recursal/Fanatic-Fandom huggingface dataset:
AWP 7.62 long rifle

The **AWP 7.62 Long Rifle** is a sniper rifle with exceptional range, accuracy and damage. It's drawbacks include long firing time, very long reload time and a significant minimum-range.

## Description

Military sniper rifle, good for long range combat. Extremely ammo efficient. 360 no scope.

Git gud: each kill PERMANENTLY increases critical chance by 1%

## Analysis

The AWP Long Rifle is an excellent weapon to keep around for open levels with great vision distance. The ability to more or less one-hit-kill most anything short of a Ravager is godsent. Just be sure that you have enough distance between you and the target that if you miss or the target survives, it won't make it within 3 squares. The minimum range of the AWP can catch you off guard, especially with it's significant firing time, allowing fast enemies like Reavers to close within melee distance with you in a single shot.

The exceptionally long reload time can also hurt you if you are within range of enemies. Only reload when you are completely safe.

The rifle's damage is deceptive as the weapon comes with a whopping +100% crit chance, meaning that it will always hit for +50% damage. However, the base damage is only 20, meaning that each level of critical hit is only +10 damage; having 0 starting critical chance and a base damage of 30 would have been a lot better for scaling purposes. It effectively adds 1 damage for every 10 kills made with it. It is great for safely destroying turrets even with no kills, though.

### Vaultbreaker

Thanks to its incredible damage and outstanding ammo usage efficiency, the AWP Long can be used to break open vault doors from a safe distance. Note that this does **not** apply to the vault doors in the Io Black Site Vaults or the CRI Armory, which have been made completely invulnerable to damage as of 0.8.10 update.

In more recent patches, more doors are now invulnerable and the Secure Vault events have been added to make some vault doors invulnerable, and there are many more other efficient options for this purpose now, so this functionality is no longer very relevant.
Combat helmet

The **combat helmet** is a common headgear, and the most protective of the common headgears, sporting a protection of 2.

## Description

* Basic
* Advanced

#### Basic

Military helmet for the tough situations. Protection against criticals and additional protection against regular damage. The best stock option when you just want protection.

#### Advanced

Advanced military helmet, properties vary.
## Perks

If an AV variant generates with Automed, it will always be Automed 5.
Krak grenade

The krak grenade deals high damage in a small radius, and is very effective against mechanical and armored units. It deals 3x damage to armor durability.

## Description

Military issue krak grenade. Doesn't have an explosion radius, but packs a punch and strips armor.

## Tips

* This grenade is extremely effective against mechanical units and will kill most in a single hit.
* Although most effective against mechanical units, it is still quite effective against biological units due to its high damage.
12ga jackhammer

**12ga jackhammer** is an exotic, fully automatic shotgun. It fires bursts of three shots, dealing devastating damage that can be further augmented by power mods. On the downside, it has very high reload time, making Gunrunner and Autoloader great ways to nullify its weakness.

## Description

Automatic shotgun, holding six universal 12ga shells, firing in bursts of 3. Crowd favorite.

Jackhammer: Fully automatic shotgun, firing in bursts of 3
Energy leech

## Description

PASSIVE SKILL – more energy from lootboxes, energy on kills

Go in for the kills, dispose of the targets, and get out invisible, that's your modus operandi. You get more energy from lootboxes (1+3/level), and on kills (+1 for ranged at L2, +1/level for melee).

LEVEL 1 - +4 energy per lootbox, +1 per melee kill.

LEVEL 2 - +7 energy per lootbox, +2 per melee, +1 per other kills.

LEVEL 3 - +10 energy per lootbox, +3 per melee kill.
Infernal Lock

**Infernal Lock** is a special level on the main branch of Io.

The entry is on the east side of the level, and consists of a puzzle where 6 terminals open and close various doors, in order to escape to the west side of the level.

In the west side is a large chamber with various bots, as well as most of the rewards.

There is a rare mod pack hidden in the level, in a room just east of the entry lift.

## Enemies

* Military sentry
* Military bot

## Rewards

* Military lootbox, may contain favored unique\* Apocalypse
* Supply lootbox, contains an AV3 AMP
* 2 armor lootboxes
* 2 other military lootboxes
* Medical lootbox with a large medkit
* Cold or Sustain mod pack, or a lower chance for an Onyx or Nano mod pack (in hidden room in east)
Army Surplus

## Description

You got connections, and made sure you're well fed with ammo! Boxes you open will additionally drop some ammo for the current wielded weapon.

LEVEL 1 - only ammo boxes are affected

LEVEL 2 - all boxes are affected

LEVEL 3 - every fourth chest has an additional non-ammo drop

## Notes

The bonus stack of ammo contains:

* ? 9mm ammo
* ? .44 ammo
* ? 12ga shells
* 2 rockets
* ? 7.62 ammo
* ? energy cells
9mm precision rifle

**9mm precision rifle** is an exotic 9mm auto rifle.

## Description

Precision 9mm rifle, can fire single shot on aim.

Precision: After aiming, a single shot is fired - with extra damage and critical chance.

## Discussion

- When not aiming, this gun fires 3 shots dealing 11 damage each, for a total of 33.

- When aiming, the damage increases by +15 and the crit chance by +100%, but only fires 1 shot, meaning the total base damage per fire action is lowered to 26. However, thanks to the added crit chance, in most cases this still results in higher damage and ammo efficiency.

- Base damage is 2 higher than a regular 9mm rifle.

- Some manufacturer perks may synergize very well with the increased crit chance and base damage of this weapon.
Bulletstorm

## Description

MASTER TRAIT - AUTO/PISTOL/SMG ONLY +1 shots, lower ammo consumption on reload

You like to make it rain bullets! You squeeze an extra shot with every trigger pull out of pistols, revolvers and SMGs (pistols/revolvers fire with a time penalty). Additionally at higher trait levels you can reload for less ammo.

**LEVEL 1** - +1 shots, pistol/revolver fire time 125%, reload ammo consumption halved

**LEVEL 2** - +1 extra shot for autos, pistol/revolver fire time 110%

**LEVEL 3** - reload ammo consumption is 20% for SMGs/Autos, 33% for pistol/revolver, fire time penalty for pistol/revolver removed

You can pick only one MASTER trait per character.

## History

* Prior to 1.6, level 1 did not reduce ammo consumption. Level 2 decreased ammo consumption instead of lowering pistol fire time.
Calamity

The **Calamity** is a unique launcher, good at mid to long range. This weapon has no bonus crit damage, but makes up for it with high base damage.

## Description

Plasma launcher weapon with medusa-inspired ornaments.

Calamity: Fires a beam of superheated plasma.

Level 1: 60 damage per shot.

Level 2: 80 damage per shot.

Level 3: 100 damage per shot.
Io

**Io** is the third moon and major location in Jupiter Hell.

*You always suspected that Io wasn't really abandoned. You didn't imagine you'll visit it though, and definitely not this way...*

The first level of Io has a landing platform suspended over Lava. Two doors lead into a series of rooms to the east, with the exit at the Eastern end of the level. This level is guaranteed to have a Tech station and, if all enemies are killed, at least one each of a variety of weapons including CRI Plasma Pistol, Cri Plasma Rifle, Cri Plasma Shotgun, and Katana.

All levels of Io contain two factions of enemies which will attack each other on sight. You do not gain experience for enemies killed directly by other enemies, although you do for those killed by barrel explosions and other environmental hazards.

Io levels 2-4 will offer entry to 3 of the 4 Io side branches at random, which will return to the main branch at Io 6. If all side branches are rejected, Io 5 will offer entry to one of two special levels.

The 4th level of Io is called Io Nexus, and has a diamond shape with the entrance, Io exit, and sidebranch exit at 3 of the 4 points. Rooms in the corners contain various lootboxes and stations.

The final area of Io is **Gateway**, from which you can take a portal to the next location, Dante.

## Enemies

CRI faction:

* CRI bot
* Turret
* Rocket turret
* CRI soldier
* CRI marine

Demon faction

* Former CRI grunt
* Former CRI sergeant
* Former CRI commando
* Fiend
* Toxic Fiend
* Reaver
* Archreaver
* Toxic Reaver
* Kerberos
* Toxiberos
* Ravager
* Siege Ravager

## Side Branches

* Io Black Site
* CRI Laboratories
* Mephitic Mines
* Shadow Halls

## Special Levels

* Io Warehouse
* Infernal Lock

## Gateway

**Gateway** consists of a series of rooms making a large square loop around the perimeter of the area. The entrance is at the northern edge. The area is themed after Shadow Halls, with spike traps being placed sparsely around the area. On the southern edge there are 2 blue lootboxes, as well as an entrance to the boss arena where the Ancient waits.
Ammo manufacture terminal

**Ammo manufacture terminal** is an interactive object that allows the player to create Ammo and Grenades.

Ammo terminals can be activated from an adjacent square, which brings up a menu allowing the player to browse the types of ammo and grenades which can be made.

An ammo terminal has 2 charges by default. Technician's Sysop trait increases the initial number of charges by 1 per trait level. Each grenade or stack of ammo costs 1 charge. Multitools may be used to further charge the terminal. Unlike stations, leftover charges cannot be extracted.

If the player's inventory is full when any item option is chosen, the item is created on the floor.

## Crafting options

Ammo:

* 9mm ammo (50)
* .44 ammo (50)
* 40mm grenade (??)
* 7.62 ammo (50)
* 12ga shells (50)
* rockets (5)
* energy cells (50)

Grenades:

* frag grenade (1)
* krak grenade (1)
* gas grenade (1)
* napalm grenade (1)
* EMP grenade (1)
Angel of New York Reload

**Angel of New York Reload** is a challenge unlocked by reaching the Sergeant Major rank.

## Description

Why waste time reloading if you can pull out another gun? The real trick is to have one always at hand though! You cannot reload at all, and to make sure you cannot cheat, you cannot pickup ammo or melee weapons either! To give you any (miniscule) chance of beating the game you get a six shot Golden Gun. Additionally, all enemies drop some kind of weapon. Good luck, you'll need it!

Rating: HARD
12ga super shotgun

The **12ga super shotgun** is an exotic shotgun; essentially an upgraded 12ga dual shotgun with higher damage and range but lower spread. Its unique perk makes it twice as likely to gib an enemy.

## Description

The double-barreled monster that just makes enemies explode.

Rinse, Repeat: Auto-reload on kill, higher chance of gibbing
Large medkit

> Not dead yet.
>
>

The larger cousin of the small medkit, this item heals the players entire health bar, but is less space efficient.

## Description

Standard military issue medical kit. Too bad it doesn't regrow lost limbs. Heals all damage and pain.

## Tips

* As this item also cleanses all pain, this can be used to help when the player is inflicted by high levels of pain and could not otherwise hit targets.
* Although this item cleanses all negative status effects, it provides no resistances or any other lasting effects. As such, high levels of burning will simply spread back to the player from the fires that spread beneath. It also will not help if the player is still inside a toxic cloud. In these cases, it is better to use a stimpack, if one is available.

## Known Bugs

* This item fully ignores any negative healing effects that the player may have, such as those from relics.
Ancient heart elixir

The ancient heart elixir is an item which permanently increases your max HP by 5 on use, up to a maximum of 160, while inflicting some pain. It works in the same way as medical stations.

## Description

Suspicous liquid, you wonder if it still has potency...

## Sources

This item can spawn as rewards in the altars in Europa Ruins and Frozen Temple. It may also spawn as a reward for sacrificing one or more items in the Shadow Halls.
Harbinger

## Mechanics

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## Tips

* The pillars behind the Harbinger are indestructible, and can be used as reliable cover.
* Cover Master, Fireangel, and any other sources of splash resistance are highly effective at dealing with mortar spam
* It may be advisable to avoid using a cri phase kit during phase 1 or 2 unless necessary, as it can and will continuously mortar you across the entire level. The accuracy decreases significantly at long distances, so the likelihood of being hit is low, but you may still take a few extra hits. If you have phase kits left, you may consider using them at the start of the level for a chance of teleporting near the eastern pillars.
* There is a poorly understood phase change mechanic when killing phase 1 with melee that may deal 100 damage to you (stomp attack). The attack seems to occur on spaces that the Harbinger is currently occupying. If engaging in melee, try to NOT stand in tiles next to the pillars, and try to shift-attack to hold position rather than trying to move into it.
* Phase 1 and 2 are semi-vulnerable to EMP (-50% speed), use EMP grenades on phase 1.
* All phases are vulnerable to cold: AT weapons, cold mod packs or cryo relics are all very effective.
* Armor is persistent through the first two phases. Archreaver relics, krak grenades or weapons that shred armor can help remove it.
* Smoke or gas grenades are very effective; not only do they hide you, they can break the chase AI on some of the reavers to slow pursuit. Enviro packs are useful defensively in many ways here.
* The BFT9K and BFT 10K are both very effective, but don't fire it when any enemy is directly adjacent to you!
* Autotargeting from Onslaught or Gun Kata gets clogged by reavers, again the best fix for this is immediately heading to the very back
* All 3 phases of Harbinger have no melee attack other than the form 1 phase change bug?. If you're entirely out of ammo, body blocking and punching are more effective than you might think.
* Phase 3 can fly out over the large lava pit in the back of the arena. If you've lost track of it, that's probably where it is.
.44 JAC SMG

**.44 JAC SMG** is an exotic submachine gun. It deals heavy damage from a close distance, comparable to that of a maximum spinning chaingun. Due to low-mid damage per round and the rarity of the .44 ammo, it has a low ammo spending effectiveness. Bad ammo economy is compensated by top tier damage per burst, further amplified by an innate critical chance. Update 0.9.8 boosted several of its stats, and gave it a new unique Perk "Splatter". Due to Splatter, killing an enemy with JAC causes organic enemies around it to bleed.

## Description

Submachine gun trading scarcity of .44 ammo for more stopping power. Too bad it didn't fix accuracy.

Splatter: killing enemies causes nearby enemies to bleed

## Notes

Nearby enemies will bleed even if they are outside your vision.
Field Medic

## Description

You know how to treat your wounds in the heat of battle. You do it more efficiently and faster than an average marine.

LEVEL 1 - +20% medkit efficiency

LEVEL 2 - +30% medkit efficiency, small medkits and stimpacks are used twice as fast

LEVEL 3 - + 50% medkit effiecency, small medkits and stimpacks are used instantly

## Additional notes

* Also affects healing provided by medical stations.
Ancient blood elixir

The ancient blood elixir is an item which permanently increases your bleed resistance by 50% and causes all bleeding effects you deal to be 50% stronger, while inflicting some pain.

## Description

Suspicous liquid, you wonder if it still has potency...

## Sources

It may spawn as a reward for sacrificing one or more items in the Shadow Halls.
Ancient items

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Drops in Europa Ruins and Shadow Halls:

* Ancient salve
* Ancient phase kit
* Ancient heart elixir
* Ancient mod pack
* Ancient trinket
* Ancient collar
* Ancient sigil
* Ancient legwrap

Drops in Dark Cathedral for sacrificing items:

* Ancient fire elixir
* Ancient blood elixir
* Ancient power elixir (3 items sacrificed)

Drops in Dark Cathedral for 3 sacrificed items, or from the Ancient:

* Ancient sword
* Ancient gun
* Ancient necklace
* Ancient armband
9mm SMG

**9mm SMG** is a basic submachine gun. Its effective range is close as it starts losing accuracy pretty quickly with distance, but at a close distance, its damage is devastating. Another downside is its relatively long reload time.

## Description

* Basic
* Advanced

#### Basic

Standard military submachine gun, using universal 9mm ammo. Sprays a lot of lead, but barely hits anything.

#### Advanced

Advanced military submachine gun. Properties vary.
Combat pack

The combat pack, unlike other healing items, does not provide any instant healing or status removal. Instead, it grants the Juiced buff for 5 turns, regenerating health and granting bleed and pain immunity.

## Description

Military combat drug pack. Prep for a harder engagement. For 5 turns provides health regeneration (10% per turn), bleed and pain immunity.

## Tips

* This item heals 50% HP over its full duration, making it slightly more efficient than the small medkit and stimpack at healing.
* As this item grants pain immunity, this can be used to help when the player is inflicted by high levels of pain and could not otherwise hit targets.
* Since it does not grant any instant healing whatsoever, this item is best used proactively rather than reactively during fights.
.44 long revolver

The **.44 long revolver** is a rare pistol-type weapon variant. It deals less damage than the .44 revolver, but has a higher effective range.

## Description

* Basic
* Advanced

#### Basic

Longer range military revolver, using universal .44 ammo. Slightly less stopping power, but better at range.

#### Advanced

Advanced military sidearm. Properties vary.
Basic armor

The **basic armor** is a common armor, and usually the first armor the player will wear in the game. It features the lowest protection of any body armor in the game, but has a low dodge penalty.

## Description

* Basic
* Advanced

#### Basic

Basic kevlar armor, nicknamed by the marines 'green armor' due to the hue, and the fact that only rookies are stupid enough to wear it. Don't expect it to save your skin.

## Notes

A yellow armor box will always spawn on Callisto L2 containing one basic armor and one basic helmet, which can be an AV variant. On nightmare and higher difficulties, another yellow armor box will spawn on Callisto L1 as well.
Combat visor

The **combat visor** is a common headgear. It always generates as an AV variant.

## Description

High-tech combat visor. Properties depend on configuration, vary from model to model.

## Perks

If an AV variant generates with Critical, it will always be Critical 20.

If an AV variant generates with Heatvision, it will always be Heatvision 5.
9mm pistol

**9mm pistol** is a pistol-type weapon. It deals medium single-shot damage from a medium distance. It's the weapon given to the player by default at the start of a game in the regular game mode.

## Description

* Basic
* Advanced

#### Basic

Standard military sidearm, using universal 9mm ammo. Better find something with a bit more bang.

#### Advanced

Advanced military sidearm. Properties vary.
Deadly precision

PISTOL/SMG/SEMI/AUTO ONLY - Consecutive shots/series gain crit bonus, Aim stays unless you move

## Description

Your Aim bonus doesn't decay unless you move or switch targets. No matter whether you Aim, once you start shooting, your focus increases, and so does the chance to hit vital spots! Each consecutive fire action gives a bonus to critical hit chance (max 100%).

Level 1 - +25% crit per shot.

Level 2 - +50% crit per shot.

Level 3 - +75% crit. Aim bonus added to crit chance (cumulative, can go over 100%, doesn't stack with scopes).

## Additional notes

While description saying both fire action and shot in different places, the bonus crit chance is applied per fire action.

## Historical notes

* Prior to patch 0.9.0, the second function of this trait was its own perk, Steady shot. Marine still had this perk until patch 0.9.7, but for Scout, it was absorbed into this one.

* In patch 0.9.7, Pinpoint was merged into this trait.
Experience

**Experience** is a measure of how much you have learned. You gain experience from killing enemies, as well as completing some special levels and level events.

Earning experience will gain you levels. You start at level 1, and each following level gives 1 skill point to spend on a trait.

Clearing Callisto L1 will automatically advance you to level 2 even if you have not yet earned enough experience for it.

All master traits require level 8 to learn, and level 11 and 14 to advance to L2 and L3 respectively.

## Special cases

You DO get experience for:

* Enemies killed by exploding barrels, even if it was an enemy who blew up the barrel
* Enemies killed by environmental effects such as poison gas
* Mechanical enemies you disable or hack using either the hacking skill or a terminal
* Enemies spawned by level events such as Lockdown or Exalted curse
* Enemies spawned by special levels such as Callisto Anomaly or Dark Cathedral

You do NOT get experience for:

* Enemies killed directly by other enemy attacks
* Mechanical enemies affected by CalSec Shutdown in Valhalla Command or CalSec Central
* Enemies spawned at the exit of Gateway
* Enemies spawned by end-game bosses in Dante Altar or Precipice of Defeat
* Respawned enemies in Nightmare! difficulty
Angel of Carnage

**Angel of Carnage** is a challenge in Jupiter Hell unlocked by reaching the Private FC rank.

## Description

Some people like to see the world blow up. You do. You get a rocket launcher, but you cannot use any other weapon! To help with the obvious ammo shortage, all non-rocket ammo gets converted to rockets at a 15:1 ratio (unless a non-rocket launcher is carried, then 6:1 to current ammo).

Rating: EASY
Disabled: Scavenger
## Additional notes

* Player starts with a loaded rocket launcher and 30 rockets instead of their basic weapon and ammo.
* Player can fill their weapon slots only with rocket launchers, grenade lanuchers and the CRI plasma launcher.
* Player also cannot pick up grenades, but is able to use them from ground. All other consumables can be picked up and used.
* Converted ammo numbers are rounded down. If a non-rocket ammo pickup contains 30 to 44 units, it will yield 2 rockets and so on. Minimum number of rockets an ammo pickup can yield is 1.
Firestorm

## Firestorm

### Ammo reloaded

no reload option,
recharges 10 ammo/turn

## Firestorm spawn data

### Locations

Earliest: Callisto 3
Typically: Europa 2
Latest: Io 2

### Weight(?)

1

The **Firestorm** is a unique launcher, good at any range.

## Description

Compact rechargable fireball launcher. Kinda looks like a toaster.

Firestorm: Quick access sling, sets enemies on fire and slowly recharges.

Level 1: 50 damage + molten 3 status.

Level 2: 55 damage + molten 5 status.

Level 3: 60 damage + molten 7 status.

## Notes

The clip recharges by 10 ammo per turn at level 1, 15 at level 2-3.
.44 flintlock

**.44 flintlock** is an exotic .44 caliber pistol.

## Description

Rare single shot revolver. Where it loses on critical capabilities it makes up with ridiculous stopping power

Flintlock: Applies Concussion status, reducing enemy damage by 50%

## Strategy

Due to its single-shot magazine, full duration reload time, and lack of critical capabilities, this weapon is best used as an emergency sidearm to finish off weakened opponents. It is viable as a primary weapon if the player has some form of autoloading perk or trait.
Bloodhound

## Description

Once you've set your eyes on your prey it can run, but never hide. Once you seen an enemy, it's position is always revealed on your minimap. Additionally you can detect close enemies within even through walls.

LEVEL 1 - track seen enemies, detect through walls up to 2 tiles.

LEVEL 2 - detect through walls up to 5 tiles.

LEVEL 3 - always know where all enemies are.

## Notes

* Enemies you see, as well as those that come within your Bloodhound radius, remain tracked on the minimap. However, enemies that have come within your heatvision radius if it is larger than your Bloodhound radius do not get tracked.
EMP grenade

The EMP grenade deals EMP damage in a large radius, disabling most mechanical units and disrupting semi-mechanical units, but doing nothing to biological units.

## Description

Military issue EMP grenade. Does nothing to meatbags, but disables mechanical units.

## Tips

* Besides the obvious use against mechanical units, EMP grenades are also quite useful against semi-mechanical demons, as they will still be slowed by the disruption effect they receive from it.
* A few of these grenades can be used to make the fight against the CalSec Warden much easier.
Hellrunner

## Description

You're like a train on legs - for every level of this trait you get an extra 10% chance to dodge those pesky bullets coming your way. Dodge reduces to-hit of enemies during move. Half of it reduces the to-hit of the next action. Additionally movement takes 10% less time.

LEVEL 1 - +10% dodge/max dodge, -10% move cost

LEVEL 2 - +20% dodge/max dodge, -20% move cost

LEVEL 3 - +30% dodge/max dodge, -30% move cost
.44 ammo

**.44 ammo** is a type of ammo that is used in various guns, dealing generally high damage per round.

## Description

Universal .44 ammo, used in revolvers and other weapons needing to make difference, or a big hole.

## Weapons

.44 ammo is used in the following weapons:

### Pistol

* .44 revolver
* .44 long revolver
* .44 deagle
* .44 flintlock
* .44 HE revolver
* Love

### Semi-Auto

* .44 hunter rifle
* Toxin rifle
* Vengeance
7.62 ammo

**7.62 ammo** is a type of ammo that is used in rapid-fire guns, dealing low damage per bullet.

## Description

Universal 7.62 ammo, used mostly in automatic weapons, classic lead hazard.

## Weapons

7.62 ammo is used in the following weapons:

### Pistol

* 7.62 sidearm
* Hate

### SMG

* 7.62 assault SMG
* 7.62 riot SMG
* Twin Viper

### Semi-Auto

* 7.62 sniper rifle
* AWP 7.62 long rifle

### Auto

* 7.62 assault rifle
* 7.62 pierce rifle
* Hammerhead

### Rotary

* Chaingun
* 7.62 gatling
* Vulcan
Ablative armor

The **ablative armor** is an exotic body armor. It has protection similar to combat armor but a dodge penalty equivalent to basic armor and an immense durability, but it cannot be repaired.

## Description

Made out of non-renewable materials. Will serve you well for some time.

## Perks

Ablative: high protection, but can't be repaired
Inventory

## Grenades

* Grenades stack up to 3 per inventory slot.
* Grenades have throwing accuracy determined by ranges 3/8
* Radius 1 is a 3x3 square
* Radius 2 is a 5x5 "plus"-shaped area

1. ↑ The item use time is included in these 4 turns. In effect, a non-Technician has only 3 turns until the affected mechanical units are back online.

## Healing Items

Medkits, combat packs and stimpacks restore HP.

1. ↑ 1.0 1.1 This amount may be increased by Marine's Field Medic trait.

## Modding and Repair

### Multitool

Description: "General issue toolkit. It will help you keep your armor in shape (repairs 25% of armor damage). Also used for hacking and disabling of mechanical entities."

* Multitools can do a variety of actions:
	+ Repair armor and headgear for 25% of their maximum durability.
	+ Disable or hack robotic enemies.
	+ Restore a hacked robot's health.
	+ Trade them in at a terminal for information on map layout, enemy locations or to hack or disable all turrets on the level.
	+ Execute local changes at a terminal to activate special actions in later maps.
	+ Fix broken elevators to side branches.
	+ Serve as the ammo for Nail gun and Super nailgun.
* Stacks up to 5.
* The Hacker skill reduces the required amount of multitools needed for all hacking-related actions.

### Mod packs

Mod packs add perks to armor and weapons.

* **A table of what perks can be added is here.**
* Information on what individual perk do is listed at weapon perks and armor perks.
* Mod packs do not stack in inventory.
* Technical stations allow mod packs to be created, or retrieved from modded weapons or armor, destroying it in the process.
* Technician can retrieve mods from modded weapons or armor by dismantling it, destroying it in the process.
	+ A higher level of Skilled allows more mods to be retrieved.

## Miscellaneous

* Internally, works by choosing 8 random points on the level and teleporting you to the one with the least nearby enemies.
 Red keycard | 3
* Unlocks locked doors to side branches.
 Frozen heart | Found once
Golden Gun

The **Golden Gun** is a special pistol given to the player at the start of the Angel of New York Reload challenge. It comes with six shots, does 666 damage, has high range and accuracy, but like every other gun in this mode, it cannot be reloaded.

## Description

Nobody can do me no harm, 'cause happiness is a warm gun.
Angel of Marksmanship

**Angel of Marksmanship** is a challenge unlocked by reaching the Lance Corporal rank.

## Description

Grab a gun or two, pistols or revolvers as you wish, and complete this challenge using only them! You get a power mod pack at start to buff that early game firepower.

Rating: EASY
## Additional notes

* Grenades are also usable in this challenge.
Chaingun

**Chaingun** is a powerful mid-range automatic weapon. It deals low damage per shot but heavy damage per burst. Due to its high fire rate, the Sustained fire trait and critical damage modifiers are exceptionally good with chaingun.

Added with patch 0.9.0 was the spool-up mechanic, which increases shots fired each consecutive turn of firing a chaingun.

## Description

* Basic
* Advanced

#### Basic

The fastest delivery of universal 7.62 ammo into the open environment.

#### Advanced

Advanced military chaingun. Properties vary.
Character development

## Basics

When starting a game of Jupiter Hell, you need to choose a class, a game mode, and a difficulty, as well as your character's name.

Your class determines your starting equipment, which of 3 active skills you start with (and what class resource is spent to activate it), and which traits can be learned. There are no other effects from class choice, except for items which affect the use of a class skill or class resource not being able to drop for other classes.

Classes
30x 9mm ammo
small medkit
 Scout | .44 revolver
32x .44 ammo
Know location of regular lifts
 Technician | 9mm pistol
30x 9mm ammo
3x multitool
Dismantle

## Levels

A new character starts at level 1. As you earn Experience, your character gains levels. Each time you level up, you will be taken to the Trait screen to choose a new trait, or increase your level in an existing trait. You can also defer this choice until later. The Trait list can be navigated to at other times by going right from the Character screen, in order to check your traits or to use a deferred trait selection.

## **Traits**

Traits are permanent once taken. Each trait has 3 levels.

Each class has 10 basic traits which have no prerequisites, 7 advanced traits which require 1 or 2 levels in a basic trait before they can be taken, and 5 Master traits, which have multiple prerequisites including a level requirement (8 for L1, 11 for L2, 14 for L3). Master traits are written in capital letters, and only one can be taken on each character.

Some traits are available on more than one class, and may even be a basic trait on one class but advanced on another.

Basic and advanced traits:

* Angry Motherfucker
* Army Surplus
* Bladedancer
* Bloodhound
* Cover Master
* Dash
* Deadly precision
* Dodgemaster
* Eagle Eye
* Energy Leech
* Executioner
* Field Medic
* Furious
* Grenadier
* Gunslinger
* Hacker
* Headshot
* Hellrunner
* Hoarder
* Hunker down
* Infiltrator
* Ironman
* Juggernaut
* Juggler
* Powerjack
* Reloader
* Remote Hack
* Rip and tear
* Running
* Scavenger
* Skilled
* Son of a Gun
* Sustained fire
* Swashbuckler
* Sysop
* Tough as Nails
* Toxicologist
* Whizkid

Marine Master Traits:

* ONSLAUGHT
* BULLETSTORM
* ARMY OF DARKNESS
* VAMPYRE
* SURVIVOR

Scout Master Traits:

* SNIPER
* GUN KATA
* GUNRUNNER
* ASSASSINATE
* GHOST

Tech Master Traits:

* ENTRENCHMENT
* SHARPSHOOTER
* FIREANGEL
* BLADEMASTER
* WIZARD

Removed traits - these are no longer available in the current version. Often their effect has been merged into other still existing traits.:

* Die Hard
* Focused fire
* Golddigger
* Gun Hoarder
* Incoming!
* Networker
* Overkill
* Packrat
* Pinpoint
* Reload Dance
* Second Wind
* Shottyman
* Shredder
* Steady shot
* Tinkerer
Gunrunner

## Description

MASTER TRAIT - reload weapons on move and reduce fire time

Run and gun is your motto! No wasting time reloading shit, so you do it while you move. Also, while you move you prep for shot, so you shoot faster!

**LEVEL 1** - 50% fire time after move

**LEVEL 2** - 25% fire time after move, +1 optimal distance

**LEVEL 3** - +25% flat damage after move

You can pick only one MASTER trait per character.

## Notes

* When used with Gunslinger, only the first gun will be reloaded for free when you move.
Archwarlock

## Mechanics

All enemies within vision of the warlock gain the Warlock Aura buff, granting 50% resistances to poison, acid, and fire, as well as regenerating 10 health per turn, increasing on higher difficulties.

Players are instead inflicted with the Warlock Gaze debuff, maintaining their pain levels.

Archwarlocks can be affected by their own auras (and usually are), affording them immunity to all damage-over-time effects except bleed.

Strangely, archwarlocks in range of other (arch)warlock auras seem to actually nullify it for one another, making them more vulnerable to fire, poison, and acid.
CalSec Warden

## Attacks

The CalSec Warden is a boss which guards the spaceship and exit inside the northern hangar of the Valhalla Spaceport. It is a large 2x2 sized mechanical unit resembling something between a tank and 4-legged mech.

## Mechanics

If you deal more than 30 damage in one turn and trigger the damage gate, any excess damage will be lost and it will its mortar attack for 3 volleys instead. During this time, it has Bulwark, granting it 6 protection (12 vs slash, 3 vs plasma and pierce).

## Drops

* Large medkit
* 2 multitools
* 2 of the following items:
	+ A Cold mod pack, Vampiric mod pack or EMP mod pack
	+ An AV2 or AV3 marine armor
	+ A plasma grenade
	+ A CRI phase kit
	+ A large combat pack
	+ An AV2 or AV3 utility AMP
	+ A military lootbox drop, except for basic mod packs.

## Tips

* The CalSec Warden can be shut down from Valhalla Command with a total of three valsec keycards, bypassing the fight entirely. Note that when doing this, the Warden will be disabled but not dead - it must still be destroyed to get the rewards.
* EMP grenades are very effective against the CalSec Warden. You can always find an ammo manufacture terminal in the Military Barracks which can be used to manufacture 2 EMP grenades. It may take more than one grenade to kill on higher difficulties.
* As the doors to the hangar are invincible, you can trigger the bulwark and quickly close the doors to avoid being hit by any of them. You can also duck around the corner of the doors to dodge them, as the mortars cannot pass through walls.
* You can use weaker weapons to avoid triggering bulwark entirely (a normal grenade launcher or auto rifle does fine)
* The MDF sentries from Mimir Central may be able to do significant damage to the warden, but this is very inconsistent. Results may improve by separating the sentries into two separate groups and sending them in all at once, as sending them in as a single group will cause them all to explode in the same mortar volley, and sending them in one at a time tends to not accomplish much. Don't follow the pack or you'll explode along with them.
Firecrown

The **Firecrown** is a unique helmet. It has 3 experience levels, and cannot be damaged. It gives high protection to burning status, as well as setting fire to any enemy in sight.

## Perks

Firecrown: Resist burning status, enemies in sight are:

* Level 1: Set on fire. (molten 2)
* Level 2: Rapidly set on fire. (molten 3)
* Level 3: Burned rapidly. (molten 5)
Bio launcher

The **bio launcher** is an exotic variant of rocket launcher that deploys a toxic gas cloud centered on the target area when fired.

## Description

CRI self-powered toxic launcher. Internal biological lifeform infests loaded rockets with toxic spores.

Epidemic: Enemies that die after contacting the toxin explode in a toxic cloud
Exosuit

The **Exosuit** is a unique piece of armour. It has 3 experience levels, and offers protection with no dodge penalty. Also offers faster move speed and action speed at higher levels.

## Description

Extremely high-tech, prototype, self-powered armor with an exo-skeleton.

## Perks

Exosuit: Great protection without movement penalties.

* Level 1: No extra bonuses.
* Level 2: Base move time becomes 80%.
* Level 3: Base move time becomes 80%, all non-move actions are done 25% faster (multiplicative).
12ga focused shotgun

**12ga focused shotgun** is an exotic shotgun. Compared to a regular shotgun, it has more base damage and deals more damage to armored and mechanical enemies thanks to its impact damage type, but has a much narrower cone.

## Description

Highly focused shotgun, effective against targets usually resistant to shrapnel.

Focused: narrow shot cone, shots cause impact damage
Challenge

**Challenges** are extensions to the regular game mode that apply an additional set of rules to the run.

There are several challenges, all with different rules.

As your rank increases, more challenges will be unlocked.

The player may use every class and difficulty level available to them in the regular game mode.

## List of challenges

* Angel of Light Travel
* Angel of Carnage
* Angel of Confidence
* Angel of Marksmanship
* Angel of Shotgunnery
* Angel of Hubris
* Angel of Vampirism
* Angel of Berserk
* Angel of Impatience
* Angel of Doom
* Angel of Mercy
* Angel of New York Reload
* Angel of Exaltation
Carnage

## Carnage spawn data

### Locations

Earliest: Callisto 3
Typically: Europa 2
Latest: Io 2

### Weight(?)

1

**Carnage** is a unique 9mm SMG.

## Description

Bloody, rough and heavy 9mm SMG.

Carnage: Automatically fires at the nearest enemy after a kill.

Level 1: Damage is 10x4, max distance is 6.

Level 2: Damage is 11x4, max distance is 7.

Level 3: Damage is 12x4, max distance is 8.
Energy cell

**Energy cells** are a type of ammo used in various kinds of late-game weapons. This ammo deals generally mid damage per ammo unit but most of the weapons use several ammo units per shot, thus dealing mid-high to heavy damage per shot.

## Description

Advanced energy storage technology. Used to power CRI weaponry.

## Weapons

Energy cells are used in the following weapons:

### Pistol

* Plasma pistol
* Death

### Semi-Auto

* Rail rifle
* Railgun
* EMP rifle
* Shadowhunter

### Rotary

* Hyperblaster
* Apocalypse

### Shotgun

* Plasma shotgun
* Wavedancer

### Launcher

* Plasma launcher
* BFT9K
* BFT 10K
* Calamity
9mm frag shotgun

**9mm frag shotgun** is a an exotic shotgun that uses the fire power of shredded 9mm bullets. Its characteristics are similar to those of 12ga dual shotgun except for higher damage but also increased reload time. Due to the latter, the weapon's effectiveness can be boosted significantly by bypassing the reload time through Gunrunner or Autoloader.

## Description

A peculiar shotgun that can be fed with 9mm bullets. An internal mechanism shreds the bullets into shrapnel.

Shredder: shots cause bleed, +50% damage against bleeding targets
Medical station

**Medical station** is an interactive object that allows the player to increase their current or maximum health.

A station can be activated by entering it. To reactivate while in the station use the action key. Medical stations occur once per several levels.

Upon entering, a medical station shows the player a menu where they can choose an option to activate.

1. ↑ 1.0 1.1 Special option that can only be enabled through objective (see Messages). Available once per terminal.

A medical station has 3 charges by default. Upon choosing other option than "Return", the player remains in the station menu. Exiting the station menu costs 1 turn.

If the player's inventory is full when any item-generating option is chosen, an item is created on the floor.

## Additional notes

Healing provided by medical stations is equal in numbers to that of small medkit. By picking Marine's Field Medic trait it gets increased from 40 to 52.

On the other side, there are cases when it is better to have a medkit to use directly in battle than to retreat to the healing station.

As the "Increase health" option also applies pain, marines can get additional healing from it using *Adrenaline* as well as temporary damage increase provided by the Angry Motherfucker trait.

Technician's Sysop trait increases the number of charges in healing stations by 1 per level.
Skilled

**Skilled** is a trait that improves the basic traits of a character. It is available for all characters but has different functionality for each one.

## Marine

This trait improves your class skills:

* heal an extra 10%/lv each time a level transition occurs
* gain 50%/lv more health from adrenaline

### Description

You're great at what you are. Each level of this skill improves your class traits -
for each level of this skill you heal an extra 10% every level and gain 50% more health from adrenaline.

## Scout

This trait improves your class skills:

**Lv 1**

* reveal branch elevators
* increases stealth time by 50%
* +10 Max Energy

**Lv 2:**

* reveal special level elevators
* allow one free shot when stealthed

**Lv 3:**

* increase stealth time by another 50%
* +10 Max Energy

### Description

You're great at what you are. Each level of this skill improves your class traits.

### Additional notes

In case of attacking with a multi-shot weapon, level 2 actually allows one whole fire action while stealthed.

## Technician

* +10 Power capacity
* smoke screen stays around 50% longer
* up to 2 mods returned on dismantlement

**Lv 2:**

* +20 Power capacity
* smoke screen range larger
* up to 3 mods returned on dismantlement

**Lv 3:**

* All mods are returned when dismantling.
* +30 Power Capacity

### Description

You're great at what you are. Each level of this skill increases the amount of mods return from dismantling (if present on the item), and increases Power capacity by 10.
Angel of Hubris

**Angel of Hubris** is a challenge unlocked by reaching the Corporal rank.

## Description

Overconfidence? Nah, pure hubris! You don't need all that junk and experience, you can tackle Io from the get go! To help out you get a bunch of small medkits, a blue armor, a phase device, and a choice of exotic weapon.

Rating: MEDIUM
## Weapon choices

* 9mm calibrated
* .44 deagle
* JS .44 revolver
* 12ga jackhammer
* 12ga elephant gun
* 9mm frag shotgun
* JAC .44 SMG
* CRI 7.62 SMG
* 9mm storm SMG
* 7.62 pierce rifle
* 7.62 gatling

## Additional notes

* Depending on the chosen weapon, the player is also given 100 rounds of 9mm ammo, 50 rounds of .44, 100 12ga shells or 200 rounds of 7.62.
9mm mag-pistol

**9mm mag-pistol** is an exotic pistol. It deals more far damage than its regular counterpart, the 9mm pistol. As a downside, it has a failing battery that will decrease the damage every 20 shots. More significantly, it deals pierce damage rather than impact, making it very effective against armored targets.

## Description

High-tech pistol with magnetically accelerated bullets. Too bad the battery is dying

Battery: projectile velocity improved by dying internal battery - loses 1 damage every 20 shots (max 10)

## Known Bugs

This weapon does not lose damage when shooting if it is used in the off-hand by a Gunslinger.
Hate

**Hate** is a unique 7.62 sidearm.

## Description

An ornate 7.62 heavy pistol with the word "Hate" etched on the barrel.

Level 1: Damaging enemies stacks critical chance, max 50%.

Level 2: Damaging enemies stacks critical chance, max 75%.

Level 3: Damaging enemies stacks critical chance, max 100%.

## Notes

Crit chance is increased at a rate of 10% per hit at L1 with the rate increasing by 5% per hit with each level.

Dual wielding any two of Death, Hate, and Love shares their perks between both weapons, applying both on hit effects to shots from either gun.
Fireangel

Level 6

## Description

MASTER TRAIT - splash damage resistance and fire effects

You love heat, you're the angel of fire! You shrug off explosions unless you take a direct hit, moreover any wielded weapon you use sets things on fire!

**LEVEL 1** - 50% reduction of splash damage (stacks), immunity to fire status effect, 3 Burning stacks per hit

**LEVEL 2** - splash damage immunity, +50% to all Burning you inflict

**LEVEL 3** - +100% to all Burning effects you inflict

You can pick only one MASTER trait per character.

## Notes

Having Molten on your weapon after taking level 2 is not advised as the burning effects will occasionally override each other, most likely resulting in lower damage output.

The burning effect from L2 and L3 are applied with every bullet, so weapons that fire multiple bullets per fire action, like chainguns and SMGs, are recommended for making the most of this perk.
Toxicologist

## Description

Toxic smoke screen, immunity to poison

You sick bastard, you tinkered with your smoke screen so much, that now it actually is toxic. Additionally all that toxicity made you immune to poison yourself.

LEVEL 1 - immunity to poison, toxic smoke screen.

LEVEL 2 - smoke grenades become gas grenades, toxic smoke screen deals 50% more poison

LEVEL 3 - all poison effects you inflict are 50% stronger
Juggernaut

## Description

PASSIVE SKILL – damage resistance when moving against attacks from the front

I'm the Juggernaut, bitch! You single mindedly advance towards your chosen targets, even if they shoot at you. As long as you're moving, you gain damage resistance against attacks from the front (anything in a 180 degree arc, including edge cases, relative to last move).

LEVEL 1 - 25% resistance.

LEVEL 2 - 50% resistance.

LEVEL 3 - 75% resistance.

## Notes

* The movement doesn't need to be directly towards the target, just end up closer than you were.
* Since re-targeting happens at the start of your next turn, the follow-up from a melee kill can never apply Juggernaut.
9mm torrent SMG

**9mm torrent SMG** is an exotic 9mm SMG.

## Description

High-speed JoviSec submachine gun excelling in mowing down targets that are close.

Torrent: critical chance bonus depending on distance from enemy

## Notes

Crit bonus is 100% at range 1, 0% at range 6, and otherwise uses the following formula, rounded up:

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{\displaystyle {{\frac {distance\_{max}-distance\_{enemy}}{distance\_{max}}}\times 100\%}}

Table of crit chances and common distances:

 6+ | 0%
Endless

**Endless** is a trial, unlocked by reaching the Lance Corporal rank.

## Description

Who needs plot or special levels? Dive in to a purely random endless onslaught of levels and try to get as deep as possible.

* no branches, special levels, intro/hub/outro levels nor mini-levels are generated
* no cap on the amount of uniques spawned
* the amount of levels is... endless?

This trial ends after 666 levels, the final level being the Precipice of Defeat which is the same as the final level of Beyond, where the final boss is a larger version of the Summoner.