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Advanced weapons, as well as some regular ones, have perks that alter weapon stats and/or behavior. Further perks can be added to weapons with mod packs. Additionally, every exotic and unique weapon has unique perk that belong to only that weapon and cannot be applied to other weapons through modification.

Non-AV weapons in branch levels may have manufacturer perks.

See also: Armor perks, Utility.

Perks[]

Name Effect Mod packs Restrictions
Auto-calibrating After killing 50 enemies with the weapon this perk was applied to[1], applies the Auto-calibrated perk instead:

This weapon is auto-calibrated (+1 optimal range, +10% damage)

AC, Technical station
Autoloader Reloads the weapon instantly upon moving B on shotguns/launchers Ranged weapons
Balanced X Reduces minimum range by X A on semi/auto/rotary Rifles/Launchers only
Barbed X Applies bleeding status effect B on any weapon
Calibrated X Increases optimal range by X A on any gun Ranged weapons
Cleaner X Bonus damage against low-tier enemies (60 or less HP) P on SMG/shotgun/melee
Critical X Increases critical chance by X (additive) A on any weapon
Efficient Reload ammo efficiency doubled B on pistol/rifle/SMG Ranged weapons
Exalted bane +25% damage vs exalted enemies
(checks the name, not group, of the enemy)
A on any weapon
Extended Mag X Increases magazine size by X B on pistol/SMG/rifle Ranged weapons
Finisher X X bonus damage against enemies with less than 50% health
Focused Smaller blast radius, but +10 damage P on launcher Launchers only
Frenzy X X bonus damage after a kill, stackable.[2] P on any weapon
Fresh mag X X bonus damage if weapon is fully reloaded before attack P on pistols Ranged weapons
Grenadier Double damage after throwing a grenade
Guarded X Increase melee guard by X (additive) B on melee Melee only
Guard shield Increases melee guard range by 1 B on melee Melee only
Haze Creates smoke cloud in affected area Launchers only
High explosive Bigger blast radius (+1 to area) but -10 damage Launchers only
Hunter X X bonus damage against high-tier enemies (more than 60 HP) P on rifle/melee/launcher
Loading Holster Swapping to the weapon reloads it instantly B on shotgun/launcher
Longshot X X bonus damage at range 5+ P on rifle/pistol/launcher Ranged weapons
Mechabane +25% damage against robotic enemies A on any melee weapon
Molten X Applies burning status effect P on any weapon
Point Blank X X bonus damage at range 1-2 P on SMG/shotgun Ranged weapons
Precise Half the aim bonus is a multiplicative bonus to damage A on pistol/SMG/launcher
Resilient Reduces pain's effect on accuracy by half A on melee
Retaliate The pain modifier doubles as a multiplicative bonus to damage A on melee/shotgun
Ripper X X bonus damage to biological enemies which are below 100% health P on any except launcher
Rush X X bonus damage after a move
Scope Adds Aim bonus to critical chance Innate on most semis
Second chamber Doubles magazine size[3] B on shotgun/launcher Ranged weapons
Specialist +100% damage after class skill use
Speed-loader 75% faster reload when empty B on pistol/SMG/rifle Ranged weapons
Spin-up Spins up to fire +2 and +4 shots Innate on rotary weapons
Stabilized X Increases max range by X A on any gun Ranged weapons
Surrounded 33% damage reduction when 3 or more enemies are within sight B on melee
Swap harness Reduces swap-to time by 75%. Stacks with Juggler. B on any weapon
Zombiebane +50% damage vs former humans
  1. The weapon needs to score the final blow, not merely be equipped. This is relevant with perks like Gunslinger
  2. Lasts 5 turns unless refreshed. Lost upon weapon swap.
  3. Single-chamber weapons will reload both shots with a single reload action.

Advanced perks[]

Name Effect Mod packs Restrictions
Deadly X Increases base damage by X
Demonbane +25% damage vs demons
Disruptive X Applies disabled effect to robotic enemies E on any weapon
Freezing X Slows the action speed of enemies C on any weapon
Momentum Damage is increased by 50% of your dodge value
NanoTech Reloading does not require ammo N on any weapon Ranged weapons
Poisoned X Applies poisoned status effect.
Sustain X Creates X units of ammo (in magazine) for each kill with the weapon S on any weapon Ranged weapons
Toxic Creates toxic cloud in affected area rocket only
Tracking module 100% additive bonus to accuracy rocket only
Triggerhappy Increases bullets fired with each fire action by 1 multi-shot weapons
Vampiric X Heal X on killing a non-robotic enemy V on any

Exotic perks[]

Name Effect Weapon(s)
9 inch nails Weapon requires multitools to reload Nail gun,
Super nailgun
Advanced EMP Strongest EMP status effect, freezes non-mechanical units CRI EMP rifle
Anti-armor Triple damage to armor, 100% crit chance vs mechanical enemies 7.62 pierce rifle
Antiriot +2 damage for each extra enemy in sight 7.62 riot SMG
Arc-powered This weapon recharges ammo, can't be manually reloaded CRI blaster
BFT Fires a big ball of supercharged plasma - seeks enemy lifeforms after detonation. BFT9K
Concussion Affects hurt enemies with a status that reduces their damage by 50% 12ga elephant gun, .44 flintlock
Epidemic Enemies that die after contacting the toxin explode in a toxic cloud Bio launcher
Firefly Gibbed enemies explode .44 HE revolver
Git gud Each kill permanently increases crit chance by 1% AWP 7.62 long rifle
Jackhammer Fully automatic shotgun, firing in bursts of 3 12ga jackhammer
Master Calibration +50% critical chance within optimal distance 9mm calibrated
Peacekeeper +1 damage for each kill until reload (max 5) 7.62 gatling
Plasma blade This weapon has a self-powered plasma blade and deals plasma damage CRI sword
Rinse, Repeat Auto-reload on kill, higher chance of gibbing 12ga super shotgun
Rocket rack Compact storage of rockets Micro launcher
Shredder Shots cause bleeding, +50% damage vs bleeding targets 9mm frag shotgun
Splatter Applies bleed status effect on organic enemies around killed enemy .44 JAC SMG
The Emperor Protects Convert pain% to crit chance, ignore pain accuracy penalty 9mm storm SMG
TacScope Aiming adds aim bonus to critical chance, +50% aim action bonus 9mm tactical rifle
Unflinching aim Ignore pain accuracy penalties .44 deagle

Unique perks[]

Name Effect Weapon(s)
Hammerhead Fires piercing bullets at extreme velocities, piercing enemies and cover. Hammerhead

History[]

  • First ten weapon modifiers were introduced in the patch 0.8.4.
  • Frenzy, Vampiric, Disruptive, Barbed, Poisoned, Molten, Toxic, Haze and Freezing were introduced in the patch 0.8.5.
  • In patch 0.9.0, the HP threshold for Hunter and Cleaner bonuses was raised to 60 hp.
  • As of patch 0.9.1, Cleaner and Finisher can no longer be selected for weapons with high base damage.


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