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Wraith
Role: Stealth
Health: 125
Stamina: 175
Speed: Very Fast
Notes: Striking an enemy in the back with a melee weapon raises critical chance by 50% on each hit. Devices are deactivated when attacks are made.
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Attachments
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- Primary Weapon
Tier 1: Silencer, Scope, Chernobullets
Tier 2: F6, SGL-7, FGL-3
Tier 3: Double Barreled, Bullet Generator
- Secondary Weapons
Tier 1: Poison Tip, Extension, Electrified
Tier 2: Hallowed, Acid Tip, Forearm Mod
Tier 3: Chainsaw Mod, WASP
Primary Weapons (SMGs)
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- UMP45
Firing Type: Automatic
Damage: 11
Rate of Fire: 600 RPM
Accuracy: High
Capacity: 25
Reload: Fast
- Micro-Uzi
Firing Type: Automatic
Damage: 4
Rate of Fire: 1700 RPM
Accuracy: Medium
Capacity: 32
Reload: Fast
- Skorpion
Firing Type: Automatic
Damage: 10
Rate of Fire: 850 RPM
Accuracy: Medium
Capacity: 20
Reload: Fast
- TMP
Firing Type: Automatic
Damage: 6
Rate of Fire: 900 RPM
Accuracy: High
Capacity: 30
Reload: Very Fast
- Dual 93Rs
Firing Type: Burst (1/4 second between shots)
Damage: 9 x 3
Rate of Fire: 1100 RPM
Accuracy: Low
Capacity: 40
Reload: Medium
Secondary Weapons (Light Melee Weapons)
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- KA-BAR
Damage: 12
Swing Speed: Very Fast
Range: Very Short
Critical Rate: 25%
Critical Multiplier: 30
- Bowie Knife
Damage: 35
Swing Speed: Very Fast
Range: Short
Critical Rate: 10%
Critical Multiplier: 4
- Ninjato
Damage: 41
Swing Speed: Medium
Range: Medium
Critical Rate: 10%
Critical Multiplier: 10
- Kukri
Damage: 45
Swing Speed: Medium
Range: Medium
Critical Rate: 20%
Critical Multiplier: 3
- Katar
Damage: 47
Swing Speed: Fast
Range: Short
Critical Rate: 10%
Critical Multiplier: 2
- Nightmare Claw
Damage: 79
Swing Speed: Fast
Range: Short
Critical Rate: -100%
Notes: Unable to get a critical hit, even while attacking from behind with the Eviscerator perk.
Devices
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- T-37 Stalker
Cloak Time: 30 seconds
Recharge Rate: 25% per second
Notes: Fully invisible while standing still and lasts a long time, but you are unable to move while the cloak is active, or else it will deactivate.
- KIA 250
Cloak Time: 30 seconds
Recharge Rate: 10% per second
Notes: Fully invisible while walking or standing still.
- Mantis 95 Type A
Cloak Time: 20 seconds
Recharge Rate: 20% per second
Notes: Fully invisible, even while sprinting, but has a short battery life, which also means a short recharge time.
- YDSA 21
Cloak Time: 10 seconds
Recharge Rate: 10% per second
Notes: When activated, a bright flash is unleashed, blinding all nearby enemies for 3 seconds, allowing you a quick escape while in combat. Fully invisible while sprinting, but has a slow recharge rate, and the flash only activates if the cloak has at least a 75% charge.
- F-76 Rogue
Disguise Time: 60 seconds
Recharge Rate: 10% per second
Notes: Causes enemies to see you as one of them. Lasts a long time, but you can still be killed by enemies.
- BC-131 Escapist
Cloak Time: 5 seconds
Recharge Rate: 25% per second
Notes: Stuns nearby enemies when activated. Fully invisible while sprinting. Stun only requires a 25% charge to work unlike the YDSA's 75%.
- X1-81T
Cloak Time: Unlimited
Notes: Fully invisible while walking or standing still, but you take 500% more damage from all attacks while active, so watch for sprayers.
- WFT-14 Decoy
Active Time: 30 seconds
Recharge Rate: 10% per second
Notes: When you are shot with this device active, you are teleported above the enemy that shot you, no matter how far away they are. In reality, you don't actually teleport, but you remotely control the "decoy" while all along you were above the enemy, waiting for the right moment to attack.
- KN-75 Hi-Jump
Active Time: 10 seconds
Recharge Rate: 10% per second
Notes: While activated, you can jump extremely high and jumping does not take any SP (still while activated).
- GW-66 Polterslice
Cloak Time: 10 seconds
Recharge Rate: 10% per second
Notes: You are able to use your secondary weapons without deactivating this cloak, but only renders you fully invisible while walking or standing still.
Perks
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- Just the Wind
Effects: Enemy attacks will pass through you while using a device.
- Eviscerator
Effects: Melee weapons will always get a critical hit from behind, and the critical multiplier for all melee weapons is increased by 1.
- Mime Warfare
Effects: Neither you or any of your weapons produce any noise at all, and your primary weapon is equipped with a free silencer that doesn't take up any attachment space.
- Airbourne Assassin
Effects: You are able to double jump and jumping takes no SP.
- Transparent Retriever
Effects: While capturing an objective (Ex: Carrying a flag, standing on an enemy zone), you are given unlimited SP.
Power Weapons
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- Fore-Saw
Damage: 18
Swing Speed: Constant
Range: Short
Critical Rate: 95%
Critical Multiplier: 2
Capacity: 50 (1 used per 1/5 second)
- Personal Teleporter
Capacity: 5
Notes: Allows you to teleport to wherever you are aiming.
- Cloak Beacon
Health: 100
Capacity: 1
Notes: When laid down, creates a field that fully cloaks any allies that stand in it.