Weapon Traits

**Weapon Traits** are modifiers that affect how Weapons operate in Returnal. Generally, they either enhance a weapon's power or modify how it functions.

## Trait Grouping

Each of the ten firearms in Returnal have nine traits, the majority of which are unique to their respective weapon. Within those nine traits, they are divided into four groups. Weapons can spawn with up to four traits, and no two traits can come from the same group.

As an example, here is a screenshot featuring all nine of the Spitmaw Blaster's traits. Wide Maw, Narrow Maw, and Slug Shot are all within the first group, meaning the Spitmaw can spawn with just one of those three. Likewise, a Spitmaw can spawn with either Explosive Spitter or Rapid Spitter, but not both. The same goes for the remaining two groups' respective traits.

The grouping featured in this screenshot (wherein traits are divided into groups of 3/2/2/2) is universal across all firearms.

Occasionally traits physically change a weapon's appearance. The most apparent example of this is the Tachyomatic Carbine's Hardened trait, which creates a red shield around the Carbine's barrel whenever it is equipped.

Despite having trait slots with apparent proficiency requirements, the Atropian Blade does *not* currently have weapon traits.

### Group Proficiency Requirements

*See Proficiency*

Proficiency Requirements
 5
 10
 15
 25+

Group 1 traits are available by default, however in order for traits from groups 2, 3, & 4 to become available, weapon proficiency must reach certain thresholds. Traits from group 2 require a proficiency level of 5, group 3 traits require proficiency level 15, and the final group requires proficiency level 25.

Regardless of proficiency level, in order for a trait from group 2 to spawn, a trait from the first must already be unlocked. This same rule applies to traits from groups 3 & 4: At least one trait from each group preceding them must be unlocked first.

## Unlocking Traits

Initially, weapons start with no traits unlocked. Each time a weapon is spawned, it can have up to one new trait that is unlockable. In order to unlock a new trait, 15 hostiles must be eliminated. If the weapon is swapped for another, or the run abandoned, progress toward trait unlocks will be saved and can be viewed within the *Databank → Equipment* menu screen. Once a new trait is unlocked, it will remain permanently available for future runs.

Only one locked trait or alt-fire can be found on a weapon at a time.

### Upgrading Traits & Alt-Fire

*See Alt-Fire*
After their initial unlock, weapon traits and alt-fires can increase from level 1 to level 3 as the game progresses, with higher levels resulting in greater effects. Upgrade levels are found sequentially, so levels 2 or 3 cannot be found before level 1 has been fully unlocked. Trait and alt-fire upgrades' availability depends on proficiency level, with successive upgrades requiring additional hostile eliminations.

Unlike traits, all alt-fires' level 1 versions are unlocked from the start of the game.

 2
 3

Just as trait spawning is randomized, so too are trait/alt-fire *levels*. Even if a weapon has all its traits and their respective upgrades already unlocked, it may nonetheless spawn with varying degrees of trait levels.

This also applies to unlocking new traits, or upgrading current traits: Firearms will not *always* spawn in with a potential unlock to work toward, even if some still remain. This means that as more traits and their respective upgrades are unlocked, it can become harder to find weapons with applicable trait unlocks.

## Effects on Co-Operative Gameplay

When two players are playing through the game in co-operative mode, the hosting player's progress determines which weapons can spawn. As an example, if they have yet to unlock the Rotgland Lobber or Coilspine Shredder, then those weapons will not spawn, regardless of whether the visiting player has them in their respective world.

Because weapon trait progression is unique to each player, weapons spawn in with traits aligned with the player that prompted the weapon's appearance: They opened its chest, or they killed a hostile, or they were the first to physically approach it (such as the Modified Sidearm SD-M8s that precede bosses). In these cases, should the other player pick up said weapon, its traits will remain aligned with the player that spawned it, and any unlock progression will remain static.

Players can "re-roll" weapons aligned with their co-op partner, which will re-generate it with traits relevant to their own progression. This is accomplished by pressing the melee button while standing beside a weapon. Weapons can be re-rolled just once, which gives each player one opportunity to wield it with their respective traits.

## Trivia

* First unlocking any level of a trait will automatically refresh that weapon's magazine.