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Perks
tigerschwert edited this page Jan 18, 2012
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(maximum of 32 perks)
- Determination - When <= 40HP, move at an increased speed and shoot at an increased rate of fire.
- Strikes Twice - Alt-fire discharges 30 cells of the thunderbolt. Discharge does not harm you.
- Plan B - Damage resistance with melee weapons out, higher damage.
- Serial Killer - Combo kills to get a temporary damage buff. Stacks to a maximum of 200% damage.
- Express Delivery - Projectiles are faster. Rockets penetrate enemies.
- Misdirection - Grenades and rockets bounce off enemies, doing high damage. A "bounced" rocket inflicts no damage to you.
- Punisher - Higher pain chance. Hitscans penetrate enemies.
- Bullet Hose - Sustained fire gives ROF+damage boost to automatics.
- Demolition Man - Greater splash on explosives, explosions pierce DR.
- Long Barrel - Reduced spread on all weapons.
- Collateral Damage - Nearby enemies take a little damage when an enemy dies.
- Sadism - Pained enemies are slow for a small period of time.
- Stopwatch - Cumulative slow motion.
- Deconstruction Tool - Explosive nails.
Perks that assist with resource management. Health, armour, ammo. On the extreme end of the scale, these perks can bail you out if you screw up incredibly.
- Vampirism - Get a little health back from slain enemies.
- Battle Medicine - Get extra health from medkits. Overhealing does not decay.
- Metal Eater - Get health from armour pickups. Use ammo boxes to eat them as health.
- Finders Keepers - Get extra shells and nails from backpacks.
- Divine Intervention - Be saved from death once per episode. (1HP, penta)
- Armour Salvage - Picking up green armour while on yellow or red repairs your yellow/red armour. Backpacks contain armour shards.
- Emergency Exit - Teleport back to the map entrance 3 times per episode.
- Budgeting - The Super Shotgun and Super Nailgun consume less ammo.
- Safety First - Less self damage.
- High BMI - Higher max HP. Enemies do not knock you around as much.
- Macgyver - Use shells, nails and rockets in guns not of that ammo type. (1 shell = 1 nail, 10 shells = 1 rocket, 5 shells = 1 cell)
- Artful Dodger - Double jump. Heat seeking projectiles turn slower.
- Telekitnesis - Pick up stuff by shooting it.
- Bloody Mess - Damage boost. Higher chance to gib enemies.
- Light Feet - Speed boost. Don't set off grenades by touching them.
- Juggler - Knock enemies around with all weapons.
- Crazy Legs - Increased knockback from quick melee, snap-autoaim with quick melee.
- Diagnosis - See enemies' health.