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Deadzone: Rogue/Augments: Difference between revisions

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Bigwig (talk | contribs)
Updated augments, still need icons
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{{Outdated}}The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player's power, but they only get one.
The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player's power, but they only get one.


== Augments ==
== Augments ==
{| class="wikitable"
|+
!Icon
!Augment
!Benefit
!Notes
|-
|
|Aiming: Crit
|
* Aim 50% faster.
* While Aiming:
** +25% Crit Chance
** +80% Crit Damage
** Enemies are Outlined
|
|-
|
|Aiming: Elemental
|
* Aim 50% faster.
* While Aiming:
** +75% Proc Chance
** +75% Elemental Proc Damage
** Enemies are Outlined
|
|-
|
|Aiming: Weakpoint
|
* Aim 50% faster.
* While Aiming:
** +100% Weakpoint Damage
** Weakpoints become easier to hit.
** Enemies are Outlined
|
|-
|
|Ammo: Crit
|
* +200% Magazine Size.
* Bonus per Missing Bullet:
** +2% Crit Chance (max 50%)
** +2% Crit Damage (max 50%)
|
|-
|
|Ammo: Elemental
|
* +200% Magazine Size.
* Bonus per Missing Bullet:
** +1% Proc Chance (max 50%)
** +2% Elemental Proc Damage (max 100%)
|
|-
|
|Ammo: Weakpoint
|
* +200% Magazine Size.
* Weakpoints become easier to hit.
* Bonus per Missing Bullet:
** +2% Weakpoint Damage (max 100%)
|
|-
|
|Hipfire: Crit
|
* While Not Aiming:
** +100% Crit Damage
** +20% Move Speed
** -20% Spread
|
|-
|
|Hipfire: Elemental
|
* While Not Aiming:
** +50% Elemental Proc Damage
** +100% Proc Chance
** +20% Move Speed
** -20% Spread
|
|-
|
|Hipfire: Weakpoint
|While Not Aiming:


==== Agility ====
* Each hit: +20% Weakpoint Damage for 5 seconds (max 100%)
{|
* Weakpoints are easier to hit
|- style="vertical-align: top;"
* +20% Move Speed
| style="padding:0.25em;" | [[Image:T_AugmentIcon_KineticThrust.png|128px]]
* -20% Spread
| The player's movement is increased by 50%. While moving, their damage is increased by 25%.
|
|-
|
|Short Range: Crit
|
* Nearby Enemies grant:
** +10% Damage Resistance (max 80%)
** +80% Crit Chance (-4% per meter)
** +30% Crit Damage (-1.5% per meter)
|Unlocked after completing Zone 1: Close Quarters
|-
|
|Short Range: Elemental
|
* Nearby Enemies grant:
** +10% Damage Resistance (max 80%)
** +150% Proc Chance (-6% per meter)
** +75% Elemental Proc Damage (-7.5% per meter)
|Unlocked after completing Zone 1: Close Quarters
|-
|
|Short Range: Weakpoint
|
* Nearby Enemies grant:
** +10% Damage Resistance (max 80%)
** Hits count as Weakpoints
** +50% Weakpoint Damage (-2.5% per meter)
|Unlocked after completing Zone 1: Close Quarters
|-
|
|Long Range:  
|
* Removes Recoil and Damage Falloff.
* Bonus per Meter of Distance:
** +2% Crit Chance (max 40%)
** +5% Crit Damage (max 100%)
|Unlocked after completing Zone 1: Close Quarters
|-
|
|Long Range: Elemental
|
* Removes Recoil and Damage Falloff.
* Bonus per Meter of Distance:
** +5% Proc Chance (max 100%)
** +5% Elemental Proc Damage (max 100%)
|Unlocked after completing Zone 1: Close Quarters
|-
|
|Long Range: Weakpoint
|
* Removes Recoil and Damage Falloff.
* Weakpoints are easier to hit.
* Bonus per Meter of Distance:
** +7.5% Weakpoint Damage (max 150%)
|Unlocked after completing Zone 1: Close Quarters
|-
|
|Glass Cannon
|
* +100% Weapon Damage, Crit Damage, Weakpoint Damage, and Proc Chance
* +100% damage taken. Damage that cracks your Shields does not reduce your Health.
|Only available during Zone 2: Glass Cannon
|-
|
|Martial Mastery
|
* +50% Melee Weapon Damage
* -50% Ranged Weapon Damage
|Only available during Zone 3: Spearhead
|}
|}
====Aiming====
{{Outdated}}
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Aiming.png|128px]]
| 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.
|}
 
==== Ammo ====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]
| 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}}
|}
 
==== Critical Hits ====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PowerfulCrit.png|128px]]
| The player gains 25% crit chance and 50% crit damage.
|}
====Elemental====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T AugmentIcon Elemental.png|128px]]
| The player's Elemental damage is increased by 30% and receives all Elemental damage bonuses regardless of Element.
|}
 
==== Health ====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_AdrenalSurge.png|128px]]
| The player gains 65 maximum HP, receives +100% healing from health pickups, and restores 5% of their maximum HP{{Verify}} upon killing an enemy.
|}
====Hipfire====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Hipfire.png|128px]]
| 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%.
|}
====Long Range====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LongRange.png|128px]]
| Against enemies beyond 10 metres, the player deals 75% increased damage and 60%{{Verify}} increased weakpoint damage.
|}
====Magazine and Reload====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]
| Each of the player'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).
|}
 
==== Shield ====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Resilient.png|128px]]
| 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.
|}
 
==== Weakpoint ====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T AugmentIcon DayOneExploit.png|128px]]
| The player's weakpoint shots deal 50% increased damage and have 25% increased crit chance. Additionally, weakpoint are easier to hit.
|}
 
== Strategy ==
== Strategy ==



Revision as of 16:32, 10 September 2025

The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player's power, but they only get one.

Augments

Icon Augment Benefit Notes
Aiming: Crit
  • Aim 50% faster.
  • While Aiming:
    • +25% Crit Chance
    • +80% Crit Damage
    • Enemies are Outlined
Aiming: Elemental
  • Aim 50% faster.
  • While Aiming:
    • +75% Proc Chance
    • +75% Elemental Proc Damage
    • Enemies are Outlined
Aiming: Weakpoint
  • Aim 50% faster.
  • While Aiming:
    • +100% Weakpoint Damage
    • Weakpoints become easier to hit.
    • Enemies are Outlined
Ammo: Crit
  • +200% Magazine Size.
  • Bonus per Missing Bullet:
    • +2% Crit Chance (max 50%)
    • +2% Crit Damage (max 50%)
Ammo: Elemental
  • +200% Magazine Size.
  • Bonus per Missing Bullet:
    • +1% Proc Chance (max 50%)
    • +2% Elemental Proc Damage (max 100%)
Ammo: Weakpoint
  • +200% Magazine Size.
  • Weakpoints become easier to hit.
  • Bonus per Missing Bullet:
    • +2% Weakpoint Damage (max 100%)
Hipfire: Crit
  • While Not Aiming:
    • +100% Crit Damage
    • +20% Move Speed
    • -20% Spread
Hipfire: Elemental
  • While Not Aiming:
    • +50% Elemental Proc Damage
    • +100% Proc Chance
    • +20% Move Speed
    • -20% Spread
Hipfire: Weakpoint While Not Aiming:
  • Each hit: +20% Weakpoint Damage for 5 seconds (max 100%)
  • Weakpoints are easier to hit
  • +20% Move Speed
  • -20% Spread
Short Range: Crit
  • Nearby Enemies grant:
    • +10% Damage Resistance (max 80%)
    • +80% Crit Chance (-4% per meter)
    • +30% Crit Damage (-1.5% per meter)
Unlocked after completing Zone 1: Close Quarters
Short Range: Elemental
  • Nearby Enemies grant:
    • +10% Damage Resistance (max 80%)
    • +150% Proc Chance (-6% per meter)
    • +75% Elemental Proc Damage (-7.5% per meter)
Unlocked after completing Zone 1: Close Quarters
Short Range: Weakpoint
  • Nearby Enemies grant:
    • +10% Damage Resistance (max 80%)
    • Hits count as Weakpoints
    • +50% Weakpoint Damage (-2.5% per meter)
Unlocked after completing Zone 1: Close Quarters
Long Range:
  • Removes Recoil and Damage Falloff.
  • Bonus per Meter of Distance:
    • +2% Crit Chance (max 40%)
    • +5% Crit Damage (max 100%)
Unlocked after completing Zone 1: Close Quarters
Long Range: Elemental
  • Removes Recoil and Damage Falloff.
  • Bonus per Meter of Distance:
    • +5% Proc Chance (max 100%)
    • +5% Elemental Proc Damage (max 100%)
Unlocked after completing Zone 1: Close Quarters
Long Range: Weakpoint
  • Removes Recoil and Damage Falloff.
  • Weakpoints are easier to hit.
  • Bonus per Meter of Distance:
    • +7.5% Weakpoint Damage (max 150%)
Unlocked after completing Zone 1: Close Quarters
Glass Cannon
  • +100% Weapon Damage, Crit Damage, Weakpoint Damage, and Proc Chance
  • +100% damage taken. Damage that cracks your Shields does not reduce your Health.
Only available during Zone 2: Glass Cannon
Martial Mastery
  • +50% Melee Weapon Damage
  • -50% Ranged Weapon Damage
Only available during Zone 3: Spearhead

I need an escort.

This article or section may contain out-of-date or incorrect information.

Strategy

  • 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.
  • 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't want to aim.
  • Ammo is a poor augment. It effectively increases the the player's ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.
  • 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.
  • 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.
  • 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.
  • Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with Scoped Weapons and the Hellstorm, elliminating its strongest options. Additional testing must be done with the Vanguard and Arcblade to assess its power level.
  • 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.
  • 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.
  • 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.
  • Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.