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Can you obtain them on split screen on consoles? Or only online?[]

I've been testing these persistent power-ups and I have noticed several errors in this page, I'm not a member or anything so I don't want to change the page but these are the mistakes

1. Head popper increases the headshot damage multiplier (but no others) M14 lost its 1-shot headshot ability at round 7 instead of round 4. 2. Head popper is lost by killing 25 zombies in a row without a single headshot

3. Super-nog paired with juggernog can allow the player to survive up to 10 hits from a single zombie (due to the gaps between hits) but 6 for a pack of zombies

4. Super-nog is lost by reaching round 15, not dying from fall damage or dying with it and Juggernog combined

5.Two "no-kill insta-kills" are needed for a red insta kill, not one, red insta kill lasts 20 secs, if the player is hit within the remaining 10 secs the zombie that hit them dies, and the upgrade is lost

6.  Not 100% sure on this one but I believe that killing a zombie with carpentar is how you unlock Iron Curtain (the carpentar upgrade)

7. Iron Curtain (the carpentar upgrade) is lost after the carpenter that uses the steel boards repairs all the windows


Dudeguy92man (talk) 21:22, February 12, 2013 (UTC)

I can confirm that Head Popper is not lost at end of round, I've had several occasions of loseing it, then regaining it in the same round. Althogh I have not check the 25 concevutive Zombie kills

Super-nog is just 6, we're looking at total life, not hit times and regen rates.

I've confirmed Red Insta-kill is gained by doing two pacifist Insta-kills in a row. It's lost on contact with a zombie hit, regaurdless of Red/White combos.

Persistent Upgrades only work on Tranzit and Die Rise, custom or online. If you have them, your guest will too, just like the Tranzit fridge. I'm not sure about offline co-op.

Dudeguy92man (talk) 21:22, February 12, 2013 (UTC)

The Greenz?[]

I have played Black Ops 2 for a long time and when I see the Youtube videos 

The community does not call the spark "The Greenz"

I think we should change it!

Ancientballs67 (talk) 13:00, February 16, 2013 (UTC)AncientBalls67Ancientballs67 (talk) 13:00, February 16, 2013 (UTC)

they took out phd flopper perma perk[]

There is a perma perk similair to flopper with no splash damage or damage from lava. We should try to discover new perma perks. By the way can someone upload a video for perma stamin up and a better one for deadshot.

who took out perma stamin up flopper and speed cola[]

People are just changing this website please someone add these again so I can jizz on it please :'(



None of thoes exist?

Dudeguy92man (talk) 02:27, March 10, 2013 (UTC)

Cashback?[]

Is someone going to add the recently discovered "cash back" persistent perk to this list? For those unaware, it can be obtained after you've drank at least 100 perk-a-colas. Then, as soon as you finish drinking a perk-a-cola, you need to go prone in front of the machine. It may take a couple tries, but eventually you'll see the green flash. From then on, as long as you go prone in front of the machine after drinking a perk-a-cola, you'll get 1000 points free.13:39, March 8, 2013 (UTC)98.221.26.98

Upgrade Combos?[]

In my zombies play, I've never found that one upgrade will replace another and I'm pretty sure I've had them all at the same time befor. I'm not 100% on that though but I've removed the whole section posted below. I'd love to see some evidence and maybe have a chart added instead of a hard to read paragraph.


It has been seen that some replace others leading to the idea that certain perks are compatible with others, but so far "Perma-Jugg" and Head Popper along with "Perma-Jugg" and "Perma-Stamin-Up" have been confirmed to be simultaneously acquirable. "Fast Revive" and "Steel Barriers" have also been confirmed to be "Perma-Perks" that can be obtained at the same time, along with "Head Popper" and "Steel Barriers". 

Dudeguy92man (talk) 02:31, March 10, 2013 (UTC)

perma phd flopper[]

There is a permaperk similair to flopper as you take no splash damage or damage from lava. It does not negate fall damage. There are rumored ways to get but none proven yet. Somebody please add it I'm using a mobile phone.



The page isn't for rumors and speculations, the readers want the facts, I don't think we should include them. If someone wants to make a Speculations and Rumors section on the page go for it. I don't think there's anything wrong with that.

Dudeguy92man (talk) 18:52, March 10, 2013 (UTC)

Knife Upgrade?[]

So, I had this happen to me today, and I've seen a video of a similar occurrence: during the first Minion round on Die Rise, I was using the ballistic knife, which happened to be a one-hit kill. I started knifing them as they climbed up that ledge leading out of the initial mystery box spawn, and after, I dunno, about 6 kills I got a green flash. Absolutely no idea what this new upgrade could do. I know it's not related to carpenter, as I wasn't knifing a zombie tearing down a barrier since it was a minion round. Maybe it's just increased kinfe damage, but that doesn't seem like enough to warrant a persistent upgrade. Any ideas?

Link to video of similar conditions: http://www.youtube.com/watch?v=iohJepIVpJA

24.205.54.212 05:47, March 12, 2013 (UTC)

This has happened to me on multiple occassions, actually so often that it has to be an upgrade of some kind. I use the Galvaknuckles and I've had several green flashes now while playing where I'm just punching zombie after zombie and after a while I just get it. I don't know what the upgrade is though, which is a bummer. A knife upgrade sounds awesome (but it would need a dramatic increase in one-hit kill duration for it to be worth anything). I hope someone pursues this cause I know I don't have the time or patience. Juggernaut10 (talk) 00:20, March 23, 2013 (UTC)

dudeguy92man[]

Its not a rumor its a fact its just that no one knows how to get it


Ghosts are real too. There's just no proof and nobody knows how to find them.

Get me some evidence that it exists and I'll do reasearch and put some facts in. PhD is my favorite perk ^.^ I do believe that PhD is too strong with Stang and Sally combo and I don't think it'll be anywhere in Zombies 2 without a major drawback. Also could you guys sign your posts with four tildas?

Dudeguy92man (talk) 03:25, March 15, 2013 (UTC)

dudeguy92man again[]

Look I have only a mobile phone, my computer is jacked up. I have seen perma flopper myself. My friend got a green flash then tried to shoot himself with Mustang and Sally over and over again. Nothing happend to him. People have had similair accounts. —Unsigned comment was added by 208.54.39.169

Interesting, although it can't formally be put on page without at least proof. Any word on how he obtained it? -- laagone (talk)  15:23, March 17, 2013 (UTC)

perma quick revive[]

I have lost perma quick revive even though I didn't do what it says on how to lose it

Red instant kill can be lost while the red skull is still active[]

There's an error in the red instant kill one; I'm not a member so I don't want to change things (I'm not the guy in the post below) it doesn't matter if red insta kill is over or not, a zombie just has to harm you for you to lose it.  Sometimes when the red instant kill is still active, a zombie can reach you without directly touching you and you can lose it like that.  Red insta kill only kills zombies who you come into body contact with, but the zombie's arm doesn't count as part of his body instead it counts as their weapon and their arm hitting you doesn't always kill them.

Levels for Perks[]

Different people seem to take different ammounts of tries to unlock their perma-perks. I have a theory that it takes different ammounts of tries for people of differennt levels in zombies. Could someone or a group of people test this out. Justcallmeivan (talk) 16:32, April 6, 2013 (UTC)Justcallmeivan

New Persistent Perk?[]

This could be a misunderstanding, but I think this may be a new one. I'm not 100% sure though. I was playing Die Rise and it was a minion round (probably not important). We're all in the corner with trample steams besides one person. Well, he goes down so he crawls to us. He's right on top of the trample steam, and when he gets revived he flings and there's a green flash. Now, I really doubt it's quick revive as the guy who revived the downed person had no revives prior to that one. I'm stumped, and unfortunately the game didn't save so I can't review this any further. Saturable (talk) 01:46, April 10, 2013 (UTC) Saturable, April 9 2013

Unknown Perma Perk[]

https://www.youtube.com/watch?v=M7TUEv2oZRY&feature=youtube_gdata_player

I was looking around YouTube and I found this video. He's standing in the spawn elevator, and his buddy jumps down in front of him and the guy in the elevator gets a green flash. I have no idea what this could be... at all. He says it's at the beginning of the game so that basically rules out all known persistent upgrades. It has to be new, but what is it and what does it do? Saturable (talk) 04:59, April 15, 2013 (UTC)

Mob of the Dead[]

If Quick Revive is gone does Perma-Jug or any other perma-perks work?

Perhaps, perhaps not. Also, only the perk is gone, not the persistent variation. Also, try to remember to sign your posts, it reminds you to every time you edit the talk page. LukeZaz (talk) 19:59, April 22, 2013 (UTC)
No. Persistent Upgrades have been removed all-together from Mob of the Dead. It is not possible to acquire or use your previously earned Persistent Upgrades. Quick Revive was removed because of the introduction of Afterlife mode. Saturable (talk) 21:04, April 24, 2013 (UTC)

Teddy Bear Perma Perk[]

I'm not 100% sure about this but i got the Teddy Bear Perma Perk a few days ago while playing on Tranzit, then i played a few matches later on that day and got some pretty useful guns with it. A few days later I lost the perma perk I'm not sure how, but I think if you hit the Mystery Box repeatedly in a round, you will lose it.

184.18.44.206 01:06, July 1, 2013 (UTC) AungOO7 

perma phd flopper for real[]

Ali a has a video on this. All effects work. Useful for die rise

"


This PhD Flopper perk may be what I've noticed on Buried. When I've jumped from the tops of buildings and gotten the all-too-familiar red screen of (near) death, I've seen the green flash. Jumping again produces a red flash (I think) and causes me to lose the upgrade. Problem is, I've never noticed any effects. I'm certain there's no reduce in fall damage, but I'm not sure about the other effects of PhD. I don't think I ever dived far from prone with the Upgrade.

Agent R72 (talk) 00:07, July 3, 2013 (UTC)

Okay, nevermind. The "mini-nuke" of PhD flopper is active when Perma-PhD is applied. There is no reduction in non-dolphin-dive fall damage though.

Agent R72 (talk) 15:06, July 4, 2013 (UTC)

I'm not 100 percent sure but I beleive that to get the bonus health upgrade you have to go down more than once in a round without getting a kill. I'd like to test this but I'd really need multiple people. Also it might be possible to get it in mulitplayer in Die Rise using Who's Who. Just some ideas that I need help testing. 162.40.204.65 22:03, July 2, 2013 (UTC)


The description for Flopper is a little off. I've messed with it a lot in the last few days on Buried and it is lost from taking fall damage, not from taking a zombie hit while diving. Also, because of this, the fall damage part of Flopper is not included, but the other two parts (diving from damage-height creates explosion, no friendly splash damage) are part of the upgrade. Very easy to confirm on Buried, just drop from a high enough second story a few times. Drop again once you have it and you'll hear the sound of losing it.

Dterrell6868 (talk) 18:17, July 4, 2013 (UTC)

"Perma-Jugg" Upgrade??[]

To my complete shock and horror, I realized Treyarch changed the method of obtaining the perma-jugg upgrade. I'm sure everyone is aware that all you had to do to get it was to get quick revive in solo and go down 3 times, while refraining from shooting any zombies with the mustang & sally. I tried that about a dozen times, I tried going down twice in a round without killing any zombies (I had to point-whore with shots to the legs in a horde), and I tried getting swiped at least two dozen times. Please, we need to find out how to get this back, it's a great safety cushion to have. Juggernaut10 (talk) 05:33, July 3, 2013 (UTC)


I also noticed I lost Perma-Jugg early on in Buried (not saying it was the map, just saying it came with the DLC), and trying my usual method (Tranzit, buy Quick Revive, get downed, get downed again permanently) did nothing. Anyone lose it and get it back yet?Dterrell6868 (talk) 18:34, July 4, 2013 (UTC)



Just played Buried and got the green flash (later confirmed as Jugg) by dying in Solo play. I had taken maybe 3-4 hits through the whole game, died in round one, and got it as the game ended. I never bought QR.

173.230.73.88 18:17, July 5, 2013 (UTC)


Good news, I confirmed how to get it. The user above me is correct, you simply get it by getting downed without reviving yourself with quick revive. I stumbled upon it by accident when I was screwing around and accidently got double-swiped in round 1 and saw the green flash. I have subsequently gotten it again after getting downed in about 3 games at a time. The problem now, is that I believe the way to lose it has also changed. I heard an eerie noise as round 5 started but I didn't want to check if I lost it cause if I did then I'd end the game. The next game I played, I didn't have it anymore. This will be the new goal. Juggernaut10 (talk) 19:31, July 5, 2013 (UTC) 

Teddy Bear/Mystery Box Upgrade[]

I know for a fact that you automatically lose this upgrade at the start of round 10.. Every time I add it to the page someone deletes it. If you don't believe me try it yourself.. -GoalieOfUnholy GoalieOfUnholy (talk) 20:53, July 4, 2013 (UTC)

Unknown Pack-A-Punch Persistent Upgrade/Permanent Perk[]

There is a new Persistent Upgrade/Perma Perk involving Pack-A-Punch.. Once you Pack-A-Punch 5 - 6 times a green flash appears. Effects unknown.. http://youtu.be/MBa5olsPino GoalieOfUnholy (talk) 21:01, July 4, 2013 (UTC)


PHD Flopper dissappears when you fall off stuff without dolphin diving


I cannot confirm this entirely, but I believe that it reverses the order of attatchments on weapons as pap and re-pap. After pack a punching quite a few weapons, I got the perma-perk flash and came back a few rounds later - pap'd the AN 94 and got a MMS sight first, then pap'd the DSR 50 and got silencer first.

98.214.9.1 22:09, July 27, 2013 (UTC)

Unknown Flash[]

I got a flash as I was running over a zombie appearing out of the ground. My character did make note, so it was definitely an upgrade, but I have no idea what it could be. Already had Jugg, and didn't earn any other ones that I know of. Anyone else come across something like this?

173.230.73.88 18:24, July 5, 2013 (UTC)


I've gotten something like this 3 times. The first 2 involved killikng 2 zombies coming from the ground. But I also got a green flash from one not coming from the ground. I've gotten it 3 times, but never heard the eerie noise (without counting  Phd flopper). I think I killed them with my HAMR, but not 100% sue 75.43.207.167 07:35, August 6, 2013 (UTC)

A few new unknown persistent upgrades[]

Ever since the release of Buried, I've noticed a lot of new persistent upgrades. I have no idea how to obtain them or how they are lost, but the most notable (for me at least) is something to do with the nuke drop. I've gotten this about three times and lost it. I picked up a nuke, and once every zombie died from it, I got a green flash. Then, when we got another nuke, I lost it. This is similar to the steel barriers. To obtain that, you must kill a zombie coming in. To lose it, you have to not kill a zombie coming in when another carpenter is picked up. However, I have no clue what the nuke upgrade does... but I think both times I lost it, I didn't pick it up the second time. So perhaps there would have been a cool effect, but same as carpenter, you must pick it up in order for each window to be repaired with steel barriers.

Another one is the still widely unknown knifing perma-perk. If you melee a lot of zombies, you'll get a green flash. It's unknown how it's lost or what it does, but I'm just saying it's out there.

And then there's been several instances where I've received a green flash for no apparent reason. One time, I just picked up some gold and ammo from the ground (Using Vulture Aid) and I got a green flash.

And then...I lost perks I didn't even know I got at the beginning of a new round. They've added a lot, but i have no clue what most of them are or how to acquire them.

Saturable (talk) 22:28, July 5, 2013 (UTC)

In addition, I got another upgrade whilst drawing a weapon on the wall with chalk. I got it at round one, and lost it for no reason at round 11. I don't know what it does.

Saturable (talk) 01:43, July 6, 2013 (UTC)

The chalk one is not an upgrade. If you observe carefully, there is small green flash every time you draw the weapons on the wall. I've gotten the knife upgrade many times while using galvaknuckles, and I believe the perk speeds up your melee. I don't pay enough attention to the regular knifing speed to confirm this but I think I swiped quicker and more quickly in succession (as in a shorter delay between swipes). I've gotten a lot of random flashes and a lot of no-no noises (the eerie sound of losing a perk) randomly as well. Juggernaut10 (talk) 02:59, July 7, 2013 (UTC)

No, I'm positive that it was a perma-perk green flash as it was not close to the wall and I heard the explosion it makes. Saturable (talk) 07:20, July 7, 2013 (UTC)

If it's an upgrade, the character will comment about it on a supernatural basis. The only comments the characters make pertain to drawing the weapons. This always happens upon finishing the drawing, and there is always a noise made. It wouldn't make sense for there to be a perk related to the drawings anyways, as they can only be done on Buried. Juggernaut10 (talk) 20:43, July 7, 2013 (UTC)

Paralyzer Persistent Upgrade/Permanent Perk[]

Kill a dozen or so Zombies with the Paralyzer and a green flash will appear. Effects unknown.. GoalieOfUnholy (talk) 21:50, July 6, 2013 (UTC)

This is actually the double shot perma perk. Read below on this talk page. The paralyzer counts towards this perk which is why it gets confused with double shot.

To the user above ^^ , please sign your post with 4 tildes (4 ~). There is also a "signature" button that will do it for you. Juggernaut10 (talk) 20:55, July 9, 2013 (UTC)

Can somebody clear up 2x Points?[]

It' s rather confusing. Does it mean you cannot fire any bullets unless a Double Points power-up is active, or do it mean you cannot knife during a Double Points power-up? I've tried the first way in solo to no avail. I really want this upgrade.

This should clear everything up http://www.youtube.com/watch?v=QiGrNobtT_Q Infinity Arch (talk) 20:45, July 7, 2013 (UTC)

No, that's not it. That's the half price perma perk, not the double points one. For example x2, it always awards you double points as if you picked up a drop. Ex: non-lethal shots award TWO +10's; not just one. You lose it by lethally meleeing a zombie. Saturable (talk) 20:54, July 7, 2013 (UTC)

New sniping perma-perk[]

This new perma-perk, which I call point-scope, provides about 400 points per sniper headshot. I have consistently gotten the perk after losing it several times by standing in the alley between the chalk room and juggernog in vulture's green mist and sniping zombies that crowd around jugger. I seem to lose it for being inaccurate or when hip-firing.

http://www.youtube.com/watch?v=TK5TPxkbzGk

Bakernator (talk) 22:06, July 7, 2013 (UTC)

I've seen this in another video. Apparently, you are awarded extra points when you quick scope, according to the video. Headshots may have something to do with it, but I have no idea.

Saturable (talk) 23:52, July 7, 2013 (UTC)

My friend and I have figured out a few more things. It is obtained by sniping distant zombies. We were able to consistently obtain it by having one person run a train by the chalk room and the other snipe it from next to juggernog. It offers a bonus of 300 points (30 points 10 times) per kill made with a sniper and is lost by hip firing, or missing several shots in a row. It is not based on having a scope, as the upgraded dsr 50 with no scope works fine, however the weapon must be a sniper and you must be aimed down the sights. Also, quick scoping is not required, you can aim down the sights for any amount of time and it still works.

Bakernator (talk) 08:32, July 8, 2013 (UTC)


This is true. You get it by distance sniping. Also the amount of points x10 increases as well. It goes to 60,90, and eventually 120 x 10 if you keep it long enough. Check PTGC video proof. I'm not sure why it hasn't even been mentioned on the wiki.

^ Please sign your post using four tildes.

Anyways, the increase is a misconception. Sure, you may see 60, 90, 120, and 150, but the only reason it says that is if you get multiple kills. Instead of displaying +30 twenty times, it will just display +60 ten times. If you get three kills, then it will say +90. It does NOT give you +90 for each kill, it always gives you +30. Saturable (talk) 02:12, July 10, 2013 (UTC)

Perma Tombstone[]

Super Revive - To obtain this you have to buy 4 perks before round 4. It would not make sense if you can only get it in buried. This is seen in Syndicate's live stream where he buys 4 perks by round 3 and gets a green flash. He doesn't get the extra perk bottle/8th perk and manages to get all his perks (except quick revive) when he is revived. You loose the perk if you fail to obtain 4 perks before round 4. I have tried this and it works for me. Like I said before, the theory on the wiki can't be true if it only works on buried.

1. Please use 4 tildes to sign your post. 2.Have you tried this after round 4? Infinity Arch (talk) 03:30, July 8, 2013 (UTC)

Sorry I am new to this. The effect of the perma perk works after round 4 but you must buy your 4 perks before that. 15:06, July 8, 2013 (UTC) 

Okay, so I just wanted to vouch for this person. He claims that you have to buy 4 perks by round 4 and I tested it myself. I never got this Persistent Upgrade and then I tried this on round 1 on Buried and got the green flash. I then downed myself (I had Quick Revive as one of my 4 perks) and got back up with my 3 other perks. I only did this on Buried and I know for a fact I did not have this Persistent Upgrade before. Hesitation (talk) 05:12, July 9, 2013 (UTC)

He's right, I just got it on TranZit.. You buy 4 perks before round 4 and you'll get the green flash.. Tried getting 4 perk bottle drops from the Mistress in Buried (after buying 4 perks) and it didn't work for me.. Maybe because you have to wait 4-5 rounds before she reappears in the window.. GoalieOfUnholy (talk) 17:56, July 9, 2013 (UTC)

I don't know if this is 100% accurate. I've went to round 5 without buying any perks, and I still kept this upgrade. I don't believe you need 4 perks before round 4 to keep it. Somebody thoroughly test this to get accurate information. Saturable (talk) 19:57, July 9, 2013 (UTC)


I'm glad some people believed me. I have confirmed that it is not round 4 but round 5. I know this sounds random but you can test it yourself. People have been reporting hearing the sound when your perk goes away on round 5. I made sure to have this perk and waited until round 5 where it went away. It's called perma Tombstone. Many you tubers have made videos about this. A lot of them say get all 4 perks by round one but I got it on round 3 and 4 in two separate games. I also lost it in a separate game for not buying 4 perks on round 5. The initial idea of getting 8 perks through the ghost lady is confirmed to be false.

One of the latest updates on the main page says that this is "automatically lost at the end of the game." This cannot be true. I've lost several games and still kept this upgrade. And another thing: I played a game yesterday and we were blasting through the early rounds. I managed to buy Juggernog and Speed Cola before round 5, and Vulture Aid during round 5. There is no way that you need to purchase FOUR perks BEFORE round 5 in order to keep this perk. Maybe it's only 1 perk. So right now, I don't believe there is a known way to lose it.

Saturable (talk) 18:10, July 10, 2013 (UTC)

The wiki says to obtain it you have to get 4 perks before round 1 ends but I got it multiple times. One game on round 4 and another on round 3. Syndicate also got this on round 3 and I saw a couple other youtubers get it round 2.

You Do Not loose this perk at the end of the game. It is lost when you get downed and do not have any perks. As we have noticed, you loose a perk (solo quick revive) every time you get revived and have this perma perk. If you do not have a perk to loose, you loose the perma perk instead. That is how it is lost. I have seen this perma perk being carried on to other games.

Also, someone needs to confirm this but I think this perma perk only works in Buried just like PHD.


I went to roughly round 13 without a single perk and kept perma tombstone. oh and it applies to all the mapss not just buried. 65.191.0.134 07:17, September 1, 2013 (UTC)

Do I have to have Buried? Or do I have to buy Quick Revive? Or do I have to be alone? I did this on TranZit, but it didn't work. Could someone please check if you need the above for it to work?

142.255.13.199 14:16, October 19, 2013 (UTC)

Two new perma-perks[]

I've experienced one firsthand, but the other I saw several times on a YouTube video.

The first one I can hardly explain. Basically, I was working on the Mined Games easter egg for Maxis. We were having a lot of trouble with the firing range as one person was having issues with their connection. We tried several times... which includes a lot of bullets fired. I shot around two and a half full ammo clips of the PDW... so in other words I had to buy ammo twice. That's a lot of bullets. Over 700. All of those bullets never made contact with a zombie.

The first zombie I came across (this actually happened to me twice, as we took a break from the shooting range twice) was coming in from a window, so I shot its head off. It stayed headless for a while, and when it died, I got a green flash. There was NO carpenter power-up so it could not have been that. It was NOT deadshot, because it was the only zombie I shot with that one bullet. I killed some more zombies, and we got another crawler to continue the easter egg. We went another long while shooting bullets without killing any zombies. After that, we accidentally killed the crawler again and the next round started. The first zombie I killed, once again, gave me a green flash. This time, it was fully out of the ground and there is simply no expanation for what it is I got. The next game I played, I entered solo and shot a zombie in the leg and got two +10s which would indicate the x2 Points perma-perk. However... in the game before that where I got two green flashes, I never heard the eerie noise I would hear when I lost a perma-perk. Perhaps I got two different perma-perks? How would I get the x2 Points perma-perk if I never killed any zombies during a double points? Also, both kills were headshots, so maybe that has something to do with it. I've tested this again by shooting off a load of bullets and headshotting a zombie and I even got it again. And then, a few rounds later, for no reason, I lost it. I don't know what it is or what it does.

Sorry for the block of text, but I wanted to include as much information as possible.

The second perma-perk is the Ray Gun off the wall. Basically, both people in the video purchased an olympia off of the wall and got a few kills with it. Then, they went to buy ammo for it and got a green flash along with a Ray Gun. I doubt it's fake... both videos would be hard to tamper with. Thoughts?

Well, that's all for now.

Saturable (talk) 19:55, July 9, 2013 (UTC)


Yup, Ptgc released a video about this but their theory is slightly false as well. This is called the double shot perk. You have to have a consistent bad aim. This can be done with any gun. Not just wall weapons, pistols, etc. After that you actually kill about 5 zombies and you get it. It is like you described where you essentially get double points. You loose it after a while of having good aim. Tip: Fly around with the paralyzer and then kill a hoard. It counts. This perma perk has been confused with 2x and a paralyzer perma perk. There is no paralyzer perma perk, it is double shot.

As for the ray gun, I would like to believe it but it seems too good to be true.

Half off[]

I'm not sure why they changed the method of obtaining this on the wiki. You can either get 0 points or 3000+ to get this perma perk. The old theory still stands along with the new one.

You can also get a "Raygun" persistent perk. What it does is when you buy the Olympia off the wall, you get a raygun... you may get it from buying the actual gun or frombuying ammo. Proof on Youtube. 75.62.46.114 15:59, July 10, 2013 (UTC) Nick

Here's is the proof, mates. http://www.youtube.com/watch?v=2wuf9BuE9lE Infinity Arch (talk) 02:55, July 12, 2013 (UTC)

Bank Deposit Persistent Upgrade?[]

I was playing buried, and i had alot of money in the bank (30,000+) i was withdrawing all of it but a quarter of a way into taking all of my money out, a green hazy spark appeared like it would for other perma-perks. i don't know what it did, because it didn't do anything while i was depositing it, or when i was transferring it into a points power up drop. 174.113.99.134 09:48, July 11, 2013 (UTC)maliq

By any chance, was this during a Double Points? If so, this is just for the Half-off upgrade.

Saturable (talk) 03:05, July 12, 2013 (UTC)

I think there's a way to keep half-off[]

I was playing today and I got the Half-off upgrade. I find this hard to believe, because there has to be some way to maintain this upgrade. Think about it: every upgrade has a way to keep it and a way to lose it. Today, during my Half-off time during a Double Points, I purchased two doors and did not hear the eerie noise when you lose it. The next double points: I still had it. Saturable (talk) 03:08, July 12, 2013 (UTC)

Double Pistol Points not working as video suggests[]

I don't know if it's the certain type of pistol I'm using, but every time I get a headshot (at least with the M1911) I lose the upgrade. To get is correct: fire off all of your bullets and then melee 5-15 zombies. I used the dual five-sevens to acquire the upgrade. I ended the game, shot a zombie in the leg, and was awarded 20 points. Then, I headshotted it and lost the upgrade. However, in the video, the guy is using a Remington and gets a headshot and is awarded 200 points and keeps the upgrade. Perhaps something isn't quite right here. Can I not use the M1911 to get a kill? I guess I'll have to test it some more. Saturable (talk) 21:04, July 12, 2013 (UTC)

Offline perma perks do not work[]

I never really came across perma perks until one day I found them on the wikia. Well anyways I found videos of how to do perma jug since it seemed the easiest to do but I was doing the testing offline and found that none of the methods worked. I jumped to online solo and I did what the wikia said to do and it worked. So I'm about 100% sure that perma perks don't work offline. I also wanted to point out that I think when playing split screen it takes a away the perma jug the player attains. I'm not if its because I went to die rise when I did the perma jug on Tranzit or it was because I did split screen.

Abigail Misty Briarton (talk) 11:11, July 13, 2013 (UTC)

Extra Pistol Points information[]

The persistent upgrade for Extra Pistol Damage appears to be lost, through my experience, through either getting a headshot kill or simply shooting a zombie in the head, kill or not. I obtain this perma perk quite often to help farm some extra points for the bank, and that occurence always seems to make me lose it.

98.214.9.1 16:26, July 13, 2013 (UTC) crimsonBZD

350 Point bonus for flopper & red insta kill[]

Getting Bonus Points with Persistent Perk Combinations. 

Sniper Perma + Flopper: Hold any sniper as your primary and when you flopper you will get 350 points per kill. If you hold any other weapon you will not get the bonus points even if you have the sniper as your secondary weapon 

www.youtube.com/watch?v=o54FnAo67kQ


Sniper Perma + Insta Kill Perma: You need to shoot one zombie (sometimes a bit more) with a sniper then you can touch them and they will die by your red insta kill and give you 350 points per kill. 

www.youtube.com/watch?v=8Yv30C3eRFc

As far as I know I was the first one to upload Sniper Perma + red insta kill to youtube by 16 hours. I tested both of these until I 100 % understood it. 

I hope you all enjoy go try to find out more combinations that give you bonus points ! 


Posted MadeItToTheUSA (talk) 18:20, July 13, 2013 (UTC) 7/13/13 by MadeItToTheUSA

Remove double points perma perk. This perma perk is not confirmed and is confusing. The zombie community has refused to recognise it

The loss of persistent tobstone[]

The way to loose persistent Tombstone is by being revived by a balistic knife

Gbury07 (talk) 18:38, July 17, 2013 (UTC)Gbury07 7/17/2013

You dont actually lose the perma perk its just when you are revived by a PaP'd Ballistic Knife you lose all your perks if you go down after that you will only lose 1 perk (Coop) if you are revived normally by another player or with QR (Solo). I have never lost this persistent upgrade since I got it the day Buried came out but then again i always buy 4 perks by round 1 and then get the others ASAP. 176.249.113.48 01:23, July 20, 2013 (UTC) xVx Sm1ThY xVx 02:21 july 20, 2013 (UTC London) 20/07/2013


My two current hypothesis on how to lose Perma Tombstone is 1) Buying and successfully losing standard Tombstone in Tranzit mode and 2) falling to your death while you have more than four perks.

CrimsonBZD (talk) 17:18, July 30, 2013 (UTC)

Perma-Revive Upgrade[]

First of all, I do sincerely apologize for not being able to provide any video information with this. 360 doesn't supply enough power to split to my card and my TV since I upsized on the TV.

Perma-Revive Upgrade. I have upgraded my Perma-Revive twice by getting 70+ revives in a single game. With it upgraded, it is a noticably faster revive than Perma-Revive and Quick Revive stacked. I would estimate it is approximately 1/6 the speed of a normal revive, versus stacked Perma and Quick Revive at a 1/4 of a normal revive.

If anyone can do the proper research and either confirm or debunk this that would be highly appreciated. Thanks.

CrimsonBZD (talk) 03:18, July 21, 2013 (UTC)crimsonBZD

Is the Revive message still purple or does it change to a different color? GoalieOfUnholy (talk) 03:52, July 21, 2013 (UTC)

It is still purple.

CrimsonBZD (talk) 04:09, July 21, 2013 (UTC)crimsonBZD

Sorry, forgot to mention that there is, of course, a comment made by the character and a green flash. The flash appears at the same time and location as when originally obtaining Perma Revive.

CrimsonBZD (talk) 04:14, July 21, 2013 (UTC)crimsonBZD

Double Pistol Points[]

You can actually obtain this Persistent Upgrade by using the Paralyzer as well, simply by flying with the Paralyzer and then getting 5 kills. So naming it "Double Pistol Points" is misleading. I would call it "Low Accuracy" or "Double Shot", I believe you can obtain it with any weapon.. GoalieOfUnholy (talk) 03:49, July 21, 2013 (UTC)

I've always noticed that this Perma Perk is lost when I get a headshot, supporting your low accuracy theory. I wouldn't personally call it "Double Shot," that would say to me that each bullet counts as two or something along those lines.

CrimsonBZD (talk) 04:12, July 21, 2013 (UTC)crimsonBZD

"Extra Sniping Points" is lost after exactly 3 misses[]

Like the title says, Extra Sniping Points is lost after exactly three missed shots, whether firing from a scoped or hip position. I can absolutely confirm this because using this perma-perk is what I do the most in zombies. After losing the perma-perk however, it can be quickly regained by killing two to five zombies (instead of the normal five to fifteen) with long range headshots.

CrimsonBZD (talk) 19:47, July 26, 2013 (UTC)crimsonBZD

I lose it also after 3 misses... And if my next shots are long shot kills I also quickly get it after two or five kills, use it every time I play to make points quickly--67.5.200.16 00:42, July 30, 2013 (UTC)


thanks. what other confirmation do we need to get the page edited?

CrimsonBZD (talk) 17:09, July 30, 2013 (UTC)

Perma InstaKill inaccuracy[]

Taking damage from a zombie during InstaKill will interrupt your "pacifism streak" if you will and prevent you from obtaining the Super InstaKill.

CrimsonBZD (talk) 17:21, July 30, 2013 (UTC)

Upgraded Perma Perks[]

I have discovered that several Perma Perks can be upgraded. I suggest you try these for yourself so I don't have to make a video, because I can't use my capture card and I'll be damned before I take the time to use the in game editor. I have Sony Vegas Pro 12 for the lord's sake, but I ramble. Here we go.

Perma Jugg Upgrade ~ I am not exactly sure how this is obtained, however I have a very good idea. I first noticed this while in the maze in Buried on round 22 and I took far too many hits to still be walking around, must less not red as the dickens. So, I went into theatre and counted how many hits I took - 7. I looked for a this a few more times and saw it again and again. It, however, did not persist through multiple games. I seemed to obtain it by entering a game (I've only ever done this one on buried) with Perma Jugg, then making it above round 20 without any downs (thusly keeping Perma Jugg past round 15). After this point I was able to take 7 with an eigth resulting in either a down or an extremely red state. As we know, stacking Jugg and Perma Jugg results in 300% health, or in other words you're downed or extremely red after 6 hits. This means that I had 400% at the time. Earlier in the game, during round 17, I obtained a seemingly random perma perk flash, I'm assuming that was the upgrade.


Perma Quick Revive Upgrade ~ I already have a topic about this, but it's quick so I'll mention it again. Perma QR can be upgraded by reaching 70 revives in one game without having any interrupted revives. As we know, Perma QR is obtained by getting up to 17 revives in one game without interruption. A green flash similar to obtaining Perma QR will be seen again.

Perma Deadshot upgrade ~ This perma perk is upgraded by getting an arbitrary amount of collateral headshots while using Perma Deadshot. The only effect I've noticed so far is it's much more difficult to lose, remaining until you've killed around 150 zombies without a headshot. I believe the amount of collateral headshots you must achieve to do this is at least 5, as when I got it and was able to look I was getting +150 with Extra Sniping Points. A green flash similar to obtaining Perma Deadshot will appear. 


Finally, a few perma perks that I've noticed and noted some info about. A few other people have mentioned parts of them before I've noticed.

Faster Buildables ~ I believe there is a perma perk dealing with the speed of placing buildables. I believe this is what other players have seen as the green flash that occurs sometimes when you draw a gun. Not the smaller one that appears as the gun image shows up on the wall, but a seperate flash followed of course by a character comment. I've obtained this multiple times while drawing guns, feeding Leroy, and building at workbenches. It simply results in buildable bars progressing much faster, with Leroys already fast buildable being the most noticable. I have no idea how this is lost. however I believe it is obtained by building a certain amount of parts/drawing guns et cetera without interrupting the process for any reason, and may be lost by interrupting one.

Knife Speed upgrade ~ I've noticed that while getting a long streak of melee kills (while using Galvaknuckles, but that's probably because it's a one hit kill for so long) I will obtain a perma perk that reduces the cooldown of my melee significantly. Most notably my friend who plays on one of my other consoles, who almost exclusively uses Galvaknuckles in the earlier rounds, gets this perma perk constantly. I have no idea how this is lost.


CrimsonBZD (talk) 17:44, July 30, 2013 (UTC)


This is just stupid. SMH


97.86.161.46 14:41, August 24, 2013 (UTC)

Many Things[]

One, it feels like it's obvious how you'd lose persistent Tombstone. If you die and lose all your perks by dying. Like, without getting a new perk. Pistol Accuracy is almost completly pointless to have. You need a very, very bad accuracy, like, 2 hits has to be at least = 8 wasted bullets, so you might as well just shoot them all as you normally would except, if you don't kill the zombie, you won't lose it. Which means you, on round one if you got it a previous game, can empty 5 bullets into a zombie's pelvis, then move onto a next zombie, until you're out of ammo. When you knife if, it dies. Grenades don't affect it either, so fire, grenade 'em all, Bam, you'd probably have like 1500 points from just 4 zombies. 

CHANGE PISTOL ACCURACY LOSE FROM MELEEING WITH AMMO TO: Having good accuracy, or meleeing with good accuracy or ammo.

If tested it through losing it, and regaining it, then starting a brand new game on round one, around twenty times. I did this all during getting my refund perk. I shot a zombie and killed it with 6 bullets, lost it. I melee'd a zombie with ammo, lost it. I shot zombies 'till they were about to die, used all my ammo, knifed one and lost it. I headshotted a zombie and kept it, by shooting two shots into it's face, then shooting off the rest of the clip without hitting it, then shooting him the last time in the face. The next time I did that same exact process(right after doing it the first time) I lost it, so it's also cumulative per game.

Summary: There's basically ZERO point to having the pistol accuracy perma perk, we should complain and have it's complete opposite added. If you hit every single shot of a pistol into your enemy, which is hard when it's an M1911 which for some reason has SCOPE SWAY AND FUGLY IRON SIGHTS TREYARCH YOU FUCKS, and you have max ammo, and it's like round 4 when you just spam the trigger. So if you hit every single shot without missing, you get 3 times the points. Because you'd fucking deserve it. Right now the current pistol accuracy perma perk is completely worthless. Because honestly, you're waisting more money than you're gaining with this pistol accuracy perma perk. You might as well add MY Pistol perfectionist idea because it could be added to the list of PERMA PERKS THAT ARE FOR PEOPLE WHO DESERVE THEM INSTEAD OF GIVING IT TO THE TERRIBLE ZOMBIE PLAYERS *cough cough* RANDOM RAY-LYPMIA, MYSTERY BOX PERMA PERK, 200% HEALTH AND RED INSTA KILL. Think about it, you don't get any of these perks by doing anything of worth that makes you deserve it. You get Perma Jug by basically being AFK after buying quick revive on round one of solo, or if you really suck at rounds 1-15 and can't get jug soon enough. You get the Ray gun/olympia upgrade by never having played zombies before or like never getting past round 10. You get red insta kill by not killing a zombie during insta kill. That's either not being able to kill a zombie because your teammates are all better than you and you're a complete idiot. Or by stealing all the power drops and being non-contributing and not killing anything. The only time red insta kill varies is if you're seasoned, your other teammate isn't, and you get insta kill and have like 7,000 points and you just let him kill everything every time. Or if you're going to revive someone in the fog in the 15 seconds you have to do so.

ALL the other ones are obtained by finesse or at least deserving it. Getting 2 multi-collateral headshots is finesse. Perma Quick revive by helping out teammates who suck or going to like round 50 without letting people die because you're just nice like that... Which is also finesse especially on a map like Tranzit, you have to get through denizens, hoards of zombies all the way across the map with barely any ammo and not even actual quick revive and you tell me that's not basically an artful skill? Stronger barries is variable... But if you're making sure you have extra time to set up and you have extra time for your teammates to stay alive, it's preemptive thinking. Secret carpenter is just stupid unless you save those carpenters to give time throughout the whole map, like going to special places that need  those extra 10 seconds. Cash-back is like an OCD thing... PHD Flopper is kind of finesse, because honestly, if you're carefull enough to make sure you never take fall damage again, by either tactically dolphin diving through certain places or by taking longer routes which actually lead to better trains and longer lifespans... Yeah, it can be considered skill. Half price perks is high bullet/where you shoot/how you line up and train kind of thing. Tombstone is basically for the people who put their hard earned time into putting money in the bank or are  just that good and patient enough to line up all them zombies from rounds one to three like so. Sniper longshot is finesse, obviously.

Need to be added to zombies: Perfectionist: Miss not one single bullet, grenade, or knife in a whole round after round 5 and you get 3 times the points for the kill. Lost: Missing more than 100 rounds in a single round, dying completly.

204.210.151.8 08:27, August 3, 2013 (UTC)

Extra Flopper Points[]

Okay, so getting explosive kills only awards 50 points, right? Well, I was using PhD Flopper on Buried and i killed 2 zombies, one walking towards me, and the other just crawling out of the ground. I got a green flash of light, and each zombie i killed with PhD Flopper gave me +50 points, plus several hundred more in +30s, like the Extra Sniping Points. I lost this upgrade when i lost PhD Flopper, and the extra points only applied to PhD Flopper kills, not all explosives. I am fairly certain that it is obtained by killing zombies as they crawl out of the ground. 

  

Pistol Upgrade[]

I don't mean tocall anyone out on the pistol points upgrade, but that one dosn't sound right. Why would you lose it by useing the gun it upgrades?

Digitized since 95 Pcthomas2 19:05, August 10, 2013 (UTC)

No, it's an accuracy thing. You get it through inaccuracy, and you lose it through good accuracy. So, If you missed ALL the shots from a pistol and then knife the five zombies that give you it, get a max ammo, and just kill the zombie without missing over half of your shots, you're gonna lose it. 

204.210.151.8 08:52, August 29, 2013 (UTC)

Re-spawn perm perk??[]

I was playing Buried, just started the game so i was on round one. I was afk when i came back i was speactating, then when i spawned i got a perm perk not sure what it was or what it does but hoping someone will find out.

Ari Ehu-K (talk) 16:22, August 11, 2013 (UTC) 

How do you know you got a permanent perk?  http://i.imgur.com/GYKM9PK.jpg feargmtalk  04:44, August 11, 2013 (UTC)
Its showed the green mist and my character (Russman) started saying something about it.
Ari Ehu-K (talk) 16:22, August 11, 2013 (UTC) 
       It's just More Heath, you saw it when you respawned since you couldn't see it when you died and went into spectator mode, and the game didn't end. It was round one, you didn't kill any zombies and you died. Piece it all together, it's jug.
204.210.151.8 08:49, August 29, 2013 (UTC)

New Perma Perk[]

I think I found a new perma perk not sure anyone has seen this before but I was playing solo and was trying to get the cash back perma perk by buying quick revive and getting down over and over and maybe after the 7th time of getting revived by quick revive I got a green puff, so awhile later a friend gets on and invites me to play zombies awhile into the game he gets down I go to revive him and instead of getting the normal points you'd get reviveing someone I got 1300 try it out your self guys and see whats up. 

Perma perk from door[]

So I bought a door in buried and the green flash appeared and I don't know what it does but I know the door prices stay the same and they don't give u any points back August 12 3:03 AM

Possible new Perk in Tranzit[]

So, this is completely unprovable, since I have no records of it at all, nor can something relevant be found, but I would like to say that I got a green flash indicating a permaper, under the following circumstances, and I pray to god that someone will have enough patience to test:  

Due to some misinformation, I started in Solo Play, Tranzit, trying to get the Ray Gun off the wall. When first spawning, I knifed all the zombies, picked up no parts for the turbine, and instantly bought the Olympia. I started shooting ONE round at a time, reloading, and buying ammo. Whenever I didn't have points, I shot those shots into zombies, but I never once shot the second bullet in the chamber. I bought nothing, touched nothing, and simply repeated shooting one bullet and reloading a number of times before buying ammo, rinse and repeat(I mean: shoot, reload, shoot, reload, shoot, reload, ammo, shoot, reload...). On the last zombie of round 2 (it had gotten inside from the outside window on the opposite side of the workbench, and was walking towards me standing next to the workbench, no interactions with windows, no fire, just walking), I fired one shot into it's body (center of reticle was pointing between chest and abdomen), but it didn't die, and got the green flash. Being slightly surprized, I shot the second shot as well, this time pointing at the neck, including it's head (though I got no headshot count in the scoreboard) , killing it, and instantly hearing the sound of loosing a perk.  

I didn't have time to notice point gains, but, as I was playing as Stuhlinger, I heard his quote "I knew that was there!", so it is certain that I got a perk. I couldn't recreate it during the same game following the same tactics, but I didn't try again in a new game either. If someone dedicates the time to search it up, good luck. If I recreate it in the next days, I will report back here.  


Daxtah (talk) 20:57, August 15, 2013 (UTC) Daxtah

Persistent Tombstone Update[]

Perma Tombstone is obtained when you buy 4 perks on Round one. On the main page it lists it as Round Four.

PlatinumPlayer3 (talk) 21:55, September 6, 2013 (UTC)PlatinumPlayer3

Sniper Points[]

A number of times, i lost this presistant perk by accessing the bank, and even hitting the box. i would advise to stay away from these, uness your done racking up serious points. If someone can confirm this, that would be great for the community to find out. 

extra sniping points upgrade[]

Since the page is locked and I cannot edit,  I would like to throw in that when you unlock this upgrade, you get the points for using the 'perma flopper' explosion too.

Time Bomb perk[]

I have done this twice, on different accounts.

On round one of a solo Buried game, I got the time bomb, set it down, and killed the rest of the zombies. It said I had 6 kills (the amount that spawn on round 1 solo). I detonated the bomb, it still said I had 6 kills, then I killed one of the zombies and got a perma perk flash, and my character said one of the quotes. The first time I got the flash, I had killed the zombie with the SVU-AS, and the second time I did it, I used the Galvaknuckles. I guess It's a perma perk from killing more than the max number of zombies in a round? At the end of round 2, I heard the losing the perma perk sound, which I guess was from me not killing more than the max zombies.

PHD Flopper update[]

This is probably my favorite persistent upgrade. In order to obtain you have to take a certain amount of fall damage from DIVING. The best way i've found is to dive off of small ledges and take very little damage. You can also dive off the upstairs of the jail and also the staircase that leads to the workbench there, this is very dangerous because it is very possible that when you dive off it will down you (But it still counts towards the total diving damage to obtain Flopper). Having this upgrade not only creates lethal explosions but it also protects you from all explosive damage other than overcooked grenades (grenades don't hurt you unless you don't let go of them at all). The only way to lose this perk is to take any amount of fall damage (if it shows ANY red on your screen).

If you have obtained the Extra Points Sniper upgrade (acquired by 5-15 long shot kills and lost by missing 3 shots in a row) then you can dive off of a ledge whilst holding the sniper and gain ridiculous amounts of points. Really easy way to fill up the bank in a hurry.

Accidentally losing flopper: There seem to be a couple ways to "accidentally" lose flopper. One way is by going through the back of the mansion, once you take the slide try and direct it to the left so that you land at the top of the stairs, its possible to lose it by landing on the bottom. The first slide also has a slim chance of this but it is unclear what causes you to take damage on the bottom. Thirdly and finally, if you dive off of a ledge and land on another characters head it will cause you to take fall damage as well.

Pretty easy to keep and easy to re obtain once its lost.

AtomicBoo 69.35.163.245 15:37, December 3, 2013 (UTC)

A Multitude of Changes[]

As of now, the page is still protected from edits for some reason, so I will add my corrections here. In the beginning of the page it says they "can be acquired on Green Run, Die Rise, and Buried (although only in their main modes; upgrades are absent from submaps such as Grief in Borough)." Wouldn't it be better to say "can only be acquired on Tranzit [instead of Green Run], Die Rise, and Buried"?

On to the "Stronger Barriers" upgrade. The upgrade DOES work on rounds 1 - 10, but it cannot be earned on rounds 1 - 10. It can however be lost on rounds 1 - 10. It also takes far fewer barriers (it can take only 1 or 2 for me).

The 200% health upgrade does not say that it must be on solo. Has it been proven to work on a public game? I will test this out with some friends.

Red Insta-Kill is earned by not attacking any zombies OR being attacked by any. It only lasts for 20 seconds, while insta-kill lasts 30. After it has been earned, the player can shoot zombies during the insta-kill and still keep the upgrade. I have tested this many times.

The player does not have to be in front of the perk machine to get the Refund On Perks. That it to say, the player can buy the perk, walk away, and when the drinking animation is done go prone, even though they are 5 seconds away from it.

The Double Points upgrade should be removed, as I have attempted this multiple times and was unable to get the upgrade. I do not believe it exists (is it being confused with Double Pistol Points?), but perhaps I am doing something wrong, so if there is a video or something on YouTube, keep it.

It should be added to Tombstone that being revived with the use of the time bomb (the time bomb will revive all players. if they have died and are in spectator mode, they wil respawn with a M1911) on Buried will cause the player to lose all perks IF the time bomb was set down while they were downed. If the time bomb was set down earlier (such as on a previous round) they will, of course, get back all their perks. Also, when the player buys 4 perks before round 4, they do not get the Tombstone upgrade. They get it at the start of round 4 (tested with some friends). 

The Double Pistol Points should be changed. It does not require all ammo in the pistol to be expended. It does not even have to be earned with the pistol. It merely requires poor accuracy, then kill a few zombies. for instance, the player could fire a clip or two from the AN-94, then kill a few zombies with it, and get the upgrade. However, they will only get the double points for any pistol they might have (except the mustang and sally, as it is no longer counted as a pistol). The perk is lost when the player kills a few zombies (headshots, melee, a different gun, doesn't matter) without missing a large amount of shots in between kills. I have tested this many times.

Another thing that should be noted for all of the upgrades, they cannot be lost in between rounds. That is to say, if the player goes down three times in a row without buying perks, they will lose the Tombstone upgrade. BUT if they go down once in a game, start a new game, and die twice in that game (for a total of 3 downs without perks) they will not lose the upgrade. Simply put, the counter for losing perks is reset in beween games. Same with More Headshot Damage: if the player gets 24 non-headshot kills in a game, dies, starts a new game, gets another 24 non-headshot kills, etc. they will not loose the upgrade, because the counter is reset betwen games.

Finally, please let the page be edited by unregistered users again. Since Call of Duty Ghosts has been released, there is not likely to be "recent vandalism and/or traffic flood."

Half-off[]

I'm questioning the accuracy of the loss conditions of Half-off. The first time I acquired it, next double points I bought the B23R, followed by three lots of ammo (shooting one burst, reloading and then purchasing) all for half price. I heard the eerie noise at the end of the double points, then the next one I picked up, Galvaknuckles costed 6,000.

Acquired it again later on in the game, then the next powerup, bought MP115 Kollider (a.k.a pack-a-punched MP5) ammo for 2250, then heard the eerie noise at the end of the powerup. I've yet to pick up another double points, but that was the only persistent upgrade I had, so I think it's fair to assume that it's the one I lost.

Anyone else having the same problem? --Looful (talk) 03:07, December 28, 2013 (UTC)

Red insta-kill[]

Red insta-kill is not a perma perk. It doesn't have a green flash. It's just a secret Treyach put on Black ops two. It's basically a drop upgrade, not a perma-perk. You won't get red insta-kill every time you get your first insta kill.

Does anybody agree?198.91.194.210 15:34, January 26, 2014 (UTC)

Paralyzer[]

Getting this perk involves killing zombies with the paralyzer before round 3 or 4 by holding down the trigger (as if you had never used it before).  I'm unsure how this perk is lost, but this perk's effect involves the gun's hovering ability.  It allows you to rise faster while hovering, but DOES NOT increase height or cooldown time. 

List of Perma-perks[]

1. Quick Revive-Revives twice the speed of regular reviving, obtained by achieving several revives, lost by failing to revive a player.

2. Juggernog-Gives 100 more health to the player, obtained by taking critical damage from a zombie (without juggernog), lost at round 12.

3.Stamin-up-Makes sprinting duration longer and faster, obtained by sprinting with a heavy weapon in the maze in the gamemode Buried. The way of losing this perma-perk is unknown.

4.PhD Flopper-Gives the player the ability to take no splash/explosive damage (with the exception of cooking frag grenades) and also cause an explosion when diving to prone. Unlike the perk-a-cola version, fall damage will still be unprotected. To obtain it, the player must take enough fall damage and it will be lost if the player is killed.

5.Dead-shot Daiquiri- Gives the player slightly better hip accuracy and headshot damage (This only applies to the M1911), Obtained by getting two headshots with one shot, lost if the player kills three zombies in a row by shooting them in the body instead of the head.

If true, then just add the information to the page then. http://fc01.deviantart.net/fs70/f/2013/276/1/2/bionicle__unity_duty_destiny_by_cyberpictures-d6p3li2.pngLegos-Rule-15 Talk 06:06, August 22, 2014 (UTC)

Double Pistol Points Perk[]

Just made an update based on my investigation into this seemingly useless perk, as follows:

- Extra Pistol Points -

To Get (Solo):
Method 1 (Redundant, Proved): Empty starting pistol ammo, knife 8 zombies (in round 1?) and it unlocks.
Method 2 (Best, Proved): Miss 1 shot (any gun), knife 8 zombies on round 1, or 1 zombie (twice) on round 2.

To Lose:
Theory "Hidden Accuracy Meter (Cross-Game)" (DISPROVED): After getting perk, a hidden "accuracy" meter for pistols is started which carries over games. Missing shots will lower accuracy, hitting shots will raise it. The perk is lost if the accuracy goes so high. DISPROVED: Tried doing a few games where I wasted almost all pistol ammo (M1911 and B23R). The duration of the perk effects was not increased. In fact, it seemed reduced - the first zombie killed with 4 shots and a knife removed the perk. (Further investigation shows it was just the knife that removed it).
Theory "Hidden Accuracy Meter (Single Game)" (DISPROVED): During a single game, a hidden "accuracy" meter for pistols is calculated. Missing shots will lower accuracy, hitting shots will raise it. Perk is lost if accuracy goes high (est. 50/50?). TEST: Try missing a bunch of shots before landing successive shots to see if the duration of the perk effects increases. DISPROVED: Perk lost after kniving single zombie without firing any shots.
Theory "Pistol/Knife Kills": Perk is lost if any zombie is *killed* using the melee or a pistol. Shooting them non-fatally is fine. (PARTIALLY DISPROVED: kills with any weapon seem to invalidate it on round 1, there may be differences on round 2 since the obtain requirements relax slightly after round 1)

Observations:
- Lost after killing a couple zombies with the pistol (during initial test).
- Lost after fatally kniving a zombie that was hit with a few pistol rounds (during "Hidden Accuracy Meter (Cross-Game)" experiment).
- Lost after kniving single zombie after gaining.
- Lost after killing single zombie with B23R leg shots. (After retaining with many M14 kills).
- Lost while killing many zombies (around 25) with M14 - HOWEVER at the moment it was lost I was hit by a zombie. (Conclusion: in addition to knife and pistol kills, getting hit by a zombie OR killing many zombies loses it?)
- Gained after emptying all starting M1911 ammo and kniving 8 zombies. (Done 2 times).
- Not gained after emptying all starting M1911 ammo, starting new game and then kniving 8 zombies. (Conclusion: must be done in single game)
- Lost after achieving 4 headshot kills on zombies with M14 (immediately after gaining, on round 1-2).
- Lost after achieving 2 kills with M14 body shots (2 shots per zombie)
- Lost after achieving 4 kills with M14 body shots, killing 2, missing 2 whole mags, then killing 2 (testing accuracy theory)
- Lost after killing 1 zombie with M1911 body shots.
- Lost after killing 1 zombie, using M1911 body shots and finishing off with M14.
- Lost after killing 1 zombie, using M1911 body shots and finishing off with knife.
- Not gained after missing 1 pistol shot, then killing 8 zombies with M14 (rather than knife). Note: missed shots and a double headshot (that apparently didn't count as a headshot) were made
- Not gained after missing 1 pistol shot, then shooting 8 zombies with pistol, but finishing off with knife. (Conclusion: pretty much confirms 1 pistol miss + 8 knife-only kill method)
- Gained by missing 1 pistol shot, then kniving a zombie twice (killing it) on round 2. (Conclusion: number of melee attacks required changes on round 2, and possibly beyond)

Deji69 (talk) 03:04, October 1, 2020 (UTC)

Half-Off Persistent Upgrade Testing and Further Information[]

It has come to my attention that Half-Off can let the player purchase for a quarter (1/4th) of the Mystery Box’s price if the player has less than the original price and more than or equal to half the price. The quarter price paid is 237 points. The domain for quarter price purchases is the following: 475 ≤ X < 950 or [475, 950). The quarter price purchases, or, as I’d like to call it, Three Quarters-Off, only applies to box purchases as far as I’ve found. Three Quarters-Off also applies to the Fire Sale purchases, that is it can be purchased between [5, 10), and costs 2 points. I’d like to shoutout Reddit user u/Lucario_Project for investigating Three Quarters-Off as well.

Additionally, I have noticed while testing that Half-Off never went away. I’m not sure whether it’s because I’ve spent points every time I had a Double Points active (minimum I’ve spent was 5 points, maximum was 3000), or if it’s because I’ve never earned points during a Half-Off Double Points, or both. *Check Update 1.

Furthermore, I’ve found that the lower limit for Half-Off is exactly half the original price. Attempting to purchase something while having less than half its original price would not result in a purchase. *Not entirely true for the lower limit being half. Check Update 1.

I’ve conducted my tests mostly on upgraded wall weapon ammo (cost: 4500, half: 2250) and the Mystery Box. The method I’ve utilised for obtaining Double Points power-ups is to convert any other power-up (mostly shared points) using Arthur, and if a Double Points appears, get it to permanently stay (until picked up) by getting Arthur to perform transforming the Double Points but cut him off as he’s in the animation by shooting him until he runs away.

I’ll hopefully return to testing this out further.

Hadi77KSA (talk) 01:29, 15 August 2022 (UTC)

Update 1[]

Upon further testing on Half-Off on the map Buried, I have discovered the following:

  • Some purchasable items can’t be purchased during a Half-Off Double Points if the player has less than the original price, but will still take away half price when purchased. These items include: Tipping the Ghost to get a perk for 10 points, point sharing through the bank, Claymores, and couches (i.e. doors/debris in the form of couches. Regular doors can be bought with less than original price but greater or equal to half price). *Added Tipping and Bank point sharing to the items due to Update 2.
  • If a Half-Off Double Points is active and a Ghost steals the player’s points, she will take points as follows:
    • If the player’s points are greater or equal to 2000 points, she takes 1000 points.
    • If the player’s points are less than 2000 points, she will take half of the player’s points. I haven’t tested the result at 1 point or 0 points, but I reckon in the 0 points scenario she’ll damage the player as per usual. As for the 1 point scenario, I speculate it’s either that: she takes it, or she doesn’t take it and the player becomes invincible, or she damages the player with or without taking it. I doubt the second possibility is the case, but it would require further testing. *Update 2.
  • Half-Off can be earned by gaining as low as 2500 points, but purchasing items during the Double Points prevents gaining Half-Off from the Double Points in which the player has gained 2500 points. I haven’t determined the exact minimum amount of points for gaining Half-Off, and I haven’t determined if losing points due to Ghosts prevents gaining Half-Off. However, the Maximum amount I have tested without gaining Half-Off was around 1790 points, give or take 90 points. Requires further testing. *IMPORTANT: check Update 2.
  • Points gained during Double Points through making Arthur smash into a debris don’t award in obtaining Half-Off. I have made Arthur sprint from inside the Gunsmith towards the debris blocking access to Juggernog, and have gained from him 2020 points and no other points during Double Points, and have not gained Half-Off. Until I test the minimum amount required to gain Half-Off, this statement is to be put aside. *Update 2.
  • Half-Off is only lost by gaining points during a Half-Off Double Points. There’s supposedly no limit for spending that can make Half-Off go away, as I’ve tested both not spending points at all and spending up to 114950 points during Half-Off and it didn’t go away.

Hadi77KSA (talk) 04:43, 16 August 2022 (UTC)

Update 2[]

Upon further testing, I have concluded the following:

  • Found out that tipping the Ghost 10 points for a perk is one of the prompts that can’t go through with less than the original price, and costs half the price when successfully purchased, therefore, added it to Update 1.
  • Found out that point sharing through the bank is one of the prompts that can’t go through with less than the original price, and costs half the price when successfully purchased, therefore, added it to Update 1. *Added: Hadi77KSA (talk) 14:47, 18 August 2022 (UTC)
  • While Half-Off is active, the Ghost can only take the player’s points down to 1 point, and can’t take the point nor damage the player, therefore rendering the player invincible to Ghosts at 1 point while Half-Off is active. At 0 points, however, the Ghosts damage the player as per usual.
  • Coincidentally found out that gaining Half-Off is through net profit, not that spendings/loss of points prevents gaining it. I have also concluded that the net profit must be greater or equal to 2500 points. I have attempted earning Half-Off by gaining as much as 2460 points, but to no success. However, from previous attempts, I can confirm that Bank Withdrawals don’t count towards gaining Half-Off. I’m unsure of shared points, and I’m unsure of if Bank usage prevent obtaining Half-Off. Additionally, I speculate Ghost-steals are considered as expenses towards the net profit for obtaining Half-Off, therefore didn’t test it.
  • Managed to test if earnings purely from Arthur smashing into debris would count toward gaining Half-Off (I had to follow a specific method to: make Arthur charge towards a debris but slow him down using the Paralyzer as he’s drinking the Booze, I go grab Booze before Arthur grabs a Double Points power-up that’s in his way, and make him charge and smash into a second debris before the Double Points runs out to make sure the total earnings are more than 2500 points), and I have concluded that it counts towards the net profit for obtaining Half-Off.
  • Points obtained through drawing chalk count towards the net profit.
  • Coincidentally discovered a method to lose Half-Off. If a Time Bomb is thrown down beforehand, and is activated while a Half-Off Double Points is active and the player’s points after going back in time are more than their points before going back in time, Half-Off will be lost upon the Double Points running out.

This is most likely my last update towards the Half-Off Persistent Upgrade. If you have any questions or theories you’d like me to test, I’d highly appreciate the input.

Hadi77KSA (talk) 11:22, 17 August 2022 (UTC)

Headshot Damage Upgrade Testing[]

This is a documentation of my and another person’s findings regarding the Headshot Damage upgrade. We have initially investigated the game’s code to form theories on how the upgrade works.

The following table contains a list of weapons and the latest rounds which the weapons can kill the zombies with one bullet to the head, along with the zombie health amount on those rounds. The multiplier boundaries are calculated as follows:

  • Lower boundary equals the result of dividing the zombie health values of the highest round to one-shot the zombies with the upgrade, over the health value of the round after the highest round to one-shot the zombies without the upgrade.
  • Upper boundary equals the result of dividing the zombie health values of the round after the highest round to one-shot the zombies with the upgrade, over the health value of the highest round to one-shot the zombies without the upgrade.
Latest One-Shot Headshot Rounds for Some Weapons
Weapon Name Round w/o the Upgrade Round with the Upgrade Multiplier
Python 15 (1679) 23 (3594) Between 1.95 and 2.35
Five-Seven 6 (650) 12 (1263) Between 1.68 and 2.14
MP5 6 (650) 12 (1263) Between 1.68 and 2.14
AK74u 5 (550) 11 (1149) Between 1.77 and 2.30

The median of each of the multipliers is: 2.15, 1.91, 1.91, 2.04. Taking the average of the medians results in a value of 2. This corresponds with the game’s code, as it states that the headshot damage gets multiplied by 2 when the upgrade is active.

As for how it is obtained, we have observed that the upgrade relies on a counter that counts the number of times that collateral headshots multi-kills occur. Obtaining 2 or more headshot kills at the same time counts as one collateral headshots multi-kill. The upgrade is obtained once this counter reaches a value of 5. Additionally, this counter carries over matches, and only resets when the upgrade is lost.

The following tests have been conducted to confirm this theory:

  1. Performed collateral headshot kills on 2 zombies the 1st time, 2 the 2nd time, 2 the 3rd time, 2 the 4th time, and 3 the 5th time; and the upgrade unlocked upon the 5th time a collateral headshots muti-kill has been performed.
  2. Performed collateral headshot kills on 2 zombies the 1st time, 3 the 2nd time, 2 the 3rd time, 6 the 4th time, and 2 the 5th time; and the upgrade unlocked upon the 5th time a collateral headshots muti-kill has been performed.
  3. Performed collateral headshot kills on 3 zombies the 1st time, 2 the 2nd time, 4 the 3rd time, 4 the 4th time, and 2 the 5th time; and the upgrade unlocked upon the 5th time a collateral headshots muti-kill has been performed.

As for how it is lost and how to preserve it, we have observed that the upgrade relies on a counter that counts the number of non-headshot kills. The upgrade is lost once this counter reaches a value of 25. This counter does not increase upon a headshot kill, and resets to zero upon performing one collateral headshots multi-kill.

The following tests have been conducted to confirm this theory:

  1. Obtained 25 non-headshot kills; and the upgrade was lost.
  2. Obtained 4 non-headshot kills, then a headshot kill, then 2 non-headshot kills (6), then a headshot kill, then 18 non-headshot kills (24), then 2 headshot kills, then a non-headshot kill (25); and only then was the upgrade lost.
  3. Obtained a headshot kill, then 4 non-headshot kills, then 2 headshot kills, then a non-headshot kill (5), then a headshot kill, then 5 non-headshot kills (10), then 2 headshot kills, then 11 non-headshot kills (21), then a headshot kill, then 3 non-headshot kills (24), then a headshot kill, then a collateral headshots multi-kill on 2 zombies (reset), then 3 non-headshot kills, then a headshot kill, then 7 non-headshot kills (10), then a headshot kill, then a non-headshot kill (11), then a headshot kill, then 14 non-headshot kills (25); and only then was the upgrade lost.

Hadi77KSA (talk) 04:19, 20 June 2023 (UTC)

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