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Ammo[]

Ammo type Stack size Standard weapons Description
9mm ammo 100 9mm pistol, 9mm SMG, 9mm auto rifle, 9mm combat pistol Universal 9mm ammo, widely used in a variety of guns. Floors in barracks are littered with this shit.
7.62 ammo 100 7.62 assault rifle, 7.62 assault SMG, 7.62 sidearm, 7.62 sniper rifle, chaingun Universal 7.62 ammo, used mostly in automatic weapons, classic lead hazard.
.44 ammo 50 .44 revolver, .44 hunter rifle Universal .44 ammo, used in revolvers and other weapons needing to make difference, or a big hole.
12ga shell 50 12ga shotgun, 12ga auto-shotgun, 12ga dual shotgun Universal 12 gauge shotgun shells. It's a nice hunting tool if you like your meat peppered with lead.
40mm grenade 15 Grenade launcher High explosive 40mm grenade, used in grenade launchers.
Rocket 10 Rocket launcher Portable high-explosive RPG's. Because there's no kill like overkill.
Energy cell 100 CRI plasma pistol, CRI plasma rifle, CRI plasma shotgun, CRI rail rifle Advanced energy storage technology. Used to power CRI weaponry.

Grenades[]

  • Grenades stack up to 3 per inventory slot.
  • Grenades have throwing accuracy determined by ranges 3/8
  • Radius 1 is a 3x3 square
  • Radius 2 is a 5x5 "plus"-shaped area
Grenade Radius Damage Damage type Notes Description
Smoke 2 Smoke cloud reduces LOS to 0 (melee range) Military issue smoke grenade. When you need a fast exit...
Frag 2 80 slash Military issue fragmentation grenade. Useful for keeping the crowds at bay.
Krak 1 80 + 3 to armor pierce Military issue krak grenade. Doesn't have an explosion radius, but packs a punch and strips armor.
Gas 2 15 + status Toxin 3 toxin Toxic cloud that also reduces LOS to 0 Military issue gas grenade. Somewhat useful against organic targets, but also doubles as a smoke grenade.
EMP 2 30 + status EMP 5 EMP Stuns mechanical units for 4 turns[1] Military issue EMP grenade. Does nothing to meatbags, but disables mechanical units.
Plasma 1 200 plasma Has a gib factor of 3, reducing the overkill damage needed for a guaranteed gib to ~133%. CRI plasma grenade. When you want to make sure something dies. Twice. Thrice. And stays dead.
  1. The item use time is included in these 4 turns. In effect, a non-Technician has only 3 turns until the affected mechanical units are back online.

Healing Items[]

Medkits, combat packs and stimpacks restore HP.

Item Stack size Restores HP Notes Description
Small medkit 3 40[1] Removes pain and all status effects. Standard civilian issue medical kit. It probably won't save you, but may make you suffer a bit longer. Heals 40 points of damage, and removes negative status effects.
Large medkit 1 Full health Removes pain and all status effects. Standard military issue medical kit. Too bad it doesn't regrow lost limbs. Heals all damage and pain.
Stimpack 3 40[1] Removes pain and all status effects, resets short cooldowns (like Headshot), restores 1/4th of the resource bar, applies the Stimmed status for 5 turns. Standard civilian stimpack. Hot the heavy shit the military uses, but at least you won't get addicted. Protects from pain and negative status effects for a bit, increases your reflexes, and heals like a small medkit. It also resets all your short skill cooldowns and regenerates a part of your class resource.
Military stimpack 1 Full health Removes pain and all status effects, resets all ability cooldowns, fully restores the resource bar, applies the Stimmed status for 30 turns, decreases max HP by 5. Standard military stimpack. Fully heals you resets all skill cooldowns, regenerates class resource, and removes pain and status effects for a longer time We'd suggest you not overuse it, but we know you better. You monster.
Combat pack 3 0 Applies the Juiced status for 5 turns, granting 10% health regeneration and +100% resistance to pain and bleeding. Heals for a total of 50% of your max HP over its duration. Military combat drug pack. Prep for a harder engagement. For 5 turns provides health regeneration (10% per turn), bleed and pain immunity.
Large combat pack 1 0 Applies the Juiced status for 15 turns, granting 10% health regeneration and +100% resistance to pain and bleeding. Heals for a total of 150% of your max HP over its duration. Large military combat drug pack. Great when expecting a prolonged firefight. For 15 turns provides health regeneration (10% per turn), bleed and pain immunity.
Enviro pack 1 0 Applies the Enviro status for 50 turns, granting +100% resistance to fire, cold, acid and poison. Military survival pack. For 50 turns provides full immunity to burning, cold, acid and poisoned statuses.
  1. 1.0 1.1 This amount may be increased by Marine's Field Medic trait.

Modding and Repair[]

Multitool[]

Description: "General issue toolkit. It will help you keep your armor in shape (repairs 25% of armor damage). Also used for hacking and disabling of mechanical entities."

  • Multitools can do a variety of actions:
    • Repair armor and headgear for 25% of their maximum durability.
    • Disable or hack robotic enemies.
    • Restore a hacked robot's health.
    • Trade them in at a terminal for information on map layout, enemy locations or to hack or disable all turrets on the level.
    • Execute local changes at a terminal to activate special actions in later maps.
    • Fix broken elevators to side branches.
    • Serve as the ammo for Nail gun and Super nailgun.
  • Stacks up to 5.
  • The Hacker skill reduces the required amount of multitools needed for all hacking-related actions.

Mod packs[]

Mod packs add perks to armor and weapons.

  • A table of what perks can be added is here.
  • Information on what individual perk do is listed at weapon perks and armor perks.
  • Mod packs do not stack in inventory.
  • Technical stations allow mod packs to be created, or retrieved from modded weapons or armor, destroying it in the process.
  • Technician can retrieve mods from modded weapons or armor by dismantling it, destroying it in the process.
    • A higher level of Skilled allows more mods to be retrieved.


Miscellaneous[]

Name Stack size Functionality Description
CRI phase device 3
  • Teleports the player to a random, "safe" location on the map.
  • Internally, works by choosing 8 random points on the level and teleporting you to the one with the least nearby enemies.
An abomination of demonic-based CRI technology - a short range teleporter. According to the manual, should move you to a safe space...
Red keycard 3 A red keycard with a black stripe. Not edible. Useless?
Frozen heart Found once Found in Frozen Temple on Europa. Can be placed in the Dark Cathedral on Io in order to gain bonuses. A demonic frozen heart. It gives you the creeps.
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