Perks and Innates

* Phase Dive - Become invisible and invulnerable by entering a parallel plane. Can see echoes of players, but cannot interact with the real world.
* Hunter Vision - Highlight enemies and enemy electronics in the HUD by infrared scanning. Has a maximum scan range.
* Amped Weaponry - All the players current weapons have temporarily upgraded stats. Picking up new weapons does not carry over the buff.
* Reactive Armor - Gain a 400 health shield on top of regular health.
* Valkyrie Rider - Become able to fly and maneuver in 3D.

Single Use

* Gravity Orb - Throw a drone that emits a gravitational pull and holds them in the center. Enemies cannot normally escape, bar a few methods.
* Glacial Augment - Emit an energy wave that makes enemies act in slow-mo.
* EMP Wave - Release an EMP wave around the target.
* Spirit Trial - Enter the mind of a target. User has to complete a puzzle, target has to spam fire button to force him out. If user succeeds, he kills the target and transforms the body in his. If fails, he returns to his own body, which is vulnerable during challenge.
* Holo Nova - Release a wave of doublegangers, which have 50 health before deactivating.

## Perks and Innates

### Perks

* Ante-Up - Gain next first levels of an exoskeleton faster.
* Airborne - Triple jump replaces the double jump.
* Bandit - Elite Weapon ammo, lethal and utility charge and ammunition can be scavenged from enemy corpses.
* Cold Blooded - No thermal imaging, undetectable by AI, Wards.
* Danger Close - Lethal has a faster recharge.
* Dead Silence - Silent Footsteps and muted boost.
* Defeatist - Gain better handling and increased speed when deaths overtake kills.
* Dexterity - Swap Weapons faster, reload weapons faster.
* Drifter – Enhanced sliding capability that increases speed, distance, and allows you to ADS while sliding.
* Eavesdrop - Hear enemies movement and actions louder, while teammates are muted.
* Force Recon - Triggering or being spotted by a ward disables it, undetectable by Relay.
* Gambit - Increased speed during key moments (spawn, captures, bomb planted).
* Ghost - Undetectable by Satellites, Ping, Instinct.
* Hardened - Placed equipment and scorestreaks have increased health and can also persist through the player’s death.
* Hardwired - Immune to EMPs, Hacks. Set of triggered explosives later.
* Instinct - Sense and paint gunfire direction in your vision.
* Juggler - Skillshots have a larger impact area, use equipment faster and can be thrown further.
* Man-At-Arms – Weapons don’t impact movement speed.
* Nanofiber - Suffer less explosive damage and explosive flinch. Includes Ground Slam.
* Overcharge - Recharge energy faster and killing enemies will drop packs for teammates to recharge energy.
* Pathfinder - Spawn with an additional Ward and recharge Wards faster.
* Ping - Kills and assists activate sonar ping at the enemy’s death location, revealing nearby hostiles to teammates. Enemies killed by teammates after being pinged will give you bonus scores.
* Power Cell - Earn Scorestreaks faster.
* Propulsion - Press sprint to quickly dash in any horizontal direction. Has a cooldown. Can be activated while airborne.
* Reaper - Retractable blade that makes melee attacks lethal.
* Relay - Killed enemy corpses spawn a ward that will alert the player when enemy targets are nearby the corpse. Destroying wards now turn them to your side.
* Super Cell - Utility ability has a faster recharge.
* Surge - After each kill, gain a brief boost to movement speed.
* Tenacity - Half slowing effects and duration from stuns, EMP’s.
* Wiretap - Use Enemy SatLinks and SecBreaches, Predict Scorestreak Deployment zones.

### Innates

#### Domination

Best-suited for aggressive players who like to be frontline and rush into the fray.

**Basic**

* Ballistics - More predictable recoil.
* Outlaw - 150% base reload speed after a kill.
* Ingenious - Each unique killed enemy grants 5% tactical recharge reduction. Resets upon death.

**Exotic**

* Unyielding - Decreased flinch upon being shot.
* Kleptomancy - Obtaining a kill grants the player a duplicate of the target's lethal and utility, as well as a part of the victim's score (50 per 100 for the first 200, after which it becomes 25 per 100).

**Keyframe**

* Glory in Death - Kills fill a reserve health pool with 25 health. Upon dying, all health is regained. Has a cooldown.
* Fervor of Battle - Every second in combat increases weapon damage with 2. Maximum of 8 additional damage.

#### Security

Best-suited for players who want to increase their combat Longevity and protective abilities.

**Basic**

* Armored - Armor resets faster.
* Plated - Headshots deal less damage to you.
* Infusion – Regenerates health faster.

**​Exotic**

* Refresh - Kills and assist restore a portion of the Tactical.
* Bodyguard - In vicinity of an ally, [active button] grants both allies a 50 shield.

**Keyframe**

* Eternal Bond - Spawn with an exclusive Elite Weapon (The Black Spear). Target an ally, becoming your blood brother while you live. While within proximity of eachother, they can only die if both run out of health. Doesn't regenerate health at 0 while in combat.
* Grasp of the Undying - Precision shots heal the user for 20 flat health.

#### Precision

Best-suited for roaming players who like to make picks and infiltrate enemy lines.

**Basic**

* Lightweight - 2% Increased movement speed.
* Martial - Assassinations are executed faster.
* Umbral - Cancels the first pinpoint reveal. Has a cooldown.

**​Exotic**

* Predator - Low Health enemies are highlighted in the HUD.
* Assassin - First strike deals 5% bonus damage of the targets current health.

**Keyframe**

* Dark Harvest - Kills cause enemies to drop Soul Orbs. Upon collecting an orb, restore 50 health, gain 100 bonus score, tactical charge. Every fifth Soul grants 1 Elite Magazine. Assist gives a lesser Soul, only restoring 20 health and half the bonus score, tactical charge and it doesn’t count towards Souls obtained.
* Stormlord's Mandate - Attacking a new target slows them and unleashes an EMP around them. Has a cooldown.

#### Resolve

Best-suited for objective control and contesting fights, as well as playmaking potential.

**Basic**

* Conqueror - Capture and deploy objectives faster.
* Rotation - Increased movement speed out of combat.
* Victorious - Capturing an objective refreshes health.

**​Exotic**

* Kingpin - Gain 25 scorestreak points every 15 seconds.
* Overcharger - Tactical can charge up after it's full, up to 50% of the next full charge.

**Keyframe**

* Echo of the Fallen - Increased movement, handling and reload when a teammate has died nearby.
* Ironborne Will - Completing an objective grants the player a 200 health shield for 3 seconds.

#### Inspiration

Best-suited for players who want to break the rules and surprise the enemy with coordinated attacks.

**Basic**

* Squadron - Assists grant double score.
* Interrogator - Assassinations award players with enemy positions.
* Gambler - Gain a random perk upon spawning.

**​Exotic**

* Quality - Increased attachment statistics and effects.
* Overkill - Equip a primary weapon in the secondary slot.

**Keyframe**

* Unsealed Armor - Players can Exo-shards everytime they gather X amount of score. Exo-shard can be used to swap the current Exoskeleton with a different type permanently, retaining the level.
* Eye of Empire - Damaging or Crowd Controlling a target causes them to suffer 15% from everyone on the team.

## Equipment

### Wards

Wards are tactical insertions that can be placed at any time, in any place, putting the area around it on the map. Enemy gunfire will be pinpointed when in range of a Ward. Upon placement, they stealth and are undestructable, with the exception of specific SecBreach and EMP abilities. Wards last for 60 seconds and are replaced by a new one in the player's invetory after 45 seconds.

* Tripwire - Reveals the first enemy that enters the area of vision on the map.
* Oracle - Highlights revealed enemies in the HUD of the player whose ward it was.
* Blackout - Deactivates vision for enemies in the same area of the Ward.
* Farsight - Can be deployed in a larger area around the player.
* Overlay - 2 shorter duration wards in stock and active at once.
* Teleport - Respawn on the last ward placed, active or inactive, after a brief channel.

### Utility

* Grappling Hook - Tether that sticks to any surface and allows the user to travel to it or use to gain momentum.
* Tactical Shield - Particle shield that blocks incoming damage. Meleeing someone disorients them.
* Flux Transfusion - Temporarily speed boost and maximum momentum at all times.
* Tactical Grenade - Wavelength grenade with various wavelength effects (EMP waves, stun waves and ultrasound waves.)
* Biotic Stim - Instantly heal to full health.
* Electrical Smoke - Grenade that releases Smoke that also slows enemies inside.

### Lethal

* Cluster Grenade - A cookable grenade that explodes a few times.
* Drone Blade - A throwing knife that can be reactivated to return to sender.
* Smart Grenade - A grenade that seeks out enemies after it is thrown.
* Satchel Charge - A remote detonatable charge.
* Plasma Spike - Spike tast explodes upon impact with a surface and leaves a trailing flame.
* Ground Slam - Can be activated on ground and midair to damage and suppress targets in range.
* Ignite Hack - Auto-targeted hack that ignites the Exoskeleton of the opponent, dealing damage over time and preventing healing.

## Forges

### Mark 0

Forges integral on a base weapon and all its variants.

* Burst - Weapon fires in bursts.
* Flush - Weapon fires full auto.
* Spike - Deals increased damage, but fires semi-auto.
* Hybrid - *[Alternate mode]*

### Mark I

Integral forges that cannot be changed. Available on all variants.

* Cycle - Burst fire becomes automatic with minor delay when trigger is held down.
* Focus - Reduced idle sway while aiming down sights.
* Haste - Slightly increased movement speed.
* High Calibre - Increased damage. (Stacks with Hollow Points)
* Outfitted - Bonus attachment.
* Overcharged - Charged, powerful single shot.
* Overgassed - Increased fire rate. (Stacks with Rapid Fire)
* Readiness - Reloads faster when clip is empty. (Stacks with Dexterity)
* Sharpshooter - Increased damage range. (Stacks with Rifled Barrel/Particle Amp)
* Stability - Reduced recoil. (Stacks with Foregrip)
* Steady - Reduced hip spread. (Stacks with Laser Sight)
* Stockpile - Increased ammo. (Stacks with Extended Mag)
* Stubby - Slightly increased aim down sight movement speed.(Stacks with Lightweight Stock)
* Zeroing - Slightly increased aim down sights speed. (Stacks with Lightweight Grip)

### Mark II

First tier of selectable forges. Available from Rare on.

* Awareness - Mini-map stays active while scoped.
* Bullet Shards - Health of wounded enemies regenerates slower.
* Crosshair - Rounds to the head mark enemies on the mini-map.
* Determination - Bottom half of the magazine has less recoil.
* Devourer - Headshot kills refresh health.
* Dogfighter - Increased Accuracy while airborne and wallrunning.
* Full Choke - Slug Rounds while aiming, Buckshot while hip firing.
* Happy Trigger - Burst delay is reduced.
* Hax - This weapon has a custom hack sight.
* Heightened Senses - While in ADS with sniper rifles, gain increased audio from nearby enemies. Warning blips will also tell you if enemies are nearby.
* Hit and Run - Normal movement speed while aiming down sights.
* Grenadier - Integrated Grenade Launcher.
* Make it Rain - Double magazine size. Can no longer reload.
* Predator Methods - Dealing Damage reduces Battery cooldown time.
* Regenerator - Weapon refills ammo in stock.
* Straight Pull - Rechamber while Aim Down Sights.
* Subsonic - Gunfire is only pinged within a certain distance.
* Velocity System - The Fire Rate accelerates after the first 5 rounds.

### Mark III

Second tier of selectable forges. Available from Legendary on.

* Akimbo - Hold 2 of the same weapons at once.
* Abakan System - The first 3 rounds of the burst fire at 1200 RPM.
* Below the Belt - Bonus damage towards the groin instead of headshot.
* Bloodloss - Wounded enemies have slower handling. Stops after gaining full health.
* Cacophony - Targets that are hit are deafened and vision is stunned.
* Chainsaw - Underslung chainsaw configuration.
* Deadline - Headshots increase maximum health by 10. Maximum of 5 stacks.
* Eagle Eye - Increase while ADS after a short delay.
* Eye of the Storm - This weapon becomes more accurate as your health gets lower.
* Feeling Lucky - Every bullet has a 8% chance of dealing headshot damage.
* Gunslinger - First 4 bullets deal more damage.
* Infinity - Infinite Ammo. Inflicts Self Damage when fired.
* Heavy Hitter - Double damage. Slower fire rate.
* Hunter Killer - Enemies at low health are highlighted.
* Jackpot - Kills grant an additional 10% score.
* Jawbreaker - Bonus headshot damage, reduced damage towards legs.
* Mark of the Hunter - Enemies that are hit are slowed down.
* Marked Target - Damaging enemies will mark them for death, preventing health regeneration for five seconds. Marked enemies that are killed by teammates will award you with a bonus score.
* Refresher - Every 2 player kill-streak restores lethal and utility.
* Surplus - Enemies drop scorestreak packs for your team when killed.
* Team Player - When in close proximity of other members of your own team, weapon stability increases.
* Unflinching - It's easier to aim under fire using this weapon.
* Vanisher - After a kill increased movement speed for 8 seconds.
* Whirlwind - The first 5 rounds of the burst fire at 1000 RPM.
* Zen Moment - Causing damage with this weapon increases its stability.

### Mark IV

Last tier of selectable forges. Only available on Epic weapons.

* Airburst - Mark and annihilate targets with special bullet mechanics.
* Antivenom - Bullets heal friendly allies.
* Berserker - After a kill, increase fire rate and decrease recoil for a moment.
* Bloodthirster - 20% life steal of damage dealt with bullets.
* Cascade - Headshot kills instantly reload your magazine.
* Collateral Damage - Last bullet to finish an enemy will spread fragments like pellets through the enemy.
* Eighty Seven - Alternate mode now fires as akimbo shotguns.
* Envenomed - Damage over time. Each consecutive hit boosts the time the venom lasts.
* Fate of Fools - Chain body shots to gain bonus damage on your next precision shot and return ammo to the mag.
* Flatline - Infinite maximum range.
* Hyperburst - Upon activation, deplete half of your magazine with a scattered barrage of bullets.
* Kill Rush - Headshot kills boost weapon Handling permanently for the rest of the life. Can stack 3 times.
* Maelstrom - Decree round proc damages surrounding enemies as well.
* Master Key - Under barrel shotgun with regenerating ammo.
* One Man Army - Only Allow Primary Weapon. Increased Handling.
* Overflow - This weapon has better handling, rate of fire and stability while the wielder's Tactical is charged.
* Overrider - Headshot kills cause the enemy's body to explode and deal splash damage.
* Perfectionist - Headshot kills decreases accuracy and flinch. Can stack 3 times.
* Resurgence - After dispatching an enemy, gain all health back.
* Splitter - Alternate shotgun fire mode.
* Wrath - Weapons do more damage when on a gun kill streak.