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Buff Enhancements (NC) List (BaBS)
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Buff Enhancements (Normal Crafting) List (BaBS V2.14.3)
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Currently, there are 51 Buff Enhancements that you can craft normally from within the !workshop.
The list of Buff Enhancements are in the order that they are shown to you in the normal crafting section in-game. () Brackets show the buff that you can activate the Buff Enhancement on.
List of all the Buff Enhancements (Normal Crafting) in order:
- Furious Ignition
- Pocket Magnum
- Vented Grenade Launcher
- Special Defibrillator
- Six Slot Launcher
- Scholar
- Zombie Shredder
- Phantom Rounds
- Tank Resister
- Doctor's Orders
- Safety Bomb
- Guardian Recharger
- Boosted Morphine
- Shared Excitement
- Underbarrel Autoloader
- Lingering Shocks
- Selective Zap
- Loaded Zap
- Special Bait
- Throwing Knives
- Gas Mask
- Super Shove
- Short Fuse
- Armor Piercing Grenades
- Overcharge Arms
<top>
- Overcharge Legs
- Clinic
- Fall Spike
- Sustained Bounty
- Hasty Crafter
- Adaptive Shell
- Wish on Sight
- Burning Soul
- Bullet Hunter
- Hawkeye
- Responsive Spotter
- Lightning Hands
- Pledge
- Inner Courage
- Frontloader
- Steady Sight
- Stress Induced Adrenaline
- Accelerated Payment
- Multi Dispenser
- Blood Transfusion
- Trainee
- Momentum Blast
- Barbed Wire
- Deflection Spark
- Frostcharger
- Incendiary Shrapnel
1. Furious Ignition
- Increases chance to activate to 3%.
<Also works on Enhanced Anger Ignition>
(Anger Ignition) (|E| Enhanced Anger Ignition) - Level Requirement: 70
2. Pocket Magnum
- You will always spawn with a Magnum instead of a normal pistol.
(Hidden Magnum) - Level Requirement: 145
3. Vented Grenade Launcher
- Reduces unusable duration to 5 seconds.
(Floral Grenade Launch) - Level Requirement: 220
4. Special Defibrillator
- Defibrillators also activate Special First Aid.
(Special First Aid) - Level Requirement: 165
5. Six Slot Launcher
- Increases magazine capacity to 6.
(Advanced Grenade Launcher) - Level Requirement: 185
6. Scholar
- You now instead gain 4 exp per second for each higher level player.
(Student) - Level Requirement: 105
7. Zombie Shredder
- Deal 50% bonus damage to Common Infected not instantly killed and have a chance to stagger them. Higher damage = higher stagger chance.
(|E| Zombie Eradicator) - Level Requirement: 215
8. Phantom Rounds <top>
- When any ammo save chance activates, you have a second chance to gain another bullet. The second chance is equal to half of your total ammo save chance.
(Dummy Rounds) - Level Requirement: 225
9. Tank Resister
- 20% defense instead becomes 20% damage resistance.
(|E| Tank Duelist) - Level Requirement: 205
10. Doctor's Orders
- You can also instead buy a first aid kit for half the price.
(Prescription Medication) - Level Requirement: 135
11. Safety Bomb
- Bomb detonation no longer affects survivors but radius reduced to 200.
(|E| Sticky Bomb) - Level Requirement: 215
12. Guardian Recharger
- After activating, Guardian Moustachio/Guardian Dispenser will be available again in 4/5 minutes.
(Guardian Moustachio) (|V| Guardian Dispenser) - Level Requirement: 185
13. Boosted Morphine
- Using Pills/Adrenaline will also give you 10HP/s regen for 20 seconds.
<Also works with Advanced Morphine Injector>
(Morphine Injector) (|E| Advanced Morphine Injector) - Level Requirement: 140
14. Shared Excitement
- Survivors nearby gain half (min. 1) of what you gain.
<Also works on Over Excitement>
(Excitement) (|V| Over Excitement) - Level Requirement: 170
15. Underbarrel Autoloader <top>
- Ammo piles no longer give charges but instead recharge once every 40 seconds.
(Underbarrel Launcher) - Level Requirement: 190
16. Lingering Shocks
- After using a defib, the effects will persist around you for 15 seconds.
<Won't be interrupted and doesn't require a defib>
(Healing Shocks) - Level Requirement: 220
17. Selective Zap
- Zapping Gun only activates against Uber SI or Tanks not debilitate immune.
(|E| Zapping Gun) - Level Requirement: 230
18. Loaded Zap
- Zapping Gun will only activate when at 100% charge.
(|E| Zapping Gun) - Level Requirement: 230
19. Special Bait
- Special Infected in 300 units will be attracted to your body causing them to be passive for 5 seconds.
<✖ VS>
(Death Bait) - Level Requirement: 150
20. Throwing Knives
- Hold USE and shove to throw a knife, dealing 750 damage/stagger to SI or 500 damage/5s bleed (100 dmg/s) to Tanks. Won't use normal knives. Max count equals Knife count + 1.
<✖ VS, Knives reclaimable on miss/from target's dead body or return after 20s>
(Knife) - Level Requirement: 225
21. Gas Mask
- Take only 1 gas based damage while the Gas Mask absorbs the rest. The mask absorbs 1000 damage (500 in VS) before breaking. Recharges in 3 minutes after breaking. Smoker smoke won't shroud vision while the gas mask is active.
(Goggles) - Level Requirement: 230
22. Super Shove <top>
- You can hold WALK and shove to stagger any tank, using 2 Deadly Shove charges.
<✖ VS, Tank can't be shoved again for 15 seconds>
(Deadly Shove) - Level Requirement: 225
23. Short Fuse
- Lowers fuse time down to 6 seconds.
(Seeking Grenade) - Level Requirement: 201
24. Armor Piercing Grenades
- Pipe bomb explosions ignore target's defenses, halved instead on tanks.
(Extra Powder) - Level Requirement: 232
25. Overcharge Arms
- While Hyperactive is active, gain 66% reduced swing speed penalty. While Hyperactive is on cooldown, gain 50% reduced swing speed penalty.
(Hyperactive) - Level Requirement: 217
26. Overcharge Legs
- While Hyperactive is active, gain 66% reduced move speed penalty from slows. While Hyperactive is on cooldown, gain 50% move speed penalty from slows.
(Hyperactive) - Level Requirement: 217
27. Clinic
- Allows you to carry an additional Pain Pills/Adrenaline.
<Press the ZOOM key with your item held to swap between the two>
(Infirmary) - Level Requirement: 175
28. Fall Spike
- Returns 3x the fall damage taken to the slapper. If incapacitated/killed by the slap, the slapper is instantly killed.
<✖ VS>
(Counter Slap) - Level Requirement: 155
29. Sustained Bounty <top>
- Every time a Tank spawns, you gain 1 bounty.
<Active as both survivor and infected>
<Must be alive as survivor to activate>
(Starting Bounty) - Level Requirement: 170
30. Hasty Crafter
- Gives -50% reduced delay between crafting FR-Pills but doubles the cost required to craft.
(|Q| Artisan) - Level Requirement: 215
31. Adaptive Shell
- Reloading early will grant +1.5% reload speed per shell currently loaded.
(Compressed Shell) - Level Requirement: 190
32. Wish on Sight
- No bleedout if a visible standing teammate is within 300 units and you aren't crawling.
<✖ VS>
(Hope on Sight) - Level Requirement: 205
33. Burning Soul
- Gain -0.5%/0.5s slow effect decay while immolation is active, at the cost of +3 increased damage per tick.
(Immolation) - Level Requirement: 235
34. Bullet Hunter
- Any bullet/blast/melee kills on Special Infected also activate the buff effects of Bullet Scavenger.
(|E| Bullet Scavenger) - Level Requirement: 202
35. Hawkeye
- Headshots to Special Infected bypass damage immunities, dealing 10% of current bonus headshot damage.
(|E| Focused) - Level Requirement: 240
36. Responsive Spotter <top>
- Every shot that doesn't activate Weak Point Spotter increases the chance by 0.05%. The chance resets once it does.
(|E| Weak Point Spotter) - Level Requirement: 232
37. Lightning Hands
- Once every 30 seconds, gain double bonus reload speed.
(Tactical Reload) - Level Requirement: 185
38. Pledge
- You will heal 25HP every time you revive or free a non-bot survivor.
<No effect from hanging revives>
(|E| Promise) - Level Requirement: 210
39. Inner Courage
- If you are revived (excluding hanging revives) you gain the Courage effects for 15 seconds.
<Effects start partially decayed>
(|E| Courage) - Level Requirement: 210
40. Frontloader
- Kills with your primary weapon now have a chance to load your secondary.
<Chance to activate is half of Sideloader base chances>
(Sideloader) - Level Requirement: 205
41. Steady Sight
- While incapacitated, you'll no longer have dizzy aim sway and have 50% reduced accuracy penalty.
(Down but Not Out) - Level Requirement: 239
42. Stress Induced Adrenaline
- In survival, tank spawns give 20 seconds of Adrenaline. While Adrenaline is active, gain +10% faster reload and deploy speed.
(Adrenaline Run) - Level Requirement: 175
43. Accelerated Payment <top>
- Survival Payment is now given every 90 seconds.
(Survival Payment) - Level Requirement: 150
44. Multi Dispenser
- Reduces duration by 3 seconds but gives 3 (2 in VS) uses per map.
(Health Dispenser) - Level Requirement: 237
45. Blood Transfusion
- While incapacitated, your bleed out rate is equal to (standing allies count) % faster, but killing Commons/Specials/Ubers heal for 10/100/200 HP and delay bleedout damage by 1/3/5 seconds. Reaching full health from a Special/Uber kill will revive you.
(Mindset Change) - Level Requirement: 213
46. Trainee
- You now gain the same experience bonus for protecting, freeing, reviving, healing and resuscitating teammates with defibs.
(Observer) - Level Requirement: 165
47. Momentum Blast
- Gives dash 2 charges and enables ground slamming by pressing crouch after double jumping. Upon dashing or landing after a ground slam, infected in 200 units take 150 blast damage.
<15 second cooldown for ground slam blast, fall damage below 250 ignored on ground slam>
(Mobility Master) - Level Requirement: 237
48. Barbed Wire
- You passively deal 25 damage per second to all infected inside 75 units.
(Deflection Suit) - Level Requirement: 215
49. Deflection Spark
- 50% of deflected damage is dealt to all other infected in 75 units.
(Deflection Suit) - Level Requirement: 215
50. Frostcharger <top>
- Each tick also slows infected hit by 3% (doubled on non-Tanks). On the final tick, all infected in range become frozen for 1 second, bypassing debilitate cooldowns.
(|C| Discharger) - Level Requirement: 247
51. Incendiary Shrapnel
- Shrapnel damage will also burn infected. Won't burn infected that are immune to or benefit from fire.
(|E| Shrapnel Shot) - Level Requirement: 237
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