Traits: Difference between revisions
m (→Skilled) |
(Fixing, updating, adding Heavy Traits) |
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| Line 6: | Line 6: | ||
|- | |- | ||
! 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 === | ||
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 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== 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 === | ||
Not available on Heavy | |||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== 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 === | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== Executioner === | === Executioner === | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== 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 5 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: | Increases the maimum health before overheal (e.g. from Powerups) begins to decay, as well as how long Powerups last | ||
Prereq: Tough as Nails 2 OR 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: | Prereq: Brute 2 | ||
Mmarine only | |||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== 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: | 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) OR 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: | 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 OR 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: | 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: | Prereq: Reloader 2 | ||
Scout only | |||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== Sustained Fire === | === Sustained Fire === | ||
Prereq: | Each consecutive fire action gains a +2 damage bonus, can stack with repeated fire actions at higher levels | ||
Prereq: Son of a Bitch 2 or 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 | Prereq: TaN 2 | ||
Marine only | |||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== Army Surplus === | === Army Surplus === | ||
Prereq: Iro 2 | Prereq: Iro 2 | ||
Marine and Technician only | |||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== Blademaster === | === Blademaster === | ||
Scout only | |||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== Butcher === | === Butcher === | ||
Technician only | |||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== 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. | ||
| Line 69: | Line 352: | ||
=== VAMPYRE === | === VAMPYRE === | ||
Prereq: TaN 2, Bad 1 | Prereq: TaN 2, Bad 1 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== BULLETSTORM === | === BULLETSTORM === | ||
Prereq: SoB 2, EE 1 | Prereq: SoB 2, EE 1 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== ARMY OF THE DEAD === | === ARMY OF THE DEAD === | ||
Prereq: Rel 2, Bad 1 | Prereq: Rel 2, Bad 1 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== AMMOCHAIN === | === AMMOCHAIN === | ||
Prereq: SF 1 | Prereq: SF 1 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== SURVIVALIST === | === SURVIVALIST === | ||
Prereq: Iro 2, Skl 1 | Prereq: Iro 2, Skl 1 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
== Scout == | == Scout == | ||
=== ASSASSINATE === | === ASSASSINATE === | ||
Prereq: Skl 1, Bru 2 | Prereq: Skl 1, Bru 2 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== GUN KATA === | === GUN KATA === | ||
Prereq: DG 1, HR 1 | Prereq: DG 1, HR 1 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== GUNRUNNER === | === GUNRUNNER === | ||
Prereq: HR 2 | Prereq: HR 2 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== SNIPER === | === SNIPER === | ||
Prereq: EE 2, Int 1 | Prereq: EE 2, Int 1 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== GHOST === | === GHOST === | ||
Prereq: Skl 2, Int 1 | Prereq: Skl 2, Int 1 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
== Technician == | == Technician == | ||
=== KILLING FLOW === | === KILLING FLOW === | ||
Prereq: Bru 2, HR 2 | Prereq: Bru 2, HR 2 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== SHARPSHOOTER === | === SHARPSHOOTER === | ||
Prereq: SoG 2, EE 2 | Prereq: SoG 2, EE 2 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== FIREANGEL === | === FIREANGEL === | ||
Prereq: Rel 2, Iro 2 | Prereq: Rel 2, Iro 2 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== ENTRENCHMENT === | === ENTRENCHMENT === | ||
Prereq: TaN 2, SoB 2 | Prereq: TaN 2, SoB 2 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
=== WIZARD === | === WIZARD === | ||
Prereq: WK 2, Skl 2 | Prereq: WK 2, Skl 2 | ||
{| class="wikitable" | |||
! Rank 1 | |||
| | |||
|- | |||
! Rank 2 | |||
| | |||
|- | |||
! Rank 3 | |||
| | |||
|} | |||
== 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 adjacent enemies | |||
|- | |||
! 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 mmaximum durability | |||
|- | |||
! Rank 2 | |||
| Activating Bulwark repairs equipped Armor/Boots by 20% of its mmaximum 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 | |||
Revision as of 18:57, 4 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
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 | |
|---|---|
| Rank 2 | |
| Rank 3 |
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
Not available on Heavy
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
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
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
Executioner
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
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 5 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 maimum health before overheal (e.g. from Powerups) begins to decay, as well as how long Powerups last Prereq: Tough as Nails 2 OR 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
Prereq: Brute 2 Mmarine only
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
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) OR 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 Template: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 OR 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
Prereq: Reloader 2 Scout only
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
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 or 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
Prereq: TaN 2 Marine only
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
Army Surplus
Prereq: Iro 2 Marine and Technician only
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
Blademaster
Scout only
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
Butcher
Technician only
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
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 Template: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
Prereq: TaN 2, Bad 1
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
BULLETSTORM
Prereq: SoB 2, EE 1
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
ARMY OF THE DEAD
Prereq: Rel 2, Bad 1
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
AMMOCHAIN
Prereq: SF 1
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
SURVIVALIST
Prereq: Iro 2, Skl 1
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
Scout
ASSASSINATE
Prereq: Skl 1, Bru 2
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
GUN KATA
Prereq: DG 1, HR 1
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
GUNRUNNER
Prereq: HR 2
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
SNIPER
Prereq: EE 2, Int 1
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
GHOST
Prereq: Skl 2, Int 1
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
Technician
KILLING FLOW
Prereq: Bru 2, HR 2
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
SHARPSHOOTER
Prereq: SoG 2, EE 2
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
FIREANGEL
Prereq: Rel 2, Iro 2
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
ENTRENCHMENT
Prereq: TaN 2, SoB 2
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
WIZARD
Prereq: WK 2, Skl 2
| Rank 1 | |
|---|---|
| Rank 2 | |
| Rank 3 |
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 Template:Magrail Rifle, Template:CRI Blaster, Template:Avalanche and Template: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 adjacent enemies |
|---|---|
| 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 mmaximum durability |
|---|---|
| Rank 2 | Activating Bulwark repairs equipped Armor/Boots by 20% of its mmaximum 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