Traits: Difference between revisions

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|-
|-
! Rank 1
! Rank 1
| +50% Adrenaline duration bonus, <br>heal 15% on level enter || +50% Stealth duration bonus || +50% drone health ||
| +50% Adrenaline duration bonus, <br>heal 15% on level enter || +50% Stealth duration bonus || +50% drone health || Bulwark movement penalty reduced by 20%
|-
|-
! Rank 2
! Rank 2
| heal 20% on level enter, <br>Adrenaline damage bonus +35% || Stealth damage bonus increased to +100% || +100% drone health, <br>deploy drone twice as fast ||
| heal 20% on level enter, <br>Adrenaline damage bonus +35% || Stealth damage bonus increased to +100% || +100% drone health, <br>deploy drone twice as fast || +50% Bulwark duration
|-
|-
! Rank 3
! Rank 3
| Adrenaline damage bonus +50%, <br>Adrenaline duration +100% || Stealth duration +100% || +200% drone health ||  
| Adrenaline damage bonus +50%, <br>Adrenaline duration +100% || Stealth duration +100% || +200% drone health || Bulwark movement penalty removed,<br>Bulwark duration +100%
|}
|}


=== Ironman ===
=== Ironman ===
Not available on Scout
Increases maximum HP and Resistances to Bullet, Shred and Cold damage types
{| class="wikitable"
! Rank 1
| +20% Health,<br>+10% Resistances
|-
! Rank 2
| +0% Health,<br>+20% Resistances
|-
! Rank 3
| +660% Health,<br>+30% Resistances
|}
=== Hellrunner ===
=== Hellrunner ===
Not available on Heavy
{| class="wikitable"
! Rank 1
| +10% dodge chance,<br>-15% movement cost
|-
! Rank 2
| +20% dodge chance,<br>-30% movement cost
|-
! Rank 3
| +30% dodge chance,<br>first dodge after a move always succeeds
|}
=== Tough as Nails ===
=== Tough as Nails ===
Increases Protection (factored after all over reduction) and Resistances to Acid and Plasma damage types.
{| class="wikitable"
! Rank 1
| +1 Armor,<br>+10% Resistances
|-
! Rank 2
| +2 Armor,<br>+20% Resistances
|-
! Rank 3
| +3 Armor,<br>+30% Resistances
|}
=== Son of a Bitch ===
=== Son of a Bitch ===
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.
Not available on Heavy
{| class="wikitable"
! Rank 1
| +1 damage per shot/attack
|-
! Rank 2
| +2 damage per shot/attack
|-
! Rank 3
| +3 damage per shot/attack
|}
=== Reloader ===
=== Reloader ===
{| class="wikitable"
! Rank 1
| -30% Reload time cost
|-
! Rank 2
| -60% Reload time cost
|-
! Rank 3
| Free reload on move
|}
=== Eagle Eye ===
=== Eagle Eye ===
{| class="wikitable"
! Rank 1
| +2 Accuracy
|-
! Rank 2
| +4 Accuracy
|-
! Rank 3
| +6 Accuracy
|}
=== Brute ===
=== Brute ===
Increases melee and barehanded damage for each level, plus bonus melee Accuracy and Resistance for having the Trait.
{| class="wikitable"
! Rank 1
| +20% melee damage,<br>+2d3 unarmed damage,<br>+3 melee Accuracy,<br>+30% Resistance to melee damage type
|-
! Rank 2
| +35% melee damage,<br>+3d3 unarmed damage
|-
! Rank 3
| +50% melee damage,<br>+4d3 unarmed damage
|}
=== Son of a Gun ===
=== Son of a Gun ===
Provides a percentage damage increase to pistols/revolvers/SMGs.
{| class="wikitable"
! Rank 1
| +40% damage to pistols/revolvers/SMGs
|-
! Rank 2
| +70% damage to pistols/revolvers/SMGs
|-
! Rank 3
| +100% damage to pistols/revolvers/SMGs
|}
=== Executioner ===
=== Executioner ===
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.
Scout only
{| class="wikitable"
! Rank 1
| +30% max damage bonus,<br>max range 3
|-
! Rank 2
| +40% max damage bonus,<br>max range 4
|-
! Rank 3
| +50% max damage bonus,<br>max range 5
|}
=== Juggernaut ===
Grants the Juggernaut status (+40% to all Resistances) if you move twice in a row, directional requirements depend on Trait Level
heavy onnly
{| class="wikitable"
! Rank 1
| Juggernaut triggers only if you move in the same direction
|-
! Rank 2
| 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)
|-
! Rank 3
| Juggernaut triggers on all consecutive moves, regardless of direction
|}
=== Grenadier ===
=== Grenadier ===
Heavy only
{| class="wikitable"
! Rank 1
| Every second ammo box (blue) drops an extra random grenade
|-
! Rank 2
| Every ammo box drops an extra random grenade
|-
! Rank 3
| All grenades deal +50% damage
|}
=== Armsmaster ===
=== Armsmaster ===
Increases all damage output
heavy only
{| class="wikitable"
! Rank 1
| +20% damage
|-
! Rank 2
| +35% damage
|-
! Rank 3
| +50% damage
|}


= Advanced Traits =
= Advanced Traits =
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.
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.
=== Badass ===
=== Badass ===
Prereq: TaN 2 OR Marine
Increases the maximum health before overheal (e.g. from Powerups) begins to decay, as well as how long Powerups last
 
Prereq: Tough as Nails 2 for Scout/Technician/Heavy. No prereqs for Marine.
{| class="wikitable"
! Rank 1
| Health Decay at 125% HP,<br>Powerup duration +25%
|-
! Rank 2
| Health Decay at 150% HP,<br>Powerup duration +35%
|-
! Rank 3
| Health Decay at 200% HP,<br>Powerup duration +50%
|}
=== Berserker ===
=== Berserker ===
Prereq: Bru 2
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.
 
Prereq: Brute 2
 
Marine only
{| class="wikitable"
! Rank 1
| Grants 5 seconds of berserk when triggered, trigger at 50% max health in a single instance of damage.
|-
! Rank 2
| Grants 8 seconds of berserk when triggered, trigger at 33% max health in a single instance of damage.
|-
! Rank 3
| Grants 10 seconds of berserk when triggered, trigger at 25% max health in a single instance of damage.
|}
=== Gunslinger ===
=== Gunslinger ===
Prereq: SoG 2
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.
 
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).
 
Prereq: SoG 2 (Marine/Scout/Technician) or Eagle Eye 2 (Heavy)
{| class="wikitable"
! Rank 1
| -2 Accuracy whenn firing two weapons
|-
! Rank 2
| Accuracy penalty removed
|-
! Rank 3
| Reload time halved
|}
=== Intuition ===
=== Intuition ===
Prereq: EE 2 OR Scout
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.
 
Prereq: Eagle Eye 2 (Marine & Technician), Grenadier 2 (Heavy). No prereqs for Scout
{| class="wikitable"
! Rank 1
| Sense lever maliciousness (listing them as either Beneficial, Neutral or Dangerous based on their effect),<br>sense enemies through walls at vision range -2
|-
! Rank 2
| Sense exact lever effects,<br>sense enemies through walls at vision range
|-
! Rank 3
| Sense enemies at vision range +2
|}
=== Whizkid ===
=== Whizkid ===
Prereq: Skl 2 OR Technician
Place more mods on gear and make more advanced [[Assemblies]]
 
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.
 
Prereq: Skilled 2 for Marine/Scout/Heavy. No prereqs for Technician
{| class="wikitable"
! Rank 1
| Place 3 mods on ranged weapons,<br>Place 2 mods on Melee weapons, Armor and Boots,<br>unlock Advanced Assemblies
|-
! Rank 2
| Place 5 mods on ranged weapons,<br>Place 3 mods on Melee weapons, Armor and Boots,<br>unlock Master Assemblies,<br>Place up to 1 mod on any Assembly
|-
! Rank 3
| Place 7 mods on ranged weapons,<br>Place 4 mods on Melee weapons, Armor and Boots,<br>Place up to 2 mods on any Assembly
|}
=== Juggler ===
=== Juggler ===
Prereq: HR 2
Speeds up item swapping and item usage.
 
Prereq: Hellrunner 2 (Scout/Technician) OR Armsmaster 2 (Heavy)


Not available on Marine
Not available on Marine
{| class="wikitable"
! Rank 1
| Use melee weapon in your prepared swap if attempt to melee an enemy (walk into them) with a ranged weapon equipped,<br>swap weapons or equipment 50% faster
|-
! Rank 2
| Swap weapons instantly
|-
! Rank 3
| Use items 50% faster
|}
=== Hoarder ===
=== Hoarder ===
Prereq: Rel 2
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.
 
Prereq: Reloader 2


Not available on Marine or Technician
Scout only
{| class="wikitable"
! Rank 1
| Carry 20% more ammo per slot
|-
! Rank 2
| Carry 40% more ammo per slot
|-
! Rank 3
| Carry 60% more ammo per slot
|}
=== Sustained Fire ===
=== Sustained Fire ===
Prereq: SoB 2
Each consecutive fire action gains a +2 damage bonus, can stack with repeated fire actions at higher levels
 
Prereq: Son of a Bitch 2 for Marine/Scout/Technician, no prereqs for Heavy
 
{| class="wikitable"
! Rank 1
| Max damage +2
|-
! Rank 2
| Max damage +4 (can stack twice)
|-
! Rank 3
| Max damage +6 (can stack thrice)
|}
=== Angry Mo-fo ===
=== Angry Mo-fo ===
Prereq: TaN 2
Grants an increase to all damage based on how much health the player is missing, up to a maximum at critically low health.


Not available on Scout or Technician
Prereq: Tough a Nails 2
 
Marine only
{| class="wikitable"
! Rank 1
| Up to 30% bonus damage
|-
! Rank 2
| Up to 60% bonus damage
|-
! Rank 3
| Up to 100% bonus damage
|}
=== Army Surplus ===
=== Army Surplus ===
Prereq: Iro 2
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.


Not available on Scout
Prereq: Ironman 2


Marine and Technician only
{| class="wikitable"
! Rank 1
| Only ammo boxes are affected
|-
! Rank 2
| All boxes are affected
|-
! Rank 3
| Every fourth chest box has an additional non-ammo drop (along with normal drops and the ammo from rank 2).
|}
=== Blademaster ===
=== Blademaster ===
Melee kills will refund a portion of the time spent on the killing attack.
Prereq: Brute 2
Scout only
{| class="wikitable"
! Rank 1
| Regain 50% of time spent on kill attack
|-
! Rank 2
| Regain 80% of time spent on kill attack
|-
! Rank 3
| 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)
|}
=== Butcher ===
=== Butcher ===
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.
Prereq: Brute 2
Technician only
{| class="wikitable"
! Rank 1
| Can dual-wield blade weapons,<br>bladed weapon in the prepared slot grants 50% melee resist.
|-
! Rank 2
| Bladed weapon in the prepared slot also grants 50% bullet and shrapnel resistance, plus 10% dodge chance.
|-
! Rank 3
| Bladed weapon in the prepared slot grants 75% bullet/shrapnel/melee resists and +20% dodge chance.
|}
=== Shrapnel ===
=== Shrapnel ===
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
Prereq: Reloader 2
Heavy only
{| class="wikitable"
! Rank 1
| Explosion Radius +1,<br>Shotgun falloff -1%
|-
! Rank 2
| Explosion Radius +2,<br>Shotgun falloff -2%,<br>Splash damage immunity,<br>2x gib chance for Explosives and Shotguns (damage required to gib halved)
|-
! Rank 3
| Explosion Radius +3,<br>Shotgun falloff -3%,<br>Explosives and Shotguns give 3 seconds of Bleeding on hit (Cannot be self-inflicted)
|}
=== Ammo Feed===
=== Ammo Feed===
Reduces ammo used by rapid fire weapons (SMGs, Auto Rifles and Rotaries like [[Chaingun]]s) as long as you target visible enemies when firing.


Prereq: Sustained Fire 2


Heavy only
{| class="wikitable"
! Rank 1
| Ammmo used by each volley halved
|-
! Rank 2
| Each volley costs the same as two individual shots
|-
! Rank 3
| Each volley costs the same as a single shot
|}
= Master Traits =
= Master Traits =
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.
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.
== Marine ==
== Marine ==
=== VAMPYRE ===
=== VAMPYRE ===
Prereq: TaN 2, Bad 1
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.
 
Prereq: Tough as Nails 2, Badass 1
{| class="wikitable"
! Rank 1
| Heal for 2% of the enemy's max health on kill (6% in melee).
|-
! Rank 2
| Heal for 3% of the enemy's max health on kill (9% in melee).
|-
! Rank 3
| Heal for 5% of the enemy's max health on kill (15% in melee).
|}
=== BULLETSTORM ===
=== BULLETSTORM ===
Prereq: SoB 2, EE 1
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.
 
Prereq: Son of a Bitch 2, Eagle Eye 1
{| class="wikitable"
! Rank 1
| +1 shot per attack with pistols/revolvers/SMGs/rapid fire weapons. Pistol/revolver firing time increased by 15%
|-
! Rank 2
| +2 shots per attack with rapid fire weapons. Firing time penalty for pistols/SMGs is removed.
|-
! Rank 3
| +3 shots per attack with rapid fire weapons, +2 shots per attack with pistols/revolvers/SMGs.
|}
=== ARMY OF THE DEAD ===
=== ARMY OF THE DEAD ===
Prereq: Rel 2, Bad 1
Allows shred damage weapons (which includes most shotgons) to ignore armor, and provides a damage boost to shotguns/chainsaws at higher levels.
 
Prereq: Reloader 2, Badass 1
{| class="wikitable"
! Rank 1
| Shred damage weapons ignore armor (specifically protection value. They are still subject to any shred resistance the target has).
|-
! Rank 2
| Shotguns/chainsaws get a +25% damage boost.
|-
! Rank 3
| Shotguns/chainsaws get a +50% damage boost.
|}
=== AMMOCHAIN ===
=== AMMOCHAIN ===
Prereq: SF 1
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.
 
Prereq: Sustained Fire 1
{| class="wikitable"
! Rank 1
| Ammo cost of each rapid fire weapon attack is reduced by 50%.
|-
! Rank 2
| Each attack by a rapid fire weapon only consumes 1 ammo, no matter how many shots it fires.
|-
! Rank 3
| +1 base damage to chain weapons.
|}
=== SURVIVALIST ===
=== SURVIVALIST ===
Prereq: Iro 2, Skl 1
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.
 
Prereq: Ironman 2, Skilled 1
{| class="wikitable"
! Rank 1
| If the player has enough resistances/armor to reduce an attack to 0 damage,<br>50% chance to take no damage instead of the minimum 1 point.<br>+10% fire/cold/acid resist.<br>Medpacks can overheal to 150% of max health.
|-
! Rank 2
| 20% fire/cold/acid resist.<br>Medpacks can overheal to 200% of max health.<br>Medpacks/globes restore 50% more health.
|-
! Rank 3
| 30% fire/cold/acid resist.<br>Medpacks/globes restore 100% more health.
|}


== Scout ==
== Scout ==
=== ASSASSINATE ===
=== ASSASSINATE ===
Prereq: Skl 1, Bru 2
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.
 
Prereq: Skilled 1, Brute 2
{| class="wikitable"
! Rank 1
| Allows using Assassinate while stealthed as above.<br>Using the ability costs 6 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).
|-
! Rank 2
| Using the ability costs 4 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).
|-
! Rank 3
| Using the ability costs 2 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).
|}
=== GUN KATA ===
=== GUN KATA ===
Prereq: DG 1, HR 1
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).
 
Prereq: Gunslinger 1, Hellrunner 1
{| class="wikitable"
! Rank 1
| Automatically attacks enemies in a range of 4 tiles.
|-
! Rank 2
| Automatically attacks enemies in a range of 6 tiles.
|-
! Rank 3
| If only one enemy in range, the player will attack the same enemy with both weapons.
|}
=== GUNRUNNER ===
=== GUNRUNNER ===
Prereq: HR 2
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.
 
Prereq: Hellrunner 2
{| class="wikitable"
! Rank 1
| Attacking after a move takes half the usual time.
|-
! Rank 2
| Attacking after a move takes 1/3 the usual time.
|-
! Rank 3
| Attacking after a move gives a +25% damage bonus.
|}
=== SNIPER ===
=== SNIPER ===
Prereq: EE 2, Int 1
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.
 
Prereq: Eagle Eye 2, Intuition 1
{| class="wikitable"
! Rank 1
| +2 accuracy and +25% damage if no enemies are within a 6-tile range.
|-
! Rank 2
| +2 accuracy and +50% damage if no enemies are within a 5-tile range.<br>Player's sight range is increased by 1 tile.
|-
! Rank 3
| Damage bonus is raised to 75%.
|}
=== GHOST ===
=== GHOST ===
Prereq: Skl 2, Int 1
Allows the stealth bonus to apply to all attacks, and allows a number of attacks without breaking stealth.
 
Prereq: Skilled 2, Intuition 1
{| class="wikitable"
! Rank 1
| All weapons gain the damage bonus from stealth.<br>Allows 1 attack per stealth activation without breaking stealth.
|-
! Rank 2
| Allows 2 attacks per activation without breaking stealth.<br>Stealth duration increased by 50%.
|-
! Rank 3
| Allows 3 attacks per activation without breaking stealth.
|}


== Technician ==
== Technician ==
=== KILLING FLOW ===
=== KILLING FLOW ===
Prereq: Bru 2, HR 2
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.
 
Prereq: Brute 2, Hellrunner 2
{| class="wikitable"
! Rank 1
| Allows auto-attacking with melee weapons after a move, as above.
|-
! Rank 2
| Automatic moves after killing an enemy can trigger auto-attacks.
|-
! Rank 3
| If dual-wielding and only one enemy is in range after a move, attack the enemy with both weapons instead of one.
|}
=== SHARPSHOOTER ===
=== SHARPSHOOTER ===
Prereq: SoG 2, EE 2
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.
 
Prereq: Sonn of a Gun 2, Eagle Eye 2
{| class="wikitable"
! Rank 1
| Automatically deal max damage if shooting a single pistol/semi-auto/revolver.<br>25% damage bonus on aimed shots.
|-
! Rank 2
| Automatically deal max damage with SMGs, and when dual-wielding.<br>50% damage bonus on aimed shots.
|-
! Rank 3
| 100% damage bonus on aimed shots.
|}
=== FIREANGEL ===
=== FIREANGEL ===
Prereq: Rel 2, Iro 2
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.
 
Prereq: Reloader 2, Ironman 2
{| class="wikitable"
! Rank 1
| Immunity to splash damage.<br>All explosive projectiles gain +1 blast radius.<br>Projectiles that don't normally explode now explode with a radius of 1.<br>+25% fire resist.
|-
! Rank 2
| +50% fire resist.<br>Any damage causes 3 burning damage per second for 3 seconds.
|-
! Rank 3
| +75% fire resist.<br>Any damage causes 5 burning damage per seconds for 3 seconds.
|}
=== ENTRENCHMENT ===
=== ENTRENCHMENT ===
Prereq: TaN 2, SoB 2
Grants bonus resistances and reduced ammo cost on consecutive chain weapon attacks until the player stops firing.
 
Prereq: Tough as Nails 2, Son of a Bitch 2
{| class="wikitable"
! Rank 1
| Grants +30%/+50% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.<br>All consecutive chain weapon attacks after the first cost 2 ammo.
|-
! Rank 2
| Grants +30%/+60% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.<br>All consecutive chain weapon attacks after the first cost 1 ammo.
|-
! Rank 3
| Grants +30%/+75%% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.<br>+1 base damage to chain weapons.
|}
=== WIZARD ===
=== WIZARD ===
Prereq: WK 2, Skl 2
Grants plasma weapons to summoned drones. Higher ranks improve drone damage/speed.
 
Prereq: Whizkid 2, Skilled 2
{| class="wikitable"
! Rank 1
| The player's summoned drones now deal plasma damage and fire 2 additional shots per attack.
|-
! Rank 2
| Drone attacks have double the normal damage dice (for an increase to 2d5 damage per shot).
|-
! Rank 3
| Drone speed is increased by 50% for all actions.
|}
 
== Heavy ==
=== STORMFiRE ===
Increases the number of shots per volley for SMGs and Auto Rifles ONLY (Rotaries like the Chaingun are excluded).
 
Prereq: Sustained Fire 2, Eagle Eye 1
{| class="wikitable"
! Rank 1
| +2 shots
|-
! Rank 2
| +3 shots
|-
! Rank 3
| +4 shots
|}
 
=== OVERLOAD ===
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]])
 
Prereq: Armsmaster 2, Tough as Nails 1
{| class="wikitable"
! Rank 1
| +20% damage,<br>-25% shot cost
|-
! Rank 2
| +35% damage
|-
! Rank 3
| +50% damage,<br>-50% shot cost
|}
 
=== BRUTALIZER ===
Grants area of effect, easier gibbing and higher accuracy to melee attacks
 
Prereq: Brute 2, Juggernaut 1
{| class="wikitable"
! Rank 1
| On melee kill, apply the damage to all enemies adjacent to the original target.
|-
! Rank 2
| Melee attacks never miss,<br>Gibbing requirement halved for melee
|-
! Rank 3
| +25% damage to adjacent enemies
|}
 
=== DEATH INCARNATE ===
Dual-wield Rotary weapons (e.g. Chaingun, Minigun & Hyperblaster) in the same manner as Gunslinger 2 (no accuracy penalty but o reload time bonus).
 
Prereq: Ammo Feed 1, Eagle Eye 1
{| class="wikitable"
! Rank 1
| As above
|-
! Rank 2
| When Bulwark is active and dual-wielding Rotaries, shoot at the targeted enemy after moving.
|-
! Rank 3
| Attack-on-move from Level 2 now respects Spool-up and Sustained Fire bonuses
|}
 
 
=== ARMORER ===
Apply more mods to Melee weapons, Armor and Boots. Bulwark can repair equipped Armor and Boots
 
Prereq: Whizkid 1
{| class="wikitable"
! Rank 1
| Whizkid slot bonus for melee/Armor/Boots doubled (same number of total slots as ranged weapons),<br>+1 maxmimum mod level (number of mods of the same type allowed) for melee/Armor/Boots,<br>Activating Bulwark repairs equipped Armor/Boots by 10% of its maximum durability
|-
! Rank 2
| Activating Bulwark repairs equipped Armor/Boots by 20% of its maximum durability
|-fm
! Rank 3
| +2 maxmimum mod level for melee/Armor/Boots
|}
NNOTE: Having Armorer 3 essentially makes moddinng melee/Armor/Boots the same as modding ranged weapons in terms of how many mods are allowed

Latest revision as of 19:17, 9 April 2026

Basic Traits

Basic Traits are available to all classes and can be selected from the start.

Skilled

Marine Scout Technician Heavy
Rank 1 +50% Adrenaline duration bonus,
heal 15% on level enter
+50% Stealth duration bonus +50% drone health Bulwark movement penalty reduced by 20%
Rank 2 heal 20% on level enter,
Adrenaline damage bonus +35%
Stealth damage bonus increased to +100% +100% drone health,
deploy drone twice as fast
+50% Bulwark duration
Rank 3 Adrenaline damage bonus +50%,
Adrenaline duration +100%
Stealth duration +100% +200% drone health Bulwark movement penalty removed,
Bulwark duration +100%

Ironman

Not available on Scout Increases maximum HP and Resistances to Bullet, Shred and Cold damage types

Rank 1 +20% Health,
+10% Resistances
Rank 2 +0% Health,
+20% Resistances
Rank 3 +660% Health,
+30% Resistances

Hellrunner

Not available on Heavy

Rank 1 +10% dodge chance,
-15% movement cost
Rank 2 +20% dodge chance,
-30% movement cost
Rank 3 +30% dodge chance,
first dodge after a move always succeeds

Tough as Nails

Increases Protection (factored after all over reduction) and Resistances to Acid and Plasma damage types.

Rank 1 +1 Armor,
+10% Resistances
Rank 2 +2 Armor,
+20% Resistances
Rank 3 +3 Armor,
+30% Resistances

Son of a Bitch

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.

Not available on Heavy

Rank 1 +1 damage per shot/attack
Rank 2 +2 damage per shot/attack
Rank 3 +3 damage per shot/attack

Reloader

Rank 1 -30% Reload time cost
Rank 2 -60% Reload time cost
Rank 3 Free reload on move

Eagle Eye

Rank 1 +2 Accuracy
Rank 2 +4 Accuracy
Rank 3 +6 Accuracy

Brute

Increases melee and barehanded damage for each level, plus bonus melee Accuracy and Resistance for having the Trait.

Rank 1 +20% melee damage,
+2d3 unarmed damage,
+3 melee Accuracy,
+30% Resistance to melee damage type
Rank 2 +35% melee damage,
+3d3 unarmed damage
Rank 3 +50% melee damage,
+4d3 unarmed damage

Son of a Gun

Provides a percentage damage increase to pistols/revolvers/SMGs.

Rank 1 +40% damage to pistols/revolvers/SMGs
Rank 2 +70% damage to pistols/revolvers/SMGs
Rank 3 +100% damage to pistols/revolvers/SMGs

Executioner

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.

Scout only

Rank 1 +30% max damage bonus,
max range 3
Rank 2 +40% max damage bonus,
max range 4
Rank 3 +50% max damage bonus,
max range 5

Juggernaut

Grants the Juggernaut status (+40% to all Resistances) if you move twice in a row, directional requirements depend on Trait Level heavy onnly

Rank 1 Juggernaut triggers only if you move in the same direction
Rank 2 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)
Rank 3 Juggernaut triggers on all consecutive moves, regardless of direction

Grenadier

Heavy only

Rank 1 Every second ammo box (blue) drops an extra random grenade
Rank 2 Every ammo box drops an extra random grenade
Rank 3 All grenades deal +50% damage

Armsmaster

Increases all damage output heavy only

Rank 1 +20% damage
Rank 2 +35% damage
Rank 3 +50% damage

Advanced Traits

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.

Badass

Increases the maximum health before overheal (e.g. from Powerups) begins to decay, as well as how long Powerups last

Prereq: Tough as Nails 2 for Scout/Technician/Heavy. No prereqs for Marine.

Rank 1 Health Decay at 125% HP,
Powerup duration +25%
Rank 2 Health Decay at 150% HP,
Powerup duration +35%
Rank 3 Health Decay at 200% HP,
Powerup duration +50%

Berserker

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.

Prereq: Brute 2

Marine only

Rank 1 Grants 5 seconds of berserk when triggered, trigger at 50% max health in a single instance of damage.
Rank 2 Grants 8 seconds of berserk when triggered, trigger at 33% max health in a single instance of damage.
Rank 3 Grants 10 seconds of berserk when triggered, trigger at 25% max health in a single instance of damage.

Gunslinger

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.

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).

Prereq: SoG 2 (Marine/Scout/Technician) or Eagle Eye 2 (Heavy)

Rank 1 -2 Accuracy whenn firing two weapons
Rank 2 Accuracy penalty removed
Rank 3 Reload time halved

Intuition

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.

Prereq: Eagle Eye 2 (Marine & Technician), Grenadier 2 (Heavy). No prereqs for Scout

Rank 1 Sense lever maliciousness (listing them as either Beneficial, Neutral or Dangerous based on their effect),
sense enemies through walls at vision range -2
Rank 2 Sense exact lever effects,
sense enemies through walls at vision range
Rank 3 Sense enemies at vision range +2

Whizkid

Place more mods on gear and make more advanced Assemblies

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.

Prereq: Skilled 2 for Marine/Scout/Heavy. No prereqs for Technician

Rank 1 Place 3 mods on ranged weapons,
Place 2 mods on Melee weapons, Armor and Boots,
unlock Advanced Assemblies
Rank 2 Place 5 mods on ranged weapons,
Place 3 mods on Melee weapons, Armor and Boots,
unlock Master Assemblies,
Place up to 1 mod on any Assembly
Rank 3 Place 7 mods on ranged weapons,
Place 4 mods on Melee weapons, Armor and Boots,
Place up to 2 mods on any Assembly

Juggler

Speeds up item swapping and item usage.

Prereq: Hellrunner 2 (Scout/Technician) OR Armsmaster 2 (Heavy)

Not available on Marine

Rank 1 Use melee weapon in your prepared swap if attempt to melee an enemy (walk into them) with a ranged weapon equipped,
swap weapons or equipment 50% faster
Rank 2 Swap weapons instantly
Rank 3 Use items 50% faster

Hoarder

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.

Prereq: Reloader 2

Scout only

Rank 1 Carry 20% more ammo per slot
Rank 2 Carry 40% more ammo per slot
Rank 3 Carry 60% more ammo per slot

Sustained Fire

Each consecutive fire action gains a +2 damage bonus, can stack with repeated fire actions at higher levels

Prereq: Son of a Bitch 2 for Marine/Scout/Technician, no prereqs for Heavy

Rank 1 Max damage +2
Rank 2 Max damage +4 (can stack twice)
Rank 3 Max damage +6 (can stack thrice)

Angry Mo-fo

Grants an increase to all damage based on how much health the player is missing, up to a maximum at critically low health.

Prereq: Tough a Nails 2

Marine only

Rank 1 Up to 30% bonus damage
Rank 2 Up to 60% bonus damage
Rank 3 Up to 100% bonus damage

Army Surplus

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.

Prereq: Ironman 2

Marine and Technician only

Rank 1 Only ammo boxes are affected
Rank 2 All boxes are affected
Rank 3 Every fourth chest box has an additional non-ammo drop (along with normal drops and the ammo from rank 2).

Blademaster

Melee kills will refund a portion of the time spent on the killing attack.

Prereq: Brute 2

Scout only

Rank 1 Regain 50% of time spent on kill attack
Rank 2 Regain 80% of time spent on kill attack
Rank 3 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)

Butcher

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.

Prereq: Brute 2

Technician only

Rank 1 Can dual-wield blade weapons,
bladed weapon in the prepared slot grants 50% melee resist.
Rank 2 Bladed weapon in the prepared slot also grants 50% bullet and shrapnel resistance, plus 10% dodge chance.
Rank 3 Bladed weapon in the prepared slot grants 75% bullet/shrapnel/melee resists and +20% dodge chance.

Shrapnel

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

Prereq: Reloader 2

Heavy only

Rank 1 Explosion Radius +1,
Shotgun falloff -1%
Rank 2 Explosion Radius +2,
Shotgun falloff -2%,
Splash damage immunity,
2x gib chance for Explosives and Shotguns (damage required to gib halved)
Rank 3 Explosion Radius +3,
Shotgun falloff -3%,
Explosives and Shotguns give 3 seconds of Bleeding on hit (Cannot be self-inflicted)

Ammo Feed

Reduces ammo used by rapid fire weapons (SMGs, Auto Rifles and Rotaries like Chainguns) as long as you target visible enemies when firing.

Prereq: Sustained Fire 2

Heavy only

Rank 1 Ammmo used by each volley halved
Rank 2 Each volley costs the same as two individual shots
Rank 3 Each volley costs the same as a single shot

Master Traits

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.

Marine

VAMPYRE

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.

Prereq: Tough as Nails 2, Badass 1

Rank 1 Heal for 2% of the enemy's max health on kill (6% in melee).
Rank 2 Heal for 3% of the enemy's max health on kill (9% in melee).
Rank 3 Heal for 5% of the enemy's max health on kill (15% in melee).

BULLETSTORM

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.

Prereq: Son of a Bitch 2, Eagle Eye 1

Rank 1 +1 shot per attack with pistols/revolvers/SMGs/rapid fire weapons. Pistol/revolver firing time increased by 15%
Rank 2 +2 shots per attack with rapid fire weapons. Firing time penalty for pistols/SMGs is removed.
Rank 3 +3 shots per attack with rapid fire weapons, +2 shots per attack with pistols/revolvers/SMGs.

ARMY OF THE DEAD

Allows shred damage weapons (which includes most shotgons) to ignore armor, and provides a damage boost to shotguns/chainsaws at higher levels.

Prereq: Reloader 2, Badass 1

Rank 1 Shred damage weapons ignore armor (specifically protection value. They are still subject to any shred resistance the target has).
Rank 2 Shotguns/chainsaws get a +25% damage boost.
Rank 3 Shotguns/chainsaws get a +50% damage boost.

AMMOCHAIN

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.

Prereq: Sustained Fire 1

Rank 1 Ammo cost of each rapid fire weapon attack is reduced by 50%.
Rank 2 Each attack by a rapid fire weapon only consumes 1 ammo, no matter how many shots it fires.
Rank 3 +1 base damage to chain weapons.

SURVIVALIST

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.

Prereq: Ironman 2, Skilled 1

Rank 1 If the player has enough resistances/armor to reduce an attack to 0 damage,
50% chance to take no damage instead of the minimum 1 point.
+10% fire/cold/acid resist.
Medpacks can overheal to 150% of max health.
Rank 2 20% fire/cold/acid resist.
Medpacks can overheal to 200% of max health.
Medpacks/globes restore 50% more health.
Rank 3 30% fire/cold/acid resist.
Medpacks/globes restore 100% more health.

Scout

ASSASSINATE

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.

Prereq: Skilled 1, Brute 2

Rank 1 Allows using Assassinate while stealthed as above.
Using the ability costs 6 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).
Rank 2 Using the ability costs 4 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).
Rank 3 Using the ability costs 2 seconds of stealth (in addition to the time needed for a melee attack with the given weapon).

GUN KATA

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).

Prereq: Gunslinger 1, Hellrunner 1

Rank 1 Automatically attacks enemies in a range of 4 tiles.
Rank 2 Automatically attacks enemies in a range of 6 tiles.
Rank 3 If only one enemy in range, the player will attack the same enemy with both weapons.

GUNRUNNER

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.

Prereq: Hellrunner 2

Rank 1 Attacking after a move takes half the usual time.
Rank 2 Attacking after a move takes 1/3 the usual time.
Rank 3 Attacking after a move gives a +25% damage bonus.

SNIPER

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.

Prereq: Eagle Eye 2, Intuition 1

Rank 1 +2 accuracy and +25% damage if no enemies are within a 6-tile range.
Rank 2 +2 accuracy and +50% damage if no enemies are within a 5-tile range.
Player's sight range is increased by 1 tile.
Rank 3 Damage bonus is raised to 75%.

GHOST

Allows the stealth bonus to apply to all attacks, and allows a number of attacks without breaking stealth.

Prereq: Skilled 2, Intuition 1

Rank 1 All weapons gain the damage bonus from stealth.
Allows 1 attack per stealth activation without breaking stealth.
Rank 2 Allows 2 attacks per activation without breaking stealth.
Stealth duration increased by 50%.
Rank 3 Allows 3 attacks per activation without breaking stealth.

Technician

KILLING FLOW

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.

Prereq: Brute 2, Hellrunner 2

Rank 1 Allows auto-attacking with melee weapons after a move, as above.
Rank 2 Automatic moves after killing an enemy can trigger auto-attacks.
Rank 3 If dual-wielding and only one enemy is in range after a move, attack the enemy with both weapons instead of one.

SHARPSHOOTER

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.

Prereq: Sonn of a Gun 2, Eagle Eye 2

Rank 1 Automatically deal max damage if shooting a single pistol/semi-auto/revolver.
25% damage bonus on aimed shots.
Rank 2 Automatically deal max damage with SMGs, and when dual-wielding.
50% damage bonus on aimed shots.
Rank 3 100% damage bonus on aimed shots.

FIREANGEL

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.

Prereq: Reloader 2, Ironman 2

Rank 1 Immunity to splash damage.
All explosive projectiles gain +1 blast radius.
Projectiles that don't normally explode now explode with a radius of 1.
+25% fire resist.
Rank 2 +50% fire resist.
Any damage causes 3 burning damage per second for 3 seconds.
Rank 3 +75% fire resist.
Any damage causes 5 burning damage per seconds for 3 seconds.

ENTRENCHMENT

Grants bonus resistances and reduced ammo cost on consecutive chain weapon attacks until the player stops firing.

Prereq: Tough as Nails 2, Son of a Bitch 2

Rank 1 Grants +30%/+50% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.
All consecutive chain weapon attacks after the first cost 2 ammo.
Rank 2 Grants +30%/+60% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.
All consecutive chain weapon attacks after the first cost 1 ammo.
Rank 3 Grants +30%/+75%% resistance to all non-piercing damage if the last 1/2+ actions were firing a chain weapon.
+1 base damage to chain weapons.

WIZARD

Grants plasma weapons to summoned drones. Higher ranks improve drone damage/speed.

Prereq: Whizkid 2, Skilled 2

Rank 1 The player's summoned drones now deal plasma damage and fire 2 additional shots per attack.
Rank 2 Drone attacks have double the normal damage dice (for an increase to 2d5 damage per shot).
Rank 3 Drone speed is increased by 50% for all actions.

Heavy

STORMFiRE

Increases the number of shots per volley for SMGs and Auto Rifles ONLY (Rotaries like the Chaingun are excluded).

Prereq: Sustained Fire 2, Eagle Eye 1

Rank 1 +2 shots
Rank 2 +3 shots
Rank 3 +4 shots

OVERLOAD

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)

Prereq: Armsmaster 2, Tough as Nails 1

Rank 1 +20% damage,
-25% shot cost
Rank 2 +35% damage
Rank 3 +50% damage,
-50% shot cost

BRUTALIZER

Grants area of effect, easier gibbing and higher accuracy to melee attacks

Prereq: Brute 2, Juggernaut 1

Rank 1 On melee kill, apply the damage to all enemies adjacent to the original target.
Rank 2 Melee attacks never miss,
Gibbing requirement halved for melee
Rank 3 +25% damage to adjacent enemies

DEATH INCARNATE

Dual-wield Rotary weapons (e.g. Chaingun, Minigun & Hyperblaster) in the same manner as Gunslinger 2 (no accuracy penalty but o reload time bonus).

Prereq: Ammo Feed 1, Eagle Eye 1

Rank 1 As above
Rank 2 When Bulwark is active and dual-wielding Rotaries, shoot at the targeted enemy after moving.
Rank 3 Attack-on-move from Level 2 now respects Spool-up and Sustained Fire bonuses


ARMORER

Apply more mods to Melee weapons, Armor and Boots. Bulwark can repair equipped Armor and Boots

Prereq: Whizkid 1

Rank 1 Whizkid slot bonus for melee/Armor/Boots doubled (same number of total slots as ranged weapons),
+1 maxmimum mod level (number of mods of the same type allowed) for melee/Armor/Boots,
Activating Bulwark repairs equipped Armor/Boots by 10% of its maximum durability
Rank 2 Activating Bulwark repairs equipped Armor/Boots by 20% of its maximum durability
Rank 3 +2 maxmimum mod level for melee/Armor/Boots

NNOTE: Having Armorer 3 essentially makes moddinng melee/Armor/Boots the same as modding ranged weapons in terms of how many mods are allowed