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Overview[]

Traits are a special aspect that abilities can have that increases or decreases certain stats or adds a new effect entirely to the ability without having to spend stat points in the ability menu. Additionally, they may have bonus stats, such as increasing Attack by 2, but lowering Defense by 2. These are random, and you wont get the same bonus stats every time you encounter the same trait.

Attainability[]

Traits are obtained through trait hands. Trait hands are granted every 25 levels or by completing the Guide's one-time quests. Additionally, Traits can be temporarily obtained in Boundless Tower through upgrades, although they won't carry over to main game. There is also a Trait Pity, where every 60 Trait Hands, you are guaranteed a Trait hand that includes your most rarest trait that you can obtain, however for Mythic traits upon reaching 100 pity you instead only have a 25% to obtain a Mythic Trait from the pity and a 75% chance to obtain a Legendary Trait. Every 5 Ascension Levels increases this trait rarity, with Legendary being 5 Ascension Levels, and Mythic being 10 Ascension Levels, however, this also increases the amount of Trait Hands you will need to reach your pity, so at Ascension Level 5, you will need 80 Trait Hands to reach the pity, and at Ascension Level 10, you will need 100 Trait Hands to reach your pity. You can reroll your traits for 100 UPoints at the Trait Reroller. Traits received from the Trait Reroller have a minimum rarity of Epic and a maximum of Mythic.

Types of Traits[]

Traits come in a variety of different rarities:

  • Common
  • Rare
  • Epic
  • Legendary
  • Mythic

Many traits (like Bombastic) do special things not possible otherwise. Legendary and Mythic traits have a chance (10%) of being hexed variant.

List of Traits[]

Common to Epic Traits[]

Rarity Name Effects
Common Hasty Gain 4% faster cooldowns.
Healthy +5% base health.
Menacing Posing restores 0.5% max hp per second.
Fortunate Gain 2% crit chance.
Fortified +8% damage resistance.
Strong +5% damage.
Sharp 5% damage is converted to true damage.
Swift +6% movement speed.
Kind +5% healing.
Sickly Damage will be applied over time in return for 5% more damage.
Rare Lucky Gain 4% crit chance.
Productive Gain 6% faster cooldowns.
Arcane +8% heat gain.
Piercing 10% damage is converted to true damage.
Powerful +10% damage.
Poisonous Damage will be applied over time in return for 10% more damage.
Speedy +6% faster movement speed, +4% attack speed.
Resistant +10% damage resistance.
Empathetic +10% healing.
Pillowy Reduces knockback dealt by 10%.
Vital Gain passive flat healing scaled on heat.
Tanky +10% base health.
Vigilante 2x recovery healing.
Epic Protector +20% healing.
Favored Gain 8% crit chance.
Spicy Reduces knockback dealt by 15%.
Sonic +8% faster movement speed, +6% attack speed.
Assassin The higher enemy health, the greater your damage output. (From 0%-30%)
Lethal 15% damage is converted to true damage.
Flaming Attacks have a 50% chance to inflict flames.
Enchanted +15% heat gain.
Toxic Damage will be applied over time in return for 15% more damage.
Steadfast Blocked attacks always deal 0 damage. 25% chance for guard break to not happen.
Buso Haki +15% damage and reduce blocked damage by 25%.
Buff +15% damage.
Bombastic Attack have a 25% chance to create explosions.
Bypassing Attacks bypass ragdoll but ragdolled attacks only apply 50 % stun.
Armored +16% damage resistance.
Workhorse Gain 8% faster cooldowns.
Frostbite Attacks have a 5% chance to freeze targets. Freezing a target will put Frostbite on cooldown for 5 seconds.

Legendary and Mythic Traits[]

Rarity Name Effects HEX HEX Effects
Legendary Economic Gain UCoins each time you deal damage. Greedy Economic Gain even more UCoins upon damaging others, but you lose UCoins equivalent to damage taken.
Prime +20% damage, +20% damage resistance. Overconfident Prime Switch between two states every 10 seconds. Prime State: +40% damage and +30% damage resistance. Exhausted State: -10% damage and resistance.
Overflowing Gain 15% faster cooldowns. Torrential Overflowing Moves now have a 50/50 chance to either be 30% faster or longer cooldowns.
Vampiric Gain 10% lifesteal. Ancient Vampiric Max health reduced by 5%. Lifesteal is reduced by 5% however 20% of damage taken is considered healing.
Voided Attacks have a 15% chance to spawn blackholes. Abyssal Voided 25% chance upon dealing damage to spawn black holes. black holes have a 20% chance to deal AOE to everyone including the attacker.
Solar +25% faster movement speed, +15% attack speed. Perfect Block window doubled. (Perfect Block is the same as a Parry in other games) Icarus Solar If you are too far from another player, you will gain linear speed falloff. You will be slower than the average player when too far from any players. If there are no other players in the server, the debuff does not apply. 35% faster movement speed, 20% move/sequence speed, +0.25s perfect block window increase.
Angelic +50% healing. Pose will heal nearby players. Fallen Angelic +120% healing. You cannot be healed, and your damage output is reduced by 30%. You also take extra damage. While you have heat, Pose will heal nearby players.
Gambler Gain 30% crit chance. Idle Death Gambler +25% crit damage. Gain 15% bonus crit chance based on heat. All heat moves will drain the entire heat bar. Crits will refill heat to max. When critting, there is a 10% chance for enemies to be enraged gaining 0-50% damage buff and 0-300% movement speed buff.
Cursed The lower your current health, the greater your damage output. Undying Cursed Max health is reduced by 50%, in return the damage output is doubled.
Deferred Deal 30% more damage in the form of damage over time. Fractured Deferred Deal 40% more damage in the form of damage over time. Each tick of damage has a 10% chance to crit and a 10% to reflect on you.
True +25% Bonus true damage. Vitriolic True +40% bonus true damage. 10% chance for the true damage to be inflicted on you.
Gluttonous All heat costs are reduced by 30%, +15% heat regen. heat scales with damage and resistance. Festering Gluttonous All heat costs reduced by 50%, gain faster heat charging. Damage output and resistance buffs based on heat at a wider cap than usual. Become Exhausted every 25 seconds.
Cultivation Gain a random stat point every minute, capped at 100 for each stat category. (Whenever you switch specs/stand it will resets the points that you have grinded if you take it again, and sometimes can keep the health). Soul-Reaping Cultivation Every minute, gain random stats, capped at 250 for each category. Upon death, all points in one stat will be reset. (Whenever you switch specs/stand it will resets the points that you have grinded if you take it again, and sometimes can keep the health).
Mythic RCT -15% health pool, Gain passive healing scaled by current heat. heat constantly drains, and no heat is gained when damaged. Automatic RCT -30% health pool, Gain massive passive % healing scaled on heat. heat constantly drains ridiculously fast, and no heat is gained when damaged.
Godly +50% damage, +35% damage resistance. The Finisher Rush Attack has random status effect. Egotistic Godly Switch between two states every 10 seconds. Godly State: +80% damage and +50% damage resistance. Exhausted State: -15% damage and resistance.
Ryoiki While your heat is above 50, engage in a domain amplification that gives you resistance to debuffs and gives hyperarmor. Constantly drains heat. Every 10 seconds, gain a single attack that always bypasses the enemy's defenses. Heavenly Restricted Ryoiki You are constantly engaged in a domain amplification that gives you resistances to debuffs and hyperarmor but can no longer gain heat. Every 5 seconds, gain a single attack that always bypasses the enemy’s defenses.
Temporal 30% Slow down to other players' walkspeed, attack rate, and cooldowns while near them. Range is increased based on heat. Also gives 50% reduced heat usage, user no longer gains heat upon getting hit FTL Temporal Debuff others when they are near you; your heat increases this debuff range. You gain buffs while this occurs. Every 20 seconds, enter a state that gives you the same debuffs and prevents giving it to others for 10 seconds. Your heat drains faster when you are close to someone. Your slowdown seems to work less on those with high heat.
Spiritual The first rush attack will teleport you to the nearest opponent when you have heat charged. All heat costs are reduced by 50%, +50% heat regen. Heat scales with damage and resistance. Psychotic Spiritual Teleport to the nearest player when doing a rush attack if you have heat. Depending on heat, sometimes get brief insanity. Damage output and reduction equivalent to heat. Higher heat charge rate than usual.
Adaptation You will adapt to attacks done to you and grow resistant to them over time. (7.5% added resistance per attack, up to 75% total resistance per attack, 1.5 second cooldown per adaptation) Unbound Adaptation You adapt twice as much to attacks and the adaptation cooldown is halved, but you adapt only up to 60%.

Trivia[]

  • When using the Temporal Trait and having a cutscene move used on you, the cutscene will begin to play in slow motion and both you and the attacker will be unable to move or do anything while the cutscene is active, but will both be invincible.

  • Icarus Solar and both Soul Reaping Cultivation/Cultivation have the property of applying their constant stat changes through the player performing an action (Examples: Going from sprint to walk and viceversa, M1'ing, dashing, etc). This results useful for Icarus Solar as it allows you to have some control over the speed fall-off effects by, for example, dodging or blocking near another player to gain back the speed buff without the need to attack.
    • The WASD keys don't count to this, however, using a mount and blocking do.
    • Icarus Solar seems to counter-act this by constantly updating the proximity value you have with another player when you stay still, making it so you must keep moving to keep it.

NPC Navigation[]

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