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	<id>https://wiki.tribesdepot.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stryk3r</id>
	<title>The Tribes Depot - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.tribesdepot.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stryk3r"/>
	<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/wiki/Special:Contributions/Stryk3r"/>
	<updated>2026-04-21T21:24:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Burning_Heart&amp;diff=18136</id>
		<title>Deadzone: Rogue/Perks/Burning Heart</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Burning_Heart&amp;diff=18136"/>
		<updated>2025-03-14T18:57:06Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Removed outdated images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Burning Heart&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue, related to the Fire element. Its secondary perks are &#039;&#039;&#039;Inferno&#039;&#039;&#039;, &#039;&#039;&#039;Kindling&#039;&#039;&#039;, &#039;&#039;&#039;Searing Exposure&#039;&#039;&#039;, and &#039;&#039;&#039;Wildfire&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Burning Heart ===&lt;br /&gt;
Burning Heart increases the player&#039;s Fire damage by 30% and causes Fire damage to apply Burn.&lt;br /&gt;
&lt;br /&gt;
=== Inferno ===&lt;br /&gt;
Inferno increases the player&#039;s Fire damage by 10%. When the player kills a Burning enemy, they gain a further 20% damage bonus for 5 seconds. This effect doesn&#039;t stack{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Kindling ===&lt;br /&gt;
Kindling increases the player&#039;s Fire damage by 15%. Additionally, the player&#039;s Ignite and Combustion Affixes gain a bonus to their proc chances equal to 10% of their base value{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Searing Exposure ===&lt;br /&gt;
Searing Exposure increases the player&#039;s Fire damage by 15%. Additionally, the player deals 25% bonus weakpoint damage to Burning enemies.&lt;br /&gt;
&lt;br /&gt;
=== Wildfire ===&lt;br /&gt;
Wildfire increases the player&#039;s Fire damage by 20%. Additionally, it causes Burning enemies to deal 50% of their Burn damage to enemies within 3 metres of them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Burning Heart is a dubious perk. Fire is generally the weakest Element of the four on higher difficulties, as Burn deals little damage over a long period of time compared to the player&#039;s weapons. It lacks the control capabilities of Cryo and Void, as well as the raw damage output of Electric.&lt;br /&gt;
&lt;br /&gt;
Inferno is a poor perk compared to secondary perks of other perk trees. Its damage bonus requires killing enemies after first Burning them, while other secondary perks may get similar levels of damage for little cost, or sacrifice damage for significant utility.&lt;br /&gt;
&lt;br /&gt;
Kindling is a mediocre perk. Neither Fire Affix is noteworthy enough to benefit from the increased proc chance.&lt;br /&gt;
&lt;br /&gt;
Searing Exposure is a useful perk. Provided the player is able to reliably get weakpoint shots, the damage bonus granted by Searing Exposure is significant.&lt;br /&gt;
&lt;br /&gt;
Wildfire is a poor perk. Burn doesn&#039;t deal enough damage for it to be useful.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Spider_Explosive&amp;diff=18135</id>
		<title>Deadzone: Rogue/Enemies/Spider Explosive</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Spider_Explosive&amp;diff=18135"/>
		<updated>2025-03-09T20:45:18Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{ArmorInfoBox&lt;br /&gt;
|title = Crawling Explosive&lt;br /&gt;
|image = [[Image:DZR Skullbot_Exploder.png|250px]]&lt;br /&gt;
|caption = Outdated screenshot from Chapter One&lt;br /&gt;
|armor = &lt;br /&gt;
|health = 300&lt;br /&gt;
|healthdelay = &lt;br /&gt;
|energy = &lt;br /&gt;
|energyregen = &lt;br /&gt;
|speed = &lt;br /&gt;
|mass = &lt;br /&gt;
|tribesgold = &lt;br /&gt;
|xp = &lt;br /&gt;
|mastery = &lt;br /&gt;
|icon = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Explosives&#039;&#039;&#039; are an enemy in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
All parts of the Spider Explosive counts as its weakpoint.&lt;br /&gt;
&lt;br /&gt;
Spider Explosives will crawl directly toward the player. Once the player enters their blast radius, they will stop moving and their blast radius will be deployed. After a short delay, they will explode. They also explode when killed.&lt;br /&gt;
&lt;br /&gt;
Spider Explosives appear in most rooms from Security Levels 5 to 7{{Verify}}. They also appear in the boss room of Security Level 6. They are stationary until provoked.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Spider Explosives will generally deal damage while the player is distracted by other enemies. Constant movement can mitigate this somewhat as the Spider Explosives take time to actually detonate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deadzone Rogue]]&lt;br /&gt;
[[Category:Deadzone Rogue/Enemies]]&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Crawling_Explosive&amp;diff=18134</id>
		<title>Deadzone: Rogue/Enemies/Crawling Explosive</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Crawling_Explosive&amp;diff=18134"/>
		<updated>2025-03-09T20:44:40Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Stryk3r moved page Deadzone: Rogue/Enemies/Crawling Explosive to Deadzone: Rogue/Enemies/Spider Explosive: They got a name change I think&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Deadzone: Rogue/Enemies/Spider Explosive]]&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Spider_Explosive&amp;diff=18133</id>
		<title>Deadzone: Rogue/Enemies/Spider Explosive</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Spider_Explosive&amp;diff=18133"/>
		<updated>2025-03-09T20:44:40Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Stryk3r moved page Deadzone: Rogue/Enemies/Crawling Explosive to Deadzone: Rogue/Enemies/Spider Explosive: They got a name change I think&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{ArmorInfoBox&lt;br /&gt;
|title = Crawling Explosive&lt;br /&gt;
|image = [[Image:DZR Skullbot_Exploder.png|250px]]&lt;br /&gt;
|caption = Outdated screenshot from Chapter One&lt;br /&gt;
|armor = &lt;br /&gt;
|health = 300&lt;br /&gt;
|healthdelay = &lt;br /&gt;
|energy = &lt;br /&gt;
|energyregen = &lt;br /&gt;
|speed = &lt;br /&gt;
|mass = &lt;br /&gt;
|tribesgold = &lt;br /&gt;
|xp = &lt;br /&gt;
|mastery = &lt;br /&gt;
|icon = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crawling Explosives&#039;&#039;&#039; are an enemy in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
The glowing orange portion of the Crawling Explosive&#039;s body is its weakpoint.&lt;br /&gt;
&lt;br /&gt;
Crawling Explosives will crawl directly toward the player. Once the player enters their blast radius, they will stop moving and their blast radius will be deployed. After a short delay, they will explode. They also explode when killed.&lt;br /&gt;
&lt;br /&gt;
Crawling Explosives appear in most rooms from Security Levels 5 to 7{{Verify}}. They also appear in the boss room of Security Level 6. They are stationary until provoked.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Crawling Explosives will generally deal damage while the player is distracted by other enemies. Constant movement can mitigate this somewhat as the Crawling Explosives take time to actually detonate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deadzone Rogue]]&lt;br /&gt;
[[Category:Deadzone Rogue/Enemies]]&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Switchblade&amp;diff=18132</id>
		<title>Deadzone: Rogue/Enemies/Switchblade</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Switchblade&amp;diff=18132"/>
		<updated>2025-03-06T14:32:09Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Fixed telegraph flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{ArmorInfoBox&lt;br /&gt;
|title = Switchblade&lt;br /&gt;
|image = [[Image:DZR Switchblade.png|250px]]&lt;br /&gt;
|caption = Outdated screenshot from Chapter One&lt;br /&gt;
|armor = &lt;br /&gt;
|health = 8,000&lt;br /&gt;
|healthdelay = &lt;br /&gt;
|energy = &lt;br /&gt;
|energyregen = &lt;br /&gt;
|speed = &lt;br /&gt;
|mass = &lt;br /&gt;
|tribesgold = &lt;br /&gt;
|xp = &lt;br /&gt;
|mastery = &lt;br /&gt;
|icon = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switchblades&#039;&#039;&#039; are an enemy in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
Switchblades have a glowing orb in their abdomen, serving as their weakpoint. Unless Staggered, most of this weakpoint is covered.&lt;br /&gt;
&lt;br /&gt;
Switchblades will move directly towards the player and attempt to make melee attacks against the player. Every few seconds, the Switchblade will charge. This is first telegraphed by the Switchblade stopping and leaning forward, fully exposing the weakpoint. Then a glint comes from the Switchblade&#039;s weakpoint. The Switchblade then moves very quickly until it reaches an obstruction. If it passes through the player, the player will also take damage.&lt;br /&gt;
&lt;br /&gt;
Switchblades first appear at the end of Security Level 3 as the boss. Single Switchblades may also appear in rooms starting from Security Level 7, and one will appear in the perk room of Security Level 9. Switchblades outside of the first encounter are stationary unless provoked.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Like other melee enemies, the Switchblade&#039;s melee attack can be dodged by dashing away from it during the windup. Additionally, Chill can be used to almost completely prevent the Switchblade from reaching the player.&lt;br /&gt;
* The charge attack can be dodged by dashing perpendicular to the Switchblade shortly after its weakpoint glints. Alternatively, obstructing cover - such as the pillars in the first encounter - will block the Switchblade&#039;s charge.&lt;br /&gt;
* Freezing the Switchblade as it prepares to charge will stop it from charging.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deadzone Rogue]]&lt;br /&gt;
[[Category:Deadzone Rogue/Enemies]]&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Items&amp;diff=18131</id>
		<title>Deadzone: Rogue/Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Items&amp;diff=18131"/>
		<updated>2025-03-06T14:30:10Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Removed min security level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Items are acquired at the end of each normal room.  Whenever the last enemy in the room sis killed, the player can choice between 3 different items, which will persist until the end of the current run.  Items do not carry over after death or between different runs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left; font-size: 116%&amp;quot; | &lt;br /&gt;
! Icon !! Name !! Description !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExtraQualityUpgrade.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Additional Quality Upgrade&#039;&#039;&#039;&lt;br /&gt;
|You can &#039;&#039;&#039;Upgrade&#039;&#039;&#039; the &#039;&#039;&#039;Quality&#039;&#039;&#039; of your weapons additional time at the Fabricator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SpreadBurnAfterDead.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Pump&#039;&#039;&#039;&lt;br /&gt;
|Killing an enemy suffering from &#039;&#039;&#039;Burn&#039;&#039;&#039; spreads &#039;&#039;&#039;Burn&#039;&#039;&#039; to enemies within &#039;&#039;&#039;8 meters&#039;&#039;&#039; of them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DashBoostsMoveSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Afterburners&#039;&#039;&#039;&lt;br /&gt;
|After you &#039;&#039;&#039;Dash&#039;&#039;&#039;, your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;1 second&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon DamageToFullHealthEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;AI Chipset&#039;&#039;&#039;&lt;br /&gt;
|Enemies at &#039;&#039;&#039;Full health&#039;&#039;&#039; take &#039;&#039;&#039;35%&#039;&#039;&#039; more damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ScrapAmmo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ammo Auto-Factory&#039;&#039;&#039;&lt;br /&gt;
|Picking up &#039;&#039;&#039;Scrap&#039;&#039;&#039; adds ammo to your equipped weapon&#039;s magazine.&lt;br /&gt;
|Each scrap adds a minimum of 1 bullet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FreeShotsAfterKill.png|64px]]&lt;br /&gt;
| &#039;&#039;&#039;Ammo Surplus&#039;&#039;&#039;&lt;br /&gt;
|Firing your weapon does not consume ammo for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you kill an enemy.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_VoidDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Antimatter Rounds&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Void damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FarEnemyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Area Detonator&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;30%&#039;&#039;&#039; more damage to enemies at least &#039;&#039;&#039;10 meters&#039;&#039;&#039; away from you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_GrenadeSingleTargetBonusDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Barbed Grenade&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; deals &#039;&#039;&#039;50%&#039;&#039;&#039; more damage when it only damages one target.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon BoostWeaponProcChanceAfterAbility.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bio Gel&#039;&#039;&#039;&lt;br /&gt;
|After using your &#039;&#039;&#039;Grenade&#039;&#039;&#039;, your weapons have &#039;&#039;&#039;20%&#039;&#039;&#039; increased proc chance for &#039;&#039;&#039;4 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon ExplosionDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Blast Enhancer&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; damage is increased by &#039;&#039;&#039;30%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_OrbHealing.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bloodbags&#039;&#039;&#039;&lt;br /&gt;
|Health pickups heal you &#039;&#039;&#039;30%&#039;&#039;&#039; more.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PeriodicDamageAoe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chaos Engine&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;45&#039;&#039;&#039; damage per second to all enemies within &#039;&#039;&#039;8 meter&#039;&#039;&#039; of you.&lt;br /&gt;
|Doesn&#039;t function during stealth.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReducedDamageAfterMeleeKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Combat Buckler&#039;&#039;&#039;&lt;br /&gt;
|Take &#039;&#039;&#039;20%&#039;&#039;&#039; less damage for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after getting a kill with your Melee weapon.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToLieutenants.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Command Trophy&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;25%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Elite&#039;&#039;&#039; enemies.&lt;br /&gt;
|Affects [[Deadzone: Rogue/Enemies/Switchblade|Switchblades]] and [[Deadzone: Rogue/Enemies/Manspider|Manspiders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ScrapDrop.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Credit Slate&#039;&#039;&#039;&lt;br /&gt;
|Enemies drop &#039;&#039;&#039;50%&#039;&#039;&#039; more &#039;&#039;&#039;Scrap&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CryoExtraSlow.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cryo Accelerator&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chill&#039;&#039;&#039; slows enemies &#039;&#039;&#039;20%&#039;&#039;&#039; more.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_NearbyEnemyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cybrid Eye&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;20%&#039;&#039;&#039; more damage to enemies within &#039;&#039;&#039;10 meters&#039;&#039;&#039; of you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_EnergyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Elemental Catalyst&#039;&#039;&#039;&lt;br /&gt;
|Enemies take &#039;&#039;&#039;15%&#039;&#039;&#039; more damage for every elemental debuff applied to them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Bridge_008_StarDasherEnergyDrink.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Energy Drink&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%&#039;&#039;&#039; for each enemy within &#039;&#039;&#039;10 meters&#039;&#039;&#039; of you, up to a maximum of &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SwapBoostsFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Holster&#039;&#039;&#039;&lt;br /&gt;
|When you swap weapons, your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;30%&#039;&#039;&#039; for &#039;&#039;&#039;5 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExplosionRadius.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Explosion Radius&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; explosion radius is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon FireBurnDuration.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Extra Fuel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Burn&#039;&#039;&#039; duration is increased by &#039;&#039;&#039;100%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon CorruptionTargetExtraWeakpointDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Void&#039;&#039;&#039;&lt;br /&gt;
|Weakpoint damage to &#039;&#039;&#039;Corrupted&#039;&#039;&#039; targets is increased by &#039;&#039;&#039;50%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FarEnemyDamageMitigation.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
|You take &#039;&#039;&#039;20%&#039;&#039;&#039; less damage from enemies at least &#039;&#039;&#039;10 meters&#039;&#039;&#039; away from you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FireRateReloadSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fire Rate and Reload Speed&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; and &#039;&#039;&#039;Reload Speed&#039;&#039;&#039; are both increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FirstShotDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Front Load&#039;&#039;&#039;&lt;br /&gt;
|The first round in your magazine does &#039;&#039;&#039;40%&#039;&#039;&#039; more damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CryoDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Frosted Tips&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cryo Damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_LightningShockExtraCrit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Gold Plated Wires&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shock Critical Chance&#039;&#039;&#039; bonus is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_LastShotsPlusCrit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hero Mask&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; is increased by &#039;&#039;&#039;30%&#039;&#039;&#039; while your weapon&#039;s magazine is below &#039;&#039;&#039;50%&#039;&#039;&#039; capacity.&lt;br /&gt;
|Triggers when your magazine is at 50% capacity.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Hydroponics_024_HoneyEnzymes.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Honey Enzymes&#039;&#039;&#039;&lt;br /&gt;
|Prevent death once, restoring you to &#039;&#039;&#039;35%&#039;&#039;&#039; of your &#039;&#039;&#039;Maximum Health&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_IncreaseSwapSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Increased Swap Speed&#039;&#039;&#039;&lt;br /&gt;
|You swap weapons &#039;&#039;&#039;20%&#039;&#039;&#039; faster.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon Medical 005 IrradiatedSample.png|left|53x53px]]&lt;br /&gt;
|Irradiated Sample&lt;br /&gt;
|&#039;&#039;&#039;Melee&#039;&#039;&#039; attacks execute enemies that are below &#039;&#039;&#039;40%&#039;&#039;&#039; Health.&lt;br /&gt;
|After an enemy takes damage from a melee attack, if they are below 40% HP, they take a massive amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToMeleeEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Knuckle Dusters&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Melee&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementMeleeToPrimary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Large Bayonet&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MeleeKill_BuffPrimaryProcChance.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Large Opal Charm&#039;&#039;&#039;&lt;br /&gt;
|After killing an enemy with your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;, your next attack with your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; has a &#039;&#039;&#039;50%&#039;&#039;&#039; increased proc chance.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MarkNearbyEnemiesOnKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Laser Pointer&#039;&#039;&#039;&lt;br /&gt;
|When you kill an enemy, they have a &#039;&#039;&#039;25%&#039;&#039;&#039; chance to &#039;&#039;&#039;Mark&#039;&#039;&#039; all other enemies within &#039;&#039;&#039;10 meters&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Marked&#039;&#039;&#039; targets take &#039;&#039;&#039;50%&#039;&#039;&#039; extra damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon LightningDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lightning Rounds&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PickupRange.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Magnetic Disc&#039;&#039;&#039;&lt;br /&gt;
|Your pickup range is increased by &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FireDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Molten Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fire damage&#039;&#039;&#039; is increased by 25%.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Engineering_007_NeurosteelPlates.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neurosteel Plates&#039;&#039;&#039;&lt;br /&gt;
|When your &#039;&#039;&#039;Shields&#039;&#039;&#039; break, you emit a shockwave that stuns enemies within &#039;&#039;&#039;6 meters&#039;&#039;&#039; of you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ChillApplyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nitrogen Tank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cyro Chill&#039;&#039;&#039; now deal damage over time.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReloadBoostsFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Overclocked Core&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you reload.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReflectDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Photon Padding&#039;&#039;&#039;&lt;br /&gt;
|When you take damage, you deal &#039;&#039;&#039;150%&#039;&#039;&#039; of the damage taken back to the attacker.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementSecondaryToPrimary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pistol Charm&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Secondary Weapon.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PlasmaOrbGenerator.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plasma Coil&#039;&#039;&#039;&lt;br /&gt;
|You spawn a &#039;&#039;&#039;Plasma Orb&#039;&#039;&#039; every &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.  &#039;&#039;&#039;Plasma Orbs&#039;&#039;&#039; completely negate incoming damage, but are consumed in the process.&lt;br /&gt;
|Only one Plasma Orb can exist at once.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToRangedEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Precision Disruptor&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Ranged&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FreeReroll.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Probability Cube&#039;&#039;&#039;&lt;br /&gt;
|You can &#039;&#039;&#039;Reroll&#039;&#039;&#039; the &#039;&#039;&#039;Affixes&#039;&#039;&#039; of your weapons additional time at the Fabricator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_EmptyMagFasterReload.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Quickload Adapter&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Reload Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; when your magazine is empty.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_BrokenShieldFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rapidfire Module&#039;&#039;&#039;&lt;br /&gt;
|After your &#039;&#039;&#039;Shields&#039;&#039;&#039; break, your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;35%&#039;&#039;&#039; for &#039;&#039;&#039;4 seconds.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CollectLootOnWeakpointKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Remote Gatherer&#039;&#039;&#039;&lt;br /&gt;
|Automatically collect all loot dropped by the enemies killed with a &#039;&#039;&#039;Weakpoint&#039;&#039;&#039; shot.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementPrimaryToSecondary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rifle Charm&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Primary Weapon.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ImprovedDoubleJump.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rocket Boots&#039;&#039;&#039;&lt;br /&gt;
|The strength of your &#039;&#039;&#039;Double Jump&#039;&#039;&#039; is significantly increased.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ResilientShield.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Shield Recovery Unit&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Shields&#039;&#039;&#039; recharge faster as you get closer to death.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToFlyingEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Skystrike Array&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Flying&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MeleeKill_BuffSecondaryDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Small Ruby Skull Charm&#039;&#039;&#039;&lt;br /&gt;
|After killing an enemy with your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;, your next attack with your &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039; deals &#039;&#039;&#039;35%&#039;&#039;&#039; more damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SmartRocket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Smart Rocket&#039;&#039;&#039;&lt;br /&gt;
|Firing your weapon spawns a &#039;&#039;&#039;Smart Rocket&#039;&#039;&#039;.  Recharges after &#039;&#039;&#039;6 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon GrenadeSecondExplosion.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Something Extra&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; now has a second explosion that deals &#039;&#039;&#039;35%&#039;&#039;&#039; of its original damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritsBoostCritDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Space Whiskey&#039;&#039;&#039;&lt;br /&gt;
|Landing a critical hit increases &#039;&#039;&#039;Critical Hit&#039;&#039;&#039; bonus damage by &#039;&#039;&#039;40%&#039;&#039;&#039; for &#039;&#039;&#039;4 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExtraGrenadeCharge.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spare Charge&#039;&#039;&#039;&lt;br /&gt;
|Adds and extra charge to your &#039;&#039;&#039;Grenade&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritsReduceCooldowns.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stim Cap&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hits&#039;&#039;&#039; lower remaining &#039;&#039;&#039;Dash&#039;&#039;&#039; and &#039;&#039;&#039;Grenade Cooldowns&#039;&#039;&#039; by &#039;&#039;&#039;10%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon ArmorValue.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;T1 Armored Plate&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Armor Rating&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon DamageToLowHealthEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tactical Dataslate&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;20%&#039;&#039;&#039; more damge to enemies that are below &#039;&#039;&#039;Half Health&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritChance.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Targeting Goggles&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MoveSpeedBuffOnDamaged.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tesla Skis&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; increases by &#039;&#039;&#039;20%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you take damage. Recharges after &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ShockApplyStagger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Thunderclap&#039;&#039;&#039;&lt;br /&gt;
|When applying &#039;&#039;&#039;Shock&#039;&#039;&#039; to an enemy, you have a &#039;&#039;&#039;20%&#039;&#039;&#039; chance to stagger them.&lt;br /&gt;
|Appears to only work when Shock is initially applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_Item_IncreaseMeleeSwingSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Turbo Blade&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Melee Swing Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_VoidCorruptionDuration.png|64px]]&lt;br /&gt;
|Voidstrike Core&lt;br /&gt;
|&#039;&#039;&#039;Corruption&#039;&#039;&#039; duration is increased by &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DashBoostsMeleeDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wrist Vanes&#039;&#039;&#039;&lt;br /&gt;
|Dashing increases &#039;&#039;&#039;Melee damage&#039;&#039;&#039; by &#039;&#039;&#039;40%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Items&amp;diff=18130</id>
		<title>Deadzone: Rogue/Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Items&amp;diff=18130"/>
		<updated>2025-03-06T13:02:15Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added hero mask detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Items are acquired at the end of each normal room.  Whenever the last enemy in the room sis killed, the player can choice between 3 different items, which will persist until the end of the current run.  Items do not carry over after death or between different runs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left; font-size: 116%&amp;quot; | &lt;br /&gt;
! Icon !! Name !! Description !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExtraQualityUpgrade.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Additional Quality Upgrade&#039;&#039;&#039;&lt;br /&gt;
|You can &#039;&#039;&#039;Upgrade&#039;&#039;&#039; the &#039;&#039;&#039;Quality&#039;&#039;&#039; of your weapons additional time at the Fabricator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SpreadBurnAfterDead.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Pump&#039;&#039;&#039;&lt;br /&gt;
|Killing an enemy suffering from &#039;&#039;&#039;Burn&#039;&#039;&#039; spreads &#039;&#039;&#039;Burn&#039;&#039;&#039; to enemies within &#039;&#039;&#039;8 meters&#039;&#039;&#039; of them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DashBoostsMoveSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Afterburners&#039;&#039;&#039;&lt;br /&gt;
|After you &#039;&#039;&#039;Dash&#039;&#039;&#039;, your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;1 second&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon DamageToFullHealthEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;AI Chipset&#039;&#039;&#039;&lt;br /&gt;
|Enemies at &#039;&#039;&#039;Full health&#039;&#039;&#039; take &#039;&#039;&#039;35%&#039;&#039;&#039; more damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ScrapAmmo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ammo Auto-Factory&#039;&#039;&#039;&lt;br /&gt;
|Picking up &#039;&#039;&#039;Scrap&#039;&#039;&#039; adds ammo to your equipped weapon&#039;s magazine.&lt;br /&gt;
|Each scrap adds a minimum of 1 bullet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FreeShotsAfterKill.png|64px]]&lt;br /&gt;
| &#039;&#039;&#039;Ammo Surplus&#039;&#039;&#039;&lt;br /&gt;
|Firing your weapon does not consume ammo for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you kill an enemy.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_VoidDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Antimatter Rounds&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Void damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FarEnemyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Area Detonator&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;30%&#039;&#039;&#039; more damage to enemies at least &#039;&#039;&#039;10 meters&#039;&#039;&#039; away from you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_GrenadeSingleTargetBonusDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Barbed Grenade&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; deals &#039;&#039;&#039;50%&#039;&#039;&#039; more damage when it only damages one target.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon BoostWeaponProcChanceAfterAbility.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bio Gel&#039;&#039;&#039;&lt;br /&gt;
|After using your &#039;&#039;&#039;Grenade&#039;&#039;&#039;, your weapons have &#039;&#039;&#039;20%&#039;&#039;&#039; increased proc chance for &#039;&#039;&#039;4 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon ExplosionDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Blast Enhancer&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; damage is increased by &#039;&#039;&#039;30%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_OrbHealing.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bloodbags&#039;&#039;&#039;&lt;br /&gt;
|Health pickups heal you &#039;&#039;&#039;30%&#039;&#039;&#039; more.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PeriodicDamageAoe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chaos Engine&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;45&#039;&#039;&#039; damage per second to all enemies within &#039;&#039;&#039;8 meter&#039;&#039;&#039; of you.&lt;br /&gt;
|Doesn&#039;t function during stealth.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReducedDamageAfterMeleeKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Combat Buckler&#039;&#039;&#039;&lt;br /&gt;
|Take &#039;&#039;&#039;20%&#039;&#039;&#039; less damage for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after getting a kill with your Melee weapon.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToLieutenants.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Command Trophy&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;25%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Elite&#039;&#039;&#039; enemies.&lt;br /&gt;
|Affects [[Deadzone: Rogue/Enemies/Switchblade|Switchblades]] and [[Deadzone: Rogue/Enemies/Manspider|Manspiders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ScrapDrop.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Credit Slate&#039;&#039;&#039;&lt;br /&gt;
|Enemies drop &#039;&#039;&#039;50%&#039;&#039;&#039; more &#039;&#039;&#039;Scrap&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CryoExtraSlow.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cryo Accelerator&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chill&#039;&#039;&#039; slows enemies &#039;&#039;&#039;20%&#039;&#039;&#039; more.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_NearbyEnemyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cybrid Eye&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;20%&#039;&#039;&#039; more damage to enemies within &#039;&#039;&#039;10 meters&#039;&#039;&#039; of you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_EnergyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Elemental Catalyst&#039;&#039;&#039;&lt;br /&gt;
|Enemies take &#039;&#039;&#039;15%&#039;&#039;&#039; more damage for every elemental debuff applied to them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Bridge_008_StarDasherEnergyDrink.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Energy Drink&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%&#039;&#039;&#039; for each enemy within &#039;&#039;&#039;10 meters&#039;&#039;&#039; of you, up to a maximum of &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SwapBoostsFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Holster&#039;&#039;&#039;&lt;br /&gt;
|When you swap weapons, your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;30%&#039;&#039;&#039; for &#039;&#039;&#039;5 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExplosionRadius.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Explosion Radius&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; explosion radius is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon FireBurnDuration.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Extra Fuel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Burn&#039;&#039;&#039; duration is increased by &#039;&#039;&#039;100%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon CorruptionTargetExtraWeakpointDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Void&#039;&#039;&#039;&lt;br /&gt;
|Weakpoint damage to &#039;&#039;&#039;Corrupted&#039;&#039;&#039; targets is increased by &#039;&#039;&#039;50%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FarEnemyDamageMitigation.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
|You take &#039;&#039;&#039;20%&#039;&#039;&#039; less damage from enemies at least &#039;&#039;&#039;10 meters&#039;&#039;&#039; away from you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FireRateReloadSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fire Rate and Reload Speed&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; and &#039;&#039;&#039;Reload Speed&#039;&#039;&#039; are both increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FirstShotDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Front Load&#039;&#039;&#039;&lt;br /&gt;
|The first round in your magazine does &#039;&#039;&#039;40%&#039;&#039;&#039; more damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CryoDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Frosted Tips&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cryo Damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_LightningShockExtraCrit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Gold Plated Wires&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shock Critical Chance&#039;&#039;&#039; bonus is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_LastShotsPlusCrit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hero Mask&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; is increased by &#039;&#039;&#039;30%&#039;&#039;&#039; while your weapon&#039;s magazine is below &#039;&#039;&#039;50%&#039;&#039;&#039; capacity.&lt;br /&gt;
|Triggers when your magazine is at 50% capacity.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Hydroponics_024_HoneyEnzymes.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Honey Enzymes&#039;&#039;&#039;&lt;br /&gt;
|Prevent death once, restoring you to &#039;&#039;&#039;35%&#039;&#039;&#039; of your &#039;&#039;&#039;Maximum Health&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_IncreaseSwapSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Increased Swap Speed&#039;&#039;&#039;&lt;br /&gt;
|You swap weapons &#039;&#039;&#039;20%&#039;&#039;&#039; faster.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon Medical 005 IrradiatedSample.png|left|53x53px]]&lt;br /&gt;
|Irradiated Sample&lt;br /&gt;
|&#039;&#039;&#039;Melee&#039;&#039;&#039; attacks execute enemies that are below &#039;&#039;&#039;40%&#039;&#039;&#039; Health.&lt;br /&gt;
|After an enemy takes damage from a melee attack, if they are below 40% HP, they take a massive amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToMeleeEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Knuckle Dusters&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Melee&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementMeleeToPrimary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Large Bayonet&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MeleeKill_BuffPrimaryProcChance.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Large Opal Charm&#039;&#039;&#039;&lt;br /&gt;
|After killing an enemy with your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;, your next attack with your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; has a &#039;&#039;&#039;50%&#039;&#039;&#039; increased proc chance.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MarkNearbyEnemiesOnKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Laser Pointer&#039;&#039;&#039;&lt;br /&gt;
|When you kill an enemy, they have a &#039;&#039;&#039;25%&#039;&#039;&#039; chance to &#039;&#039;&#039;Mark&#039;&#039;&#039; all other enemies within &#039;&#039;&#039;10 meters&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Marked&#039;&#039;&#039; targets take &#039;&#039;&#039;50%&#039;&#039;&#039; extra damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon LightningDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lightning Rounds&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PickupRange.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Magnetic Disc&#039;&#039;&#039;&lt;br /&gt;
|Your pickup range is increased by &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FireDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Molten Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fire damage&#039;&#039;&#039; is increased by 25%.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Engineering_007_NeurosteelPlates.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neurosteel Plates&#039;&#039;&#039;&lt;br /&gt;
|When your &#039;&#039;&#039;Shields&#039;&#039;&#039; break, you emit a shockwave that stuns enemies within &#039;&#039;&#039;6 meters&#039;&#039;&#039; of you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ChillApplyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nitrogen Tank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cyro Chill&#039;&#039;&#039; now deal damage over time.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReloadBoostsFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Overclocked Core&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you reload.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReflectDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Photon Padding&#039;&#039;&#039;&lt;br /&gt;
|When you take damage, you deal &#039;&#039;&#039;150%&#039;&#039;&#039; of the damage taken back to the attacker.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementSecondaryToPrimary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pistol Charm&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Secondary Weapon.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PlasmaOrbGenerator.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plasma Coil&#039;&#039;&#039;&lt;br /&gt;
|You spawn a &#039;&#039;&#039;Plasma Orb&#039;&#039;&#039; every &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.  &#039;&#039;&#039;Plasma Orbs&#039;&#039;&#039; completely negate incoming damage, but are consumed in the process.&lt;br /&gt;
|Unconfirmed minimum security level&lt;br /&gt;
Only one Plasma Orb can exist at once.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToRangedEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Precision Disruptor&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Ranged&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FreeReroll.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Probability Cube&#039;&#039;&#039;&lt;br /&gt;
|You can &#039;&#039;&#039;Reroll&#039;&#039;&#039; the &#039;&#039;&#039;Affixes&#039;&#039;&#039; of your weapons additional time at the Fabricator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_EmptyMagFasterReload.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Quickload Adapter&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Reload Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; when your magazine is empty.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_BrokenShieldFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rapidfire Module&#039;&#039;&#039;&lt;br /&gt;
|After your &#039;&#039;&#039;Shields&#039;&#039;&#039; break, your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;35%&#039;&#039;&#039; for &#039;&#039;&#039;4 seconds.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CollectLootOnWeakpointKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Remote Gatherer&#039;&#039;&#039;&lt;br /&gt;
|Automatically collect all loot dropped by the enemies killed with a &#039;&#039;&#039;Weakpoint&#039;&#039;&#039; shot.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementPrimaryToSecondary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rifle Charm&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Primary Weapon.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ImprovedDoubleJump.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rocket Boots&#039;&#039;&#039;&lt;br /&gt;
|The strength of your &#039;&#039;&#039;Double Jump&#039;&#039;&#039; is significantly increased.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ResilientShield.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Shield Recovery Unit&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Shields&#039;&#039;&#039; recharge faster as you get closer to death.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToFlyingEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Skystrike Array&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Flying&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MeleeKill_BuffSecondaryDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Small Ruby Skull Charm&#039;&#039;&#039;&lt;br /&gt;
|After killing an enemy with your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;, your next attack with your &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039; deals &#039;&#039;&#039;35%&#039;&#039;&#039; more damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SmartRocket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Smart Rocket&#039;&#039;&#039;&lt;br /&gt;
|Firing your weapon spawns a &#039;&#039;&#039;Smart Rocket&#039;&#039;&#039;.  Recharges after &#039;&#039;&#039;6 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon GrenadeSecondExplosion.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Something Extra&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; now has a second explosion that deals &#039;&#039;&#039;35%&#039;&#039;&#039; of its original damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritsBoostCritDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Space Whiskey&#039;&#039;&#039;&lt;br /&gt;
|Landing a critical hit increases &#039;&#039;&#039;Critical Hit&#039;&#039;&#039; bonus damage by &#039;&#039;&#039;40%&#039;&#039;&#039; for &#039;&#039;&#039;4 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExtraGrenadeCharge.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spare Charge&#039;&#039;&#039;&lt;br /&gt;
|Adds and extra charge to your &#039;&#039;&#039;Grenade&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritsReduceCooldowns.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stim Cap&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hits&#039;&#039;&#039; lower remaining &#039;&#039;&#039;Dash&#039;&#039;&#039; and &#039;&#039;&#039;Grenade Cooldowns&#039;&#039;&#039; by &#039;&#039;&#039;10%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon ArmorValue.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;T1 Armored Plate&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Armor Rating&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon DamageToLowHealthEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tactical Dataslate&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;20%&#039;&#039;&#039; more damge to enemies that are below &#039;&#039;&#039;Half Health&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritChance.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Targeting Goggles&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MoveSpeedBuffOnDamaged.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tesla Skis&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; increases by &#039;&#039;&#039;20%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you take damage. Recharges after &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ShockApplyStagger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Thunderclap&#039;&#039;&#039;&lt;br /&gt;
|When applying &#039;&#039;&#039;Shock&#039;&#039;&#039; to an enemy, you have a &#039;&#039;&#039;20%&#039;&#039;&#039; chance to stagger them.&lt;br /&gt;
|Appears to only work when Shock is initially applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_Item_IncreaseMeleeSwingSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Turbo Blade&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Melee Swing Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_VoidCorruptionDuration.png|64px]]&lt;br /&gt;
|Voidstrike Core&lt;br /&gt;
|&#039;&#039;&#039;Corruption&#039;&#039;&#039; duration is increased by &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DashBoostsMeleeDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wrist Vanes&#039;&#039;&#039;&lt;br /&gt;
|Dashing increases &#039;&#039;&#039;Melee damage&#039;&#039;&#039; by &#039;&#039;&#039;40%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Items&amp;diff=18127</id>
		<title>Deadzone: Rogue/Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Items&amp;diff=18127"/>
		<updated>2025-03-04T13:30:31Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added irradiated sample&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Items are acquired at the end of each normal room.  Whenever the last enemy in the room sis killed, the player can choice between 3 different items, which will persist until the end of the current run.  Items do not carry over after death or between different runs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left; font-size: 116%&amp;quot; | &lt;br /&gt;
! Icon !! Name !! Description !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExtraQualityUpgrade.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Additional Quality Upgrade&#039;&#039;&#039;&lt;br /&gt;
|You can &#039;&#039;&#039;Upgrade&#039;&#039;&#039; the &#039;&#039;&#039;Quality&#039;&#039;&#039; of your weapons additional time at the Fabricator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SpreadBurnAfterDead.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Pump&#039;&#039;&#039;&lt;br /&gt;
|Killing an enemy suffering from &#039;&#039;&#039;Burn&#039;&#039;&#039; spreads &#039;&#039;&#039;Burn&#039;&#039;&#039; to enemies within &#039;&#039;&#039;8 meters&#039;&#039;&#039; of them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DashBoostsMoveSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Afterburners&#039;&#039;&#039;&lt;br /&gt;
|After you &#039;&#039;&#039;Dash&#039;&#039;&#039;, your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;1 second&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon DamageToFullHealthEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;AI Chipset&#039;&#039;&#039;&lt;br /&gt;
|Enemies at &#039;&#039;&#039;Full health&#039;&#039;&#039; take &#039;&#039;&#039;35%&#039;&#039;&#039; more damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ScrapAmmo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ammo Auto-Factory&#039;&#039;&#039;&lt;br /&gt;
|Picking up &#039;&#039;&#039;Scrap&#039;&#039;&#039; adds ammo to your equipped weapon&#039;s magazine.&lt;br /&gt;
|Each scrap adds a minimum of 1 bullet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FreeShotsAfterKill.png|64px]]&lt;br /&gt;
| &#039;&#039;&#039;Ammo Surplus&#039;&#039;&#039;&lt;br /&gt;
|Firing your weapon does not consume ammo for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you kill an enemy.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_VoidDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Antimatter Rounds&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Void damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FarEnemyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Area Detonator&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;30%&#039;&#039;&#039; more damage to enemies at least &#039;&#039;&#039;10 meters&#039;&#039;&#039; away from you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_GrenadeSingleTargetBonusDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Barbed Grenade&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; deals &#039;&#039;&#039;50%&#039;&#039;&#039; more damage when it only damages one target.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon BoostWeaponProcChanceAfterAbility.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bio Gel&#039;&#039;&#039;&lt;br /&gt;
|After using your &#039;&#039;&#039;Grenade&#039;&#039;&#039;, your weapons have &#039;&#039;&#039;20%&#039;&#039;&#039; increased proc chance for &#039;&#039;&#039;4 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon ExplosionDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Blast Enhancer&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; damage is increased by &#039;&#039;&#039;30%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_OrbHealing.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bloodbags&#039;&#039;&#039;&lt;br /&gt;
|Health pickups heal you &#039;&#039;&#039;30%&#039;&#039;&#039; more.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PeriodicDamageAoe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chaos Engine&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;45&#039;&#039;&#039; damage per second to all enemies within &#039;&#039;&#039;8 meter&#039;&#039;&#039; of you.&lt;br /&gt;
|Doesn&#039;t function during stealth.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReducedDamageAfterMeleeKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Combat Buckler&#039;&#039;&#039;&lt;br /&gt;
|Take &#039;&#039;&#039;20%&#039;&#039;&#039; less damage for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after getting a kill with your Melee weapon.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToLieutenants.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Command Trophy&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;25%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Elite&#039;&#039;&#039; enemies.&lt;br /&gt;
|Affects [[Deadzone: Rogue/Enemies/Switchblade|Switchblades]] and [[Deadzone: Rogue/Enemies/Manspider|Manspiders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ScrapDrop.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Credit Slate&#039;&#039;&#039;&lt;br /&gt;
|Enemies drop &#039;&#039;&#039;50%&#039;&#039;&#039; more &#039;&#039;&#039;Scrap&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CryoExtraSlow.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cryo Accelerator&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chill&#039;&#039;&#039; slows enemies &#039;&#039;&#039;20%&#039;&#039;&#039; more.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_NearbyEnemyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cybrid Eye&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;20%&#039;&#039;&#039; more damage to enemies within &#039;&#039;&#039;10 meters&#039;&#039;&#039; of you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_EnergyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Elemental Catalyst&#039;&#039;&#039;&lt;br /&gt;
|Enemies take &#039;&#039;&#039;15%&#039;&#039;&#039; more damage for every elemental debuff applied to them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Bridge_008_StarDasherEnergyDrink.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Energy Drink&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%&#039;&#039;&#039; for each enemy within &#039;&#039;&#039;10 meters&#039;&#039;&#039; of you, up to a maximum of &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SwapBoostsFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Holster&#039;&#039;&#039;&lt;br /&gt;
|When you swap weapons, your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;30%&#039;&#039;&#039; for &#039;&#039;&#039;5 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExplosionRadius.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Explosion Radius&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; explosion radius is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon FireBurnDuration.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Extra Fuel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Burn&#039;&#039;&#039; duration is increased by &#039;&#039;&#039;100%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon CorruptionTargetExtraWeakpointDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Void&#039;&#039;&#039;&lt;br /&gt;
|Weakpoint damage to &#039;&#039;&#039;Corrupted&#039;&#039;&#039; targets is increased by &#039;&#039;&#039;50%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FarEnemyDamageMitigation.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
|You take &#039;&#039;&#039;20%&#039;&#039;&#039; less damage from enemies at least &#039;&#039;&#039;10 meters&#039;&#039;&#039; away from you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FireRateReloadSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fire Rate and Reload Speed&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; and &#039;&#039;&#039;Reload Speed&#039;&#039;&#039; are both increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FirstShotDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Front Load&#039;&#039;&#039;&lt;br /&gt;
|The first round in your magazine does &#039;&#039;&#039;40%&#039;&#039;&#039; more damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CryoDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Frosted Tips&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cryo Damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_LightningShockExtraCrit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Gold Plated Wires&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shock Critical Chance&#039;&#039;&#039; bonus is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_LastShotsPlusCrit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hero Mask&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; is increased by &#039;&#039;&#039;30%&#039;&#039;&#039; while your weapon&#039;s magazine is below &#039;&#039;&#039;50%&#039;&#039;&#039; capacity.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Hydroponics_024_HoneyEnzymes.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Honey Enzymes&#039;&#039;&#039;&lt;br /&gt;
|Prevent death once, restoring you to &#039;&#039;&#039;35%&#039;&#039;&#039; of your &#039;&#039;&#039;Maximum Health&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_IncreaseSwapSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Increased Swap Speed&#039;&#039;&#039;&lt;br /&gt;
|You swap weapons &#039;&#039;&#039;20%&#039;&#039;&#039; faster.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon Medical 005 IrradiatedSample.png|left|53x53px]]&lt;br /&gt;
|Irradiated Sample&lt;br /&gt;
|&#039;&#039;&#039;Melee&#039;&#039;&#039; attacks execute enemies that are below &#039;&#039;&#039;40%&#039;&#039;&#039; Health.&lt;br /&gt;
|After an enemy takes damage from a melee attack, if they are below 40% HP, they take a massive amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToMeleeEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Knuckle Dusters&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Melee&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementMeleeToPrimary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Large Bayonet&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MeleeKill_BuffPrimaryProcChance.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Large Opal Charm&#039;&#039;&#039;&lt;br /&gt;
|After killing an enemy with your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;, your next attack with your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; has a &#039;&#039;&#039;50%&#039;&#039;&#039; increased proc chance.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MarkNearbyEnemiesOnKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Laser Pointer&#039;&#039;&#039;&lt;br /&gt;
|When you kill an enemy, they have a &#039;&#039;&#039;25%&#039;&#039;&#039; chance to &#039;&#039;&#039;Mark&#039;&#039;&#039; all other enemies within &#039;&#039;&#039;10 meters&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Marked&#039;&#039;&#039; targets take &#039;&#039;&#039;50%&#039;&#039;&#039; extra damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon LightningDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lightning Rounds&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PickupRange.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Magnetic Disc&#039;&#039;&#039;&lt;br /&gt;
|Your pickup range is increased by &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FireDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Molten Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fire damage&#039;&#039;&#039; is increased by 25%.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Engineering_007_NeurosteelPlates.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neurosteel Plates&#039;&#039;&#039;&lt;br /&gt;
|When your &#039;&#039;&#039;Shields&#039;&#039;&#039; break, you emit a shockwave that stuns enemies within &#039;&#039;&#039;6 meters&#039;&#039;&#039; of you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ChillApplyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nitrogen Tank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cyro Chill&#039;&#039;&#039; now deal damage over time.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReloadBoostsFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Overclocked Core&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you reload.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReflectDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Photon Padding&#039;&#039;&#039;&lt;br /&gt;
|When you take damage, you deal &#039;&#039;&#039;150%&#039;&#039;&#039; of the damage taken back to the attacker.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementSecondaryToPrimary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pistol Charm&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Secondary Weapon.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PlasmaOrbGenerator.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plasma Coil&#039;&#039;&#039;&lt;br /&gt;
|You spawn a &#039;&#039;&#039;Plasma Orb&#039;&#039;&#039; every &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.  &#039;&#039;&#039;Plasma Orbs&#039;&#039;&#039; completely negate incoming damage, but are consumed in the process.&lt;br /&gt;
|Unconfirmed minimum security level&lt;br /&gt;
Only one Plasma Orb can exist at once.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToRangedEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Precision Disruptor&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Ranged&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FreeReroll.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Probability Cube&#039;&#039;&#039;&lt;br /&gt;
|You can &#039;&#039;&#039;Reroll&#039;&#039;&#039; the &#039;&#039;&#039;Affixes&#039;&#039;&#039; of your weapons additional time at the Fabricator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_EmptyMagFasterReload.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Quickload Adapter&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Reload Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; when your magazine is empty.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_BrokenShieldFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rapidfire Module&#039;&#039;&#039;&lt;br /&gt;
|After your &#039;&#039;&#039;Shields&#039;&#039;&#039; break, your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;35%&#039;&#039;&#039; for &#039;&#039;&#039;4 seconds.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CollectLootOnWeakpointKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Remote Gatherer&#039;&#039;&#039;&lt;br /&gt;
|Automatically collect all loot dropped by the enemies killed with a &#039;&#039;&#039;Weakpoint&#039;&#039;&#039; shot.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementPrimaryToSecondary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rifle Charm&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Primary Weapon.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ImprovedDoubleJump.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rocket Boots&#039;&#039;&#039;&lt;br /&gt;
|The strength of your &#039;&#039;&#039;Double Jump&#039;&#039;&#039; is significantly increased.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ResilientShield.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Shield Recovery Unit&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Shields&#039;&#039;&#039; recharge faster as you get closer to death.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToFlyingEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Skystrike Array&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Flying&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MeleeKill_BuffSecondaryDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Small Ruby Skull Charm&#039;&#039;&#039;&lt;br /&gt;
|After killing an enemy with your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;, your next attack with your &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039; deals &#039;&#039;&#039;35%&#039;&#039;&#039; more damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SmartRocket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Smart Rocket&#039;&#039;&#039;&lt;br /&gt;
|Firing your weapon spawns a &#039;&#039;&#039;Smart Rocket&#039;&#039;&#039;.  Recharges after &#039;&#039;&#039;6 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon GrenadeSecondExplosion.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Something Extra&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; now has a second explosion that deals &#039;&#039;&#039;35%&#039;&#039;&#039; of its original damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritsBoostCritDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Space Whiskey&#039;&#039;&#039;&lt;br /&gt;
|Landing a critical hit increases &#039;&#039;&#039;Critical Hit&#039;&#039;&#039; bonus damage by &#039;&#039;&#039;40%&#039;&#039;&#039; for &#039;&#039;&#039;4 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExtraGrenadeCharge.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spare Charge&#039;&#039;&#039;&lt;br /&gt;
|Adds and extra charge to your &#039;&#039;&#039;Grenade&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritsReduceCooldowns.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stim Cap&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hits&#039;&#039;&#039; lower remaining &#039;&#039;&#039;Dash&#039;&#039;&#039; and &#039;&#039;&#039;Grenade Cooldowns&#039;&#039;&#039; by &#039;&#039;&#039;10%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon ArmorValue.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;T1 Armored Plate&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Armor Rating&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon DamageToLowHealthEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tactical Dataslate&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;20%&#039;&#039;&#039; more damge to enemies that are below &#039;&#039;&#039;Half Health&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritChance.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Targeting Goggles&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MoveSpeedBuffOnDamaged.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tesla Skis&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; increases by &#039;&#039;&#039;20%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you take damage. Recharges after &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ShockApplyStagger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Thunderclap&#039;&#039;&#039;&lt;br /&gt;
|When applying &#039;&#039;&#039;Shock&#039;&#039;&#039; to an enemy, you have a &#039;&#039;&#039;20%&#039;&#039;&#039; chance to stagger them.&lt;br /&gt;
|Appears to only work when Shock is initially applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_Item_IncreaseMeleeSwingSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Turbo Blade&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Melee Swing Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_VoidCorruptionDuration.png|64px]]&lt;br /&gt;
|Voidstrike Core&lt;br /&gt;
|&#039;&#039;&#039;Corruption&#039;&#039;&#039; duration is increased by &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DashBoostsMeleeDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wrist Vanes&#039;&#039;&#039;&lt;br /&gt;
|Dashing increases &#039;&#039;&#039;Melee damage&#039;&#039;&#039; by &#039;&#039;&#039;40%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Items&amp;diff=18126</id>
		<title>Deadzone: Rogue/Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Items&amp;diff=18126"/>
		<updated>2025-03-04T12:49:50Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Removed min security level (there doesn&amp;#039;t seem to be one), added some notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Items are acquired at the end of each normal room.  Whenever the last enemy in the room sis killed, the player can choice between 3 different items, which will persist until the end of the current run.  Items do not carry over after death or between different runs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left; font-size: 116%&amp;quot; | &lt;br /&gt;
! Icon !! Name !! Description !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExtraQualityUpgrade.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Additional Quality Upgrade&#039;&#039;&#039;&lt;br /&gt;
|You can &#039;&#039;&#039;Upgrade&#039;&#039;&#039; the &#039;&#039;&#039;Quality&#039;&#039;&#039; of your weapons additional time at the Fabricator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SpreadBurnAfterDead.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Pump&#039;&#039;&#039;&lt;br /&gt;
|Killing an enemy suffering from &#039;&#039;&#039;Burn&#039;&#039;&#039; spreads &#039;&#039;&#039;Burn&#039;&#039;&#039; to enemies within &#039;&#039;&#039;8 meters&#039;&#039;&#039; of them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DashBoostsMoveSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Afterburners&#039;&#039;&#039;&lt;br /&gt;
|After you &#039;&#039;&#039;Dash&#039;&#039;&#039;, your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;1 second&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon DamageToFullHealthEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;AI Chipset&#039;&#039;&#039;&lt;br /&gt;
|Enemies at &#039;&#039;&#039;Full health&#039;&#039;&#039; take &#039;&#039;&#039;35%&#039;&#039;&#039; more damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ScrapAmmo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ammo Auto-Factory&#039;&#039;&#039;&lt;br /&gt;
|Picking up &#039;&#039;&#039;Scrap&#039;&#039;&#039; adds ammo to your equipped weapon&#039;s magazine.&lt;br /&gt;
|Each scrap adds a minimum of 1 bullet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FreeShotsAfterKill.png|64px]]&lt;br /&gt;
| &#039;&#039;&#039;Ammo Surplus&#039;&#039;&#039;&lt;br /&gt;
|Firing your weapon does not consume ammo for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you kill an enemy.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_VoidDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Antimatter Rounds&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Void damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FarEnemyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Area Detonator&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;30%&#039;&#039;&#039; more damage to enemies at least &#039;&#039;&#039;10 meters&#039;&#039;&#039; away from you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_GrenadeSingleTargetBonusDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Barbed Grenade&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; deals &#039;&#039;&#039;50%&#039;&#039;&#039; more damage when it only damages one target.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon BoostWeaponProcChanceAfterAbility.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bio Gel&#039;&#039;&#039;&lt;br /&gt;
|After using your &#039;&#039;&#039;Grenade&#039;&#039;&#039;, your weapons have &#039;&#039;&#039;20%&#039;&#039;&#039; increased proc chance for &#039;&#039;&#039;4 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon ExplosionDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Blast Enhancer&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; damage is increased by &#039;&#039;&#039;30%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_OrbHealing.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bloodbags&#039;&#039;&#039;&lt;br /&gt;
|Health pickups heal you &#039;&#039;&#039;30%&#039;&#039;&#039; more.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PeriodicDamageAoe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chaos Engine&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;45&#039;&#039;&#039; damage per second to all enemies within &#039;&#039;&#039;8 meter&#039;&#039;&#039; of you.&lt;br /&gt;
|Doesn&#039;t function during stealth.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReducedDamageAfterMeleeKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Combat Buckler&#039;&#039;&#039;&lt;br /&gt;
|Take &#039;&#039;&#039;20%&#039;&#039;&#039; less damage for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after getting a kill with your Melee weapon.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToLieutenants.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Command Trophy&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;25%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Elite&#039;&#039;&#039; enemies.&lt;br /&gt;
|Affects [[Deadzone: Rogue/Enemies/Switchblade|Switchblades]] and [[Deadzone: Rogue/Enemies/Manspider|Manspiders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ScrapDrop.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Credit Slate&#039;&#039;&#039;&lt;br /&gt;
|Enemies drop &#039;&#039;&#039;50%&#039;&#039;&#039; more &#039;&#039;&#039;Scrap&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CryoExtraSlow.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cryo Accelerator&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Chill&#039;&#039;&#039; slows enemies &#039;&#039;&#039;20%&#039;&#039;&#039; more.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_NearbyEnemyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cybrid Eye&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;20%&#039;&#039;&#039; more damage to enemies within &#039;&#039;&#039;10 meters&#039;&#039;&#039; of you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_EnergyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Elemental Catalyst&#039;&#039;&#039;&lt;br /&gt;
|Enemies take &#039;&#039;&#039;15%&#039;&#039;&#039; more damage for every elemental debuff applied to them.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Bridge_008_StarDasherEnergyDrink.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Energy Drink&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%&#039;&#039;&#039; for each enemy within &#039;&#039;&#039;10 meters&#039;&#039;&#039; of you, up to a maximum of &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SwapBoostsFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Holster&#039;&#039;&#039;&lt;br /&gt;
|When you swap weapons, your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;30%&#039;&#039;&#039; for &#039;&#039;&#039;5 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExplosionRadius.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Explosion Radius&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; explosion radius is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon FireBurnDuration.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Extra Fuel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Burn&#039;&#039;&#039; duration is increased by &#039;&#039;&#039;100%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon CorruptionTargetExtraWeakpointDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Eye of the Void&#039;&#039;&#039;&lt;br /&gt;
|Weakpoint damage to &#039;&#039;&#039;Corrupted&#039;&#039;&#039; targets is increased by &#039;&#039;&#039;50%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FarEnemyDamageMitigation.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
|You take &#039;&#039;&#039;20%&#039;&#039;&#039; less damage from enemies at least &#039;&#039;&#039;10 meters&#039;&#039;&#039; away from you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FireRateReloadSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fire Rate and Reload Speed&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; and &#039;&#039;&#039;Reload Speed&#039;&#039;&#039; are both increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FirstShotDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Front Load&#039;&#039;&#039;&lt;br /&gt;
|The first round in your magazine does &#039;&#039;&#039;40%&#039;&#039;&#039; more damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CryoDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Frosted Tips&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cryo Damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_LightningShockExtraCrit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Gold Plated Wires&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shock Critical Chance&#039;&#039;&#039; bonus is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_LastShotsPlusCrit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hero Mask&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; is increased by &#039;&#039;&#039;30%&#039;&#039;&#039; while your weapon&#039;s magazine is below &#039;&#039;&#039;50%&#039;&#039;&#039; capacity.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Hydroponics_024_HoneyEnzymes.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Honey Enzymes&#039;&#039;&#039;&lt;br /&gt;
|Prevent death once, restoring you to &#039;&#039;&#039;35%&#039;&#039;&#039; of your &#039;&#039;&#039;Maximum Health&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_IncreaseSwapSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Increased Swap Speed&#039;&#039;&#039;&lt;br /&gt;
|You swap weapons &#039;&#039;&#039;20%&#039;&#039;&#039; faster.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToMeleeEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Knuckle Dusters&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Melee&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementMeleeToPrimary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Large Bayonet&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MeleeKill_BuffPrimaryProcChance.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Large Opal Charm&#039;&#039;&#039;&lt;br /&gt;
|After killing an enemy with your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;, your next attack with your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; has a &#039;&#039;&#039;50%&#039;&#039;&#039; increased proc chance.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MarkNearbyEnemiesOnKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Laser Pointer&#039;&#039;&#039;&lt;br /&gt;
|When you kill an enemy, they have a &#039;&#039;&#039;25%&#039;&#039;&#039; chance to &#039;&#039;&#039;Mark&#039;&#039;&#039; all other enemies within &#039;&#039;&#039;10 meters&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Marked&#039;&#039;&#039; targets take &#039;&#039;&#039;50%&#039;&#039;&#039; extra damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon LightningDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lightning Rounds&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning damage&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PickupRange.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Magnetic Disc&#039;&#039;&#039;&lt;br /&gt;
|Your pickup range is increased by &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FireDamageBoost.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Molten Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fire damage&#039;&#039;&#039; is increased by 25%.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Icon_Engineering_007_NeurosteelPlates.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neurosteel Plates&#039;&#039;&#039;&lt;br /&gt;
|When your &#039;&#039;&#039;Shields&#039;&#039;&#039; break, you emit a shockwave that stuns enemies within &#039;&#039;&#039;6 meters&#039;&#039;&#039; of you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ChillApplyDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nitrogen Tank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cyro Chill&#039;&#039;&#039; now deal damage over time.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReloadBoostsFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Overclocked Core&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you reload.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ReflectDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Photon Padding&#039;&#039;&#039;&lt;br /&gt;
|When you take damage, you deal &#039;&#039;&#039;150%&#039;&#039;&#039; of the damage taken back to the attacker.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementSecondaryToPrimary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pistol Charm&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Secondary Weapon.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_PlasmaOrbGenerator.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plasma Coil&#039;&#039;&#039;&lt;br /&gt;
|You spawn a &#039;&#039;&#039;Plasma Orb&#039;&#039;&#039; every &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.  &#039;&#039;&#039;Plasma Orbs&#039;&#039;&#039; completely negate incoming damage, but are consumed in the process.&lt;br /&gt;
|Unconfirmed minimum security level&lt;br /&gt;
Only one Plasma Orb can exist at once.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToRangedEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Precision Disruptor&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Ranged&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_FreeReroll.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Probability Cube&#039;&#039;&#039;&lt;br /&gt;
|You can &#039;&#039;&#039;Reroll&#039;&#039;&#039; the &#039;&#039;&#039;Affixes&#039;&#039;&#039; of your weapons additional time at the Fabricator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_EmptyMagFasterReload.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Quickload Adapter&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Reload Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;50%&#039;&#039;&#039; when your magazine is empty.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_BrokenShieldFireRate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rapidfire Module&#039;&#039;&#039;&lt;br /&gt;
|After your &#039;&#039;&#039;Shields&#039;&#039;&#039; break, your &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; is increased by &#039;&#039;&#039;35%&#039;&#039;&#039; for &#039;&#039;&#039;4 seconds.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CollectLootOnWeakpointKill.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Remote Gatherer&#039;&#039;&#039;&lt;br /&gt;
|Automatically collect all loot dropped by the enemies killed with a &#039;&#039;&#039;Weakpoint&#039;&#039;&#039; shot.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ElementPrimaryToSecondary.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rifle Charm&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039; now also has a chance to proc the element affix of your &#039;&#039;&#039;Primary Weapon.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ImprovedDoubleJump.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rocket Boots&#039;&#039;&#039;&lt;br /&gt;
|The strength of your &#039;&#039;&#039;Double Jump&#039;&#039;&#039; is significantly increased.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ResilientShield.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Shield Recovery Unit&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Shields&#039;&#039;&#039; recharge faster as you get closer to death.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DamageToFlyingEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Skystrike Array&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;35%&#039;&#039;&#039; more damage to &#039;&#039;&#039;Flying&#039;&#039;&#039; enemies.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MeleeKill_BuffSecondaryDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Small Ruby Skull Charm&#039;&#039;&#039;&lt;br /&gt;
|After killing an enemy with your &#039;&#039;&#039;Melee Weapon&#039;&#039;&#039;, your next attack with your &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039; deals &#039;&#039;&#039;35%&#039;&#039;&#039; more damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_SmartRocket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Smart Rocket&#039;&#039;&#039;&lt;br /&gt;
|Firing your weapon spawns a &#039;&#039;&#039;Smart Rocket&#039;&#039;&#039;.  Recharges after &#039;&#039;&#039;6 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon GrenadeSecondExplosion.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Something Extra&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Grenade&#039;&#039;&#039; now has a second explosion that deals &#039;&#039;&#039;35%&#039;&#039;&#039; of its original damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritsBoostCritDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Space Whiskey&#039;&#039;&#039;&lt;br /&gt;
|Landing a critical hit increases &#039;&#039;&#039;Critical Hit&#039;&#039;&#039; bonus damage by &#039;&#039;&#039;40%&#039;&#039;&#039; for &#039;&#039;&#039;4 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ExtraGrenadeCharge.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spare Charge&#039;&#039;&#039;&lt;br /&gt;
|Adds and extra charge to your &#039;&#039;&#039;Grenade&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritsReduceCooldowns.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stim Cap&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Critical Hits&#039;&#039;&#039; lower remaining &#039;&#039;&#039;Dash&#039;&#039;&#039; and &#039;&#039;&#039;Grenade Cooldowns&#039;&#039;&#039; by &#039;&#039;&#039;10%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon ArmorValue.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;T1 Armored Plate&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Armor Rating&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T PerkIcon DamageToLowHealthEnemies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tactical Dataslate&#039;&#039;&#039;&lt;br /&gt;
|You deal &#039;&#039;&#039;20%&#039;&#039;&#039; more damge to enemies that are below &#039;&#039;&#039;Half Health&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_CritChance.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Targeting Goggles&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; is increased by &#039;&#039;&#039;20%.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_MoveSpeedBuffOnDamaged.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tesla Skis&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; increases by &#039;&#039;&#039;20%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds&#039;&#039;&#039; after you take damage. Recharges after &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_ShockApplyStagger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Thunderclap&#039;&#039;&#039;&lt;br /&gt;
|When applying &#039;&#039;&#039;Shock&#039;&#039;&#039; to an enemy, you have a &#039;&#039;&#039;20%&#039;&#039;&#039; chance to stagger them.&lt;br /&gt;
|Appears to only work when Shock is initially applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_Item_IncreaseMeleeSwingSpeed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Turbo Blade&#039;&#039;&#039;&lt;br /&gt;
|Your &#039;&#039;&#039;Melee Swing Speed&#039;&#039;&#039; is increased by &#039;&#039;&#039;25%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_VoidCorruptionDuration.png|64px]]&lt;br /&gt;
|Voidstrike Core&lt;br /&gt;
|&#039;&#039;&#039;Corruption&#039;&#039;&#039; duration is increased by &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:T_PerkIcon_DashBoostsMeleeDamage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wrist Vanes&#039;&#039;&#039;&lt;br /&gt;
|Dashing increases &#039;&#039;&#039;Melee damage&#039;&#039;&#039; by &#039;&#039;&#039;40%&#039;&#039;&#039; for &#039;&#039;&#039;3 seconds.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Scoped_Weapons&amp;diff=18125</id>
		<title>Deadzone: Rogue/Weapons/Scoped Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Scoped_Weapons&amp;diff=18125"/>
		<updated>2025-03-04T00:32:21Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added charge time modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoped weapons&#039;&#039;&#039; are semi-automatic weapons. They all have perfect accuracy and increased zoom while aiming, but poor accuracy while not aiming. They are best used at medium-long to long ranges.&lt;br /&gt;
&lt;br /&gt;
Scoped weapons can be categorized as slow-firing sniper rifles or fast-firing designated marksman rifles (DMRs). They can also be categorized as charge weapons that deal improved damage after spending time while aiming, and tap weapons that always deal full damage.&lt;br /&gt;
&lt;br /&gt;
== Included Weapons ==&lt;br /&gt;
&lt;br /&gt;
{{WeaponInfoBoxDZR|title=M-100 Crosspoint|mindamage=150|maxdamage=374{{verify}}|reloadduration=3.5s|firerate=1/s|clipsize=7|notes=Tap sniper; deals high damage|procchance=25%}}{{WeaponInfoBoxDZR|title=Ion Driver|mindamage=30 (uncharged){{verify}}&lt;br /&gt;
183 (charged){{verify}}|reloadduration=3.1s|firerate=1.33/s|clipsize=5|maxdamage=43 (uncharged){{verify}}&lt;br /&gt;
262 (charged){{verify}}|notes=Charge sniper; deals high damage based on time spent aiming}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=MP18-L Revenant|mindamage=60{{verify}}|reloadduration=2.9s|firerate=4/s|clipsize=12|notes=Tap DMR; fires quickly}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Darkseer EX2|mindamage=30 (uncharged)&lt;br /&gt;
75 (charged){{verify}}|maxdamage=45 (uncharged)&lt;br /&gt;
113 (charged)|reloadduration=2.85|firerate=3.57/s|clipsize=16|notes=Charge DMR; fires quickly, deals extra damage based on time spent aiming}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* If used correctly, either sniper rifle is potent. DMRs, meanwhile, should be avoided on higher difficulties, as the recoil prevents them from being effective at long range. However, the low HP of enemies on lower difficulties allow DMRs to excel.&lt;br /&gt;
* Sniper rifles excel at safely and methodically picking apart rooms. They are least effective when fighting multiple enemies. These mean that they are least effective in the first three Security Levels, due to the large number of enemies per room and lack of individually threatening targets. Effective use of sightlines is key to using Scoped Weapons effectively. A secondary weapon, like a shotgun or SMG, should be used to mitigate these weaknesses.&lt;br /&gt;
* On Nightmare, sniper rifles can&#039;t one-shot most enemies with a weakpoint shot. As such, damage bonuses should be prioritized.&lt;br /&gt;
* Tap weapons are usable in extreme close range as they deal full damage while unscoped. The accuracy penalty is less pronounced at this range.&lt;br /&gt;
* For both charged weapons, the charging time is affected by fire rate modifiers.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Template:WeaponInfoBoxDZR/doc&amp;diff=18124</id>
		<title>Template:WeaponInfoBoxDZR/doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Template:WeaponInfoBoxDZR/doc&amp;diff=18124"/>
		<updated>2025-03-03T15:25:56Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created docs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This template is used to display weapons in [[Deadzone: Rogue]].&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Use&lt;br /&gt;
|-&lt;br /&gt;
| title || The weapons name.&lt;br /&gt;
|-&lt;br /&gt;
| image || The inventory image of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| damage || The damage the weapon deals at level 1 if it has no damage variance (i.e melee weapons).&lt;br /&gt;
|-&lt;br /&gt;
| mindamage || The minimum damage the weapon deals at level 1. For guns, this is generally the listed damage.&lt;br /&gt;
|-&lt;br /&gt;
| maxdamage || The maximum damage the weapon deals at level 1. For guns, this is the damage dealt when as close to enemies as possible. Level bonuses, tech masteries, and other damage bonuses have to be calculated out.&lt;br /&gt;
|-&lt;br /&gt;
| reloadduration || The time the weapon needs to reload. Guns have this stat listed.&lt;br /&gt;
|-&lt;br /&gt;
| firerate || The number of times the weapon fires per second by default. Guns have this stat listed.&lt;br /&gt;
|-&lt;br /&gt;
| clipsize || The number of bullets the weapon can fire before needing to reload. Guns have this stat listed.&lt;br /&gt;
|-&lt;br /&gt;
| procchance || The proc chance for elemental affixes when this weapon is uncommon quality.&lt;br /&gt;
|-&lt;br /&gt;
| notes || Any other notes about the weapon that seperates it from others on the page (e.g the hellstorm&#039;s spinup mechanic, or the rampage&#039;s automatic fire).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Shotguns&amp;diff=18123</id>
		<title>Deadzone: Rogue/Weapons/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Shotguns&amp;diff=18123"/>
		<updated>2025-03-03T14:08:00Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added rampage procs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039; are a varied class of weapons characterized by their high damage falloff. They are best used at short range. Most shotguns are semi-automatic, reload &amp;quot;manually&amp;quot; by loading shots one at a time instead of using a clip, and fire a spread of bullets.&lt;br /&gt;
&lt;br /&gt;
== Gravecoil ==&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Gravecoil|mindamage=85{{verify}}|reloadduration=1.75s|firerate=2.35/s|clipsize=6|notes=Fires a single bullet}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=T30 Nova Burst|mindamage=15x10{{verify}}|maxdamage=33x10{{verify}}|reloadduration=1.5s|firerate=2.5/s|clipsize=6}}{{WeaponInfoBoxDZR|title=AS-12 Rampage|mindamage=12x12{{verify}}|reloadduration=2.4s|firerate=3.33/s|clipsize=12|notes=Full automatic&lt;br /&gt;
Reloads using a clip|procchance=0.6%}}{{WeaponInfoBoxDZR|title=BAS-24 Warden|mindamage=24x8|reloadduration=1.5s|firerate=1.54/s|clipsize=2|maxdamage=78*8{{verify}}|notes=Increased reload speed}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
* As of February 26, 2025, the Rampage has received a significant nerf in maximum damage. Although its burst damage allows it to reliably kill [[Deadzone: Rogue/Enemies/Mindless|Mindless]], the Warden is arguably better against most other enemies. The Gravecoil&#039;s damage rampup now allows it to engage enemies at range, but it is too inaccurate to use effectively without bullet spread reduction. The Nova Burst is useable, if not notable.&lt;br /&gt;
* The Rampage benefits greatly from ways to extend its ammo capacity or reload faster. The Warden can also translate reload speed or extended ammo capacity into improved attack speed.&lt;br /&gt;
* Manually-loading shotguns have an animation of the gun being cocked between loading shots and being allowed to fire. Anything that interrupts reloading, notably melee attacks and grenades, will interrupt this animation, allowing the shotgun to be fired sooner after reloading.&lt;br /&gt;
* Shotguns are very ineffective beyond short-medium range. Use a primary weapon with additional range to mitigate this weakness.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Scoped_Weapons&amp;diff=18122</id>
		<title>Deadzone: Rogue/Weapons/Scoped Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Scoped_Weapons&amp;diff=18122"/>
		<updated>2025-03-03T14:07:00Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added crosspoint procs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoped weapons&#039;&#039;&#039; are semi-automatic weapons. They all have perfect accuracy and increased zoom while aiming, but poor accuracy while not aiming. They are best used at medium-long to long ranges.&lt;br /&gt;
&lt;br /&gt;
Scoped weapons can be categorized as slow-firing sniper rifles or fast-firing designated marksman rifles (DMRs). They can also be categorized as charge weapons that deal improved damage after spending time while aiming, and tap weapons that always deal full damage.&lt;br /&gt;
&lt;br /&gt;
== Included Weapons ==&lt;br /&gt;
&lt;br /&gt;
{{WeaponInfoBoxDZR|title=M-100 Crosspoint|mindamage=150|maxdamage=374{{verify}}|reloadduration=3.5s|firerate=1/s|clipsize=7|notes=Tap sniper; deals high damage|procchance=25%}}{{WeaponInfoBoxDZR|title=Ion Driver|mindamage=30 (uncharged){{verify}}&lt;br /&gt;
183 (charged){{verify}}|reloadduration=3.1s|firerate=1.33/s|clipsize=5|maxdamage=43 (uncharged){{verify}}&lt;br /&gt;
262 (charged){{verify}}|notes=Charge sniper; deals high damage based on time spent aiming}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=MP18-L Revenant|mindamage=60{{verify}}|reloadduration=2.9s|firerate=4/s|clipsize=12|notes=Tap DMR; fires quickly}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Darkseer EX2|mindamage=30 (uncharged)&lt;br /&gt;
75 (charged){{verify}}|maxdamage=45 (uncharged)&lt;br /&gt;
113 (charged)|reloadduration=2.85|firerate=3.57/s|clipsize=16|notes=Charge DMR; fires quickly, deals extra damage based on time spent aiming}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* If used correctly, either sniper rifle is potent. DMRs, meanwhile, should be avoided on higher difficulties, as the recoil prevents them from being effective at long range. However, the low HP of enemies on lower difficulties allow DMRs to excel.&lt;br /&gt;
* Sniper rifles excel at safely and methodically picking apart rooms. They are least effective when fighting multiple enemies. These mean that they are least effective in the first three Security Levels, due to the large number of enemies per room and lack of individually threatening targets. Effective use of sightlines is key to using Scoped Weapons effectively. A secondary weapon, like a shotgun or SMG, should be used to mitigate these weaknesses.&lt;br /&gt;
* On Nightmare, sniper rifles can&#039;t one-shot most enemies with a weakpoint shot. As such, damage bonuses should be prioritized.&lt;br /&gt;
* Tap weapons are usable in extreme close range as they deal full damage while unscoped. The accuracy penalty is less pronounced at this range.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Template:WeaponInfoBoxDZR&amp;diff=18121</id>
		<title>Template:WeaponInfoBoxDZR</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Template:WeaponInfoBoxDZR&amp;diff=18121"/>
		<updated>2025-03-03T14:06:30Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added proc chance box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox vevent wikitable&amp;quot; style=&amp;quot;margin: 1em; float:{{{align|left}}}; width:{{#if:{{{width|}}}|{{{width|}}}|300px}}; font-size:90%; text-align:left;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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{{RowWithSpanWithHeading|1|Proc Chance|{{{procchance|}}}}}&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue&amp;diff=18120</id>
		<title>Deadzone: Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue&amp;diff=18120"/>
		<updated>2025-03-03T13:27:14Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Fixed a word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated}}{{Infobox VG&lt;br /&gt;
|title = Deadzone: Rogue&lt;br /&gt;
|image = [[File:Deadzone Rogue Demo.jpg|280px]]&lt;br /&gt;
|developer = Prophecy Games&lt;br /&gt;
|publisher = Prophecy Games&lt;br /&gt;
|series = &#039;&#039;[[Starsiege]]&#039;&#039;&lt;br /&gt;
|engine = Unreal Engine 5.4.2.0&lt;br /&gt;
|released = Estimated 2025&lt;br /&gt;
|genre = Roguelite First Person Shooter&lt;br /&gt;
|modes = Single player, Co-op&lt;br /&gt;
|platforms = Windows&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Deadzone: Rogue&#039;&#039;&#039;&#039;&#039; is a first-person shooter set in deep space. Slay waves of enemies, loot powerful gear, and customize your loadout during each unique run. Blast through hordes of enemies with devastating weapons. Define your combat style with powerful augments and upgrades. Grow stronger with each death, solo or in co-op. Fight. Die. Revive. Repeat. &lt;br /&gt;
&lt;br /&gt;
A demo was released on October 14, 2024 for Steam&#039;s Next Fest event. The demo included Chapter One: Who the Hell Am I.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
You awaken aboard the ISS-X, with no memory of who you are. There’s a legion of rogue machines, and they’re closing in fast. Fight through swarms of enemies, loot rare gear, and arm yourself with augments to survive. Can you conquer the Deadzone?&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Face Powerful Enemies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fight against massive, biomechanical bosses that demand steady aim and quick reflexes. Annihilate waves of hunter-drones, robo-spiders, the mindless, and dozens of other enemies to survive each run. Battle through each ship sector — from the engine rooms to the brig.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loot and Shoot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Master over 30 powerful weapons, each modifiable with elemental affixes and upgrades. Turn a shotgun into a void-spreading crowd crusher, or a submachine gun into a room clearing hail of ice. From plasma cannons to sniper rifles, your arsenal adapts to any combat scenario.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elemental Fury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incinerate drones with fire, freeze swarms with ice, chain lightning enemies with shock, or send them to the void with a well-timed headshot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roguelite Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Transform your combat approach through dozens of augments, perks, and items. Dominate from afar, strike from the shadows with stealth, or get close with enhanced melee. Your choices offer a unique experience against the mechanical onslaught.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grow Stronger in Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use permanent upgrades to reshape yourself into a killing machine. Boost your shields, amplify elemental chaos, and tear bots apart with satisfying fury. Forge a path that matches your playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unravel the Mystery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Explore a spaceship overrun by biomechanical creatures, enjoy an original music soundtrack and art, and discover your true mission and origin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight on Your Terms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Start each new battle cloaked in stealth. Scout enemies out and decide on an attack plan before engaging them in combat. Explosive barrels, wall cover, and a mix of environments add an extra layer of strategy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solo or Co-Op Carnage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adventure on your own, or conquer the ship in a co-op squad of up to 3 players. Mark enemies for focused fire, synchronize grenade strikes, and storm enemies with overwhelming force. Adjust difficulty levels for each mission to match your mood, from a more laid-back adventure experience all the way to nightmare mode.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
There are four difficulties, which are called, &amp;quot;Security Levels&amp;quot;; they are, Adventure, Challenging, Extreme, and Nightmare. Extreme is unlocked by successfully beating the game. Nightmare is unlocked by successfully beating Extreme.&lt;br /&gt;
&lt;br /&gt;
===Chapter One: Who the Hell Am I?===&lt;br /&gt;
The first chapter takes place on the colony ship, ISS-X, and consists of three floors. Each floor is divided into three sections, called Security Levels. Each Security Level consists of two item rooms, a perk room, a boss room on the last Security Level of each floor, and a saferoom.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
There are two forms of currency in the game, {{Tech Points}} and {{Scrap}}. Tech is used to upgrade the player&#039;s abilities, while Scrap is used to fabricate new weapons.&lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
{{Main|Deadzone: Rogue/Elements}}&lt;br /&gt;
There are four primary elements in the game, with their own corresponding ugprades: {{Cryo Damage}}, {{Fire Damage}}, {{Lightning Damage}}, and {{Void Damage}}.&lt;br /&gt;
&lt;br /&gt;
==Permanent Tech Masteries==&lt;br /&gt;
{{Main|Deadzone: Rogue/Permanent Tech Masteries}}&lt;br /&gt;
&lt;br /&gt;
Permanent Tech Masteries are purchased using {{Tech Points}} at a Tech Synthesizer.  These upgrades persist through death across all playthroughs&lt;br /&gt;
&lt;br /&gt;
==Augments==&lt;br /&gt;
{{Main|Deadzone: Rogue/Augments}}&lt;br /&gt;
In Security Level 1&#039;s perk room, the player is allowed to choose between one of three powerful, randomly-chosen perks.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks}}&lt;br /&gt;
Starting from Security Level 2, perk rooms will reward the player with a choice between three perks. Boss rooms also grant the player a perk. The first three choices allow the player to choose their primary perks. All subsequent choices are secondary perks. Each primary perk adds a selection of four possible secondary perks that may be chosen.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
{{Main|Deadzone: Rogue/Items}}&lt;br /&gt;
With the exception of the first room, the final room, and perk rooms, each other room gives the player a choice between three items.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Main|Deadzone: Rogue/Weapons}}&lt;br /&gt;
Throughout the game, the player can equip a primary weapon, secondary weapon, melee weapon, and grenade.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
{{Main|Deadzone: Rogue/Enemies}}&lt;br /&gt;
As the player progresses through the levels, different enemies appear.&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.deadzonerogue.com/ Official website]&lt;br /&gt;
*[https://www.discord.gg/deadzonerogue Official discord channel]&lt;br /&gt;
*[https://store.steampowered.com/app/3228590/Deadzone_Rogue/?beta=1 Steam page]&lt;br /&gt;
&lt;br /&gt;
{{Tribes series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Starsiege]]&lt;br /&gt;
[[Category:Deadzone: Rogue]]&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18119</id>
		<title>Deadzone: Rogue/Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18119"/>
		<updated>2025-03-03T13:25:56Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Fixed alphabetical order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Check names, add pages for each perk tree}}&lt;br /&gt;
&lt;br /&gt;
Perks are a mechanic in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
Starting from Security Level 2, perk rooms will reward the player with a choice between three perks. The first three choices allow the player to choose their primary perks. All subsequent choices are secondary perks. Each primary perk adds a selection of four possible secondary perks that may be chosen. Up to three secondary perks per primary perk may be chosen in a single run.&lt;br /&gt;
&lt;br /&gt;
Perks are one of the most impactful forms of progression in Deadzone: Rogue. Due to their limited selection, they should be considered carefully.&lt;br /&gt;
&lt;br /&gt;
== General Perks ==&lt;br /&gt;
The following perks can apply to a variety of different playstyles.&lt;br /&gt;
&lt;br /&gt;
== Bot Companion ==&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Bot Companion}}&lt;br /&gt;
Companion Bot grants the player a Flying Pet that deals low damage and draws enemy fire. Its secondary perks grant additional Flying Pets and improve the capabilities of each one.&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Deadshot}}&lt;br /&gt;
Deadshot improves the player&#039;s damage output and ammo conservation when aiming down sights. Its secondary perks further improve aiming in several ways, primarily by improving damage.&lt;br /&gt;
&lt;br /&gt;
=== Evolved Agility ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Evolved Agility}}&lt;br /&gt;
Evolved Agility grants the ability to slide, pushing the player forward and granting damage resistance and improved damage while sliding. Its secondary perks grant a variety of benefits that primarily take effect while or shortly after sliding.&lt;br /&gt;
&lt;br /&gt;
=== Ghostflare ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Ghostflare}}&lt;br /&gt;
Ghostflare increases melee damage and causes mele kills to grant stealth to the player. Its secondary perks further improve melee attacks.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Cascade ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Grenade Cascade}}&lt;br /&gt;
Grenade Cascade increases grenade damage, and causes grenade kills to spawn additional grenades. Its secondary perks{{Verify}} further improve grenades&lt;br /&gt;
&lt;br /&gt;
=== Locked and Loaded ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Locked and Loaded}}&lt;br /&gt;
Locked and Loaded increases damage and causes gun kills to reload the inactive gun. Its secondary perks generally increase damage output when the player switches weapons or kills enemies in rapid succession. &lt;br /&gt;
&lt;br /&gt;
=== Sentinel Strike ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Sentinel Strike}}&lt;br /&gt;
Sentinel Strike improves damage against enemies within 10 metres and restores a small amount of shields when killing such an enemy. Its secondary perks further incentivize the player to attack enemies within 10 metres, primarily by increasing damage.&lt;br /&gt;
&lt;br /&gt;
== Elemental Perks ==&lt;br /&gt;
The following perks apply to a specific Element. Each perk increases damage of the associated type and causes the damage type to inflict the damage type&#039;s debuff. Each secondary perk increases damage of the associated type, and one for each primary perk increases the proc chance of associated Affixes by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Burning Heart ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Burning Heart}}&lt;br /&gt;
Burning Heart is associated with Fire, increasing Fire damage and causing it to apply Burn to targets. Its secondary perks further improve the player&#039;s damage against Burning targets.&lt;br /&gt;
&lt;br /&gt;
=== Icy Veins ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Icy Veins}}&lt;br /&gt;
Icy Veins is associated with Cryo, increasing Cryo damage and causing it to apply Chill to targets. Its secondary perks increase Cryo damage, and several incentivize making melee attacks against Chilled targets.&lt;br /&gt;
&lt;br /&gt;
=== Night Eyes ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Night Eyes}}&lt;br /&gt;
Night Eyes is associated with Void, increasing Void damage and causing it to apply Corruption to targets. its secondary perks increase Void damage and create synergy between Corruption and grenades.&lt;br /&gt;
&lt;br /&gt;
=== Thunder Soul ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Thunder Soul}}&lt;br /&gt;
Thunder Soul is associated with {{Lightning}}, increasing {{Lightning damage}} and causing it to apply {{Shock}} to targets. Its secondary perks improve critical hit chances and effects against targets with Shock.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Probe_Drone&amp;diff=18076</id>
		<title>Deadzone: Rogue/Enemies/Probe Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Enemies/Probe_Drone&amp;diff=18076"/>
		<updated>2025-03-01T20:02:52Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated healbot behaviour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Conjecture}}{{ArmorInfoBox&lt;br /&gt;
|title = Probe Drone&lt;br /&gt;
|image = [[Image:DZR ProbeDrone.png|250px]]&lt;br /&gt;
|caption = Outdated screenshot from Chapter One&lt;br /&gt;
|armor = &lt;br /&gt;
|health = 1,000&lt;br /&gt;
|healthdelay = &lt;br /&gt;
|energy = &lt;br /&gt;
|energyregen = &lt;br /&gt;
|speed = &lt;br /&gt;
|mass = &lt;br /&gt;
|tribesgold = &lt;br /&gt;
|xp = &lt;br /&gt;
|mastery = &lt;br /&gt;
|icon = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probe Drones&#039;&#039;&#039;, also referred to as &#039;&#039;&#039;Healbots&#039;&#039;&#039;, are an enemy in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
All parts of the Probe Drone are considered to be weakpoints.&lt;br /&gt;
&lt;br /&gt;
Probe Drones will move toward damaged enemies. Intermittently, they will heal a nearby enemy, displaying a green trail between the two. This heal is generally strong enough to restore the target to full HP.&lt;br /&gt;
&lt;br /&gt;
Single Probe Drones appear in almost every room starting from Security Level 6{{Verify}}, including each perk room starting from Security Level 7{{Verify}}. Out of combat, Probe Drones will continuously heal one target until another enemy is damaged.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Probe Drones are a high-priority target whenever they appear. Although they share a similar role to [[Deadzone: Rogue/Enemies/Guardian Bot|Guardian Bots]], their improved AI and durability make them significantly more effective. Use stealth to scout out its position and try to destroy them as fast as possible.&lt;br /&gt;
* Damaging other enemies can be used to bait the Probe Drone to a more accessible location. Be warned that leaving an enemy alive like this is risky.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deadzone Rogue]]&lt;br /&gt;
[[Category:Deadzone Rogue/Enemies]]&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Planty&amp;diff=18072</id>
		<title>Deadzone: Rogue/Planty</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Planty&amp;diff=18072"/>
		<updated>2025-03-01T16:43:59Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Planty.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Planty&#039;&#039;&#039;, also referred to as &#039;&#039;&#039;Plant&#039;&#039;&#039;, is a character in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
Planty appears to the left of the difficulty selection panel after the player respawns. When approached, if the player character isn&#039;t already speaking, the player character will say something to Planty.&lt;br /&gt;
&lt;br /&gt;
The player character regards Planty as a close friend, likely due to prolonged isolation and repeated deaths.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=File:Planty.png&amp;diff=18071</id>
		<title>File:Planty.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=File:Planty.png&amp;diff=18071"/>
		<updated>2025-03-01T16:40:25Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Planty&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Pistols&amp;diff=18069</id>
		<title>Deadzone: Rogue/Weapons/Pistols</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Pistols&amp;diff=18069"/>
		<updated>2025-03-01T13:10:59Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added Aeos infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&#039;&#039;&#039;Pistols&#039;&#039;&#039; are semi-automatic weapons with a variety of different capabilities. They are generally best used at short to medium ranges.&lt;br /&gt;
&lt;br /&gt;
== Included Weapons ==&lt;br /&gt;
{{WeaponInfoBoxDZR|title=PR14x Aeos|mindamage=31{{verify}}|reloadduration=1.3s|firerate=8.93/s|clipsize=16}}{{WeaponInfoBoxDZR|title=HC8 Overlord|mindamage=75{{verify}}|reloadduration=2.6s|firerate=2.63/s|clipsize=8|maxdamage=195{{verify}}}}{{WeaponInfoBoxDZR|title=PDS Plex-1|mindamage=19|reloadduration=1.4s|firerate=8.33/s|clipsize=18|maxdamage=29}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Sidekick-3 AP|mindamage=35{{verify}}|reloadduration=1.4s|firerate=7.04/s|clipsize=14|maxdamage=79{{verify}}}}{{WeaponInfoBoxDZR|mindamage=28{{verify}}|maxdamage=61{{verify}}|reloadduration=1.35s|firerate=27.4/s|clipsize=30|title=Tritek-3SB}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* The Overlord is by far and away the best pistol. The other options lack the damage to compete with close-ranged options or the accuracy to serve as mid-ranged options.&lt;br /&gt;
* Among secondary options, pistols have the best effective range. However, due to their lackluster accuracy, they still struggle to compete with long-ranged primary weapons.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Pistols&amp;diff=18068</id>
		<title>Deadzone: Rogue/Weapons/Pistols</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Pistols&amp;diff=18068"/>
		<updated>2025-03-01T12:55:46Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Fixed formatting, kind of&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&#039;&#039;&#039;Pistols&#039;&#039;&#039; are semi-automatic weapons with a variety of different capabilities. They are generally best used at short to medium ranges.&lt;br /&gt;
&lt;br /&gt;
== Included Weapons ==&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Aeos}}{{WeaponInfoBoxDZR|title=HC8 Overlord|mindamage=75{{verify}}|reloadduration=2.6s|firerate=2.63/s|clipsize=8|maxdamage=195{{verify}}}}{{WeaponInfoBoxDZR|title=PDS Plex-1|mindamage=19|reloadduration=1.4s|firerate=8.33/s|clipsize=18|maxdamage=29}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Sidekick-3 AP|mindamage=35{{verify}}|reloadduration=1.4s|firerate=7.04/s|clipsize=14|maxdamage=79{{verify}}}}{{WeaponInfoBoxDZR|mindamage=28{{verify}}|maxdamage=61{{verify}}|reloadduration=1.35s|firerate=27.4/s|clipsize=30|title=Tritek-3SB}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* The Overlord is by far and away the best pistol. The other options lack the damage to compete with close-ranged options or the accuracy to serve as mid-ranged options.&lt;br /&gt;
* Among secondary options, pistols have the best effective range. However, due to their lackluster accuracy, they still struggle to compete with long-ranged primary weapons.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Pistols&amp;diff=18067</id>
		<title>Deadzone: Rogue/Weapons/Pistols</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Pistols&amp;diff=18067"/>
		<updated>2025-03-01T12:54:36Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated pistols, added aeos placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&#039;&#039;&#039;Pistols&#039;&#039;&#039; are semi-automatic weapons with a variety of different capabilities. They are generally best used at short to medium ranges.&lt;br /&gt;
&lt;br /&gt;
== Included Weapons ==&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Aeos}}{{WeaponInfoBoxDZR|title=HC8 Overlord|mindamage=75{{verify}}|reloadduration=2.6s|firerate=2.63/s|clipsize=8|maxdamage=195{{verify}}}}{{WeaponInfoBoxDZR|title=PDS Plex-1|mindamage=19|reloadduration=1.4s|firerate=8.33/s|clipsize=18|maxdamage=29}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Sidekick-3 AP|mindamage=35{{verify}}|reloadduration=1.4s|firerate=7.04/s|clipsize=14|maxdamage=79{{verify}}}}{{WeaponInfoBoxDZR|mindamage=28{{verify}}|maxdamage=61{{verify}}|reloadduration=1.35s|firerate=27.4/s|clipsize=30|title=Tritek-3SB}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* The Overlord is by far and away the best pistol. The other options lack the damage to compete with close-ranged options or the accuracy to serve as mid-ranged options.&lt;br /&gt;
* Among secondary options, pistols have the best effective range. However, due to their lackluster accuracy, they still struggle to compete with long-ranged primary weapons.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Bot_Companion&amp;diff=18066</id>
		<title>Deadzone: Rogue/Perks/Bot Companion</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Bot_Companion&amp;diff=18066"/>
		<updated>2025-03-01T12:46:13Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bot Companion&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are &#039;&#039;&#039;Elemental Bot&#039;&#039;&#039;, &#039;&#039;&#039;Powerful Bot&#039;&#039;&#039;, &#039;&#039;&#039;Prepared Bot&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Fire Bot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Bot Companion ===&lt;br /&gt;
Bot Companion creates a Flying Pet that slowly follows the player. It deals low damage, but will respawn 7 seconds after being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Bot ===&lt;br /&gt;
Elemental Bot grants the player an additional Flying Pet. Additionally, Flying Pets deal Elemental damage based on the player&#039;s [[Deadzone: Rogue/Perks#Elemental Perks|Elemental Perks]]{{Verify}}, and benefits from damage bonuses for that Element.&lt;br /&gt;
&lt;br /&gt;
=== Powerful Bot ===&lt;br /&gt;
Powerful Bot grants the player an additional Flying Pet and grants Flying Pets a 20% damage bonus.&lt;br /&gt;
&lt;br /&gt;
=== Prepared Bot ===&lt;br /&gt;
Prepared Bot grants the player an additional Flying Pet. Additionally, Flying Pets respawn 50% faster after being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rapid Fire Bot ===&lt;br /&gt;
Rapid Fire Bot grants the player an additional Flying Pet. Additionally, Flying Pets shoot 20% faster.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Bot Companion is a dubious perk on higher difficulties. It does very little damage. Furthermore, each shot has a chance of enraging any [[Deadzone: Rogue/Enemies/Mindless|Mindless]] hit by it. The Flying Pets also stay too close to the player to reliably draw fire away.&lt;br /&gt;
* All secondary perks need further testing.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18065</id>
		<title>Deadzone: Rogue/Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18065"/>
		<updated>2025-03-01T12:38:44Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added cannon fodder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Check names, add pages for each perk tree}}&lt;br /&gt;
&lt;br /&gt;
Perks are a mechanic in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
Starting from Security Level 2, perk rooms will reward the player with a choice between three perks. The first three choices allow the player to choose their primary perks. All subsequent choices are secondary perks. Each primary perk adds a selection of four possible secondary perks that may be chosen. Up to three secondary perks per primary perk may be chosen in a single run.&lt;br /&gt;
&lt;br /&gt;
Perks are one of the most impactful forms of progression in Deadzone: Rogue. Due to their limited selection, they should be considered carefully.&lt;br /&gt;
&lt;br /&gt;
== General Perks ==&lt;br /&gt;
The following perks can apply to a variety of different playstyles.&lt;br /&gt;
&lt;br /&gt;
== Bot Companion ==&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Bot Companion}}&lt;br /&gt;
Companion Bot grants the player a Flying Pet that deals low damage and draws enemy fire. Its secondary perks grant additional Flying Pets and improve the capabilities of each one.&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Deadshot}}&lt;br /&gt;
Deadshot improves the player&#039;s damage output and ammo conservation when aiming down sights. Its secondary perks further improve aiming in several ways, primarily by improving damage.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Cascade ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Grenade Cascade}}&lt;br /&gt;
Grenade Cascade increases grenade damage, and causes grenade kills to spawn additional grenades. Its secondary perks{{Verify}} further improve grenades&lt;br /&gt;
&lt;br /&gt;
=== Evolved Agility ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Evolved Agility}}&lt;br /&gt;
Evolved Agility grants the ability to slide, pushing the player forward and granting damage resistance and improved damage while sliding. Its secondary perks grant a variety of benefits that primarily take effect while or shortly after sliding.&lt;br /&gt;
&lt;br /&gt;
=== Ghostflare ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Ghostflare}}&lt;br /&gt;
Ghostflare increases melee damage and causes mele kills to grant stealth to the player. Its secondary perks further improve melee attacks.&lt;br /&gt;
&lt;br /&gt;
=== Locked and Loaded ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Locked and Loaded}}&lt;br /&gt;
Locked and Loaded increases damage and causes gun kills to reload the inactive gun. Its secondary perks generally increase damage output when the player switches weapons or kills enemies in rapid succession. &lt;br /&gt;
&lt;br /&gt;
=== Sentinel Strike ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Sentinel Strike}}&lt;br /&gt;
Sentinel Strike improves damage against enemies within 10 metres and restores a small amount of shields when killing such an enemy. Its secondary perks further incentivize the player to attack enemies within 10 metres, primarily by increasing damage.&lt;br /&gt;
&lt;br /&gt;
== Elemental Perks ==&lt;br /&gt;
The following perks apply to a specific Element. Each perk increases damage of the associated type and causes the damage type to inflict the damage type&#039;s debuff. Each secondary perk increases damage of the associated type, and one for each primary perk increases the proc chance of associated Affixes by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Burning Heart ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Burning Heart}}&lt;br /&gt;
Burning Heart is associated with Fire, increasing Fire damage and causing it to apply Burn to targets. Its secondary perks further improve the player&#039;s damage against Burning targets.&lt;br /&gt;
&lt;br /&gt;
=== Icy Veins ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Icy Veins}}&lt;br /&gt;
Icy Veins is associated with Cryo, increasing Cryo damage and causing it to apply Chill to targets. Its secondary perks increase Cryo damage, and several incentivize making melee attacks against Chilled targets.&lt;br /&gt;
&lt;br /&gt;
=== Night Eyes ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Night Eyes}}&lt;br /&gt;
Night Eyes is associated with Void, increasing Void damage and causing it to apply Corruption to targets. its secondary perks increase Void damage and create synergy between Corruption and grenades.&lt;br /&gt;
&lt;br /&gt;
=== Thunder Soul ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Thunder Soul}}&lt;br /&gt;
Thunder Soul is associated with Lightning, increasing Lightning damage and causing it to apply Shock to targets. Its secondary perks improve critical hit chances and effects against targets with Shock.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Burning_Heart&amp;diff=18050</id>
		<title>Deadzone: Rogue/Perks/Burning Heart</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Burning_Heart&amp;diff=18050"/>
		<updated>2025-02-28T23:59:33Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Was ignite always a thing? Am I just blind?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DZR Perk BurningHeart.png|thumb]]&lt;br /&gt;
[[File:DZR Perk Inferno.png|thumb]]&lt;br /&gt;
[[File:DZR Perk SearingExposure.png|thumb]]&lt;br /&gt;
[[File:DZR Perk Wildfire.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Burning Heart&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue, related to the Fire element. Its secondary perks are &#039;&#039;&#039;Inferno&#039;&#039;&#039;, &#039;&#039;&#039;Kindling&#039;&#039;&#039;, &#039;&#039;&#039;Searing Exposure&#039;&#039;&#039;, and &#039;&#039;&#039;Wildfire&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Burning Heart ===&lt;br /&gt;
Burning Heart increases the player&#039;s Fire damage by 30% and causes Fire damage to apply Burn.&lt;br /&gt;
&lt;br /&gt;
=== Inferno ===&lt;br /&gt;
Inferno increases the player&#039;s Fire damage by 10%. When the player kills a Burning enemy, they gain a further 20% damage bonus for 5 seconds. This effect doesn&#039;t stack{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Kindling ===&lt;br /&gt;
Kindling increases the player&#039;s Fire damage by 15%. Additionally, the player&#039;s Ignite and Combustion Affixes gain a bonus to their proc chances equal to 10% of their base value{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Searing Exposure ===&lt;br /&gt;
Searing Exposure increases the player&#039;s Fire damage by 15%. Additionally, the player deals 25% bonus weakpoint damage to Burning enemies.&lt;br /&gt;
&lt;br /&gt;
=== Wildfire ===&lt;br /&gt;
Wildfire increases the player&#039;s Fire damage by 20%. Additionally, it causes Burning enemies to deal 50% of their Burn damage to enemies within 3 metres of them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Burning Heart is a dubious perk. Fire is generally the weakest Element of the four on higher difficulties, as Burn deals little damage over a long period of time compared to the player&#039;s weapons. It lacks the control capabilities of Cryo and Void, as well as the raw damage output of Electric.&lt;br /&gt;
&lt;br /&gt;
Inferno is a poor perk compared to secondary perks of other perk trees. Its damage bonus requires killing enemies after first Burning them, while other secondary perks may get similar levels of damage for little cost, or sacrifice damage for significant utility.&lt;br /&gt;
&lt;br /&gt;
Kindling is a mediocre perk. Neither Fire Affix is noteworthy enough to benefit from the increased proc chance.&lt;br /&gt;
&lt;br /&gt;
Searing Exposure is a useful perk. Provided the player is able to reliably get weakpoint shots, the damage bonus granted by Searing Exposure is significant.&lt;br /&gt;
&lt;br /&gt;
Wildfire is a poor perk. Burn doesn&#039;t deal enough damage for it to be useful.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18049</id>
		<title>Deadzone: Rogue/Augments</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18049"/>
		<updated>2025-02-28T23:44:10Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated crits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player&#039;s power, but they only get one.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
==== Agility ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_KineticThrust.png|128px]]&lt;br /&gt;
| The player&#039;s movement is increased by 50%. While moving, their damage is increased by 25%.&lt;br /&gt;
|}&lt;br /&gt;
====Aiming====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Aiming.png|128px]]&lt;br /&gt;
| While aiming, the player deals 50% increased damage and 30% increased weakpoint damage. Additionally, each enemy has a red outline while aiming that is visible through obstructions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]&lt;br /&gt;
| The player has a 35% chance to refund a bullet whenever they hit an enemy, and deals 40% increased damage while their magazine is at least 80% full, rounded up{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Critical Hits ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_PowerfulCrit.png|128px]]&lt;br /&gt;
| The player gains 25% crit chance and 50% crit damage.&lt;br /&gt;
|}&lt;br /&gt;
====Elemental====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon Elemental.png|128px]]&lt;br /&gt;
| The player&#039;s Elemental damage is increased by 30% and receives all Elemental damage bonuses regardless of Element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_AdrenalSurge.png|128px]]&lt;br /&gt;
| The player gains 65 maximum HP, receives +100% healing from health pickups, and restores 5% of their maximum HP{{Verify}} upon killing an enemy.&lt;br /&gt;
|}&lt;br /&gt;
====Hipfire====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Hipfire.png|128px]]&lt;br /&gt;
| While the player is not aiming, they deal 50% increased damage, their proc chances are increased by 100%, and their spread is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
====Long Range====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LongRange.png|128px]]&lt;br /&gt;
| Against enemies beyond 10 metres, the player deals 75% increased damage and 60%{{Verify}} increased weakpoint damage.&lt;br /&gt;
|}&lt;br /&gt;
====Magazine and Reload====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]&lt;br /&gt;
| Each of the player&#039;s guns gains 200% magazine size. The player reloads 45% faster and deals 2% more damage for each missing bullet in their magazine, to a maximum of 100% (with at least 50 bullets fired).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shield ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Resilient.png|128px]]&lt;br /&gt;
| The player gains 45 maximum shield and regenerates shields 4 seconds sooner after taking damage. While at maximum shields, the player deals 40% increased damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weakpoint ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon DayOneExploit.png|128px]]&lt;br /&gt;
| The player&#039;s weakpoint shots deal 50% increased damage and have 25% increased crit chance. Additionally, weakpoint are easier to hit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Agility is a situational augment. The movement speed increase is sizeable, but mobility requires the right situation to be useful. Additionally, its damage increase is relatively small. Note that moving directly toward or away from an enemy allows the damage bonus to be used without making aiming more difficult.&lt;br /&gt;
* Aiming is an incredibly powerful augment. Its outlines give the player an unparalleled level of situational awareness. Additionally, it provides a massive increase to damage. There are few situations where the player doesn&#039;t want to aim.&lt;br /&gt;
* Ammo is a poor augment. It effectively increases the the player&#039;s ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.&lt;br /&gt;
* Crits is a powerful augment if the player is building crits. Without other crit damage bonuses, it only provides an approximate 24% damage increase. However, its crit chance bonus scales very well if the player has other crit damage bonuses to stack.&lt;br /&gt;
* Elemental is a peculiar augment. At base, it grants a very small damage bonus. However, it allows the player to stack all four items that grant elemental damage bonuses, which would effectively give it one of the highest damage bonuses. This is an inconsistent augment with the potential to be very strong or mediocre.&lt;br /&gt;
* Health is very powerful below Nightmare difficulty due to its sizeable HP increase and outstanding healing. On Nightmare, however, notably dangerous enemies have a tendency to 1-shot the player through Health augment, nullifying it.&lt;br /&gt;
* Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]] and the [[Deadzone: Rogue/Weapons/Miniguns|Hellstorm]], elliminating its strongest options. Additional testing must be done with the [[Deadzone: Rogue/Weapons/Assault Rifles|Vanguard and Arcblade]] to assess its power level.&lt;br /&gt;
* Long Range is a powerful augment, especially on higher difficulties. Although it is less useful on Floor 1, many dangerous enemies either keep their distance from the player or can be within a large room that has additional enemies. As such, attacking beyond 10 metres is common.&lt;br /&gt;
* Magazine and Reload is an exceptionally powerful augment. Its massive magazine size and reload speed bonuses vastly alleviates ammo concerns. Additionally, the damage bonus is massive on weapons with high clip sizes. Any weapon with a large enough magazine size can start fights with a staggering 100% damage bonus.&lt;br /&gt;
* Shield is a powerful augment ending at Extreme and an okay augment below that. Although it suffers from the same issues as Health on higher difficulties, it can still provide a safety net against lower-damage enemies and provides a small damage boost to compensate.&lt;br /&gt;
* Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.__NOTOC__&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Shotguns&amp;diff=18046</id>
		<title>Deadzone: Rogue/Weapons/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Shotguns&amp;diff=18046"/>
		<updated>2025-02-28T21:06:33Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Warden reloads faster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039; are a varied class of weapons characterized by their high damage falloff. They are best used at short range. Most shotguns are semi-automatic, reload &amp;quot;manually&amp;quot; by loading shots one at a time instead of using a clip, and fire a spread of bullets.&lt;br /&gt;
&lt;br /&gt;
== Gravecoil ==&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Gravecoil|mindamage=85{{verify}}|reloadduration=1.75s|firerate=2.35/s|clipsize=6|notes=Fires a single bullet}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=T30 Nova Burst|mindamage=15x10{{verify}}|maxdamage=33x10{{verify}}|reloadduration=1.5s|firerate=2.5/s|clipsize=6}}{{WeaponInfoBoxDZR|title=AS-12 Rampage|mindamage=12x12{{verify}}|reloadduration=2.4s|firerate=3.33/s|clipsize=12|notes=Full automatic&lt;br /&gt;
Reloads using a clip}}{{WeaponInfoBoxDZR|title=BAS-24 Warden|mindamage=24x8|reloadduration=1.5s|firerate=1.54/s|clipsize=2|maxdamage=78*8{{verify}}|notes=Increased reload speed}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
* As of February 26, 2025, the Rampage has received a significant nerf in maximum damage. Although its burst damage allows it to reliably kill [[Deadzone: Rogue/Enemies/Mindless|Mindless]], the Warden is arguably better against most other enemies. The Gravecoil&#039;s damage rampup now allows it to engage enemies at range, but it is too inaccurate to use effectively without bullet spread reduction. The Nova Burst is useable, if not notable.&lt;br /&gt;
* The Rampage benefits greatly from ways to extend its ammo capacity or reload faster. The Warden can also translate reload speed or extended ammo capacity into improved attack speed.&lt;br /&gt;
* Manually-loading shotguns have an animation of the gun being cocked between loading shots and being allowed to fire. Anything that interrupts reloading, notably melee attacks and grenades, will interrupt this animation, allowing the shotgun to be fired sooner after reloading.&lt;br /&gt;
* Shotguns are very ineffective beyond short-medium range. Use a primary weapon with additional range to mitigate this weakness.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18045</id>
		<title>Deadzone: Rogue/Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18045"/>
		<updated>2025-02-28T19:25:32Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated ghostflare&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Check names, add pages for each perk tree}}&lt;br /&gt;
&lt;br /&gt;
Perks are a mechanic in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
Starting from Security Level 2, perk rooms will reward the player with a choice between three perks. The first three choices allow the player to choose their primary perks. All subsequent choices are secondary perks. Each primary perk adds a selection of four possible secondary perks that may be chosen. Up to three secondary perks per primary perk may be chosen in a single run.&lt;br /&gt;
&lt;br /&gt;
Perks are one of the most impactful forms of progression in Deadzone: Rogue. Due to their limited selection, they should be considered carefully.&lt;br /&gt;
&lt;br /&gt;
== General Perks ==&lt;br /&gt;
The following perks can apply to a variety of different playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Deadshot}}&lt;br /&gt;
Deadshot improves the player&#039;s damage output and ammo conservation when aiming down sights. Its secondary perks further improve aiming in several ways, primarily by improving damage.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Cascade ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Grenade Cascade}}&lt;br /&gt;
Grenade Cascade increases grenade damage, and causes grenade kills to spawn additional grenades. Its secondary perks{{Verify}} further improve grenades&lt;br /&gt;
&lt;br /&gt;
=== Evolved Agility ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Evolved Agility}}&lt;br /&gt;
Evolved Agility grants the ability to slide, pushing the player forward and granting damage resistance and improved damage while sliding. Its secondary perks grant a variety of benefits that primarily take effect while or shortly after sliding.&lt;br /&gt;
&lt;br /&gt;
=== Ghostflare ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Ghostflare}}&lt;br /&gt;
Ghostflare increases melee damage and causes mele kills to grant stealth to the player. Its secondary perks further improve melee attacks.&lt;br /&gt;
&lt;br /&gt;
=== Locked and Loaded ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Locked and Loaded}}&lt;br /&gt;
Locked and Loaded increases damage and causes gun kills to reload the inactive gun. Its secondary perks generally increase damage output when the player switches weapons or kills enemies in rapid succession. &lt;br /&gt;
&lt;br /&gt;
=== Sentinel Strike ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Sentinel Strike}}&lt;br /&gt;
Sentinel Strike improves damage against enemies within 10 metres and restores a small amount of shields when killing such an enemy. Its secondary perks further incentivize the player to attack enemies within 10 metres, primarily by increasing damage.&lt;br /&gt;
&lt;br /&gt;
== Elemental Perks ==&lt;br /&gt;
The following perks apply to a specific Element. Each perk increases damage of the associated type and causes the damage type to inflict the damage type&#039;s debuff. Each secondary perk increases damage of the associated type, and one for each primary perk increases the proc chance of associated Affixes by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Burning Heart ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Burning Heart}}&lt;br /&gt;
Burning Heart is associated with Fire, increasing Fire damage and causing it to apply Burn to targets. Its secondary perks further improve the player&#039;s damage against Burning targets.&lt;br /&gt;
&lt;br /&gt;
=== Icy Veins ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Icy Veins}}&lt;br /&gt;
Icy Veins is associated with Cryo, increasing Cryo damage and causing it to apply Chill to targets. Its secondary perks increase Cryo damage, and several incentivize making melee attacks against Chilled targets.&lt;br /&gt;
&lt;br /&gt;
=== Night Eyes ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Night Eyes}}&lt;br /&gt;
Night Eyes is associated with Void, increasing Void damage and causing it to apply Corruption to targets. its secondary perks increase Void damage and create synergy between Corruption and grenades.&lt;br /&gt;
&lt;br /&gt;
=== Thunder Soul ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Thunder Soul}}&lt;br /&gt;
Thunder Soul is associated with Lightning, increasing Lightning damage and causing it to apply Shock to targets. Its secondary perks improve critical hit chances and effects against targets with Shock.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18044</id>
		<title>Deadzone: Rogue/Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18044"/>
		<updated>2025-02-28T19:24:48Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Check names, add pages for each perk tree}}&lt;br /&gt;
&lt;br /&gt;
Perks are a mechanic in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
Starting from Security Level 2, perk rooms will reward the player with a choice between three perks. The first three choices allow the player to choose their primary perks. All subsequent choices are secondary perks. Each primary perk adds a selection of four possible secondary perks that may be chosen. Up to three secondary perks per primary perk may be chosen in a single run.&lt;br /&gt;
&lt;br /&gt;
Perks are one of the most impactful forms of progression in Deadzone: Rogue. Due to their limited selection, they should be considered carefully.&lt;br /&gt;
&lt;br /&gt;
== General Perks ==&lt;br /&gt;
The following perks can apply to a variety of different playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Deadshot}}&lt;br /&gt;
Deadshot improves the player&#039;s damage output and ammo conservation when aiming down sights. Its secondary perks further improve aiming in several ways, primarily by improving damage.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Cascade ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Grenade Cascade}}&lt;br /&gt;
Grenade Cascade increases grenade damage, and causes grenade kills to spawn additional grenades. Its secondary perks{{Verify}} further improve grenades&lt;br /&gt;
&lt;br /&gt;
=== Evolved Agility ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Evolved Agility}}&lt;br /&gt;
Evolved Agility grants the ability to slide, pushing the player forward and granting damage resistance and improved damage while sliding. Its secondary perks grant a variety of benefits that primarily take effect while or shortly after sliding.&lt;br /&gt;
&lt;br /&gt;
=== Ghostflare ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Ghostflare}}&lt;br /&gt;
Ghostflare increases melee damage and causes grenade kills to have a small chance to grant stealth. Its secondary perks further improve melee attacks.&lt;br /&gt;
&lt;br /&gt;
=== Locked and Loaded ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Locked and Loaded}}&lt;br /&gt;
Locked and Loaded increases damage and causes gun kills to reload the inactive gun. Its secondary perks generally increase damage output when the player switches weapons or kills enemies in rapid succession. &lt;br /&gt;
&lt;br /&gt;
=== Sentinel Strike ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Sentinel Strike}}&lt;br /&gt;
Sentinel Strike improves damage against enemies within 10 metres and restores a small amount of shields when killing such an enemy. Its secondary perks further incentivize the player to attack enemies within 10 metres, primarily by increasing damage.&lt;br /&gt;
&lt;br /&gt;
== Elemental Perks ==&lt;br /&gt;
The following perks apply to a specific Element. Each perk increases damage of the associated type and causes the damage type to inflict the damage type&#039;s debuff. Each secondary perk increases damage of the associated type, and one for each primary perk increases the proc chance of associated Affixes by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Burning Heart ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Burning Heart}}&lt;br /&gt;
Burning Heart is associated with Fire, increasing Fire damage and causing it to apply Burn to targets. Its secondary perks further improve the player&#039;s damage against Burning targets.&lt;br /&gt;
&lt;br /&gt;
=== Icy Veins ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Icy Veins}}&lt;br /&gt;
Icy Veins is associated with Cryo, increasing Cryo damage and causing it to apply Chill to targets. Its secondary perks increase Cryo damage, and several incentivize making melee attacks against Chilled targets.&lt;br /&gt;
&lt;br /&gt;
=== Night Eyes ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Night Eyes}}&lt;br /&gt;
Night Eyes is associated with Void, increasing Void damage and causing it to apply Corruption to targets. its secondary perks increase Void damage and create synergy between Corruption and grenades.&lt;br /&gt;
&lt;br /&gt;
=== Thunder Soul ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Thunder Soul}}&lt;br /&gt;
Thunder Soul is associated with Lightning, increasing Lightning damage and causing it to apply Shock to targets. Its secondary perks improve critical hit chances and effects against targets with Shock.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Night_Eyes&amp;diff=18043</id>
		<title>Deadzone: Rogue/Perks/Night Eyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Night_Eyes&amp;diff=18043"/>
		<updated>2025-02-28T19:23:34Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Night Eyes&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue, related to the Void element. Its secondary perks are Dark Envoy, Doombinder, Gloom Strike, and Inner Abyss.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Night Eyes ===&lt;br /&gt;
Night Eyes provides a 30% Void damage bonus and causes Void damage to apply Corruption.&lt;br /&gt;
&lt;br /&gt;
=== Dark Envoy ===&lt;br /&gt;
Dark Envoy provides a 15% Void damage bonus. Additionally, when the player kills a Corrupted enemy, a Void Seeker is spawned that flies directly toward the nearest enemy{{Verify}}, dealing Void damage on contact.&lt;br /&gt;
&lt;br /&gt;
=== Doombinder ===&lt;br /&gt;
Doombinder provides a 25% Void damage bonus. Additionally, it provides a 10% grenade damage bonus for each Corrupted enemy, to a maximum of 50%.&lt;br /&gt;
&lt;br /&gt;
=== Gloomstrike ===&lt;br /&gt;
Gloomstrike provides a 20% Void damage bonus. Additionally it provides a 30% grenade damage bonus against Corrupted enemies.&lt;br /&gt;
&lt;br /&gt;
=== Inner Abyss ===&lt;br /&gt;
Conductive provides a 15% Void damage bonus. Additionally, the player&#039;s Void Tendrils and Singularity Affixes gain a bonus to their proc chances equal to 10% of their base value&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[verification needed]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Night Eyes is a dubious perk. Its damage penalty is not large enough to extend the player&#039;s survivability by a significant amount.&lt;br /&gt;
* Dark Envoy should be tested further.&lt;br /&gt;
* Doombinder is a dubious perk. To use its effect, the player has to spread their damage across enemies, which tends to be more dangerous than killing individual enemies.&lt;br /&gt;
* Gloomstrike is a useful perk for grenade builds due to its sizeable damage increase.&lt;br /&gt;
* Inner Abyss is a dubious perk. Void Tendrils can be used in combination with Irradiated Sample, but the reliance on procs that this combination requires means that this relatively small proc chance increase is still not reliable. Singularity is not powerful enough to strongly benefit improved proc chances.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Icy_Veins&amp;diff=18042</id>
		<title>Deadzone: Rogue/Perks/Icy Veins</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Icy_Veins&amp;diff=18042"/>
		<updated>2025-02-28T19:05:23Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Icy Veins&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue, related to the Cryo element. Its secondary perks are &#039;&#039;&#039;Blizzard&#039;&#039;&#039;, &#039;&#039;&#039;Coldsnap&#039;&#039;&#039;, &#039;&#039;&#039;Frostbite&#039;&#039;&#039;, and &#039;&#039;&#039;Ice Pick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Icy Veins ===&lt;br /&gt;
Icy Veins provides a 30% Cryo damage bonus and causes Cryo damage to inflict Chill.&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
Blizzard grants a 25% Cryo damage bonus. Additionally, the player creates a blizzard around themself that follows their movement{{Verify}}, damaging nearby enemies. The blizzard lasts 5 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Coldsnap ===&lt;br /&gt;
Coldsnap grants a 15% Cryo damage bonus. Additionally, the player&#039;s Freeze and Shatter Affixes gain a bonus to their proc chances equal to 10% of their base value{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
Frostbite grants a 20% Cryo damage bonus. Additionally, it causes Chill to slow movement by an additional 10% and slow attack speed by 50%.&lt;br /&gt;
&lt;br /&gt;
=== Ice Pick ===&lt;br /&gt;
Ice Pick grants a 25% Cryo damage bonus, as well as an additional 30% melee damage bonus against Chilled enemies.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Icy Veins is a powerful perk. On nightmare, many melee enemies are able to instantly kill the player if they connect. The movement speed decrease makes keeping one&#039;s distance significantly easier.&lt;br /&gt;
* Blizzard must be tested to determine how powerful its damage is. To compensate, its damage bonus isn&#039;t poor if its main effect isn&#039;t used.&lt;br /&gt;
* Coldsnap is a powerful perk. Freeze is an incredibly powerful Affix, nullifying most enemies if it procs and if the player makes use of the opportunity.&lt;br /&gt;
* Frostbite is a variable perk. The attack rate malus can be used to provide the player with additional breathing room in a fight. However, the slower attack speed can stagger enemy attacks undesirably or make enemies, notably [[Deadzone: Rogue/Enemies/Phalanx|Phalanxes]], attack at times the player isn&#039;t used to.&lt;br /&gt;
* Ice Pick is not a particularly useful perk. Although its base damage bonus isn&#039;t bad, melee is generally a dubious weapon. It does fit into [[Deadzone: Rogue/Perks/Ghostflare|Ghostflare]] builds on higher difficulties, however.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Thunder_Soul&amp;diff=18041</id>
		<title>Deadzone: Rogue/Perks/Thunder Soul</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Thunder_Soul&amp;diff=18041"/>
		<updated>2025-02-28T16:58:38Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thunder Soul&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue, relating to the Lightning element. Its secondary perks are &#039;&#039;&#039;Conductive&#039;&#039;&#039;, &#039;&#039;&#039;Shockwave&#039;&#039;&#039;, &#039;&#039;&#039;Sparkbane&#039;&#039;&#039;, and &#039;&#039;&#039;Static Pulse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Thunder Soul ===&lt;br /&gt;
Thunder Soul provides a 30% Lightning damage bonus and causes Lightning damage to apply Shock.&lt;br /&gt;
&lt;br /&gt;
=== Conductive ===&lt;br /&gt;
Conductive provides a 15% Lightning damage bonus. Additionally, the player&#039;s Lightning Bolt and Chain Lightning Affixes gain a bonus to their proc chances equal to 10% of their base value{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Shockwave ===&lt;br /&gt;
Shockwave provides a 15% Lightning damage bonus, and provides a 20% crit damage bonus against Shocked enemies.&lt;br /&gt;
&lt;br /&gt;
=== Sparkbane ===&lt;br /&gt;
Sparkbane provides a 20% Lightning damage bonus. Additionally, it increases the crit chance bonus of Shock by 10% and causes Shocked enemies to have a 15% chance to Stagger upon taking damage.&lt;br /&gt;
&lt;br /&gt;
=== Static Pulse ===&lt;br /&gt;
Static Pulse provides a 10% Lightning damage bonus. Additionally, it causes crits on Shocked enemies to deal 20% of the damage dealt to enemies within 6 metres of the target.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Thunder Soul is foundational for a crit build. Shock and its secondary perks provide a massive bonus to crit chance.&lt;br /&gt;
* Conductive is a useful perk. Lightning Bolt deals significant damage, thus benefiting a lot from the increased proc chance.&lt;br /&gt;
* Shockwave is a useful perk, simply providing a sizeable damage bonus for a crit build.&lt;br /&gt;
* Sparkbane is an exceptionally powerful perk. Its Stagger chance doesn&#039;t scale with the fire rate of the player&#039;s weapon. As such, weapons with a fast rate of fire have a good chance of Staggering enemies over a period of time.&lt;br /&gt;
* Static Pulse is a dubious perk. Its damage sharing is not enough to be significant. Further testing is required to see whether its damage applies Shock.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Burning_Heart&amp;diff=18040</id>
		<title>Deadzone: Rogue/Perks/Burning Heart</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Burning_Heart&amp;diff=18040"/>
		<updated>2025-02-28T16:39:52Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Wowie, inferno no longer needs weakpoint shots, that surely makes up for the fact that wildfire got nerfed to the ground. Updated page for patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DZR Perk BurningHeart.png|thumb]]&lt;br /&gt;
[[File:DZR Perk Inferno.png|thumb]]&lt;br /&gt;
[[File:DZR Perk SearingExposure.png|thumb]]&lt;br /&gt;
[[File:DZR Perk Wildfire.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Burning Heart&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue, related to the Fire element. Its secondary perks are &#039;&#039;&#039;Inferno&#039;&#039;&#039;, &#039;&#039;&#039;Kindling&#039;&#039;&#039;, &#039;&#039;&#039;Searing Exposure&#039;&#039;&#039;, and &#039;&#039;&#039;Wildfire&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Burning Heart ===&lt;br /&gt;
Burning Heart increases the player&#039;s Fire damage by 30% and causes Fire damage to apply Burn.&lt;br /&gt;
&lt;br /&gt;
=== Inferno ===&lt;br /&gt;
Inferno increases the player&#039;s Fire damage by 10%. When the player kills a Burning enemy, they gain a further 20% damage bonus for 5 seconds. This effect doesn&#039;t stack{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Kindling ===&lt;br /&gt;
Kindling increases the player&#039;s Fire damage by 15%. Additionally, the player&#039;s Fire Trail{{Verify}} and Combustion Affixes gain a bonus to their proc chances equal to 10% of their base value{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Searing Exposure ===&lt;br /&gt;
Searing Exposure increases the player&#039;s Fire damage by 15%. Additionally, the player deals 25% bonus weakpoint damage to Burning enemies.&lt;br /&gt;
&lt;br /&gt;
=== Wildfire ===&lt;br /&gt;
Wildfire increases the player&#039;s Fire damage by 20%. Additionally, it causes Burning enemies to deal 50% of their Burn damage to enemies within 3 metres of them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Burning Heart is a dubious perk. Fire is generally the weakest Element of the four on higher difficulties, as Burn deals little damage over a long period of time compared to the player&#039;s weapons. It lacks the control capabilities of Cryo and Void, as well as the raw damage output of Electric.&lt;br /&gt;
&lt;br /&gt;
Inferno is a poor perk compared to secondary perks of other perk trees. Its damage bonus requires killing enemies after first Burning them, while other secondary perks may get similar levels of damage for little cost, or sacrifice damage for significant utility.&lt;br /&gt;
&lt;br /&gt;
Kindling is a mediocre perk. Neither Fire Affix is noteworthy enough to benefit from the increased proc chance.&lt;br /&gt;
&lt;br /&gt;
Searing Exposure is a useful perk. Provided the player is able to reliably get weakpoint shots, the damage bonus granted by Searing Exposure is significant.&lt;br /&gt;
&lt;br /&gt;
Wildfire is a poor perk. Burn doesn&#039;t deal enough damage for it to be useful.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Sentinel_Strike&amp;diff=18039</id>
		<title>Deadzone: Rogue/Perks/Sentinel Strike</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Sentinel_Strike&amp;diff=18039"/>
		<updated>2025-02-28T16:36:23Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sentinel Strike&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are &#039;&#039;&#039;Battle Rush&#039;&#039;&#039;, &#039;&#039;&#039;Berserker&#039;&#039;&#039;, &#039;&#039;&#039;Combat Reflexes&#039;&#039;&#039;, and &#039;&#039;&#039;Resonant Wrath&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Strike ===&lt;br /&gt;
Sentinel Strike provides a 30% damage bonus to enemies within 10 metres of the player. Additionally, the player regains 5 shields when killing an enemy within 10 metres of them.&lt;br /&gt;
&lt;br /&gt;
=== Battle Rush ===&lt;br /&gt;
Battle Rush provides a 15% damage bonus against enemies within 10 metres of the player. Additionally, the player moves 20% faster while no enemies are within 10 metres of them, and immediately regain their Dash after killing an enemy within 10 metres of them.&lt;br /&gt;
&lt;br /&gt;
=== Berserker ===&lt;br /&gt;
For each enemy within 10 metres of the player, Berserker provides a 10% damage bonus and reduces damage the player takes by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Combat Reflexes ===&lt;br /&gt;
Combat Reflexes provides a 15% damage bonus, 10% crit chance bonus, and 10% crit damage bonus against enemies within 10 metres of the player.&lt;br /&gt;
&lt;br /&gt;
=== Resonant Wrath ===&lt;br /&gt;
Resonant Wrath provides a 20% damage bonus against enemies within 10 metres of the player. Additionally, when an enemy takes damage from any source other than Resonant Wrath, enemies within 10 metres of the target take 20% of that damage.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Sentinel Strike is an exceptionally powerful perk. Although its shield regeneration is not good on higher difficulties, it provides a sizeable damage bonus that can be used consistently.&lt;br /&gt;
* Battle Rush is a mediocre perk. A 20% movement speed bonus is not very large by itself, and Dash already has a very short cooldown. There are very few circumstances where the player is able to kill an enemy to regain their Dash to save themselves from an attack.&lt;br /&gt;
* Berserker is a very powerful perk. It counts enemies that are within range but outside line of sight for its bonuses, and doesn&#039;t require the target to be within 10 metres{{Verify}}. As such, the player can achieve large damage bonuses without fighting many enemies simultaneously and potentially reduce enough damage to survive attacks on higher difficulties.&lt;br /&gt;
* Combat Reflexes is a useful perk on a crit build due to its respectable damage bonus. Outside of a crit build, however, its crit chance bonus is not enough to support its crit damage bonus on its own.&lt;br /&gt;
* Resonant Wrath is a mediocre perk. Its damage sharing is too low to be notable.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Ghostflare&amp;diff=18038</id>
		<title>Deadzone: Rogue/Perks/Ghostflare</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Ghostflare&amp;diff=18038"/>
		<updated>2025-02-28T16:23:41Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ghostflare&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are &#039;&#039;&#039;Backstab&#039;&#039;&#039;, &#039;&#039;&#039;Hammer the Gap&#039;&#039;&#039;, &#039;&#039;&#039;Honed Edge&#039;&#039;&#039;, and &#039;&#039;&#039;Warstride&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Ghostflare ===&lt;br /&gt;
Ghostflare provides a 45% melee damage bonus. Additionally, melee kills cause the player to enter stealth for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Backstab ===&lt;br /&gt;
Backstab provides a 45% melee damage bonus, and an additional 50% melee damage bonus when striking an enemy from behind with a melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Hammer the Gap ===&lt;br /&gt;
Hammer the Gap provides a 45% melee damage bonus. Striking an enemy with a melee attack causes them to take 20% increased melee damage for 5 seconds. This effect stacks to a maximum of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Honed Edge ===&lt;br /&gt;
Honed Edge provides a 45% melee damage bonus and a 40% melee proc chance bonus.&lt;br /&gt;
&lt;br /&gt;
=== Warstride ===&lt;br /&gt;
Warstride provides a 45% melee damage bonus, increases the player&#039;s melee lunge distance by 20%, and increases the player&#039;s melee range by 15%.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Ghostflare is a potentially powerful perk. On lower difficulties, the reduced HP of most enemies allows the player to easily chain kills, clearing rooms without getting shot at. On higher difficulties, however, the increased HP and damage of enemies makes going for chained stealth kills significantly more questionable. Additionally testing must be made on the viability of this perk on higher difficulties.&lt;br /&gt;
* Backstab is a powerful perk, providing a whopping 95% damage bonus on the player&#039;s stealthed melee attacks.&lt;br /&gt;
* Hammer the Gap is a questionable perk. While using Ghostflare, the player should aim to kill enemies in one melee attack due to the slow attack rate of both melee weapons. As such, it simply provides a baseline damage bonus in most situations.&lt;br /&gt;
* Honed Edge is a questionable perk. If the player has a melee weapon with Freeze, then it can potentially save the player from not being able to kill a target. It can also be used in combination with Irradiated Sample and Void Tendrils to more reliably combine the effects. All other elemental affixes, however, have questionable synergy, as these procs don&#039;t trigger Ghostflare&#039;s stealth. Although they can finish off an enemy with slightly too much HP, they can also leave the player vulnerable to other enemies in their vicinity due to not being able to finish the target off with the melee attack.&lt;br /&gt;
* Warstride is a useful perk, as it makes melee attacks significantly more forgiving to land.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Evolved_Agility&amp;diff=18037</id>
		<title>Deadzone: Rogue/Perks/Evolved Agility</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Evolved_Agility&amp;diff=18037"/>
		<updated>2025-02-28T16:12:02Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Evolved Agility&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are &#039;&#039;&#039;Momentous Uppercut, Rapid Reload&#039;&#039;&#039;, &#039;&#039;&#039;Slide Accelerator&#039;&#039;&#039;, and &#039;&#039;&#039;Trickshot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Evolved Agility ===&lt;br /&gt;
The player gains the ability to slide by pressing the Crouch button while pressing the Forward button and on the ground. Sliding propels the player forward as long as both buttons are held, losing momentum over the course of a second{{Verify}}. After the slide ends, the ability goes on cooldown for 1 second{{Verify}}. While Sliding, the player takes 50% less damage and gains a 30% damage bonus.&lt;br /&gt;
&lt;br /&gt;
=== Momentous Uppercut ===&lt;br /&gt;
Momentous Uppercut increases the player&#039;s slide speed and distance by 50%. Additionally, the player gains a 100% critical hit chance bonus on their next melee attack after sliding.&lt;br /&gt;
&lt;br /&gt;
=== Rapid Reload ===&lt;br /&gt;
The player now reloads both of their guns immediately upon entering a slide. Additionally, the player gains 20% increased movement speed and slide speed.&lt;br /&gt;
&lt;br /&gt;
=== Slide Accelerator ===&lt;br /&gt;
The player gains a 50% damage bonus for 2 seconds after sliding, and lowers the cooldown of sliding by 25%.&lt;br /&gt;
&lt;br /&gt;
=== Trickshot ===&lt;br /&gt;
The player gains a 30% weakpoint damage bonus while sliding. Additionally, their weakpoint shots have a 20% chance to stagger the target.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Evolved Agility is generally a bad perk on higher difficulties. As the player needs to look at enemies to shoot them, forward is the least useful direction to move in. The damage bonus is also difficult to use, as slides last a short duration and end when the player stops moving{{Verify}}. The damage reduction can be used to remain alive while cornered{{Verify}} as the slide can still be initiated while facing an obstruction, but this is difficult to execute.&lt;br /&gt;
* Momentous Uppercut is useful when paired with [[Deadzone: Rogue/Perks/Ghostflare|Ghostflare]], as the guaranteed critical hit drastically improves the player&#039;s ability to kill enemies. The critical hit chance has not yet been tested for a maximum duration for use outside of Ghostflare.&lt;br /&gt;
* Rapid Reload is an incredibly powerful perk. It allows the player to almost instantly reload their weapons. Even on higher difficulties, facing an obstruction allows the player to remain in an advantageous position while making use of this effect. Additionally, it can reload weapons while firing, which especially benefits [[Deadzone: Rogue/Weapons/Miniguns|Miniguns]] that would otherwise have to go through lengthy reload and re-aiming animations.&lt;br /&gt;
* Slide Accelerator is a useful perk. The damage bonus is sizeable if the player is in a good position, as they can slide into an obstruction to get the damage bonus. However, sliding is significantly less applicable in a firefight, where the damage bonus is perhaps more necessary.&lt;br /&gt;
* Trickshot is a rewarding perk. If the player is able to reliably get weakpoint shots with an automatic weapon, they are able to stagger most enemies very easily. However, it is poor on [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]] due to their slower rate of fire and poor for players that can&#039;t reliably hit weakpoint shots. The damage bonus from sliding is very difficult to get value out of.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Grenade_Cascade&amp;diff=18036</id>
		<title>Deadzone: Rogue/Perks/Grenade Cascade</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Grenade_Cascade&amp;diff=18036"/>
		<updated>2025-02-28T15:54:49Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Grenade Cascade&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are &#039;&#039;&#039;Blast Amp&#039;&#039;&#039;, &#039;&#039;&#039;Double Detonation&#039;&#039;&#039;, &#039;&#039;&#039;Exposing Explosion&#039;&#039;&#039;, and &#039;&#039;&#039;Overcharge&#039;&#039;&#039;.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Blast Amp ===&lt;br /&gt;
Blast Amp grants a 30% [[Deadzone: Rogue/Weapons/Grenades|Grenade]] damage bonus and allows the player to hold an extra grenade. Furthermore, it grants grenades an additional 15% increased damage for each target they hit.&lt;br /&gt;
&lt;br /&gt;
=== Double Detonation ===&lt;br /&gt;
Double Detonation grants a 30% grenade damage bonus, a 25% Grenade blast radius bonus, and allows the player to hold an extra grenade.&lt;br /&gt;
&lt;br /&gt;
=== Exposing Explosion ===&lt;br /&gt;
Exposing Explosion grants a 30% grenade damage bonus against enemies with more than{{Verify}} 80% of their maximum HP, and causes enemies hit by a grenade to take 15% increased damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Overcharge ===&lt;br /&gt;
Overcharge allows the player to increase their grenade damage by holding the grenade button, to a maximum of 50% increased damage after charging it for 2.5 seconds. Additionally, grenade kills lower the grenade cooldown by 1 second.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Grenade Cascade now provides a number of powerful perks, and a recent patch has made grenades more viable on higher difficulties due to reducing enemy HP. More testing is required to gauge the viability of this perk.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Deadshot&amp;diff=18035</id>
		<title>Deadzone: Rogue/Perks/Deadshot</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Deadshot&amp;diff=18035"/>
		<updated>2025-02-28T15:45:54Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated topic line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Verify info, add images}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadshot&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are &#039;&#039;&#039;Piercing Shot&#039;&#039;&#039;, &#039;&#039;&#039;Ranger&#039;s Focus&#039;&#039;&#039;, &#039;&#039;&#039;Shatterpoint&#039;&#039;&#039;, and &#039;&#039;&#039;Quickscope&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
While the player is aiming, Deadshot provides a 30% damage bonus and a 20% chance to refund a bullet upon firing{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Piercing Shot ===&lt;br /&gt;
While the player is aiming, Piercing Shot provides a 15% damage bonus. Additionally, the player&#039;s shots that hit an enemy have a 50% chance to pierce that enemy, continuing their trajectory for 75% damage{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Ranger&#039;s Focus ===&lt;br /&gt;
While the player is aiming, Ranger&#039;s Focus provides a 15% damage bonus. Against targets beyond 10 metres, this bonus is increased by 30%, to a total of 45%.&lt;br /&gt;
&lt;br /&gt;
=== Shatterpoint ===&lt;br /&gt;
While the player is aiming, their weakpoint shots deal 50% bonus damage and have a weapon-dependent{{Verify}} chance to Stagger the target.&lt;br /&gt;
&lt;br /&gt;
=== Quickscope ===&lt;br /&gt;
The player enters ADS twice as quickly. While aiming, the player moves 20% faster and deals 30% more damage.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Deadshot is a powerful perk. It provides a sizeable increase in damage and effective magazine size for a minimal cost. It is especially useful on [[Deadzone: Rogue/Weapons/Miniguns|Miniguns]], which can only be fired while aiming, and [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]], which are significantly more effective than aiming. However, its benefits can be applied to any gun. Note that although these benefits are potent, the player should not always be aiming due to the reduced FoV and larger view model.&lt;br /&gt;
&lt;br /&gt;
Piercing Shot is a middling perk. By the time the player gets it, the player has completed Floor 1. Enemies line up significantly less frequently on later Floors due to their lower enemy count. Additionally, this perk is detrimental when fighting groups of [[Deadzone: Rogue/Enemies/Mindless|Mindless]] due to its ability to enrage them.&lt;br /&gt;
&lt;br /&gt;
Ranger&#039;s Focus is a useful perk. 10 metres is fairly easy to be on either side of, meaning that the sizeable damage boost is pretty accessible.&lt;br /&gt;
&lt;br /&gt;
Shatterpoint is a useful perk. Its large damage bonus particularly rewards good aim with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]]. Its Stagger chance should not be relied on, as it appears to be fairly infrequent. It is less useful with automatic weapons, which tend to have worse accuracy, but weakpoint shots can still be reliably made with them in close range.&lt;br /&gt;
&lt;br /&gt;
Quickscope is a useful perk. It gives a sizeable damage bonus with a slight mobility bonus.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18034</id>
		<title>Deadzone: Rogue/Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks&amp;diff=18034"/>
		<updated>2025-02-28T15:45:00Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated grenade, added outstanding links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Check names, add pages for each perk tree}}&lt;br /&gt;
&lt;br /&gt;
Perks are a mechanic in Deadzone: Rogue.&lt;br /&gt;
&lt;br /&gt;
Starting from Security Level 2, perk rooms will reward the player with a choice between three perks. The first three choices allow the player to choose their primary perks. All subsequent choices are secondary perks. Each primary perk adds a selection of four possible secondary perks that may be chosen. Up to three secondary perks per primary perk may be chosen in a single run.&lt;br /&gt;
&lt;br /&gt;
Perks are one of the most impactful forms of progression in Deadzone: Rogue. Due to their limited selection, they should be considered carefully.&lt;br /&gt;
&lt;br /&gt;
== General Perks ==&lt;br /&gt;
The following perks can apply to a variety of different playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Deadshot}}&lt;br /&gt;
Deadshot improves the player&#039;s damage output and ammo conservation when aiming down sights. Its secondary perks further improve aiming in several ways, primarily by improving damage.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Cascade ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Grenade Cascade}}&lt;br /&gt;
Grenade Cascade increases grenade damage, and causes grenade kills to spawn additional grenades. Its secondary perks{{Verify}} further improve grenades&lt;br /&gt;
&lt;br /&gt;
=== Evolved Agility ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Evolved Agility}}&lt;br /&gt;
Evolved Agility grants the ability to slide, pushing the player forward and granting damage resistance and improved damage while sliding. Its secondary perks grant a variety of benefits that primarily take effect while or shortly after sliding.&lt;br /&gt;
&lt;br /&gt;
=== Ghostflare ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Ghostflare}}&lt;br /&gt;
Ghostflare increases melee damage and causes grenade kills to have a small chance to grant stealth. Its secondary perks further improve melee attacks.&lt;br /&gt;
&lt;br /&gt;
=== Locked and Loaded ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Locked and Loaded}}&lt;br /&gt;
Locked and Loaded increases damage and causes gun kills to reload the inactive gun. Its secondary perks generally increase damage output when the player switches weapons or kills enemies in rapid succession. &lt;br /&gt;
&lt;br /&gt;
=== Sentinel Strike ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Sentinel Strike}}&lt;br /&gt;
Sentinel Strike improves damage against enemies within 10 metres and restores a small amount of shields when killing such an enemy. Its secondary perks further incentivize the player to attack enemies within 10 metres, primarily by increasing damage.&lt;br /&gt;
&lt;br /&gt;
== Elemental Perks ==&lt;br /&gt;
The following perks apply to a specific Element. Each perk increases damage of the associated type and causes the damage type to inflict the damage type&#039;s debuff. Each secondary perk increases damage of the associated type, and one for each primary perk increases the proc chance of associated Affixes by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Burning Heart ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Burning Heart}}&lt;br /&gt;
Burning Heart is associated with Fire, increasing Fire damage and causing it to apply Burn to targets. Its secondary perks increase Fire damage and improve weakpoint shots against Burning enemies.&lt;br /&gt;
&lt;br /&gt;
=== Icy Veins ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Icy Veins}}&lt;br /&gt;
Icy Veins is associated with Cryo, increasing Cryo damage and causing it to apply Chill to targets. Its secondary perks increase Cryo damage, and several incentivize making melee attacks against Chilled targets.&lt;br /&gt;
&lt;br /&gt;
=== Night Eyes ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Night Eyes}}&lt;br /&gt;
Night Eyes is associated with Void, increasing Void damage and causing it to apply Corruption to targets. its secondary perks increase Void damage and create synergy between Corruption and grenades.&lt;br /&gt;
&lt;br /&gt;
=== Thunder Soul ===&lt;br /&gt;
{{Main|Deadzone: Rogue/Perks/Thunder Soul}}&lt;br /&gt;
Thunder Soul is associated with Electric, increasing Electric damage and causing it to apply Shock to targets. Its secondary perks improve critical hit chances and effects against targets with Shock.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Locked_and_Loaded&amp;diff=18033</id>
		<title>Deadzone: Rogue/Perks/Locked and Loaded</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Locked_and_Loaded&amp;diff=18033"/>
		<updated>2025-02-28T15:41:01Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated L&amp;amp;L&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Verify info, add images}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locked and Loaded&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are &#039;&#039;&#039;Ascending Swap&#039;&#039;&#039;, &#039;&#039;&#039;Empowered Synergy&#039;&#039;&#039;, &#039;&#039;&#039;Harmonic Striker&#039;&#039;&#039;, and &#039;&#039;&#039;Mag Link&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Locked and Loaded ===&lt;br /&gt;
Locked and Loaded provides a 20% damage bonus. Additionally, when the player kills an enemy with a gun, their inactive gun is reloaded.&lt;br /&gt;
&lt;br /&gt;
=== Ascending Swap ===&lt;br /&gt;
Ascending Swap provides 15% increased weapon damage. After switching weapons, the player also gains 15% increased fire rate and 20% increased weapon damage for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Empowered Synergy ===&lt;br /&gt;
Ascending Synergy provides a 15% weapon damage bonus. Additionally, when the player kills an enemy, they gain a 25% weapon damage bonus for 5 seconds. This effect doesn&#039;t stack{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Harmonic Striker ===&lt;br /&gt;
Harmonic Striker causes Melee kills to lower the player&#039;s remaining Grenade cooldown by 0.5 seconds. Additionally, Grenade kills provide a stacking 10% Melee damage bonus for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Mag Link ===&lt;br /&gt;
Mag Link provides a 15% weapon damage bonus and 30% increased weapon swap speed. Additionally, the player doesn&#039;t consume ammo for 3 seconds after switching weapons.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Locked and Loaded is an exceptionally powerful perk. It provides a free damage bonus, and drastically reduces the need to reload. As long as the player has useful weapons in both their primary and secondary slots, even if they have drastically different effective ranges. Note that switching weapons to get a kill and reload is occasionally inferior to reloading normally, especially if the player has reload speed bonuses or is using two weapons with drastically different effective ranges.&lt;br /&gt;
&lt;br /&gt;
Ascending Swap is a useful perk. It provides an overall sizeable damage output increase upon switching weapons, especially when paired with an Electric build to take advantage of the improved critical hits. As with Mag Link, remember that the player can switch weapons before engaging enemies to receive the bonus effectively for free.&lt;br /&gt;
&lt;br /&gt;
Empowered Strategy is a useful perk. Its damage bonus once an enemy is killed is significant. However, more methodical playstyles benefit less from it due to the requirement of chaining kills for the bulk of its damage bonus.&lt;br /&gt;
&lt;br /&gt;
Harmonic Striker is a dubious perk. Although it provides a number of useful benefits, the lack of safety in melee weapons reduces its viability on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
Mag Link is an exceptionally powerful perk. With proper play, it can completely remove the need to reload when paired with the base Locked and Loaded. Remember that the player can switch weapons back and forth before engaging an enemy to receive this benefit without waiting for the weapon switch animation.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Deadshot&amp;diff=18032</id>
		<title>Deadzone: Rogue/Perks/Deadshot</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Deadshot&amp;diff=18032"/>
		<updated>2025-02-28T15:32:42Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated strategy, removed some secondaries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Verify info, add images}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadshot&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are Ranger&#039;s Focus, Ricochet, Shatterpoint, and Spectral Aim.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
While the player is aiming, Deadshot provides a 30% damage bonus and a 20% chance to refund a bullet upon firing{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Piercing Shot ===&lt;br /&gt;
While the player is aiming, Piercing Shot provides a 15% damage bonus. Additionally, the player&#039;s shots that hit an enemy have a 50% chance to pierce that enemy, continuing their trajectory for 75% damage{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Ranger&#039;s Focus ===&lt;br /&gt;
While the player is aiming, Ranger&#039;s Focus provides a 15% damage bonus. Against targets beyond 10 metres, this bonus is increased by 30%, to a total of 45%.&lt;br /&gt;
&lt;br /&gt;
=== Shatterpoint ===&lt;br /&gt;
While the player is aiming, their weakpoint shots deal 50% bonus damage and have a weapon-dependent{{Verify}} chance to Stagger the target.&lt;br /&gt;
&lt;br /&gt;
=== Quickscope ===&lt;br /&gt;
The player enters ADS twice as quickly. While aiming, the player moves 20% faster and deals 30% more damage.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Deadshot is a powerful perk. It provides a sizeable increase in damage and effective magazine size for a minimal cost. It is especially useful on [[Deadzone: Rogue/Weapons/Miniguns|Miniguns]], which can only be fired while aiming, and [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]], which are significantly more effective than aiming. However, its benefits can be applied to any gun. Note that although these benefits are potent, the player should not always be aiming due to the reduced FoV and larger view model.&lt;br /&gt;
&lt;br /&gt;
Piercing Shot is a middling perk. By the time the player gets it, the player has completed Floor 1. Enemies line up significantly less frequently on later Floors due to their lower enemy count. Additionally, this perk is detrimental when fighting groups of [[Deadzone: Rogue/Enemies/Mindless|Mindless]] due to its ability to enrage them.&lt;br /&gt;
&lt;br /&gt;
Ranger&#039;s Focus is a useful perk. 10 metres is fairly easy to be on either side of, meaning that the sizeable damage boost is pretty accessible.&lt;br /&gt;
&lt;br /&gt;
Shatterpoint is a useful perk. Its large damage bonus particularly rewards good aim with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]]. Its Stagger chance should not be relied on, as it appears to be fairly infrequent. It is less useful with automatic weapons, which tend to have worse accuracy, but weakpoint shots can still be reliably made with them in close range.&lt;br /&gt;
&lt;br /&gt;
Quickscope is a useful perk. It gives a sizeable damage bonus with a slight mobility bonus.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Deadshot&amp;diff=18031</id>
		<title>Deadzone: Rogue/Perks/Deadshot</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Deadshot&amp;diff=18031"/>
		<updated>2025-02-28T13:49:42Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added quickscope, IDK what piercing shot replaced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Verify info, add images}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadshot&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are Ranger&#039;s Focus, Ricochet, Shatterpoint, and Spectral Aim.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
While the player is aiming, Deadshot provides a 30% damage bonus and a 20% chance to refund a bullet upon firing{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Ranger&#039;s Focus ===&lt;br /&gt;
While the player is aiming, Ranger&#039;s Focus provides a 15% damage bonus. Against targets beyond 15 metres, this bonus is increased by 30%, to a total of 45%.&lt;br /&gt;
&lt;br /&gt;
=== Ricochet ===&lt;br /&gt;
While the player is aiming, their bullets have a 30% chance to ricochet upon striking an enemy or obstruction. Ricocheting bullets will target the nearest enemy{{Verify}}, dealing 50% of their original damage.&lt;br /&gt;
&lt;br /&gt;
=== Shatterpoint ===&lt;br /&gt;
While the player is aiming, their weakpoint shots deal 50% bonus damage and have a weapon-dependent{{Verify}} chance to Stagger the target.&lt;br /&gt;
&lt;br /&gt;
=== Piercing Shot ===&lt;br /&gt;
While the player is aiming, Piercing Shot provides a 15% damage bonus. Additionally, the player&#039;s shots that hit an enemy have a 50% chance to pierce that enemy, continuing their trajectory for 75% damage{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Quickscope ===&lt;br /&gt;
The player enters ADS twice as quickly. While aiming, the player moves 20% faster and deals 30% more damage.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Deadshot is a powerful perk. It provides a sizeable increase in damage and effective magazine size for a minimal cost. It is especially useful on Miniguns{{Verify}}, which can only be fired while aiming, and Sniper Rifles and DMRs, which are significantly more effective than aiming. However, its benefits can be applied to any gun. Note that although these benefits are potent, the player should not always be aiming due to the reduced FoV and larger view model.&lt;br /&gt;
&lt;br /&gt;
Ranger&#039;s Focus is a mediocre perk. Its base damage bonus is relatively small compared to alternatives. Although its long range damage bonus is sizeable, the size of most rooms makes it difficult to use outside of the final three perk rooms{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
Ricochet is a peculiar perk. Its effect is very useful, allowing the player to convert single-target damage into multi-target damage and granting the ability to attack enemies without line of sight. However, these shots also have a tendency to enrage [[Deadzone: Rogue/Enemies/Mindless|Mindless]] against the player&#039;s will. Exercise caution when using Ricochet.&lt;br /&gt;
&lt;br /&gt;
Shatterpoint is a useful perk. Its large damage bonus particularly rewards good aim with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]]. Its Stagger chance should not be relied on, as it appears to be fairly infrequent. It is less useful with automatic weapons, which tend to have worse accuracy, but weakpoint shots can still be reliably made with them in close range.&lt;br /&gt;
&lt;br /&gt;
Spectral Aim is an exceptionally powerful perk. In addition to its relatively large damage increase, its degree of spatial awareness is unparalleled. It can be used to locate enemies beyond minimap range, provide the ability to pre-aim when moving around corners, and highlight enemies that may otherwise be difficult to see. It can also mostly replace scouting using stealth, although it doesn&#039;t display the room&#039;s layout.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18030</id>
		<title>Deadzone: Rogue/Augments</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18030"/>
		<updated>2025-02-28T12:36:38Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated long range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player&#039;s power, but they only get one.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
==== Agility ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_KineticThrust.png|128px]]&lt;br /&gt;
| The player&#039;s movement is increased by 50%. While moving, their damage is increased by 25%.&lt;br /&gt;
|}&lt;br /&gt;
====Aiming====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Aiming.png|128px]]&lt;br /&gt;
| While aiming, the player deals 50% increased damage and 30% increased weakpoint damage. Additionally, each enemy has a red outline while aiming that is visible through obstructions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]&lt;br /&gt;
| The player has a 35% chance to refund a bullet whenever they hit an enemy, and deals 40% increased damage while their magazine is at least 80% full, rounded up{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Critical Hits ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_PowerfulCrit.png|128px]]&lt;br /&gt;
| The player gains 25% critical hit chance and 50% critical hit damage.&lt;br /&gt;
|}&lt;br /&gt;
====Elemental====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon Elemental.png|128px]]&lt;br /&gt;
| The player&#039;s Elemental damage is increased by 30% and receives all Elemental damage bonuses regardless of Element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_AdrenalSurge.png|128px]]&lt;br /&gt;
| The player gains 65 maximum HP, receives +100% healing from health pickups, and restores 5% of their maximum HP{{Verify}} upon killing an enemy.&lt;br /&gt;
|}&lt;br /&gt;
====Hipfire====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Hipfire.png|128px]]&lt;br /&gt;
| While the player is not aiming, they deal 50% increased damage, their proc chances are increased by 100%, and their spread is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
====Long Range====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LongRange.png|128px]]&lt;br /&gt;
| Against enemies beyond 10 metres, the player deals 75% increased damage and 60%{{Verify}} increased weakpoint damage.&lt;br /&gt;
|}&lt;br /&gt;
====Magazine and Reload====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]&lt;br /&gt;
| Each of the player&#039;s guns gains 200% magazine size. The player reloads 45% faster and deals 2% more damage for each missing bullet in their magazine, to a maximum of 100% (with at least 50 bullets fired).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shield ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Resilient.png|128px]]&lt;br /&gt;
| The player gains 45 maximum shield and regenerates shields 4 seconds sooner after taking damage. While at maximum shields, the player deals 40% increased damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weakpoint ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon DayOneExploit.png|128px]]&lt;br /&gt;
| The player&#039;s weakpoint shots deal 50% increased damage and have 25% increased critical hit chance. Additionally, weakpoint are easier to hit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Agility is a situational augment. The movement speed increase is sizeable, but mobility requires the right situation to be useful. Additionally, its damage increase is relatively small. Note that moving directly toward or away from an enemy allows the damage bonus to be used without making aiming more difficult.&lt;br /&gt;
* Aiming is an incredibly powerful augment. Its outlines give the player an unparalleled level of situational awareness. Additionally, it provides a massive increase to damage. There are few situations where the player doesn&#039;t want to aim.&lt;br /&gt;
* Ammo is a poor augment. It effectively increases the the player&#039;s ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.&lt;br /&gt;
* Critical Hits is a powerful augment if the player is building critical hits. Although its damage bonus is relatively low compared to other augments, its critical hit chance bonus scales very well with other critical hit damage bonuses.&lt;br /&gt;
* Elemental is a peculiar augment. At base, it grants a very small damage bonus. However, it allows the player to stack all four items that grant elemental damage bonuses, which would effectively give it one of the highest damage bonuses. This is an inconsistent augment with the potential to be very strong or mediocre.&lt;br /&gt;
* Health is very powerful below Nightmare difficulty due to its sizeable HP increase and outstanding healing. On Nightmare, however, notably dangerous enemies have a tendency to 1-shot the player through Health augment, nullifying it.&lt;br /&gt;
* Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]] and the [[Deadzone: Rogue/Weapons/Miniguns|Hellstorm]], elliminating its strongest options. Additional testing must be done with the [[Deadzone: Rogue/Weapons/Assault Rifles|Vanguard and Arcblade]] to assess its power level.&lt;br /&gt;
* Long Range is a powerful augment, especially on higher difficulties. Although it is less useful on Floor 1, many dangerous enemies either keep their distance from the player or can be within a large room that has additional enemies. As such, attacking beyond 10 metres is common.&lt;br /&gt;
* Magazine and Reload is an exceptionally powerful augment. Its massive magazine size and reload speed bonuses vastly alleviates ammo concerns. Additionally, the damage bonus is massive on weapons with high clip sizes. Any weapon with a large enough magazine size can start fights with a staggering 100% damage bonus.&lt;br /&gt;
* Shield is a powerful augment ending at Extreme and an okay augment below that. Although it suffers from the same issues as Health on higher difficulties, it can still provide a safety net against lower-damage enemies and provides a small damage boost to compensate.&lt;br /&gt;
* Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.__NOTOC__&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Shotguns&amp;diff=18029</id>
		<title>Deadzone: Rogue/Weapons/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Shotguns&amp;diff=18029"/>
		<updated>2025-02-28T12:21:24Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Clarified rampage strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039; are a varied class of weapons characterized by their high damage falloff. They are best used at short range. Most shotguns are semi-automatic, reload &amp;quot;manually&amp;quot; by loading shots one at a time instead of using a clip, and fire a spread of bullets.&lt;br /&gt;
&lt;br /&gt;
== Gravecoil ==&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Gravecoil|mindamage=85{{verify}}|reloadduration=1.75s|firerate=2.35/s|clipsize=6|notes=Fires a single bullet}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=T30 Nova Burst|mindamage=15x10{{verify}}|maxdamage=33x10{{verify}}|reloadduration=1.5s|firerate=2.5/s|clipsize=6}}{{WeaponInfoBoxDZR|title=AS-12 Rampage|mindamage=12x12{{verify}}|reloadduration=2.4s|firerate=3.33/s|clipsize=12|notes=Full automatic&lt;br /&gt;
Reloads using a clip}}{{WeaponInfoBoxDZR|title=BAS-24 Warden|mindamage=24x8|reloadduration=1.5s|firerate=1.54/s|clipsize=2|maxdamage=78*8{{verify}}}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
* As of February 26, 2025, the Rampage has received a significant nerf in maximum damage. Although its burst damage allows it to reliably kill [[Deadzone: Rogue/Enemies/Mindless|Mindless]], the Warden is arguably better against most other enemies. The Gravecoil&#039;s damage rampup now allows it to engage enemies at range, but it is too inaccurate to use effectively without bullet spread reduction. The Nova Burst is useable, if not notable.&lt;br /&gt;
* The Rampage benefits greatly from ways to extend its ammo capacity or reload faster. The Warden can also translate reload speed or extended ammo capacity into improved attack speed.&lt;br /&gt;
* Manually-loading shotguns have an animation of the gun being cocked between loading shots and being allowed to fire. Anything that interrupts reloading, notably melee attacks and grenades, will interrupt this animation, allowing the shotgun to be fired sooner after reloading.&lt;br /&gt;
* Shotguns are very ineffective beyond short-medium range. Use a primary weapon with additional range to mitigate this weakness.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18027</id>
		<title>Deadzone: Rogue/Augments</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18027"/>
		<updated>2025-02-28T02:51:44Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Removed close range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player&#039;s power, but they only get one.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
==== Agility ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_KineticThrust.png|128px]]&lt;br /&gt;
| The player&#039;s movement is increased by 50%. While moving, their damage is increased by 25%.&lt;br /&gt;
|}&lt;br /&gt;
====Aiming====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Aiming.png|128px]]&lt;br /&gt;
| While aiming, the player deals 50% increased damage and 30% increased weakpoint damage. Additionally, each enemy has a red outline while aiming that is visible through obstructions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]&lt;br /&gt;
| The player has a 35% chance to refund a bullet whenever they hit an enemy, and deals 40% increased damage while their magazine is at least 80% full, rounded up{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Critical Hits ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_PowerfulCrit.png|128px]]&lt;br /&gt;
| The player gains 25% critical hit chance and 50% critical hit damage.&lt;br /&gt;
|}&lt;br /&gt;
====Elemental====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon Elemental.png|128px]]&lt;br /&gt;
| The player&#039;s Elemental damage is increased by 30% and receives all Elemental damage bonuses regardless of Element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_AdrenalSurge.png|128px]]&lt;br /&gt;
| The player gains 65 maximum HP, receives +100% healing from health pickups, and restores 5% of their maximum HP{{Verify}} upon killing an enemy.&lt;br /&gt;
|}&lt;br /&gt;
====Hipfire====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Hipfire.png|128px]]&lt;br /&gt;
| While the player is not aiming, they deal 50% increased damage, their proc chances are increased by 100%, and their spread is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
====Long Range====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LongRange.png|128px]]&lt;br /&gt;
| Against enemies beyond 10 metres, the player deals 50%{{Verify}} increased damage and 60%{{Verify}} increased weakpoint damage.&lt;br /&gt;
|}&lt;br /&gt;
====Magazine and Reload====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]&lt;br /&gt;
| Each of the player&#039;s guns gains 200% magazine size. The player reloads 45% faster and deals 2% more damage for each missing bullet in their magazine, to a maximum of 100% (with at least 50 bullets fired).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shield ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Resilient.png|128px]]&lt;br /&gt;
| The player gains 45 maximum shield and regenerates shields 4 seconds sooner after taking damage. While at maximum shields, the player deals 40% increased damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weakpoint ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon DayOneExploit.png|128px]]&lt;br /&gt;
| The player&#039;s weakpoint shots deal 50% increased damage and have 25% increased critical hit chance. Additionally, weakpoint are easier to hit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Agility is a situational augment. The movement speed increase is sizeable, but mobility requires the right situation to be useful. Additionally, its damage increase is relatively small. Note that moving directly toward or away from an enemy allows the damage bonus to be used without making aiming more difficult.&lt;br /&gt;
* Aiming is an incredibly powerful augment. Its outlines give the player an unparalleled level of situational awareness. Additionally, it provides a massive increase to damage. There are few situations where the player doesn&#039;t want to aim.&lt;br /&gt;
* Ammo is a poor augment. It effectively increases the the player&#039;s ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.&lt;br /&gt;
* Critical Hits is a powerful augment if the player is building critical hits. Although its damage bonus is relatively low compared to other augments, its critical hit chance bonus scales very well with other critical hit damage bonuses.&lt;br /&gt;
* Elemental is a peculiar augment. At base, it grants a very small damage bonus. However, it allows the player to stack all four items that grant elemental damage bonuses, which would effectively give it one of the highest damage bonuses. This is an inconsistent augment with the potential to be very strong or mediocre.&lt;br /&gt;
* Health is very powerful below Nightmare difficulty due to its sizeable HP increase and outstanding healing. On Nightmare, however, notably dangerous enemies have a tendency to 1-shot the player through Health augment, nullifying it.&lt;br /&gt;
* Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]] and the [[Deadzone: Rogue/Weapons/Miniguns|Hellstorm]], elliminating its strongest options. Additional testing must be done with the [[Deadzone: Rogue/Weapons/Assault Rifles|Vanguard and Arcblade]] to assess its power level.&lt;br /&gt;
* Long Range is a powerful augment, especially on higher difficulties. Although it is less useful on Floor 1, many dangerous enemies either keep their distance from the player or can be within a large room that has additional enemies. As such, attacking beyond 10 metres is common.&lt;br /&gt;
* Magazine and Reload is an exceptionally powerful augment. Its massive magazine size and reload speed bonuses vastly alleviates ammo concerns. Additionally, the damage bonus is massive on weapons with high clip sizes. Any weapon with a large enough magazine size can start fights with a staggering 100% damage bonus.&lt;br /&gt;
* Shield is a powerful augment ending at Extreme and an okay augment below that. Although it suffers from the same issues as Health on higher difficulties, it can still provide a safety net against lower-damage enemies and provides a small damage boost to compensate.&lt;br /&gt;
* Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.__NOTOC__&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18026</id>
		<title>Deadzone: Rogue/Augments</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18026"/>
		<updated>2025-02-28T02:41:58Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Removed secondary weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player&#039;s power, but they only get one.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
==== Agility ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_KineticThrust.png|128px]]&lt;br /&gt;
| The player&#039;s movement is increased by 50%. While moving, their damage is increased by 25%.&lt;br /&gt;
|}&lt;br /&gt;
====Aiming====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Aiming.png|128px]]&lt;br /&gt;
| While aiming, the player deals 50% increased damage and 30% increased weakpoint damage. Additionally, each enemy has a red outline while aiming that is visible through obstructions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]&lt;br /&gt;
| The player has a 35% chance to refund a bullet whenever they hit an enemy, and deals 40% increased damage while their magazine is at least 80% full, rounded up{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Critical Hits ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_PowerfulCrit.png|128px]]&lt;br /&gt;
| The player gains 25% critical hit chance and 50% critical hit damage.&lt;br /&gt;
|}&lt;br /&gt;
====Elemental====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon Elemental.png|128px]]&lt;br /&gt;
| The player&#039;s Elemental damage is increased by 30% and receives all Elemental damage bonuses regardless of Element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_AdrenalSurge.png|128px]]&lt;br /&gt;
| The player gains 65 maximum HP, receives +100% healing from health pickups, and restores 5% of their maximum HP{{Verify}} upon killing an enemy.&lt;br /&gt;
|}&lt;br /&gt;
====Hipfire====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Hipfire.png|128px]]&lt;br /&gt;
| While the player is not aiming, they deal 50% increased damage, their proc chances are increased by 100%, and their spread is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
====Long Range====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LongRange.png|128px]]&lt;br /&gt;
| Against enemies beyond 10 metres, the player deals 50%{{Verify}} increased damage and 60%{{Verify}} increased weakpoint damage.&lt;br /&gt;
|}&lt;br /&gt;
====Magazine and Reload====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]&lt;br /&gt;
| Each of the player&#039;s guns gains 200% magazine size. The player reloads 45% faster and deals 2% more damage for each missing bullet in their magazine, to a maximum of 100% (with at least 50 bullets fired).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shield ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Resilient.png|128px]]&lt;br /&gt;
| The player gains 45 maximum shield and regenerates shields 4 seconds sooner after taking damage. While at maximum shields, the player deals 40% increased damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Short Range{{Verify}} ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Rage.png|128px]]&lt;br /&gt;
| Against characters within 10{{Verify}} metres, the player deals 50%{{Verify}} increased damage and 60%{{Verify}} increased critical hit damage.&lt;br /&gt;
|}&lt;br /&gt;
====Weakpoint====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon DayOneExploit.png|128px]]&lt;br /&gt;
| The player&#039;s weakpoint shots deal 50% increased damage and have 25% increased critical hit chance. Additionally, weakpoint are easier to hit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Agility is a situational augment. The movement speed increase is sizeable, but mobility requires the right situation to be useful. Additionally, its damage increase is relatively small. Note that moving directly toward or away from an enemy allows the damage bonus to be used without making aiming more difficult.&lt;br /&gt;
* Aiming is an incredibly powerful augment. Its outlines give the player an unparalleled level of situational awareness. Additionally, it provides a massive increase to damage. There are few situations where the player doesn&#039;t want to aim.&lt;br /&gt;
* Ammo is a poor augment. It effectively increases the the player&#039;s ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.&lt;br /&gt;
* Critical Hits is a powerful augment if the player is building critical hits. Although its damage bonus is relatively low compared to other augments, its critical hit chance bonus scales very well with other critical hit damage bonuses.&lt;br /&gt;
* Elemental is a peculiar augment. At base, it grants a very small damage bonus. However, it allows the player to stack all four items that grant elemental damage bonuses, which would effectively give it one of the highest damage bonuses. This is an inconsistent augment with the potential to be very strong or mediocre.&lt;br /&gt;
* Health is very powerful below Nightmare difficulty due to its sizeable HP increase and outstanding healing. On Nightmare, however, notably dangerous enemies have a tendency to 1-shot the player through Health augment, nullifying it.&lt;br /&gt;
* Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]] and the [[Deadzone: Rogue/Weapons/Miniguns|Hellstorm]], elliminating its strongest options. Additional testing must be done with the [[Deadzone: Rogue/Weapons/Assault Rifles|Vanguard and Arcblade]] to assess its power level.&lt;br /&gt;
* Long Range is a powerful augment, especially on higher difficulties. Although it is less useful on Floor 1, many dangerous enemies either keep their distance from the player or can be within a large room that has additional enemies. As such, attacking beyond 10 metres is common.&lt;br /&gt;
* Magazine and Reload is an exceptionally powerful augment. Its massive magazine size and reload speed bonuses vastly alleviates ammo concerns. Additionally, the damage bonus is massive on weapons with high clip sizes. Any weapon with a large enough magazine size can start fights with a staggering 100% damage bonus.&lt;br /&gt;
* Shield is a powerful augment ending at Extreme and an okay augment below that. Although it suffers from the same issues as Health on higher difficulties, it can still provide a safety net against lower-damage enemies and provides a small damage boost to compensate.&lt;br /&gt;
* Secondary Weapon and Short Range have not been found in the latest patch. Details will be confirmed before strategy is created.&lt;br /&gt;
* Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.__NOTOC__&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Shotguns&amp;diff=18021</id>
		<title>Deadzone: Rogue/Weapons/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Shotguns&amp;diff=18021"/>
		<updated>2025-02-27T22:50:28Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Rampage nerfs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039; are a varied class of weapons characterized by their high damage falloff. They are best used at short range. Most shotguns are semi-automatic, reload &amp;quot;manually&amp;quot; by loading shots one at a time instead of using a clip, and fire a spread of bullets.&lt;br /&gt;
&lt;br /&gt;
== Gravecoil ==&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Gravecoil|mindamage=85{{verify}}|reloadduration=1.75s|firerate=2.35/s|clipsize=6|notes=Fires a single bullet}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=T30 Nova Burst|mindamage=15x10{{verify}}|maxdamage=33x10{{verify}}|reloadduration=1.5s|firerate=2.5/s|clipsize=6}}{{WeaponInfoBoxDZR|title=AS-12 Rampage|mindamage=12x12{{verify}}|reloadduration=2.4s|firerate=3.33/s|clipsize=12|notes=Full automatic&lt;br /&gt;
Reloads using a clip}}{{WeaponInfoBoxDZR|title=BAS-24 Warden|mindamage=24x8|reloadduration=1.5s|firerate=1.54/s|clipsize=2|maxdamage=78*8{{verify}}}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
* As of February 26, 2025, the Rampage has received a significant nerf in maximum damage. As such, the Warden is now the best shotgun due to its higher damage. The Gravecoil&#039;s damage rampup now allows it to engage enemies at range, but it is too inaccurate to use effectively without bullet spread reduction. The Nova Burst is useable, if not notable.&lt;br /&gt;
* The Rampage benefits greatly from ways to extend its ammo capacity or reload faster. The Warden can also translate reload speed or extended ammo capacity into improved attack speed.&lt;br /&gt;
* Manually-loading shotguns have an animation of the gun being cocked between loading shots and being allowed to fire. Anything that interrupts reloading, notably melee attacks and grenades, will interrupt this animation, allowing the shotgun to be fired sooner after reloading.&lt;br /&gt;
* Shotguns are very ineffective beyond short-medium range. Use a primary weapon with additional range to mitigate this weakness.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Deadshot&amp;diff=18020</id>
		<title>Deadzone: Rogue/Perks/Deadshot</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Perks/Deadshot&amp;diff=18020"/>
		<updated>2025-02-27T22:41:16Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Added Piercing Shot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Verify info, add images}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadshot&#039;&#039;&#039; is a primary [[Deadzone: Rogue/Perks|Perk]] in Deadzone: Rogue. Its secondary perks are Ranger&#039;s Focus, Ricochet, Shatterpoint, and Spectral Aim.&lt;br /&gt;
&lt;br /&gt;
== Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
=== Deadshot ===&lt;br /&gt;
While the player is aiming, Deadshot provides a 30% damage bonus and a 20% chance to refund a bullet upon firing{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Ranger&#039;s Focus ===&lt;br /&gt;
While the player is aiming, Ranger&#039;s Focus provides a 15% damage bonus. Against targets beyond 15 metres, this bonus is increased by 30%, to a total of 45%.&lt;br /&gt;
&lt;br /&gt;
=== Ricochet ===&lt;br /&gt;
While the player is aiming, their bullets have a 30% chance to ricochet upon striking an enemy or obstruction. Ricocheting bullets will target the nearest enemy{{Verify}}, dealing 50% of their original damage.&lt;br /&gt;
&lt;br /&gt;
=== Shatterpoint ===&lt;br /&gt;
While the player is aiming, their weakpoint shots deal 50% bonus damage and have a weapon-dependent{{Verify}} chance to Stagger the target.&lt;br /&gt;
&lt;br /&gt;
=== Piercing Shot ===&lt;br /&gt;
While the player is aiming, Piercing Shot provides a 15% damage bonus. Additionally, the player&#039;s shots that hit an enemy have a 50% chance to pierce that enemy, continuing their trajectory for 75% damage{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Deadshot is a powerful perk. It provides a sizeable increase in damage and effective magazine size for a minimal cost. It is especially useful on Miniguns{{Verify}}, which can only be fired while aiming, and Sniper Rifles and DMRs, which are significantly more effective than aiming. However, its benefits can be applied to any gun. Note that although these benefits are potent, the player should not always be aiming due to the reduced FoV and larger view model.&lt;br /&gt;
&lt;br /&gt;
Ranger&#039;s Focus is a mediocre perk. Its base damage bonus is relatively small compared to alternatives. Although its long range damage bonus is sizeable, the size of most rooms makes it difficult to use outside of the final three perk rooms{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
Ricochet is a peculiar perk. Its effect is very useful, allowing the player to convert single-target damage into multi-target damage and granting the ability to attack enemies without line of sight. However, these shots also have a tendency to enrage [[Deadzone: Rogue/Enemies/Mindless|Mindless]] against the player&#039;s will. Exercise caution when using Ricochet.&lt;br /&gt;
&lt;br /&gt;
Shatterpoint is a useful perk. Its large damage bonus particularly rewards good aim with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]]. Its Stagger chance should not be relied on, as it appears to be fairly infrequent. It is less useful with automatic weapons, which tend to have worse accuracy, but weakpoint shots can still be reliably made with them in close range.&lt;br /&gt;
&lt;br /&gt;
Spectral Aim is an exceptionally powerful perk. In addition to its relatively large damage increase, its degree of spatial awareness is unparalleled. It can be used to locate enemies beyond minimap range, provide the ability to pre-aim when moving around corners, and highlight enemies that may otherwise be difficult to see. It can also mostly replace scouting using stealth, although it doesn&#039;t display the room&#039;s layout.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18019</id>
		<title>Deadzone: Rogue/Augments</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Augments&amp;diff=18019"/>
		<updated>2025-02-27T14:45:50Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Updated augments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player&#039;s power, but they only get one.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
==== Agility ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_KineticThrust.png|128px]]&lt;br /&gt;
| The player&#039;s movement is increased by 50%. While moving, their damage is increased by 25%.&lt;br /&gt;
|}&lt;br /&gt;
====Aiming====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Aiming.png|128px]]&lt;br /&gt;
| While aiming, the player deals 50% increased damage and 30% increased weakpoint damage. Additionally, each enemy has a red outline while aiming that is visible through obstructions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]&lt;br /&gt;
| The player has a 35% chance to refund a bullet whenever they hit an enemy, and deals 40% increased damage while their magazine is at least 80% full, rounded up{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Critical Hits ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_PowerfulCrit.png|128px]]&lt;br /&gt;
| The player gains 25% critical hit chance and 50% critical hit damage.&lt;br /&gt;
|}&lt;br /&gt;
====Elemental====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon Elemental.png|128px]]&lt;br /&gt;
| The player&#039;s Elemental damage is increased by 30% and receives all Elemental damage bonuses regardless of Element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_AdrenalSurge.png|128px]]&lt;br /&gt;
| The player gains 65 maximum HP, receives +100% healing from health pickups, and restores 5% of their maximum HP{{Verify}} upon killing an enemy.&lt;br /&gt;
|}&lt;br /&gt;
====Hipfire====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Hipfire.png|128px]]&lt;br /&gt;
| While the player is not aiming, they deal 50% increased damage, their proc chances are increased by 100%, and their spread is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
====Long Range====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_LongRange.png|128px]]&lt;br /&gt;
| Against enemies beyond 10 metres, the player deals 50%{{Verify}} increased damage and 60%{{Verify}} increased weakpoint damage.&lt;br /&gt;
|}&lt;br /&gt;
====Magazine and Reload====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]&lt;br /&gt;
| Each of the player&#039;s guns gains 200% magazine size. The player reloads 45% faster and deals 2% more damage for each missing bullet in their magazine, to a maximum of 100% (with at least 50 bullets fired).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shield ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Resilient.png|128px]]&lt;br /&gt;
| The player gains 45 maximum shield and regenerates shields 4 seconds sooner after taking damage. While at maximum shields, the player deals 40% increased damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Secondary Weapon{{Verify}} ====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; |&lt;br /&gt;
| The player&#039;s secondary weapon deals 75% increased damage and has 100% increased proc chances. &lt;br /&gt;
|}&lt;br /&gt;
====Short Range{{Verify}}====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T_AugmentIcon_Rage.png|128px]]&lt;br /&gt;
| Against characters within 10{{Verify}} metres, the player deals 50%{{Verify}} increased damage and 60%{{Verify}} increased critical hit damage.&lt;br /&gt;
|}&lt;br /&gt;
====Weakpoint====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:0.25em;&amp;quot; | [[Image:T AugmentIcon DayOneExploit.png|128px]]&lt;br /&gt;
| The player&#039;s weakpoint shots deal 50% increased damage and have 25% increased critical hit chance. Additionally, weakpoint are easier to hit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Agility is a situational augment. The movement speed increase is sizeable, but mobility requires the right situation to be useful. Additionally, its damage increase is relatively small. Note that moving directly toward or away from an enemy allows the damage bonus to be used without making aiming more difficult.&lt;br /&gt;
* Aiming is an incredibly powerful augment. Its outlines give the player an unparalleled level of situational awareness. Additionally, it provides a massive increase to damage. There are few situations where the player doesn&#039;t want to aim.&lt;br /&gt;
* Ammo is a poor augment. It effectively increases the the player&#039;s ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.&lt;br /&gt;
* Critical Hits is a powerful augment if the player is building critical hits. Although its damage bonus is relatively low compared to other augments, its critical hit chance bonus scales very well with other critical hit damage bonuses.&lt;br /&gt;
* Elemental is a peculiar augment. At base, it grants a very small damage bonus. However, it allows the player to stack all four items that grant elemental damage bonuses, which would effectively give it one of the highest damage bonuses. This is an inconsistent augment with the potential to be very strong or mediocre.&lt;br /&gt;
* Health is very powerful below Nightmare difficulty due to its sizeable HP increase and outstanding healing. On Nightmare, however, notably dangerous enemies have a tendency to 1-shot the player through Health augment, nullifying it.&lt;br /&gt;
* Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]] and the [[Deadzone: Rogue/Weapons/Miniguns|Hellstorm]], elliminating its strongest options. Additional testing must be done with the [[Deadzone: Rogue/Weapons/Assault Rifles|Vanguard and Arcblade]] to assess its power level.&lt;br /&gt;
* Long Range is a powerful augment, especially on higher difficulties. Although it is less useful on Floor 1, many dangerous enemies either keep their distance from the player or can be within a large room that has additional enemies. As such, attacking beyond 10 metres is common.&lt;br /&gt;
* Magazine and Reload is an exceptionally powerful augment. Its massive magazine size and reload speed bonuses vastly alleviates ammo concerns. Additionally, the damage bonus is massive on weapons with high clip sizes. Any weapon with a large enough magazine size can start fights with a staggering 100% damage bonus.&lt;br /&gt;
* Shield is a powerful augment ending at Extreme and an okay augment below that. Although it suffers from the same issues as Health on higher difficulties, it can still provide a safety net against lower-damage enemies and provides a small damage boost to compensate.&lt;br /&gt;
* Secondary Weapon and Short Range have not been found in the latest patch. Details will be confirmed before strategy is created.&lt;br /&gt;
* Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.__NOTOC__&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
	<entry>
		<id>https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Scoped_Weapons&amp;diff=17999</id>
		<title>Deadzone: Rogue/Weapons/Scoped Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tribesdepot.com/index.php?title=Deadzone:_Rogue/Weapons/Scoped_Weapons&amp;diff=17999"/>
		<updated>2025-02-27T02:31:18Z</updated>

		<summary type="html">&lt;p&gt;Stryk3r: Voidseer got a debatably edgier name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|Reason=Add weapon info}}{{Conjecture}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoped weapons&#039;&#039;&#039; are semi-automatic weapons. They all have perfect accuracy and increased zoom while aiming, but poor accuracy while not aiming. They are best used at medium-long to long ranges.&lt;br /&gt;
&lt;br /&gt;
Scoped weapons can be categorized as slow-firing sniper rifles or fast-firing designated marksman rifles (DMRs). They can also be categorized as charge weapons that deal improved damage after spending time while aiming, and tap weapons that always deal full damage.&lt;br /&gt;
&lt;br /&gt;
== Included Weapons ==&lt;br /&gt;
&lt;br /&gt;
{{WeaponInfoBoxDZR|title=M-100 Crosspoint|mindamage=150|maxdamage=374{{verify}}|reloadduration=3.5s|firerate=1/s|clipsize=7|notes=Tap sniper; deals high damage}}{{WeaponInfoBoxDZR|title=Ion Driver|mindamage=30 (uncharged){{verify}}&lt;br /&gt;
183 (charged){{verify}}|reloadduration=3.1s|firerate=1.33/s|clipsize=5|maxdamage=43 (uncharged){{verify}}&lt;br /&gt;
262 (charged){{verify}}|notes=Charge sniper; deals high damage based on time spent aiming}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=MP18-L Revenant|mindamage=60{{verify}}|reloadduration=2.9s|firerate=4/s|clipsize=12|notes=Tap DMR; fires quickly}}&lt;br /&gt;
{{WeaponInfoBoxDZR|title=Darkseer EX2|mindamage=30 (uncharged)&lt;br /&gt;
75 (charged){{verify}}|maxdamage=45 (uncharged)&lt;br /&gt;
113 (charged)|reloadduration=2.85|firerate=3.57/s|clipsize=16|notes=Charge DMR; fires quickly, deals extra damage based on time spent aiming}}&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* If used correctly, either sniper rifle is potent. DMRs, meanwhile, should be avoided on higher difficulties, as the recoil prevents them from being effective at long range. However, the low HP of enemies on lower difficulties allow DMRs to excel.&lt;br /&gt;
* Sniper rifles excel at safely and methodically picking apart rooms. They are least effective when fighting multiple enemies. These mean that they are least effective in the first three Security Levels, due to the large number of enemies per room and lack of individually threatening targets. Effective use of sightlines is key to using Scoped Weapons effectively. A secondary weapon, like a shotgun or SMG, should be used to mitigate these weaknesses.&lt;br /&gt;
* On Nightmare, sniper rifles can&#039;t one-shot most enemies with a weakpoint shot. As such, damage bonuses should be prioritized.&lt;br /&gt;
* Tap weapons are usable in extreme close range as they deal full damage while unscoped. The accuracy penalty is less pronounced at this range.&lt;/div&gt;</summary>
		<author><name>Stryk3r</name></author>
	</entry>
</feed>