
Stratagems
Some stratagem descriptions aren't clear, and others can be made a lot easier with some extra knowledge. Learn more about some of the more challenging or deceptive modifiers here!
IMPORTANT NOTICE:​​
If you are running stratagems on hard difficulty you will take approximately 30% more damage and enemies will take approximately 15% less compared to absolute difficulty.
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no relics on permadeath, empathy, or greater responsibility
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Can't join in progress with hsome modifiers
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Name
Description
Notes
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Backup Plan
Primary weapons are weaker, secondary weapoons are stronger
- Pyre weapons' burn damage is unaffected by this​​
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Close In
Range damage is reduced, but melee is buffed
- Pyre weapons' burn damage is unaffected by this​​
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Corrosion
Damage received is continuously increased with mission duration up to a limit
- Enemies will deal an additional ~7.7% damage every 4 minutes, to a maximum of ~77% at 40 minutes.
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Empathy
100% of damage is shared among all players
- No Guardian Relics spawn on this modifier
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Fatality
Full depletion of health always leads to respawn countdown rather than Incapacitation
- No Guardian Relics spawn on this modifier
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Greater Responsibility
A random player will have 150% more health, but all damage taken by the team is directed onto them. If they die the mission fails.
- No Guardian Relics spawn on this modifier
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Hardened Skin
Enemies ignore the first 3 hits
- You still deal full damage during this, enemies just cannot be staggered for those 3 hits​​​​​​​​
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Hunted
An unkillable Lictor constantly pursues you. Dealing enough damage scares it away for a brief time.
Notes
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On the Clock
The mission has a timer, which can be extended by kills and checkpoints. If the timer runs out the mission is aborted.
- There is no joining in progress on this modifier. If someone leaves there will be no backfill
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Supremacy of the Strong
Description
- This modifier doubles terminus enemy health
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You Only Live Once
You do not respawn after death
- No Guardian Relics will spawn during this modifier
- Bots will only permanently die if you let them bleed out
- There is no joining in progress on this modifier. If someone leaves there will be no backfill
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