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Modifers, Weapon Leveling and Prestige


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Posted (edited)

What you will find here:

  • Full list of all modifiers
  • Full list of all curses
  • What amplifier works on
  • What 'Double Down' and  'All In' works on
  • Modifier weapon blacklist
  • Explaining how the weapon leveling system works
  • Priorities of leveling up modifiers
  • Prestige system
  • Explaining demonic rarity
  • Misc features
  • Perk System
     

Modifier List

Uncommon 

  • Ammo  Regen I - Your gun will regenerate 1 reserve ammo every 3 second
  • Ammo  Regen II - Your gun will regenerate 1 reserve ammo every 2 second
  • Deploy Speed I - Pulling out your gun 15% faster than normal
  • Reduce Recoil I - Your recoil on your gun is lowered by 9%
  • Reduce Recoil II - Your recoil on your gun is lowered by 17.5%
  • Reversal I - While the gun is equipped you have a 10% chance to reverse the effect of enemy modifiers onto the person who's shooting you
    • E.g. If a player who has a Fire Burning mod gun is shooting you, you have a 10% chance to reverse the fire burning effects on the enemy
  • Greed l 10% more money & XP when killing players
  • Jinx I - 10% chance to increase target's spread and recoil by 30% for 2 seconds

Crowbars

  • Knockback I - Push target back with 50% more pushing power
  • Launcher I -  Lift the target upwards 100% more
  • Fortify I 20% Damage reduction on explosion damage


Rare

  • Ammo  Regen III - Your gun will regenerate 1 reserve ammo every second
  • Speedy I - You have increased movement speed when you have your gun equipped
    • Modifier: 6% more speed
  •  
  • Fire Burning I - Damaging a player has a 10% chance to set the player on fire.
    • Burn Timer: 2 seconds
  • Deploy Speed II - Pulling out your gun 30% faster than normal
  • Reduce Recoil III - Your recoil on your gun is lowered by 27.5%
  • Extended Mags I - Increase your base clip size by 10%
    • E.g. Regular: 30/0
    • Modified: 33/0
  • Extended Mags II - Increase your base clip size by 20%
    • E.g. Regular: 30/0
    • Modified: 36/0
  • Spread I - Makes your gun more accurate by 5%
  • Instant Reload I - Has a 10% chance to instantly reload your gun after a successful kill
  • Eagle Eye I - Upon hitting a player, you have a 10% chance to gain wall hacks for 4 seconds
    • Their model will just be outlined through walls
  • Reversal II - While the gun is equipped you have a 25% chance to reverse the effect of enemy modifiers onto the person who's shooting you
    • E.g. If a player who has a Fire Burning mod gun is shooting you, you have a 25% chance to reverse the fire burning effects on the enemy
  • Slow Down I - You have a 10% to halve a persons movement speed while shooting them
    • This works with those filthy bhoppers
  • Ammo Stripper l5% chance of target losing 30% of their clip
  • Greed II 15% more money & XP when killing players
  • Poison l 5% chance of poison damage for 5 seconds
  • Quick Reload I - Increases the reload speed by 15%
  • Yoink I - 10% chance of using targets ammo
  • Marksman I - Killing the target with a headshot will give you 4 health over 2 seconds
  • Deep Impact I - 10% more damage to targets limbs
  • H.E Reserves I - The final 10% of your magazine deals increased damage
    • 20% Extra damage when active
  • Amplifier I - Amplifying other modifiers on this gun by 4%
    • Doesn't affect modifiers that edit stats. EG, Speedy, Vampire, Damage Increase
  • Surgical I - Increase headshot damage by 5%
  • Executioner I - 8% chance to mark target for death (3s to fight back)
  • Updraft I - 30% Chance to launch target into the air. (Each level increases the upward force, making the player go higher and stay in the air longer)
  • Backstab I - Shots hitting a target from behind deal 10% more damage
  • Jinx II - 20% chance to increase target's spread and recoil by 30% for 2 seconds

Crowbars

  • Knockback II - Push target back with 100% more pushing power
  • Launcher II - Lift the target upwards 150% more
  • Stalker I - You move 20% faster when looking at players
  • Ammo Regen I - Regenerate 1 bullet every 3 seconds for holstered weapons
  • Medkit I - Heal 10HP overtime, weapon recharges on damage given
  • Paranoid I - Outline all players in a tiny distance from you
  • Sentinel I - 10% Damage reduction from bullets
    • Doesn't apply to headshots
  • Waster I - 20% chance to strip 20% of targets ammo


Legendary

  • Speedy II - You have increased movement speed when you have your gun equipped
    • Modifier: 12% more speed
  •  
  • Fire Burning II - Damaging a player has a 20% chance to set the player on fire.
    • Burn Timer: 2 seconds
  • Deploy Speed III - Pulling out your gun 45% faster than normal
  • Extended Mags III - Increase your base clip size by 30%
    • E.g. Regular: 30/0
    • Modified: 39/0
  • Spread II - Makes your gun more accurate by 13.5%
  • Instant Reload II - Has a 20% chance to instantly reload your gun after a successful kill
  • Eagle Eye II - Upon hitting a player, you have a 20% chance to gain wall hacks for 4 seconds
    • Their model will just be outlined through walls
  • Reversal III - While the gun is equipped you have a 40% chance to reverse the effect of enemy modifiers onto the person who's shooting you
    • E.g. If a player who has a Fire Burning mod gun is shooting you, you have a 40% chance to reverse the fire burning effects on the enemy
  • Slow Down II - You have a 20% to halve a persons movement speed while shooting them
    • This works with those filthy bhoppers
  • Ammo Stripper ll10% chance of target losing 30% of their clip
  • Greed lll25% more money & XP when killing players
  • Poison ll15% chance of poison damage for 5 seconds
  • Quick Reload II - Increases the reload speed by 30%
  • Yoink II - 20% chance of using targets ammo
  • Marksman II - Killing the target with a headshot will give you 6 health over 3 seconds
  • Deep Impact II - 20% more damage to targets limbs
  • H.E Reserves II - The final 20% of your magazine deals increased damage
    • 20% Extra damage when active
  • Amplifier II - Amplifying other modifiers on this gun by 6%
    • Doesn't affect modifiers that edit stats. EG, Speedy, Vampire, Damage Increase
  • Surgical II - Increase headshot damage by 8%
  • Executioner II - 12% chance to mark target for death (3s to fight back)
  • Updraft II - 30% Chance to launch target into the air. (Each level increases the upward force, making the player go higher and stay in the air longer)
  • Backstab II - Shots hitting a target from behind deal 15% more damage
  • Jinx III - 30% chance to increase target's spread and recoil by 30% for 2 seconds

Crowbars

  • Knockback III - Push target back with 150% more pushing power
  • Launcher III - Lift the target upwards 250% more
  • Stalker II - You move 30% faster when looking at players
  • Ammo Regen II - Regenerate 1 bullet every 2 seconds for holstered weapons
  • Medkit II - Heal 15HP overtime, weapon recharges on damage given
  • Fortify II40% Damage reduction on explosion damage
  • Paranoid II - Outline all players in a short distance from you
  • Sentinel II - 20% Damage reduction from bullets
    • Doesn't apply to headshots
  • Waster II - 40% chance to strip 20% of targets ammo

 

Glitched

  • Speedy III -  You have increased movement speed when you have your gun equipped
    • Modifier: 18% more speed
  • Fire Burning III - Damaging a player has a 30% chance to set the player on fire.
    • Burn Timer: 2 seconds
  • Damage Increase - Your base gun's damage is increased by 2
    • E.g. Regular Base Damage: 18
    • Modified Damage: 20
  • Vampire - Heal 1HP for every 10 damage you do to players
    • E.g. deal 100 damage, get 10 health back
  • Spread III - Makes your gun more accurate by 20%
  • Instant Reload III - Has a 30% chance to instantly reload your gun after a successful kill
  • Eagle Eye III - Upon hitting a player, you have a 30% chance to gain wall hacks for 4 seconds
    • Their model will just be outlined through walls
  • Slow Down III - You have a 30% to halve a persons movement speed while shooting them
    • This works with those filthy bhoppers
  • Bullseye - Doesn't use a bullet if you headshot
  • Ammo Stripper lll - 15% chance of target losing 30% of their clip
  • Poison lll25% chance of poison damage for 5 seconds
  • Quick Reload III - Increases the reload speed by 50%
  • Double Tap - 25% chance of your next bullet doing 50% more damage.
  • Yoink III - 30% chance of using targets ammo
  • Marksman III - Killing the target with a headshot will give you 10 health over 5 seconds
  • Deep Impact III - 30% more damage to targets limbs
  • H.E Reserves III - The final 30% of your magazine deals increased damage
    • 20% Extra damage when active
  • Grounded - 30% Chance to bring target to the ground or impede their movement while standing 
    • Grounded slow is 1/4th as long in time compared to the slow down modifier
  • Ranger - Standing still and not moving will improved accuracy and have no damage drop-off
  • Amplifier III - Amplifying other modifiers on this gun by 10%
    • Doesn't affect modifiers that edit stats. EG, Speedy, Vampire, Damage Increase
  • Surgical III- Increase headshot damage by 12%
  • Executioner III - 16% chance to mark target for death (3s to fight back)
  • Updraft III - 30% Chance to launch target into the air. (Each level increases the upward force, making the player go higher and stay in the air longer)
  • Double Down - Allows effect-based modifiers to trigger again while already active (up to 2 times)
  • Backstab III - Shots hitting a target from behind deal 20% more damage 

Crowbars

  • Stalker III - You move 40% faster when looking at players
  • Ammo Regen III - Regenerate 1 bullet every seconds for holstered weapons
  • Immunity - You can't be affected by weapon modifiers
  • Medkit III - Heal 20HP overtime, weapon recharges on damage given
  • Fortify III 60% Damage reduction on explosion damage
  • Demolition - Destroy doors and props in one hit
  • Paranoid III - Outline all players in a short to medium distance from you
  • Sentinel III - 30% Damage reduction from bullets
    • Doesn't apply to headshots
  • Waster III - 60% chance to strip 20% of targets ammo
  • Leech - Regenerate 20% health from inflicted damage
    • 25 Damage will give you 5HP

 

Demonic

  • Fire Burning IV - Damaging a player has a 40% chance to set the player on fire.
    • Burn Timer: 2 seconds
  • Devastating Damage - Your base gun's damage is increased by 3
    • E.g. Regular Base Damage: 18
    • Modified Damage: 21
  • Blood Thirst - Heal 2HP for every 10 damage you do to players
    • E.g. deal 100 damage, get 20 health back
  • Spread IV - Makes your gun more accurate by 28%
  • Instant Reload IV - Has a 38% chance to instantly reload your gun after a successful kill
  • Eagle Eye IV - Upon hitting a player, you have a 40% chance to gain wall hacks for 4 seconds
    • Their model will just be outlined through walls
  • Slow Down IV - You have a 40% to halve a persons movement speed while shooting them
    • This works with those filthy bhoppers
  • Sharpshooter - Get 2 bullet back every headshot
  • Ammo Stripper IV - 22% chance of target losing 30% of their clip
  • Poison IV 34% chance of poison damage for 5 seconds
  • Quick Reload IV - Increases the reload speed by 60%
  • Hair Trigger - 36% chance of your next bullet doing 50% more damage.
  • Yoink IV - 38% chance of using targets ammo
  • Marksman IV - Killing the target with a headshot will give you 15 health over 5 seconds
  • Deep Impact IV - 38% more damage to targets limbs
  • H.E Reserves IV - The final 40% of your magazine deals increased damage
    • 20% Extra damage when active
  • Earthbound - 30% Chance to bring target forcefully to the ground or impede their movement while standing 
    • Earthbound slow is 1/4th as long in time compared to the slow down modifier
    • The pull down is twice as strong as grounded
  • Precision Master - Standing still and not moving will improved accuracy and have no damage drop-off
    • The spread is reduced even more then range
  • Amplifier IV - Amplifying other modifiers on this gun by 15%
    • Doesn't affect modifiers that edit stats. EG, Speedy, Vampire, Damage Increase
  • Speedy IV -  You have increased movement speed when you have your gun equipped
    • Modifier: 22% more speed
  • Ammo  Regen IV - Your gun will regenerate 2 reserve ammo every second
  • Deploy Speed IV - Pulling out your gun 55% faster than normal
  • Greed IV - 35% more money & XP when killing players
  • Reduce Recoil IV - Your recoil on your gun is lowered by 36%
  • Reversal IV - While the gun is equipped you have a 50% chance to reverse the effect of enemy modifiers onto the person who's shooting you
    • E.g. If a player who has a Fire Burning mod gun is shooting you, you have a 50% chance to reverse the fire burning effects on the enemy
  • Extended Mags IV - Increase your base clip size by 40%
    • E.g. Regular: 30/0
    • Modified: 42/0
  • Surgical IV - Increase headshot damage by 15%
  • Executioner IV - 20% chance to mark target for death (3s to fight back)
  • Updraft IV - 30% Chance to launch target into the air. (Each level increases the upward force, making the player go higher and stay in the air longer)
  • All In - Allows effect-based modifiers to trigger again while already active (no limit)
  • Backstab IV - Shots hitting a target from behind deal 25% more damage
  • Jinx IV - 40% chance to increase target's spread and recoil by 30% for 2 seconds

Crowbars

  • Stalker IV - You move 50% faster when looking at players
  • Ammo Regen IV - Regenerate 2 bullet every seconds for holstered weapons
  • Back To Sender - Reflect activated modifiers back to the attacker
  • Medkit IV  - Heal 30HP overtime, weapon recharges on damage given
  • Fortify IV - 80% Damage reduction on explosion damage
  • Exterminator - Instantly destroy doors, props and boost headshot damage.
    • 95 damage a headshot
  • Paranoid IV - Outline all players in a medium distance from you
  • Knockback IV - Push target back with 200% more pushing power
  • Launcher IV - Lift the target upwards 300% more
  • Sentinel IV - 40% Damage reduction from bullets
    • Doesn't apply to headshots
  • Waster IV - 100% chance to strip 20% of targets ammo
  • Siphon - Regenerate 30% health from inflicted damage
    • 25 Damage will give you 7HP

Curses

  • Blindsight - You take 30% more damage when you don't see it coming
  • Target Practice - You take 30% more damage from snipers
  • Close Quarters - You take 25% more damage from players that are within 2 meters
  • Long Shot - You take 30% more damage from long range fights
  • Clumsy - You have a 25% chance to use an extra bullet when firing your weapon
  • Exposed - You have a 40% chance to be revealed to your target when damaging them
  • Vulnerable - You take 35% more damage from everything but bullets
  • Small Arms - You take 30% more damage from secondary weapons

 

Amplifier works with the following modifiers:

  • Fire Burning
  • Instant Reload
  • Eagle Eye
  • Reversal
  • Slow Down
  • Poison
  • Ammo Stripper
  • Double tap & Hair Trigger
  • Yoink
  • Grounded & Earthbound
  • Jinx
  • Updraft
  • Executioner

Double Down and All In works with the following modifiers:

  • Fire Burning
  • Poison
  • Eagle Eye
  • Ammo Stripper
  • Yoink
  • Grounded
  • Updraft

Blacklisted weapon modifiers:

The weapons below can not have the modifiers on them.
There are weapons on the server with blacklist modifiers on them but the blacklist modifier doesn't work on that weapon.
The reason for this is the weapon was unbox or the modifier was put on the weapon before the weapon was put on the blacklist.

  • Damage Increase & Devastating Damage:
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
  • Vampire & Blood Thirst:
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
  • Extended Mags:
    - Double Barrel
    - G2 Contender
  • Spread:
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
  • Bulls Eye & Sharpshooter:
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
    - G2 Contender
  • Quick Reload:
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
    - Winchester
    - G2 Contender
  • Deep Impact:
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
    - AS VAL
    - G2 Contender
  • Double Tap & Hair Trigger:
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
  • Instant Reload
    -  G2 Contender
  • Ranger & Precision Master
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
  • Surgical 
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12
  • Executioner
    - Shotgun (Default TTT)
    - Double Barrel
    - Pump Shotgun
    - Striker12

If there is any incorrect information here please message menace on discord and he will update it.
Credit to Higashi & CoinZ.

Edited by Higashi
Updated 12/04/2026
Posted

How leveling guns work

Starting off with any gun, you have the ability to level it up via kills to a maximum of 15 levels. Every 5 levels your gun automatically upgrades itself and gives your gun a new modifier depending on the rarity of the gun. (You can only recieve mods equal too or worse then it's current rarity), the exeption to this is if you have max leveled your other 2 modifers and the next level for your remaining modifer goes up a rarity for leveling it up. Its important to note that if your gun already has the maximum amount of modifiers on it, the server checks your guns lowest rarity modifiers and upgrades it for you. E.g.

Uncommon > Rare > Legendary > Glitched
AK47 - Level 4                                      AK47 - Level 5
Speedy ll                         >                   Speedy ll 
Fire Burning I                  >                   Fire Burning I 
Extra Ammo I                  >                   Extra Ammo Il 

Having a modifier that is in any list, for example RARE, makes your gun RARE too. That means you have a chance to get any other rare modifier OR lower when levelling it up. Its also important to note that once your gun has the maximum amount of modifiers and maximum level of those modifiers on it, it will stop upgrading, you will receive VIP Credits if nothing else can be done on the weapon.

Priorities of leveling up mods:

  1. If you have less then 3 mods (before prestige) a level up to 5/10/15 will give you a random mod
  2. Lowest rarity of the 3 mods
  3. If all rarities are the same, it will level up the TOP/first modifier
  4. If all modifier rarities are maxed, you will receive VIP Credits

Prestige system

You can now get 4 modifers on your weapon. Once it is level 15 (500 kills), you can buy a Prestige kit for 600 premium points and use it on the weapon. This allows you to either;

  • Gain new mods (Maximum of 4)
  • Level up current mods

You can prestige a weapon an unlimited amount of times, each prestige adds 500 kills to your previous kill requirements. E.G. 1000 kills > 1500 > 2000 and so on.

You can essentially build your perfect weapon if you're willing to put the time and effort required. (RNG bless you)

 

How does the demonic rarity work:

  • This does not work like the default weapon leveling system, it's a completely different system.
  • The default leveling system will not upgrade modifiers to demonic
  • To unlock the demonic tier you must use the premium item demonic curse on your weapon
  • To level up you existing modifiers to demonic now requires head shot kills
  • Demonic weapons have a curse, no you can't remove it
  • You will get a curse when your weapon rarity becomes demonic
  • A curse does not use the modifier slot it uses the curse slot, so you can have 4 modifiers and 1 curse
  • When you hit level 10 a modifier is randomly picked and upgraded to demonic.
  • The head shot kill level auto resets when you reach level 10
  • On a level reset the kill requirement do not increase
  • You can't unbox a demonic weapon
  • You can use other premium items on a demonic weapon with a few limitations

 

 

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Posted

Misc features

Console Commands:

  • only_default_playermodels 1
    This will force all players to have the default Phoenix playermodel.
    default = only_default_playermodels 0
  • ttt_scoreboard_font_size <font size>
    This will allow to change the font size of the default TTT scoreboard.
    default = ttt_scoreboard_font_size 14
  • derma_default_font_size <font size>
    This allows you to set the default font size for almost all the default UI panels in the server.
    default = derma_default_font_size  13
  • inventory_key_bind <fkey>
    This allows you to set the key that opens the inventory menu.
    It can only be one of the following keys F1 - F12
    Default = inventory_key_bind 3
  • voice_scale <float>
    This allows you to set the microphone volume for every player on the server.
    It accepts values between 0 - 1
    Default = voice_scale 1
  • fluxservers_player_outlines <0 or 1>
    This will enable or disable player outlines that the modifiers and curses uses
    Default = fluxservers_player_outlines 1
  • Like 3
  • 2 weeks later...
Posted

 Perks — Complete Player Guide

Perks are passive bonuses you equip from your inventory. They give you stat boosts that level up as you play — but they only fire when you meet the perk's conditions, and you only get two perk slots, so build them carefully.

Table Of Contents

1. The Basics

2. Equipping Perks

3. The Condition System

4. Progression — Levelling a Perk

5. Upgrading to the Next Tier

6. The Perk Upgrade Token

7. Rarity & Tiers

8. The Four Perks

9. Every Condition Explained

10. Forbidden Rolls (Conflicts & Blacklists)

11. Advanced Mechanics (Per-Perk Deep Dive)

12. Worked Examples

13. Anti-Cheese Rules

14. FAQ

15. Glossary

16. Quick Tips & Gotchas

 

TL;DR — The 60-Second Version

 

You get 2 perk slots. Each perk has up to 3 random conditions that all must be true for it to fire. Play normally to fill the progression bar, then spend 1 Perk Upgrade Token to start a real-time upgrade timer (15 min → 13 days). The perk is disabled while upgrading, so plan ahead. Tokens come from the  shop (200 each). Pick perks whose rolled conditions match your playstyle — uptime is more valuable than tier.



The Basics

 

- There are 4 perk types in the game: Damage Reduction, Healing Efficiency, Life Blood, and Pouncer.

- Each one has 10 tiers (Tier 1 → Tier 10). Higher tiers = bigger numbers = better rarity.

- Each perk you own is a separate inventory item. You can stockpile duplicates and level them independently.

- Perks are not consumable. They stay in your inventory forever.

 

 

 Equipping Perks

 

- You have exactly 2 perk slots (`perk1` and `perk2`). Pick the two you want active.

- Perks lock in when you spawn or when a new round begins. Swapping perks mid-round saves your *next* loadout but does not change what's currently active.

- When you die, perks clear instantly. They reapply on your next spawn / round start.

- Spectators get nothing (they have no body).

 

- You can mix and match — e.g. one defensive (Damage Reduction) and one offensive-utility (Pouncer for mobility).

 

 

The Condition System

 

This is the most important thing to understand. Every perk you own rolls up to three random conditions when it enters your inventory. The perk only works when all of its conditions are true at the same time.

 

The three condition slots are:

| Slot | What it checks | Examples |

| Weapon | What's in your hands | Hold a Pistol / SMG / Rifle / Sniper / Shotgun |

| State 1 | Your status / role | Above half HP, Below 80 HP, Crouching, Aiming, Innocent role, Traitor role |

| State 2 | Your movement / loadout | Velocity above 200, Not moving, On the ground, Off the ground, Have at least 1 kill, No grenades / primary / secondary equipped |

 

 How Conditions Behave Live:

- The game re-checks your conditions constantly — every weapon swap, jump, HP change, etc.

- The moment all three become true, the perk turns ON. The moment one becomes false, it turns OFF.

- An icon on your HUD shows you which perks are currently active.

- Progression also only counts while the perk is active — see the next section.

 

- Conditions are random per item. Two Damage Reduction perks in your inventory may have totally different condition sets.

 

 

Progression — Levelling a Perk

 

Each perk has a progression bar. It fills as you do an activity tied to that perk:

| Perk | Activity tracked |

| Damage Reduction | Damage you deal |

| Healing Efficiency | Healing you receive |

| Life Blood | Times the perk procs (low-HP saves) |

| Pouncer | Distance traveled |

 

 

Important Rules

- Progress only ticks up while the perk is ACTIVE (all conditions met).

- Example: a Damage Reduction perk with the "Hold a Sniper" condition only counts damage you deal *while holding a sniper*.

- Progress caps at the current tier's threshold. Once full, you can't bank extra — you have to upgrade before it counts again.

- Progress carries between rounds and across deaths. It's saved on the item, not on you.

- Progress resets to 0 each time you upgrade — you start fresh on the next tier's bar.

 

 

Upgrading to the Next Tier

 

To start an upgrade you need all three of these:

1.  The perk's progression bar is full (you've hit that tier's goal).

2.  You have 1× Perk Upgrade Token in your inventory.

3.  The perk is not already upgrading (only one upgrade per perk at a time).

 

There is one ways to start the upgrade in the UI:

- "Use" a Perk Upgrade Token, then click the perk you want to upgrade.

 

The Timer (Real-Time, Like Clash of Clans)

 

| Upgrading into Tier | Wait Time |

| 2 | 15 minutes |

| 3 | 12 hours |

| 4 | 3 days |

| 5 | 5 days |

| 6 | 7 days |

| 7 | 9 days |

| 8 | 10 days |

| 9 | 11 days |

| 10 | 13 days |

 

- The timer is wall-clock real time. It ticks down whether you're online or not.

- The perk is DISABLED while it's upgrading. No effect, no progression. Plan around this — don't start a 13-day upgrade right before a clutch event.

- When the timer finishes, the upgrade resolves automatically. Next time you spawn (or mid-round if it pops), the new tier is live.

 

"Perk upgrade required" message? Your bar is full but you don't have a token. You're not stuck — go grab a token and the upgrade will unlock.

 

 

 Perk Upgrade Token

 

The currency that powers every perk upgrade.

 

| Property | Value |

| Rarity | Legendary |

| Stackable | Yes |

| Cost (VIP Points) | 200 |

| Tradeable | Yes |

 

Where to get them:

- Donator Money (VIP Points) shop — 200 VIP Points each

 

 

Things to know

- Costs 1 token per upgrade, regardless of tier. T1→T2 = 1 token. T9→T10 = 1 token.

- The token is only consumed when you click Upgrade. Just owning one does nothing — you still wait out the real-time timer.

- Tokens are VIP-flagged donator items, so they're considered premium currency.

 

 

Rarity & Tiers

 

The colour of the perk in your inventory tells you its tier at a glance.

 

| Tiers | Rarity |

| 1 – 2 | Uncommon |

| 3 – 5 | Rare |

| 6 – 8 | Legendary |

| 9 – 10 | Glitched |

 

The rarity updates automatically when an upgrade finishes — it'll change colour and rename itself (e.g. "Pouncer 4" → "Pouncer 5").

 

 

The Four Perks

 

 Damage Reduction:

Reduce all incoming damage.

 

| Tier | Effect | To unlock next tier (Damage Dealt) |

| 1 | -2% | 6,000 |

| 2 | -3% | 12,000 |

| 3 | -4% | 24,000 |

| 4 | -5% | 42,000 |

| 5 | -8% | 72,000 |

| 6 | -9% | 108,000 |

| 7 | -10% | 156,000 |

| 8 | -11% | 216,000 |

| 9 | -12% | 300,000 |

| 10 | -15%| (max tier) |

 

- All-purpose survivability. Works against bullets, explosions, fall damage — anything that hurts you.

- Multiplicative with armour/health perks elsewhere.

 

 

Healing Efficiency:

Every heal you receive is amplified.

 

| Tier | Effect | To unlock next tier (Healing Received) |

| 1 | +5% | 2,400 |

| 2 | +10% | 4,800 |

| 3 | +15% | 9,600 |

| 4 | +20% | 16,800 |

| 5 | +30% | 26,400 |

| 6 | +35% | 38,400 |

| 7 | +40% | 54,000 |

| 8 | +45% | 72,000 |

| 9 | +50% | 96,000 |

| 10 | +65% | (max tier) |

 

- Affects medkits, healing items, healer-class abilities — anything that restores HP.

- Includes a guaranteed minimum bonus HP on each heal so trickle-regen (1–2 HP/tick) isn't wasted on rounding.

- Stacks beautifully with healer roles — works at full effect even on tiny ticks.

 

 

 Life Blood:

*Emergency self-heal when you drop below 50 HP.*

 

| Tier | HP restored | Cooldown | To unlock next tier (Procs) |

|------|-------------|----------|-----|

| 1 | 5 HP | 70s | 27 |

| 2 | 10 HP | 65s | 54 |

| 3 | 15 HP | 60s | 90 |

| 4 | 20 HP | 55s | 135 |

| 5 | 25 HP | 50s | 198 |

| 6 | 30 HP | 48s | 270 |

| 7 | 35 HP | 45s | 360 |

| 8 | 40 HP | 42s | 468 |

| 9 | 45 HP | 40s | 594 |

| 10 | 50 HP | 35s | (max tier) |

 

- Triggers automatically when HP drops under 50 (half HP).

- Cooldown is per-perk — once it procs, you have to wait before it can save you again.

-  The "Above half HP" condition is blacklisted for this perk (it would never trigger).

- Best used as your second perk — pair it with a damage perk for risky aggressive plays.

 

 Pouncer:

Higher jump power. Pure mobility, no damage.

 

| Tier | Jump bonus | To unlock next tier (Distance Traveled) |

| 1 | +20 | 500,000 |

| 2 | +25 | 1,000,000 |

| 3 | +30 | 2,000,000 |

| 4 | +35 | 3,050,000 |

| 5 | +40 | 6,000,000 |

| 6 | +45 | 9,000,000 |

| 7 | +50 | 10,300,000 |

| 8 | +55 | 10,800,000 |

| 9 | +60 | 20,500,000 |

| 10 | +70 | (max tier) |

 

- Base jump power is 200, so T10 is a +35% jump boost.

- Lets you reach ledges, shortcut around maps, and dodge gunfire by hopping around.

- The "On the ground", "Off the ground" and "Not moving" conditions are blacklisted for this perk (they'd be redundant on a movement-focused perk).

- "Distance traveled" is total movement, so this one levels passively just by playing.

 

 

Every Condition Explained

 

Here's the complete list of things that can roll on a perk:

 

Weapon 

| Condition | When it's true |

| Hold a Pistol | Active weapon is a pistol |

| Hold an SMG | Active weapon is an SMG |

| Hold a Rifle | Active weapon is a rifle |

| Hold a Sniper | Active weapon is a sniper |

| Hold a Shotgun | Active weapon is a shotgun |

 

State 1 

| Condition | When it's true |

| Above half HP | HP ≥ ½ of max |

| Below 80 HP | HP < 80 |

| Crouching | You're crouched |

| Aiming down sights | You're ADS on a weapon that supports it |

| Have the role of innocent | TTT: you're an innocent |

| Have the role of traitor | TTT: you're a traitor |

 

State 2 

| Condition | When it's true |

| Velocity above 200 | You're moving at >200 u/s |

| Not moving | Velocity below 10 u/s |

| On the ground | Feet on the floor |

| Off the ground | Mid-air / falling |

| Have at least 1 kill | You've killed at least one player this round |

| No grenades equipped | No grenade weapons in inventory |

| No primary equipped | No primary weapon |

| No secondary equipped | No secondary weapon |

 

A perk will aways roll 3 conditions.

 

 

Forbidden Rolls (Conflicts & Blacklists)

 

Some condition combinations would be impossible or pointless. The roller automatically skips them so you'll never end up with garbage.

 

Logical conflicts (can never be rolled together):

- Hold a pistol ✗ No secondary equipped (a pistol IS a secondary)

- Hold any primary (SMG/Sniper/Rifle/Shotgun) ✗ No primary equipped

- Velocity above 200 ✗ Not moving

- Innocent role ✗ Traitor role

 

 

Per-perk blacklists

- Life Blood never rolls "Above half HP" (the perk itself only fires *below* half HP).

- Pouncer never rolls "On the ground", "Off the ground" or "Not moving" (they'd cripple a movement perk).

 

 

Advanced Mechanics (Per-Perk Deep Dive)

 

This section is the technical truth behind each perk — the parts most players don't realise are happening under the hood.

 

Damage Reduction — How the math works:

- The reduction is multiplicative on incoming damage (`final = damage × (1 - DR)`).

- Applied during the damage scaling step — after other defensive modifiers like Sentinel.

- Stacks multiplicatively with other reductions (so two reductions don't simply add).

- Worked example: at T10 (15%) you take an 80-damage shot → you actually take 68 HP.

- Counts every damage type that hits you: bullets, explosions, melee, fire, fall — anything routed through the damage hook.

 

Healing Efficiency — The full healing pipeline:

- The perk hooks every `SetHealth` call, so it works on any source that raises your HP — medkits, regen items, healer abilities, scripted events.

- The bonus is `floor(gained × (mult − 1) + 0.5)`, with a per-tier floor so 1–2 HP regen ticks always give something:

 

| Tier | Bonus % | Min Bonus HP |

| 1–3 | 5–15% | 1 HP |

| 4–6 | 20–35% | 2 HP |

| 7–9 | 40–50% | 3 HP |

| 10 | 65% | 4 HP |

 

- The bonus caps at your max HP — overheal is wasted.

- Important round gating: healing is only counted/amplified during ROUND_ACTIVE, and only after a 3-second arm window at the start of the round. This stops the round-start spawn-HP assignment from being misread as a heal. If a heal lands during prep or end-of-round, it goes through unmodified.

- Tracked progression is the raw heal amount, not the amplified amount. So a 10 HP heal credits 10 to your bar, not 13.

 

 

Life Blood — It's a regen, not an instant:

This perk is much more interesting than the description suggests:

 

- Triggers when: PvP damage drops you to ≤ 50% of max HP, your perk is active, and the cooldown is up.

- PvP only: self-damage, falls, world damage, environmental hazards do not trigger it. (Anti-exploit — you can't farm it by jumping off ledges.)

- The heal is gradual. It restores at 2 HP per second, not instantly:

- T1 (5 HP) takes ~2.5 seconds to fully apply

- T5 (25 HP) takes ~12.5 seconds

- T10 (50 HP) takes ~25 seconds

- Reaching max HP cancels the rest of the queued heal (the leftover is dropped).

- The cooldown starts the moment the perk procs, not when the regen finishes.

- Dying mid-regen ends it; you don't keep healing as a corpse.

 

Pouncer — How distance is measured:

- Distance is sampled every 5 seconds (not every frame).

- A 50-unit dead zone prevents idle drift from counting (so AFK micro-movement doesn't farm).

- Each sample is clamped to 4,000 units to prevent teleport / map exploits from giving massive bursts.

- This means realistic max gain is ~800u/sec — the threshold numbers may look huge but are achievable in normal traversal.

- The sample also requires you to be alive and in an active round.

 

Worked Examples:

 

Example 1 — A perfect Pouncer build

- Conditions rolled: Hold a Pistol, Above half HP, Velocity above 200

- Tier: 7 (+50 jump)

- Why it's good: You're constantly moving when fights matter, healthy at the start of engagements, and pistol-camping is common. Active 70%+ of round time.

 

Example 2 — A bad Pouncer build

- Conditions rolled: Hold a Sniper, Below 80 HP, No grenades equipped

- Tier: 7 (+50 jump)

- Problem: Snipers don't usually want to jump, you'd need to be hurt to get the boost, and "no grenades" rules out one of your slots. Active maybe 5% of the round.

 

Example 3 — Life Blood survival math

You have T10 Life Blood. You're at 100/100 HP, max HP is 100.

1. An enemy shoots you for 60 damage → you're at 40 HP.

2. You're below 50%, perk procs → 50 HP regen queued, 35s cooldown starts.

3. Over the next 25 seconds you regen 2 HP/sec back up to 90 HP (capped before overheal).

4. At 35 seconds the cooldown expires; if you drop low again, it'll fire once more.

 

Example 4 — Damage Reduction stacking

You're wearing armour that already gives 20% damage reduction. You equip T10 Damage Reduction (-15%).

- A 100-damage shot becomes: `100 × 0.80 × 0.85` = 68 damage taken.

- It's not "20% + 15% = 35% off" — it multiplies, which is slightly less effective than additive but still very strong.

 

 

Anti-Cheese Rules

 

The system has guards built in to stop people gaming the metrics:

 

| Exploit | What's blocked | 

| Self-damage to farm Life Blood | Self/world damage doesn't trigger the perk at all |

| Self-damage to farm "revives_survived" | Only 1 progression credit per round, even if perk procs many times |

| AFK farming Pouncer distance | 50u dead zone per 5s sample — micro-jitter doesn't count |

| Teleport farming Pouncer distance | Each sample clamped to 4,000u maximum |

| Healing yourself during round end / prep | Heal hook is only armed during ROUND_ACTIVE + 3s |

| Spawn HP assignment counting as heals | 3-second arm window past round start filters this out |

| Equipping a perk mid-round to ride a teammate's healing | Loadout locks at spawn / round start; mid-round equips don't apply until next spawn |

 

FAQ

 

Q: Can I have two of the same perk equipped?

A: Yes — they're separate inventory items. But check the conditions on each; running two of the same perk with the same active conditions stacks the effect, while two with different conditions trades stacking for uptime.

 

Q: Do perk effects stack between my two slots?

A: Yes. Two Damage Reductions stack multiplicatively (not additively). Two Life Bloods each have their own cooldown and can both proc.

 

Q: I equipped a new perk but nothing changed!

A: Mid-round equips don't go live until your next spawn or next round start. The UI saves the change immediately, but the effect waits.

 

Q: My progression bar isn't going up — why?

A: Three usual reasons: (1) your conditions aren't being met (check the HUD icon — is the perk active?), (2) your bar is already capped and you need to upgrade first, (3) you're in prep/post-round time, not active round.

 

Q: Can I cancel an upgrade I started?

A: No. Once started, you wait it out. The perk is disabled the entire time.

 

Q: What happens to my upgrade timer if I log off?

A: It keeps running. Real wall-clock time, like Clash of Clans. Great for overnight upgrades.

 

Q: Can I trade or sell perks?

A: Yes

 

Q: I rolled awful conditions — am I stuck?

A: Yes, Get another copy of the perk. Each instance rolls fresh conditions.

 

Q: Why does the perk turn on and off so much?

A: Because conditions change in real time. Aiming/crouching/holding-a-weapon all toggle constantly during play. That's why fewer-condition or "always-true" rolls (like "Have at least 1 kill" once you've got one) are so valuable.

 

Q: Does Life Blood proc heal back to full?

A: Only if the queued amount is enough to reach max HP. T1 (5 HP) won't get you very high. T10 (50 HP) takes you most of the way back.

 

Glossary

 

| Term | Meaning |

| Perk | A passive item that grants a stat bonus when its conditions are met |

| Tier | The perk's level, 1–10. Higher = stronger |

| Slot | One of two equipment positions (`perk1`, `perk2`) you can put a perk into |

| Condition | A live game-state requirement (e.g. "Crouching") that must be true for the perk to be active |

| Active | The perk's effect is currently applied. Conditions all met, not upgrading, you're alive |

| Progression| The progress bar toward unlocking the next tier upgrade |

| Threshold | The amount of progression needed to fill the current tier's bar |

| Token | Short for Perk Upgrade Token — the item required to upgrade |

| Round-active | The phase of TTT when the round is being played (not prep, not post) |

| Procs | Slang for "the perk's effect triggered" |

 

Quick Tips & Gotchas

 

 Building Effective Perks:

- Aim for fewer conditions, or conditions you're always in. A perk with "No grenades equipped" + "Below 80 HP" + "Hold a Sniper" might never be active.

- Match perks to your playstyle. Sniper main? Look for "Hold a Sniper" rolls. Aggressive rusher? "Velocity above 200" or "Have at least 1 kill" are great.

- Keep duplicates. Re-rolling means buying/crafting another copy, so save spare perks with bad conditions in case future content changes them.

 

Progression Strategy:

- Play naturally. Every perk's progression matches an activity you'd do anyway.

- Don't waste effort past a full bar — if your bar is capped, upgrade before grinding more, or you're throwing progress away.

- Check your active perks. If your perk isn't lighting up on the HUD, your conditions aren't being met — you're not earning progress.

 

Token Economy:

- Stockpile tokens. Every upgrade costs exactly 1, all the way to T10. Hoard them from crates.

- VIP Points = backup plan. If you can't wait for a token drop, the  shop sells them for 200 each.

 

Upgrade Timing:

- Start big upgrades before sleeping. A 13-day timer doesn't care if you're online.

- Don't upgrade your only good perk before a fight. It'll be disabled for the entire timer.

- Tier 5 and Tier 10 are milestones. Bigger stat jumps and longer timers — they're commitments, not casual.

 

 Death & Rounds:

- Perks wipe on death and reapply at your next spawn.

- Mid-round perk swaps don't take effect until next spawn / round. The UI shows the swap, but the live effect won't change.

- Per-round trackers like "Have at least 1 kill" reset each round.

- Life Blood regen continues across damage events but stops if you reach max HP or die.

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