recursal/Fanatic-Fandom huggingface dataset:
Cryomancer

## Attacks

The Cryomancer is the boss guarding the path to the exit of Europa Central Dig. It is a cold-themed Warlock.

## Mechanics

It constantly radiates an aura similar to Warlock Auras, overhealing allied units, but does not affect itself. Instead of maintaining the player's pain, it constantly inflicts the player with Chilled if able. The aura also removes any smoke or toxic clouds in its vicinity.

When using its ranged attack, it will spawn ice spikes at the center of each attack. The spikes also radiate an aura similar to the Cryomancer which will further chill players and remove any smoke or toxic clouds in the vicinity. As they are considered units, the spikes can provide cover for allies and enemies alike.

Unlike other bosses, the Cryomancer does not have any damage gates.

## Tips

* Due to its -50% fire resistance, fire damage is extremely effective at killing the Cryomancer. As such, molten weapons, napalm grenades, and the Fireangel master trait are very good at dealing with this boss, among others. Napalm grenades can be made at guaranteed ammo manufacture terminals on Europa 5 and the Refueling Base.
* There are multiple sources of cold resistance and immunity available before reaching the Cryomancer:
	+ A permanent 100% cold resistance effect as a reward from the Europa Dig Zone
	+ 100% resistance from the ENV armor from the Refueling Base
	+ 100% resistance from the frozen heart from the Frozen Temple
	+ 100% resistance from the the ice fiend's claw or cryomancer's claw relics
	+ 50% resistance from the Padded perk can be found or modded onto any normal armor using a bulk mod pack with Whizkid 1 (or using it on an AV armor with the durable or fire resist perks already available, even without Whizkid)
* As the cryomancer's aura still counts as a warlock aura, the warlock relics from Callisto Mines attunement rewards are effective
* As he has no damage gate, go for big damage with krak, frag, or plasma grenades, the 40mm drum launcher, etc.
* High movement speed helps avoid ice attacks
	+ The Onslaught, Gunrunner, and Gun Kata master traits are all effective
* Overall less dangerous in melee, can be lured around corners to get close without ice spikes, or use smoke grenades
Angel of Berserk

**Angel of Berserk** is a challenge in Jupiter Hell unlocked by reaching the Sergeant rank.

## Description

Who's a man and a half? You're a man and a half! Guns are for wussies, real men prefer close combat! You don't get a gun and you can't use anything that shoots (but 'nades are still fine), but you found a pipe wrench, and some extra supplies to help you out in the beginning!

Rating: HARD
## Additional notes

* Players cannot pickup non-melee weapons or ammo.
* Players start the game without any ammo or ranged weapons but are not deprived of other baseline items.
* In addition, players get gas grenade x3, CRI phase kit x1 and stimpack x2.
Shadowhunter

The **Shadowhunter** is a unique semi-automatic rail weapon, best used at mid to long range.

## Description

Heavily ornamented plasma rail rifle.

Shadowhunter: Shots that hit can seek another target.

Level 1: 50 damage per shot, shots can jump to one other target.

Level 2: 60 damage per shot, shots can jump to 3 other targets.

Level 3: 70 damage per shot, shots can jump to a lot of other targets.
Infiltrator helmet

The **infiltrator helmet** is an exotic headgear. It can only generate when playing as the Scout. It allows the wearer to remove all debuffs and become Stimmed when using Stealth.

## Description

Prototype scout issued helmet that hooks into stealth systems.

## Perks

Boost protocol: using Stealth clears all negative effects and gives 5 seconds of Stimmed effect
Gas grenade

The gas grenade is a grenade which creates toxic clouds in its area of effect while also blocking line of sight.

## Description

Military issue gas grenade. Somewhat useful against organic targets, but also doubles as a smoke grenade.

## Tips

* The gas grenade is extremely effective at taking out most non-toxic demons. Notably, the medusa and archmedusa are easily handled by even a single gas grenade, which would normally be a problematic enemy to face for most characters.
* Although the poison has no effect on mechanical units and cannot slow, it can still be used to block line of sight to either duck behind cover quickly or shoot them with weapons that cannot miss, like shotguns and launchers.
Executioner (weapon)

The **Executioner** is a unique knife with a special ability that allows it to instakill enemies under a health threshold that increases with each level. Not to be confused with the Executioner perk for the Scout.

## Description

Seemingly uninteresting and mundane quick-draw knife.

Executioner: Executes targets below:

Level 1: 60 health.

Level 2: 90 health.

Level 3: 120 health.
Furious

## Description

You're one angry son of a bitch. Because of that, your capacity for Fury is increased by 10 per each level of this trait. Additionally, activating Adrenaline gives you a damage bonus for the duration of the effect.

LEVEL 1 - + 10 Fury Capacity, + 20% Adrenaline damage bonus

LEVEL 2 - + 20 Fury Capacity, + 30% Adrenaline damage bonus

LEVEL 3 - + 30 Fury Capacity, + 50% Adrenaline damage bonus
ENV helmet

The **ENV helmet** is a common headgear, though it does not generate naturally. It always generates in the Noxious Hollow.

## Description

Experimental environmental protection helmet. Won't protect you from trolls, but quite effective against regular toxicity.

## Perks

It always generates with the Fire resistant, Padded, Sealed, Darkvision, and Heatvision 6 perks, for a total of 50% fire and cold resistance, 100% poison resistance, immunity to dark levels, and the ability to detect enemies through walls in a radius of 6.
Tough as Nails

## Description

Pain is for wussies, and you're a man's man. Your skin is so tough that each level of this trait provides 1 point of natural armor against all damage. Additionally, at L2 the only of the Pain modifier is applied to your accuracy, and at L3 Pain has no effect on accuracy at all.

LEVEL 1 - +1 armor

LEVEL 2 - +2 armor, %50 Pain effectiveness

LEVEL 3 - +3 armor, Pain doesn't affect accuracy

## History

* Before patch 0.8.1, the trait had a different functionality, reducing maximum pain value by 25% per level.
* From patch 0.8.2 up until patch 0.9.5, this trait reduced the Pain effect on accuracy by half, with the second level removing it altogether.

* In patch 0.8.11 the trait was removed from Technician, causing Hunker down to become a base trait.
Entrenchment

Level 6

## Description

MASTER TRAIT - hunker gives damage reduction and resists, reload hunkers

Once you take position, nothing can move you. When you hunker (even with no cover) you get a flat damage reduction and a modifier to ammo consumption. Hunkering also spins up your rotary weapon if you're holding one. You also know how to instinctively seek cover when taking a reload action.

**LEVEL 1** - 30% damage reduction, 70% ammo consumption, 50% resistances

**LEVEL 2** - 40% damage reduction, 50% ammo consumption

**LEVEL 3** - 50% damage reduction, 75% resistances

You can pick only one MASTER trait per character.
Game Mechanics

*Our community needs more information on this page! Can you help out? Click here to add more.*
* Damage types: Impact, Slash, Pierce, Plasma, Fire, Toxic, Acid, EMP
* Status effects: Burning, Chilled, Poisoned, Bleeding, Stimmed, Frenzy
* Dodge, Cover and Melee Guard
* Gibbing
* Wait, Aim and Hunker actions
* Pain
* Range
* Hacking
* Accuracy
* Critical Hits
* Speed
Duramesh scout armor

The **duramesh armor** is an exotic body armor. It has protection equivalent to marine armor with a slightly lower dodge penalty, and is indestructible.

## Description

Ridiculously durable, but extremely light. This baby will serve you deep in enemy territory and never gonna let you down.

## Perks

Duramesh: this armor is virtually indestructible
Avalanche

The **Avalanche** is a mid-range unique automatic rifle.

## Description

Custom rigged prototype of a nuclear powered plasma rifle.

Avalanche: Fires superheated plasma bursts, slowly recharges.

Level 1: 20 damage per bullet.
Level 2: 23 damage per bullet. Fast recharge (recharge speed doubled).
Level 3: 26 damage per bullet.

## Known Bugs

* v1.5: Although this is the favored unique of Conamara Chaos Biolabs, it cannot actually spawn there, as it is a tier 3 unique.
12ga shotgun

> I call shotgun.
>
>

**12ga shotgun** is a basic shotgun. It deals high damage from close range in a wide area. As it takes time to reload after every shot, this shotgun is only effective against small enemies when they can be killed one-by-one, or against a group of closely standing small enemies.

Its one distinguishing feature is one extra maximum range over any other shotgun\*. Since shotguns can blind fire, a 12 gauge modded for extra max range can damage enemies outside of the player's line of sight.

## Description

* Basic
* Advanced

#### Basic

Standard issue military shotgun, uses 12ga shells. Great for spring cleaning.

#### Advanced

Advanced military shotgun. Properties vary.
Grenadier

## Description

Extra grenades and grenade improvements

You love your 'nades, and you always keep some stashed in random places for emergencies.

LEVEL 1 - each ammo box you open comes with an extra 'nade, +25% grenade damage

LEVEL 2 - general boxes also carry 'nades, +50% grenade damage

LEVEL 3 - +1 grenade explosion size

## Notes

The advertised "higher chance to gib" from level 2 increases the gibbing power of frag and krak grenades from 2 to 4, effectively requiring only 125% of the enemy's max health to be dealt as damage by the grenade to guarantee a gib. This increased gib chance does not apply to plasma grenades.
Accuracy

**Accuracy** is a measure of how likely you are to hit an enemy when you attack, expressed as a % chance to hit. The accuracy of an attack is shown in the top right part of the UI when you are targeting an enemy.

Accuracy applies to all weapon attacks except Shotguns, and also applies to attacks enemies make.

Chance to hit is affected by the following factors:

* Weapon Range, and distance to the target's square
* You current Pain %
* Cover between you and the enemy
* Bonuses from taking an Aim action

Additionally, the accuracy of enemies attacking you may also be affected by:

* Your Dodge and guard chance
* Your Hunker bonus
* Enemies which are Bleeding get -10% accuracy per level of bleed
Limbo

Limbo is a special level reached from Beyond 2.

It consists of a number of small islands connected by irregular stone walkways, over a sea of lava. Some islands have rooms on them, while others have a circle of pillars.

Limbo has several lootboxes, including 2 blue ones next to each lift. The other rewards are at the center of each island.

## Rewards

* CRI phase kit
* Technical Station
* 4x Ammo Lootbox
* Armor Lootbox (contains combat armor and combat helmet)
* 2x AV3 Amp
Patch 0.9.8a

## Patch 0.9.8a

### Next minor

*0.9.10a*

```
Beta   0.9.8a - Message - April 15, 2021
CHANGE #---- - power packs cost 2 charges to create in station
FIX    #---- - fixed crash when using Deadly Precision
FIX    #---- - CRI 7.62 riot SMG properly named in AoHubris
FIX    #---- - mod and dismantle choice ui have proper width
FIX    #---- - fixed info "quests" to be unique per run

```
.44 deagle

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

## Description

Law enforcement semi-automatic pistol, packing .44 ammo. Often used by terrorists, mostly when they rush B.

Unflinching aim: Ignore pain accuracy penalties

## Strategy

Because of its high damage, fast swap time, and ability to ignore pain, this weapon is very good as an emergency backup weapon for situations where the player is overwhelmed with pain and could not otherwise hit anything with any other weapon, such as when surrounded by fiends or reavers.

## Trivia

This weapon is a pretty transparent reference to the Desert Eagle, a large semiautomatic hand cannon which is capable of firing magnum-caliber bullets that are normally reserved for revolvers, such as the .44 Magnum.

The description is a reference to the Counter Strike series, where two teams (terrorists and counter-terrorists) are tasked with either attacking or defending multiple points. The Desert Eagle is a popular weapon in these games.
Frag grenade

The frag grenade deals high damage in a reasonably large radius and causes minor bleeding.

## Description

Military issue fragmentation grenade. Causes bleeding. Useful for keeping the crowds at bay.

## Tips

* Although not as effective on mechanical units due to its damage type, it is still useful in the early game against them as the damage it deals is quite high for that point of the game.
* Many early game exalted packs can be dealt with instantly with the use of a single frag grenade.
Tutorial

The **Tutorial** is a game mode which consists of a single short level to introduce basic controls and tactics. It will automatically run the first time you play, after which it can be selected as a game mode at the game creation screen to play again.

The tutorial does not have difficulties, achievements or high scores, and most of the level is scripted, with you having to follow instructions to continue.

It covers:

* Movement
* What the different parts of the interface shows you
* Firing and reloading
* Moving to cover
* Pain and adrenaline
* Picking up and dropping weapons
* Manual targeting
* Using items from the ground
* Hunker and aim buffs
* Using items from inventory
Remote Hack

## Description

You can remotely hack enemies

Hacking is all nice and dandy, but trying to approach those motherfuckers riddles you with holes like a damn cheese grater. This skill allows you to remotely access the hack interface, hopefully before they even get a shot off. If no bot is targeted, you can access the Broadcast menu to order all friendly bots at once.

Level 1 - remote hack on cooldown.

Level 2 - cooldown removed, automatically hack turrets in sight.

Level 3 - when entering level, automatically remotely hack everything that has a zero multitool hack cost.
Callisto Rift

The **Callisto Rift** is a side branch for the first moon, Callisto. It leads to the special level, **The Rift**.

Levels of Callisto Rift are cave areas with a few small rooms. Lifts are generally in rooms, but terminals and lootboxes are frequently outside in the caves. The levels are roughly loops with a large hole in the middle of the level.

An enviro pack will always spawn in a supply chest on Callisto Rift L1.

### Enemies

* Former Grunt
* Former Soldier
* Former Guard
* Former Grenadier
* Fiend
* Fire Fiend

### Manufacturer Perk

Weapons found in the Callisto Rift, not including AV or Unique weapons, have the JoviSec manufacturer perk. This gives +25% critical damage.

### Branch Mission

Each level in Callisto Rift has a gas pipeline somewhere on the map. Opening the gas pipeline will cause poison gas clouds to randomly spawn all over the level. If at least 3 pipelines are opened (including the final one in The Rift), then an additional bonus is unlocked in The Rift.

## The Rift

**The Rift** consists of two long narrow cave areas with a "rift" abyss down their middle, populated by various fiends. There is a room separating the two caves. The second cave also has two rooms on either end with terminals to unlock the final room of the area.

This final room contains mechanical units as well as the rewards for the branch.

### Enemies

* Fiend
* Fire Fiend
* Ice Fiend
* Security Drone
* Sentry (shoots toxic rockets)

## Rewards

* AV2 9mm combat pistol or 12ga auto-shotgun
* Medical station
* Technical station
* Armor lootbox with 3 multitools
* Military lootbox (level 3) - may contain guaranteed unique, no favored unique
* AV2 AMP for the most used weapon type
	+ Utility AMP if most used group doesn't have an AMP type (e.g. Rockets, Grenades)
* If all pipelines have been opened, Rift Attunement effect is available by walking into the glowing green cloud. You can open the pipelines after opening and clearing the vault and the cloud will still spawn.

## Notes

Since poison gas cloud clusters cannot go through walls (though they can go through diagonal gaps), they can get trapped inside rooms. It may be advisable to ensure elevator rooms are closed before opening gas valves to avoid getting poison clouds stuck inside.
BFT 10K

The **BFT 10K** is a unique launcher, good at any range that isn't right next to you. Essentially a BFT9K with higher damage and lower magazine size.

## Description

This is the first prototype BFT, from before CRI understood the concept of overkill.

BFT 10K: Fires a big ball of supercharged plasma - seeks enemy lifeforms after detonation.

Level 1: 180 damage, shot jumps once after detonation.

Level 2: 190 damage, shot jumps twice after detonation.

Level 3: 200 damage, shot jumps three times after detonation.
Scavenger

## Description

Convert regular ammo at a loss to the current weapon

There's a use for all that junk, and you can find it! No matter what weapon you're using, you can convert the ammo you find to make use of it. Ammo is converted on pickup to the ammo type of the current weapon. Higher levels allow more ammo types to be converted, and multiply the conversion factor.

LEVEL 1 - convert to 9mm, .44 and shells at a 20%/lvl ratio, 40mm grenades at 10%/lvl

LEVEL 2 - also convert to 7.62 at a 20%/lvl ratio

LEVEL 3 - also convert to rockets (5%/lvl) and cells (10%/lvl)

## Additional notes

* The ammo gets converted at the specified ratio, with numbers rounded down. Conversion will always result in at least one of the desired ammunition type.
* If the player's current weapon uses no ammo (e.g. any melee weapon), all the ammo picked up gets simply added to the player's inventory.
* Rocket conversion is currently bugged, and can give stacks of rockets higher than 10 when converting stacks of 100 ammo.
Army of Darkness

## Description

MASTER TRAIT - SHOTGUNS/LAUNCHERS convert to pierce damage and get range bonuses

You're the fucking army of justice. When you fire your trusty boomstick (launcher or shotgun), armor is barely any protection! You also have a certain knack for pulling out melee weapons instantly, and a love for chainsaws...

**LEVEL 1** - slash weapons and impact launchers get converted to pierce damage, swap to melee weapons instantly

**LEVEL 2** - shotgun/launcher optimal range +2, +50% chainsaw damage

**LEVEL 3** - shotgun/launcher optimal range equals max range, +100% chainsaw damage

You can pick only one MASTER trait per character.

## Notes

* Army of Darkness does not convert the damage of non-slashing Shotguns and Launchers (such as plasma shotgun), nor other types of slashing weapons.
* Damage type listed is converted when picked up. Old damage type will still be shown when on the ground.
Badge

**Badges** are awarded for various in-game achievements, mainly for completing a game in various modes and difficulties They are divided into five tiers: *Bronze*, *Silver*, *Gold*, *Platinum* and *Diamond*, depending on difficulty. A player's rank is advanced through earning a certain amount of badges in certain tiers.
Dante

**Dante** is the 4th major location in Jupiter Hell.

*You feel yanked in a nondescript direction. You don't think you're on Io anymore...*

Dante consists of 4 levels, starting with Dante Vestibule, then L2 and L3, and finally Dante Altar which is the final level of the game. It has a very different visual design to earlier areas, with the level layout being vertically symmetrical.

Dante Vestibule is a dark level (sight range 4) which starts on a platform on the left edge of the level. Advancing east finds the start of a CRI outpost, with several chests, a Terminal and 2 Ammo manufacture terminals. CRI forces fight against the demons on this level. The exit is in the center of the right wall.

The next two levels have similar layouts, but lack the CRI presence of the first level.

## Enemies

CRI faction:

* CRI marine
* CRI sergeant
* CRI soldier
* CRI bot

Demon faction:

* Fiend
* Reaver
* Archereaver
* Armored Ravager
* Warlock
* Archwarlock
* Medusa
* Archmedusa
* Sentinel

## Special Levels

* The Shattered Abyss
* Dante Inferno

## Dante Altar

The **Dante Altar** has one large chamber filled with destructible pillars. Various reavers spawn from the top and bottom walls. Near the back of the chamber is the boss Harbinger, along with two non-destructible pillars which can be used as cover.

### Enemies

* Reaver
* Archreaver
* Cryoreaver
* Toxic Reaver
Second Wind

Removed in patch 0.9.7.

* Once per game prevent death and heal up to 50% instead

## Description

You apparently were born under a lucky star. If you die, you'll immediately be healed up to 50% of health. The star is kinda shitty though, so it works just once.

## Additional notes

The cooldown of Second Wind is not reset by military stimpacks.
Angel of Impatience

**Angel of Impatience** is a challenge in Jupiter Hell unlocked by reaching the Sergeant rank.

## Description

You need to kill NOW! No time to carry all those medkits and stimpacks, you use them immediately on pickup!

Rating: HARD
## Notes

* Multitools and mod packs are also consumed instantly. This makes many terminal activities impossible without Hacker.
* The Technician still starts with 3 multitools in inventory - once used, they are gone.
* The Marine still starts with a medpack in inventory - once used, it is gone.
* When dismantling at a mod station, you will instantly be brought into the mod pack menu to use one of the received modpacks. You can safely cancel out of this menu, the mod pack is then returned to the ground.
CRI combat armor

The **CRI combat armor** is a common body armor, though it does not generate naturally. It can only be obtained in the CRI Armory through one of the red access doors.

## Description

CRI technology applied to armor. Not the power suit the marines carry, but still better than anything JoviSec has.

## Notes

This armor is tied with the Exosuit for highest protection of any armor in the game\*.
Magrail rifle

The Magrail rifle is an exotic semi-auto weapon. High optimal range with no minimum range makes this good at any range, but it cannot be reloaded at all. It can be considered an unreloadable Railgun with slightly less range and gibbing potential.

## Description

Experimental semi-automatic mag-rail rifle. Unfortunately the special ammo for it proved to be too difficult to produce.

Magrail: pierces enemies and cover, has a finite amount of ammo and cannot be reloaded
Melee

**Melee** describes both a weapon type, and a style of attack normally using those weapons.

Melee attacks may only be made against adjacent enemies, which includes enemies diagonal from you. Walking into an enemy will make a melee attack against them, or the usual targeting and attack keys can be used.

If you kill an enemy with a melee attack, you will move into their square for free. This movement gives your normal dodge bonus. This is the only way to move diagonally. You can refrain from this follow-up by holding shift when you attack.

Melee weapons use no ammo and hence do not need reloading, as a result many of the weapon perks do not apply to them.

There are some advantages to facing enemies in melee:

* Most zombies will try a melee attack instead of shooting if they are adjacent, which has much lower accuracy and damage.
* Bots do not explode if killed with a melee attack.
* Unlike other attacks, making a melee attack will only remove half your dodge bonus.

## Melee guard

While holding a melee weapon, that weapons Guard value is added to your chance to evade an attack, similar to Dodge. Dodge and Guard combined cannot exceed 90%.

Melee guard applies to enemies within range 4. This range can be extended to 5 with Bladedancer L2, and further with the Guard Shield weapon perk, up to a maximum of 6.

Only blades have melee guard by default, other melee weapons can gain it as a perk.

## Traits

Each class has a master trait which is specific to melee. Several regular traits also have some or all of their benefit apply only to melee

Marine:

* Rip and tear (up to 100% bonus melee damage, greater fury generation in melee )
* **Vampyre** (heal on melee kill)

Scout:

* Swashbuckler (free switches between guns and melee weapons, crit bonus)
* Energy leech (energy on melee kill)
* **Assassinate** (active skill allowing a teleport melee attack)

Technician:

* Bladedancer (greater melee guard with blades)
* **Blademaster** (dual wield blades)

## Gun Bashing

Although very weak, you can still hit things in melee while holding a gun. It is usually much better to shoot them instead, but if for whatever reason this is not a good option, the table below describes their damage.

Enemies use the same stats when determining damage in melee while wielding a gun.

## Weapons

Some melee weapons are classified as Blades, which are required for the Technician's melee skills. The blade weapons are also more common, are often found as special level rewards, can hold more mods, have higher critical damage, and are more likely to be found AV, but most of them do slashing damage which can make melee weak against robots.

1. ↑ Note that the Soulstealer cannot be dual wielded with Blademaster.
Sysop

## Description

Terminals have +1 charge/lvl, reveal network

You're the goddam root. All the terminals belong to you. You can squeeze an extra charge out of any station or terminal that you find. You also know where to look for them.

LEVEL 1 - 1 extra charge, reveal stations

LEVEL 2 - 2 extra charges, reveal terminals

LEVEL 3 - 3 extra charges, reveal lootboxes

## Notes

Added in patch 0.9.7 to merge Tinkerer and Networker.
CRI sword

The **sword** is an exotic melee weapon.

## Description

CRI templar sword, a sophisticated melee energy weapon given to high ranking CRI officers.

Plasma blade: this weapon has a self-powered plasma blade and deals plasma damage

## Notes

This exotic always receives the CRI Manufacturer perk, giving it +25% damage against demons, overriding other manufacturer perks the weapon might drop with.
Patch 0.9.7b

Right on the heels of the Expanse release we bring you a "hotfix" patch which is more than just bugfixes. As the next release will probably drop at the end of the month, we wanted to push in some fixes, balance changes and QOL features before that!

Notable changes include on-screen enemy weapon information, orb healing buffs (especially on higher difficulties), improvements to UI keybindings customization (yes, you can now bind everything to the keypad!), more common orange and cell weapons, buffs to early game pistols, 9mm autos, finisher perk and increased enemy count on higher difficulty after Europa. Also, a LOT of fixes :).

```
Beta   0.9.7b - Expanse - March 3, 2021
CHANGE #1291 - orb healing depends on depth, not difficulty
CHANGE #1273 - increased enemy count on Io+ higher difficulties
CHANGE #1274 - enemy weapon shown on enemy UI if carryable
CHANGE #1272 - balanced Dark Cathedral secret rewards
CHANGE #1268 - increased Europa Central Dig safe zone
CHANGE #1269 - keypad can be used where hardcoded enter required
CHANGE #1288 - clarified Remote Hacker L3 description
CHANGE #1277 - you can reset configuration in each config menu
CHANGE #1278 - you can bind confirm and cancel for game and UI
CHANGE #1289 - changes in the accuracy mod perk-list
CHANGE #1286 - decreased the rarity of cell-based weapons
CHANGE #1270 - finisher perk works for enemies below 50% health
CHANGE #1290 - 9mm auto rifle damage buffed
CHANGE #1290 - rare pistols/revs improved, and more common
CHANGE #1290 - 7.62 sniper has 100% crit damage
CHANGE #1270 - slightly buffed auto AMPs
FIX    #1286 - fixed Io L1 guaranteed cell weapons
FIX    #1293 - fixed military sentry mortar attack
FIX    #1287 - fixed Dark Cathedral visuals (now actually dark)
FIX    #1271 - fixed Callisto Mines tower lights
FIX    #1271 - fixed Europa Ruins inaccessible rooms
FIX    #1259 - fixed terminal/station crash
FIX    #1259 - fixed helmet pickup crash
FIX    #1259 - fixed gibbing related crash
FIX    #1259 - fixed save/load related crash

```
Ancient salve

The ancient salve is a very potent healing item, essentially functioning like a military stimpack with a shorter stimmed buff but no max HP reduction.

## Description

Ancient medicine, you wonder if it still works...

## Notes

Unlike other healing items, the ancient salve is unaffected by negative healing effects, and will always restore full health.

## 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.

## Tips

* Second only to the military stimpack but with no drawbacks, the ancient salve is an extremely potent healing item and should be saved for do-or-die encounters as an emergency panic button.
Utility

**Utility** amps can boost offensive stats, increase weapon range or crit, or provide other class-specific bonuses. They are equipped in the utility slot.

Like other equipment, AV1 and AV2 AMPs have 1 and 2 basic perks respectively. AV3 AMPs have one higher tier mod and one regular mod.

Most AMPs have perks specific to a weapon type.

See also: Weapon perks, Armor perks.

## Basic perks

Basic Pistol AMP Perks
 Pistol capacitor
 Pistol focus mode
 Pistol long-range tracking
 Pistol speed-loader
 Pistol target tracking

Basic Auto AMP Perks
 Auto gyro-stabilizer
 Auto long-range tracking
 Auto precise
 Auto speed-loader
 Auto target tracking

Basic Melee AMP Perks
 Melee critical boost
 Melee guard
 Melee retaliation

## Advanced perks

These perks are coloured blue in the equipment screen, and are only found on AV3 amps.

Advanced Pistol AMP Perks
 Pistol hit tracker

Advanced Auto AMP Perks
 Auto crit system

Advanced Shotgun AMP Perks
 Shotgun crit system

Advanced Melee AMP Perks
 Melee crit system

Advanced Utility AMP Perks
 Improved adrenaline
 Improved smoke screen
 Improved stealth
 Silent
 Smoke-gen
Purity

**Purity** is a trial, initially available to the player.

## Description

No branches, no terminal quests, no special levels. Just you and a straight path to victory.

* no branches, special levels nor mini-levels are generated
* terminals contain only plot messages
* uniques and exotics have a higher chance to spawn randomly
* Beyond is the end episode, instead of Dante
Scout

**Scout** is the second of the three character classes.

## Description

Scouts are masters of stealth and have the best intel.

**RESOURCE** – Scout utilizes **Energy** as a class resource, it regenerates when opening new chests, and can overflow until you leave a level.

**PASSIVE** – scouting ahead has revealed the location of all regular elevators. Branch connections and special level elevators are still hidden. You have only 2 weapon slots.

**ACTIVE** – for 25 Energy you can activate stealth and go invisible for a few turns (or until you attack). You gain +100% crit chance while stealthed!

**GEAR** – Scouts start with a revolver and .44 ammo.

## Energy

The Scout can spend 25 Energy to activate Stealth on any difficulty.

Energy can be regained by opening chests, replenishing 10 each time.

This amount can overflow before resetting to the designated maximum each level transition.

The maximum amount of Energy can be increased through skills.

## Skills

Stealth
Has a duration of 800% (8 turns). Activation is instant. Skilled L1 increases this duration to 1200% (12 turns) and L3 further to 1600% (16 turns). When stealthed, Scout has 150% evasion, which decreases the chance of being hit by melee attack by 75%.

During stealth, all attacks have +100% bonus to their crit chance. This includes grenades.

## Traits

Skilled
Eagle Eye
Dash
Hellrunner
Son of a Gun
Juggler
Executioner
Hacker
Swashbuckler
Hoarder
Dodgemaster (req: Hellrunner 2)
Gunslinger (req: Son of a Gun 2)
Infiltrator (req: Hacker 2)
Scavenger (req: Hoarder 1)
Whizkid (req: Eagle Eye 1)
Energy leech (req: Skilled 1)
Deadly precision (req: Eagle Eye 1)
### Master traits

Sniper (req: Deadly precision 2, Eagle Eye 1, Level 6/10/14)
Gun Kata (req: Hellrunner 1, Gunslinger 1, Level 6/10/14)
Gunrunner (req: Dash 1, Son of a Gun 1, Level 6/10/14)
*Assassinate* (req: Executioner 2, Dash 1, Level 6/10/14)
Ghost (req: Skilled 2, Eagle Eye 1, Level 6/10/14)
## Notes

Scout starts with fully loaded .44 revolver and 32 pieces of .44 ammo *instead of* 9mm pistol and 9mm ammo.
Side rooms

**Side rooms** are small mini-levels which are reached through a Cyan lift. Unlike other levels, these only have a single lift and you exit back to the same level you came from.

Entering a side-room still counts as entering a new level, triggering life gain on level change effects (such as Marine's trait) and removing overflown health, power and energy. Returning to the original level will remove overcharge, but not count as a new level for healing. You can go in and out of side rooms as often as you want.

Side rooms are often the subject of Messages, and are highly likely to contain stations and purple chests.

## Laboratory

A laboratory is often a series of 4 small rooms with a horseshoe layout. It usually contains a station.

## Storage Room

A small room with two normal lootboxes and an exotic lootbox behind the elevator. Be wary of a lot of enemies with clear lines of sight.

## Strongroom

A strongroom often has a foyer with 2 doors leading to a circular corridor around one large reward room. It usually contains a purple chest and an exalted pack.

## Workshop

A workshop often has a foyer and a single large room containing enemies and rewards. It usually contains a purple chest and one station.
Supply visor

## Supply visor

### Modifiers

Supply access
Aim assist

## Supply visor spawn data

### Locations

Earliest: Callisto 3
Typically: Valhalla Spaceport
Latest: Europa 3

### Weight(?)

3

The **supply visor** is an exotic headgear.

## Description

Supply visor used by station maintenance crew.

## Perks

Supply access: grants +1 charge in any accessed terminal/station

The supply visor will always generate with the Aim assist perk.

If this generates with Critical, it will always be Critical 20.
Technician

**Technician** is the third and last of the three character classes.

## Description

Technicians are masters of equipment and tinkering.

**RESOURCE** – Techs utilize **Power** as a class resource, it regenerates by picking power orbs dropped by mechanical and semi-mechanical enemies. It can overflow until you leave a level.

**PASSIVE** – Techs use any consumable (including grenades) twice as fast!

**ACTIVE** – for a difficulty-dependent amount of Power you can activate a smoke screen that will block sight around you. You are immune to smoke induced Slow effects.

**ACTIVE** – you can dismantle a modded item to randomly get back one of its mods.

**GEAR** – Techs start with 3 multitools.

## Power

The resource required to activate the Technician's active skills.

Each use of Smoke screen costs 30 energy on Easy difficulty, 35 on Medium, 40 on Hard and 45 on UV.

Power can be replenished by eliminating mechanical and semi-mechanical enemies. The former drop an item that restores 10 Power, the latter, 5. This amount can overflow before resetting to the designated maximum after each level transition.

Mechanical enemies: Drones, turrets, security bots, CRI bots.

Semi-mechanical enemies: Armored ravager, siege ravager, cyberos, cryoberos, toxiberos, archreaver, cryoreaver, exalted ravager, exalted kerberos, exalted reaver.

## Skills

Smoke screen
Spawns clouds of smoke around the Technician in an area of 2, reducing line of sight for the player and enemies to 1.

Activation takes one turn, with the spawning of the smoke done instantly at the start.

All smoke generated persists for at least 8 turns, before gradually dissipating over 2.

The time taken before dissipation becomes 12 turns with Skilled L1.

## Traits

Skilled
Whizkid
Powerjack
Cover Master
Son of a Gun
Juggler
Sustained fire
Hacker
Juggernaut
Hoarder
Toxicologist (req: Powerjack 1)
Headshot (req: Son of a Gun 2)
*Remote Hack* (req: Hacker 2)
Scavenger (req: Hoarder 1)
Sysop (req: Whizkid 1)
Bladedancer (req: Juggernaut 1)
Grenadier (req: Hoarder 1)
### Master traits

Entrenchment (req: Sustained fire 1, Cover Master 1, Level 6/10/14)
Sharpshooter (req: Whizkid 1, Son of a Gun 1, Level 6/10/14)
Fireangel (req: Whizkid 1, Cover Master 1, Level 6/10/14)
Blademaster (req: Bladedancer 1, Juggernaut 1, Level 6/10/14)
*Wizard* (req: Skilled 1, Hacker 1, Level 6/10/14)
Wavedancer

The **Wavedancer** is a unique plasma shotgun good at close to mid range. Creates explosions on enemies' positions on contact. The explosions have a gib factor of 3x and a noise level of 15.

## Description

High-tech prototype of a shotgun firing plasma waves.

Wavedancer: Fires a plasma wave with high gibbing potential that causes explosions.

Level 1: 60 damage, explosions do 30 damage.

Level 2: 70 damage, explosions do 40 damage.

Level 3: 80 damage, explosions do 50 damage.
Super nailgun

The **super nailgun** is an exotic chaingun-type weapon. Similar stats to that of the CRI hyperblaster, with a higher magazine size and the pierce damage type.

## Description

Guess ammo shortage is the mother of the most stupid ideas. Eats multitools when you're not watching.

9 inch nails: fully reloads using a multitool

## Notes

As the description alludes to, be cautious of autoloading effects when using this weapon.

## Trivia

The weapon modifier's name is a reference to the Industrial music project *Nine Inch Nails*, led by Trent Reznor who also composed the soundtrack for *Quake*, which was one of the first video games that featured Nailgun as the weapon. In *Quake*, the ammo boxes for the Nailgun have *Nine Inch Nails* logo printed on them.
Patch 1.0a

Thank you all for an excellent launch <3. First hotfix will address gameplay bugs and typos, QoL changes and requested settings. We will address the rare Vulkan related crashes in hopefully the next patch (1.0b) - in the meantime feel free to play in OpenGL mode until we patch things up!

## Changelog:

```
Hotfix 1.0a - Dante - August 10th, 2021
NEW    #1528 - Settings - you can now disable the intro
NEW    #1526 - Settings - you can now disable screen shake
NEW    #1526 - Settings - disable copy to clipboard on death
NEW    #1536 - Stealth shows turns left
CHANGE #1533 - custom keybindings appear on the UI immediately
CHANGE #1528 - you can now skip the intro with gamepad A/B
CHANGE #1527 - final boss arena spawns no longer affect max kills
CHANGE #1532 - multishot weapon shots in the same line as damage
FIX    #1529 - removed references to unimplemented boots
FIX    #1531 - proper opening in Mortem after boss-fight
FIX    #1530 - Bladedancer no longer has reference to being Master

```
Europa Ruins

The **Europa Ruins** are a side branch for the second moon, Europa. It leads to the special level **Frozen Temple**.

Levels in the Europa Ruins are white cave areas with a few rooms. Lifts are sometimes small standalone structures ,and other times in medium sized rooms. The ruins sometimes contain partial walls or rooms without doors.

## Enemies

* Corrupted Sergeant
* Corrupted Soldier
* Corrupted Commando
* Combat Drone
* Security Sentry
* Security Bot
* Ice Fiend
* Cryoreaver
* Cryoberos

### Manufacturer Perk

Weapons found in Europa Ruins, not including AV or Unique weapons, have the Cartel Recon Tech manufacturer perk, granting +25% damage after moving.

### Branch Mission

Each level will have a blue pentagram with some type of ancient item on it. You can take them, but someone will grumble at you, alluding to the fact that there is a limit of 4 items that you can take from the entirety of Europa Ruins (including the Frozen Temple) before that someone gets angry at you and summons guardians (brings no exp?) to fight you. Doing this will also spawn guardians when fighting the Cryomancer later on, once it reaches half of its max HP.

## Frozen Temple

The **Frozen Temple** consists of an outer loop of cave, around a large central chamber. The elevator is in the northwest.

The outer area contains Ice Fiends, Cryoreavers, and Cryoberos. All enemies must be killed to unlock the temple.

You can take a maximum of 4 items (reduced by 1 for each item you took before the Frozen Temple) before guardians spawn. The frozen heart counts as 2 items.

The frozen heart grants 100% cold resistance while held, and can be used in the Shadow Halls' special level Dark Cathedral to obtain bonus options.

## Rewards

* 2 different ancient items
* AV3 AMP for the most used weapon group
	+ Utility AMP if most used group doesn't have an AMP type (e.g. Rockets, Grenades)
* AV3 combat armor - favored unique\* Bloodletter
* Frozen heart
Spray'n'Pray

Spray'n'Pray was removed in patch 0.8.7, in favour of reinstating Ironman, and introducing the Marine to Field Medic and Bloodhound.

## Spray'n'Pray

### Required

Focused fire

RIFLE ACTIVE SKILL

* Shoot all enemies in a cone, accuracy -25%

## Description

Sometimes the only sensible option is to fill the room with lead. Use an automatic (multishot) weapon and hit ALL enemies in the area of effect at an accuracy penalty!

## Additional notes

The area of effect had the **spread** value of 3 (similar to those of 12ga shotgun or 12ga dual shotgun) and a cooldown of 8 (this includes weapon's fire time).
Small medkit

> That's better.
>
>

The small medkit is the most basic of all the healing items, and will likely be relied upon by the player for most of the game for various situations.

## Description

Standard civilian issue medical kit. It probably won't save you, but may make you suffer a bit longer. Heals 40 points of damage, and removes negative status effects.

## Alternative Sources

* Exchanged for 2 charges at medical stations

## Tips

* As this item cleanses all negative status effects on use, it should be used earlier rather than later when inflicted by one or more damaging status effects, to minimize unnecessary damage taken.
* 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.
Patch 0.8.4a

A hotfix has been deployed! We noticed that early game is a bit more punishing than we intended to, so we're rolling out a slight buff to early along with bugfixes:

```
CHANGE #857 - capped exalted regenerate at 6hp/turn max

CHANGE #855 - reduced amount of enemies on Callisto 1 and Europa 1

CHANGE #856 - added a guaranteed extra med chest on Callisto 2

FIX    #859 - scent trackers will no longer melee enemies on path

FIX    #854 - Point Blank trait description fixed

FIX    #860 - Autoloader perk works with extended magazine

```
Pipe wrench

> Let the massacre begin.
>
>

**Pipe wrench** is a simple melee weapon. It can be found in boxes randomly throughout Callisto. Capable of one-shotting most Callisto soldiers and Fiends, but has trouble with turrets and security bots due to its impact damage type even with Mechabane. In the Angel of Berserk challenge, the pipe wrench also serves as a default weapon for all classes.

## Description

It's heavy. It can smash. Nothing more to say about it.
Power mod pack

The power mod pack is one of the 3 basic mod packs. The perks it provides tend increase damage in certain situations, though armor perks tend to instead focus on increased protection.

## Description

A nifty set of batteries and circuits that allow adding power based perks to equipment and weapons.

## Mechanics

Like all basic mod packs, the number of copies allowed per equipment are based on the level of Whizkid, increasing up to 3.

The choices shown will always be in the order given below, so with no levels invested into Whizkid, you will only see the topmost 2 options. However, you cannot add a duplicate of an already existing perk, so if a perk which already exists on that equipment would normally be shown, it will instead show the next item on the list.

## Perks

* Meshed
* Acid shield
* Plated
* Auto-med
* Danger Monitor
* Plated
* Crit Enhancer 25
* Supply scanner
* Ripper 5
* Hunter 5
* Frenzy 5
* Ripper 3
* Longshot 3
* Frenzy 3
* Molten 3
* Ripper 4
* Hunter 4
* Frenzy 4
* Molten 4
* Ripper 8
* Cleaner 8
* Frenzy 8
* Ripper 1
* Point Blank 1
* Frenzy 1
* Molten 1
* Ripper 1
* Hunter 1
* Frenzy 1
* Molten 1
* Focused
* Hunter 8
* Frenzy 8
* Molten 3

## Alternative Sources

* Created at technical stations for 2 charges
Marine armor

The **marine armor** is a common armor, typically the next upgrade after basic armor. It has double the protection of basic armor, but an increased dodge penalty.

## Description

* Basic
* Advanced

#### Basic

Standard 'boys in blue' (marine) armor - may actually save your skin, or at least prolong your agony.

## Notes

The player starts with marine armor when playing Angel of Hubris.
Sustained fire

## Description

Consecutive fire actions gain damage bonus

The best solution is to pump stuff with lead. Each consecutive fire action gains a bonus equal to 20% of the weapon's damage value (rounded down). This bonus can stack at higher trait levels.

LEVEL 1 - + 20% base damage on consecutive shots

LEVEL 2 - can stack twice up to + 40%

LEVEL 3 - can stack three times up to + 60%
Marine

**Marine** is the first of the three character classes.

## Description

Marines are the backbone of JoviSec, resilient and hardy.

**RESOURCE** – **Fury** is the Marine's class resource, it regenerates with kills.

**PASSIVE** – each time you enter a new level you automatically heal 10% max health.

**ACTIVE** – for 30 points of Fury you may channel your adrenaline, heal a bit and convert one a quarter of your pain modifier to health and protect yourself from pain for 5 seconds. (Note: 5 seconds is equivalent to 5 steps without Hellrunner.)

**GEAR** – Marines start with a small medkit.

## Fury

The resource required to activate the Marine's active skills.

The use of Adrenaline costs 30 Fury on all difficulties, as of patch 0.9.5. Fury can be regenerated by killing enemies. Unlike other classes' energy bars, this amount cannot overflow.

The Furious skill increases the maximum capacity of the resource bank by 10, gives you 10 Fury and has a max level of 3. Also, since patch 0.9.4, increases fury gain should you gib an enemy.

## Skills

Adrenaline
Activation is instant. Half the player's current pain modifier is converted to health, after which the pain modifier gets set to zero. Also reduces pain percentage by 75 for 5 turns. Can also be used when not in pain to restore up to 10HP at base.

The pain-to-health transfer rate becomes 75% with Skilled L1 and 100% with Skilled L2.

## Traits

Skilled
Ironman
Furious
Hellrunner
Son of a Gun
Reloader
Sustained fire
Tough as Nails
Rip and tear
Army Surplus
Cover Master (req: Tough as Nails 1)
Gunslinger (req: Son of a Gun 2)
Bloodhound (req: Skilled 1)
Field Medic (req: Ironman 2)
Whizkid (req: Army Surplus 1)
Angry Motherfucker (req: Hellrunner 1)
*Running* (req: Furious 1)
### Master traits

Onslaught (req: Hellrunner 1, Sustained fire 1, Level 6/10/14)
Bulletstorm (req: Army Surplus 1, Son of a Gun 1, Level 6/10/14)
Army of Darkness (req: Ironman 1, Reloader 1, Level 6/10/14)
Vampyre (req: Ironman 1, Rip and tear 1, Level 6/10/14)
Survivor (req: Angry Motherfucker 1, Tough as Nails 1, Level 6/10/14)
Technical station

**Technical mod station** is an interactive object that allows the player to repair their armor and create mod packs.

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

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

A technical 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

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