Mode-Exclusive Items
Faction War — Tactical Consumables
Purchasable from Mystery Merchant "Other" shop. Faction War only.
- Taunt Smoke Bomb (Blue) — Spawn Bosses at 10 nearest points
- Chaos Detonator (Purple) — Spawn Bosses at ALL points. Instant mayhem
- Hunter's Whistle (Blue) — All hostile Bosses within 50m chase you
- Blood Hunt Beacon (Purple) — ALL hostile Bosses on the map chase you
Every 10 Boss kills auto-grants 1 Smoke Bomb. Banners: see Entry & Utility Items.
Taunt Smoke Bomb and Chaos Detonator are no longer blocked by an active-Boss population cap. The former always attempts the nearest 10 spawn points, while the latter attempts every point on the map. A new call cannot start until the current respawn task finishes.
Blood Hunt — Fortifications
Blood Hunt only. From Boss kills or Mystery Merchant.
- Foldable Cover (Green, stack 10) — Light cover, 250 HP
- Barbed Wire (Blue, stack 5) — Slows enemies, 200 HP
- Reinforced Roadblock (Purple, stack 5) — Heavy cover, 500 HP
- Repair Spray (Green, stack 10) — Fixes nearest friendly fortification within 3m, restores 25% max HP
Deployment
- Place with LMB, cancel with RMB, scroll to rotate, MMB for 90°
- Deploys where your mouse points. Can't overlap, can't clip scenery. Failed = refunded
Drop Schedule
- Every kill → 1 Cover / Every 3 → 1 Spray / Every 10 → 1 Roadblock / Every 20 → 1 Barbed Wire
Start with 1 free Cover Pack. Transponder: see Entry & Utility Items.
Fate Echo Exclusive
Fate Echo Relic
The entry relic for Fate Echo. See Entry & Utility Items for the item details. It is consumed after confirmation and returned only after a wave-9 victory.
- Bring your own loadout, a BossRush Ticket, and the Relic
- Choose one of two Fate Contracts after the map loads
- A failed run does not return the consumed Relic
Zombie Mode Exclusive
Portable Safe-Zone Device
Portable Safe-Zone Device (Purple, stack 1) — a Zombie Mode wave reward, single-use, only works inside a Zombie Mode run.
- Use in combat — moves the safe zone to your current position; it disappears with the end-of-wave cleanup, and a normal safe zone with the merchant is regenerated
- Use during preparation — deploys an extra safe zone without a merchant terminal, coexisting with the normal one until the next wave starts
- On deployment it instantly clears normal/special/elite zombies inside (no kill credit, no drops, no purification points); Bosses are only pushed outside the exclusion boundary
- Directly damaging a zombie with guns or melee while inside a safe zone cancels the whole zone — thrown items and reward projectiles do not trigger this
See the Zombie Mode page for full safe-zone rules.