Adds a new perk deck "Weapon-Bound" that forces you to use melee weapon.
Card 1. Chivalry
When you are surrounded by 3 or more enemies, you receive 12% less damage from enemies.
Your second and each subsequent melee hit, if performed within 1 second of the previous one, will deal 10 times its normal damage.
Allows you to hold the melee key to continuously swing your melee weapon, but disables melee charging.
Your firearms are disabled, but your melee attacks can now damage harder materials.
Card 3. Sword Parry
Swinging your melee weapon creates a parry window.
Enemy bullets or melee attacks received during this window are deflected, dealing reflected damage back to the attacker.
Card 5. Half-Phantom
Increases your dodge chance by 15%
Successfully parrying an attack fully replenishes your armor while wearing a Two-Piece Suit.
Card 7. Health Reach
Increases your melee weapon range by 50%.
Melee kills restore 1% of your max health (2% during Rushing Water).
Card 9. Rushing Water
Decreases your melee weapon cooldown by 40%.
Unlocks and equips Rushing Water.
Changing to another perk deck will make Rushing Water unavailable again. Rushing Water replaces your current throwable, it can be switched out if desired.
While in game you can use the throwable key to activate Rushing Water.
Activating Rushing Water will boost your melee cooldown reduction to 60% for a 6 second duration.
Rushing Water has a 60 seconds cooldown timer, but each kill you perform will shorten the cooldown timer by 1 second.

