Haste: Shortens the cooldown for summoning the Wisp.
Sitter: Wisp avoids damaging the last zombie.
Fetcher: Wisp collects items and Power-Ups.
Mask of Salvation: Fox can revive the player up to three times during the game.
Mask of Distraction: Monkey draws enemies’ attention and causes area damage.
Mask of Benevolence: Maiden heals the player instead of attacking foes.
Hardened Plates: Armor Plates absorb more damage.
Durable Plates: Increases armor lifespan.
Shake It Off: Reduces some incoming damage.
Turtle Shell: Armor acts as a back shield instead of a front.
Reactive Armor: If an Armor Plate is compromised, nearby foes are stunned.
Iron Core: Health increases when all plates are lost.
Karmic Return: Reviving a teammate fully heals you.
Slow Death: Extends the duration in the last stand.
Emergency Med Kit: Allows crafting of a Self-Revive Kit four times.
Equivalent Exchange: With Quick Revive, killing an enemy while downed revives you and keeps all Perks.
Dying Wish: Grants temporary immunity to damage after lethal hits, keeping one health, with three uses and losing Quick Revive.
Adrenaline Rush: Begins health regeneration upon killing a Special or Elite opponent.
Quick Swap: Faster weapon exchanges.
Fast Pitcher: Faster equipment deployment.
Prestidigitation: Reloading gives a chance to avoid using stock ammo.
Classic Formula: Improves reload speed.
Phantom Reload: Magazines automatically refill gradually over time.
Ammo Surge: Reloading provides a speed boost.
Quarterback: Use equipment during sprint.
Hot Foot: Gains a speed boost after eliminating foes with equipment.
Footwork: Increases sprinting speed in directions other than forward.
Dasher: Extend Tactical Sprint duration.
Stalker: Increases walking speed while aiming.
Guns Up: Allows shooting while sprinting.
EOD Technician: Reduces height and distance criteria for explosions.
Tribologist: Increases sliding distance and speed.
Stuntman: Wall jumps trigger explosions.
DR RAM: Colliding with normal enemies while sprinting knocks them back and damages.
PhD Slider: Sliding into foes initiates explosions in the sliding direction.
Double Whammy: Produces a secondary explosion.
Dead Draw: Reduces hip-fire spread.
Dead Set: Minimizes gun movement during advanced maneuvers.
Dead Heat: Boosts movement speed temporarily following a close-range kill.
Dead First: Bullets inflict double crit damage on fully healthy enemies.
Dead Again: Headshot hits might add an extra bullet to the magazine.
Dead to Rights: Bullets deal extra damage at close range.
Pineapple Blast: Random ammo modification triggers through equipment.
Chill Berry: Reduces all cooldowns for ammo modifications.
Refresh Mint: Resets the Elemental Pop cooldown upon defeating a Special or Elite enemy with elemental weaknesses.
Imperil Peach: Enemies attacking you may randomly trigger a mod.
Electric Cherry: Creates an electric discharge when reloading with depleted ammo, causing significant damage.
Rainbow Pop: Weapons with equipped mods can deal elemental damage.
Strength Training: A punch can one-hit eliminate regular enemies for bonus rounds.
Mugging: Melee kills replenish some of your carried weapon ammo.
Barista Brawl: Earn Essence from melee takedowns.
Vampiric Extraction: Melee hits heal a small percentage of your health.
Triple Shot: Punches can strike multiple foes.
Mocha Maul: Punch is replaced with a dedicated melee weapon.
Carrion Luggage: Critical kills yield a chance to drop salvage materials.
Picky Eater: Upon death, zombies drop your existing equipment.
Extra Serving: Special and Elite enemies may drop a large Essence vial.
Smell of Death: Dead zombies create a gas cloud that provides concealment.
Parting Gift: Vulture Aid ammo drops deliver additional Wonder Weapon ammunition.
Armor-matic: Armor plates collected are automatically equipped.
Extra Change: Receive additional Essence from more locations.
Further Insight: Expands the perception radius.
Hidden Gems: Death Perception also reveals loot.
Death Stare: Elemental damage has the possibility of taking down enemies with low health.
Critical Eye: Increases the chances of body shots becoming critical hits with standard weapons.
Sixth Sense: Reduces damage taken from behind and reveals nearby enemies.
Double or Nothing: Weapons can either inflict double damage or none at all.
Double Play: Eliminating two enemies consecutively may restore two rounds to your weapon’s magazine.
Double Down: Weapons utilizing bullets provide increased penetration damage.
Double Standard: Non-critical shots deal double damage.
Double Impact: Inflict more damage with successive hits on the same enemy.
Double Dealers: Every fourth bullet delivers double damage.
