Traits
Active traits with their upgrade-point cost. Retired traits are kept in the archive.
65 traits · page 1 of 2 · 20 retired in the archive
defensive
Adrenaline
Provides stamina when health becomes critical.
- Cost
- 1 pts
- Category
- defensive
- Rank
- 1
supportive
Ambidextrous
Speeds paired-pistol reloads and supports eligible clip reloads.
- Cost
- 3 pts
- Category
- supportive
- Rank
- 34
offensive
Assailant
Improves melee attacks with Throwing Knives and Throwing Axes.
- Cost
- 1 pts
- Category
- offensive
- Rank
- 18
supportive
Beastface
Reduces animal alarm sensitivity; it does not provide general monster protection.
- Cost
- 4 pts
- Category
- supportive
- Rank
- 42
offensive
Berserker
Doubles melee damage.
- Cost
- Unknown
- Category
- offensive
- Rank
- 1
supportive
Blade Seer
Extends Dark Sight highlighting of recoverable projectiles and thrown tools to 75 m; also works in beetle view.
- Cost
- 1 pts
- Category
- supportive
- Rank
- 54
supportive
Blademancer
Recalls eligible recoverable projectiles in front of the Hunter through Dark Sight, up to 100 m.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
supportive
Blast Sense
Highlights distant shots/explosions in Dark Sight; silenced Subsonic shots are excluded.
- Cost
- 2 pts
- Category
- supportive
- Rank
- 1
defensive
Bloodless
Limits bleed intensity to the light tier; does not prevent bleeding.
- Cost
- 3 pts
- Category
- defensive
- Rank
- 1
offensive
Bolt Thrower
Accelerates reloads for compatible crossbows and harpoon-launching weapons.
- Cost
- 3 pts
- Category
- offensive
- Rank
- 32
defensive
Bruiser
Lowers melee stamina expenditure and damage-induced flinch.
- Cost
- Unknown
- Category
- defensive
- Rank
- 1
supportive
Bulletgrubber
Preserves rounds otherwise ejected during partial reloads on compatible weapons; Burgess was added in 2.9.
- Cost
- 4 pts
- Category
- supportive
- Rank
- 26
defensive
Bulwark
Reduces qualifying explosive damage and flash blindness. Shrapnel is a separate damage class.
- Cost
- 2 pts
- Category
- defensive
- Rank
- 1
supportive
Catalyst
Activates conditional benefits on other equipped traits. The static description omits newer interactions; Lightfoot and Vulture changes are confirmed in 2.9.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
supportive
Chupacabra
Restores one lost chunk by using a live horse, cow or animal cage; this is a burn trait. Each dog can be used separately, while a chicken cage is one interaction.
- Cost
- 2 pts
- Category
- supportive
- Rank
- 1
supportive
Communion
Channels teammate healing and status removal in Dark Sight within 25 m, at a temporary health-capacity cost to the user.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
supportive
Conduit
Provides healing/stamina benefits when the team investigates clues or closes rifts; solo behavior differs.
- Cost
- 5 pts
- Category
- supportive
- Rank
- 38
supportive
Corpse Seer
Body looting grants Dark Sight Boost.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
offensive
Crack Shot
Improves sway and iron-sight magnification on eligible stocked firearms; excludes shotguns and short variants.
- Cost
- Unknown
- Category
- offensive
- Rank
- 1
defensive
Dauntless
Allows close-range interaction to extinguish compatible explosive fuses.
- Cost
- 1 pts
- Category
- defensive
- Rank
- 1
supportive
Death Cheat
Retains the Hunter after a failed extraction; equipment and missing health are not retained.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
supportive
Decoy Supply
Lets ordinary ammo crates replenish compatible decoys.
- Cost
- 1 pts
- Category
- supportive
- Rank
- 53
supportive
Determination
Reduces the delay before stamina recovery.
- Cost
- 1 pts
- Category
- supportive
- Rank
- 1
defensive
Doctor
Raises First Aid Kit healing from 50 to 100 HP.
- Cost
- 9 pts
- Category
- defensive
- Rank
- 1
offensive
Fanning
Enables rapid hip fire with compatible single-action pistols. Weapon eligibility needs an explicit compatibility check.
- Cost
- 8 pts
- Category
- offensive
- Rank
- 12
offensive
Fast Fingers
Accelerates eligible single-shot rifle reloads. Pistol and repeating variants are not automatically eligible.
- Cost
- 4 pts
- Category
- offensive
- Rank
- 11
supportive
Frontiersman
Adds a use to equipped tools; the solo Catalyst combination adds another.
- Cost
- 6 pts
- Category
- supportive
- Rank
- 47
movement
Gator Legs
Improves deep-water movement and reduces crouched water noise.
- Cost
- 3 pts
- Category
- movement
- Rank
- 56
supportive
Ghoul
Monster kills restore some health; this is not replacement of permanently lost chunks.
- Cost
- 3 pts
- Category
- supportive
- Rank
- 1
movement
Greyhound
Extends full-speed sprinting endurance.
- Cost
- 2 pts
- Category
- movement
- Rank
- 3
defensive
Hornskin
Reduces incoming blunt melee damage.
- Cost
- 3 pts
- Category
- defensive
- Rank
- 1
offensive
Hundred Hands
Improves fully drawn bow shots and enables an arrow melee attack; special-arrow eligibility differs.
- Cost
- 3 pts
- Category
- offensive
- Rank
- 16
offensive
Iron Eye
Keeps compatible repeating weapons aimed during cycling.
- Cost
- 3 pts
- Category
- offensive
- Rank
- 9
movement
Kiteskin
Reduces fall damage; Catalyst adds survival protection.
- Cost
- 1 pts
- Category
- movement
- Rank
- 51
offensive
Levering
Enables rapid hip fire with compatible lever-action weapons.
- Cost
- 7 pts
- Category
- offensive
- Rank
- 6
movement
Lightfoot
Quiets traversal and movement through sound obstacles. With Catalyst, branches do not break.
- Cost
- 5 pts
- Category
- movement
- Rank
- 1
supportive
Magpie
Picking up bounty grants temporary shot effects; solo bonuses alter duration and Dark Sight Boost.
- Cost
- 1 pts
- Category
- supportive
- Rank
- 1
offensive
Martialist
Enables the Katana sheathed strike.
- Cost
- 2 pts
- Category
- offensive
- Rank
- 28
defensive
Mithridatist
Shortens the poison status; does not erase the physical hit.
- Cost
- 2 pts
- Category
- defensive
- Rank
- 40
supportive
Necromancer
A single-use revive trait: remotely revive a teammate within 25 m, or self-revive when solo. Burned-out solos cannot revive.
- Cost
- 4 pts
- Category
- supportive
- Rank
- 1
supportive
Packmule
Improves the return from looting eligible bodies and supply containers. Current toolboxes replenish tools only.
- Cost
- 4 pts
- Category
- supportive
- Rank
- 1
supportive
Pain Sense
Highlights Hunters suffering bleed, poison or fire in Dark Sight. The extracted range is 150 m; an official evergreen page still says 75 m, so range is disputed.
- Cost
- 3 pts
- Category
- supportive
- Rank
- 59
defensive
Physician
Shortens First Aid Kit use time.
- Cost
- 5 pts
- Category
- defensive
- Rank
- 45
offensive
Pitcher
Extends throwable range.
- Cost
- 4 pts
- Category
- offensive
- Rank
- 61
supportive
Poacher
Quiets trap placement and disarming.
- Cost
- 1 pts
- Category
- supportive
- Rank
- 36
supportive
Poltergeist
Enables remote manipulation of eligible world props and animal alarms through Dark Sight, up to 50 m.
- Cost
- 2 pts
- Category
- supportive
- Rank
- 62
supportive
Quartermaster
Adds one weapon-capacity point: standard capacity rises from five to six.
- Cost
- 8 pts
- Category
- supportive
- Rank
- 1
supportive
Rampage
A Hunter kill restores the user when a health chunk is missing.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
supportive
Relentless
Prevents the health-chunk loss from a qualifying down; consumed when triggered.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
supportive
Remedy
Consumes a nearby Trait Spur through Dark Sight to restore the team.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
supportive
Resilience
Improves health on revival, within the available health capacity.
- Cost
- 3 pts
- Category
- supportive
- Rank
- 4
defensive
Salveskin
Improves protection against fire and escalating burn effects. Source descriptions disagree about downed-body behavior; verify that separately.
- Cost
- 2 pts
- Category
- defensive
- Rank
- 1
offensive
Scopesmith
Keeps compatible scoped weapons in scope during their firing cycle.
- Cost
- 2 pts
- Category
- offensive
- Rank
- 22
supportive
Serpent
Enables remote Dark Sight interaction with clues, rifts, banishable targets and bounty. Some beetle/solo interactions have restrictions.
- Cost
- 4 pts
- Category
- supportive
- Rank
- 14
supportive
Shadow
Makes ordinary monsters unable to see the Hunter; hearing and exclusions still matter.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
movement
Shadow Leap
Channels a teleport to an eligible monster and kills it. Bosses, wild targets and several large/special AI are excluded.
- Cost
- Unknown
- Category
- movement
- Rank
- 1
supportive
Silent Killer
Quiets melee attack vocalizations; impacts and dying enemies remain audible.
- Cost
- 3 pts
- Category
- supportive
- Rank
- 60
supportive
Siphon
Takes a scarce trait from an enemy body and leaves Siphon there. Priority and Necromancer exceptions apply.
- Cost
- Unknown
- Category
- supportive
- Rank
- 1
offensive
Steady Aim
Reduces sustained-aim sway with scopes and aperture sights.
- Cost
- 2 pts
- Category
- offensive
- Rank
- 30
movement
Surefoot
Allows sprinting while preparing compatible throwables, healing kits and injections.
- Cost
- 6 pts
- Category
- movement
- Rank
- 20