Difference between revisions of "ZSR Traits"

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Traits are a core system in [[Zombie Survival Remantled]] as it sets you apart from others and will let you play to your type of playstyle.
reload 10+
 
==Trait Categories==
You have 4 different categories in your Trait menu. [[File:Traits.png|thumb|Trait Menu|400px]]
 
* Simple Traits, Advanced Traits, Trade-offs, and Returns.
Each of these categories have different costs, how effective they are, and uniqueness.
 
* Simple Traits are in the name, Simple. Overall good for any type of playstyle
* Advanced Traits are for more playstyle heavy traits as some of them do 1 thing well.
* Trade-offs are always free, costing 0 Worth. But vary on how things work or even remove things.
* Returns are your double edged swords, giving you more worth than your normal 100 that you start with. But come with light to heavy downsides.
 
==Disclaimer==
'''Things may change over time. Example being a trait gets removed/altered. Or a new trait gets added'''
 
==Simple Traits==
{| class="wikitable sortable stickyheader
!Trait Name
!Worth Cost
!Effect(s)
|-
|Fit
|10
| +10 Maximum Health
|-
|Tough
|20
| +25 Maximum Health
|-
|Quick
|10
| +10 Move Speed
|-
|Surged
|15
| +15 Move Speed
|-
|Surgeon
|15
| +30% Healing Effectiveness
|-
|Handy
|15
| +25% Repair Rate, -50% Hammer Swing Delay
|-
|Resistant
|10
| -50% Poison Damage Taken
|-
|Disciplined
|5
| -15% Recoil
|-
|Blast-Proof
|10
| -33% Area Damage Taken
|-
|Quick Draw
|5
| +50% Draw Speed
|}
 
==Advanced Traits==
{| class="wikitable sortable stickyheader
!Trait Name
!Worth Cost
!Effect(s)
|-
|Command Operator
|20
| +100% turret scan speed, -25% heat build up on turrets, +15% turret range, apply spotted every 3 seconds with turret lasers.
|-
|Criticality
|20
| +10% medical buff effectiveness on players below 50% HP, +6% medical Buff effectiveness, 6% medical buff duration, 35% cloud and buff bomb radius.
|-
|Forager
|20
|Every 4th resupply gives 1 food item, gain 1 status cleanse every 2 resupplies, +3 regen on resupply, -5% resupply delay
|-
|Master Chef
|20
| +100% food cooking progress, food effects are shared with 2 nearby players, food effects prioritize players with the lowest health, +33% effectiveness of food's secondary effects.
|-
|Perpetual Motion
|10
| -15% effectiveness of slow effects on you, -15% slow down from carrying heavy weapons
|-
|Supply Line
|10
| -10% resupply delay.
|-
|Biologist
|5
|22% of wasted medical ammo is returned to you. Wasted ammo is if missed a healing dart and/or you heal someone for 0 Health.
|-
|Fast Metabolism
|5
| +15% healing received, -33% sickness duration.
|-
|Field Technician
|10
| +10% zapper and repair field range, -20% zapper and repair field delay, +10% zapper electric slow.
|-
|Gourmet
|10
| +18% healing from food, +25% effectiveness of food's secondary effects.
|-
|Sous Vide
|5
| +15% odds in making a higher quality food, +20% food cooking progress.
|-
|Hammer Discipline
|10
| -5% hammer swing delay, Repair props not nailed this wave 20% faster, +30% repair rate when repairing a precise point.
|-
|Nifty
|10
| +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
|5
| +33% melee knockback damage, Fist weapons bash zombies that you hit.
|-
|Regenerator
|5
| +100% regeneration status maximum stacks, -15% regeneration status heal delay.
|-
|Stalwart
|5
| -3% effectiveness of hostile non-damaging debuffs affecting you, -5% duration of hostile non-damaging debuffs affecting you.
|-
|Speed
|5
| +2.5 move speed.
|-
|Stoic
|10
| +5 maximum health, Regenerate 1 health every 6 seconds when below 60% health, Heal 6 health at the end of each wave extra is added as regeneration.
|-
|Superior Construction
|5
| -15% deployable packing time, +10% deployable health.
|-
|Swinger
|10
| +8% melee impact speed, -3% melee attack duration, +1.5 movement speed with a melee weapon equipped.
|-
|Specialist
|10
| +14% medical tool usage range, Medical kits build up 1 charge over time to bypass cooldown, Charge take as long as medical kit cooldown to make, heal an extra 3 regeneration HP per medical kit heal.
|}
 
==Trade-offs==
{| class="wikitable sortable stickyheader
!Trait Name
!Worth Cost
!Effect(s)
|-
|Jouster
|0
| -100% melee knockback, +1% melee damage dealt.
|-
|Resolute
|0
|No damage loss form hitting low on zombies with melee, No damage gain from hitting near zombie heads with melee.
|-
|Turret Unlock
|0
| +20% damage with turrets, Turrets scan a wide area, instead of being fixed.
|-
|Twin Volley
|0
|Fire twice as many bullets in manual turret mode, +100% turret ammo usage in manual turret mode, +50% turret fire delay in manual turret mode.
|-
|Wimpy
|0
|No default fists.
|}
 
==Returns==
'''Remember this is how much worth you get back'''
{| class="wikitable sortable stickyheader
!Trait Name
!Worth Return
!Effect(s)
|-
|Clumsy
|25
|Being hit for medium damage knocks you down, Has a cooldown of 7 Seconds.
|-
|Hemophilia
|5
|25% extra bleed damage taken on hit.
|-
|Late Buyer
|30
| +100% arsenal prices during the first half of the game.
|-
|Palsy
|5
|Aiming ability reduced when health is low.
|-
|Slow
|15
| -45 move speed.
|-
|Low Supply
|5
|Resupplying adds 24 seconds to the time before your next resupply.
|-
|Weakness
|20
| -30 maximum health.
|-
|Noodle-Arms
|10
| +50% recoil.
|-
|Underachiever
|5
| +50% hip spread cone, +100% max spread cone.
|}

Latest revision as of 05:43, 30 January 2023

Traits are a core system in Zombie Survival Remantled as it sets you apart from others and will let you play to your type of playstyle.

Trait Categories

You have 4 different categories in your Trait menu.

Trait Menu
  • Simple Traits, Advanced Traits, Trade-offs, and Returns.

Each of these categories have different costs, how effective they are, and uniqueness.

  • Simple Traits are in the name, Simple. Overall good for any type of playstyle
  • Advanced Traits are for more playstyle heavy traits as some of them do 1 thing well.
  • Trade-offs are always free, costing 0 Worth. But vary on how things work or even remove things.
  • Returns are your double edged swords, giving you more worth than your normal 100 that you start with. But come with light to heavy downsides.

Disclaimer

Things may change over time. Example being a trait gets removed/altered. Or a new trait gets added

Simple Traits

Advanced Traits

Trade-offs

Returns

Remember this is how much worth you get back