Traits
Description
Traits are obtainable via the Worth Menu and Special Supplies Shop, and only available in Veteran Mode.
When Veteran Mode is enabled, it disables skills. Hence, any skills a player unlocked will not have any effects.
Before the start of a round, the player has 3 minutes and 30 seconds to prepare themself. If they have not done so already, they should create a loadout.
Traits are akin to skills and brought with the given starting Worth.
Main Server has 100 Worth and Point Save Server has 200 Worth.
Core
Core traits cost 20 Worth.
| Athletic | +10 maximum health +7.5 move speed |
| Aviator | +40% controllable speed +40% controllable handling +25% controllable health Controllables are immune to high speed impacts |
| Cardiotonic | Hold shift to run at +40 speed whilst draining stamina Jumping while sprinting consumes stamina |
| Command Operator | +100% turret scan speed -25% heat build up from using a turret +15% turret range Apply Spotted every 3 seconds with turret lasers |
| Criticality | +10% medical buff effectiveness on players below 50% HP +10% medical buff effectiveness +10% medical buff duration +35% cloud, buff bomb and flask radius |
| Escape Artist | Gain 20 blood armor if health falls below 50% once per wave Dropping under 50% health gives you adrenaline of +30 movement speed for 7 seconds once per wave +15% phasing speed Double barricade movement speed in intermission |
| Extreme Focus | Renegade stacks provide 9% cone spread reduction Renegade stacks provide 4.5% melee range |
| Firearms Training | +4.5%tightened aim cone +6% reload speed |
| Fleet Footed | Fervor stacks provide an 8% bonus to movespeed Fervor stacks provide an 8% bonus to dodge duration |
| Forager | Every 4th resupply collection gives you a food item Gain 1 status cleanse every 2 resupplies +3 health healed on resupply -5% resupply delay |
| Guardian | Blocking Guardian users prevent melee attacks they block from hitting anything else -5% stamina used while blocking |
| Master Chef | Hitting enough zombies with culinary weapons before they die gives you food Tougher zombies make this happen more often Nearby players are healed by your food at 27% effectiveness |
| Parry | Bashing just before a zombie strikes opens them up for a critical attack |
| Perpetual Motion | 1% more damage for every 1 movespeed faster than 225 you are moving, up to 15.00% more -15% effectiveness of slows on you -15% speed loss from being low on health -15% slow down from carrying heavy weapons |
| Reaper | +1 maximum reaper stacks |
| Seething Blood | Gain upto 10 phantom health from killing zombies Convert phantom health to health after 7 seconds +25% blood armor damage reduction |
| Seeker | The first selection of bounties offered are always offensive oriented Looted ammo is converted into resupplies at half efficiency Nails and Medical Supplies are ignored Receive a buff per collected supply drop +10% yield multiplier for supply drops |
| Slayer | 2x max blood armor leech |
| Tactical Movement | 20% increased movement speed multiplier when moving backwards -50% speed reduction from being ironsighted |
| Undeniable | +80% melee damage counted towards granting a shield stack buff (max 2) Shield stacks absorb one hit and reduce damage by 70% +80% melee damage counted towards granting a combat stack buff -50% stamina cost of melee swings upon reaching 33% health Gain melee boost, wound immunity, and 4x blood armor leech rate for 10 seconds when reaching 33% hp +25% slower stamina regeneration delay for 20 seconds after |
Bundles
Bundle traits cost 5 or 10 Worth.
| Agile | +12% jump power -0.2 s minimum crouch jump time |
| Battler | -10% blood armor leech delay +3% melee range -5% stamina used while swinging a melee weapon |
| Biologist | +6% healing effectiveness 60% of health healing is also healed as stamina healing Half stamina heal effect on self 22% of wasted medical dart ammo is returned to you |
| Blast-Proof | -50% self damage taken -33% explosive damage taken |
| Capacity | +15% increased clip size of weapons with 4 to 7 clip size +10% increased clip size of weapons with 8 or more clip size |
| Fast Metabolism | +15% healing received -33% sickness duration |
| Field Technician | +10% zapper and repair field range -20% zapper and repair field delay +10% zapper pulse slow |
| Focus | +3% tightened aim cone +6% tightened aim cone minimum -20% aim shake |
| Fleet | -12% stamina used while dodging +15% time in dodge |
| Gourmet | +18% healing from food Gain up to 10 blood armor when you eat food Blood armor gained from food can exceed the cap by 40 Food grants 1 second of agility and 0.5 seconds of speed for each points of health it heals to yourself only |
| Hammer Discipline | -5% hammer swing delay Repair props not nailed this wave 20% faster Repair specific repair points on props for double repair speed Repair points also grant +50% reinforcement time if hit |
| Handy | +6% repair rate Repaired props automatically repair for an additional 0.15x repair amount over time Repair props under 60% health 25% faster |
| Heavy Strikes | +33% melee knockback damage Knockback when using unarmed strikes |
| Knuckle Master | +3 unarmed fist damage Movement speed is no longer slower when using unarmed strikes Next unarmed strike is 2x faster if hitting something |
| Olympian | +25% non-explosive throwable damage -22% non-explosive throwable recovery time +8% throw strength |
| Paladin | -5% stamina used while blocking Can block attacks from any angle Attacks out of normal block angle cost double stamina +50% of damage that bypasses block is leeched as blood armor |
| Quick Draw | +25% draw speed +4% reload speed Adrenaline buff converted to agility buff for 33% duration |
| Regenerator | +100% regeneration status maximum stacks -15% regeneration status heal delay |
| Resistant | -3% effectiveness of hostile non-damaging debuffs affecting you -5% duration of hostile non-damaging debuffs affecting you |
| Safefall | -18% falling damage taken -33% fall damage recovery While you have a Lodestone you can't be knocked down |
| Sanguine | +4 max blood armor Regenerate 1 blood armor every 8 seconds upto your blood armor max +100% blood armor generated while bleeding |
| Speed | +2.5 move speed Adjusting movement speed to a faster weapon no longer has a delay Adjusting movement speed by cancelling ironsights no longer has a delay |
| Solid Blows | Slow targets when striking with a melee weapon from behind 50% of melee knockback applies to head and leg hits |
| Stoic | +3 maximum health Regenerate 1 health every 6s when below 60% health Heal 6 health at the end of each wave |
| Superior Construction | -15% deployable packing time +10% deployable health |
| Surged | +8 melee impact speed -3% melee attack duration +4 movement speed with a melee weapon equipped |
| Surgeon | -14% medical kit recovery time Medical kits build up 1 charges over time to bypass cooldown Charge takes as long as medical kit cooldown to make Heal an extra 3 regeneration HP per medical kit heal |
| Virtuosity | +6% effectiveness of rounds and attachment trinkets 6% chance for round/attachments to work on secondary effects +6% weapon buildup |
Trade-Offs
Trade-Off traits cost between 0 to 15 Worth.
| Cannonball | +3% projectile damage dealt 0.75x projectile speed |
| Converge | -30% explosive damage radius |
| Combustibles | Controllables explode when destroyed, dealing explosive damage Destroyed deployables explode and deal damage base off health -30% deployable health |
| Delivery | +20% duration of soften, sap, spotted, hindered and marked Unlocked medical rifle shots pass through humans |
| Electro Device | Pulse rounds and electro attachment functionality replaced with a chance to proc an electroshock effect |
| Haemostasis | Resist status effects with blood armor Lose 1 blood armor per 0.5 seconds of status |
| Impetus | Apply mark for 3 seconds on bash Double delay between bashes |
| Jouster | -100% melee knockback +1% melee damage dealt |
| Orphic Focus | 75% spread while ironsighting 110% spread at any other time Being in ironsights drains stamina |
| Rash Targeting | +40% medical dart effectiveness -15% medical gun fire delay Medical darts do not lock onto targets with right click |
| Repose | Cannot be enfeebled Take 3x wounds of enfeeble duration in seconds |
| Resolute | No damage loss from hitting low on zombies with melee No damage gain from hitting near zombie heads with melee |
| Turret Unlock | +20% damage with turrets Turrets scan in a wide area, instead of being fixed |
| Twin Volley | Fire twice as many bullets in manual turret mode +100% turret ammo usage in manual turret mode |
| Wimpy | No default fists |
| Wooism | No accuracy penalty from moving or jumping No accuracy bonus from crouching or ironsighting Sets accuracy to 32% between minimum and maximum. |
Returns
Return traits provide additional Worth from 5 to 30 Worth.
| Bloodletter | Losing all blood armor inflicts 5 bleed damage |
| Clumsy | Being hit for medium damage knocks you down Has a cooldown of 7 seconds |
| Hemophelia | 35% extra bleed damage taken on hit |
| Late Buyer | Unable to use points to buy from the arsenal until the second half of the round |
| Palsy | Aiming ability reduced when health is low |
| Slow | -45 move speed |
| Slow Metabolism | 75% of healing becomes regeneration instead Regeneration is now calculated with health to determine if you are at maximum health to receive healing 0.5x regeneration speed |
| Spendthrift | +10% arsenal prices |
| Weakness | -30 maximum health |