faster), -10% incoming healing overheal.
      • *incoming healing: Works when you heal yourself and others heal you, not when you heal others.
  • NIMBLE
    • +3%/6% move/sprint speed, +15% melee speed, +15% reload speed, +20% swap speed, +10% use speed, +15% aim speed, +15% ADS move speed, +20% move speed while meleeing. -10 (flat value) health, -10 (flat value) stamina, -5% damage resistance.
  • STREAMLINED LOADOUT
    • +5%/10% move/sprint speed, +35% stamina regen, +10% stamina efficiency, +10% sprint efficiency, +10% ADS move speed, +10% slow resistance. Gain 0.25x less negative with stamina efficiency and slow resistance. -10% health, -10% damage resistance, -20% ammo, and -1 armor capacity.
  • TACTICOOL CASUAL
    • +3%/6% move/sprint speed, +10% stamina efficiency, +25% stamina regen, +20% trauma resistance. -20% bash melee speed, -20% reload speed, -20% aim speed, -20% swap speed. After dealing damage to or taking damage from a Mutation/Boss, Tactical Casual will be completely disabled for 20s/60s.
  • RELOADING TOOL
    • +10% reload speed. You can recycle ammo by pressing [interact] on ammo for 2s, to spawn an extra Ammo Pouch after obtaining 100 stacks, which counts 1 stack per 2% of base ammo capacity recycled. -4%/8% move/sprint speed.
      • *base ammo capacity: Unaffected by ammo capacity bonus or reduction.
  • AMMO WHORE
    • +100% ammo with your primary and secondary guns (stacks to +200% if both use the same type). -15% slow resistance. Gain -50% ammo with types that your weapons don't use.
      • Excess ammo will drop automatically upon changing ammo types.
  • HERBALIST
    • Make your Smoke Grenade AoE bluish; Smoke Grenade provides +50% damage resistance to toxic, +35% stamina regen, and constantly gives 1/2/3/4 bolstering temp health per 1s to Cleaners within the AoE.
      • *bolstering temp health: A sub-type of temp health that simultaneously grants bolstering health capacity, which is temporyary and will fade away as the corresponding bolstering temp health decays or depletes.
  • THERAPIST
    • -10% trauma resistance. +5% healing efficiency, +35% outgoing trauma heal. TE: +20% trauma resistance while the effect source is alive and well (not suppressed, incapacitated or dead).
      • *outgoing trauma heal: Works when you heal others, not when you heal yourself nor others heal you.
  • VENOMANCER
    • +70% trauma resistance to toxic. Spawn 1 extra Bait Jar at the start of each level. Your Bait Jars also deal 4 toxic damage per 0.5s throughout the debuff duration. Enemy Baits Jars don't drain your stamina nor impede the regen. -25% stamina regen. Provide -25% stamina regen to fellow Cleaners within 1m.
  • WITCH DOCTOR
    • -25% temp health decay (slower), +25% healing efficiency with temp health, +20% damage resistance to toxic. Gain -50% healing efficiency with normal health healing, and convert 1.0x of this otherwise ineffective potency into trauma heal. +15% outgoing FF, -10% trauma resistance. Negative TE: -5% trauma resistance.
  • WORM EATER
    • Receive 20/60 bolstering temp health and recover 10/30 trauma per small/large Nest node you destroy. You can consume Sleeper beds via a fixed 8s interaction, to recover 10 trauma. -10% incoming healing, +15% incap trauma (more), -15% outgoing trauma heal. Negative TE: -10% trauma resistance.
  • CURING THE SYMPTOMS
    • +75% healing efficiency with temp health. Pain Meds you apply also deal 3 irreducible trauma. -10% healing efficiency with normal health.
  • BOOSTER DOSE
    • When applying temp health to a target that has ≥90% health, convert 50% of the temp health that'd otherwise be wasted into bolstering temp health.
      • *bolstering temp health: A sub-type of temp health that simultaneously grants bolstered health capacity, which is temporyary and will fade away as the corresponding amount of bolstering temp health decays or depletes.
  • TUNNEL DWELLER
    • Recover 50 trauma at the start of each Hive level. During a Hive level, gain +25% damage resistance. At the start of each non-Hive level, suffer 10 psychic damage and 5 irreducible trauma. During a non-Hive level, gain -5% damage resistance and -15% use speed.
  • VAMPIRIC
    • +25% bleed damage. Whenever you damaged a teammate, receive healing that equals to 75% of that damage, of which is half normal health and half temp health. -5% trauma resistance, +15% temp health decay (faster), -20% damage resistance to bleed.
  • SASSY
    • +5% trauma resistance, +15% ADS move speed. Automatically undone the first 300 pts. of FF damage you would otherwise deal or receive in each level; This is not healing and is unaffected by healing efficiency. -10% use speed, -10% recoil control, -10% accuracy. While backpedaling, gain -10% trauma resistance.
  • GOTHIC
    • Gain damage resistance and trauma resistance that equals 0.5x of the negative of these attributes on your teammates; If the medium isn't alive and well, increase the ratio of their portion to 1.0x. -5% damage resistance, -25% revive speed. Gain 0.3x less positive revive speed, and gain 0.3x more negative revive speed.
      • *alive and well: Not being suppressed, incapacitated or dead.
  • ROCKING IN BOLERO
    • During a horde event (endless compatible), gain positive reload speed, aim speed, swap speed, and use speed that equals 1.2x of any negative on these attributes. -25% reload speed, -25% aim speed, -25% swap speed, -25% use speed.
  • SLEIGHT OF HANDS
    • Each time you reload, use/interact, or swap, be drained 10 stamina (won't impede regen) to randomly gain +5% to +50% speed in the given action. -20% stamina regen, -10% slow resistance. Sleight of Hands will be completely disabled (both pros and cons) while below 50% stamina.
  • BLACK TIPPED BULLET
    • While using guns that use rifle ammo, gain +20% bullet damage and +30% weakspot damage against Mutations, or gain +10% bullet damage and +15% weakspot damage against Bosses. -25% rifle ammo. Gain 0.2x less positive with rifle ammo.
  • SCATTERGUN CHOKE
    • Increase the degree of pellet spread tightening of ADSing by 30%. While using buckshot shotguns, gain +30% accuracy. While using buckshot shotguns, gain -30% move speed while firing.
  • HEAVY SLUG
    • While using slug shotguns, gain +25% bullet stumble force, +50% bullet stumble force against weakspot. While using slug shotguns, -25% recoil control, and -15% reload speed.
  • FRAG SLUG
    • Convert shotgun slug into explosive slug; Explosive slug detonates upon initial hit, dealing 2x damage in a small 2.5m radius (no FF). Converted guns will reload 1 shot per 2 shotgun ammo. While using explosive slug shotgun, gain -35% recoil control and -20% reload speed.
  • MEATSHOT
    • After landing a buckshot shotgun shot that had no damage falloff nor any pellet miss, receive 1 health and recover 0.25 trauma, as well as gain a stack of +5% bullet damage and +2% damage resistance, up to 5 stacks, lasting 4s together.
  • OFFHAND BOOMSTICK
    • When swapping to a weapon that uses shotgun/sniper ammo, gain +100%/50% swap speed. After swapping to a weapon that uses shotgun/sniper ammo, gain +30%/15% reload speed, lasting 1.5s.
  • GRAZING SHOT
    • Fly by bullets or arrows within 1.5m of each target can deal 0.2x the damage without actual hit; Cannot deal stumble force this way; Cannot trigger weakspot damage this way; No effect to allies, or enemies that's idling or unaware.
  • MAD SNIPER
    • While using a sniper rifle, gain +30% bullet damage, +30% reload speed, -30% accuracy, -30% recoil control, -30% aim speed, +15% outgoing FF, and -20% damage resistance to psychic.
  • MAD MINUTE
    • While above 75% stamina and using non-automatic guns (ex: bolt-action, pump-action, lever-action), gain +25% rate of fire.
  • HEAVY GUNNER
    • While using ARs or LMGs, gain +50% bullet damage, +25% bullet stumble force, -25% rate of fire, -15% reload speed, -20% swap speed, -30% ADS move speed, -30% move speed while firing.
  • ASSISTANT GUNNER
    • Take no FF damage inflicted with LMGs. For every LMG carried by teammates, gain a stack of +30% rifle ammo. Provide fellow Cleaners within 6m and using LMGs with +25% reload speed, +20% recoil control.
  • RECOIL REDIRECT
    • +40% recoil control. After firing, gain +25% melee speed, lasting 4s. -25% move speed while firing. Move speed reduction for firing lasts 1.5s longer.
  • GAUSS RIFLING
    • Your bullet tracers drag lightning trail; For every 0.5s after 3s not firing, gain a stack of +5% bullet effective range, up to +100%, which will drain 5% per 5% of the base mag capacity fired. -4% move speed, -15% recoil control, -15% ADS move speed, -15% aim speed.
  • BRRRRT FIRING
    • While using full-auto guns, gain +30% rate of fire, -20% horizontal recoil control and -20% move speed while firing. Applicable guns will also overheat and become unable to fire for 6s once fired 400% of their base mag capacity, which will cool off at the rate of 5% per 0.1s after 3s not firing.
  • BOTTOMLESS MAG
    • Gain the ability to continue firing with an empty mag with guns. Auto-reload will be delayed until 3s after you release [primary fire]. While firing with an empty mag, gain -25% accuracy, -25% recoil control, -25% rate of fire, -50% move speed while firing.
  • OVEREXTENDED MAG
    • Double-tap [reload] and spend 20 stamina (will impede regen) to increase the capacity of the next mag up to 35% more with the remainder of the current mag. While using weapons loaded with extra bullets, gain -4% move speed, -15% aim speed, -20% horizontal recoil control.
  • JUNGLE MAG
    • Gain +50% reload speed with every other reload; Incompatible with weapons that use gradual reload (ex: shell-by-shell). If Jungle Mag is ready to boost the next reload, gain -10% accuracy, -10% horizontal recoil control, -10% aim speed.
  • LOCK AND LOADED
    • If the mag is empty, gain +35% reload speed. After reloading, gain +30% weakspot damage, +30% recoil control, +30% accuracy for 3s. -15% reload speed, -15% swap speed.
  • GAZ MANEUVER
    • While reloading a gun, gain +100% swap speed with guns. After performing a Gaz Maneuver, unable to aim/ADS for 0.3s, and then gain -40% aim speed for 1s.
  • HOME-MADE SUPPRESSOR
    • Click on the barrel attachment slot to modify it with a home-made suppressor, which grants the stealth benefit and +10% weakspot damage; Click again to revert it. Home-made Suppressor also induces -20% bullet effective range, -20% horizontal recoil control, -20% aim speed, and -20% swap speed.
  • WEAPON MASTERY
    • Gain +15% damage and +30% weakspot damage with your Cleaner's default weapons (excluding accessories).
  • VAULT WEAPONRY
    • At the start of each level, spawn 1 random weapon(s) of Rare quality, or Epic quality if at the final level.
  • NADE THUMPER
    • Have 2x offense inventory capacity for carrying Frag Grenades. Use Frag Grenades via a single-shot Grenade Launcher that provides longer reach and +25% damage, but handles slower and needs to reload. GL direct impact also deals 100/200/300/400 melee damage. -10 (flat value) stamina, -10% slow resistance, -10% reload speed, and -10% swap speed.
  • NADE SODA
    • For every Ridden/Mutation kill with the main explosion of a Frag Grenade, it will create additional 4/20 explosive pops on a 0.2s interval, with each pop dealing 4 explosive damage in a small 2.5m radius (no FF).
      • Compatible with Sticky Semtex.
  • STICKY SEMTEX
    • Press [reload] while using a Frag Grenade to switch it into Sticky Semtex mode, where it has +100% damage, -75% radius, 3-second detonation delay, and the ability to stick to surfaces and enemies.
      • Compatible with Nade Thumper; Press [reload] while the GL is loaded.
  • ROCKETEER
    • Bring 5 reserve rockets instead of just 1 with RPG. While using a RPG, gain +25% reload speed.
      • *RPG: RPG is a commandeer-type of weapon that will only made available in specific occasions as a super weapon, for dealing with the kind of scenario where players would otherwise be underequipped. This effect allows one to carry and fire more rockets without needing to return to the ammo source to replenish.
      • This card can be equipped in the deck, but the map could also be designed to have this card be always obtainable via a dedicated spot nearing the scenario. Costs 1500 copper instead of the usual 500.
  • DEMOLITIONIST
    • Gain 15% price discount on lethal offensive accessories in the Vendor. Gain +50% use speed with Claymore Mines (for deploying them), and the ability to turn hostile Claymore Mines to friendly via a fixed 10s interaction.
      • *lethal offensive accessories: Excluding Flashbangs, Firecrackers, Smoke Grenades and Bait Jars.
  • SHORTFUSE
    • Gain the ability to detonate a Frag Grenade point-blank by holding [alt fire] for 3s while poising to throw. Shortfuse Frag Grenades have +50% radius, -25% outgoing FF, and deals additional +75% damage in electro type.
  • APPETITE FOR DESTRUCTION
    • Whenever an explosion occurs, recover 1 trauma, receive 3 temp health; Compatible with explosions from hazards and map scripted events; Ignores decorative explosions; Also ignores secondary or extra explosions (ex: Nade Soda).
  • COMBUSTIVE IMPACT
    • +100% Molotovs initial damage. Any offense accessory will also create an extra mini Molotov at the point of impact; This stacks with Molotov's own AoE if created with Molotov; Mini Molotov is 50% weaker in all potencies.
      • *all potencies: That goes for radius, initial (impact) damage, DoT, afterburn duration, and residual flame lifetime.
  • FIRESTARTER
    • Gain +2 offense inventory for carrying Molotovs. Gain 25% re-use chance and +35% radius with Molotovs.
  • ALCOHOLOGIST
    • Molotov direct impact causes the target to burn for an extra 3s; Stackable. Molotovs have longer afterburn duration and residual flame lifetime, from 1s and 3s minimum without poising, up to 4s and 12s maximum for poising to throw for 3s.
  • IMMOLATION
    • +25% damage resistance to fire. Every 0.2s in contact with an ally-sourced residual flame AoE increases its lifetime by 0.1s. Spawn 1 extra Molotov after taking 50 raw damage (unaffected by resistance) in fire type; Counting will decay at the rate of 1 per 1s after 10s not gaining.
      • The same AoE can be simultaneously affected by multiple immolators.
  • FLASHBANGER
    • Gain +10% re-use chance and +30% radius with Flashbangs. Gain 20% price discount on Flashbangs in the Vendor.
  • TACTICAL SHOCK
    • The proactive use of Stun Guns also works against Bosses. be used proactively used against Bosses. Stunning a Boss with Suntgn infclits electro damage to self, and causes -5% move speed and -25% stamina regen, lasting 5s.
      • *proactive use of Stun Guns: Changes are made about Stun Gun in [part 1], allowing them to be used proactively.
  • ELECTRIC FREAK
    • +30% damage resistance to electro. Every 1 pt(s). of raw damage (unaffected by resistance) taken in electro type gives you 5 stamina plus a stack of +5% stamina regen and +5% melee speed, up to 10 stacks, lasting 6s together.
  • SHOCK ATTACK
    • +100% electro damage. Whenever you take 12 or more damage from a single hit (including FF), create an electro nova that deals 2x of that amount in a 6m radius (no FF).
  • CYBERPUNK
    • -1 life (less). Reduce health by 50 and health bonuses by 0.5x, and convert this otherwise ineffective health into a secondary health bar that immunes trauma, absorbs 50% the damage fou you (except psychic or toxic damage ), and constantly regens 1 health per 1s; This health capacity is also not heal-able and ignroes damage resistances.
  • NANITE MATRIX / LIVING ARMOR
    • Gain secondary health bar of 25 health that immunes trauma, absorbs 50% of the damage for you (except psychic or toxic damage), and constantly regens 1 health per 1s; This health capacity is also not heal-able and ignores damage resistances. -10%/10% move/sprint speed, -20% damage resistance to acid, -20% ammo.
  • HEADHUNTER
    • Gain +25% damage against Mutations. Gain +25% damage and +25% weakspot damage against Bosses. Suffer 5/25 psychic damage whenever a Mutation/Boss is killed; Cannot incap or kill you this way. -20% healing efficiency, -20% revive speed, -10% trauma resistance.
  • ASCLEPIUS
    • You cannot equip offensive accessory except Flashbangs, Firecrackers, Smoke Grenades or Bait Jars. +10% healing efficiency. You can equip another type of supportive accessory in the offense inventory slot affected by Asclepius. Your primary weapon slot could serve as another quick accessory slot with a base capacity of 2 (accepts bonus).
  • IFAK
    • -1 support inventory, -10 (flat value) stamina, -5% stamina efficiency, -10% ammo. Gain another slot of supportive inventory dedicated for IFAK personal Bandages with infinite supply on a 60s cooldown; IFAK is for self heal only and doesn't heal trauma.
      • *-1 support inventory: Meaning no inventory space for support accessories until you gain +1 support inventory.
      • *doesn't heal trauma: All healing items are adjusted under TRAUMA & TEMP HEALTH section in part 1, which include Bandages trauma heal from 0/0/0/0 to 4/8/12/16.
  • MASS HEAL
    • You can perform Mass Heal with Bandages or First Aids in an instant by pressing [primary fire] and [alt fire] together, to also heal other Cleaners within 30m around you, applying half trauma heal, and applying full normal health heal. Mass Heal requires and consumes 2 instances in the same use.
  • RANDOM CRIT
    • Have a pseudo-random 10% chance to deal 100% more damage with direct attacks (non-DoT, non-debuff). -5% damage resistance, -10% ammo.
  • DOUBLE-TAP
    • Modify your trigger-pull with semi-auto guns to always fire in a 2-shot burst, which has 15% shorter firing interval, +100% recoil control with the 1st shot, +50% bullet damage with both shots, -50% recoil control with the 2nd shot. After each Double-tap, you cannot fire the same gun again for 0.25s, and gain -35% move speed for 0.75s.
  • JOY TAP
    • For every Ridden/Mutation killed with pistols, recover 0.4/4 health. Recover 1 trauma by getting 2 precision kills with pistol in 1s without miss; This has a 6s cooldown.
  • ROCKSTEADY
    • +10% accuracy, +20%/70% vertical/horizontal recoil control. -4% move speed, -15% move speed while firing, -15% ADS move speed.
  • C.A.R. TECHNIQUE
    • +25% swap speed with pistols. While not aiming down sight with pistols, gain +50% move speed while firing, +50% hipfire reaccurize (faster), +50% horizontal recoil control. Firing from the hip with pistols drains (won't impede regen) 4 stamina per shot.
  • GUNSLINGER
    • +20% ADS move speed, +15% reload speed, +25% swap speed with weapons, and +25% hipfire reaccurize. Gain 0.3x less negative reload speed. Also, gain the ability to juggle reload with Colt SAA revolvers.
      • *juggle reload: If applicable, when reloading a juggle-able gun that has an empty mag, instead of reloading, switch to a backup using its swap speed. Ammo counts are individually tracked. Switch back to reload the other gun by pressing [reload] when current juggle-able gun has a full mag.
      • If dual-wielding, you will have 2 backup Colt SAA revolvers instead of just 1.
  • AKIMBO
    • [Dual-wield] Dual-wielded pistols can be equipped in the primary weapon slot, to gain +35% pistol/SMG ammo and +40% move speed while firing. While dual-wielding semi-auto pistols as primary, gain +25% reload speed, +25% recoil control, and -50% hipfire bloom.
      • *Dual-wielded pistols: Pistols can already be dual-wielded as secondary by default, but they will suffer -15% reload speed, -50% recoil control and +100% hipfire bloom.
      • Dual-wielded pistols cannot ADS.
      • Note that Tec9 counts as a SMG.
  • PRIMARY MELEE FIGHTER
    • +5 (flat value) health, +5 (flat value) stamina. Melee weapons can be equipped in the primary weapon slot to gain +75% melee damage, +25% melee stamina efficiency. If equipped melee weapon as primary, gain +5 (flat value) health, +5 (flat value) stamina. If equipped a melee primary, gain -35% ammo.
  • HIGHLANDER
    • +5% move speed, +30% stamina. You can equip melee weaponry or bow/crossbow in the quick accessory slot; This ignores other utility slot. -30% use speed. You cannot equip any quick accessory except Bucklers in the quick accessory slot; This ignores other utility slot.
  • IAIJUTSU
    • +50% swap speed when swapping to melee weapons. After swapping to a melee weapon, gain +150% melee damage, +150% melee speed, and -100% melee stamina efficiency for the next melee attack or for 0.25s. After performing Iaijutsu, gain a stack of -25% swap speed, -25% melee speed, up to 2 stacks, lasting 2.5s lasting together. Unable to perform Iaijutsu while at full stacks.
      • *melee weapon: Bash doesn't count.
  • UPPERCUT
    • After un-crouching, gain +75% melee damage and +50% melee stumble power for the next melee attack or for 0.75s. After performing an Uppercut attack, gain -35% move speed, -30% swap speed, -50% stamina regen for 3s.
  • UPROAR
    • Once you've taken ≥25 raw damage (unaffected by resistance) while crouching, you can spend 50 stamina (will impede regen) to perform Uproar by jumping out of crouch to deal 25 melee damage and 500 stumble force to enemies within 8m around you; This has a 100% chance to knockdown Riddens.
  • SMACK-DAB
    • Melee weapons (excluding fist bash) will deal 40% more damage, 40% more weakspot damage, and 40% more stumble power when hitting at the tip of their reach. -10% melee stamina efficiency.
      • *at the tip: For 0.2m inwards from the end of melee range.
  • CHAINSAW MANIAC
    • Each Ridden/Mutation kill with a Chainsaw gives you 2/10 temp health and 5/25 stamina, as well as giving a stack of +0.2%/1% bolstered health that lasts till the end of level.
  • COMMANDO LUNGE
    • After sprinting with ≥25 (flat value) stamina left, for the next melee attack or for 1s, gain +50% melee damage. Each time you perform a melee attack (including bash) while holding [sprint] and standing still, you will lunge 1m forward and stepback very quickly; This has a 3s cooldown; Lunge duration is the same as the attack fore-swing.
      • *fore-swing: If the duration of fore-swing is 0.2s, meaning the attack lands 0.2s into the attack animation, then the lunge will reach its full distance at the 0.2s mark.
  • HYSTERICAL
    • When taking FF damage, gain +30% melee speed for 10s base plus 1s per 1 pt(s). of FF damage taken. After getting incapped by Friendly Fire, gain another +30% melee speed and +15% move speed for 60s.
  • LIGHT TOUCH
    • +25% melee stamina efficiency, +10% move speed while meleeing. Gain -50% outgoing FF with melee or arrow damage. -20% melee damage, -20% arrow damage.
  • SIDEWINDER
    • +5% move speed. While strafing (side-stepping) and for 0.25s afterwards, gain 15% melee speed and +35% move speed. -20% sprint efficiency.
  • HYPERACTIVE
    • For every second spent in quickly alternating between strafing left and right, gain a stack of +20% sprint speed and -10% stamina regen, up to 5 stacks, lasting 10s separately.
      • *quickly alternating between strafing left and right: Move left then right then left within 1s to proc, or vice versa (right to left to right).
  • SKATES
    • After sprinting for 3s, gain +20% sprint speed and +20% sprint efficiency until you stop. -10% slow resistance. During the first 3s of each sprint, gain -20% sprint speed. While sprinting, gain -15% damage resistance.
  • POSTMORTEM
    • You can investigate dead carcasses (1 search per target) in the world for extra loots that'd otherwise be hidden and unavailable: A 20% chance to find a random accessory, plus a 100% chance to find a small copper pile of 25
  • PRO ARCHER
    • +15 (flat value) stamina. While using bows (including Crossbow), gain +20% bow charge speed, +30% arrow damage, +30% weakspot damage, +30% accuracy, +30% bow stamina efficiency. -30% ammo.
  • BOWER AGILITY
    • +50% swap speed with bows (including Crossbow). While using bows (including Crossbow), gain +40% bow charge speed, +35% bow reload speed, +30% move speed while firing, +30% ADS move speed, +25% move speed and +15% bash melee speed.
  • ELEMENTAL ARROW
    • You can press and hold [reload] while using any bow (including Crossbow), to open up a radial menu and choose an element to enhance your next arrow with additional effect.
      • Fire: Costs 25 rifle ammo. Adds 40 fire damage and applies a 8s burn, dealing 4 fire damage per 0.2s; Burning DoT is stackable.
      • Cyro: Costs 10 shotgun ammo. Adds 25 cyro damage and applies a stack of 15% move speed slow, lasting 8s separately.
      • Toxic: Costs 12 sniper ammo. Creates a 2m radius toxic cloud at the point of impact to debuff the enemies with -25% stumble force resistance and -25% health regen for 12s, during which they will receive 4 toxic damage per 0.5s.
  • BALLISTA
    • While using Crossbow, gain +200% arrow damage. You can only reload Crossbow after standing or crouching still for 2s. While using Crossbow, gain +30% sprint-out time (worse), -15% move speed, -25% sprint efficiency, -75% move speed while firing, -100% recoil control, -30% reload speed.
  • PRO TRAPPER
    • You can sense nearby enemy traps. Gain the ability to disarm enemy traps by pressing [interact] on them. Each enemy trap you disarmed/destroyed has a 75%/10% chance to spawn the corresponding accessory (Bear Trap, Bait Jar, etc) as extra resource.
  • WHOOPSY CUSHION
    • Bear Traps you set will also recover 6 trauma on you and give you 25 temp health, and pop a Bait Jar without AoE against the same target. The target will also be highlighted for 15s.
  • SLIMY BAIT
    • Your Bait Jars cause additional 10% move speed slow, and both the baiting AoE and the debuff will last 50% longer.
      • *additional: Bait Jar by default causes MS slow for 15/30/45/60% against the impacted target, and 10/15/20/25% against the splashed enemies.
  • MUSHY DECOY
    • While holding a Bait Jar, attract enemies 25% more. Gain the ability to use Bait Jars via [alt fire] to apply it directly on yourself, giving you 50 bolstering temp health, and making you attract enemies 100% more for 30s. You take 75% less trauma from Riddens agitated by Mushy Decoy.
  • DEATH'S GRIP
    • Set down a Corpse Trap as you kill a Mutation with melee. Passively affect enemy melee attacker with Corpse Trap as they incapped/killed you, dealing 100/500 melee damage and rooting them for 4s/12s. Additionally, you can sense nearby hostile Corpse Traps and are immune to them.
      • *Corpse Trap: These are similar to Bear Traps, but cannot be treated as such or tampered with like such. They deal damage on-sprung and root the target for a short duration.
      • *hostile Corpse Trap: If a corresponding Corruption Card is present, killed enemies will have a chance to leave behind a Corpse Trap that deals low damage on-sprung, drains a small amount of stamina (won't impede regen), and causes move speed slow for a short duration.
  • EXTINGUISHER
    • +5% damage against ablazed enemies (ex: Charred Riddens). Your bash against ablazed enemies will remove their ablaze status and deal 20 cyro damage in a 2m radius (no FF).
  • CYRO MASTERY
    • +50% freeze power against enemies and +25% frozen status duration. Smoke Grenades also deal 10/20/30/40 cyro damage on initial impact, then deal 1/2/3/4 cyro damage per 1s to enemies in contact with the Smoke Grenade AoE.
      • *freeze power: This is the counterpart of stumble power for the frozen status.
  • ICE ARMOR
    • Passively cause enemy melee attacker to move 15% slower and melee 15% slower for 2s. If you don't have extra armor, receive an improvised armor plate after taking 50 raw damage (unaffected by resistance) in cyro type; Counting will decay at the rate of 1 per 2s after 10s not gaining. -5 (flat value) stamina.
      • *improvised armor plate: Improvised armor plate is near identical as regular armor except it's considered extra and can be equipped beyond the armor capacity, but limited to having 1 plate equipped at a time.
  • ARMOR SCAVENGER
    • You can sense nearby armor plates. TE: 2 additional armor plate will spawn in the level, and each new instance of armor has a 20% chance to be stacked with 1 more plate.
  • GATLING HERITAGE
    • Gain the ability to undeploy any non-fixated Minigun by pressing [interact] on it for 10s, and the ability to bring a yet deployed Minigun into the next level.
  • AUTO SENTRY
    • Gain the ability to modify a deployed Minigun into an Auto Sentry by using a Tool Kit on it. Interaction time is 10s.
      • Auto Sentry has the battery life of 180s, target acquisition range of 30 meters, lock-on delay of 0.5s, rotation rate of 120-degree per second, aims for the upper chest of the target, deals or receives no FF (including its master), and spends at least 3 shots each time. Its targeting can be blocked by Friendly.
      • Auto Sentry would not engage and cannot hit enemies that's idling or unaware.
      • Auto Sentry doesn't get destroyed when expired or depleted, and it is renewable (Tool Kit) and refillable (rifle ammo, loads 150 rounds per fill) by anyone.
      • Auto Sentry can be retracted by any Cleaner with this ability (5s interaction), and can be carried around just like a normal undeployed Minigun by anyone.
  • SAPPER
    • You can undeploy any deployed Razor Wire by pressing [interact] on it for 5s, but this will induce 10 bleed damage and 2 irreducible trauma. You can disrupt Security Doors and hostile Auto Sentries by using Stun Guns: A disrupted security door will temporary open for 15s, and a disrupted auto sentry will be disabled for 45s.
  • FISTBUMP HOOAH
    • Your bash gives 25 stamina to fellow Cleaner and grant them +20% use speed, +20% melee speed and +4%/8% move/sprint speed for 15s; You can only affect the same target once per 15s. TE: Within 3s after receiving a Fistbump Hooah buff, you can grant Fistbump Hooah buff to a fellow Cleaner by bashing them.
  • PROXIMITY RADAR
    • Passively utilize a Proximity Radar that scans Ridden activity as well as ally whereabouts within 20 meters around you on a 2s scan interval, and display that info on the HUD. -4% move speed, -10% ammo.
  • SPACE PIRATE
    • If jumping/midair, yield 100% more copper; This effect lingers 0.2s after landing; No effect to dropped copper. If not under Space Pirate status, yield 20% less copper; No effect to dropped copper. -10% use speed.
      • Only affects your share of the yield, such as when you're looting a new instance of 25 copper, others will get 25 whilst you get 50 if jumping/midair or 20 if not jumping/midair.
      • Doesn't affect dropped coppers regardless the source,.
  • BANDIT HAT (SKIMASK)
    • Spend 20% less copper (as if what you're buying costs 20% less). After looting a new instance of copper, gain a stack of -2% move speed, up to no limit, lasting 30s together. -5% damage resistance, -5% trauma resistance.
  • CUTPURSE
    • Killing a Ridden/Mutation with bash for a 10/50% chance to spawn a tiny copper pile of 10; Trigger chance is 2x with Combat Knife. -5% trauma resistance, -20% bash stamina efficiency. Whenever you are stumbled/suppressed/incapped, you drop 10/20/50 copper from your inventory, and coppers dropped this way will vanish in 6s.
  • SURVIVAL BONUS
    • Receive 50 copper per life you have when entering the next saferoom. Receive 5 copper every 5 seconds while alive and well (not suppressed, incapacitated or dead) and not at critical health, up to 400 copper per level. After taking damage (including FF), stop counting Survival Bonus for 6s.
  • SILVER KEYS
    • At the start of each level, spawn a bulk of Silver Keys (an otherwise useless item that equips at the quick slot), bring them to the next saferoom to gain 300 copper per bulk. Multiple bulks of Silver Keys can be stacked together regardless of the inventory capacity. Each bulk of Silver Keys induces a stack of -2%/4% move/sprint speed to its carrier.
  • BARGAINER
    • Gain the ability to sell the items back to the Vendor for half the price (affected by price modifications). TE: Make the Vendor offer 2 instances of 10% discount on random items; Stackable on the same item.
  • HOARDER
    • Gain a grid-based general purpose inventory with the capacity of 3x7 grids. If you already have a general purpose inventory, expand the capacity to 4x10. For each used grid beyond the first grid, gain a stack of -0.5% move speed and -1% stamina efficiency, up to 20 stacks.
  • OFFENSIVE RESOURCEFUL
    • Have another offense accessory slot to carry another type of offense accessory at the same time. -10% stamina, -20% stamina regen, -10% use speed, -10% swap speed, -20% ammo.
  • SUPPORTIVE RESOURCEFUL
    • Have another support accessory slot to carry another type of support accessory at the same time.  -10% stamina, -20% stamina regen, -10% use speed, -10% swap speed, -20% ammo.
  • UTILITY RESOURCEFUL
    • Have another quick accessory slot to carry another type of quick use accessory at the same time.  -10% stamina, -20% stamina regen, -10% use speed, -10% swap speed, -20% ammo.
  • PSYCHIC RESILIENCE
    • +25%/25% damage/trauma resistance to psychic.
  • SINCERE TRIBUTE
    • If you paid the Blood Shrine tribute all by yourself, then the number of Burn Card activation will be 2 instead of just 1. After performing a Sincere Tribute, gain a stack of +10% bolstered health, +25 stamina, up to no limit, lasting till the end of level.
  • SUPERSTITIONIST
    • +15% trauma resistance to psychic. You can sense nearby clues that lead to Blood Shrine, and sense nearby psychic stuff/materials/resources. TE: Slightly more psychic resources will spawn in the level (if any).
      • *Blood Shrine: Check NEW FEATURE section in [part 1] for more info.
      • *psychic resources: There may be resources around each Blood Shrine ranging from some ammo, accessories, weapons, attachments, armor plates, resource container, even legendary items and Skull Totems. Looting them (initial pickup) will induce 4–40 psychic damage depending on the item's worth value.
  • MURDEROUS INTENT
    • +50% melee cleave. Melee attacks that missed very closely to an enemy target can deal 0.3x of the melee damage as psychic damage without actual hit; Cannot deal stumble force this way; Cannot trigger weakspot damage this way; No effect to allies, or enemies that's idling or unaware.
  • PYROTECHNIC ARTIST
    • Molotovs also attract Riddens briefly for 2s. Firecrackers last 3s longer.
  • GRINDSTONE
    • While using melee weapons (excluding fist bash), you can press and hold [reload] for 4s and spending 40 stamina (will impede regen) to enhance them with +100% melee damage for the next 5 hits; Increment against Riddens will be +200%. -10 (flat value) stamina, -10% ammo. While performing Grindstone, unable to sprint.
      • Grindstone adds a small amount of spark VFX at the hit location to indicate the ampification.
  • DOME BREAKER
    • Hitting enemies in the head always inflicts 25% more damage even if it's not their weakspot; This bonus damage counts as bodyshot damage and is unaffected by weakspot-related attributes.
  • DEADEYE
    • While using precision weapon, gain +10% damage. Gain 0.5x more positive weakspot damage. -10% accuracy, -20% aim speed, -10% use speed. Gain 0.35x more negative aim speed.
  • AIM OF ZENITH
    • +15% weakspot damage. After aiming for 3s without taking direct damage, enter a zen state where your aim gradually zooms further up to 2X higher, and then gain +15% weakspot damage at maximum zoom.
  • RAUFOSS
    • With guns of 1:4 sniper ammo reload ratio, their bullet also deals 60 explosive damage in a tiny 0.5m radius (no FF) on initial impact, inflicts a 4s burn to deal 3 fire damage per 0.2s, and deals 50% more damage against armor.
  • AUTOMATA
    • Double-tap [interact] on an interactable mechanical object to install a device that can interact for you for 12s, but it only has half of your use speed. -10% use speed.
      • *mechanical object: Doesn't work with disarming birds, reviving, etc.
  • RECON SPECIALIST
    • Increase the Scanner range by 100% and the debuff linger duration from 1s to 2s. Gain 15% price discount on Scanners in the Vendor.
      • *Scanner: See NEW ITEM section at the bottom of part 1 for more info.
  • DEEP SURVEYOR
    • Gain the ability to use Scanners via [alt fire] to mount it on the ground after a 2s interaction, for 2x of its remaining battery life; Doesn't stack with handheld; Not retractable once mounted; Mind the limited 60-degree FoV.
      • *mount it on the ground: Respects your camera position and elevation (character stance).
  • SHIELD WALLOP
    • Gain the ability to use Buckler via [alt fire] to spend 25 stamina (will impede regen) to fling it like a projectile, dealing melee damage that equals 2x of its remaining health plus 100. Shield Wallop causes the flung Buckler to be destroyed.
      • *Buckler: See NEW ITEM section at the bottom of part 1 for more info.
  • AEGIS
    • Bucklers you wield have +30% damage resistance for increased effective health. Gain a stack of +5% bolstered health and +15% melee damage per Buckler you carry, up to 4 stacks.
  • TECH SAVVY
    • +50% technological use speed, +15% trauma resistance to electro.
      • *technological: Technological interaction is unaffected by mechanical use speed, and only half affected by generic use speed as if they reduce the bonus or reduction by 0.5x (similar to generic damage resistance vs. elemental damage types).
  • GEEK
    • Gain 4x extra progress with each correct button press while interacting with technology. -30% technological use speed.
      • *extra progress: Technological interactions all take long to complete on their own, and they all have a rhythm mini-game that's simultaneously going on the side; Press the right button in the correct timing gain additional progress with each button press, but each missed button press will reverse the progress by 1x the amount of a correct button press, or 2x if pressed incorrectly.
      • They also have checkpoints, usually at the 30% and the 75% mark, so the interaction could start from the nearest point when aborted, or not reverse past than certain points due to the button press.
  • DECKER GIZMO
    • +10% tech use speed. TE: Initiate each tech interaction with 10% progress head start. Add 1 more checkpoint in technological interactions: at the 15%, 45%, 60%, and 90% mark, instead of only at the usual 30% and 75% mark.


  • WORRY STONE
    • +20% trauma resistance. Take 0.1 less trauma from all Ridden. -10 (flat value) stamina, -10% ammo.
  • INCENSE CENSER
    • Take 20% less damage from Sleepers. Reduce negative damage resistance to psychic by up to 20%. Reduce negative trauma resistance by up to 40% (additively). -5% move speed, -10% ammo.
  • ASCETIC
    • +2 extra life. -1 personal upgrade capacity, -15% trauma resistance.
  • GLADIATOR
    • +5% bullet damage, +25% melee damage, +5% damage resistance, +10% trauma resistance. Negative TE: Additional 5-star worth of Corruption Card(s) will be added.
  • GUNG-HO
    • TE: Gain 25% more Supply Points for finishing the level. Negative TE: Additional 1-star worth of Corruption Card(s) will be added.
  • AMMO GOBLIN
    • +10% bullet damage, +75% ammo. If missing a total of 50% or more max ammo across all types combined, gain -10% bullet damage. Whenever you take 2–8 or more damage from a single hit (excluding FF), automatically drop 1–4 bulks of 10% random ammo from your inventory.
  • IMPROVED RIFLING
    • +20% bullet effective range, -4% ADS bullet dispersion. Reduce negative bullet effective range by up to 20%.
  • HEAVY BARREL
    • +20% accuracy, +20% recoil control. -5 (flat value) stamina, -20% aim speed, -20% sprint-out time (worse).
  • LOOSE CANNON
    • +25% damage. -20% stamina efficiency, +50% incoming FF, +50% outgoing FF. When you are downing a teammate, inflict 10 trauma to them.
  • DODGY
    • You have a 40% chance to passively evade Ridden melee attacks. Be drained 10 stamina (won't impede regen) every time Dodgy triggers. Dodgy will be completely disabled for any of these condition: 1) having less than 25% stamina, 2) being suppressed or incapped, 3) not moving for longer than 2s.




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