Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Deadzone: Rogue/Augments: Difference between revisions

From The Tribes Depot
Bigwig (talk | contribs)
Moved to Deadzone: Rogue/Icons
Bigwig (talk | contribs)
No edit summary
 
(11 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{stub}}
{{stub}}
Augments are buffs that can be acquired at the Augment Forge.


====Abyssal Rapture====
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.
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_AbyssalRapture.png|128px]]
| Targets affected by <span style="color:purple">Void Tendrils</span> share 80% more damage.
|}
====Adrenal Surge====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_AdrenalSurge.png|128px]]
| Ranged damage dealt to nearby enemies is doubled when you are below 25% health.
|}
====Aetheric Curse====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_AethericCurse.png|128px]]
| You deal 50% more damage to enemies with <span style="color:purple">Corruption</span> stacks applied.
|}
====Aiming====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Aiming.png|128px]]
| ...
|}
====Backload====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Backload.png|128px]]
| You deal 25% more damage when your weapon's magazine is less than half full.
|}
====Blazing Eruption====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_BlazingEruption.png|128px]]
| <span style="color:orange">Combustion</span> damage is increased by 50%.
|}
====Cat Eye====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_CatEye.png|128px]]
| ...
|}
====Concussive Shots====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_ConcussiveShots.png|128px]]
| Targets within 10 meters of you have their movement speed reduced by 50% when damaged.
|}
====Conflagration====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Conflagration.png|128px]]
| You deal 50% more damage to enemies with <span style="color:orange">Burn</span> stacks applied.
|}
====CQC====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_CQC.png|128px]]
| You deal 25% more damage to enemies within 10 meters of you.
|}
====Cursed Feedback====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_CursedFeedback.png|128px]]
| Enemies with <span style="color:purple">Corruption</span> stacks take 100% of their attack damage when damaging you.
|}
====Day 1 Exploit====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_DayOneExploit.png|128px]]
| Weakpoint shots against enemies further than 10 meters away have a 50% chance to deal double damage.
|}
====Dodgy====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Dodgy.png|128px]]
| Gain +40% movement speed after not taking damage for 10 seconds.
|}
====Efficiency====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Efficiency.png|128px]]
| Weakpoint shots have a 75% chance to refund one bullet to your magazine.
|}
====Elemental====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Elemental.png|128px]]
| ...
|}
====Electric Field====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_ElectricField.png|128px]]
| The range of <span style="color:yellow">Chain Lightning</span> is increased by 50%.
|}
====Emberpath====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Emberpath.png|128px]]
| <span style="color:orange">Fire Trails</span> spawned from enemies last 50% longer.
|}
====Eternal Abyss====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_EternalAbyss.png|128px]]
| Black holes spawned by <span style="color:purple">Singularity</span> last twice as long.
|}
====Explosive Cascade====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_ExplosiveCascade.png|128px]]
| Killing an enemy with a grenade spawns another grenade on their corpse which travels towards the nearest enemy. Can spawn up to 3 grenades per throw.
|}
====Farshot Amplifier====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_FarshotAmplifier.png|128px]]
| You deal 25% more damage to enemies at least 10 meters away from you.
|}
====Flicker Step====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Dodgy.png|128px]]
| You can now dash twice in a row.
|}
====Frozen Tempest====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_FrozenTempest.png|128px]]
| <span style="color:blue">Chill</span> stacks apply 100% more slow.
|}
====Galactic Devourer====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_GreatDevourer.png|128px]]
| Black holes spawned by <span style="color:purple">Singularity</span> are twice as large.
|}
====Glacial Veil====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_GlacialVeil.png|128px]]
| <span style="color:blue">Freeze</span> lasts 100% longer.
|}
====Grazed Hit====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_GrazedHit.png|128px]]
| Taking damage while dashing reduces damage by 90%.
|}
====Hard Reset====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_HardReset.png|128px]]
| ...
|}
====Health====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" |
| ...
|}
====Hipfire====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Hipfire.png|128px]]
| ...
|}
====Ice Age====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_IceAge.png|128px]]
| Applying <span style="color:blue">Freeze</span> on an enemy also applies a minor <span style="color:blue">Freeze</span> to enemies near the victim.
|}
====Ice Surge====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_IceSurge.png|128px]]
| <span style="color:blue">Shatter</span> applies 4 additional Cryo stacks to nearby enemies.
|}
====Kinetic Thrust====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_KineticThrust.png|128px]]
| Dashing into an enemy now damages them. (120 damage to enemies) <!--GA_Passive_DashHurtsEnemies_C-->
|}


====Last Stand====
== Augments ==
{|
{| class="wikitable"
|- style="vertical-align: top;"
|+
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LastStand.png|128px]]
!Icon
| Your grenade damage increases as you get closer to death, to a maximum of +50%.
!Augment
|}
!Benefit
====Leaden Twins====
!Notes
{|
|-
|- style="vertical-align: top;"
|[[File:T AugmentIcon Aiming.png|64x64px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]
|Aiming: Crit
| Your weapons use twice as much ammo and deal twice as much damage per shot.
|
|}
* Aim 50% faster.
====Lethal Voltage====
* While Aiming:
{|
** +25% Crit Chance
|- style="vertical-align: top;"
** +80% Crit Damage
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LethalVoltage.png|128px]]
** Enemies are Outlined
| You deal 50% more damage to enemies with <span style="color:yellow">Shock</span> stacks.
|
|}
|-
====Lifesteal====
|[[File:T AugmentIcon Aiming.png|64x64px]]
{|
|Aiming: Elemental
|- style="vertical-align: top;"
|
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Lifesteal.png|128px]]
* Aim 50% faster.
| Gain 3% of your max health back after killing an enemy with a melee weapon.
* While Aiming:
|}
** +75% Proc Chance
====Long Range====
** +75% Elemental Proc Damage
{|
** Enemies are Outlined
|- style="vertical-align: top;"
|
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LongRange.png|128px]]
|-
| ...
|[[File:T AugmentIcon Aiming.png|64x64px]]
|}
|Aiming: Weakpoint
====Magazine and Reload====
|
{|
* Aim 50% faster.
|- style="vertical-align: top;"
* While Aiming:
| style="padding:0.25em;" | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]
** +100% Weakpoint Damage
| ...
** Weakpoints become easier to hit.
|}
** Enemies are Outlined
====Mental Siphon====
|
{|
|-
|- style="vertical-align: top;"
|[[File:T AugmentIcon Ammo.png|64x64px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_MentalSiphon.png|128px]]
|Ammo: Crit
| Killing an enemy with a melee attack has a 50% chance of resetting your grenade cooldown.
|
|}
* +200% Magazine Size.
====Nether Grasp====
* Bonus per Missing Bullet:
{|
** +2% Crit Chance (max 50%)
|- style="vertical-align: top;"
** +2% Crit Damage (max 50%)
| style="padding:0.25em;" | [[Image:T_AugmentIcon_NetherGrasp.png|128px]]
|
| <span style="color:purple">Void Tendrils</span> bind to 3 additional targets.
|-
|}
|[[File:T AugmentIcon Ammo.png|64x64px]]
====Overcharge====
|Ammo: Elemental
{|
|
|- style="vertical-align: top;"
* +200% Magazine Size.
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Overcharge.png|128px]]
* Bonus per Missing Bullet:
| <span style="color:yellow">Lightning Bolts</span> have a 50% chance to do double damage.
** +1% Proc Chance (max 50%)
|}
** +2% Elemental Proc Damage (max 100%)
====Percussive Recharge====
|
{|
|-
|- style="vertical-align: top;"
|[[File:T AugmentIcon Ammo.png|64x64px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PercussiveRecharge.png|128px]]
|Ammo: Weakpoint
| Killing an enemy with a grenade fully recharges your shields.
|
|}
* +200% Magazine Size.
====Personal Bubble====
* Weakpoints become easier to hit.
{|
* Bonus per Missing Bullet:
|- style="vertical-align: top;"
** +2% Weakpoint Damage (max 100%)
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PersonalBubble.png|128px]]
|
| Take 50% less damage if there are no enemies with 15 meters of you.
|-
|}
|[[File:T AugmentIcon Hipfire.png|64x64px]]
====Phase Module====
|Hipfire: Crit
{|
|
|- style="vertical-align: top;"
* While Not Aiming:
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PhaseModule.png|128px]]
** +100% Crit Damage
| Your dash now allows you to move through enemies.
** +20% Move Speed
|}
** -20% Spread
====Piercing Cold====
|
{|
|-
|- style="vertical-align: top;"
|[[File:T AugmentIcon Hipfire.png|64x64px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PiercingCold.png|128px]]
|Hipfire: Elemental
| You deal 50% more damage to enemies with <span style="color:blue">Chill</span> stacks.
|
|}
* While Not Aiming:
====Power Shield====
** +50% Elemental Proc Damage
{|
** +100% Proc Chance
|- style="vertical-align: top;"
** +20% Move Speed
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PowerShield.png|128px]]
** -20% Spread
| While you are above 75% shields, gain increased damage. (Damage is doubled)
|
|}
|-
|[[File:T AugmentIcon Hipfire.png|64x64px]]
|Hipfire: Weakpoint
|While Not Aiming:


====Powerful Crit====
* 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_PowerfulCrit.png|128px]]
* -20% Spread
| Increase the damage of your critical strikes by 50%.
|
|}
|-
====Practiced Strikes====
|[[File:T AugmentIcon ShortRange.png|64x64px]]
{|
|Short Range: Crit
|- style="vertical-align: top;"
|
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PracticedStrikes.png|128px]]
* Nearby Enemies grant:
| Melee attacks gain +35% critical hit chance.
** +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
|-
|[[File:T AugmentIcon ShortRange.png|64x64px]]
|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
|-
|[[File:T AugmentIcon ShortRange.png|64x64px]]
|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
|-
|[[File:T AugmentIcon LongRange.png|64x64px]]
|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
|-
|[[File:T AugmentIcon LongRange.png|64x64px]]
|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
|-
|[[File:T AugmentIcon LongRange.png|64x64px]]
|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
|-
|[[File:T AugmentIcon GlassCannon.png|64x64px]]
|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
|-
|[[File:T AugmentIcon MarshalMaster.png|64x64px]]
|Martial Mastery
|
* +50% Melee Weapon Damage
* -50% Ranged Weapon Damage
|Only available during Zone 3: Spearhead
|}
|}
====Psychokinetic====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Psychokinetic.png|128px]]
| Your grenade has an additional charge. (Does not stack with Rapid Cooldown and will negate it.)
|}
====Pyroclasm Cascade====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PyroclasmCascade.png|128px]]
| Enemies caught in a <span style="color:orange">Combustion</span> fireball spawn their own smaller fireballs.
|}
====Quick Time====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_QuickTime.png|128px]]
| Reloading your weapon grants you +30% movement speed for 2 seconds.
|}
====Quick Winding====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_QuickWindingDash.png|128px]]
| Dash reduces grenade cooldown by 30% (once per cooldown).
|}
====Rage====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Rage.png|128px]]
| When your health falls below 50% gain +50% damage.
|}
====Rapid Cooldown====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_RapidCooldown.png|128px]]
| Your grenade's cooldown is reduced by 2 seconds for each enemy caught in its explosion.
|}
====Reactive Loader====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_ReactiveLoader.png|128px]]
| ...
|}
====Reflex Shot====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_ReflexShot.png|128px]]
| Your next shot after dashing does 35% more damage.
|}
====Resilient====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Resilient.png|128px]]
| Reduce incoming damage by 5% for every enemy with 15 meters.
|}
====Scorching Amplify====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_ScorchingAmplify.png|128px]]
| <span style="color:orange">Burn</span> does 25% more damage.
|}
====Second Wind====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_SecondWind.png|128px]]
| Prevents a killshot, leaving you at 5% health. Recharges after 45 seconds.
|}
====Sharp Ice====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_SharpIce.png|128px]]
| <span style="color:blue">Shatter</span> damage is doubled.
|}
====Short Range====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" |
| ...
|}
====Spreading Ignition====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_SpreadIgnition.png|128px]]
| Killing an enemy with a grenade fully recharges your shields.
|}
====Static Discharge====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_StaticDischarge.png|128px]]
| <span style="color:yellow">Lightning Bolts</span> applies a 3 second stun to affected enemies.
|}
====Statue====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Statue.png|128px]]
| Gain 35% increased damage when stationary for at least 3 seconds.
|}
====Strider====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Strider.png|128px]]
| After taking damage, gain 100% bonus movement speed for 3 seconds. Recharges after 10 seconds.
|}
====Strike Siphon====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_StrikeSiphon.png|128px]]
| Killing an enemy with a melee attack instantly reloads your weapons.
|}
====Strong Arm====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_StrongArm.png|128px]]
| Your melee weapon deals an additional 25% damage.
|}
====Superconductor====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Superconductor.png|128px]]
| <span style="color:yellow">Chain Lightning</span> can spread to 3 additional targets.
|}
====The More The Merrier====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_TheMoreTheMerrier.png|128px]]
| Your grenade's damage is increased by 10% for each enemy caught in the explosion.
|}
====Volatile Current====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_VolatileCurrent.png|128px]]
| <span style="color:yellow">Shock</span> stacks grant 50% more critical hit chance.
|}
====Weakpoint Damage====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Burn_WeakpointDamage.png|128px]]
| ...
|}
__NOTOC__
__NOTOC__

Latest revision as of 18:16, 14 September 2025

Is that the best you can do?

This article is a stub. You can help The Tribes Depot by expanding it.

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