Difference between revisions of "Traits"

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|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || None
 
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || None
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect       || Max health and current health are increased by 10 per rank. With no points in Iro, a player begins with 50 HP.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || Max health and current health are increased by 10 per rank. With no points in Iroman, a player begins with 50 HP.
 +
|-
 +
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || Each level of Iroman gives +10% inherent [[resistance]]s to [[bullet]], [[shrapnel]], and [[melee]] damage, which will stack on resistances from [[armor]] and other sources like [[berserk]].
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || Badass (2 ranks)
 
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || Badass (2 ranks)
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Armor is increased by one per rank (stacks with other sources of [[protection]]).
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || The player's inherent [[protection]] is increased by one per rank (applies after protection from armor in damage calculation).
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || Triggerhappy (2 ranks)
 
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || Triggerhappy (2 ranks)
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || One extra damage is dealt per attack per rank. For a weapon with multiple shots, the effect is applied to each bullet.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || One extra damage is dealt per attack per rank. For weapons that fire multiple shots, the effect is applied to each shot.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || Dualgunner (2 ranks)
 
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || Dualgunner (2 ranks)
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || [[Pistol|Pistols]] (or pistol-type weapons) fire 20% faster and deal one more damage per shot, per rank. (Note that the minimum time weapon firing time is 0.1s, regardless of bonuses.)
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || [[Pistol]]s (or pistol-type weapons) fire 20% faster and deal one more damage per shot, per rank. (Note that the minimum time weapon firing time is 0.1s, regardless of bonuses.)
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || Shottyman (2 ranks)
 
|style="text-align: right; padding: 0 2ex 0 0"|Unlocks      || Shottyman (2 ranks)
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Reload time of all weapons is reduced by 20% per rank.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Reload time of all weapons is reduced by 30% per rank.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite  || Finesse (1 rank)
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite  || Finesse (1 rank)
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Swapping prepared or quickkeyed weapons takes no time.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Swapping weapons takes no time, working with any sort of weapon swapping.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || Each successful melee hit adds to a berserk "counter". When the counter reaches four (or less, if there are other monsters within your vision) then you will gain 20 actions' worth of the [[Effects#berserk|berserk]] effect.
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || Each successful melee hit adds to a berserk "counter". When the counter reaches four (or less, if there are other monsters within your vision) then you will gain 20 actions' worth of the [[Effects#berserk|berserk]] effect.
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || Whenever you are harmed by a single source of damage equal to at least 10 HP and one-third of your maximum health, you will gain 20 actions' worth of the berserk effect. Both effects' gain is less than twenty relative to the amount of berserk time you currently have (peaks at 100).
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || Whenever you are harmed by a single source of damage equal to at least 10 HP and one-third of your nominal maximum health, you will gain 20 actions' worth of the berserk effect. Both effects' gain is less than twenty relative to the amount of berserk time you currently have (peaks at 100).
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite  || Hellrunner (2 ranks)
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite  || Hellrunner (2 ranks)
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || The first [[dodging|dodge]] during a given action automatically succeeds.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || The first [[dodge]] between each of the player's moves will automatically succeed.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || Lever descriptions are added. The first rank gives a general description, and the second rank exactly tells you what it does.
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || Lever descriptions are added. The first rank gives a general description, and the second rank exactly tells you what it does.
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || Certain objects on every floor are visible. The first rank reveals powerups, and the second rank reveals the position of enemies out of [[Vision]] within [[Distance|radius]] of sight +3.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || Certain objects on every floor are visible. The first rank reveals powerups, and the second rank reveals the position of enemies out of [[Vision]] within [[Distance|radius]] of sight +2.
 
|}
 
|}
  
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|-
 
|-
 
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank:    || 2
 
|style="text-align: right; padding: 0 2ex 0 0"|Max. Rank:    || 2
 +
|-
 +
|-
 +
|style="text-align: right; padding: 0 2ex 0 0"|Extended Max. || 3 (Technicians only)
 
|-
 
|-
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite  || Finesse (2 ranks), or Technician class
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite  || Finesse (2 ranks), or Technician class
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Increases the number of available weapon mod slots by 2 per rank and armor mod slots by 1 per rank. This also allows advanced [[assemblies]] with the first rank and master assemblies with the second. The second rank of Whizkid additionally allows any assemblies made afterwards to be modded once.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Increases the number of available mod slots for ranged weapons by 2 per rank, while increasing the available mod slots of melee weapons, armors, and [[boots]] by 1 per rank. This also allows advanced [[assemblies]] with the first rank and master assemblies with the second. The second rank of Whizkid additionally allows any assemblies to be modded once, while the third rank will allow a second mod to be added to any assembly (except for those created with a [[unique]] that have a one mod limit).
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite  || Tough as Nails (2 rank), or Marine class
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisite  || Tough as Nails (2 rank), or Marine class
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect       || For each level, increases the maximum health before decay by 50% and reduces [[knockback]] by one tile.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || The first rank allows the player to retain boosted health up to 150% before health decay kicks in, and the second rank allows the player to retain boosted health up to 200% without any health decay.
 +
|-
 +
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || Any [[knockback]] the player sustains is reduced by one tile, per rank.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Berserker (1 rank), Badass (1 rank), must have at least five traits
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Berserker (1 rank), Badass (1 rank), must have at least five traits
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Son of a Bitch, Eagle Eye
+
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Ironman, Hellrunner, Son of a Bitch
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Killing an enemy by melee attack gives you health 10% of max HP of the enemy that you've killed, up to 200%.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Killing an enemy with a melee attack restores the player's health, giving health equivalent to 10% of the slain enemy's max HP. This method of healing can additionally heal the player to over 100% of their HP, up to 200%.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Gun, Son of a Bitch
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Gun, Son of a Bitch
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Whenever you kill an opponent with a melee attack, it takes no time to do so. (Technical point: the effect sets your [[Time#Fractional Time|energy]] to 5001, so this can potentially cost more time than normal.)
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Whenever you kill an enemy with a melee attack, the finishing blow will register as an instant action. (Technical point: the effect sets your [[Time#Fractional Time|energy]] to 5001.)
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Eagle Eye, Berserker
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Eagle Eye, Berserker
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || When carrying a blade-like weapon (such as a [[combat knife]]) in your prepared slot, you gain +50% resistance to bullet, shrapnel, and fire damage, and +75% resistance to melee damage.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || When carrying a blade-like weapon (such as a [[combat knife]]) in the prepared slot, the player gains +50% resistances to bullet, shrapnel, and fire damage, and +75% resistance to melee damage (stacks with all other sources of resistance).
 
|-
 
|-
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || When carrying a blade-like weapon in both the equipped and prepared slots, you attack with both weapons, each at half the attack time.
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || When carrying a blade-like weapon in both the equipped and prepared slots, you attack with both weapons, each at half the attack time.
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|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Dualgunner (1 rank), Triggerhappy (1 rank)
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Dualgunner (1 rank), Triggerhappy (1 rank)
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Eagle Eye, Brute
+
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Brute, Intuition
 
|-
 
|-
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || For each rank of Triggerhappy invested, pistol-type weapons fire one extra bullet per pistol, at the cost of +50% the fire time per pistol. (Aimed shot is unaffected.)
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || For each rank of Triggerhappy invested, pistol-type weapons fire one extra bullet per pistol, at the cost of +50% the fire time per pistol. (Aimed shot is unaffected.)
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|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || After each successful dodge, your pistols fire 90% faster.
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || After each successful dodge, your pistols fire 90% faster.
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || When you kill an enemy at which you were specifically aiming, your pistols reload.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || When you kill an enemy at which you were specifically aiming, your pistols instantly reload.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Bitch, Dualgunner
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Bitch, Dualgunner
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Pistol-type weapons always deal maximum damage.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Pistol-type weapons always deal their maximum damage.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Badass (1 rank), Shottyman (1 rank), must have at least five traits
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Badass (1 rank), Shottyman (1 rank), must have at least five traits
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Finesse, Hellrunner, Eagle Eye
+
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Son of a Gun, Eagle Eye
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Any weapon with the shrapnel damage type is instead armor-piercing.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Any weapon with the shrapnel damage type instead deals piercing damage.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Son of a Bitch, Son of a Gun, Eagle Eye
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Son of a Bitch, Son of a Gun, Eagle Eye
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || You become immune to damage from [[explosions]] (this definition includes splash damage).  Knockback from explosions will still apply.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || You become immune to damage from [[explosions]].  Knockback from explosions will still apply.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Gun, Eagle Eye
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Gun, Eagle Eye
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Any weapons with [[alternate fire#chain fire|chain fire]] ([[chaingun]], [[plasma rifle]], etc) only take one ammo per volley.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Any weapons with [[chain fire]] ([[chaingun]], [[plasma rifle]], etc) consume only one ammo per volley.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Reloader, Brute
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Reloader, Brute
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Your [[vision]] is increased by two.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || The player's [[vision]] is increased by two.
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Finesse, Son of a Gun, Reloader
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Finesse, Son of a Gun, Reloader
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || Whenever attacking with [[alternate fire#chain fire|chain fire]], you receive +30% resistance to all damage types while doing so.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || While chain firing, the player gains +30% resistances to all damage types (stacks with all other sources of resistance).
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Shorthand    || '''MSv'''
 
|style="text-align: right; padding: 0 2ex 0 0"|Shorthand    || '''MSv'''
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Ironman (3 ranks), Tough as Nails (2 ranks), Badass (1 rank)
+
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Ironman (2 ranks), Tough as Nails (2 ranks), Badass (1 rank)
 
|-
 
|-
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Son of a Bitch, Berserker
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Hellrunner, Son of a Bitch, Berserker
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || If your protection and resistances would reduce damage taken to zero, you have a 50% chance to do so.
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || If the player's protection + resistances reduce any attack's damage below 1 in damage calculation, there's a 50% chance it will result in the player taking no damage (the player's [[armor]] will still receive 1 point of damage however).
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || Med-packs no longer cap their healing at 100%. ([[Large med-pack|Large med-packs]] only heal up to 50% more, adjusted by difficulty, if it passes 100%.)
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      || Med-packs no longer cap their healing at 100%. ([[Large med-pack]]s only heal up to 50% more, adjusted by difficulty, if it passes 100%).
 +
|-
 +
|style="text-align: right; padding: 0 2ex 0 0"|Effect 3      || [[Small medkit]]s and Health Globes have double the effectiveness (with [[Large Health Globe]]s, they give 20 HP or heal up to 100%, whichever gives more health).
 
|}
 
|}
  
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|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Juggler (1 rank), Dodgemaster (1 rank)
 
|style="text-align: right; padding: 0 2ex 0 0"|Prerequisites:|| Juggler (1 rank), Dodgemaster (1 rank)
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Bitch, Whizkid
+
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Tough as Nails, Son of a Bitch, Brute
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || [[tactics|Running]] lasts 50% longer (45 actions).
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect 1      || [[Running]] lasts 50% longer (45 actions).
 
|-
 
|-
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      ||  '''While running''', if you have a loaded, non-rapid-fire weapon equipped, you will fire at the closest enemy you can see each time you move, without any extra time cost.
 
|style="text-align: right; padding: 0 2ex 0 0"|Effect 2      ||  '''While running''', if you have a loaded, non-rapid-fire weapon equipped, you will fire at the closest enemy you can see each time you move, without any extra time cost.
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|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Berserker, Dualgunner, Triggerhappy
 
|style="text-align: right; padding: 0 2ex 0 0"|Blocked Traits|| Berserker, Dualgunner, Triggerhappy
 
|-
 
|-
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || You can unload an empty, ranged weapon that is modified, assembled, or special, and destroy it to receive a random [[Mods|mod]].
+
|style="text-align: right; padding: 0 2ex 0 0"|Effect        || You can unload any equipment that is modified, assembled, or special, and destroy it to receive a random [[mod]].
For <span style="color: lime">unique</span> weapons: 1/6 chance of [[Nano Pack|<span style="color: magenta">Nano</span>]], 1/6 [[Onyx Armor Pack|<span style="color: magenta">Onyx</span>]], 1/3 [[sniper weapon pack|<span style="color: magenta">Sniper</span>]], 1/3 [[firestorm weapon pack|<span style="color: magenta">Firestorm</span>]].
+
For <span style="color: lime">unique</span> equipment: 1/6 chance of [[Nano Pack|<span style="color: magenta">Nano</span>]], 1/6 [[Onyx Armor Pack|<span style="color: magenta">Onyx</span>]], 1/3 [[sniper weapon pack|<span style="color: magenta">Sniper</span>]], 1/3 [[firestorm weapon pack|<span style="color: magenta">Firestorm</span>]].
 
   
 
   
For <span style="color: magenta">exotic</span> weapons: 1/6 [[sniper weapon pack|<span style="color: magenta">Sniper</span>]], 1/6 [[firestorm weapon pack|<span style="color: magenta">Firestorm</span>]], 1/6 [[agility mod pack|Agility]], 1/6 [[bulk mod pack|Bulk]], 1/6 [[power mod pack|Power]], 1/6 [[technical mod pack|Tech]].  
+
For <span style="color: magenta">exotic</span> equipmnent: 1/6 [[sniper weapon pack|<span style="color: magenta">Sniper</span>]], 1/6 [[firestorm weapon pack|<span style="color: magenta">Firestorm</span>]], 1/6 [[agility mod pack|Agility]], 1/6 [[bulk mod pack|Bulk]], 1/6 [[power mod pack|Power]], 1/6 [[technical mod pack|Tech]].  
  
 
For <span style="color: cyan">assemblies</span>: 1/4 [[agility mod pack|Agility]], 1/4 [[bulk mod pack|Bulk]], 1/4 [[power mod pack|Power]], 1/4 [[technical mod pack|Tech]].  
 
For <span style="color: cyan">assemblies</span>: 1/4 [[agility mod pack|Agility]], 1/4 [[bulk mod pack|Bulk]], 1/4 [[power mod pack|Power]], 1/4 [[technical mod pack|Tech]].  
  
For modified weapons: One of the mods on the weapon at random.  
+
For modified equipment: One of the mods on the equipment at random.  
  
The {{unique link|BFG 10K}}, {{unique link|Railgun}}, {{unique link|Revenant's Launcher}}, and {{unique link|Trigun}} will always produce specific mods, check these weapon's pages for details.
+
Certain uniques are guaranteed to drop a specific mod, which include the {{unique link|Anti-Freak Jackal}}, {{unique link|BFG 10K}}, {{unique link|Lava Armor}}, {{unique link|Malek's Armor}}, {{unique link|Mjollnir}}, {{unique link|Railgun}}, {{unique link|Revenant's Launcher}}, {{unique link|Shielded Armor}}, and {{unique link|Trigun}}; check each unique's page for details.
 
|}
 
|}

Latest revision as of 05:31, 21 August 2024

Game Data Strategy

This is a technical list of all the traits and what they do, just in case the trait selection screen isn't good enough for you.

All effects stack additively (so that three ranks in Ironman will give 30 additional HP), unless said otherwise. Multiple percentage modifiers (for example, Finesse and Son of a Gun) are added if from the same source, and the resulting speeds are multiplied together afterwards.

As of 0.9.9.3, the maximum level of basic traits has been increased (called "extended max" on this page). Upon reaching level 12, all traits that have a standard max of 3 can be increased to a max of 5, and all traits that have a standard max of 2 can be increased to a max of 3.

Contents

Basic Traits

All basic traits can be picked from the start, IE they don't require anything.

Ironman

Shorthand Iro
Max. Rank: 3
Extended Max. 5
Unlocks None
Effect 1 Max health and current health are increased by 10 per rank. With no points in Iroman, a player begins with 50 HP.
Effect 2 Each level of Iroman gives +10% inherent resistances to bullet, shrapnel, and melee damage, which will stack on resistances from armor and other sources like berserk.

Finesse

Shorthand Fin
Max. Rank: 2
Extended Max. 3
Unlocks Juggler (1 rank), Whizkid (2 ranks)
Effect Attack time is decreased by 15% per rank.

Hellrunner

Shorthand HR
Max. Rank: 2
Extended Max. 3
Unlocks Dodgemaster (2 ranks)
Effect 1 Movement time is reduced by 15% per rank.
Effect 2 Dodging chance is increased by 15% per rank.

Tough as Nails

Shorthand TaN
Max. Rank: 2
Extended Max. 3
Unlocks Badass (2 ranks)
Effect The player's inherent protection is increased by one per rank (applies after protection from armor in damage calculation).

Son of a Bitch

Shorthand SoB
Max. Rank: 3
Extended Max. 5
Unlocks Triggerhappy (2 ranks)
Effect One extra damage is dealt per attack per rank. For weapons that fire multiple shots, the effect is applied to each shot.

Son of a Gun

Shorthand SoG
Max. Rank: 3
Extended Max. 5
Unlocks Dualgunner (2 ranks)
Effect Pistols (or pistol-type weapons) fire 20% faster and deal one more damage per shot, per rank. (Note that the minimum time weapon firing time is 0.1s, regardless of bonuses.)

Reloader

Shorthand Rel
Max. Rank: 2
Extended Max. 3
Unlocks Shottyman (2 ranks)
Effect Reload time of all weapons is reduced by 30% per rank.

Eagle Eye

Shorthand EE
Max. Rank: 3
Extended Max. 5
Unlocks Intuition (2 ranks)
Effect Your accuracy is increased by two points per rank.

Brute

Shorthand Bru
Max. Rank: 3
Extended Max. 5
Unlocks Berserker (2 ranks)
Effect Melee attacks (either with fists or a melee weapon) deal three more damage and melee accuracy is increased by two points, per rank.

Advanced Traits

Juggler

Shorthand Jug
Max. Rank: 1
Prerequisite Finesse (1 rank)
Effect Swapping weapons takes no time, working with any sort of weapon swapping.

Berserker

Shorthand Ber
Max. Rank: 1
Prerequisite Brute (2 ranks)
Effect 1 Each successful melee hit adds to a berserk "counter". When the counter reaches four (or less, if there are other monsters within your vision) then you will gain 20 actions' worth of the berserk effect.
Effect 2 Whenever you are harmed by a single source of damage equal to at least 10 HP and one-third of your nominal maximum health, you will gain 20 actions' worth of the berserk effect. Both effects' gain is less than twenty relative to the amount of berserk time you currently have (peaks at 100).

Dualgunner

Shorthand DG
Max. Rank: 1
Prerequisite Son of a Gun (2 ranks)
Effect 1 If you have a pistol in both the weapon and prepared slots, you will fire both at the same time at 120% of the normal firing time. If wielded pistols have different firing speeds, the mean is used before multiplication.
Effect 2 Allows the reloading of pistols in both hands at once using the alternate reload key.
Effect 3 If your equipped and prepared weapons are both pistols, then swapping them takes zero time.

Dodgemaster

Shorthand DM
Max. Rank: 1
Prerequisite Hellrunner (2 ranks)
Effect The first dodge between each of the player's moves will automatically succeed.

Intuition

Shorthand Int
Max. Rank: 2
Prerequisite Eagle Eye (2 ranks), or Scout class
Effect 1 Lever descriptions are added. The first rank gives a general description, and the second rank exactly tells you what it does.
Effect 2 Certain objects on every floor are visible. The first rank reveals powerups, and the second rank reveals the position of enemies out of Vision within radius of sight +2.

Whizkid

Shorthand WK
Max. Rank: 2
Extended Max. 3 (Technicians only)
Prerequisite Finesse (2 ranks), or Technician class
Effect Increases the number of available mod slots for ranged weapons by 2 per rank, while increasing the available mod slots of melee weapons, armors, and boots by 1 per rank. This also allows advanced assemblies with the first rank and master assemblies with the second. The second rank of Whizkid additionally allows any assemblies to be modded once, while the third rank will allow a second mod to be added to any assembly (except for those created with a unique that have a one mod limit).

Badass

Shorthand Bad
Max. Rank: 2
Prerequisite Tough as Nails (2 rank), or Marine class
Effect 1 The first rank allows the player to retain boosted health up to 150% before health decay kicks in, and the second rank allows the player to retain boosted health up to 200% without any health decay.
Effect 2 Any knockback the player sustains is reduced by one tile, per rank.

Shottyman

Shorthand SM
Max. Rank: 1
Prerequisite Reloader (2 ranks)
Effect Shotgun-type and explosive-type weapons in the weapon slot can be reloaded by moving.

Triggerhappy

Shorthand TH
Max. Rank: 2
Prerequisite Son of a Bitch (2 ranks)
Effect Gives an extra shot per rank for all weapons that fire 3 or more shots per action.

Master Traits

Master traits have rather constraining requirements: in addition to needing a partcular set of basic and/or advanced traits, you also cannot have any of the "blocked" traits (listed before the prerequisites). Blocked traits cannot be chosen after choosing the master trait, nor can you choose any other master traits (even if they are technically inclusive of each other).

All master traits have one rank.

Melee Masters

Vampyre - Marine Only

Shorthand MVm
Prerequisites: Berserker (1 rank), Badass (1 rank), must have at least five traits
Blocked Traits Ironman, Hellrunner, Son of a Bitch
Effect Killing an enemy with a melee attack restores the player's health, giving health equivalent to 10% of the slain enemy's max HP. This method of healing can additionally heal the player to over 100% of their HP, up to 200%.

Blademaster - Scout Only

Shorthand MBm
Prerequisites: Hellrunner (2 ranks), Brute (3 ranks), Berserker(1 rank)
Blocked Traits Tough as Nails, Son of a Gun, Son of a Bitch
Effect Whenever you kill an enemy with a melee attack, the finishing blow will register as an instant action. (Technical point: the effect sets your energy to 5001.)


Malicious Blades - Technician Only

Shorthand MMB
Prerequisites: Finesse (1 rank), Dodgemaster (1 ranks), Brute (2 ranks)
Blocked Traits Tough as Nails, Eagle Eye, Berserker
Effect 1 When carrying a blade-like weapon (such as a combat knife) in the prepared slot, the player gains +50% resistances to bullet, shrapnel, and fire damage, and +75% resistance to melee damage (stacks with all other sources of resistance).
Effect 2 When carrying a blade-like weapon in both the equipped and prepared slots, you attack with both weapons, each at half the attack time.

Pistol Masters

Bullet Dance - Marine Only

Shorthand MBD
Prerequisites: Dualgunner (1 rank), Triggerhappy (1 rank)
Blocked Traits Hellrunner, Brute, Intuition
Effect For each rank of Triggerhappy invested, pistol-type weapons fire one extra bullet per pistol, at the cost of +50% the fire time per pistol. (Aimed shot is unaffected.)

Gun Kata - Scout Only

Shorthand MGK
Prerequisites: Dualgunner (1 rank), Dodgemaster (1 rank)
Blocked Traits Tough as Nails, Son of a Bitch, Brute
Effect 1 After each successful dodge, your pistols fire 90% faster.
Effect 2 When you kill an enemy at which you were specifically aiming, your pistols instantly reload.

Sharpshooter - Technician Only

Shorthand MSs
Prerequisites: Son of a Gun (3 ranks), Eagle Eye (3 ranks)
Blocked Traits Tough as Nails, Son of a Bitch, Dualgunner
Effect Pistol-type weapons always deal their maximum damage.

Shotgun Masters

Army of the Dead - Marine Only

Shorthand MAD
Prerequisites: Badass (1 rank), Shottyman (1 rank), must have at least five traits
Blocked Traits Hellrunner, Son of a Gun, Eagle Eye
Effect Any weapon with the shrapnel damage type instead deals piercing damage.

Shottyhead - Scout Only

Shorthand MSh
Prerequisites: Hellrunner (1 rank), Juggler (1 rank), Shottyman (1 rank)
Blocked Traits Tough as Nails, Son of a Bitch, Eagle Eye
Effect Shotgun-type weapons fire at 1/3 of their normal firing time.

Fireangel - Technician Only

Shorthand MFa
Prerequisites: Dodgemaster (1 rank), Shottyman (1 rank)
Blocked Traits Son of a Bitch, Son of a Gun, Eagle Eye
Effect You become immune to damage from explosions. Knockback from explosions will still apply.

Burst Masters

Ammochain - Marine Only

Shorthand MAc
Prerequisites: Reloader (2 ranks), Triggerhappy (2 ranks)
Blocked Traits Tough as Nails, Son of a Gun, Eagle Eye
Effect Any weapons with chain fire (chaingun, plasma rifle, etc) consume only one ammo per volley.

Cateye - Scout Only

Shorthand MCe
Prerequisites: Intuition (1 rank), Triggerhappy (1 rank), must have at least five traits
Blocked Traits Tough as Nails, Reloader, Brute
Effect The player's vision is increased by two.

Entrenchment - Technician Only

Shorthand MEn
Prerequisites: Badass (1 rank), Triggerhappy (1 rank)
Blocked Traits Finesse, Son of a Gun, Reloader
Effect While chain firing, the player gains +30% resistances to all damage types (stacks with all other sources of resistance).

General Masters

Survivalist - Marine Only

Shorthand MSv
Prerequisites: Ironman (2 ranks), Tough as Nails (2 ranks), Badass (1 rank)
Blocked Traits Hellrunner, Son of a Bitch, Berserker
Effect 1 If the player's protection + resistances reduce any attack's damage below 1 in damage calculation, there's a 50% chance it will result in the player taking no damage (the player's armor will still receive 1 point of damage however).
Effect 2 Med-packs no longer cap their healing at 100%. (Large med-packs only heal up to 50% more, adjusted by difficulty, if it passes 100%).
Effect 3 Small medkits and Health Globes have double the effectiveness (with Large Health Globes, they give 20 HP or heal up to 100%, whichever gives more health).

Gunrunner - Scout Only

Shorthand MGr
Prerequisites: Juggler (1 rank), Dodgemaster (1 rank)
Blocked Traits Tough as Nails, Son of a Bitch, Brute
Effect 1 Running lasts 50% longer (45 actions).
Effect 2 While running, if you have a loaded, non-rapid-fire weapon equipped, you will fire at the closest enemy you can see each time you move, without any extra time cost.

Scavenger - Technician Only

Shorthand MSc
Prerequisites: Intuition (1 rank), Whizkid (2 ranks), must have at least five traits
Blocked Traits Berserker, Dualgunner, Triggerhappy
Effect You can unload any equipment that is modified, assembled, or special, and destroy it to receive a random mod.

For unique equipment: 1/6 chance of Nano, 1/6 Onyx, 1/3 Sniper, 1/3 Firestorm.

For exotic equipmnent: 1/6 Sniper, 1/6 Firestorm, 1/6 Agility, 1/6 Bulk, 1/6 Power, 1/6 Tech.

For assemblies: 1/4 Agility, 1/4 Bulk, 1/4 Power, 1/4 Tech.

For modified equipment: One of the mods on the equipment at random.

Certain uniques are guaranteed to drop a specific mod, which include the Anti-Freak Jackal, BFG 10K, Lava Armor, Malek's Armor, Mjollnir, Railgun, Revenant's Launcher, Shielded Armor, and Trigun; check each unique's page for details.

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