Difference between revisions of "ZSR Traits"

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==Trait Categories==
==Trait Categories==
You have 4 different categories in your Trait menu.
You have 4 different categories in your Trait menu. [[File:Traits.png|thumb|Trait Menu|400px]]


* Simple Traits, Advanced Traits, Trade-offs, and Returns.
* Simple Traits, Advanced Traits, Trade-offs, and Returns.
Each of these categories have different costs, how effective they are, and uniqueness.
Each of these categories have different costs, how effective they are, and uniqueness.


* Simple Traits are in the name, Simple. Cost only varying around 5 - 20 Worth
* 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.
* 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.
* 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.
* 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==
==Disclaimer==
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|Command Operator
|Command Operator
|20
|20
| +100% Turret Scan Speed, -25% Heat Build Up on Turrets, +15% Turret Range, Apply Spotted Every 3 Seconds with Turret Lasers.
| +100% turret scan speed, -25% heat build up on turrets, +15% turret range, apply spotted every 3 seconds with turret lasers.
|-
|-
|Criticality
|Criticality
|20
|20
| +10% Medical Buff Effectiveness on players Below 50% HP, +6% Medical Buff Effectiveness, 6% Medical Buff Duration, 35% Cloud and Buff Bomb Radius.
| +10% medical buff effectiveness on players below 50% HP, +6% medical Buff effectiveness, 6% medical buff duration, 35% cloud and buff bomb radius.
|-
|-
|Forager
|Forager
|20
|20
|Every 4th Resupply Gives 1 Food Item, Gain 1 Status Cleanse every 2 Resupplies, +3 Regen on Resupply, -5% Resupply Delay
|Every 4th resupply gives 1 food item, gain 1 status cleanse every 2 resupplies, +3 regen on resupply, -5% resupply delay
|-
|-
|Master Chef
|Master Chef
|20
|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.
| +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
|Perpetual Motion
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|Biologist
|Biologist
|5
|5
|22% of wasted medical ammo is returned to you, Medical ammo is considered wasted if its spend and causes no healing.
|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
|Fast Metabolism
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|Speed
|Speed
|5
|5
| +2.5 move speed, Adjusting movement speed to a faster weapon no longer has a delay.
| +2.5 move speed.
|-
|-
|Stoic
|Stoic
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|Resolute
|Resolute
|0
|0
|No damage loss form hitting low on zombies with melee, No damage gain ffrom hitting near zombie heads with melee.
|No damage loss form hitting low on zombies with melee, No damage gain from hitting near zombie heads with melee.
|-
|-
|Turret Unlock
|Turret Unlock
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|-
|-
|Low Supply
|Low Supply
| -5
|5
|Resupplying adds 24 seconds to the time before your next resupply.
|Resupplying adds 24 seconds to the time before your next resupply.
|-
|-

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