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		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Traits&amp;diff=413</id>
		<title>Traits</title>
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		<updated>2026-10-07T02:37:13Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Ironman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basic Traits =&lt;br /&gt;
Basic Traits are available to all classes and can be selected from the start.&lt;br /&gt;
=== Skilled ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Marine !! Scout !! Technician !! Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +50% Adrenaline duration bonus, &amp;lt;br&amp;gt;heal 15% on level enter || +50% Stealth duration bonus || +50% drone health || Bulwark movement penalty reduced by 20%&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| heal 20% on level enter, &amp;lt;br&amp;gt;Adrenaline damage bonus +35% || Stealth damage bonus increased to +100% || +100% drone health, &amp;lt;br&amp;gt;deploy drone twice as fast || +50% Bulwark duration&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Adrenaline damage bonus +50%, &amp;lt;br&amp;gt;Adrenaline duration +100% || Stealth duration +100% || +200% drone health || Bulwark movement penalty removed,&amp;lt;br&amp;gt;Bulwark duration +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ironman ===&lt;br /&gt;
Not available on Scout&lt;br /&gt;
Increases maximum HP and Resistances to Bullet, Shred and Cold damage types&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +20% Health,&amp;lt;br&amp;gt;+10% Resistances&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +40% Health,&amp;lt;br&amp;gt;+20% Resistances&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +60% Health,&amp;lt;br&amp;gt;+30% Resistances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hellrunner ===&lt;br /&gt;
Not available on Heavy&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +10% dodge chance,&amp;lt;br&amp;gt;-15% movement cost&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +20% dodge chance,&amp;lt;br&amp;gt;-30% movement cost&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +30% dodge chance,&amp;lt;br&amp;gt;first dodge after a move always succeeds&lt;br /&gt;
|}&lt;br /&gt;
=== Tough as Nails ===&lt;br /&gt;
Increases Protection (factored after all over reduction) and Resistances to Acid and Plasma damage types.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +1 Armor,&amp;lt;br&amp;gt;+10% Resistances&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +2 Armor,&amp;lt;br&amp;gt;+20% Resistances&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +3 Armor,&amp;lt;br&amp;gt;+30% Resistances&lt;br /&gt;
|}&lt;br /&gt;
=== Son of a Bitch ===&lt;br /&gt;
Increases damage dealt by all attacks. This bonus is applied to the base attack damage before percentage increases such as Brute/Son of a Gun. If a weapon makes multiple shots/attacks per action, the damage is applied to all of them.&lt;br /&gt;
&lt;br /&gt;
Not available on Heavy&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +1 damage per shot/attack&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +2 damage per shot/attack&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +3 damage per shot/attack&lt;br /&gt;
|}&lt;br /&gt;
=== Reloader ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| -30% Reload time cost&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| -60% Reload time cost&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Free reload on move&lt;br /&gt;
|}&lt;br /&gt;
=== Eagle Eye ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +2 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +4 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +6 Accuracy&lt;br /&gt;
|}&lt;br /&gt;
=== Brute ===&lt;br /&gt;
Increases melee and barehanded damage for each level, plus bonus melee Accuracy and Resistance for having the Trait.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +20% melee damage,&amp;lt;br&amp;gt;+2d3 unarmed damage,&amp;lt;br&amp;gt;+3 melee Accuracy,&amp;lt;br&amp;gt;+30% Resistance to melee damage type&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +35% melee damage,&amp;lt;br&amp;gt;+3d3 unarmed damage&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +50% melee damage,&amp;lt;br&amp;gt;+4d3 unarmed damage&lt;br /&gt;
|}&lt;br /&gt;
=== Son of a Gun ===&lt;br /&gt;
Provides a percentage damage increase to pistols/revolvers/SMGs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +40% damage to pistols/revolvers/SMGs&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +70% damage to pistols/revolvers/SMGs&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +100% damage to pistols/revolvers/SMGs&lt;br /&gt;
|}&lt;br /&gt;
=== Executioner ===&lt;br /&gt;
Provides a damage bonus to all attacks at close range, starting at the listed percentage for each rank at range 1, and decreasing by 10% for each tile of distance until reaching the max range.&lt;br /&gt;
&lt;br /&gt;
Scout only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +30% max damage bonus,&amp;lt;br&amp;gt;max range 3&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +40% max damage bonus,&amp;lt;br&amp;gt;max range 4&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +50% max damage bonus,&amp;lt;br&amp;gt;max range 5&lt;br /&gt;
|}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
Grants the Juggernaut status (+40% to all Resistances) if you move twice in a row, directional requirements depend on Trait Level&lt;br /&gt;
heavy onnly&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Juggernaut triggers only if you move in the same direction&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Juggernaut triggers if you move in the same direction or at 45 degrees (e.g. if you move right then you can move diagonally up-right or down-right)&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Juggernaut triggers on all consecutive moves, regardless of direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenadier ===&lt;br /&gt;
Heavy only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Every second ammo box (blue) drops an extra random grenade&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Every ammo box drops an extra random grenade&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| All grenades deal +50% damage&lt;br /&gt;
|}&lt;br /&gt;
=== Armsmaster ===&lt;br /&gt;
Increases all damage output&lt;br /&gt;
heavy only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +20% damage&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +35% damage&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +50% damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Advanced Traits =&lt;br /&gt;
Advanced Traits require 2 ranks in their prerequisite trait before they can be selected. Each class has access to 8 Advanced Traits, and will be able to ignore the prerequisite trait for one of them.&lt;br /&gt;
=== Badass ===&lt;br /&gt;
Increases the maximum health before overheal (e.g. from Powerups) begins to decay, as well as how long Powerups last&lt;br /&gt;
&lt;br /&gt;
Prereq: Tough as Nails 2 for Scout/Technician/Heavy. No prereqs for Marine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Health Decay at 125% HP,&amp;lt;br&amp;gt;Powerup duration +25%&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Health Decay at 150% HP,&amp;lt;br&amp;gt;Powerup duration +35%&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Health Decay at 200% HP,&amp;lt;br&amp;gt;Powerup duration +50%&lt;br /&gt;
|}&lt;br /&gt;
=== Berserker ===&lt;br /&gt;
Automatically grants the berserk status for the given duration after multiple consecutive melee attacks, or after taking a single hit for a sufficient percentage of the player's max health.&lt;br /&gt;
&lt;br /&gt;
Prereq: Brute 2&lt;br /&gt;
&lt;br /&gt;
Marine only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Grants 5 seconds of berserk when triggered, trigger at 50% max health in a single instance of damage.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Grants 8 seconds of berserk when triggered, trigger at 33% max health in a single instance of damage.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Grants 10 seconds of berserk when triggered, trigger at 25% max health in a single instance of damage.&lt;br /&gt;
|}&lt;br /&gt;
=== Gunslinger ===&lt;br /&gt;
Allows you to dual-wield Pistols, Revolvers or SMGs if you have one equipped in both your main and prepared slots, firing both at once.&lt;br /&gt;
&lt;br /&gt;
Anny level of this trait will allow you to swap weapons you're dual-wielding for no time cost and reload both at once with the time taken equalling the amount of time it would take to reload each in sequence by using the Alt Reload input (does not work if your main weapon has an alternative reload).&lt;br /&gt;
&lt;br /&gt;
Prereq: SoG 2 (Marine/Scout/Technician) or Eagle Eye 2 (Heavy)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| -2 Accuracy whenn firing two weapons&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Accuracy penalty removed&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Reload time halved&lt;br /&gt;
|}&lt;br /&gt;
=== Intuition ===&lt;br /&gt;
Tells you what levers do and gives the ability to sense unseen enemies (marking their position with a cross symbol on the field) through walls and eventually shortly outside vision range.&lt;br /&gt;
&lt;br /&gt;
Prereq: Eagle Eye 2 (Marine &amp;amp; Technician), Grenadier 2 (Heavy). No prereqs for Scout&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Sense lever maliciousness (listing them as either Beneficial, Neutral or Dangerous based on their effect),&amp;lt;br&amp;gt;sense enemies through walls at vision range -2&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Sense exact lever effects,&amp;lt;br&amp;gt;sense enemies through walls at vision range&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Sense enemies at vision range +2&lt;br /&gt;
|}&lt;br /&gt;
=== Whizkid ===&lt;br /&gt;
Place more mods on gear and make more advanced [[Assemblies]]&lt;br /&gt;
&lt;br /&gt;
NOTE: With this trait ranged weapons will accept up to 3 mods of a single type (e.g. with Whizkid 2 you could place 3 Power and 2 Bulk mods but not 4+ Power mods); but Melee weapons, Armor and Boots will still only accept 1 mod of each type.&lt;br /&gt;
&lt;br /&gt;
Prereq: Skilled 2 for Marine/Scout/Heavy. No prereqs for Technician&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Place 3 mods on ranged weapons,&amp;lt;br&amp;gt;Place 2 mods on Melee weapons, Armor and Boots,&amp;lt;br&amp;gt;unlock Advanced Assemblies&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Place 5 mods on ranged weapons,&amp;lt;br&amp;gt;Place 3 mods on Melee weapons, Armor and Boots,&amp;lt;br&amp;gt;unlock Master Assemblies,&amp;lt;br&amp;gt;Place up to 1 mod on any Assembly&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Place 7 mods on ranged weapons,&amp;lt;br&amp;gt;Place 4 mods on Melee weapons, Armor and Boots,&amp;lt;br&amp;gt;Place up to 2 mods on any Assembly&lt;br /&gt;
|}&lt;br /&gt;
=== Juggler ===&lt;br /&gt;
Speeds up item swapping and item usage.&lt;br /&gt;
&lt;br /&gt;
Prereq: Hellrunner 2 (Scout/Technician) OR Armsmaster 2 (Heavy)&lt;br /&gt;
&lt;br /&gt;
Not available on Marine&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Use melee weapon in your prepared swap if attempt to melee an enemy (walk into them) with a ranged weapon equipped,&amp;lt;br&amp;gt;swap weapons or equipment 50% faster&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Swap weapons instantly&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Use items 50% faster&lt;br /&gt;
|}&lt;br /&gt;
=== Hoarder ===&lt;br /&gt;
Allows carrying larger amounts of ammo in a single inventory space. This will also affect the stacks dropped by enemies if they carry large amounts of ammo, but will not increase the amount they drop.&lt;br /&gt;
&lt;br /&gt;
Prereq: Reloader 2&lt;br /&gt;
&lt;br /&gt;
Scout only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Carry 20% more ammo per slot&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Carry 40% more ammo per slot&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Carry 60% more ammo per slot&lt;br /&gt;
|}&lt;br /&gt;
=== Sustained Fire ===&lt;br /&gt;
Each consecutive fire action gains a +2 damage bonus, can stack with repeated fire actions at higher levels&lt;br /&gt;
&lt;br /&gt;
Prereq: Son of a Bitch 2 for Marine/Scout/Technician, no prereqs for Heavy&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Max damage +2&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Max damage +4 (can stack twice)&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Max damage +6 (can stack thrice)&lt;br /&gt;
|}&lt;br /&gt;
=== Angry Mo-fo ===&lt;br /&gt;
Grants an increase to all damage based on how much health the player is missing, up to a maximum at critically low health.&lt;br /&gt;
&lt;br /&gt;
Prereq: Tough a Nails 2&lt;br /&gt;
&lt;br /&gt;
Marine only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Up to 30% bonus damage&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Up to 60% bonus damage&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Up to 100% bonus damage&lt;br /&gt;
|}&lt;br /&gt;
=== Army Surplus ===&lt;br /&gt;
Causes boxes to drop a stack of ammo for the weapon currently in the player's main hand when opening them in addition to their normal drops.&lt;br /&gt;
&lt;br /&gt;
Prereq: Ironman 2&lt;br /&gt;
&lt;br /&gt;
Marine and Technician only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Only ammo boxes are affected&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| All boxes are affected&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Every fourth chest box has an additional non-ammo drop (along with normal drops and the ammo from rank 2).&lt;br /&gt;
|}&lt;br /&gt;
=== Blademaster ===&lt;br /&gt;
Melee kills will refund a portion of the time spent on the killing attack.&lt;br /&gt;
&lt;br /&gt;
Prereq: Brute 2&lt;br /&gt;
&lt;br /&gt;
Scout only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Regain 50% of time spent on kill attack&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Regain 80% of time spent on kill attack&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Action timer resets on kill (The player will immediately be able to move again as if no action was taken, and can potentially chain kills for multiple free actions)&lt;br /&gt;
|}&lt;br /&gt;
=== Butcher ===&lt;br /&gt;
Allows dual-wielding bladed melee weapons (e.g. [[combat knife]], [[Machete]] and [[Katana]]), using the attack time of one. If the two weapons have different attack times, the average of the two is used. Also grants dodge/resistance bonuses for carrying a bladed melee weapon in the player's prepared weapon slot, even if currently using a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
Prereq: Brute 2&lt;br /&gt;
&lt;br /&gt;
Technician only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Can dual-wield blade weapons,&amp;lt;br&amp;gt;bladed weapon in the prepared slot grants 50% melee resist.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Bladed weapon in the prepared slot also grants 50% bullet and shrapnel resistance, plus 10% dodge chance.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Bladed weapon in the prepared slot grants 75% bullet/shrapnel/melee resists and +20% dodge chance.&lt;br /&gt;
|}&lt;br /&gt;
=== Shrapnel ===&lt;br /&gt;
Increases explosion radius of explosive weapons and reduces damage falloff of shotguns, as well as eventually granting easier gibbing and bonus damage from the Bleeding status to both weapon types and splash damage immunity&lt;br /&gt;
&lt;br /&gt;
Prereq: Reloader 2&lt;br /&gt;
&lt;br /&gt;
Heavy only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Explosion Radius +1,&amp;lt;br&amp;gt;Shotgun falloff -1%&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Explosion Radius +2,&amp;lt;br&amp;gt;Shotgun falloff -2%,&amp;lt;br&amp;gt;Splash damage immunity,&amp;lt;br&amp;gt;2x gib chance for Explosives and Shotguns (damage required to gib halved)&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Explosion Radius +3,&amp;lt;br&amp;gt;Shotgun falloff -3%,&amp;lt;br&amp;gt;Explosives and Shotguns give 3 seconds of Bleeding on hit (Cannot be self-inflicted)&lt;br /&gt;
|}&lt;br /&gt;
=== Ammo Feed===&lt;br /&gt;
Reduces ammo used by rapid fire weapons (SMGs, Auto Rifles and Rotaries like [[Chaingun]]s) as long as you target visible enemies when firing.&lt;br /&gt;
&lt;br /&gt;
Prereq: Sustained Fire 2&lt;br /&gt;
&lt;br /&gt;
Heavy only&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Ammmo used by each volley halved&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Each volley costs the same as two individual shots&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Each volley costs the same as a single shot&lt;br /&gt;
|}&lt;br /&gt;
= Master Traits =&lt;br /&gt;
Master Traits are unique to each class. You can only select a single Master trait, and each rank can only be chosen once your character reaches a minimum level: rank 1 at level 6, rank 2 at level 9, and rank 3 at level 12.&lt;br /&gt;
== Marine ==&lt;br /&gt;
=== VAMPYRE ===&lt;br /&gt;
Killing enemies heals the player for a percentage of the enemy's max health. If the killing blow was a melee attack, the healing is tripled.&lt;br /&gt;
&lt;br /&gt;
Prereq: Tough as Nails 2, Badass 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Heal for 2% of the enemy's max health on kill (6% in melee).&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Heal for 3% of the enemy's max health on kill (9% in melee).&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Heal for 5% of the enemy's max health on kill (15% in melee).&lt;br /&gt;
|}&lt;br /&gt;
=== BULLETSTORM ===&lt;br /&gt;
Pistols, revolvers, SMGs, and rapid fire weapons will shoot additional bullets on each attack. Pistols/revolvers get a penalty to firing time until higher levels.&lt;br /&gt;
&lt;br /&gt;
Prereq: Son of a Bitch 2, Eagle Eye 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +1 shot per attack with pistols/revolvers/SMGs/rapid fire weapons. Pistol/revolver firing time increased by 15%&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +2 shots per attack with rapid fire weapons. Firing time penalty for pistols/SMGs is removed.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +3 shots per attack with rapid fire weapons, +2 shots per attack with pistols/revolvers/SMGs.&lt;br /&gt;
|}&lt;br /&gt;
=== ARMY OF THE DEAD ===&lt;br /&gt;
Allows shred damage weapons (which includes most shotgons) to ignore armor, and provides a damage boost to shotguns/chainsaws at higher levels.&lt;br /&gt;
&lt;br /&gt;
Prereq: Reloader 2, Badass 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Shred damage weapons ignore armor (specifically protection value. They are still subject to any shred resistance the target has).&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Shotguns/chainsaws get a +25% damage boost.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Shotguns/chainsaws get a +50% damage boost.&lt;br /&gt;
|}&lt;br /&gt;
=== AMMOCHAIN ===&lt;br /&gt;
Reduces ammo cost of rapid fire weapons (any weapon that fires more than 2 shots per attack by default), and boosts damage at higher levels.&lt;br /&gt;
&lt;br /&gt;
Prereq: Sustained Fire 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Ammo cost of each rapid fire weapon attack is reduced by 50%.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Each attack by a rapid fire weapon only consumes 1 ammo, no matter how many shots it fires.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +1 base damage to chain weapons.&lt;br /&gt;
|}&lt;br /&gt;
=== SURVIVALIST ===&lt;br /&gt;
Allows for occasionally negating hits that armor/resistances can fully block, increases fire/poison/cold resists, increases the amount healed by small medpacks/globes, and allows medpacks to overheal in the same fashion as health globes.&lt;br /&gt;
&lt;br /&gt;
Prereq: Ironman 2, Skilled 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| If the player has enough resistances/armor to reduce an attack to 0 damage,&amp;lt;br&amp;gt;50% chance to take no damage instead of the minimum 1 point.&amp;lt;br&amp;gt;+10% fire/cold/acid resist.&amp;lt;br&amp;gt;Medpacks can overheal to 150% of max health.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| 20% fire/cold/acid resist.&amp;lt;br&amp;gt;Medpacks can overheal to 200% of max health.&amp;lt;br&amp;gt;Medpacks/globes restore 50% more health.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| 30% fire/cold/acid resist.&amp;lt;br&amp;gt;Medpacks/globes restore 100% more health.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
=== ASSASSINATE ===&lt;br /&gt;
When stealthed with a melee weapon in your active slot, use the action key again to teleport behind the targeted enemy and automatically attack with a +50% damage bonus, at the cost of some of the player's remaining stealth time. This attack will never miss regardless of accuracy. If the player has stealth time remaining, they will automatically re-enter stealth and can attack this way again.&lt;br /&gt;
&lt;br /&gt;
Prereq: Skilled 1, Brute 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Allows using Assassinate while stealthed as above.&amp;lt;br&amp;gt;Using the ability costs 6 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Using the ability costs 4 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Using the ability costs 2 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).&lt;br /&gt;
|}&lt;br /&gt;
=== GUN KATA ===&lt;br /&gt;
When dual-wielding pistols/SMGs, after moving, the player will attack the two nearest enemies in range (one with each weapon). If only one enemy is in range, the player will attack with one weapon (until rank 3).&lt;br /&gt;
&lt;br /&gt;
Prereq: Gunslinger 1, Hellrunner 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Automatically attacks enemies in a range of 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Automatically attacks enemies in a range of 6 tiles.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| If only one enemy in range, the player will attack the same enemy with both weapons.&lt;br /&gt;
|}&lt;br /&gt;
=== GUNRUNNER ===&lt;br /&gt;
After moving, attacking with any weapon takes less time than normal. Higher levels also increase damage. Despite the name, this does work with melee weapons.&lt;br /&gt;
&lt;br /&gt;
Prereq: Hellrunner 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Attacking after a move takes half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Attacking after a move takes 1/3 the usual time.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Attacking after a move gives a +25% damage bonus.&lt;br /&gt;
|}&lt;br /&gt;
=== SNIPER ===&lt;br /&gt;
If no enemies are within a given range, the player is granted a damage bonus and +2 accuracy. The bonus is removed even if there are enemies within range that the player cannot see or are blocked by walls. Higher levels reduce the range enemies have to be in before losing the bonus, and increase the player's sight range.&lt;br /&gt;
&lt;br /&gt;
Prereq: Eagle Eye 2, Intuition 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +2 accuracy and +25% damage if no enemies are within a 6-tile range.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +2 accuracy and +50% damage if no enemies are within a 5-tile range.&amp;lt;br&amp;gt;Player's sight range is increased by 1 tile.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Damage bonus is raised to 75%.&lt;br /&gt;
|}&lt;br /&gt;
=== GHOST ===&lt;br /&gt;
Allows the stealth bonus to apply to all attacks, and allows a number of attacks without breaking stealth.&lt;br /&gt;
&lt;br /&gt;
Prereq: Skilled 2, Intuition 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| All weapons gain the damage bonus from stealth.&amp;lt;br&amp;gt;Allows 1 attack per stealth activation without breaking stealth.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Allows 2 attacks per activation without breaking stealth.&amp;lt;br&amp;gt;Stealth duration increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Allows 3 attacks per activation without breaking stealth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technician ==&lt;br /&gt;
=== KILLING FLOW ===&lt;br /&gt;
Allows the player to automatically attack an enemy in melee range after moving. If dual-wielding, the player will attack two different enemies, one with each weapon.&lt;br /&gt;
&lt;br /&gt;
Prereq: Brute 2, Hellrunner 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Allows auto-attacking with melee weapons after a move, as above.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Automatic moves after killing an enemy can trigger auto-attacks.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| If dual-wielding and only one enemy is in range after a move, attack the enemy with both weapons instead of one.&lt;br /&gt;
|}&lt;br /&gt;
=== SHARPSHOOTER ===&lt;br /&gt;
When using pistols, semi-automatics, or revolvers, attacks will automatically deal the maximum possible damage. Also grants a damage bonus to aimed shots. Higher levels allow for the bonuses while dual-wielding or using SMGs.&lt;br /&gt;
&lt;br /&gt;
Prereq: Sonn of a Gun 2, Eagle Eye 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Automatically deal max damage if shooting a single pistol/semi-auto/revolver.&amp;lt;br&amp;gt;25% damage bonus on aimed shots.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Automatically deal max damage with SMGs, and when dual-wielding.&amp;lt;br&amp;gt;50% damage bonus on aimed shots.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| 100% damage bonus on aimed shots.&lt;br /&gt;
|}&lt;br /&gt;
=== FIREANGEL ===&lt;br /&gt;
All projectiles the player fires will explode (or produce larger explosions if they already do). Also increases fire resistance and grants immunity to splash damage. Higher levels cause all damage to inflict burning.&lt;br /&gt;
&lt;br /&gt;
Prereq: Reloader 2, Ironman 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Immunity to splash damage.&amp;lt;br&amp;gt;All explosive projectiles gain +1 blast radius.&amp;lt;br&amp;gt;Projectiles that don't normally explode now explode with a radius of 1.&amp;lt;br&amp;gt;+25% fire resist.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +50% fire resist.&amp;lt;br&amp;gt;Any damage causes 3 burning damage per second for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +75% fire resist.&amp;lt;br&amp;gt;Any damage causes 5 burning damage per seconds for 3 seconds.&lt;br /&gt;
|}&lt;br /&gt;
=== ENTRENCHMENT ===&lt;br /&gt;
Grants bonus resistances and reduced ammo cost on consecutive chain weapon attacks until the player stops firing.&lt;br /&gt;
&lt;br /&gt;
Prereq: Tough as Nails 2, Son of a Bitch 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Grants +30%/+50% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.&amp;lt;br&amp;gt;All consecutive chain weapon attacks after the first cost 2 ammo.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Grants +30%/+60% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.&amp;lt;br&amp;gt;All consecutive chain weapon attacks after the first cost 1 ammo.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Grants +30%/+75%% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.&amp;lt;br&amp;gt;+1 base damage to chain weapons.&lt;br /&gt;
|}&lt;br /&gt;
=== WIZARD ===&lt;br /&gt;
Grants plasma weapons to summoned drones. Higher ranks improve drone damage/speed.&lt;br /&gt;
&lt;br /&gt;
Prereq: Whizkid 2, Skilled 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| The player's summoned drones now deal plasma damage and fire 2 additional shots per attack.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Drone attacks have double the normal damage dice (for an increase to 2d5 damage per shot).&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Drone speed is increased by 50% for all actions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
=== STORMFiRE ===&lt;br /&gt;
Increases the number of shots per volley for SMGs and Auto Rifles ONLY (Rotaries like the Chaingun are excluded).&lt;br /&gt;
&lt;br /&gt;
Prereq: Sustained Fire 2, Eagle Eye 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +2 shots&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +3 shots&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +4 shots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OVERLOAD ===&lt;br /&gt;
Increases damage and reduces ammo consumption (if it would be more than 1 Cell per shot) of Cell weapons (everything that uses Power Cells as ammo plus the [[Magrail Rifle]], [[CRI Blaster]], [[Avalanche]] and [[Void]])&lt;br /&gt;
&lt;br /&gt;
Prereq: Armsmaster 2, Tough as Nails 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| +20% damage,&amp;lt;br&amp;gt;-25% shot cost&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| +35% damage&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +50% damage,&amp;lt;br&amp;gt;-50% shot cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== BRUTALIZER ===&lt;br /&gt;
Grants area of effect, easier gibbing and higher accuracy to melee attacks&lt;br /&gt;
&lt;br /&gt;
Prereq: Brute 2, Juggernaut 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| On melee kill, apply the damage to all enemies adjacent to the original target.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Melee attacks never miss,&amp;lt;br&amp;gt;Gibbing requirement halved for melee&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +25% damage to adjacent enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DEATH INCARNATE ===&lt;br /&gt;
Dual-wield Rotary weapons (e.g. Chaingun, Minigun &amp;amp; Hyperblaster) in the same manner as Gunslinger 2 (no accuracy penalty but o reload time bonus).&lt;br /&gt;
&lt;br /&gt;
Prereq: Ammo Feed 1, Eagle Eye 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| As above&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| When Bulwark is active and dual-wielding Rotaries, shoot at the targeted enemy after moving.&lt;br /&gt;
|-&lt;br /&gt;
! Rank 3&lt;br /&gt;
| Attack-on-move from Level 2 now respects Spool-up and Sustained Fire bonuses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ARMORER ===&lt;br /&gt;
Apply more mods to Melee weapons, Armor and Boots. Bulwark can repair equipped Armor and Boots&lt;br /&gt;
&lt;br /&gt;
Prereq: Whizkid 1&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank 1&lt;br /&gt;
| Whizkid slot bonus for melee/Armor/Boots doubled (same number of total slots as ranged weapons),&amp;lt;br&amp;gt;+1 maxmimum mod level (number of mods of the same type allowed) for melee/Armor/Boots,&amp;lt;br&amp;gt;Activating Bulwark repairs equipped Armor/Boots by 10% of its maximum durability&lt;br /&gt;
|-&lt;br /&gt;
! Rank 2&lt;br /&gt;
| Activating Bulwark repairs equipped Armor/Boots by 20% of its maximum durability&lt;br /&gt;
|-fm&lt;br /&gt;
! Rank 3&lt;br /&gt;
| +2 maxmimum mod level for melee/Armor/Boots&lt;br /&gt;
|}&lt;br /&gt;
NNOTE: Having Armorer 3 essentially makes moddinng melee/Armor/Boots the same as modding ranged weapons in terms of how many mods are allowed&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Valhalla_Control&amp;diff=412</id>
		<title>Valhalla Control</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Valhalla_Control&amp;diff=412"/>
		<updated>2026-10-07T01:47:38Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Valhalla Control is a special [[locations|location]] accessible from [[Valhalla Habitat]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control is split into three sections: The entryway, the main chamber, and the armory.&lt;br /&gt;
&lt;br /&gt;
=== The Entryway ===&lt;br /&gt;
&lt;br /&gt;
The entrance to Valhalla Control is a room with L-shaped corridors to the north and south. It can generate in two possible variations, one of which replaces the corridors with bridges over acid.&lt;br /&gt;
&lt;br /&gt;
=== The Main Chamber ===&lt;br /&gt;
&lt;br /&gt;
The bulk of the map is split into a 2x2 of large chambers, each of which is contains two rows of soft cover through the middle. Chests can spawn at the center of the north and south walls of each chamber.&lt;br /&gt;
&lt;br /&gt;
=== The Armory ===&lt;br /&gt;
&lt;br /&gt;
The armory consists of five small rooms arranged in a plus shape at the east edge of the map. The western room contains the stairs as well as two exits to the main chamber.&lt;br /&gt;
&lt;br /&gt;
The stairs in the armory's west chamber will take you back to [[Callisto]] L6.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control contains large numbers of former humans, as well as a number of bots including one or more big security bots.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control's Armory contains the following:&lt;br /&gt;
&lt;br /&gt;
* In the east chamber: A [[terminal]] allowing you to create an ADV weapon or armor, a mod pack or a basic item. Approaching the terminal will trigger a wave of former humans that you'll need to kill.&lt;br /&gt;
* In the south chamber: A [[Large Health Globe]], a random [[Mod Pack]], a [[Red Keycard]], a [[Combat Shotgun]], and a [[Machete]].&lt;br /&gt;
* In the north chamber: A [[Large Health Globe]], a random [[Mod Pack]], a [[Homing Phase Device]], and a [[Stim Pack]]. The former humans may pick up the latter two.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Valhalla_Habitat&amp;diff=411</id>
		<title>Valhalla Habitat</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Valhalla_Habitat&amp;diff=411"/>
		<updated>2026-10-07T01:46:56Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Valhalla Habitat is a branch [[locations|location]] accessible from [[Callisto]] L3.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Habitat typically features large open rooms with lots of destructible cover, including vending machines, desks, advertisement billboards, and box gardens.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Habitat spawns a larger proportion of human enemies than normal, providing ammo in abundance. Demonic enemies can still spawn, but in lower proportions, and you will also encounter a number of drones and bots.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Habitat does not seem to have any unique floor events.&lt;br /&gt;
&lt;br /&gt;
== Special Level ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Habitat L2 contains a staircase to [[Valhalla Control]].&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Asterius_Breach&amp;diff=410</id>
		<title>Asterius Breach</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Asterius_Breach&amp;diff=410"/>
		<updated>2026-10-07T01:40:27Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Asterius Breach is a special [[locations|location]] accessible from [[Asterius Habitat]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Asterius Breach is split into five rooms. The entry is barren and leads to the ante-chamber which also contains nothing. The main chamber which dominates most of the map and then a exit and reward chamber.&lt;br /&gt;
&lt;br /&gt;
=== The Entryway ===&lt;br /&gt;
&lt;br /&gt;
No special items or enemies on the landing pad or the first room. There are two rooms with ammo boxes in the two rooms flanking the antechamber.&lt;br /&gt;
&lt;br /&gt;
=== The Main Chamber ===&lt;br /&gt;
&lt;br /&gt;
The main chamber is a wide open space with a huge stretch of void at the center with an island in the middle of it with an assembly, with two narrow walkways connecting it to the rest of the chamber. There is also a supercharge globe just before the exit chamber.&lt;br /&gt;
&lt;br /&gt;
=== Exit and Reward ===&lt;br /&gt;
&lt;br /&gt;
The stairs are in the first chamber and will take you back to [[Europa]] L5 or L6, depending on whether you entered Asterius from L2 or L3. The second chamber has a military box with an ADV weapon, an armor box, a Relic, a health box, two [[Mod Pack]]s and an exotic armor at the end. There are also two chambers on either side of this chamber that can only be opened with Red Keycards, Multitools or Krak Grenades which contain more rewards, but usually have ADV weapons and armors and a Phase Device, though sometimes you'll be able to find a rare Mod Pack.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Cold themed Demons. Fiends, Medusalings and Reavers make an appearance.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Blue Print for Assembly in the middle of the Main Chamber. Supercharge Globe on the east of the main chamber. 5 items in the reward room, 2 chests and 3 other items.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Asterius_Breach&amp;diff=409</id>
		<title>Asterius Breach</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Asterius_Breach&amp;diff=409"/>
		<updated>2026-10-07T01:33:30Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Exit and Reward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Asterius Breach is a special [[locations|location]] accessible from [[Asterius Habitat]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Asterius Breach is split into five rooms. The entry is barren and leads to the ante-chamber which also contains nothing. The main chamber which dominates most of the map and then a exit and reward chamber.&lt;br /&gt;
&lt;br /&gt;
=== The Entryway ===&lt;br /&gt;
&lt;br /&gt;
No special items or enemies on the landing pad or the first room.&lt;br /&gt;
&lt;br /&gt;
=== The Main Chamber ===&lt;br /&gt;
&lt;br /&gt;
Contains two pools of blood that are split north to south and contain a assembly blueprint on a small island in the middle. There is also a supercharge globe just before the exit chamber.&lt;br /&gt;
&lt;br /&gt;
=== Exit and Reward ===&lt;br /&gt;
&lt;br /&gt;
The stairs are in the first chamber and will take you back to [[Europa]] L5 or L6, depending on whether you entered Asterius from L2 or L3. The second chamber will have several items in it as reward.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Cold themed Demons. Fiends, Medusalings and Reavers make an appearance.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Blue Print for Assembly in the middle of the Main Chamber. Supercharge Globe on the east of the main chamber. 5 items in the reward room, 2 chests and 3 other items.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=408</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=408"/>
		<updated>2026-10-07T01:29:28Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jupiter Hell Classic takes place across four primary stages: [[Callisto]], [[Europa]], [[Io]], and [[Dante]].&lt;br /&gt;
&lt;br /&gt;
== [[Callisto]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Callisto is the setting of the game's first chapter. It contains the following locations:&lt;br /&gt;
* [[Asgard Refinery]], a branch accessed from L2 or L3.&lt;br /&gt;
* [[Callisto Mines]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Mimir Habitat]], a two-level branch entered from L2 or L3&lt;br /&gt;
* [[Valhalla Habitat]], a two-level branch entered from L2 or L3&lt;br /&gt;
* [[Asgard Forge]], a special level entered from [[Asgard Refinery]] L2.&lt;br /&gt;
* [[Callisto Anomaly]], a special level entered from [[Callisto Mines]] L2.&lt;br /&gt;
* [[Mimir Arena]], a special level entered from [[Mimir Habitat]] L2.&lt;br /&gt;
* [[Valhalla Control]], a special level entered from [[Valhalla Habitat]] L2.&lt;br /&gt;
* [[Military Barracks]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Callisto Warrens]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Sewers]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Callisto Spaceport]], a boss level which acts as L7.&lt;br /&gt;
&lt;br /&gt;
== [[Europa]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Europa is the setting of the game's second chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Europa Dig Site]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Asterius Habitat]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Tyre Outpost]], a special level entered from [[Europa Dig Site]] L2.&lt;br /&gt;
* [[Asterius Breach]], a special level entered from [[Asterius Habitat]] L2.&lt;br /&gt;
* [[Supply Depot]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Quarantine]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Refueling Base]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Europa Central Dig]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Io]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Io is the setting of the game's third chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Mephitic Mines]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Shadow Halls]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[CRI Laboratory]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Noxious Hollow]], a special level entered from [[Mephitic Mines]] L2.&lt;br /&gt;
* [[Dark Cathedral]], a special level entered from [[Shadow Halls]] L2.&lt;br /&gt;
* [[CRI Armory]], a special level entered from [[CRI Laboratory]] L2.&lt;br /&gt;
* [[Warehouse]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Loki Patera]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Deep Vaults]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Gateway]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Dante]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Dante is the final primary location of Jupiter Hell Classic. It contains the following locations:&lt;br /&gt;
* [[Dante Vestibule]], the first level of Dante.&lt;br /&gt;
* [[Shattered Abyss]], a special melee-only level entered from Dante Vestibule.&lt;br /&gt;
* [[Inferno]], a special level entered from Dante L2.&lt;br /&gt;
* [[Dante Altar]], the final boss level which acts as Dante L4.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=.44_deagle&amp;diff=406</id>
		<title>.44 deagle</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=.44_deagle&amp;diff=406"/>
		<updated>2026-10-06T23:14:46Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=.44 deagle - [[Pistol_Types|Pistol Family]]|&lt;br /&gt;
weapon_dmg=4d6/4-24|&lt;br /&gt;
weapon_avgdmg=12|&lt;br /&gt;
weapon_dmgtype=[[Damage type#bullet|Bullet]]|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.0 second|&lt;br /&gt;
weapon_clip=8|&lt;br /&gt;
weapon_ammo=[[.44 ammo]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Aimed shot|Aimed shot]]|&lt;br /&gt;
weapon_areload=[[Alternate reload#Dual reload|Dual reload]]|&lt;br /&gt;
weapon_get=Random (?).|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=Unknown|&lt;br /&gt;
weapon_description=''Law enforcement semi-automatic pistol, packing .44 ammo. Often used by terrorists, mostly when they rush B.''|&lt;br /&gt;
weapon_source=Real life|&lt;br /&gt;
weapon_other=Always does max damage against former humans.}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=.44_deagle&amp;diff=405</id>
		<title>.44 deagle</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=.44_deagle&amp;diff=405"/>
		<updated>2026-10-06T23:06:14Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=.44 deagle - [[Pistol_Types|Pistol Family]]|&lt;br /&gt;
weapon_dmg=4d6/4-24|&lt;br /&gt;
weapon_avgdmg=12|&lt;br /&gt;
weapon_dmgtype=[[Damage type#bullet|Bullet]]|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.0 second|&lt;br /&gt;
weapon_clip=8|&lt;br /&gt;
weapon_ammo=[[.44 bullet]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Aimed shot|Aimed shot]]|&lt;br /&gt;
weapon_areload=[[Alternate reload#Dual reload|Dual reload]]|&lt;br /&gt;
weapon_get=Random (?).|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=Unknown|&lt;br /&gt;
weapon_description=''Law enforcement semi-automatic pistol, packing .44 ammo. Often used by terrorists, mostly when they rush B.''|&lt;br /&gt;
weapon_source=Real life|&lt;br /&gt;
weapon_other=Always does max damage against former humans.}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=.44_deagle&amp;diff=404</id>
		<title>.44 deagle</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=.44_deagle&amp;diff=404"/>
		<updated>2026-10-06T22:55:50Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=.44 deagle - [[Pistol_Types|Pistol Family]]|&lt;br /&gt;
weapon_dmg=4d6/4-24|&lt;br /&gt;
weapon_avgdmg=12|&lt;br /&gt;
weapon_dmgtype=[[Damage type#bullet|Bullet]]|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.0 second|&lt;br /&gt;
weapon_clip=8|&lt;br /&gt;
weapon_ammo=[[.44 bullet]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Aimed shot|Aimed shot]]|&lt;br /&gt;
weapon_areload=[[Alternate reload#Dual reload|Dual]]|&lt;br /&gt;
weapon_get=Random (?).|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=Unknown|&lt;br /&gt;
weapon_description=''Law enforcement semi-automatic pistol, packing .44 ammo. Often used by terrorists, mostly when they rush B.''|&lt;br /&gt;
weapon_source=Real life|&lt;br /&gt;
weapon_other=Always does max damage against former humans.}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=.44_deagle&amp;diff=403</id>
		<title>.44 deagle</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=.44_deagle&amp;diff=403"/>
		<updated>2026-10-06T22:54:55Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: Created page with &amp;quot;{{infostrat switch}} {{ranged weapon| weapon_name=.44 deagle - Pistol Family| weapon_dmg=4d6/4-24| weapon_avgdmg=12| weapon_dmgtype=Bullet| weapon_accuracy=+5| weapon_ftime=1.0 second| weapon_rtime=1.0 second| weapon_clip=8| weapon_ammo=.44 bullet| weapon_afire=Aimed shot| weapon_areload=Dual| weapon_get=Random (3+).| weapon_quote=None| weapon_looks=| weapon_descrip...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=.44 deagle - [[Pistol_Types|Pistol Family]]|&lt;br /&gt;
weapon_dmg=4d6/4-24|&lt;br /&gt;
weapon_avgdmg=12|&lt;br /&gt;
weapon_dmgtype=[[Damage type#bullet|Bullet]]|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.0 second|&lt;br /&gt;
weapon_clip=8|&lt;br /&gt;
weapon_ammo=[[.44 bullet]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Aimed shot|Aimed shot]]|&lt;br /&gt;
weapon_areload=[[Alternate reload#Dual reload|Dual]]|&lt;br /&gt;
weapon_get=Random (3+).|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=|&lt;br /&gt;
weapon_description=''Law enforcement semi-automatic pistol, packing .44 ammo. Often used by terrorists, mostly when they rush B.''|&lt;br /&gt;
weapon_source=Real life|&lt;br /&gt;
weapon_other=Always does max damage against former humans.}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=402</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=402"/>
		<updated>2026-10-06T22:07:28Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* 7.62 ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[9mm storm SMG]]&lt;br /&gt;
* [[magrail rifle]] - non-reloadable&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[7.62 riot SMG]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[CRI blaster]] - non-reloadable, regenerating ammo&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Void]] - non-reloadable, infinite ammo&lt;br /&gt;
* [[Avalanche]] - non-reloadable, regenerating ammo&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[ERLS launcher]] - expendable&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
* [[Firestorm]] - non-reloadable&lt;br /&gt;
* [[Acid Spitter]] - can only be reloaded in acid&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=401</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=401"/>
		<updated>2026-10-06T22:06:57Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* 9mm ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[9mm storm SMG]]&lt;br /&gt;
* [[magrail rifle]] - non-reloadable&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[CRI blaster]] - non-reloadable, regenerating ammo&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Void]] - non-reloadable, infinite ammo&lt;br /&gt;
* [[Avalanche]] - non-reloadable, regenerating ammo&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[ERLS launcher]] - expendable&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
* [[Firestorm]] - non-reloadable&lt;br /&gt;
* [[Acid Spitter]] - can only be reloaded in acid&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Machete&amp;diff=400</id>
		<title>Machete</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Machete&amp;diff=400"/>
		<updated>2026-10-06T22:05:34Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{melee weapon&lt;br /&gt;
  | weapon_name        = Machete - [[Melee_Types|Melee Family]]&lt;br /&gt;
  | weapon_dmg         = 3d5/3-15&lt;br /&gt;
  | weapon_avgdmg      = 9&lt;br /&gt;
  | weapon_dmgtype     = [[Damage type#Melee|Melee]]&lt;br /&gt;
  | weapon_accuracy    = +1&lt;br /&gt;
  | weapon_afire       = None&lt;br /&gt;
  | weapon_get         = &lt;br /&gt;
  | weapon_quote       = None&lt;br /&gt;
  | weapon_looks       = &lt;br /&gt;
  | weapon_description = ''Don't videocall.''&lt;br /&gt;
  | weapon_other       = &lt;br /&gt;
  | weapon_source      = {{wiki|Machete|Real life}}&lt;br /&gt;
 }}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=9mm_SMG&amp;diff=399</id>
		<title>9mm SMG</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=9mm_SMG&amp;diff=399"/>
		<updated>2026-10-06T22:04:46Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ranged weapon&lt;br /&gt;
  | weapon_name=9mm SMG - [[Rapid-fire_Types|Rapid-fire Family]]&lt;br /&gt;
  | weapon_dmg=1d5x4/4-20&lt;br /&gt;
  | weapon_avgdmg=3x5=15&lt;br /&gt;
  | weapon_dmgtype=[[Damage type#bullet|Bullet]]&lt;br /&gt;
  | weapon_accuracy=+2&lt;br /&gt;
  | weapon_ftime=Unknown&lt;br /&gt;
  | weapon_rtime=1.0 seconds&lt;br /&gt;
  | weapon_clip=16&lt;br /&gt;
  | weapon_ammo=[[9mm bullet]]&lt;br /&gt;
  | weapon_afire=[[aimed]]&lt;br /&gt;
  | weapon_areload=[[dual]]&lt;br /&gt;
  | weapon_get=Random (3+), starting weapon for a Heavy in standard game and in most challenges.&lt;br /&gt;
  | weapon_quote=None&lt;br /&gt;
  | weapon_looks=Unknown&lt;br /&gt;
  | weapon_description=''Standard military submachine gun, using universal 9mm ammo. Sprays a lot of lead, but barely hits anything.''&lt;br /&gt;
  | weapon_source=Real life&lt;br /&gt;
  | weapon_other=N/A&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Assault_rifle&amp;diff=398</id>
		<title>Assault rifle</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Assault_rifle&amp;diff=398"/>
		<updated>2026-10-06T22:03:54Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ranged weapon&lt;br /&gt;
  | weapon_name=Assault rifle - [[Rapid-fire_Types|Rapid-fire Family]]&lt;br /&gt;
  | weapon_dmg=1d7x3/3-21&lt;br /&gt;
  | weapon_avgdmg=4x3=12&lt;br /&gt;
  | weapon_dmgtype=[[Damage type#bullet|Bullet]]&lt;br /&gt;
  | weapon_accuracy=+3&lt;br /&gt;
  | weapon_ftime=Unknown&lt;br /&gt;
  | weapon_rtime=1.5 seconds&lt;br /&gt;
  | weapon_clip=18&lt;br /&gt;
  | weapon_ammo=[[7.62 bullet]]&lt;br /&gt;
  | weapon_afire=None&lt;br /&gt;
  | weapon_areload=None&lt;br /&gt;
  | weapon_get=Random (?+), dropped by [[hellish grunt]]s.&lt;br /&gt;
  | weapon_quote=None&lt;br /&gt;
  | weapon_looks=Unknown&lt;br /&gt;
  | weapon_description=''Standard issue military weapon, designed to use universal 7.62 ammo. Bit stronger than its 9mm cousin.''&lt;br /&gt;
  | weapon_source=Real life&lt;br /&gt;
  | weapon_other=N/A&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Combat_pistol&amp;diff=397</id>
		<title>Combat pistol</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Combat_pistol&amp;diff=397"/>
		<updated>2026-10-06T22:01:16Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ranged weapon&lt;br /&gt;
  | weapon_name=Combat pistol - [[Pistol_Types|Pistol Family]]|&lt;br /&gt;
  | weapon_dmg=5d3/5-15&lt;br /&gt;
  | weapon_avgdmg=10&lt;br /&gt;
  | weapon_dmgtype=[[Damage type#bullet|Bullet]]&lt;br /&gt;
  | weapon_accuracy=+7&lt;br /&gt;
  | weapon_ftime=Unknown&lt;br /&gt;
  | weapon_rtime=1.5 seconds&lt;br /&gt;
  | weapon_clip=15&lt;br /&gt;
  | weapon_ammo=[[9mm bullet]]&lt;br /&gt;
  | weapon_afire=[[aimed]]&lt;br /&gt;
  | weapon_areload=[[dual]]&lt;br /&gt;
  | weapon_get=Random (?)&lt;br /&gt;
  | weapon_quote=None&lt;br /&gt;
  | weapon_looks=Unknown&lt;br /&gt;
  | weapon_description=''This is the kind of handgun given to your superiors. Doesn't look like they're using it right now...''&lt;br /&gt;
  | weapon_source=Real life&lt;br /&gt;
  | weapon_other=Aimed shots with the combat pistol will always deal the maximum possible damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=9mm_pistol&amp;diff=396</id>
		<title>9mm pistol</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=9mm_pistol&amp;diff=396"/>
		<updated>2026-10-06T21:44:25Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=9mm Pistol - [[Pistol_Types|Pistol Family]]|&lt;br /&gt;
weapon_dmg=3d3/3-9|&lt;br /&gt;
weapon_avgdmg=6|&lt;br /&gt;
weapon_dmgtype=[[Damage type#bullet|Bullet]]|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.2 seconds|&lt;br /&gt;
weapon_clip=8|&lt;br /&gt;
weapon_ammo=[[9mm bullet]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Aimed shot|Aimed shot]]|&lt;br /&gt;
weapon_areload=[[Alternate reload#Dual reload|Dual reload]]|&lt;br /&gt;
weapon_get=Random (2+), dropped by [[former grunt]]s. Also the starting weapon for Marines, Technicians and Medics in a standard game and most challenges`.|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Standard military sidearm, using universal 9mm ammo. Accurate, but better find something with a bit more bang.''|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Pistol Real life]|&lt;br /&gt;
weapon_other=N/A}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=9mm_SMG&amp;diff=395</id>
		<title>9mm SMG</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=9mm_SMG&amp;diff=395"/>
		<updated>2026-10-06T21:43:44Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ranged weapon&lt;br /&gt;
  | weapon_name=9mm SMG - [[Rapid-fire_Types|Rapid-fire Family]]&lt;br /&gt;
  | weapon_dmg=1d5x4/4-20&lt;br /&gt;
  | weapon_avgdmg=3x5=15&lt;br /&gt;
  | weapon_dmgtype=[[Damage type#bullet|Bullet]]&lt;br /&gt;
  | weapon_accuracy=+2&lt;br /&gt;
  | weapon_ftime=Unknown&lt;br /&gt;
  | weapon_rtime=1.0 seconds&lt;br /&gt;
  | weapon_clip=16&lt;br /&gt;
  | weapon_ammo=[[9mm bullet]]&lt;br /&gt;
  | weapon_afire=[[aimed]]&lt;br /&gt;
  | weapon_areload=[[dual]]&lt;br /&gt;
  | weapon_get=Random (3+), starting weapon for a Heavy in standard game and in most challenges.&lt;br /&gt;
  | weapon_quote=None&lt;br /&gt;
  | weapon_looks=Unknown&lt;br /&gt;
  | weapon_description=''Standard military submachine gun, using universal 9mm ammo. Sprays a lot of lead, but barely hits anything.''&lt;br /&gt;
  | weapon_source=N/A&lt;br /&gt;
  | weapon_other=N/A&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Combat_pistol&amp;diff=394</id>
		<title>Combat pistol</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Combat_pistol&amp;diff=394"/>
		<updated>2026-10-06T21:41:33Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ranged weapon&lt;br /&gt;
  | weapon_name=Combat pistol - [[Pistol_Types|Pistol Family]]|&lt;br /&gt;
  | weapon_dmg=5d3/5-15&lt;br /&gt;
  | weapon_avgdmg=10&lt;br /&gt;
  | weapon_dmgtype=[[Damage type#bullet|Bullet]]&lt;br /&gt;
  | weapon_accuracy=+7&lt;br /&gt;
  | weapon_ftime=Unknown&lt;br /&gt;
  | weapon_rtime=1.5 seconds&lt;br /&gt;
  | weapon_clip=15&lt;br /&gt;
  | weapon_ammo=[[9mm bullet]]&lt;br /&gt;
  | weapon_afire=[[aimed]]&lt;br /&gt;
  | weapon_areload=[[dual]]&lt;br /&gt;
  | weapon_get=Random (?)&lt;br /&gt;
  | weapon_quote=None&lt;br /&gt;
  | weapon_looks=Unknown&lt;br /&gt;
  | weapon_description=''This is the kind of handgun given to your superiors. Doesn't look like they're using it right now...''&lt;br /&gt;
  | weapon_source=N/A&lt;br /&gt;
  | weapon_other=Aimed shots with the combat pistol will always deal the maximum possible damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Plasma_pistol&amp;diff=393</id>
		<title>Plasma pistol</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Plasma_pistol&amp;diff=393"/>
		<updated>2026-10-06T21:38:12Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ranged weapon&lt;br /&gt;
  |weapon_name=Plasma Pistol - [[Pistol_Types|Pistol Family]]&lt;br /&gt;
  |weapon_dmg=3d7/3-21&lt;br /&gt;
  |weapon_avgdmg=12&lt;br /&gt;
  |weapon_dmgtype=[[Damage type#plasma|Plasma]]&lt;br /&gt;
  |weapon_accuracy=+2&lt;br /&gt;
  |weapon_ftime=1.0 second&lt;br /&gt;
  |weapon_rtime=0.8 seconds&lt;br /&gt;
  |weapon_clip=8&lt;br /&gt;
  |weapon_ammo=[[powercell]]&lt;br /&gt;
  |weapon_afire=[[Alternate fire#Aimed shot|Aimed shot]]&lt;br /&gt;
  |weapon_areload=[[Alternate reload#Dual reload|Dual reload]]&lt;br /&gt;
  |weapon_get=Random (?+), dropped by (?+). &lt;br /&gt;
  |weapon_quote=None&lt;br /&gt;
  |weapon_looks=&amp;lt;font color=&amp;quot;teal&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  |weapon_description=''CRI plasma technology sidearm. You wish your squad was outfitted with this.''&lt;br /&gt;
  |weapon_source= general sci-fi&lt;br /&gt;
  |weapon_other=N/A&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=392</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=392"/>
		<updated>2026-10-06T21:26:05Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[magrail rifle]] - non-reloadable&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[CRI blaster]] - non-reloadable, regenerating ammo&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Void]] - non-reloadable, infinite ammo&lt;br /&gt;
* [[Avalanche]] - non-reloadable, regenerating ammo&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[ERLS launcher]] - expendable&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
* [[Firestorm]] - non-reloadable&lt;br /&gt;
* [[Acid Spitter]] - can only be reloaded in acid&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=391</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=391"/>
		<updated>2026-10-06T21:25:37Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* power cell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[magrail rifle]] - non-reloadable&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[CRI blaster]] - non-reloadable, regenerating ammo&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Void]] - non-reloadable, infinite ammo&lt;br /&gt;
* [[Avalanche]] - non-reloadable, regenerating ammo&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[ERLS launcher]] - expendable&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
* [[Firestorm]] - non-reloadable&lt;br /&gt;
* [[Acid Spitter]] - can only be reloaded in acid&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
* [[Avalanche]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=390</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=390"/>
		<updated>2026-10-06T21:24:54Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* power cell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[magrail rifle]] - non-reloadable&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Void]] - non-reloadable, infinite ammo&lt;br /&gt;
* [[Avalanche]] - non-reloadable, regenerating ammo&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[ERLS launcher]] - expendable&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
* [[Firestorm]] - non-reloadable&lt;br /&gt;
* [[Acid Spitter]] - can only be reloaded in acid&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
* [[Avalanche]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=389</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=389"/>
		<updated>2026-10-06T21:24:12Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* 9mm ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[magrail rifle]] - non-reloadable&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[ERLS launcher]] - expendable&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
* [[Firestorm]] - non-reloadable&lt;br /&gt;
* [[Acid Spitter]] - can only be reloaded in acid&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
* [[Avalanche]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=388</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=388"/>
		<updated>2026-10-06T21:23:17Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* rocket */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[ERLS launcher]] - expendable&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
* [[Firestorm]] - non-reloadable&lt;br /&gt;
* [[Acid Spitter]] - can only be reloaded in acid&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
* [[Avalanche]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=387</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=387"/>
		<updated>2026-10-06T21:22:44Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* rocket */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[ERLS launcher]] - expendable&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
* [[Acid Spitter]] - can only be reloaded in acid&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
* [[Avalanche]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Anomaly&amp;diff=386</id>
		<title>Callisto Anomaly</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Anomaly&amp;diff=386"/>
		<updated>2026-10-06T21:20:16Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callisto Anomaly is a special [[locations|location]] accessible from [[Callisto Mines]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Callisto Anomaly's layout consists of a large circular area and an island surrounded by lava, with two narrow walkways leading over the lava from the circular area into the island. On the island are five major pillars surrounding a central area.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Upon entering the island, you will be attacked by reavers of various types that spawn in. Upon killing a wave of them, a random [[Relic]] will spawn in the center. If you pick up the relic, another wave of reavers will spawn for you to deal with, and another relic will spawn in the center. Picking up the relic and binding it to you (which will destroy the previous relic) will cause a final wave of reavers to spawn. Killing them will cause an Exotic Relic to spawn in the center, which you can collect before leaving the Anomaly.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
One Large Health Globe, two [[Mod Pack]]s, one ADV Rocket Launcher and one Exotic ranged weapon (pistol, [[assault shotgun]] or [[ERLS Launcher]]) on the island near the pillars, two regular Relics as rewards for killing the waves of reavers (and one Exotic Relic if you take care of all the waves), one ADV Machete near the stairs to the right.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Anomaly&amp;diff=385</id>
		<title>Callisto Anomaly</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Anomaly&amp;diff=385"/>
		<updated>2026-10-06T21:06:59Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callisto Anomaly is a special [[locations|location]] accessible from [[Callisto Mines]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Callisto Anomaly's layout consists of a large circular area and an island surrounded by lava, with two narrow walkways leading over the lava from the central area into the island. On the island are five major pillars surrounding a central area.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Upon entering the island, you will be attacked by reavers of various types that spawn in. Upon killing a wave of them, a random [[Relic]] will spawn in the center. If you pick up the relic, another wave of reavers will spawn for you to deal with, and another relic will spawn in the center. Picking up the relic and binding it to you (which will destroy the previous relic) will cause a final wave of reavers to spawn. Killing them will cause an Exotic Relic to spawn in the center, which you can collect before leaving the Anomaly.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
One Large Health Globe, two [[Mod Pack]]s, one ADV Rocket Launcher and one Exotic ranged weapon (pistol, [[assault shotgun]] or [[ERLS Launcher]]) on the island near the pillars, two regular Relics as rewards for killing the waves of reavers (and one Exotic Relic if you take care of all the waves), one ADV Machete near the stairs to the right.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Anomaly&amp;diff=384</id>
		<title>Callisto Anomaly</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Anomaly&amp;diff=384"/>
		<updated>2026-10-06T21:05:57Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callisto Anomaly is a special [[locations|location]] accessible from [[Callisto Mines]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
Callisto Anomaly's layout consists of a large circular area and an island surrounded by lava, with two narrow walkways leading over the lava from the central area into the island. On the island are five major pillars surrounding a central area.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
Upon entering the island, you will be attacked by reavers of various types that spawn in. Upon killing a wave of them, a random [[Relic]] will spawn in the center. If you pick up the relic, another wave of reavers will spawn for you to deal with, and another relic will spawn in the center. Picking up the relic and binding it to you (which will destroy the previous relic) will cause a final wave of reavers to spawn. Killing them will cause an Exotic Relic to spawn in the center, which you can collect before leaving the Anomaly.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
One Large Health Globe, two [[Mod Pack]]s, one ADV Rocket Launcher and one Exotic ranged weapon (pistol, [[assault shotgun]] or [[ERLS Launcher]]) on the island near the pillars, two regular Relics as rewards for killing the waves of reavers (and one Exotic Relic if you take care of all the waves), one ADV Machete near the stairs to the right.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Anomaly&amp;diff=383</id>
		<title>Callisto Anomaly</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Anomaly&amp;diff=383"/>
		<updated>2026-10-06T21:04:21Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: Created page with &amp;quot;Callisto Anomaly is a special location accessible from Callisto Mines L2.  == Layout == Callisto Anomaly's layout consists of a large circular area and an island surrounded by lava, with two narrow walkways leading over the lava from the central area into the island. On the island are five major pillars surrounding a central area.  == Enemies == Upon entering the island, you will be attacked by reavers of various types that spawn in. Upon killing a wave of them,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callisto Anomaly is a special [[location]] accessible from [[Callisto Mines]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
Callisto Anomaly's layout consists of a large circular area and an island surrounded by lava, with two narrow walkways leading over the lava from the central area into the island. On the island are five major pillars surrounding a central area.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
Upon entering the island, you will be attacked by reavers of various types that spawn in. Upon killing a wave of them, a random [[Relic]] will spawn in the center. If you pick up the relic, another wave of reavers will spawn for you to deal with, and another relic will spawn in the center. Picking up the relic and binding it to you (which will destroy the previous relic) will cause a final wave of reavers to spawn. Killing them will cause an Exotic Relic to spawn in the center, which you can collect before leaving the Anomaly.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
One Large Health Globe, two [[Mod Pack]]s, one ADV Rocket Launcher and one Exotic ranged weapon (pistol, [[assault shotgun]] or [[ERLS Launcher]]) on the island near the pillars, two regular Relics as rewards for killing the waves of reavers (and one Exotic Relic if you take care of all the waves), one ADV Machete near the stairs to the right.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Mines&amp;diff=382</id>
		<title>Callisto Mines</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Mines&amp;diff=382"/>
		<updated>2026-10-06T20:48:42Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callisto Mines is a branch [[locations|location]] accessible from [[Callisto]] L3.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
The Callisto Mines typically contain wide open terrain, with rectangular buildings that have a single entrance each. The outdoor areas contain hard cover in the form of crate walls, and forklifts which provide soft cover and can be broken for occasional armor shards.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Callisto Mines contains a larger proportion of demon enemies (medusalings, fiends, reavers, and ravagers). Former human enemies are present in a lower proportion, leading to potential shortages of ammo.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Some levels in Callisto Mines will spawn as Caves, indicated by the floor mood &amp;quot;Twisted passageways carry the smell of death.&amp;quot; These floors will contain _only_ demonic enemies, all of the same species (typically all fiends and fire fiends, but all medusalings or all reavers may be possible, depending on difficulty). In cave levels, loot is generated differently: there are no chests, and equipment drops are much more abundant.&lt;br /&gt;
&lt;br /&gt;
== Special Level ==&lt;br /&gt;
&lt;br /&gt;
Callisto Mines L2 contains a staircase to [[Callisto Anomaly]].&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Mines&amp;diff=381</id>
		<title>Callisto Mines</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Callisto_Mines&amp;diff=381"/>
		<updated>2026-10-06T20:48:18Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callisto Mines is a branch [[locations|location]] accessible from [[Callisto]] L3.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
The Callisto Mines typically contain wide open terrain, with rectangular buildings that have a single entrance each. The outdoor areas contain hard cover in the form of crate walls, and forklifts which provide soft cover and can be broken for occasional armor shards.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Callisto Mines contains a larger proportion of demon enemies (medusalings, fiends, reavers, and ravagers). Former human enemies are present in a lower proportion, leading to potential shortages of ammo.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Some levels in Callisto Dig Site will spawn as Caves, indicated by the floor mood &amp;quot;Twisted passageways carry the smell of death.&amp;quot; These floors will contain _only_ demonic enemies, all of the same species (typically all fiends and fire fiends, but all medusalings or all reavers may be possible, depending on difficulty). In cave levels, loot is generated differently: there are no chests, and equipment drops are much more abundant.&lt;br /&gt;
&lt;br /&gt;
== Special Level ==&lt;br /&gt;
&lt;br /&gt;
Callisto Mines L2 contains a staircase to [[Callisto Anomaly]].&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Valhalla_Control&amp;diff=380</id>
		<title>Valhalla Control</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Valhalla_Control&amp;diff=380"/>
		<updated>2026-10-06T20:43:33Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Valhalla Control is a special [[locations|location]] accessible from [[Valhalla Habitat]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control is split into three sections: The entryway, the main chamber, and the armory.&lt;br /&gt;
&lt;br /&gt;
=== The Entryway ===&lt;br /&gt;
&lt;br /&gt;
The entrance to Valhalla Control is a room with L-shaped corridors to the north and south. It can generate in two possible variations, one of which replaces the corridors with bridges over acid.&lt;br /&gt;
&lt;br /&gt;
=== The Main Chamber ===&lt;br /&gt;
&lt;br /&gt;
The bulk of the map is split into a 2x2 of large chambers, each of which is contains two rows of soft cover through the middle. Chests can spawn at the center of the north and south walls of each chamber.&lt;br /&gt;
&lt;br /&gt;
=== The Armory ===&lt;br /&gt;
&lt;br /&gt;
The armory consists of five small rooms arranged in a plus shape at the east edge of the map. The western room contains the stairs as well as two exits to the main chamber.&lt;br /&gt;
&lt;br /&gt;
The stairs in the armory's west chamber will take you back to [[Callisto]] L6.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control contains large numbers of former humans.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control's Armory contains the following:&lt;br /&gt;
&lt;br /&gt;
* In the east chamber: A [[terminal]] allowing you to create an ADV weapon or armor, a mod pack or a basic item. Approaching the terminal will trigger a wave of former humans that you'll need to kill.&lt;br /&gt;
* In the south chamber: A [[Large Health Globe]], a random [[Mod Pack]], a [[Red Keycard]], a [[Combat Shotgun]], and a [[Machete]].&lt;br /&gt;
* In the north chamber: A [[Large Health Globe]], a random [[Mod Pack]], a [[Homing Phase Device]], and a [[Stim Pack]]. The former humans may pick up the latter two.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=379</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=379"/>
		<updated>2026-10-06T20:39:05Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Callisto Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jupiter Hell Classic takes place across four primary stages: [[Callisto]], [[Europa]], [[Io]], and [[Dante]].&lt;br /&gt;
&lt;br /&gt;
== [[Callisto]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Callisto is the setting of the game's first chapter. It contains the following locations:&lt;br /&gt;
* [[Asgard Refinery]], a branch accessed from L2 or L3.&lt;br /&gt;
* [[Callisto Mines]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Mimir Habitat]], a two-level branch entered from L2 or L3&lt;br /&gt;
* [[Valhalla Habitat]], a two-level branch entered from L2 or L3&lt;br /&gt;
* [[Asgard Forge]], a special level entered from [[Asgard Refinery]] L2.&lt;br /&gt;
* [[Callisto Anomaly]], a special level entered from [[Callisto Mines]] L2.&lt;br /&gt;
* [[Mimir Arena]], a special level entered from [[Mimir Habitat]] L2.&lt;br /&gt;
* [[Valhalla Control]], a special level entered from [[Valhalla Habitat]] L2.&lt;br /&gt;
* [[Military Barracks]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Callisto Warrens]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Sewers]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Callisto Spaceport]], a boss level which acts as L7.&lt;br /&gt;
&lt;br /&gt;
== [[Europa]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Europa is the setting of the game's second chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Europa Dig Site]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Asterius Habitat]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Tyre Outpost]], a special level entered from [[Europa Dig Site]] L2.&lt;br /&gt;
* [[Asterius Breach]], a special level entered from [[Asterius Habitat]] L2.&lt;br /&gt;
* [[Supply Depot]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Quarantine]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Refueling Base]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Europa Central Dig]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Io]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Io is the setting of the game's third chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Mephitic Mines]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Shadow Halls]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[CRI Laboratory]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Noxious Hollow]], a special level entered from [[Mephitic Mines]] L2.&lt;br /&gt;
* [[Dark Cathedral]], a special level entered from [[Shadow Halls]] L2.&lt;br /&gt;
* [[CRI Armory]], a special level entered from [[CRI Laboratory]] L2.&lt;br /&gt;
* [[Warehouse]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Loki Patera]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Deep Vaults]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Gateway]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Dante]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Dante is the final primary location of Jupiter Hell Classic. Its levels are always entered from the western edge and have stairs down near the eastern edge of the map. Right before you enter the final stage and clear the level it will spawn a warp pad that will take you to [[Inferno]]. The final level is the boss stage, [[Dante Altar]].&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Mimir_Arena&amp;diff=378</id>
		<title>Mimir Arena</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Mimir_Arena&amp;diff=378"/>
		<updated>2026-10-06T20:32:10Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* The Arena */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mimir Arena is a special [[locations|location]] accessible from [[Mimir Habitat]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control is a circular arena with columns placed around the middle of it. There are 3 doors along each wall with the middle east and west doors starting locked. These lead to the exit/reward hallways on each side. The other doors are single square rooms.&lt;br /&gt;
&lt;br /&gt;
=== The Arena ===&lt;br /&gt;
&lt;br /&gt;
A circular space that is most of the level. It has columns that follow another smaller circular pattern around the center of the room. After all enemies are defeated, acid will spawn from here and fill the entire level, which limits time for looting.&lt;br /&gt;
&lt;br /&gt;
There is a way to stop the acid from filling the level, but doing this will trigger three more waves of enemies. If you can kill them all, both wings of the Arena will be yours to loot instead of just one.&lt;br /&gt;
&lt;br /&gt;
=== The Exit/Reward Chambers ===&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;wing&amp;quot; of the arena is two small rooms, the first one of which has the stairs leading up and two rewards (chests, mods, etc) and then an outer room that has three more rewards. The west wing contains one ADV or exotic shotgun, while the east wing will contain one exotic pistol (a deagle, a combat pistol or a maglev pistol).&lt;br /&gt;
&lt;br /&gt;
The stairs in the first room will take you back to [[Callisto]] L5 or L6, depending on if you entered Mimir Habitat from L2 or L3.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Mimir Arena spawns multiple waves of demons from the single square rooms around the arena. Each wave will spawn all at once and converge on the player.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
5 items each exit.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Mimir_Arena&amp;diff=377</id>
		<title>Mimir Arena</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Mimir_Arena&amp;diff=377"/>
		<updated>2026-10-06T20:30:36Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* The Arena */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mimir Arena is a special [[locations|location]] accessible from [[Mimir Habitat]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control is a circular arena with columns placed around the middle of it. There are 3 doors along each wall with the middle east and west doors starting locked. These lead to the exit/reward hallways on each side. The other doors are single square rooms.&lt;br /&gt;
&lt;br /&gt;
=== The Arena ===&lt;br /&gt;
&lt;br /&gt;
A circular space that is most of the level. It has columns that follow another smaller circular pattern around the center of the room. After all enemies are defeated, acid will spawn from here and fill the entire level, which limits time for looting.&lt;br /&gt;
&lt;br /&gt;
There is a way to stop the acid from filling the room, but doing this will trigger three more waves of enemies. If you can kill them all, both wings of the Arena will be yours to loot instead of just one.&lt;br /&gt;
&lt;br /&gt;
=== The Exit/Reward Chambers ===&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;wing&amp;quot; of the arena is two small rooms, the first one of which has the stairs leading up and two rewards (chests, mods, etc) and then an outer room that has three more rewards. The west wing contains one ADV or exotic shotgun, while the east wing will contain one exotic pistol (a deagle, a combat pistol or a maglev pistol).&lt;br /&gt;
&lt;br /&gt;
The stairs in the first room will take you back to [[Callisto]] L5 or L6, depending on if you entered Mimir Habitat from L2 or L3.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Mimir Arena spawns multiple waves of demons from the single square rooms around the arena. Each wave will spawn all at once and converge on the player.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
5 items each exit.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Mimir_Arena&amp;diff=376</id>
		<title>Mimir Arena</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Mimir_Arena&amp;diff=376"/>
		<updated>2026-10-06T20:20:55Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* The Exit/Reward Chambers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mimir Arena is a special [[locations|location]] accessible from [[Mimir Habitat]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control is a circular arena with columns placed around the middle of it. There are 3 doors along each wall with the middle east and west doors starting locked. These lead to the exit/reward hallways on each side. The other doors are single square rooms.&lt;br /&gt;
&lt;br /&gt;
=== The Arena ===&lt;br /&gt;
&lt;br /&gt;
A circular space that is most of the level. It has columns that follow another smaller circular pattern around the center of the room. After all enemies are defeated, acid will spawn from here and fill the entire level, which limits time for looting.&lt;br /&gt;
&lt;br /&gt;
=== The Exit/Reward Chambers ===&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;wing&amp;quot; of the arena is two small rooms, the first one of which has the stairs leading up and two rewards (chests, mods, etc) and then an outer room that has three more rewards. The west wing contains one ADV or exotic shotgun, while the east wing will contain one exotic pistol (a deagle, a combat pistol or a maglev pistol).&lt;br /&gt;
&lt;br /&gt;
The stairs in the first room will take you back to [[Callisto]] L5 or L6, depending on if you entered Mimir Habitat from L2 or L3.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Mimir Arena spawns multiple waves of demons from the single square rooms around the arena. Each wave will spawn all at once and converge on the player.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
5 items each exit.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Mimir_Arena&amp;diff=375</id>
		<title>Mimir Arena</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Mimir_Arena&amp;diff=375"/>
		<updated>2026-10-06T20:17:42Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* The Arena */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mimir Arena is a special [[locations|location]] accessible from [[Mimir Habitat]] L2.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Valhalla Control is a circular arena with columns placed around the middle of it. There are 3 doors along each wall with the middle east and west doors starting locked. These lead to the exit/reward hallways on each side. The other doors are single square rooms.&lt;br /&gt;
&lt;br /&gt;
=== The Arena ===&lt;br /&gt;
&lt;br /&gt;
A circular space that is most of the level. It has columns that follow another smaller circular pattern around the center of the room. After all enemies are defeated, acid will spawn from here and fill the entire level, which limits time for looting.&lt;br /&gt;
&lt;br /&gt;
=== The Exit/Reward Chambers ===&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;wing&amp;quot; of the arena is two small rooms, the first one of which has the stairs leading up and two rewards (chests, mods, etc) and then an outer room that has three more rewards.&lt;br /&gt;
&lt;br /&gt;
The stairs in the first room will take you back to [[Callisto]] L5.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
Mimir Arena spawns multiple waves of demons from the single square rooms around the arena. Each wave will spawn all at once and converge on the player.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
5 items each exit.&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=374</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=374"/>
		<updated>2026-10-06T20:15:30Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Io Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jupiter Hell Classic takes place across four primary stages: [[Callisto]], [[Europa]], [[Io]], and [[Dante]].&lt;br /&gt;
&lt;br /&gt;
== [[Callisto]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Callisto is the setting of the game's first chapter. It contains the following locations:&lt;br /&gt;
* [[Asgard Refinery]], a branch accessed from L2 or L3.&lt;br /&gt;
* [[Callisto Mines]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Mimir Habitat]], a two-level branch entered from L2 or L3&lt;br /&gt;
* [[Valhalla Habitat]], a two-level branch entered from L2 or L3&lt;br /&gt;
* [[Callisto Anomaly]], a special level entered from [[Callisto Mines]] L2.&lt;br /&gt;
* [[Mimir Arena]], a special level entered from [[Mimir Habitat]] L2.&lt;br /&gt;
* [[Valhalla Control]], a special level entered from [[Valhalla Habitat]] L2.&lt;br /&gt;
* [[Military Barracks]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Callisto Warrens]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Sewers]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Callisto Spaceport]], a boss level which acts as L7.&lt;br /&gt;
&lt;br /&gt;
== [[Europa]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Europa is the setting of the game's second chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Europa Dig Site]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Asterius Habitat]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Tyre Outpost]], a special level entered from [[Europa Dig Site]] L2.&lt;br /&gt;
* [[Asterius Breach]], a special level entered from [[Asterius Habitat]] L2.&lt;br /&gt;
* [[Supply Depot]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Quarantine]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Refueling Base]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Europa Central Dig]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Io]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Io is the setting of the game's third chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Mephitic Mines]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Shadow Halls]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[CRI Laboratory]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Noxious Hollow]], a special level entered from [[Mephitic Mines]] L2.&lt;br /&gt;
* [[Dark Cathedral]], a special level entered from [[Shadow Halls]] L2.&lt;br /&gt;
* [[CRI Armory]], a special level entered from [[CRI Laboratory]] L2.&lt;br /&gt;
* [[Warehouse]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Loki Patera]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Deep Vaults]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Gateway]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Dante]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Dante is the final primary location of Jupiter Hell Classic. Its levels are always entered from the western edge and have stairs down near the eastern edge of the map. Right before you enter the final stage and clear the level it will spawn a warp pad that will take you to [[Inferno]]. The final level is the boss stage, [[Dante Altar]].&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=373</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=373"/>
		<updated>2026-10-06T20:12:23Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Callisto Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jupiter Hell Classic takes place across four primary stages: [[Callisto]], [[Europa]], [[Io]], and [[Dante]].&lt;br /&gt;
&lt;br /&gt;
== [[Callisto]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Callisto is the setting of the game's first chapter. It contains the following locations:&lt;br /&gt;
* [[Asgard Refinery]], a branch accessed from L2 or L3.&lt;br /&gt;
* [[Callisto Mines]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Mimir Habitat]], a two-level branch entered from L2 or L3&lt;br /&gt;
* [[Valhalla Habitat]], a two-level branch entered from L2 or L3&lt;br /&gt;
* [[Callisto Anomaly]], a special level entered from [[Callisto Mines]] L2.&lt;br /&gt;
* [[Mimir Arena]], a special level entered from [[Mimir Habitat]] L2.&lt;br /&gt;
* [[Valhalla Control]], a special level entered from [[Valhalla Habitat]] L2.&lt;br /&gt;
* [[Military Barracks]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Callisto Warrens]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Sewers]], a special level entered from L2 or L5.&lt;br /&gt;
* [[Callisto Spaceport]], a boss level which acts as L7.&lt;br /&gt;
&lt;br /&gt;
== [[Europa]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Europa is the setting of the game's second chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Europa Dig Site]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Asterius Habitat]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Tyre Outpost]], a special level entered from [[Europa Dig Site]] L2.&lt;br /&gt;
* [[Asterius Breach]], a special level entered from [[Asterius Habitat]] L2.&lt;br /&gt;
* [[Supply Depot]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Quarantine]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Refueling Base]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Europa Central Dig]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Io]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Io is the setting of the game's third chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Mephitic Mines]], a two-level branch entered from L2.&lt;br /&gt;
* [[Shadow Halls]], a two-level branch entered from L3,&lt;br /&gt;
* [[Noxious Hollow]], a special level entered from [[Mephitic Mines]] L2.&lt;br /&gt;
* [[Dark Cathedral]], a special level entered from [[Shadow Halls]] L2.&lt;br /&gt;
* [[The Warehouse]], a special level entered directly from L4, if no branch is taken.&lt;br /&gt;
* [[The Gateway]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Dante]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Dante is the final primary location of Jupiter Hell Classic. Its levels are always entered from the western edge and have stairs down near the eastern edge of the map. Right before you enter the final stage and clear the level it will spawn a warp pad that will take you to [[Inferno]]. The final level is the boss stage, [[Dante Altar]].&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=372</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Locations&amp;diff=372"/>
		<updated>2026-10-06T20:10:13Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Europa Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jupiter Hell Classic takes place across four primary stages: [[Callisto]], [[Europa]], [[Io]], and [[Dante]].&lt;br /&gt;
&lt;br /&gt;
== [[Callisto]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Callisto is the setting of the game's first chapter. It contains the following locations:&lt;br /&gt;
* [[Asgard Refinery]], a branch accessed from L2.&lt;br /&gt;
* [[Callisto Mines]], a two-level branch entered from L3.&lt;br /&gt;
* [[Mimir Habitat]], a two-level branch entered from L2&lt;br /&gt;
* [[Valhalla Habitat]], a two-level branch entered from L3&lt;br /&gt;
* [[Callisto Anomaly]], a special level entered from [[Callisto Mines]] L2.&lt;br /&gt;
* [[Mimir Arena]], a special level entered from [[Mimir Habitat]] L2.&lt;br /&gt;
* [[Valhalla Control]], a special level entered from [[Valhalla Habitat]] L2.&lt;br /&gt;
* [[Military Barracks]], a special level entered directly from L4, if no branch is taken.&lt;br /&gt;
* [[Callisto Spaceport]], a boss level which acts as L7.&lt;br /&gt;
&lt;br /&gt;
== [[Europa]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Europa is the setting of the game's second chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Europa Dig Site]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Asterius Habitat]], a two-level branch entered from L2 or L3.&lt;br /&gt;
* [[Tyre Outpost]], a special level entered from [[Europa Dig Site]] L2.&lt;br /&gt;
* [[Asterius Breach]], a special level entered from [[Asterius Habitat]] L2.&lt;br /&gt;
* [[Supply Depot]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Quarantine]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Refueling Base]], a special level that can be entered from L2 or L5.&lt;br /&gt;
* [[Europa Central Dig]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Io]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Io is the setting of the game's third chapter. It contains the following locations:&lt;br /&gt;
&lt;br /&gt;
* [[Mephitic Mines]], a two-level branch entered from L2.&lt;br /&gt;
* [[Shadow Halls]], a two-level branch entered from L3,&lt;br /&gt;
* [[Noxious Hollow]], a special level entered from [[Mephitic Mines]] L2.&lt;br /&gt;
* [[Dark Cathedral]], a special level entered from [[Shadow Halls]] L2.&lt;br /&gt;
* [[The Warehouse]], a special level entered directly from L4, if no branch is taken.&lt;br /&gt;
* [[The Gateway]], a boss level which acts as L7&lt;br /&gt;
&lt;br /&gt;
== [[Dante]] Locations ==&lt;br /&gt;
&lt;br /&gt;
Dante is the final primary location of Jupiter Hell Classic. Its levels are always entered from the western edge and have stairs down near the eastern edge of the map. Right before you enter the final stage and clear the level it will spawn a warp pad that will take you to [[Inferno]]. The final level is the boss stage, [[Dante Altar]].&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=371</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=371"/>
		<updated>2026-10-06T19:35:02Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Melee Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Bloodletter]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
* [[Avalanche]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=370</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=370"/>
		<updated>2026-10-06T19:32:58Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
* [[Avalanche]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=369</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=369"/>
		<updated>2026-10-06T19:27:19Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* .44 ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Assemblies&amp;diff=368</id>
		<title>Assemblies</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Assemblies&amp;diff=368"/>
		<updated>2026-10-06T19:25:50Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Master assemblies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A specific set of [[mods]] can be added to [[weapons]], [[armor]], and [[boots]] to create assemblies, adding bonuses or changing the mechanics of the item. When adding a firestorm mod to a weapon that normally doesn't accept one, like when creating a demolition ammo [[9mm pistol]], it must be the final mod in the assembly. &lt;br /&gt;
&lt;br /&gt;
It's important to note that Assemblies factor in the effects of the applied mods used to make them (unlike DRL if you're familiar with that game).&lt;br /&gt;
&lt;br /&gt;
The mods are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;'''gility&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;'''ulk&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;'''ower&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;F&amp;lt;/span&amp;gt;'''irestorm&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;S&amp;lt;/span&amp;gt;'''niper (NOTE: Not currently used in any Assemblies)&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;'''nyx&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;N&amp;lt;/span&amp;gt;'''ano&lt;br /&gt;
&lt;br /&gt;
== Basic assemblies ==&lt;br /&gt;
* [[chain blade]] any bladed melee weapon + ('''&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[piercing edge]] melee weapon + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[speedloader]] ranged + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[elephant gun]] any shotgun + ('''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[gatling gun]] any chain-fire weapon + ('''&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[micro launcher]] any explosive weapon + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[tactical shotgun]] combat shotgun + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[tactical armor]] armor + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[tactical boots]] boots + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[nanofiber armor]] armor + ('''&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[tower shield]] red armor + ('''&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[fireproof armor]] armor + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[fireproof boots]] boots + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
&lt;br /&gt;
== Advanced assemblies ==&lt;br /&gt;
* [[double chainsaw]] chainsaw + ('''&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[tactical rocket launcher]] any rocket launcher + ('''&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[burst cannon]] any rapid-fire + ('''&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[VBFT 9000]] any BFT 9000 + ('''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[focused shotgun]] any shotgun + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[chem armor]] armor + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[fire shield]] armor + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[nanofiber skin armor]] armor + ('''&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;N&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[antigrav boots]] boots + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;N&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[environmental boots]] boots + ('''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
&lt;br /&gt;
== Master assemblies ==&lt;br /&gt;
* [[biggest fucking gun]] any BFT 9000 + ('''&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;F&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;F&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[nano-ammo]] non-BFT ranged weapon + ('''&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;N&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[pierce ammo]] non-shotgun ranged weapon + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[demolition ammo]] non-explosive projectile weapon + ('''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;F&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[cerberus boots]] boots + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[cerberus armor]] armor + ('''&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:royalblue&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;''')&lt;br /&gt;
* [[cybernano armor]] armor + ('''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;N&amp;lt;/span&amp;gt;''')&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Enemies&amp;diff=367</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Enemies&amp;diff=367"/>
		<updated>2026-10-06T19:20:40Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Enemies===&lt;br /&gt;
* [[former human]]&lt;br /&gt;
* [[former sergeant]]&lt;br /&gt;
* [[former captain]]&lt;br /&gt;
* [[former guard]]&lt;br /&gt;
* [[former inmate]]&lt;br /&gt;
* [[former grenadier]]&lt;br /&gt;
* [[fiend]]&lt;br /&gt;
* [[fire fiend]]&lt;br /&gt;
* [[reaver]]&lt;br /&gt;
* [[medusaling]]&lt;br /&gt;
* [[ravager]]&lt;br /&gt;
* [[medusa]]&lt;br /&gt;
&lt;br /&gt;
* [[corrupted grunt]]&lt;br /&gt;
* [[corrupted sergeant]]&lt;br /&gt;
* [[corrupted captain]]&lt;br /&gt;
* [[ice fiend]]&lt;br /&gt;
* [[ice reaver]]&lt;br /&gt;
* [[glacimedaling]]&lt;br /&gt;
* [[armored ravager]]&lt;br /&gt;
* [[glacimeda]]&lt;br /&gt;
&lt;br /&gt;
* [[toxic fiend]]&lt;br /&gt;
* [[toxic reaver]]&lt;br /&gt;
* [[toximedaling]]&lt;br /&gt;
* [[toxic medusa]]&lt;br /&gt;
* [[archreaver]]&lt;br /&gt;
* [[warlock]]&lt;br /&gt;
* [[archwarlock]]&lt;br /&gt;
&lt;br /&gt;
* [[guardian]]&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
* [[Warden]]&lt;br /&gt;
* [[Cryomancer]]&lt;br /&gt;
* [[Ancient]]&lt;br /&gt;
* [[Harbinger]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Enemies&amp;diff=366</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Enemies&amp;diff=366"/>
		<updated>2026-10-06T19:19:09Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Enemies===&lt;br /&gt;
* [[former human]]&lt;br /&gt;
* [[former sergeant]]&lt;br /&gt;
* [[former captain]]&lt;br /&gt;
* [[former guard]]&lt;br /&gt;
* [[former inmate]]&lt;br /&gt;
* [[former grenadier]]&lt;br /&gt;
* [[fiend]]&lt;br /&gt;
* [[fire fiend]]&lt;br /&gt;
* [[reaver]]&lt;br /&gt;
* [[medusaling]]&lt;br /&gt;
* [[ravager]]&lt;br /&gt;
* [[medusa]]&lt;br /&gt;
&lt;br /&gt;
* [[corrupted grunt]]&lt;br /&gt;
* [[corrupted sergeant]]&lt;br /&gt;
* [[corrupted captain]]&lt;br /&gt;
* [[ice fiend]]&lt;br /&gt;
* [[ice reaver]]&lt;br /&gt;
* [[glacimedaling]]&lt;br /&gt;
* [[armored ravager]]&lt;br /&gt;
* [[glacimeda]]&lt;br /&gt;
&lt;br /&gt;
* [[toxic fiend]]&lt;br /&gt;
* [[toxic reaver]]&lt;br /&gt;
* [[toximedaling]]&lt;br /&gt;
* [[toximeda]]&lt;br /&gt;
* [[warlock]]&lt;br /&gt;
* [[archwarlock]]&lt;br /&gt;
&lt;br /&gt;
* [[guardian]]&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
* [[Warden]]&lt;br /&gt;
* [[Cryomancer]]&lt;br /&gt;
* [[Ancient]]&lt;br /&gt;
* [[Harbinger]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
	<entry>
		<id>http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=365</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://classic.jupiterhell.com/mediawiki/index.php?title=Weapons&amp;diff=365"/>
		<updated>2026-10-06T19:01:09Z</updated>

		<summary type="html">&lt;p&gt;Scorpionlock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons ==&lt;br /&gt;
* [[fists]]&lt;br /&gt;
* [[combat knife]]&lt;br /&gt;
* [[machete]]&lt;br /&gt;
* [[katana]]&lt;br /&gt;
* [[chain blade]]&lt;br /&gt;
* [[piercing blade]]&lt;br /&gt;
* [[chainsaw]]&lt;br /&gt;
* [[CRI sword]]&lt;br /&gt;
* [[plasma katana]]&lt;br /&gt;
* [[Soulstealer]]&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons ==&lt;br /&gt;
=== 9mm ammo ===&lt;br /&gt;
* [[9mm pistol]]&lt;br /&gt;
* [[9mm SMG]]&lt;br /&gt;
* [[auto rifle]]&lt;br /&gt;
* [[combat pistol]]&lt;br /&gt;
* [[maglev pistol]]&lt;br /&gt;
* [[Angel Gun]]&lt;br /&gt;
&lt;br /&gt;
=== .44 ammo ===&lt;br /&gt;
* [[.44 revolver]]&lt;br /&gt;
* [[.44 Deagle]]&lt;br /&gt;
* [[.44 JAC SMG]]&lt;br /&gt;
* [[.44 hunting rifle]]&lt;br /&gt;
* [[Jackal]]&lt;br /&gt;
* [[Love]]&lt;br /&gt;
&lt;br /&gt;
=== 12ga shell ===&lt;br /&gt;
* [[12ga shotgun]]&lt;br /&gt;
* [[combat shotgun]]&lt;br /&gt;
* [[double shotgun]]&lt;br /&gt;
* [[assault shotgun]]&lt;br /&gt;
* [[super shotgun]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Monster]]&lt;br /&gt;
&lt;br /&gt;
=== 7.62 ammo ===&lt;br /&gt;
* [[7.62 sidearm]]&lt;br /&gt;
* [[assault rifle]]&lt;br /&gt;
* [[assault SMG]]&lt;br /&gt;
* [[chaingun]]&lt;br /&gt;
* [[minigun]]&lt;br /&gt;
* [[pierce rifle]]&lt;br /&gt;
* [[sniper rifle]]&lt;br /&gt;
* [[toxin rifle]]&lt;br /&gt;
* [[Cleric Pistol]]&lt;br /&gt;
&lt;br /&gt;
=== power cell ===&lt;br /&gt;
* [[plasma pistol]]&lt;br /&gt;
* [[plasma rifle]]&lt;br /&gt;
* [[rail rifle]]&lt;br /&gt;
* [[plasma shotgun]]&lt;br /&gt;
* [[laser rifle]]&lt;br /&gt;
* [[Hyperblaster]]&lt;br /&gt;
* [[BFT 9000]]&lt;br /&gt;
* [[BFT 10K]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
&lt;br /&gt;
=== 40mm grenade ===&lt;br /&gt;
* [[40mm grenade launcher]]&lt;br /&gt;
* [[40mm drum launcher]]&lt;br /&gt;
&lt;br /&gt;
=== rocket ===&lt;br /&gt;
* [[rocket launcher]]&lt;br /&gt;
* [[missile launcher]]&lt;br /&gt;
* [[napalm launcher]]&lt;br /&gt;
&lt;br /&gt;
=== unique non-reloadable ===&lt;br /&gt;
* [[ERLS launcher]]&lt;br /&gt;
* [[CRI blaster]]&lt;br /&gt;
* [[Firestorm]]&lt;br /&gt;
* [[magrail rifle]]&lt;br /&gt;
* [[Void]]&lt;br /&gt;
&lt;br /&gt;
== Throwing weapons ==&lt;br /&gt;
* [[frag grenade]]&lt;br /&gt;
* [[krak grenade]]&lt;br /&gt;
* [[plasma grenade]]&lt;br /&gt;
* [[napalm grenade]]&lt;/div&gt;</summary>
		<author><name>Scorpionlock</name></author>
	</entry>
</feed>