Deadzone: Rogue/Items: Difference between revisions
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Partially updated superior items |
More superior items |
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| +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%) | ||
|5 Tiers | |5 Tiers | ||
+2% | +2% damage per tier, up to 10% | ||
|- | |- | ||
|[[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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| +0.2% damage per missing point of '''Health''' | | +0.2% damage per missing point of '''Health''' | ||
|5 Tiers | |5 Tiers | ||
+0.2% | +0.2% damage per tier, up to 1% | ||
|- | |- | ||
|[[File:T PerkIcon DelayedShotBonus.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T PerkIcon DelayedShotBonus.png|64px|class=dzr_item dzr_item_rare]] | ||
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|Excess {{Critical Hit Chance}} above 100% boosts {{Critical Damage}} by the overflow (max 10%) | |Excess {{Critical Hit Chance}} above 100% boosts {{Critical Damage}} by the overflow (max 10%) | ||
|5 Tiers | |5 Tiers | ||
+10% | +10% crit damage per tier, up to 50% | ||
|- | |- | ||
|[[File:T SuperPerkIcon ExitStealthBonuses.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon ExitStealthBonuses.png|64px|class=dzr_item dzr_item_rare]] | ||
| | |'''Phase Booster''' | ||
| | | +30% damage and '''Movement Speed''' for 1 second after exiting '''Stealth''' | ||
| | |5 Tiers | ||
1 second duration per tier, up to 5 seconds | |||
|- | |- | ||
|[[File:T SuperPerkIcon Nitroglycerin-Powder.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon Nitroglycerin-Powder.png|64px|class=dzr_item dzr_item_rare]] | ||
| | |'''Nitroglycerin Powder''' | ||
| | | +0.4% damage for 2 seconds after '''Reloading''' for each bullet that was '''Reloaded''' (max 100%) | ||
| | |5 Tiers | ||
+0.4% damage per tier, up to 2% | |||
|- | |- | ||
|[[File:T SuperPerkIcon FreeShotsAfterKill.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon FreeShotsAfterKill.png|64px|class=dzr_item dzr_item_rare]] | ||
|'''Ammo Surplus''' | |'''Ammo Surplus''' | ||
| | |1 second of no ammo consumption after killing an enemy | ||
| | |5 Tiers | ||
1 second duration per tier, up to 5 seconds | |||
|- | |- | ||
|[[File:T SuperPerkIcon GetAmmoWhenApplyingElementalEffect.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon GetAmmoWhenApplyingElementalEffect.png|64px|class=dzr_item dzr_item_rare]] | ||
| | |'''Liquid Oxidizer''' | ||
| | |10% chance to replenish 20% ammo when you '''Proc''' an '''Element''' (minimum +1) | ||
| | |5 Tiers | ||
+10% chance per tier, up to 50% | |||
|- | |- | ||
|[[File:T SuperPerkIcon GrenadeDamageToHealthyEnemies.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon GrenadeDamageToHealthyEnemies.png|64px|class=dzr_item dzr_item_rare]] | ||
| | |'''Impact Fuze''' | ||
| | | +15% '''Grenade Damage''' to enemies above 70% Health | ||
| | |5 Tiers | ||
+5% grenade damage per tier, up to 35% | |||
|- | |- | ||
|[[File:T SuperPerkIcon GrenadeDoubleDamage.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon GrenadeDoubleDamage.png|64px|class=dzr_item dzr_item_rare]] | ||
| | |'''Bolas''' | ||
| | | +10% chance to do +100% '''Grenade Damage''' | ||
| | |5 Tiers | ||
+5% chance per tier, up to 30% | |||
|- | |- | ||
|[[File:T SuperPerkIcon GrenadeProcWeapons.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T SuperPerkIcon GrenadeProcWeapons.png|64px|class=dzr_item dzr_item_rare]] | ||
| | |'''Oil Diffuser''' | ||
| | |'''Grenades''' '''Proc''' the '''Element''' of your '''Primary''', '''Secondary''', and '''Melee Weapons''' at 15% of their '''Proc Rate''' | ||
| | |5 Tiers | ||
+5% proc rate chance per tier, up to 35% | |||
|- | |- | ||
|[[File:T PerkIcon GrenadeSecondExplosion.png|64px|class=dzr_item dzr_item_rare]] | |[[File:T PerkIcon GrenadeSecondExplosion.png|64px|class=dzr_item dzr_item_rare]] | ||
Revision as of 00:57, 8 September 2025
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.