Deadzone: Rogue/Perks: Difference between revisions
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|[[File:T PerkFamily CombatStyle Child2.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily CombatStyle Child2.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Cutting Edge''' | |'''Cutting Edge''' | ||
| | | +20 damage within 10 meters | ||
While '''Aiming''': | |||
* +25% '''Movement Speed''' | |||
* +20% '''Stagger''' chance to {{Weakpoint}} hits within 10 meters | |||
|Combat Style | |Combat Style | ||
|- | |- | ||
|[[File:T PerkFamily CombatStyle Child3.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily CombatStyle Child3.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Reactive Marksman''' | |'''Reactive Marksman''' | ||
| | | +20 damage beyond 10 meters | ||
While '''Hipfiring''': | |||
* -20% '''Weapon Spread''' | |||
* Every Third Hit: +5% {{Critical Hit Chance}} for 5 seconds (max 30%) | |||
|Combat Style | |Combat Style | ||
|- | |- | ||
|[[File:T PerkFamily CombatStyle Child4.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily CombatStyle Child4.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Precision Protocol''' | |'''Precision Protocol''' | ||
| | | +20 damage beyond 10 meters | ||
While '''Aiming''': | |||
* -20% '''Recoil''' | |||
* Consecutive Hits: +5% {{Weakpoint}} '''Damage''' | |||
|Combat Style | |Combat Style | ||
|- | |- | ||
|[[File:T PerkFamily Gunner Parent.png|64px|class=dzr_perk dzr_perk_parent]] | |[[File:T PerkFamily Gunner Parent.png|64px|class=dzr_perk dzr_perk_parent]] | ||
|'''Lead Head''' | |'''Lead Head''' | ||
| | | +30% '''Gun Damage''' | ||
'''Weapon Handling''': | |||
* +10% '''Reload Speed''' and '''Spread''' | |||
* -20% '''Recoil''' and '''Damage Falloff''' | |||
* Consecutive Hits: +2% '''Damage''' (max 20%) | |||
|Gunner | |Gunner | ||
|- | |- | ||
|[[File:T PerkFamily Gunner Child1.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Gunner Child1.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Sidearm Savant''' | |'''Sidearm Savant''' | ||
| | | +20% '''Gun Damage''' | ||
'''Secondary Weapon''': | |||
* +15% '''Damage Falloff''' | |||
* +15% {{Critical Hit Chance}} | |||
* Attacks '''Pierce''' for 70% damage | |||
|Gunner | |Gunner | ||
|- | |- | ||
|[[File:T PerkFamily Gunner Child2.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Gunner Child2.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Armor Breaker''' | |'''Armor Breaker''' | ||
| | | +20% '''Gun Damage''' | ||
'''Secondary Weapon''': | |||
* -20% '''Bullet Spread''' | |||
* +20% '''Reload Speed''' | |||
* Consecutive Hits: +2% '''Damage''' (max 20%) | |||
|Gunner | |Gunner | ||
|- | |- | ||
|[[File:T PerkFamily Gunner Child3.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Gunner Child3.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Heavy Handed''' | |'''Heavy Handed''' | ||
| | | +20% '''Gun Damage''' | ||
'''Primary Weapon''': | |||
* +20% '''Magazine Size''' | |||
* -20% '''Recoil''' | |||
* Every second firing: +10% '''Damage Resistance''' (max 30%) | |||
|Gunner | |Gunner | ||
|- | |- | ||
|[[File:T PerkFamily Gunner Child4.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Gunner Child4.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Kinetic Lance''' | |'''Kinetic Lance''' | ||
| | | +20% '''Gun Damage''' | ||
'''Primary Weapon''': | |||
* +15% '''ADS Move Speed''' | |||
* +15% {{Weakpoint}} '''Damage''' | |||
* {{Weakpoint}} '''Shots''' '''Ricochet''' for 30% damage | |||
|Gunner | |Gunner | ||
|} | |} | ||
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|[[File:T PerkFamily Shield Parent.png|64px|class=dzr_perk dzr_perk_parent]] | |[[File:T PerkFamily Shield Parent.png|64px|class=dzr_perk dzr_perk_parent]] | ||
|'''Shield Optimizer''' | |'''Shield Optimizer''' | ||
| | | +30% {{Shield}}'''s''' | ||
Deal 25% more damage while above 50% {{Shield}}, and reduce '''Recharge Delay''' by 5 seconds | |||
|Shield | |Shield | ||
|- | |- | ||
|[[File:T PerkFamily Shield Child1.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Shield Child1.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Emergency Overclock''' | |'''Emergency Overclock''' | ||
| | | +15% {{Shield}}'''s''' | ||
When your {{Shield}}'''s''' break, they recharge 100% faster and '''Recharge Delay''' is reduced by 4 seconds | |||
|Shield | |Shield | ||
|- | |- | ||
|[[File:T PerkFamily Shield Child3.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Shield Child3.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Reactive Reflection''' | |'''Reactive Reflection''' | ||
| | | +15% {{Shield}}'''s''' | ||
{{Shield}}'''s''' reflect 200% of incoming damage back to the attacker | |||
|Shield | |Shield | ||
|- | |- | ||
|[[File:T PerkFamily Shield Child2.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Shield Child2.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Power Routing''' | |'''Power Routing''' | ||
| | | +15% {{Shield}}'''s''' | ||
While your {{Shield}}'''s''' are intact, '''Cooldowns''' are reduced by 15% and kills restore 2 {{Shield}}'''s''' | |||
|Shield | |Shield | ||
|- | |- | ||
|[[File:T PerkFamily Shield Child4.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Shield Child4.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Overcharge Driver''' | |'''Overcharge Driver''' | ||
| | | +15% {{Shield}}'''s''' | ||
When your {{Shield}}'''s''' fully recharge, for 5 seconds gain: | |||
* +20% '''Movement Speed''' | |||
* +20% '''Fire Rate''' | |||
|Shield | |Shield | ||
|- | |- | ||
|[[File:T PerkFamily Health Parent.png|64px|class=dzr_perk dzr_perk_parent]] | |[[File:T PerkFamily Health Parent.png|64px|class=dzr_perk dzr_perk_parent]] | ||
|'''Vitalizer''' | |'''Vitalizer''' | ||
| | | +25% '''Max Health''' | ||
'''Health Orbs''' heal for +100% more. Killing enemeis restores 5% of missing {{Health}} | |||
|Health | |Health | ||
|- | |- | ||
|[[File:T PerkFamily Health Child4.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Health Child4.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Orbital Infusion''' | |'''Orbital Infusion''' | ||
| | | +15% '''Max Health''' | ||
'''Health Orbs''' are auto-collected on drop, and collecting one increases weapon damage by 35% for 8 seconds | |||
|Health | |Health | ||
|- | |- | ||
|[[File:T PerkFamily Health Child3.png|64px|class=dzr_perk dzr_perk_child]] | |[[File:T PerkFamily Health Child3.png|64px|class=dzr_perk dzr_perk_child]] | ||
|'''Empowered Overload''' | |'''Empowered Overload''' | ||
| | | +15% '''Max Health''' | ||
When when at full {{Health}}, overhealing grants a damage bonus for the next 8 seconds | |||
|Health | |Health | ||
|- | |- | ||
Revision as of 00:54, 9 September 2025
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.
Perks are one of the most impactful forms of progression in Deadzone: Rogue. Due to their limited selection, they should be considered carefully. There are threecategories of perks: Combat Perks, Protective Perks, and Elemental Perks.
Combat Perks
Protective Perks
Elemental Perks
Bot Companion
- Main article: Deadzone: Rogue/Perks/Bot Companion
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.
Deadshot
- Main article: Deadzone: Rogue/Perks/Deadshot
Deadshot improves the player's damage output and ammo conservation when aiming down sights. Its secondary perks further improve aiming in several ways, primarily by improving damage.
Evolved Agility
- Main article: Deadzone: Rogue/Perks/Evolved Agility
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.
Ghostflare
- Main article: Deadzone: Rogue/Perks/Ghostflare
Ghostflare increases melee damage and causes mele kills to grant stealth to the player. Its secondary perks further improve melee attacks.
Grenade Cascade
- Main article: Deadzone: Rogue/Perks/Grenade Cascade
Grenade Cascade increases grenade damage, and causes grenade kills to spawn additional grenades. Its secondary perks[verification needed] further improve grenades
Locked and Loaded
- Main article: Deadzone: Rogue/Perks/Locked and Loaded
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.
Sentinel Strike
- Main article: Deadzone: Rogue/Perks/Sentinel Strike
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.
Elemental Perks
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'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%.
Burning Heart
- Main article: Deadzone: Rogue/Perks/Burning Heart
Burning Heart is associated with Fire, increasing Fire damage and causing it to apply Burn to targets. Its secondary perks further improve the player's damage against Burning targets.
Icy Veins
- Main article: Deadzone: Rogue/Perks/Icy Veins
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.
Night Eyes
- Main article: Deadzone: Rogue/Perks/Night Eyes
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.
Thunder Soul
- Main article: Deadzone: Rogue/Perks/Thunder Soul
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.