Traits
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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 |