recursal/Fanatic-Fandom huggingface dataset:
Patch 1.0c

Small hotfix for outstanding issues, most importantly Vulkan crashes if context switching during intro. If there are no new crash issues discovered, this will be the last hotfix before the next update (1.1, within the next 2 months).

```
Hotfix 1.0c - Dante - August 31st, 2021
CHANGE #1550 - enter to download added to messages menu
FIX    #1554 - Swashbuckler works with free stealth attacks
FIX    #1574 - removed melee "trap" from Callisto Rift
FIX    #1565 - Extended mag for semis matches the result
FIX    #1513 - fixed possible Vulkan crash on alt-tab from intro
FIX    #1563 - proper plural enemy names are used in Character view
FIX    #1566 - BFT "mishaps" will properly show up in mortem
FIX    #1550 - multitool count in terminals only if applicable
FIX    #1564 - manufacture sub-menu header consistency
FIX    #1550 - Scout Stealth is refreshed instead of additive

```
Valhalla Terminal

**Valhalla Terminal** is a side branch for the first moon, Callisto. It leads to the special level, **Valhalla Command**.

It is an indoor area with automatic doors. Vending machines are common.

### Enemies

* Former grunt
* Former sergeant
* Former soldier
* Former commando
* Security drone
* CalSec sentry

### Manufacturer Perk

Weapons and armor found in Valhalla Terminal, including Exotic but not including any AV or Unique items, have the ValSec manufacturer perk and will have the VS prefix on their name. On weapons this gives +25% damage against robotic enemies. On armor this increases all repair received by 25%.

### Branch Mission

In each level, the Terminal will have an additional command to initiate Lockdown, which will spawn 3 robotic enemies from the level entry. One of these enemies will drop a blue keycard on each level. These keycards are used for additional rewards in Valhalla Command.

## Valhalla Command

**Valhalla Command** is a returnable level with its entrance on the west side of the level. The central section has a series of rooms populated by bots. A Guardian bot will have a red keycard, if one previously hasn't generated.

The east end of the level has a locked red door to a terminal from which CalSec can be shut down. If the player does not have a red keycard, it can be unlocked with a blue keycard instead. This will deactivate all mechanical units on the level, as well as on any remaining levels on Callisto. Furthermore, after shutting CalSec down, you will be given an option to use two blue cards to hack CalSec, converting all remaining Callisto mechs (except Warden) to your side. Even more, after hacking CalSec you will have an option to disable the Warden for 2 blue cards, bypassing the bossfight entirely.

Beyond this are a further 3 locked doors which can only be unlocked with blue ValSec keycards, each will lead to a different reward. The reward name will be shown on screen as you walk up to each blue door, so you can choose if you have less than three blue keycards.

### Enemies

* CalSec Bot
* Guardian Bot

## Rewards

In main area:

* AV2 9mm pistol, .44 revolver, 9mm combat pistol, 9mm calibrated, .44 deagle or .44 HE revolver
* AV2 12ga shotgun, 12ga auto-shotgun, 12ga jackhammer or 12ga elephant gun
* AV2 basic armor, basic helmet or tactical visor
* Medical lootbox - favored unique\* Firestorm

In terminal room:

* Shutdown CalSec (1000 XP)
* Supply storage room (1 blue card):
	+ AV2 AMP
	+ Large medkit
	+ Small stimpack, enviro pack or CRI phase kit
* Weapon storage room (1 blue card):
	+ AV2 weapon of most used group
* Armor storage room (1 blue card):
	+ AV2 marine armor

## Notes

If choosing to shut down the CalSec Warden, it will not drop its loot automatically. You will still have to destroy the disabled Warden in order to get the loot.
Patch 1.0b

This is a small hotfix for a crash, and couple more QOL features. We'll do another one focusing mostly on QOL and stability next, and then we'll bury ourselves knee deep into 1.1 development!

```
Hotfix 1.0b - Dante - August 19th, 2021
CHANGE #1549 - wait sound is louder and has configurable volume
CHANGE #1544 - adjusted some VO frequency
CHANGE #1555 - Random/Fated options in class select req 1 less rank
CHANGE #1561 - disable all kinds of "sticky keys" when launching
FIX    #1562 - rare case of crash related to hacking a dead enemy
FIX    #1552 - fix duplicate message quest rewards
FIX    #1555 - Summoner will no longer appear in Challenge mortems

```
Europa

**Europa** is the second moon and major location in Jupiter Hell.

*You take the dropship to the only other officially inhabited moon of the Jovian system. This is the place where they do research, maybe you'll find out what went wrong...*

The first level of Europa is a small map of a few rooms. Other levels can be made of large outdoor areas with several rooms connected by short tunnels. Outdoor areas in the early levels of Europa will be bordered by balustrades and dark pits, while the later levels have white caves.

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

Level 4 is called Europa Concourse. It has 6 small rooms in a hexagon, with the two exits (to Europa 5 and to a side branch) on the far east and west.

The final area of Europa is **Europa Central Dig**, from which you can take a portal to the next moon, Io.

## Enemies

* Fiend
* Ice Fiend
* Corrupted Grunt
* Corrupted Soldier
* Corrupted Sergeant
* Corrupted Commando
* Corrupted Heavy
* Combat Drone
* Security Sentry
* Security Bot
* Turret
* Rocket turret
* Ravager
* Cryoberos

## Side Branches

* Asterius Habitat
* Conamara Chaos Biolabs
* Europa Dig Zone
* Europa Ruins

## Special Levels

* Refueling Base
* The Pit

## Europa Central Dig

*"It's freezing. I guess we're near the exit"*

**Europa Central Dig** is a cave area populated by beast enemies. The entry is on the western edge of the level. The right of the level has a bridge over void, onto a platform with the exit. The exit is guarded by many cryoberos, increasing based on difficulty.

Europa Central Dig has a max sight range of 7, instead of the usual 6.

The cave area has various obstacles for cover, as well as barrels and lootboxes.

* Fiend
* Ice fiend
* Cryoreaver
* Cryoberos
* Cryomancer
Rip and tear

## Description

Rip and tear! Your capacity for violence is legendary. You generate +1 Fury per kill (+2 per each additional level of this trait) and your percentage of Fury becomes a damage bonus to melee attacks (half at level 1).

LEVEL 1 - +1 Fury on kill, half of Fury percentage becomes melee damage bonus

LEVEL 2 - +3 Fury on kill, full Fury percentage becomes melee damage bonus

LEVEL 3 - +5 Fury on kill

## Notes

* Fury percentage refers to how much fury the character have vs their max fury. Having 10/40 fury leads to a 25% damage boost on melee attacks.
Guardian

## Mechanics

While moving or idling, the guardian will have the Guardian Shell buff, reducing all incoming damage by 80%, but reducing pierce resistance by (another) -100%.

The key to defeating guardians is to use pierce damage, or wait until their shield comes down after firing.

Guardians will explode on death unless attacked in melee, dealing 40 slash damage in a radius of 1.

## Strategy

A 3rd-level hacker, lucky enough to have a hacking-discount item (red access command visor etc), can hack a guardian with 1 multitool. This can be a surprisingly useful place to spend one, since guardians have a massive amount of resilience to most enemies, and a piercing attack that bleeds.

Since very few enemies do pierce damage, friendly guardians are tricky for the enemies to defeat.
Wizard

Level 6

## Description

MASTER TRAIT - smoke screen on cooldown, hacked enemies boost, summon drones/bots

You're a master of devices. Smoke screen becomes a free cooldown skill. You can summon drones to your aid using power and enemies you hack heal and get overhealth.

**LEVEL 1** - smoke screen becomes cooldown skill, summon a drone at cost of 30 power, hacked enemies have overhealth

**LEVEL 2** - Wizard summons sentries, summon cost 20

**LEVEL 3** - Wizard summons security bots

You can pick only one MASTER trait per character.

## Notes

Currently, the description is wrong and mentions that security bots are summoned at level 3; this is not the case. Military bots are summoned at Level 3.
Necrotic armor

The **necrotic armor** is an exotic body armor. It repairs itself in exchange for the wearer's health.

## Description

A CRI manufactured armor, probably built with elements of demonic technology. This armor gives you the chills.

## Perks

Necrotic: auto-repairs by draining the users life force

## Notes

The armor repairs 10 points of durability for every hit point drained from the wearer. It cannot drain the user's health below 10% of their max hp, but will still repair.
Soulstealer

The **Soulstealer** is a unique melee weapon, obtained from the Swordmaster, boss of The Shattered Abyss.

While excelling at fighting monsters, because of its slash damage type, the chainsaw is a better choice for fighting large bots.

## Description

This huge heavily decorated sword is covered in demonic runes.

Level 1: Killed enemies increase your health by 1 and sword damage by 1

Level 2: Killed enemies increase your health by 1 and sword damage by 2

Level 3: Killed enemies increase your health by 1 and sword damage by 3.

## Notes

* The max HP increase this weapon provides is still subject to the max HP cap of 160.
* Damage and max HP will still increase even with if you kill summoned enemies that show up during the final level or summoned by The Summoner.
	+ However, they still don't give player or weapon XP.
* Soulstealer cannot be dual-wielded with another blade weapon via the Technician's Bladedancer melee perk; even though it is classed as a blade weapon, this sword is also classed as a large weapon, meaning both hands are needed to wield it.
* The HP increases provided by Soulstealer synergize quite well with the Vampyre master trait for Marines.

## Historical notes

Prior to patch 0.9.11, Soulstealer was called the Demonic Sword. It had no specific perks but had higher base damage (100).
Son of a Gun

## Description

Critical chance bonus

You love your guns. You clean them every day and make sure they are always in top condition. You know your guns so well that for every level of this trait you gain bonus critical chance. Additionally you gain bonuses to pistol ranges (incl revolvers).

LEVEL 1 - +20% critical chance, +1 pistol max range

LEVEL 2 - +35% critical chance, +1 pistol optimal range

LEVEL 3 - +50% critical chance
Void

The **Void** is a unique plasma SMG. It does not need to reload and does not consume ammo. Its damage increases with level.

## Description

While it's build is looking definitely alien, it seems to be a sort of plasma SMG.

Void: This weapon doesn't seem to have a magazine...

Level 1: Damage is 11x4.

Level 2: Damage is 12x5.

Level 3: Damage is 13x6.
Vending machine

**Vending machines** are destructibles found on several levels on Callisto, Europa and Io. They can be either green or red in terms of color.

When hit by the player, they have a 1 in 20 chance to drop a healing consumable. There is a 62.5% chance that it is a stimpack, 31.25% for a combat pack, and 6.25% for a small medkit.
Patch 0.8.2a

## Patch 0.8.2a

### Hotfix 0.8.2a

```
CHANGE #765 - reduced pain generation of healing station
CHANGE #765 - healing station health cap raised to 160
FIX    #763 - fixed 50% chance crash on entering CRI Armory
FIX    #764 - fixed Io exits placement (L2/3/4 now)
FIX    #766 - move autorepeat properly stops on stations now
FIX    #767 - Vault and Armory are marked clear on all killed

```
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.

## Uses

* Repair armor and headgear for 25% of their maximum durability.
* Disable or hack robotic enemies (cost reduced by the Hacker skill).
* Restore a hacked robot's health.
* Increase the number of charges at a technical station, medical station or nano-manufacture station.
* Trade them in at a terminal.
	+ Can be used for information on map layout or enemy locations
	+ Can be used to hack or disable all turrets or other mechanical units on the level.
	+ Can be used to initiate a purge, causing all mechanical units to attack any non-mechanical units in sight (technically, anything not under the enemy group "security").
* Execute local changes at a terminal to activate special actions in later maps.
* Fix broken elevators to side branches.
* Serve as the ammo for the nail gun and super nailgun.

## Alternative Sources

Multitools can also be extracted from technical stations and nano-manufacture stations, though this will reduce the number of charges of the station.
Micro launcher

**Micro launcher** is a magazine-fed, exotic rocket launcher that can fire up to four shots consecutively before needing to be reloaded. Whilst it has a smaller area of effect than the ordinary rocket launcher, its higher base damage and its ability to make quick follow-up shots against anything that survives the initial rocket makes it extremely powerful. In addition, the smaller splash damage radius makes it less likely that you will injure yourself when using it against closer targets.

Given that rockets become rather abundant by mid-Europa, keeping this beast of a weapon fed isn't particularly difficult, either.

Other than its limited modding potential (as it can only be modded once), the micro launcher is a direct upgrade over the rocket launcher and should always replace it if you are fortunate enough to find one.

## Description

Focused rocket launcher with a magazine. No idea why standard rockets still fit it.
Apocalypse

The **Apocalypse** is a unique rotary weapon, good at any range. As it is a rotary weapon, it fires more explosive plasma charges with each continued fire action. The amount of charges it begins firing with is increased with each level.

## Description

The big daddy prototype cell hyperblaster that turned out to be too deadly to the wielder.

Apocalypse: Chain-fires explosives plasma charges.

Level 1: First fire action fires 4 charges.

Level 2: First fire action fires 5 charges.

Level 3: First fire action fires 6 charges.
Weapon types

There are several types and sub-types which weapons are categorized into.

This determines what weapon mods a weapon can have, and what mods are offered when modding a weapon. Many traits only apply their bonuses to some weapon types.

Some traits and gear mods refer to broader categories, such as the word "auto" often meaning both single shot and multi-shot rifles, including rotary weapons.
Whizkid

## Description

Increases item modding capabilities

You were always a brainy guy... Mom said you could have been an inventor but JoviSec picked you up first. Whether it's a toaster or a chaingun, there's always room for improvement! With this trait you can stack more mods of the same type on a given weapon or armor, have a wider choice of perks to pick from and get extra mod capacity!

LEVEL 1 - max mod level 2, choose from up to 3 perk choices.

LEVEL 2 - max mod level 3, choose from up to 4 perk choices.

LEVEL 3 - all perk choices available, slam one EXTRA mod on any moddable item.

For the list of available perks, check this table.
Manufacturer perks

**Manufacturer perks** are Weapon perks which apply to basic weapons (and armor) found in specific branches. They do not consume any mod slots.

Manufacturer perks only apply to normal or exotic weapons, and are not found on AV weapons. Weapons found in the regular levels or the final level of the branch will have the perk, but sublevels such as storage rooms will not. Non-AV weapons made at manufacturing stations in branches will have the perk.

Weapons with manufacturer perks will have the abbreviation of that perk added as a prefix to their item name.

## Europa

Io
--
The Pit

**The Pit** is a special level for the second moon, Europa.

The Pit consists of a maze of caves and pits, with structures (8 cages and a central tower) in the center. Fiends roam the outer maze. In each quadrant is a terminal which will unlock 2 cages and 1 reward.

## Enemies

* Fiend
* Ice fiend
* Kerberos (in cages)
* Toxiberos (in cages)

## Rexio

There will be one Kerberos that is noticeably smaller than normal. Interacting with this Kerberos (while not holding a melee weapon) will cause it to sit, and eventually become friendly. This action will fail if it is ever hurt before or during this process.

Rexio will accompany the player to other levels and is capable of levelling up and becoming stronger, eventually becoming strong enough to take down almost anything on its own if it lives long enough.

## Rewards

* 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 .44 hunter rifle, 7.62 assault rifle, marine armor or combat armor
* AV3 combat helmet, combat visor or combat headset - favored unique\* Denial
* CRI backpack
Railgun

The Railgun is an exotic semi-auto weapon added in patch 0.9.10. High optimal range with no minimum range makes this good at any range, at the cost of heavy energy cell usage.

## Description

Prototype electromagnetic projectile weapon launching slugs at extremely high velocity.

Electromagnetic rail: Pierces cover, pierces targets, high gibbing chance.
Patch 0.9.0c

Jupiter Hell 0.9.0c patch has been deployed - plenty bugfixes (some of them from before 0.9.0) and a balance pass on Master Traits, enjoy!

```
Beta   0.9.0c - Masters - May 1, 2020
CHANGE #1147 - Assassinate - refund cost on kill, crit damage
bonus on L2 and L3
CHANGE #1147 - Energy Leech - 2/3 energy per kill (was 3/5)
CHANGE #1147 - Ghost reduces Stealth cost to 20/15 (was 15/10)
CHANGE #1147 - Gun Kata L1 accuracy now -20% (was -30%)
CHANGE #1147 - Sharpshooter is always 100% at max vision range
CHANGE #1147 - Master Trait UI buffs always appear last
CHANGE #1147 - Vampyre is now 10/15/20 instead of 10/20/30
CHANGE #1147 - removed accuracy penalty from Blademaster
CHANGE #1147 - doubled Fireangel fire damage
FIX    #1143 - enemies wont spawn in closed area in Docks
FIX    #1146 - fixed grenades not breaking stealth
FIX    #1148 - entities following you wont mess up kill %
FIX    #1145 - fixed rare crash bug when dying in melee
FIX    #1144 - no more "entombed" spaces/enemies in Beyond L3
FIX    #1144 - no more inaccessible chests in Beyond L2
FIX    #1149 - Smokescreen no longer breaks on Wizard L1

```
Powerjack

## Description

Gain power from accessing terminals and stations

What's the fun of technical gimmicks if you cant use them often? Thanks to this trait, you can siphon Power from terminals and stations, and at higher levels even lootboxes!

LEVEL 1 - 20 Power per terminal/station siphoned.

LEVEL 2 - 40 Power per terminal/station siphoned, 5 Power per lootbox siphoned.

LEVEL 3 - 10 Power per lootbox siphoned.
Lootboxes

**Lootboxes**, chests full of loot, are found throughout Jupiter Hell. They can be the major source of good equipment and generally should always be opened.

Lootboxes can be opened by bumping into them, which will drop their contents on the floor around them. They cannot be destroyed, or opened any other way, and they continue to block movement even after being opened. They appear as a white icon on the minimap.

After all enemies have been cleared from a level, lootboxes you have not yet found show up as a white outline in the darkness.

Lootboxes come in 6 colours with different types of drops. They also have a "tier" from 1-3 but this is not visible in game.

## Traits

* With the Army Surplus trait, Ammo boxes will give a bonus ammo stack drop. From level 2, all boxes gain the bonus drop.
* Powerjack, from level 2, will give bonus power when opening boxes.
* Sysop at level 3 will reveal lootbox locations on the map.
Royal

**Royal** is a trial unlocked by reaching the Sergeant rank.

## Description

Tired of nameless random levels? Embark on the Royal way - a run through the game through all named levels (including L1 intro levels).

* special levels, intro and outro levels are included in the path
* you pick your next level when entering the elevator - select the outro level when you're done with the episode
* no limit on the visited special levels, you can visit them all!
* Beyond is the end episode, instead of Dante

## Notes

* Includes all special levels except for The Shattered Abyss and Dante Inferno. Since Beyond is the end episode, Limbo is present instead.
* You can exit each special level from the same elevator that you entered from. Once you've left a level, you are unable to go back.
Scrapgun

## Scrapgun

### Modifiers

Scrapgun
Spin-up

## Scrapgun spawn data

### Locations

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

### Weight(?)

1

**Scrapgun** is a unique 9mm rotary weapon.

## Description

Scratch built, makeshift, steam-powered, 9mm-fed chaingun.

Scrapgun: Chaingun fed off of 9mm bullets, ammo efficient and modable.

Level 1: 7x4 damage, 80% reload cost, mod capacity is 2.

Level 2: 8x4 damage, 60% reload cost, mod capacity is 4.

Level 3: 9x4 damage, 50% reload cost, mod capacity is 6.
Nightmare!

**Nightmare!** used to be the hardest difficulty level in the game, and has unique rules that distinguish this difficulty level from all others. For instance:

* Non-robotic enemies can respawn as exalted variants after enough time out of sight.
* Enemies drop 50% more ammo on first kill. XP is not granted for respawns.
* Enemies get +10% to accuracy.
* Higher enemy count per level.
* The normal exit is shown to non-Scout classes after killing 6 enemies.

## Gibbing

Gibbing mechanic is slightly beneficial for playing in the Nightmare! mode as gibbed enemies won't revive as quickly.

## Enemy revival

Should an enemy be left out of sight for too long, its chance to revive will increase linearly, starting at 25 turns and reaching 100% at 50 turns. Enemies become stronger each time they revive, but it also doubles the minimum and maximum thresholds they require to revive.

After their first revive, enemies spawn with half the health of their exalted variant. Starting with their second revive, they will have the same amount. They will also spawn with one more exalted keyword each time, maxing out at 3.

Once 3 enemies remain on the level, they, and any other enemies that respawn will always be visible on the minimap.

Exalted enemies that were spawned by the level on entry as part of a pack will not respawn.

## Strategy

High damage attacks from single sources or step-and-fire tactics help in Nightmare!. More importantly, builds that move quickly and don't require stationary turns tend to do better. Most master traits, and even masterless characters, can beat nightmare with enough skill and persistence, but \*reliably\* achieving wins on nightmare is extremely challenging.

A huge skill 'wall' faces players progressing from UV, as there is a huge new mechanic to learn which changes the way combat must be approached. The idea of completely clearing each area should probably be completely abandoned, and wasting time, including pathing (maze dead-end) problems should be recognised as a major misplay.

## Historical notes

Nightmare! was introduced in the patch 0.9.3.

Old info removed from this page: ~~Should you need a build for Nightmare!, consider Bulletstorm, Vampyre or Gunrunner. These master traits have been proven successful multiple times in Nightmare. Sniper has also seen success.~~
Vulcan

## Vulcan

### Modifiers

Vulcan
Spin-up

## Vulcan spawn data

### Locations

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

### Weight(?)

1

**Vulcan** is a unique 7.62 rotary weapon.

## Description

Massive gatling gun, proving that there is no such thing as too much firepower.

Vulcan: Fires huge amounts of piercing bullets at extreme velocities.

Level 1: 8x6 damage, pierces cover and enemies.

Level 2: 9x6 damage, pierces cover and enemies.

Level 3: 10x6 damage, pierces cover and enemies.
Trial

**Trials** are set of game modes that either offer considerable alterations to the regular game, or completely change the flow of the game.

As your rank increases, more trials will be unlocked.

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

## List of Trials

* Purity
* Haste
* Endless
* Arena
* Royal
Table of contents

*Our community needs more information on this page! Can you help out? Click here to add more.*
## Game Information

* Game Modes and Achievements
* Character Development
* Weapons
* Armor
* Utility
* Inventory
* Enemies
* Locations

## Game Lore

* Game Mechanics

* Strategy Guides

Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.Page made obsolete by Jupiter Hell Wiki
Weapons

**Weapons** are divided into a number of weapon types which determine what weapon perks they can get or what traits affect them.

* Normal (common and rare) weapons can sometimes be found "Advanced", with 1-3 additional perks randomly added. They can still be modded further using mod packs.
* Exotic weapons can sometimes have one additional perk, though they will never get the "AV" title like normal weapons with perks. They often have less space for new mods. They are also much rarer.
* Unique weapons usually cannot be modded at all, but they have a three-level progression with new perks and/or stats increase being unlocked upon gaining levels. Most of these weapons have low drop rate, limited to one-per-run for most difficulties, while others cannot randomly drop but are gained in a specific way or limited to specific game modes.
Survivor

## Description

MASTER TRAIT - can't die unless below certain health at start of turn, low level health regeneration

You refuse to die. You literally can't die unless you start your turn below 25 health, and if no enemies are in sight you regenerate up to 25% health. Additionally, if below 25% health, you gain a critical chance bonus.

**LEVEL 1** - health gate 25, regeneration 3 hp/turn, 4% crit bonus for every % below 25

**LEVEL 2** - health gate at 20 hp, regenerate 5hp/turn, 6% crit bonus/%

**LEVEL 3** - regenerate 3hp/turn in combat, 10 crit bonus/%

You can pick only one MASTER trait per character.

## Notes

* The 25% regen cap is from max HP - for example, 25% of 160 HP is 40.
* You'll get a message if Survivor saved you from death.
Tactical visor

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

## Description

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

## Perks

The tactical visor always generates with the Aim assist perk.

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

The **Wavesplitter** is a unique katana weapon with a special ability that allows it to damage anything at range after charging.

## Description

The blade of this sword shivers with energy.

Wavesplitter: Charges with kills, releases energy in a plasma wave.

Level 1: 80 damage per hit, 20% charge per kill.

Level 2: 90 damage per hit, 25% charge per kill.

Level 3: 100 damage per hit, 40% charge per kill.

## Notes

The energy wave is released in front of the player with a spread of 2 and in a 3/6 range, dealing 60 damage at all levels.
Monster

The **Monster** is a unique dual shotgun best at close range.

## Description

A decorated sawn-off, very close range, dual barrel shotgun.

Monster: Quick access sling, very close range, but ridiculous damage and gibbing potential.

Level 1: 100 damage, max distance 3.

Level 2: 110 damage, max distance 4.

Level 3: 120 damage, max distance 5.
The Shattered Abyss

**The Shattered Abyss** is a special level only accessible by killing an enemy with melee in Level 1 of Dante Station or Beyond. Doing this will open a portal to the Shattered Abyss in the starting area of the level.

While on this level, no guns or grenades may be used, only melee attacks are usable. Smoke screen also cannot be used.

It consists of a winding rock bridge leading North populated by Reavers of various types, up to and including Archreavers. At the end of this path, an island with a boss called The Swordmaster is waiting.

Killing the Swordmaster is the only way to obtain Soulstealer, a powerful Unique sword.

The level can be left by walking through the same portal that you entered by, which will take you to Dante/Beyond L2.

## Enemies

* Reaver
* Archreaver
* Swordmaster
Red keycard

The red keycard is an item exclusively used to unlock red locked doors and elevators.

## Description

A red keycard with a black stripe. Not edible. Useless?

## Possible Uses

* Randomly chosen red-access elevators to branches
* Valhalla Command (guaranteed at least 1 keycard will generate on or before this level)
* Callisto Docking Bay (guaranteed at least 2 keycards will generate on or before this level)
* Black Site Vaults (4 total required, 1 will generate on level)
* CRI Armory (4 total required, 1 will generate on level)
SPYDASH X SuperVerse: The Confirmation of Worlds

SPYDASH X SuperVerse: The Confirmation of Worlds is SPYDASH X SuperVerse album of originally recorded songs, release as a followed-up to the classic artists
Julio Iglesias, Enrique Iglesias, Metallica, Bon Jovi, Aerosmith, Genesis, Jethro Tull, Bryan Adams and Michael Learns to Rock. Though it was recorded in May 9, 2020, it had been released years today, before success of the album. The
title is a play on the name of The Beatles' highly popular self-titled 1968 album, commonly known as "The White Album", with the skin color of the characters of
SPYDASH X SuperVerse. In addition, the cover is a parody of The Beatles' 1967 album, Sgt. Pepper's Lonely Hearts Club Band.

## Production

Shinsuke Kikuchi co-wrote and produced "You Know My Name".

## Track Listing

* 1. Hey! - Julio Iglesias
* 2. Limitless - Bon Jovi
* 3. Bailamos - Enrique Iglesias
* 4. Moonlight Lady - Julio Iglesias
* 5. Brand New Day - Bryan Adams
* 6. Dream On - Aerosmith
* 7. The Best of Me - Michael Learns To Rock
* 8. Bungle In The Jungle - Jethro Tull
* 9. Land of Confusion - Genesis
* 10. Whisker in the Jar - Metallica

## Sources

* https://spydashxofficialpage.blogspot.com/2020/05/spydash-x-superverse-confirmation-of.html?m=1
* https://spydashxofficialpage.blogspot.com/2020/05/spydash-x-superverse-potvrzeni-svetu.html?m=1 (Czech)
Twin Viper

**Twin Viper** is a unique 7.62 SMG. It inflicts poison and drops a copy of itself at level 2.

## Description

Snake-themed 7.62 SMG. It gives you the creeps.

Twin Viper: Shots apply poison. It's twin shouldn't be far away...

Level 1: Damage is 10x4, applies Poisoned 3 on each hit.

Level 2: Damage is 11x4, a copy of itself drops at level 1.

Level 3: Damage is 12x4, applies Poisoned 5 on each hit.
Patch 0.9.5a

```
FIX    - fixed values for Critical, Molten, Barbed and Guarded mod perks
FIX    - ADV dual shotgun has now proper amount of mod slots
CHANGE - single shot auto weapons now have perks at level 4 instead of 1
CHANGE - armors can be modded multiple times with the same mod (Whizkid)
CHANGE - Assassinate nerfed - no more refund, no critical damage bonuses

```

Note to OSX users on Steam - Mac version should now work, however the directory structure has changed, hence did the location of the player data. If you want to restore your player data you need to copy it from the old location:

```
$HOME/Library/Application Support/Steam/steamapps/common/Jupiter Hell/
to
$HOME/Library/Application Support/ChaosForge/JupiterHell

```

You'll be interested mostly in player.dat, maybe configuration.lua.
Plasma launcher

The **plasma launcher** was added in patch 0.9.0 as a new addition to the explosive weapon family. It has a smaller explosion radius, but the plasma damage type is more effective against enemies such as turrets and bots. Can drop from former CRI heavies and CRI heavies in Io.

## Description

* Basic
* Advanced

#### Basic

Burn your enemies in a big ball of plasma. Eats CRI manufactured energy cells like there's no tomorrow.

#### Advanced

Advanced plasma launcher. Properties vary.
Forseti

* In-game Info
* Biodata

**Forseti** is an Order hero in Mobile Legends: Adventure. He was released on June 14, 2023 as part of a Tinted Mirage event (the first Order/Chaos hero to be released as a part of one).

## Abilities

* Lv.2: Gains 400 Energy when entering battle or being revived.
* Lv.3: Increases the damage dealt to 110% Attack.
* Lv.4: Increases the damage dealt to 130% Attack. (Requires Ancient Twilight Level 3)

* Lv.2: Increases the damage dealt to 260% Attack.
* Lv.3: Stuns enemies by Verdict of Truth after Forseti's revival for 2s.
* Lv.4: Increases the damage dealt to 295% Attack.

* Lv.2: Restores 200 Energy for the ally with lowest Energy after being revived.
* Lv.3: Restores 400 Energy for the ally with lowest Energy after being revived.
* Lv.4: Restores 600 Energy for the ally with lowest Energy after being revived. (Requires Ancient Twilight Level 1)

* Lv.2: Enhanced Basic Attacks can penetrate enemies, dealing damage to all enemies on the path.
* Lv.3: Increases the damage dealt to 150% Attack.
* Lv.4: Increases the damage dealt to 220% Attack. (Requires Ancient Twilight Level 2)
Summoner

## Attacks

*Our community needs more information on this page! Can you help out? Click here to add more.*
The Summoner is the boss at the end of the Beyond.

## Mechanics

Upon reaching 140% and 70% of its max health, it will heal back to 150% and 100% health, respectively, cleanse all negative status effects, and begin summoning various types of reaver. While summoning, the Summoner has 50% damage reduction. Exalted versions gain 75% damage reduction instead.

It has a damage gate of 80, negating any excess damage.
Sharpshooter

Level 6

## Description

MASTER TRAIT - SEMI/AUTO/PISTOL/SMG ONLY increased ranges, damage bonus depending on range

You specialize your gunsmanship for long range encounters. Not only do you have an inherent bonus to pistol, revolver, semi, SMG and auto ranges, but you gain a damage bonus at the weapon's max range (scaled down if shooting closer). Vision range is used if max range is larger. Kills reset cooldowns.

**LEVEL 1** - max range increased by 1, 50% damage bonus at max range

**LEVEL 2** - 75% damage bonus at max range

**LEVEL 3** - 100% damage bonus at max range

You can pick only one MASTER trait per character.
Pinpoint

Merged into Deadly precision in patch 0.9.7.

## Functionality

Every consecutive turn spent firing pistols, SMGs or automatic weapons increases their critical chance.

## Description

Once you start shooting, your focus increases, and so does the chance to hit vital spots! Each consecutive fire action gives a +25% (or +50% at level 2) bonus to critical hit chance (max 100%).
Military stimpack

> Wish I could mainline that shit.
>
>

The military stimpack is an even stronger version of the stimpack, healing fully as well as providing Stimmed for a much longer duration, and providing more of the class resource. However, it also decreases your max HP by 5 on use, to a minimum of 60 max HP.

## Description

Standard military stimpack. Fully heals you, resets all skill cooldowns, regenerates class resource, and removes pain and grants resistances for a longer time. We'd suggest you not overuse it, but we know you better. You monster.

## Tips

* The ultimate in emergency panic buttons, the military stimpack will almost certainly get you out of all but the worst situations. Unfortunately, it's also rare, has permanent consequences, and is not very space efficient. With all that said, it is still an extremely potent tool when it really matters.
Ichiro Mizuki

**Toshio Hayakawa** (早川寿夫、Hayakawa Toshio, born January 7, 1948 - died December 6, 2022), better known by his stage name Ichirou Mizuki (水木一郎、Mizuki Ichiro), is a Japanese singer, lyricist, composer, voice actor and actor best known for his work on theme songs for anime and tokusatsu. For over 40 years, he has recorded over 1200 songs for Japanese film, television, video and video games. He is referred to by fans and fellow performers alike as the Aniki (アニキ、"big brother") of the anison, or anime music genre. He has produced the singing duo Apple Pie since 1990 and created the Anison band JAM Project in 2000.

Ichiro Mizuki is also produced the SPYDASH X series.

Before his death at age 74, two episodes of SPYDASH X were posthumously.
Ashley Glencaine

**Ashley Glencaine** is an advertising character of Kadokawa Electronic Arts. Formerly worked by Sergeant Keroro PlayFirst, Sports. She is best known for her advertise any contents in Continental Packs licensed by Kadokawa Electronic Arts during the creation of new Gacha Club avatar. Her popularity realistic with Kadokawa Electronic Arts Girls to controlled their member titles on an international sales, she was originally voiced by Scarlett Johansson. Also voiced in Japanese by Aya Hisakawa.

Ashley is an American primitive schoolgirl for her advertise, her appearances such as; maroon coat, blue necktie, white blouse, dark blue skirt, black socks and brown shoes. Represent of common advertisement of this character created since 2021.

She attending Kadokawa Electronic Arts Girls had tough unexpected design for Ashley and befriended with Betty and Blondie (Bitstrips Basic), Ashley will appear in SPYDASH X. Her interested contents; games, series, anime and movies are all taming her experiences which Ashley back up Kadokawa Electronic Arts Girls earned poster of Kadokawa Electronic Arts member titles with full logos, impressive manner on she had confirmed any designs of SPYDASH X and other Kadokawa Electronic Arts titles to improving any marketing.
Military Barracks

**Military Barracks** is a special level in the main branch of Callisto.

It has 2 concentric outer pathway loops, leading to a wide hallway into the centre of the level. From there, 6 doorways which open simultaneously hold the enemies of the level.

Approaching any of the doors will cause all doors to open simultaneously, with enemies waiting behind each door.

## Enemies

* Hellish Grunt
* Hellish Soldier
* Hellish Sergeant

### Manufacturer Perk

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

## Rewards

* AV2 9mm pistol or 9mm calibrated
* AV2 .44 revolver or 9mm mag-pistol
* AV2 12ga auto-shotgun or 12ga super shotgun
* AV2 12ga dual shotgun or 9mm frag shotgun - favored unique\* Monster
* AV2 9mm auto rifle or 9mm precision rifle
* AV2 7.62 assault rifle or 9mm tactical rifle
* AV2 grenade launcher or 40mm drum launcher
* AV2 rocket launcher or EGLS launcher
* Ammo terminal
Patch 0.8.3b

### Hotfix 0.8.3b

One more quick hotfix, as there were some rare crashes during level transition. We took this opportunity to also hotfix level creation/load times, which should be significantly faster, especially on low-end systems. Finally, there's a rare bug with decal edges appearing, most noticable on Radeon cards.

```
FIX    #821 - possible crash fix for inter-moon transition
FIX    #819 - improved level loading times
FIX    #819 - fixed decal borders (most visible on Radeon cards)

```

See you next time in 0.9.0 :)
Rocket launcher

**Rocket launcher** is a basic explosive projectile weapon. It deals high damage from mid-long range in a big area. Due to its splash projectile nature, the effective range can be boosted indefinitely if the targets are located near the wall or other obstacle the rocket explodes upon hitting, so the enemies suffer its area-of-effect damage. The player also has to take care of not damaging themselves, especially when dealing with fast melee enemies like fiends. In the latter case, if there is a wall nearby, the situation can also be dealt with by wall-shooting.

Rocket Launchers deal impact damage to their direct target, and slashing damage in their splash range.

## Description

* Basic
* Advanced

#### Basic

Military RPG. When you need to make sure something dies and stays dead.

#### Advanced

Advanced military launcher. Properties vary.
Warlock

## 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.

Note: A warlock usually benefits from its own aura, gaining 50% additional resistance to acid, poison, and fire (making them immune to all 3). This isn't always the case (multiple warlocks can interfere with one another), but most of the time, warlocks will not be harmed by acid, poison, or fire.
Medi-fiber armor

The **medi-fiber armor** is an exotic body armor. It heals the user in exchange for durability.

## Description

Marvel of fiber and medical technologies, this meshed armor uses its own tissue to heal the wearer. Keep it fed, and it'll keep you healthy.

## Perks

Medi-fiber: regenerates up to 50% of health at the cost of durability

## Notes

Since the Onyx mod pack makes an armor indestructible by removing the durability stat entirely, an Onyx-modded medi-fiber armor will no longer be able to heal the wearer.

A whizkid:3 adding a bulk mod for 'auto-repair', OTOH, can feed medi-fiber armour for infinite, automatic healing.
Mod packs

**Mod packs** are items which add perks to armor and weapons. There are 3 types of standard mod packs, Power, Bulk and Accuracy, often abbreviated to **P**, **B** and **A**. Each of the three are commonly found in most runs and can give a variety of perks to whichever weapons or armor they are applied to. No other type of item can be modded. Mod packs can also be created at a technical mod station.

Additionally, 7 types of rare mod packs can also be found, each adding its own single unique perk and is limited to either weapons or armor.

## Applying mod packs

Using a mod pack from either inventory or ground will bring up a menu of all items the pack can be applied to. Selecting an item will list available perks that can be added to that item. Once a perk has been selected it will be applied to the item, and the mod pack is consumed. Before that point the selection can be cancelled at no cost.

Items have a mod capacity listed in their stats, for example "1/3" means the item currently has 1 mod out of a maximum of 3. By default, an item can only hold one of any given type of mod. If an item does not appear in the menu, it means one of these limits has been reached.

Levels in the Whizkid trait increase:

* The number of times the same type of standard mod pack can be added to one item.
* 1 additional modslot to a moddable item at Whizkid lv3 .
* The number of perks offered to choose from.

Note that only one of each rare mod packs can be attached to a piece of equipment, and this limit cannot be increased with Whizkid.

 3 | 3 | +1 | 5

For example, with Whizkid 2, a total of 3 P-mods could be put on the one item, and an item with mod capacity 4 could have a total of 5 mods.

## Standard mod perks

Each standard mod pack / item type combination has 5 possible perks available, listed in the table below. A number of perks based on your Whizkid level will be offered from the top of the list down, skipping any perks the item already has (from any source, and number does not need to match).

Example: Applying an A-mod to a helmet with "Critical 25", with 1 level in Whizkid.

Whizkid 1 offers 3 choices, and the item already has a "Critical X" perk, so Aim assist, Long distance tracking, and Heatvision 3 would be offered as the top 3 new perks on the A-mod headgear list.

For a list of what the perks do, visit the weapon perks and armor perks pages.

## Dismantling Items

Items with mods on them may be dismantled, destroying the item but recovering some or all of its mods.

* The Technician has the ability to dismantle items. One random mod from the item is recovered.
	+ The Skilled trait allows the Technician to recover more mods from the one item per trait level up to all mods at level 3, assuming it has more to recover.
* A Technical station can fully dismantle an item for 2 charges.
Plasma pistol

The **plasma pistol** is a pistol that fires plasma and uses energy as ammo. Its high damage and long effective range allows player to deal against groups of low-health enemies or single high-health enemies from afar.

## Description

* Basic
* Advanced

#### Basic

CRI plasma technology sidearm. You wish your squad was outfitted with this. And a ton of power cells for it.
Patch 0.9.0a

No sleep for me! Jupiter Hell 0.9.0a patch hasbeen deployed, mostly to fix Whizkid, but also to address the most unfair deaths. Saves are compatible!

```
Beta   0.9.0a - Masters - April 28, 2020
FIX    #1137 - fixed Whizkid
CHANGE #1138 - reduced Anomaly and Milibase enemy count
CHANGE #1139 - reduced damage of rockets fired by heavies
CHANGE #1139 - heavies wont shoot from edge of vision
CHANGE #1140 - Bulletstorm pistol penalty reduced
CHANGE #1141 - Swashbuckler works with Assassinate
CHANGE #1141 - health orbs generation buffed, also +5 value

```
Mephitic Mines

The **Mephitic Mines** are a side branch to the third moon, Io. It contains the special level **Noxious Hollow**.

The area of Noxious Hollow consist of green-coloured cave areas with several large buildings. The outside areas have many green barrels.

### Enemies

* Fiend
* Toxic fiend
* Kerberos
* Toxiberos
* Reaver
* Toxic reaver
* Ravager
* Armored ravager
* Siege ravager
* Plasma ravager
* Turret
* Rocket turret
* Former CRI grunt
* Former CRI soldier
* Former CRI sergeant
* Former CRI commando

### Manufacturer Perk

Weapons found in the Mephitic Mines, not including AV or Unique weapons, have the Io Defense Reserve manufacturer perk, granting -50% reload time. Armor and headgear will grant partial (25%) poison protection.

### Branch Mission

Each level will have an option to reroute the gas at the terminal, which will spawn toxic clouds throughout the level as well as multiple plaguebearers. At the final level, additional plaguebearers will spawn based on the number of terminals rerouted as well as any plaguebearers which were left alive on previous levels.

If the gas was rerouted on every level, there will be an "eerie shimmering gas" that spawns in the Noxious Hollow which will grant Mephitic Attunement, providing poison immunity. If the player already has Rift Attunement from Callisto Rift, they will instead gain Mephitic Taint, which provides poison immunity, causes all poison you deal to be 50% stronger, and makes you radiate a strong poison aura.

## Noxious Hollow

**Noxious Hollow** consists of a labyrinthine cave with poison clouds constantly spawning in random locations. The light level here is low, with a vision range of 4.

The rewards are all contained in a lootbox near the center of the area.

### Enemies

* Toxic reaver
* Plaguebearer (if gas was rerouted)

## Rewards

* Large medkit
* AV1 hyperblaster - favored unique\* BFT 10K
* AV3 katana
* AV3 marine armor
* ENV helmet
Nail gun

The **nail gun** is an exotic rifle that requires multitools as ammo, rather than regular 7.62. Fires one more bullet per fire action than the 7.62 assault rifle while doing the same base damage as the 7.62 riot SMG, except with the pierce damage type and a much larger magazine.

## Description

What a ridiculous piece of equipment. Might eat your multitool supply if you're not careful.

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.