Traits: Difference between revisions
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=== 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 | 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 | 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 === | ||
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=== 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) | 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 | 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