All Jupiter Hell classes explained

Pick the class for you!

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.

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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.

MarineDescription
ResourceFury is the Marine's class resource, it regenerates with kills.
PassiveEach time you enter a new level you automatically heal 10 percent max health.
Active/AbilityFor 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 GearMarines start with a small medkit.

Marine Traits

TraitsDescription
SkilledImproves your class trait
Level 1Improves your class trait by five percent every level and 50 percent more health from adrenaline.
Level 2Improves your class trait by five percent every level and 50 percent more health from adrenaline.
Level 3Improves your class trait by five percent every level and 50 percent more health from adrenaline.
Iron ManIncreases hitpoints by 20 percent based on your starting HP per trait level.
Level 1Every level of this trait increase your health by 20 percent of your starting HP (up to 160 max)
Level 2Every level of this trait increase your health by 20 percent of your starting HP (up to 160 max)
Level 3Every level of this trait increase your health by 20 percent of your starting HP (up to 160 max)
FuriousIncreases Fury capacity
Level 1Fury Capacity is increased by 10 per level of this trait. Killing enemies generate additional Fury equal to trait level.
Level 2Fury Capacity is increased by 10 per level of this trait. Killing enemies generate additional Fury equal to trait level.
Level 3Fury Capacity is increased by 10 per level of this trait. Killing enemies generate additional Fury equal to trait level.
HellrunnerDodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level
Level 1For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level
Level 2For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level
Level 3For 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 GunPistol/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
ReloaderEmpty weapon reload time halved, with damage reduction.
Level 1Reload time is halved if weapon is empty
Level 250 percent damage reduction while reloading
Level 3All reload time is halved (cumulative with empty).
Sustained FireSMG/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 NailsOne point of armor per level
Level 1Increases your natural armor against all damage by +1
Level 2Increases your natural armor against all damage by +1
Level 3Increases your natural armor against all damage by +1
Rip and TearMelee Only—Fury generates on melee kills, and Fury becomes a melee damage bonus
Level 1Half of Fury percentage becomes a melee damage bonus, +1 Fury on melee kill
Level 2Full Fury percentage becomes a melee damage bonus, +3 Fury on melee kill
Level 3+5 Fury on a melee kill
Army SurplusExtra ammo in chests for equipped weapon
Level 1Only ammo chests are affected
Level 2All chests are affected
Level 3Every fourth chest has additional non-ammo drops
Cover MasterBuffs stay unless you move, and splash damage is reduced.
RequiresTough as Nails Level 1
Level 1Hunker buff bonus stays as long as you don't move, -25 percent reduced splash damage
Level 2Aim buff stays as long as you don't move, -50 percent reduced splash damage
Level 3-75 percent reduced splash damage
GunslingerPistol/SMG Only—Allows two guns to be used at the same time
RequiresSon of a Gun Level 2
Level 1Fire time is 150 percent longer, reload time is both reload times combined, and distance penalty is reduced by -2.
Level 2Fire time is 125%, reload time is 75 percent longer, and distance penalty is reduced to -1
Level 3Fire time is 100 percent, and reload time is 50 longer.
BloodhoundEncountered enemies are always visible on minimap.
RequiresSkilled Level 1
Level 1Track seen enemies, detectable through walls up to two tiles.
Level 2Detect through walls up to five tiles
Level 3Always know where all enemies are
Field MedicIncreases healing
RequiresIronman 2
Level 1Healing is increased by 20 percent per trait level.
Level 2Healing is increased by 20 percent per trait level.
Level 3Healing is increased by 20 percent per trait level.
WhizkidIncreases item modding capabilities
RequiresArmy Surplus Level 1
Level 1Max mod level 2, choose from up to three perk choices
Level 2Max mod level 3, choose from up to 4 perk choices
Level 3All perk choices available, slam one extra mod on any moddable item
Angry Motherf**kerDamage bonus based on health missing
RequiresHellrunner Level 1
Level 1Up to 50 percent damage bonus
Level 2Up to 100 percent damage bonus
Level 3Gain 50 percent damage resistance when at 25 percent health or below
RunningActivates Skill—+20 percent evasion, 50 percent move cost for a short time by spending Fury
RequiresFurious Level 1
Level 1Costs 20 Fury
Level 2Costs 10 Fury, no cooldown
Level 3Costs 5 Fury
OnslaughtMaster Trait—Rotary/Auto/SMG Only—Once you start firing, moving makes you fire at nearest enemy
RequiresHellrunner Level 2, Sustained Fire Level 1, Character Level 8
Level 1-30 percent dodge
Level 2Ammo consumption on movement halved, -20 percent dodge
Level 3All penalties removed
BulletstormMaster Trait—Pistol/SMG Only— +1 shot, lower ammo consumption on reload
RequiresArmy Surplus Level 1, Son of a Gun Level 2, Character Level 8
Level 1+1 Shots, pistol/revolver fire time 125 percent
Level 2Reload ammo consumption halved
Level 3Reload ammo consumption is 20 percent for SMGs, 33 percent for pistols/revolvers, and fire time penalty for pistol/revolvers removed.
Army of DarknessMaster Trait—Shotguns/Launchers Only—Damage is converted to pierce, and range increased
RequiresFurious Level 1, Reloader Level 2, Character Level 8
Level 1Splash damage weapons and impact damage launchers get converted to pierce damage
Level 2Optimal range for shotguns and launchers increased by two
Level 3Optimal range for shotguns and launchers is maxed
VampyreMaster Trait—Melee Only—heal a percentage of your health on enemy kill
RequiresIronman Level 1, Rip and Tear Level 2, Character Level 8
Level 15 percent of health restored
Level 2Mechanical and semi-mechanical kills restores armor
Level 310 percent of health restored
SurvivorMaster Trait—Cant die unless below certain health at the start of your turn. Low health regeneration
RequiresAngry Motherf**ker Level 1, Tough as Nails Level 2, Character Level 8
Level 1Health gate 25, regenerate three hp per turn
Level 2Health gate 20, regenerate three hp per turn
Level 3Regenerate 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.

ScoutDescription
ResourceThe Scout utilizes Energy as a class resource and it regenerates when opening chests. It can overflow until you leave a level.
PassiveScouting 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/AbilityFor 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 GearScouts start with a revolver and .44 ammo.
TraitsDescription
SkilledImproves your class trait
Level 1Reveals branch elevators and increases stealth time.
Level 2Reveals special level elevators and allows one free attack when in stealth.
Level 3Further increases stealth time.
Eagle EyeIncrease weapon range
Level 1+1 max distance
Level 2+1 optimal distance
Level 3-1 minimum distance
DashPassive Skill—movement/dashing increase
Level 1+70 percent move speed while dashing
Level 2+100 percent move speed and 25 percent damage resistance while dashing
Level 3-50 percent damage resistance while dashing
HellrunnerDodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level
Level 1For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level
Level 2For every level of this train you gain Dodge +10 percent, max dodge +10 percent, and move cost -10 percent per trait level
Level 3For 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 GunPistol/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
JugglerSwap between weapons and use items faster
Level 1Swap weapons twice as fast
Level 2Swap weapons in 1/4th of the time, and use items twice as fast
Level 3Swap weapons instantly
ExecutionerCritical 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
HackerDecreases hack multitool costs
Level 1Each level of this skill reduces multitool cost of hacking.
Level 2Each level of this skill reduces multitool cost of hacking.
Level 3Each level of this skill reduces multitool cost of hacking.
SwashbucklerMelee 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
HoarderGain extra gun slow, then two additional inventory slots per level
Level 1Extra gun slot
Level 2Two extra inventory slots
Level 3Two more inventory slots
DodgemasterNon-move action halves dodge instead of removing it
RequiresHellrunner 2
Level 1Half dodge instead of removing it
Level 220 percent minimal dodge
Level 330 percent minimal dodge, +10 percent maximum dodge
GunslingerPistol/SMG Only—Allows two guns to be used at the same time
RequiresSon of a Gun Level 2
Level 1Fire time is 150 percent longer, reload time is both reload times combined, and distance penalty is reduced by -2.
Level 2Fire time is 125%, reload time is 75 percent longer, and distance penalty is reduced to -1
Level 3Fire time is 100 percent, and reload time is 50 longer.
InfiltratorRefund stealth cost on hack/disable/access
RequiresHacker Level 1
Level 1Stealth hack refunds cost
Level 2Reveal all terminals and stations, enhanced Recon information in terminals
Level 3Remote access terminals
ScavengerConvert regular ammo at a loss to the current weapon
RequiresHoarder Level 1
Level 1Convert 9mm, .44 and shells at a 2- percent/level ration
Level 2Convert 7.62 at a 20 percent/level ratio
Level 3Convert rockets (5 percent/level ration) and cells (10 percent/level ratio)
WhizkidIncreases item modding capabilities
RequiresArmy Surplus Level 1
Level 1Max mod level 2, choose from up to three perk choices
Level 2Max mod level 3, choose from up to 4 perk choices
Level 3All perk choices available, slam one extra mod on any moddable item
Energy LeechPassive Skill—more energy from chests, energy on kills
RequiresSkilled 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
Deadly PrecisionPistol/SMG/Semi/Auto Only—Consecutive shots gain crit bonus. Aim stays unless you move
RequiresEagle 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
SniperMaster Trait—Auto/Semi Only—increases range and crit chance bonuus based on range
RequiresDeadly Precision Level 2, Eagle Eye Level 1, Character Level 8
Level 1Increases range and crit chance bonuus based on range
Level 2+25 percent critical damage bonus
Level 3+50 percent critical damage bonus
Gun KataMaster Trait—Dual Pistol/SMG Only— shoot both pistols while moving
RequiresHellrunner Level 1, Gunslinger Level 1, Character Level 8
Level 1-20 percent dodge
Level 2-10 percent dodge
Level 3Fire both pistols even if there's a single enemy
GunrunnerMaster Trait—Reload weapons on move and reduce fire time
RequiresDash Level 1, Eagle Eye Level 1, Character Level 8
Level 150 percent fire time after movement
Level 225 percent fire time after movement, +1 optimal distance
Level 3+25 percent flat damage after movement
AssassinateMaster Trait—Using a melee weapon phase shift towards an enemy and attacks
RequiresExecutioner Level 2, Dash 1, Character Level 8
Level 15 turn cooldown
Level 2No cooldown
Level 3Assassinations while in stealth refund 10 Energy
GhostMaster Trait—Stealth is cheaper and increased enemy detection
RequiresSkilled Level 2, Eagle Eye Level 1, Character Level 8
Level 1Stealth costs 15 Energy, detect and track enemies in range 7, even through walls
Level 2Stealth costs 10
Level 3All 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.

TechnicianDescription
ResourceTechnicians 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.
PassiveTechnicians use any consumables (including grenades) twice as fast.
Active/AbilityFor 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 GearTechnicians starts off with three multitools.
TraitsDescription
SkilledImproves your class trait
Level 1Smokescreen stats around longer
Level 2Smokescreen range becomes larger
Level 3All mods are returned when dismantling
WhizkidIncreases item modding capabilities
Level 1Max mod level 2, choose from up to 3 perks
Level 2Max mod level 3, choose from up to 4 perks
Level 3All perk choices avaialble, slam one extra mod into any moddable item
PowerjackGain power from accessing terminals and stations
Level 120 Power per terminal/station siphoned
Level 240 Power per terminal/station siphoned, 5 power per chest siphoned
Level 310 Power per chest siphoned
Cover MasterHunker (and Aim at Level 2) stays unless you move, reduced splash damage
Level 1Hunker bonus stays as long as you don't move, - 25 percent splash damage
Level 2Aim bonus stays as logn as you don't move, -50 percent splash damage
Level 3-75 percent splash damage
Son of a GunPistol/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
JugglerSwap between weapons and use items faster
Level 1Swap between weaposn twice as fast
Level 2Swap between weapons in 1/4th of the time, use items twice as fast
Level 3Swap weapons instantly
Sustained FireSMG/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
HackerReduces mulitool costs of hacking
Level 1Each level reduced mulitool costs of hacking
Level 2Each level reduced mulitool costs of hacking
Level 3Each level reduced mulitool costs of hacking
JuggernautPassive 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
HoarderGain an extra gun slot, then two additrional inventory slots/level
Level 1Gain an extra gun slot
Level 2Two extra inventory slots
Level 3Two extra inventory slots
ToxicologistToxic smokescreen, immunity to poison
RequiresPowerjack Level 1
Level 1Immunity to poison, and gain a toxic smokescreen#
Level 250 percent strong poison
Level 3smoke grenades become gas grenades, all gas grenades benefits from 50 percent strong poison
HeadshotPistol/SMG kill—Headshot every few moves
RequiresSon of a Gun Level 2
Level 1Cooldown 5 turns, +60 percent critical chance
Level 2+100 percent critical chance
Level 3Cooldown 3 turns
Remote HackYou can remotely hack enemies
RequiresHacker Level 1
Level 1Remote hack on cooldown
Level 2Cooldown removed, automatically hack turrnes in sight
Level 3When entering a level, hack everything that has a zero multiool hack cost
ScavengerConvert regular ammo at a loss to the current weapon equipped
RequiresHoarder Level 1
Level 1Convert to 9mm, .44 and shells at a 20 percent level/ratio
Level 2Convert 7.62 at a 20 percent level/ratio
Level 3Convert rockets (5 percent/level ration) and cells (10 percent/level ratio)
SysopIncreases item modding capabilities
RequiresTerminals have a +1 charge per level, reveals network
Level 1One extra charge, reveals stations
Level 2Two extra charges, reveals terminals
Level 3Three extra charges, reveals chests
BladedancerDual wield blades
RequiresJuggernaut Level 1
Level 1150 percent attack time
Level 2125 attack time, +50 percent guard
Level 3No attack time penalty, guard is doubled
GrenadierExtra grenades and grenade improvements
RequiresHoarder Level 1
Level 1Each ammo chests you open comes with an extra grenade
Level 2General chests also carry grenades and grenades have a higher chance to gib
Level 3+1 grenade explosion size
EntrenchmentMaster Trait—Hunker gices damage reduction and reload automatically hunkers
RequiresSustained 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
SharpshooterMaster Trait—Pistol/SMG Only—increases range, and damage bonus depending on range
RequiresWhizkid Level 1, Son of a Gun Level 2, Character Level 8
Level 1Max range for pistols and SMGs increased by 1, 50 percent damage bonus at max range
Level 275 percent damage bonus at max range
Level 3Reload ammo consumption is 20 per100 percent damage bonus at max range
FireangelMaster Trait—Splash damage resistance, and fire effects
RequiresWhizkid Level 1, Cover Master Level 1, Character Level 8
Level 150 percent reduction of splash damage (stacks), immunity to fire status effect
Level 2Splash damage immunity, damage sets things on fire
Level 3Increases fire damage
BlademasterMaster Trait—autoattack with blades on move
RequiresBladedancer Level 2, Juggernaut Level 1, Character Level 8
Level 1Single melee attack after move
Level 2+1 melee guard range, move on kill can trigger an extra attack
Level 3Attack with both blades if dual-wielding
WizardMaster Trait—Smokescreen on cooldown, hacked enemy boost, summons drones/bots
RequiresSkilled Level 1, Hacker Level 2, Character Level 8
Level 1Smokescreen becomes cooldown skill, summon a drone at costs of 30 Power, hacked enemies have overhealth
Level 2Wizard summons entries, summon cost 20
Level 3Wizard summons security bots

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All Jupiter Hell classes explained

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