
Traits

Acrobat
Tank, Speed
Gives a 30% chance to avoid an attack. If your hero has Advanced Armor he gains a 33% chance to evade attack (such as Cyborgand Watchman). Sprint duration increased by 1 second and cooldown reduced by 10% for light and medium and 20% for heavy.

Chem. Reliant
Attack Speed, Item Usage
Buffout, Speed, and Mentats last five times longer than normal. Reduces penalty for excessive drug use.

Dragoon
Damage, Tank
Increases weapon damage by about 17%, max ammo level by 2, effective nanites level by 1, and armor by 3.

Energy
Energizer
Increases energy regeneration by 2 energy per second.
Energizer battery restores 500 energy when energy drops below 250. Requires 150 seconds to recharge.

Flower Child
Versatility
Buffout, Speed, and Mentats are four times as effective but last half as long.
Buffout heals injuries, Speed increases movement speed by 20, and Mentats increase all experience gained by 10%.
Stims used on the flower child are 33% worse.

Gadgeteer
Item Usage
Intelligence is +22 for the purpose of determining item usability.
Increases the auto-stack size of consumables.
When destroyed, Assault Droids drop non-consumable fused items.

Gifted
Speed, Versatility
Vitality, Agility, and Intelligence are increased by 5, and movement speed is increased by 30. Head injuries reduce intelligence by less.

Healer
Healing
Bandages restore an additional 50 health, heal open wounds more effectively, and remove one injury if target not recently bandaged. Revive item can be stacked, used regardless of intelligence, and acts as an emergency life kit. Antidote fully heals zombie and converts it 33% more quickly.
Bandages are also more effective on civilians.

Prowler
Team Asset
At night, agility is increased by 32, movement speed is increased by 10%, and night vision goggles increase sight range. While holding position, a heartbeat sensor with sonar provides full sight of the immediate area, even revealing cloaked units. Allows the use of motion sensors which can detect enemy movement, even through fog.

Rad. Resistant
Team Asset
Provides complete immunity to radiation damage and combats city radiation. Hero can passively detect rads in a small radius.
Personal frag. locator is more advanced.

Reckless
Greedy
Extra skill point awarded at each even level from 2 to 20.
Decreases effective nanites level by 1, and upgrading the last five levels in nanites requires 2 skill points each.

Early Boost
Skilled
Nanites start at level 2, and all other skills start at level 1 instead of unlearned.
Skills can be implanted twice.

Survivalist
Tank, Team Asset
Vitality and health start 60 points higher than normal. Immune to open wounds, ankle injuries are minor, and chance to get injured reduced by 85%. Can integrate kevlar and combat vests regardless of intelligence. Health regen increased by 2-4 hit points per second while health is critical. Hero becomes more resilient, surviving most damage when not in critical health.
Reduces death's maximum health penalty.

Late Game Boost
Swift Learner
Gains 30% extra experience; increased to 150% after level 50.
Objectives grant XP to hero.
Hero adds less 'uber', causing enemies to not grow stronger with their extra levels.

Engineer (Coming Soon!)
Item Usage
Items require 33% less intelligence to use.
Common, non-consumable items can be replicated for personal use. Design plans are more likely to be found in crates. Can also combine certain items to produce improved versions of the items. Only one Engineered Item can be held at a time.
The 33% reduction does not apply to the base 100 intelligence.