Deadzone: Rogue/Items: Difference between revisions
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Removed 5 tier listing |
Riganddigy (talk | contribs) m →Rare and Epic Items: Fixed descriptions for items such as targeting goggles and plastic wand. Fixed the stats and times on superior items such as artificial heart from 5 seconds to 3. |
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|[[File:T PerkIcon CritChance.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T PerkIcon CritChance.png|64px|class=dzr_item dzr_item_rare]] | ||
|'''Targeting Goggles''' | |'''Targeting Goggles''' | ||
|'''Rare''':+20% {{Critical | |'''Rare''': +20% {{Critical Hit Chance}} | ||
'''Epic''': +40% {{Critical | '''Epic''': +40% {{Critical Hit Chance}} | ||
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|[[File:T PerkIcon DamageReductionAfterReload.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T PerkIcon DamageReductionAfterReload.png|64px|class=dzr_item dzr_item_rare]] | ||
|'''Elbow Pads''' | |'''Elbow Pads''' | ||
|'''Rare''': + | |'''Rare''': +25% '''Reload Speed'''. +25% '''Damage Reduction''' for 3 seconds after '''Reloading''' | ||
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|'''Plastic Wand''' | |'''Plastic Wand''' | ||
|'''Rare''': +20% {{Critical Damage}} | |'''Rare''': +20% {{Critical Damage}} | ||
'''Epic''': | '''Epic''': +40% {{Critical Damage}} | ||
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|'''Ballistic Helmet''' | |'''Ballistic Helmet''' | ||
|'''Rare''': +25% {{Weakpoint}} '''Damage''' | |'''Rare''': +25% {{Weakpoint}} '''Damage''' | ||
'''Epic''': + | '''Epic''': +50% {{Weakpoint}} '''Damage''' | ||
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|'''Space Heater''' | |'''Space Heater''' | ||
|'''Rare''': +50% damge to your next shot after killing an enemy with a {{Weakpoint}} shot | |'''Rare''': +50% damge to your next shot after killing an enemy with a {{Weakpoint}} shot | ||
'''Epic''': +100% damage to your next shot after killing an enemy with a | '''Epic''': +100% damage to your next shot after killing an enemy with a {{Weakpoint}} shot | ||
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|'''Pop Toaster''' | |'''Pop Toaster''' | ||
| +2% damage per enemy affected by '''Elemental Debuff''' of your equipped weapon (max 50%) | | +2% damage per enemy affected by '''Elemental Debuff''' of your equipped weapon (max 50%) | ||
| +2% damage per tier, up to | | +2% damage per tier, up to 50% | ||
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|[[File:T SuperPerkIcon DamageBoostPerMissingHealth.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon DamageBoostPerMissingHealth.png|64px|class=dzr_item dzr_item_rare]] | ||
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|'''Ammo Surplus''' | |'''Ammo Surplus''' | ||
|1 second of no ammo consumption after killing an enemy | |1 second of no ammo consumption after killing an enemy | ||
|1 second duration per tier, up to | |1 second duration per tier, up to 3 seconds | ||
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|[[File:T SuperPerkIcon GetAmmoWhenApplyingElementalEffect.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon GetAmmoWhenApplyingElementalEffect.png|64px|class=dzr_item dzr_item_rare]] | ||
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|'''Artificial Heart''' | |'''Artificial Heart''' | ||
|'''Immune''' to all damage for 1 second after consuming a '''Health Orb''' | |'''Immune''' to all damage for 1 second after consuming a '''Health Orb''' | ||
|1 second duration per tier, up to | |1 second duration per tier, up to 3 seconds | ||
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|[[File:T SuperPerkIcon KillRestoresBullet NotKillBoostsDamage.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon KillRestoresBullet NotKillBoostsDamage.png|64px|class=dzr_item dzr_item_rare]] | ||
Revision as of 22:36, 10 September 2025
Items are acquired at the end of each normal room. Whenever the last enemy in the room is 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.