
- Jugger-Nog: Increase maximum health by 100.[/*]
- Quick Revive: Reduce the health regen delay time by 50%. Reduce the time it takes to revive an ally by 50%.[/*]
- Speed Cola: Increase reload and armor replating speed bonus by 30%.[/*]
- Stamin-Up: Increase movement speed.[/*]
- PhD Flopper: Immunity to all self-inflicted damage and status effects. Dive to prone triggers an explosion, which increases the higher you fall. Immunity from fall damage while diving to prone.[/*]
- Deadshot Daiquiri: Aiming down sight moves to enemy critical location. Increase enemy critical damage.[/*]
- Elemental Pop: Every bullet you fire has a small chance to apply a random Ammo Mod effect.[/*]
- Melee Macchiato: Replace weapon gun butt with a deadly punch that sends enemies flying.[/*]
- Hidden Impact: Melee kills reload a portion of your held weapon.[/*]
- Vampirism: Successful melee attacks heal for 25 health.[/*]

- Brain Rot: Bullets deal toxic damage. Each bullet has the chance to turn a Normal or Special enemy into an ally.[/*]
- Cryo Freeze: Bullets deal frost damage. Each bullet has a chance to slow Normal or Special enemies.[/*]
- Dead Wire: Bullets deal electrical damage. Each bullet has a chance to stun any Normal and Special enemy, generating a field that deals electric damage to nearby enemies.[/*]
- Napalm Burst: Bullets deal fire damage. Each bullet has a chance to ignite Normal and Special enemies.[/*]
- Shadow Rift: Bullets deal shadow damage. Each bullet has a chance to spawn a black hole if striking Normal or Special enemies, warping nearby zombies away and dropping some from the air at high speed.[/*]
- Targeted: Dropped zombies fall on other zombies.[/*]
- Explosive Rain: Zombies that are dropped from portals will explode on contact with the ground.[/*]


- Salvage (Green): These are automatically picked up, adds to your Salvage total, and is used to increase your Weapon Rarity (Arsenal Machine), purchase or swap an Ammo Mod (Arsenal Machine), or craft Tactical, Lethal, or Support Equipment (Crafting Machine).[/*]
- Armor Plates (White): Providing you have fewer than three Armor Plates in your reserve inventory (that you are carrying, not wearing), Plates found on the ground are automatically picked up.[/*]
- Tacticals, Lethals, Support Equipment, Ammo Mods (Blue): Dropped Tacticals and Lethals, and much less commonly, Support Equipment and Ammo Mods, are also available to be manually grabbed from the ground, if you’re wanting to swap out parts of your current setup or have a space free.[/*]



- Insta-Kill: Base zombies are dispatched with one hit, and more powerful enemies aren’t killed, but receive additional damage. Does not count towards Field Upgrade charging.[/*]
- Double Points: Doubles the amount of Essence points gained for enemy takedowns.[/*]
- Max Ammo: Refills all ammunition carried for every weapon and equipment.[/*]
- Nuke: Destroys all base zombies, and more powerful adversaries aren’t killed, but receive additional damage. Enemy spawns are delayed by a few seconds.[/*]
- Fire Sale: After the Mystery Box moves, this may appear, activating all Mystery Box locations and reducing the purchase cost considerably.[/*]
- Bonus Points: Grants all players an additional amount of Essence points.[/*]
- Full Power: Instantly fills all players’ Field Upgrade.[/*]
- Max Armor: Fully repairs armor to the maximum Tier you own.[/*]
- Frost: This slows or freezes foes. Sources: Cryo Freeze (Ammo Mod).[/*]
- Fire: Burst damage and damage over time. Sources: Napalm Burst (Ammo Mod), Molotov (Lethal Equipment).[/*]
- Electric: Stunning and area-of-effect damage. Sources: Dead Wire (Ammo Mod).[/*]
- Toxic: Corruption and mind control. Sources: Brain Rot (Ammo Mod).[/*]
- Shadow: Gravity and associated damage. Sources: Dark Flare (Field Upgrade), Shadow Rift (Ammo Mod), LT53 Kazimir (Tactical Equipment)[/*]

- Uncommon (Green): Tier 2 Damage[/*]
- Rare (Blue): Tier 3 Damage[/*]
- Epic (Purple): Tier 4 Damage[/*]
- Legendary (Orange): Tier 5 Damage[/*]

- They allow you to obtain a different weapon type, in case your loadout isn’t doing the job, or you want a secondary Primary weapon to replace the Handgun.[/*]
- A Wall Buy weapon already has a rarity value associated with it (and is therefore more powerful).[/*]
- If you’ve defined a Zombie Build, the weapon you purchase will be a rarified version of that customized Weapon or Blueprint, complete with your preferred Attachments and Cosmetics![/*]

- Level II Armor Vest (Rare/Blue): Two plates can be worn.[/*]
- Level III Armor Vest (Epic/Purple): Three plates can be worn.[/*]

- A random Weapon.[/*]
- A random Wonder Weapon.[/*]
- A random Support item.[/*]


- Primary: This fires a solid beam of Aetheric energy, causing organic matter to break down at the molecular level. This occurs almost instantly, and enemies appear to explode in a cloud of vaporized innards. Further testing is needed, but it appears that the longer the weapon fires, the more ungainly it becomes to move.[/*]
- Secondary: Focused soundwaves cause the molecules of multiple enemy targets to vibrate at alarmingly fast rates. Targets are wracked with pulsing head trauma that incapacitates by slowing the target rather than damaging them. Entities in this state become much more easily damaged by both the primary firing mode and conventional firepower.[/*]