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
| Icon
|
Name
|
Benefit
|
Family
|
|
Shield Optimizer
|
+30% Shields
Deal 25% more damage while above 50% Shield, and reduce Recharge Delay by 5 seconds
|
Shield
|
|
Emergency Overclock
|
+15% Shields
When your Shields break, they recharge 100% faster and Recharge Delay is reduced by 4 seconds
|
Shield
|
|
Reactive Reflection
|
+15% Shields
Shields reflect 200% of incoming damage back to the attacker
|
Shield
|
|
Power Routing
|
+15% Shields
While your Shields are intact, Cooldowns are reduced by 15% and kills restore 2 Shields
|
Shield
|
|
Overcharge Driver
|
+15% Shields
When your Shields fully recharge, for 5 seconds gain:
- +20% Movement Speed
- +20% Fire Rate
|
Shield
|
|
Vitalizer
|
+25% Max Health
Health Orbs heal for +100% more. Killing enemeis restores 5% of missing Health
|
Health
|
|
Orbital Infusion
|
+15% Max Health
Health Orbs are auto-collected on drop, and collecting one increases weapon damage by 35% for 8 seconds
|
Health
|
|
Empowered Overload
|
+15% Max Health
When when at full Health, overhealing grants a damage bonus for the next 8 seconds
|
Health
|
|
Critical Bastion
|
+20% Max Health
When falling below 35% Health, gain a shield equal to 25% of your Max Health
|
Health
|
|
Blood Chemist
|
+15% Max Health
+0.5% damage for every 1% of missing Health
|
Health
|
|
Ironblood Engine
|
+1,250 Armor
+1% damage for every 300 Armor you have
|
Armor
|
|
Momentum Plating
|
+750 Armor
+150 Armor per kill for 5 seconds (max 1,500). Each kill refreshes all stacks
|
Armor
|
|
Reinforced Footing
|
+750 Armor
+500 Armor Rating per second while Stationary (max 2,500). Moving reduces damage by 125 per second
|
Armor
|
|
Armor Spikes
|
+1,250 Armor
Enemies that hit you take 50 damage plus 5% of your Armor as bonus damage
|
Armor
|
|
Composite Armor
|
+1,000 Armor
While above 3,000 Armor, the first hit taken is Negated. Refreshes after 25 seconds of no damage
|
Armor
|
Elemental Perks
| Icon
|
Name
|
Benefit
|
Family
|
|
Cryo
|
+30% Cryo Damage
Cryo Damage applies Chill, reducing the target's Movement Speed by 30% for 6 seconds
|
Cryo
|
|
Snow Drift
|
+20% Cryo Damage
Chilled targets within 10 meters take +25% damage
|
Cryo
|
|
Frostbite
|
+25% Cryo Damage
Chill now reduces Attack Speed and Movement Speed by an additional 10%
|
Cryo
|
|
Coldsnap
|
+15% Cryo Damage
+25 % Proc Chance to Shatter and Freeze
|
Cryo
|
|
Blizzard
|
+25% Cryo Damage
Killing a Chilled target surrounds you with a Blizzard, damaging nearby targets for 5 seconds
|
Cryo
|
|
Lightning
|
+30% Lightning Damage
Lightning Damage applies Shock, increasing Crit Chance against the target by 15% for 6 seconds
|
Lightning
|
|
High Voltage
|
+15% Lightning Damage
+20% Crit Damage to Shocked targets
|
Lightning
|
|
Sparkbane
|
+20% Lightning Damage
Shock now increases Crit Chance by an additional 10% and adds a 15% chance to Stagger
|
Lightning
|
|
Static Pulse
|
+10% Lightning Damage
Critical Hits on Shocked targets emit a Static Pulse, dealing 20% damage over 6 meters
|
Lightning
|
|
Conductive
|
+15% Lightning Damage
+25% Proc Chance to Chain Lightning and Lightning Bolt
|
Lightning
|
|
Plasma
|
+30% Plasma Damage
Plasma Damage applies Flux, reducing the target's Attack Rate by 30% for 6 seconds
|
Plasma
|
|
Core Vent
|
+15% Plasma Damage
Killing a Fluxed target releases two energy orbs, dealing 50 Plasma Damage. Hit targets release a second burst
|
Plasma
|
|
Ionized Flow
|
+15% Plasma Damage
+25% Proc Chance to Plasma Ball and Plasma Seeker
|
Plasma
|
|
Power Spill
|
+20% Plasma Damage
Flux lasts an additional 2 seconds. When damaging a Fluxed target, it has a 25% chance to spread within 10 meters
|
Plasma
|
|
Plasma Bloom
|
+15% Plasma Damage
+5% Fire Rate and Reload Speed for each enemy affected by Flux (max 30%)
|
Plasma
|
|
Fire
|
+30% Fire Damage
Fire Damage applies Burn, increasing damage dealt to the target by 10% for 5 seconds
|
Fire
|
|
Overheat
|
+20% Fire Damage
Burn now lasts an additional 2 seconds and spreads to other targets within 5 meters
|
Fire
|
|
Searing Exposure
|
+15% Fire Damage
+25% Weakpoint Damage to Burning targets
|
Fire
|
|
Kindling
|
+15% Fire Damage
+25% Proc Chance to Ignite and Combustion
|
Fire
|
|
Inferno
|
+15% Fire Damage
Killing a Burning target overchages your weapon with Inferno, increasing damage by 20% for 5 seconds
|
Fire
|
|
Void
|
+30% Void Damage
Void Damage applies Corruption, reducing the target's damage by 20% for 8 seconds
|
Void
|
|
Umbral Sight
|
+20% Void Damage
Corruption targets at least 10 meters away take +30%
|
Void
|
|
Dark Strike
|
+15% Void Damage
Killing a Corrupted target activates Dark Strike, dealing 150 Void Damage to the nearest enemy
|
Void
|
|
Inner Abyss
|
+15% Void Damage
+25% Proc Chance to Void Tendrils and Singularity
|
Void
|
|
Doombinder
|
+25% Void Damage
Corruption lasts for an additional 2 seconds, and each affected enemy increases your Grenade Damage by 10%
|
Void
|
|
Psionic
|
+30% Psionic Damage
Psionic Damage applies Fracture, adding a 15% Stagger chance for 5 seconds
|
Psionic
|
|
Neuroshock
|
+20% Psionic Damage
Fracture increases Stagger chance by an additional 10% and reduces its Cooldown by 3 seconds
|
Psionic
|
|
Cognitive Quake
|
+15% Psionic Damage
Killing a Fractured target releases a Psychic Shockwave and Pushing Back targets over 8 meters
|
Psionic
|
|
Thoughtstream
|
+15% Psionic Damage
+20% damage while Hipfiring against Fractured targets
|
Psionic
|
|
Cerebral Flow
|
+15% Psionic Damage
+25% Proc Chance to Psychic Punch and Telekinetic Slam
|
Psionic
|
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