Traits: Difference between revisions

From Jupiter Hell Classic Wiki
Jump to: navigation, search
m (→‎Juggernaut: Correcting typo)
(added data for remaining basic/advanced traits.)
Line 16: Line 16:


=== Ironman ===
=== Ironman ===
Not available on Scout
Increases maximum HP and Resistances to Bullet, Shred and Cold damage types
Increases maximum HP and Resistances to Bullet, Shred and Cold damage types
{| class="wikitable"
{| class="wikitable"
Line 32: Line 33:
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| +10% dodge chance, -15% movement cost
|-
|-
! Rank 2
! Rank 2
|  
| +20% dodge chance, -30% movement cost
|-
|-
! Rank 3
! Rank 3
|  
| +30% dodge chance, first dodge after a move always succeeds
|}
|}
=== Tough as Nails ===
=== Tough as Nails ===
Line 53: Line 54:
|}
|}
=== 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
Not available on Heavy
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| +1 damage per shot/attack
|-
|-
! Rank 2
! Rank 2
|  
| +2 damage per shot/attack
|-
|-
! Rank 3
! Rank 3
|  
| +3 damage per shot/attack
|}
|}
=== Reloader ===
=== Reloader ===
Line 100: Line 102:
|}
|}
=== Son of a Gun ===
=== Son of a Gun ===
Provides a percentage damage increase to pistols/revolvers/SMGs.
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| +40% damage to pistols/revolvers/SMGs
|-
|-
! Rank 2
! Rank 2
|  
| +70% damage to pistols/revolvers/SMGs
|-
|-
! Rank 3
! 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"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| +30% max damage bonus, max range 3
|-
|-
! Rank 2
! Rank 2
|  
| +40% max damage bonus, max range 4
|-
|-
! Rank 3
! Rank 3
|  
| +50% max damage bonus, max range 5
|}
|}
=== Juggernaut ===
=== Juggernaut ===
Line 164: Line 169:
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 ===
Increases the maimum health before overheal (e.g. from Powerups) begins to decay, as well as how long Powerups last
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 OR Marine
Prereq: Tough as Nails 2 for Scout/Technician/Heavy. No prereqs for Marine.
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
Line 177: Line 182:
|}
|}
=== Berserker ===
=== 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
Prereq: Brute 2
Mmarine only
Mmarine only
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| Grants 5 seconds of berserk when triggered, trigger at 50% max health in a single instance of damage.
|-
|-
! Rank 2
! Rank 2
|  
| Grants 8 seconds of berserk when triggered, trigger at 33% max health in a single instance of damage.
|-
|-
! Rank 3
! Rank 3
|  
| Grants 10 seconds of berserk when triggered, trigger at 25% max health in a single instance of damage.
|}
|}
=== Gunslinger ===
=== Gunslinger ===
Line 205: Line 211:
=== Intuition ===
=== 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.
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
Prereq: Eagle Eye 2 (Marine & Technician), Grenadier 2 (Heavy). No prereqs for Scout
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
Line 219: Line 225:
Place more mods on gear and make more advanced {{Assemblies}}
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.
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
Prereq: Skilled 2 for Marine/Scout/Heavy. No prereqs for Technician
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
Line 245: Line 251:
|}
|}
=== Hoarder ===
=== 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
Prereq: Reloader 2
Scout only
Scout only
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| Carry 20% more ammo per slot
|-
|-
! Rank 2
! Rank 2
|  
| Carry 40% more ammo per slot
|-
|-
! Rank 3
! Rank 3
|  
| Carry 60% more ammo per slot
|}
|}
=== Sustained Fire ===
=== Sustained Fire ===
Line 271: Line 278:
|}
|}
=== Angry Mo-fo ===
=== 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: TaN 2
Prereq: TaN 2
Marine only
Marine only
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| Up to 30% bonus damage
|-
|-
! Rank 2
! Rank 2
|  
| Up to 60% bonus damage
|-
|-
! Rank 3
! Rank 3
|  
| Up to 100% bonus damage
|}
|}
=== Army Surplus ===
=== 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: Iro 2
Prereq: Iro 2
Marine and Technician only
Marine and Technician only
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| Only ammo boxes are affected
|-
|-
! Rank 2
! Rank 2
|  
| All boxes are affected
|-
|-
! Rank 3
! 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
Scout only
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| Regain 50% of time spent on kill attack
|-
|-
! Rank 2
! Rank 2
|  
| Regain 80% of time spent on kill attack
|-
|-
! Rank 3
! 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, 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
Technician only
{| class="wikitable"
{| class="wikitable"
! Rank 1
! Rank 1
|  
| Can dual-wield blade weapons, bladed weapon in the prepared slot grants 50% melee resist.
|-
|-
! Rank 2
! Rank 2
|  
| Bladed weapon in the prepared slot also grants 50% bullet and shrapnel resistance, plus 10% dodge chance.
|-
|-
! Rank 3
! Rank 3
|  
| Bladed weapon in the prepared slot grants 75% bullet/shrapnel/melee resists and +20% dodge chance.
|}
|}
=== Shrapnel ===
=== Shrapnel ===

Revision as of 05:03, 6 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 Mmarine 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 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 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 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

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