While Zombies veterans will be familiar with the initial versions of most of our starting Perks, Elemental Pop is something different. This new Perk is all about Ammo Mods. With every shot fired while Elemental Pop is active, you’ll have a slight chance for a random base Ammo Mod to take effect against your target – an incredibly useful tool for when your back’s up against the wall.
But what happens when you want to take your Perks to the next level? That’s where the all-new Skill Tiers come in, every Perk can be permanently upgraded up to five levels.
Upgrades come at the cost of Aetherium Crystals, awarded upon reaching “Round Milestones” which is first archived at Round 10 with subsequent milestones occurring every 5 rounds. Three types can be found: Raw Aetherium Crystals, Refined Aetherium Crystals, and Flawless Aetherium Crystals.
Upgrade Costs: Tier I: 1 Raw Aetherium Crystal – Tier II: 2 Raw Aetherium Crystals – Tier III: 3 Raw Aetherium Crystals – Tier IV: 4 Refined Aetherium Crystals – Tier V: 5 Flawless Aetherium Crystals
Increase maximum health by 50.
Tier I: Reduce status effect durations by 50%,
Tier II: Armor Plates replenish 25% additional armor.
Tier III: Increase maximum health by 100.
Tier IV: Armor durability increased by 25%.
Tier V: Instead of getting downed on a lethal hit, armor is depleted and health is reduced to 1.
Increase reload speed bonus
Tier I: Swap weapons faster.
Tier II: Field Upgrades recharge 20% faster.
Tier III: Increase reload speed bonus to 30%.
Tier IV: Repair barricades faster. The Mystery Box settles much faster.
Tier V: Fire and reload while sprinting at full speed.
Reduce the time it takes to regen full health by 50%. Reduce the time it takes to revive an ally by 50%.
Tier I: Downed crawl speed is increased by 100%.
Tier II: Reduce the delay before health starts regenerating by 50%.
Tier III: Reviving an ally will also heal you to full health.
Tier IV: Reviving an ally will increase both players movement speed for a limited time.
Tier V: Killing an enemy while downed will revive you and remove Quick Revive Perk.
Increase run and sprint speed.
Tier I: Increase backpedal speed.
Tier II: Immunity to fall damage.
Tier III: Walk faster while aiming down sights.
Tier IV: Use equipment while sprinting.
Tier V: Remove sprint speed falloff.
Every bullet you fire has a small chance to apply a random base Ammo Mod effect.
Tier I: Equipment damage also has a small chance to apply a random base Ammo Mod effect.
Tier II: Reduce Ammo Mod cooldowns by 20%.
Tier III: When random Ammo Mod is applied it uses the Ammo Mod’s current Skill Tier instead of the base.
Tier IV: Increase enemy elemental weakness damage by 50%.
Tier V: Reloading creates an electric damage discharge that damages and stuns nearby normal enemies. The more empty the magazine, the stronger the damage.
Aiming down sight moves to enemy critical location. Remove scope sway.
Tier I: Deal 100% extra critical damage if an enemy is at full health.
Tier II: Increase damage against armor pieces by 50%.
Tier III: Reduce hip-fire spread.
Tier IV: Increase critical bonus damage to 10%.
Tier V: Each consecutive hit on the same enemy deals 2% more damage to a maximum of 20% damage
When downed, become a shadow in the Dark Aether armed with your weapons that can revive you. If your shadow loses all its health, you die.
Tier I: Shadow form can regenerate health.
Tier II: Increase downed duration to 60 seconds.
Tier III: On death, drop a Tombstone stash that saves your weapons, equipment, and resources.
Tier IV: Respawn near the end of the Round instead of the beginning of the next. Respawn timers are reduced by 50%.
Tier V: Prevent Perk decay while downed. Tombstone Soda is always lost when downed.
Carry a Third Primary Weapon.
Tier I: Crafted equipment grants an additional equipment if able.
Tier II: All enemies have a small chance to drop ammo
Tier III: Stowed weapons slowly refill ammo from stock.
Tier IV: 25% chance to keep non-retrievable equipment when used.
Tier V: 3rd primary weapon is recovered when repurchasing Mule Kick.
Obscured enemies are keylined.
Tier I: Minimap update rate is increased.
Tier II: Enemies give danger indicators when behind the Player.
Tier III: Gain 20% more looted Salvage and High-Grade Salvage.
Tier IV: Increase armor penetration damage by 25%.
Tier V: Nearby chests, resources, and item drops are keylined through walls.
Sliding into enemies triggers an explosion. The size and damage increases the farther you slide before impact.
Tier I: Immunity to environmental damage while sliding.
Tier II: Increased slide duration.
Tier III: Immunity to self-inflicted explosive damage.
Tier IV: Increased slide speed.
Tier V: Falling from a large height will trigger an explosion. The size and damage increases the higher you fall.