Jupiter Hell is a brutal roguelike dungeon crawler that features permadeath. On starting the game you have the option of three classes, and each one plays differently, depending on your chosen playstyle.
Marine
Marines are the tankiest of the three classes. Your resource is generated by killing, to earn Fury to further heal yourself, and your health regens upon entering a new level. If you were after survivability, then Marine is your class.
Marines are the backbone of JoviSec, resilient and hardy.
Marine | Description |
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Resource | Fury is the Marine's class resource, it regenerates with kills. |
Passive | Each time you enter a new level you automatically heal 10 percent max health. |
Active/Ability | For every 30 points of Fury, you may channel your adrenaline to heal a bit. This will also convert one quarter of your main modifier to health and protect yourself from pain for five seconds. |
Starting Gear | Marines start with a small medkit. |
Marine Traits
Traits | Description |
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Skilled | Improves your class trait |
Level 1 | Improves your class trait by five percent every level and 50 percent more health from adrenaline. |
Level 2 | Improves your class trait by five percent every level and 50 percent more health from adrenaline. |
Level 3 | Improves your class trait by five percent every level and 50 percent more health from adrenaline. |
Iron Man | Increases hitpoints by 20 percent based on your starting HP per trait level. |
Level 1 | Every level of this trait increase your health by 20 percent of your starting HP (up to 160 max) |
Level 2 | Every level of this trait increase your health by 20 percent of your starting HP (up to 160 max) |
Level 3 | Every level of this trait increase your health by 20 percent of your starting HP (up to 160 max) |
Furious | Increases Fury capacity |
Level 1 | Fury Capacity is increased by 10 per level of this trait. Killing enemies generate additional Fury equal to trait level. |
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Level 2 | Fury Capacity is increased by 10 per level of this trait. Killing enemies generate additional Fury equal to trait level. |
Level 3 | Fury Capacity is increased by 10 per level of this trait. Killing enemies generate additional Fury equal to trait level. |
Hellrunner | Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level |
Level 1 | For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level |
Level 2 | For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level |
Level 3 | For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level |
Son of a Gun | Pistol/SMG Only—Critical chance and range bonus increases |
Level 1 | +10 percent critical chance, +1 max distance |
Level 2 | +20 percent critical chance, +1 optimal distance |
Level 3 | +40 percent critical chance |
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Reloader | Empty weapon reload time halved, with damage reduction. |
Level 1 | Reload time is halved if weapon is empty |
Level 2 | 50 percent damage reduction while reloading |
Level 3 | All reload time is halved (cumulative with empty). |
Sustained Fire | SMG/Auto/Rotary Only—Consecutive shots gain damage bonus |
Level 1 | +1 damage bonus per shot |
Level 2 | +1 damage bonus per shot |
Level 3 | +1 damage bonus per shot |
Tough as Nails | One point of armor per level |
Level 1 | Increases your natural armor against all damage by +1 |
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Level 2 | Increases your natural armor against all damage by +1 |
Level 3 | Increases your natural armor against all damage by +1 |
Rip and Tear | Melee Only—Fury generates on melee kills, and Fury becomes a melee damage bonus |
Level 1 | Half of Fury percentage becomes a melee damage bonus, +1 Fury on melee kill |
Level 2 | Full Fury percentage becomes a melee damage bonus, +3 Fury on melee kill |
Level 3 | +5 Fury on a melee kill |
Army Surplus | Extra ammo in chests for equipped weapon |
Level 1 | Only ammo chests are affected |
Level 2 | All chests are affected |
Level 3 | Every fourth chest has additional non-ammo drops |
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Cover Master | Buffs stay unless you move, and splash damage is reduced. |
Requires | Tough as Nails Level 1 |
Level 1 | Hunker buff bonus stays as long as you don't move, -25 percent reduced splash damage |
Level 2 | Aim buff stays as long as you don't move, -50 percent reduced splash damage |
Level 3 | -75 percent reduced splash damage |
Gunslinger | Pistol/SMG Only—Allows two guns to be used at the same time |
Requires | Son of a Gun Level 2 |
Level 1 | Fire time is 150 percent longer, reload time is both reload times combined, and distance penalty is reduced by -2. |
Level 2 | Fire time is 125%, reload time is 75 percent longer, and distance penalty is reduced to -1 |
Level 3 | Fire time is 100 percent, and reload time is 50 longer. |
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Bloodhound | Encountered enemies are always visible on minimap. |
Requires | Skilled Level 1 |
Level 1 | Track seen enemies, detectable through walls up to two tiles. |
Level 2 | Detect through walls up to five tiles |
Level 3 | Always know where all enemies are |
Field Medic | Increases healing |
Requires | Ironman 2 |
Level 1 | Healing is increased by 20 percent per trait level. |
Level 2 | Healing is increased by 20 percent per trait level. |
Level 3 | Healing is increased by 20 percent per trait level. |
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Whizkid | Increases item modding capabilities |
Requires | Army Surplus Level 1 |
Level 1 | Max mod level 2, choose from up to three 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 |
Angry Motherf**ker | Damage bonus based on health missing |
Requires | Hellrunner Level 1 |
Level 1 | Up to 50 percent damage bonus |
Level 2 | Up to 100 percent damage bonus |
Level 3 | Gain 50 percent damage resistance when at 25 percent health or below |
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Running | Activates Skill—+20 percent evasion, 50 percent move cost for a short time by spending Fury |
Requires | Furious Level 1 |
Level 1 | Costs 20 Fury |
Level 2 | Costs 10 Fury, no cooldown |
Level 3 | Costs 5 Fury |
Onslaught | Master Trait—Rotary/Auto/SMG Only—Once you start firing, moving makes you fire at nearest enemy |
Requires | Hellrunner Level 2, Sustained Fire Level 1, Character Level 8 |
Level 1 | -30 percent dodge |
Level 2 | Ammo consumption on movement halved, -20 percent dodge |
Level 3 | All penalties removed |
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Bulletstorm | Master Trait—Pistol/SMG Only— +1 shot, lower ammo consumption on reload |
Requires | Army Surplus Level 1, Son of a Gun Level 2, Character Level 8 |
Level 1 | +1 Shots, pistol/revolver fire time 125 percent |
Level 2 | Reload ammo consumption halved |
Level 3 | Reload ammo consumption is 20 percent for SMGs, 33 percent for pistols/revolvers, and fire time penalty for pistol/revolvers removed. |
Army of Darkness | Master Trait—Shotguns/Launchers Only—Damage is converted to pierce, and range increased |
Requires | Furious Level 1, Reloader Level 2, Character Level 8 |
Level 1 | Splash damage weapons and impact damage launchers get converted to pierce damage |
Level 2 | Optimal range for shotguns and launchers increased by two |
Level 3 | Optimal range for shotguns and launchers is maxed |
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Vampyre | Master Trait—Melee Only—heal a percentage of your health on enemy kill |
Requires | Ironman Level 1, Rip and Tear Level 2, Character Level 8 |
Level 1 | 5 percent of health restored |
Level 2 | Mechanical and semi-mechanical kills restores armor |
Level 3 | 10 percent of health restored |
Survivor | Master Trait—Cant die unless below certain health at the start of your turn. Low health regeneration |
Requires | Angry Motherf**ker Level 1, Tough as Nails Level 2, Character Level 8 |
Level 1 | Health gate 25, regenerate three hp per turn |
Level 2 | Health gate 20, regenerate three hp per turn |
Level 3 | Regenerate three hp per turn in combat. |
Scout
The Scout class is for players that want to take their time, and use their stealth ability to their advantage. To scout situations, for the best possible outcome before the fight has even begun.
Scouts are the masters of stealth and have the best intel.
Scout | Description |
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Resource | The Scout utilizes Energy as a class resource and it regenerates when opening chests. It can overflow until you leave a level. |
Passive | Scouting ahead has revealed the location of all the regular elevators. Branch connections and special levels are still hidden. You only have access to two weapon slots. |
Active/Ability | For 25 Energy, you can activate stealth and go invisible for a few turns (or until you attack). When stealthed, you gain a +100 percent critical chance. |
Starting Gear | Scouts start with a revolver and .44 ammo. |
Traits | Description |
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Skilled | Improves your class trait |
Level 1 | Reveals branch elevators and increases stealth time. |
Level 2 | Reveals special level elevators and allows one free attack when in stealth. |
Level 3 | Further increases stealth time. |
Eagle Eye | Increase weapon range |
Level 1 | +1 max distance |
Level 2 | +1 optimal distance |
Level 3 | -1 minimum distance |
Dash | Passive Skill—movement/dashing increase |
Level 1 | +70 percent move speed while dashing |
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Level 2 | +100 percent move speed and 25 percent damage resistance while dashing |
Level 3 | -50 percent damage resistance while dashing |
Hellrunner | Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level |
Level 1 | For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level |
Level 2 | For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level |
Level 3 | For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level |
Son of a Gun | Pistol/SMG Only—Critical chance and range bonus increases |
Level 1 | +10 percent critical chance, +1 max distance |
Level 2 | +20 percent critical chance, +1 optimal distance |
Level 3 | +40 percent critical chance |
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Juggler | Swap between weapons and use items faster |
Level 1 | Swap weapons twice as fast |
Level 2 | Swap weapons in 1/4th of the time, and use items twice as fast |
Level 3 | Swap weapons instantly |
Executioner | Critical chance bonus on close range |
Level 1 | +50 percent max crit chance, max range 2 |
Level 2 | +75 percent max crit chance, max range 2 |
Level 3 | +100 percent max crit chance, max range 4 |
Hacker | Decreases hack multitool costs |
Level 1 | Each level of this skill reduces multitool cost of hacking. |
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Level 2 | Each level of this skill reduces multitool cost of hacking. |
Level 3 | Each level of this skill reduces multitool cost of hacking. |
Swashbuckler | Melee attacking an enemy with a gun will automatically switch to a melee weapon if present |
Level 1 | +25 percent bonus per kill, up to 50 percent crit chance |
Level 2 | +50 percent per kill, up to 100 percent crit chance |
Level 3 | +100 percent per kill up to 100 percent crit chance |
Hoarder | Gain extra gun slow, then two additional inventory slots per level |
Level 1 | Extra gun slot |
Level 2 | Two extra inventory slots |
Level 3 | Two more inventory slots |
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Dodgemaster | Non-move action halves dodge instead of removing it |
Requires | Hellrunner 2 |
Level 1 | Half dodge instead of removing it |
Level 2 | 20 percent minimal dodge |
Level 3 | 30 percent minimal dodge, +10 percent maximum dodge |
Gunslinger | Pistol/SMG Only—Allows two guns to be used at the same time |
Requires | Son of a Gun Level 2 |
Level 1 | Fire time is 150 percent longer, reload time is both reload times combined, and distance penalty is reduced by -2. |
Level 2 | Fire time is 125%, reload time is 75 percent longer, and distance penalty is reduced to -1 |
Level 3 | Fire time is 100 percent, and reload time is 50 longer. |
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Infiltrator | Refund stealth cost on hack/disable/access |
Requires | Hacker Level 1 |
Level 1 | Stealth hack refunds cost |
Level 2 | Reveal all terminals and stations, enhanced Recon information in terminals |
Level 3 | Remote access terminals |
Scavenger | Convert regular ammo at a loss to the current weapon |
Requires | Hoarder Level 1 |
Level 1 | Convert 9mm, .44 and shells at a 2- percent/level ration |
Level 2 | Convert 7.62 at a 20 percent/level ratio |
Level 3 | Convert rockets (5 percent/level ration) and cells (10 percent/level ratio) |
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Whizkid | Increases item modding capabilities |
Requires | Army Surplus Level 1 |
Level 1 | Max mod level 2, choose from up to three 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 |
Energy Leech | Passive Skill—more energy from chests, energy on kills |
Requires | Skilled Level 1 |
Level 1 | +4 energy per chests, +1 per melee kill |
Level 2 | +7 energy per chests, +2 per melee kill, +1 per any other kill |
Level 3 | +10 energy per chests, +3 per melee kill |
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Deadly Precision | Pistol/SMG/Semi/Auto Only—Consecutive shots gain crit bonus. Aim stays unless you move |
Requires | Eagle Eye Level 1 |
Level 1 | +25 percent crit per shot |
Level 2 | +50 percent crit per shot |
Level 3 | +75 percent crit per shot. Aim vuff added to crit chance |
Sniper | Master Trait—Auto/Semi Only—increases range and crit chance bonuus based on range |
Requires | Deadly Precision Level 2, Eagle Eye Level 1, Character Level 8 |
Level 1 | Increases range and crit chance bonuus based on range |
Level 2 | +25 percent critical damage bonus |
Level 3 | +50 percent critical damage bonus |
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Gun Kata | Master Trait—Dual Pistol/SMG Only— shoot both pistols while moving |
Requires | Hellrunner Level 1, Gunslinger Level 1, Character Level 8 |
Level 1 | -20 percent dodge |
Level 2 | -10 percent dodge |
Level 3 | Fire both pistols even if there's a single enemy |
Gunrunner | Master Trait—Reload weapons on move and reduce fire time |
Requires | Dash Level 1, Eagle Eye Level 1, Character Level 8 |
Level 1 | 50 percent fire time after movement |
Level 2 | 25 percent fire time after movement, +1 optimal distance |
Level 3 | +25 percent flat damage after movement |
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Assassinate | Master Trait—Using a melee weapon phase shift towards an enemy and attacks |
Requires | Executioner Level 2, Dash 1, Character Level 8 |
Level 1 | 5 turn cooldown |
Level 2 | No cooldown |
Level 3 | Assassinations while in stealth refund 10 Energy |
Ghost | Master Trait—Stealth is cheaper and increased enemy detection |
Requires | Skilled Level 2, Eagle Eye Level 1, Character Level 8 |
Level 1 | Stealth costs 15 Energy, detect and track enemies in range 7, even through walls |
Level 2 | Stealth costs 10 |
Level 3 | All enemy positions revealed |
Technician
Technicians are a hybrid of the two classes above. They focus heavily on using equipment as weaponry and are highly effective against mechanical enemies.
Technicians are masters of equipment and tinkering.
Technician | Description |
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Resource | Technicians utilize Power as a class resource. It regenerates by picking power orbs dropped from mechanical and semi-mechanical creatures. It can overflow until you leave a level. |
Passive | Technicians use any consumables (including grenades) twice as fast. |
Active/Ability | For spending Power, Technicians can activate a smokescreen that will block sight around you. The expenditure of this resource differs depending on your chosen difficulty. |
Starting Gear | Technicians starts off with three multitools. |
Traits | Description |
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Skilled | Improves your class trait |
Level 1 | Smokescreen stats around longer |
Level 2 | Smokescreen range becomes larger |
Level 3 | All mods are returned when dismantling |
Whizkid | Increases item modding capabilities |
Level 1 | Max mod level 2, choose from up to 3 perks |
Level 2 | Max mod level 3, choose from up to 4 perks |
Level 3 | All perk choices avaialble, slam one extra mod into any moddable item |
Powerjack | Gain power from accessing terminals and stations |
Level 1 | 20 Power per terminal/station siphoned |
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Level 2 | 40 Power per terminal/station siphoned, 5 power per chest siphoned |
Level 3 | 10 Power per chest siphoned |
Cover Master | Hunker (and Aim at Level 2) stays unless you move, reduced splash damage |
Level 1 | Hunker bonus stays as long as you don't move, - 25 percent splash damage |
Level 2 | Aim bonus stays as logn as you don't move, -50 percent splash damage |
Level 3 | -75 percent splash damage |
Son of a Gun | Pistol/SMG Only—Critical chance and range bonus increases |
Level 1 | +10 percent critical chance, +1 max distance |
Level 2 | +20 percent critical chance, +1 optimal distance |
Level 3 | +40 percent critical chance |
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Juggler | Swap between weapons and use items faster |
Level 1 | Swap between weaposn twice as fast |
Level 2 | Swap between weapons in 1/4th of the time, use items twice as fast |
Level 3 | Swap weapons instantly |
Sustained Fire | SMG/Auto/Rotary Only—Consecutive shots gain damage bonus |
Level 1 | +1 damage bonus per shot |
Level 2 | +1 damage bonus per shot |
Level 3 | +1 damage bonus per shot |
Hacker | Reduces mulitool costs of hacking |
Level 1 | Each level reduced mulitool costs of hacking |
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Level 2 | Each level reduced mulitool costs of hacking |
Level 3 | Each level reduced mulitool costs of hacking |
Juggernaut | Passive Skill—Damage resistance when moving against attacks from the front |
Level 1 | -25 percent damage resistance |
Level 2 | -50 percent damage resistance |
Level 3 | -75 percent damage resistance |
Hoarder | Gain an extra gun slot, then two additrional inventory slots/level |
Level 1 | Gain an extra gun slot |
Level 2 | Two extra inventory slots |
Level 3 | Two extra inventory slots |
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Toxicologist | Toxic smokescreen, immunity to poison |
Requires | Powerjack Level 1 |
Level 1 | Immunity to poison, and gain a toxic smokescreen# |
Level 2 | 50 percent strong poison |
Level 3 | smoke grenades become gas grenades, all gas grenades benefits from 50 percent strong poison |
Headshot | Pistol/SMG kill—Headshot every few moves |
Requires | Son of a Gun Level 2 |
Level 1 | Cooldown 5 turns, +60 percent critical chance |
Level 2 | +100 percent critical chance |
Level 3 | Cooldown 3 turns |
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Remote Hack | You can remotely hack enemies |
Requires | Hacker Level 1 |
Level 1 | Remote hack on cooldown |
Level 2 | Cooldown removed, automatically hack turrnes in sight |
Level 3 | When entering a level, hack everything that has a zero multiool hack cost |
Scavenger | Convert regular ammo at a loss to the current weapon equipped |
Requires | Hoarder Level 1 |
Level 1 | Convert to 9mm, .44 and shells at a 20 percent level/ratio |
Level 2 | Convert 7.62 at a 20 percent level/ratio |
Level 3 | Convert rockets (5 percent/level ration) and cells (10 percent/level ratio) |
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Sysop | Increases item modding capabilities |
Requires | Terminals have a +1 charge per level, reveals network |
Level 1 | One extra charge, reveals stations |
Level 2 | Two extra charges, reveals terminals |
Level 3 | Three extra charges, reveals chests |
Bladedancer | Dual wield blades |
Requires | Juggernaut Level 1 |
Level 1 | 150 percent attack time |
Level 2 | 125 attack time, +50 percent guard |
Level 3 | No attack time penalty, guard is doubled |
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Grenadier | Extra grenades and grenade improvements |
Requires | Hoarder Level 1 |
Level 1 | Each ammo chests you open comes with an extra grenade |
Level 2 | General chests also carry grenades and grenades have a higher chance to gib |
Level 3 | +1 grenade explosion size |
Entrenchment | Master Trait—Hunker gices damage reduction and reload automatically hunkers |
Requires | Sustained Fire Level 2, Cover Master Level 1, Character Level 8 |
Level 1 | -30 percent damage reduction. 70 percent ammo consumption |
Level 2 | -40 percent damage reduction. 50 percent ammo consumption |
Level 3 | -50 percent damage reduction |
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Sharpshooter | Master Trait—Pistol/SMG Only—increases range, and damage bonus depending on range |
Requires | Whizkid Level 1, Son of a Gun Level 2, Character Level 8 |
Level 1 | Max range for pistols and SMGs increased by 1, 50 percent damage bonus at max range |
Level 2 | 75 percent damage bonus at max range |
Level 3 | Reload ammo consumption is 20 per100 percent damage bonus at max range |
Fireangel | Master Trait—Splash damage resistance, and fire effects |
Requires | Whizkid Level 1, Cover Master Level 1, Character Level 8 |
Level 1 | 50 percent reduction of splash damage (stacks), immunity to fire status effect |
Level 2 | Splash damage immunity, damage sets things on fire |
Level 3 | Increases fire damage |
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Blademaster | Master Trait—autoattack with blades on move |
Requires | Bladedancer Level 2, Juggernaut Level 1, Character Level 8 |
Level 1 | Single melee attack after move |
Level 2 | +1 melee guard range, move on kill can trigger an extra attack |
Level 3 | Attack with both blades if dual-wielding |
Wizard | Master Trait—Smokescreen on cooldown, hacked enemy boost, summons drones/bots |
Requires | Skilled Level 1, Hacker Level 2, Character Level 8 |
Level 1 | Smokescreen becomes cooldown skill, summon a drone at costs of 30 Power, hacked enemies have overhealth |
Level 2 | Wizard summons entries, summon cost 20 |
Level 3 | Wizard summons security bots |
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Published: Aug 6, 2021 03:25 am