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Deadzone: Rogue/Augments: Difference between revisions

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(New augments: Aiming, Long Range, Short Range, Weakpoint, Magazine and Reload, Health, Elemental - All, Hipfire. Added unused augment icon gallery at bottom of the page, please note if any have been removed as patch notes indicate "Removed Grenade and Melee augments")
(Updated crits)
 
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Augments are buffs that can be acquired at the Augment Forge.
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.


====Abyssal Rapture====
== Augments ==
 
==== Agility ====
{|
{|
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_AbyssalRapture.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_KineticThrust.png|128px]]
| Targets affected by <span style="color:purple">Void Tendrils</span> share 80% more damage.
| The player's movement is increased by 50%. While moving, their damage is increased by 25%.
|}
====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====
====Aiming====
Line 24: Line 14:
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Aiming.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Aiming.png|128px]]
| ...
| While aiming, the player deals 50% increased damage and 30% increased weakpoint damage. Additionally, each enemy has a red outline while aiming that is visible through obstructions.
|}
|}
====Backload====
 
==== Ammo ====
{|
{|
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Backload.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]
| You deal 25% more damage when your weapon's magazine is less than half full.
| The player has a 35% chance to refund a bullet whenever they hit an enemy, and deals 40% increased damage while their magazine is at least 80% full, rounded up{{Verify}}
|}
|}
====Blazing Eruption====
 
==== Critical Hits ====
{|
{|
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_BlazingEruption.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PowerfulCrit.png|128px]]
| <span style="color:orange">Combustion</span> damage is increased by 50%.
| The player gains 25% crit chance and 50% crit damage.
|}
====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====
====Elemental====
{|
{|
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Elemental.png|128px]]
| style="padding:0.25em;" | [[Image:T AugmentIcon Elemental.png|128px]]
| ...
| The player's Elemental damage is increased by 30% and receives all Elemental damage bonuses regardless of Element.
|}
|}
====Electric Field====
 
==== Health ====
{|
{|
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_ElectricField.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_AdrenalSurge.png|128px]]
| The range of <span style="color:yellow">Chain Lightning</span> is increased by 50%.
| The player gains 65 maximum HP, receives +100% healing from health pickups, and restores 5% of their maximum HP{{Verify}} upon killing an enemy.
|}
====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====
====Hipfire====
Line 168: Line 47:
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Hipfire.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Hipfire.png|128px]]
| ...
| While the player is not aiming, they deal 50% increased damage, their proc chances are increased by 100%, and their spread is decreased by 20%.
|}
====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====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LastStand.png|128px]]
| Your grenade damage increases as you get closer to death, to a maximum of +50%.
|}
====Leaden Twins====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LeadenTwins.png|128px]]
| Your weapons use twice as much ammo and deal twice as much damage per shot.
|}
====Lethal Voltage====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LethalVoltage.png|128px]]
| You deal 50% more damage to enemies with <span style="color:yellow">Shock</span> stacks.
|}
====Lifesteal====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Lifesteal.png|128px]]
| Gain 3% of your max health back after killing an enemy with a melee weapon.
|}
|}
====Long Range====
====Long Range====
Line 217: Line 53:
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LongRange.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_LongRange.png|128px]]
| ...
| Against enemies beyond 10 metres, the player deals 75% increased damage and 60%{{Verify}} increased weakpoint damage.
|}
|}
====Magazine and Reload====
====Magazine and Reload====
Line 223: Line 59:
|- style="vertical-align: top;"
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_MagazineAndReload.png|128px]]
| ...
| Each of the player's guns gains 200% magazine size. The player reloads 45% faster and deals 2% more damage for each missing bullet in their magazine, to a maximum of 100% (with at least 50 bullets fired).
|}
====Mental Siphon====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_MentalSiphon.png|128px]]
| Killing an enemy with a melee attack has a 50% chance of resetting your grenade cooldown.
|}
====Nether Grasp====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_NetherGrasp.png|128px]]
| <span style="color:purple">Void Tendrils</span> bind to 3 additional targets.
|}
====Overcharge====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Overcharge.png|128px]]
| <span style="color:yellow">Lightning Bolts</span> have a 50% chance to do double damage.
|}
====Percussive Recharge====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PercussiveRecharge.png|128px]]
| Killing an enemy with a grenade fully recharges your shields.
|}
====Personal Bubble====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PersonalBubble.png|128px]]
| Take 50% less damage if there are no enemies with 15 meters of you.
|}
====Phase Module====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PhaseModule.png|128px]]
| Your dash now allows you to move through enemies.
|}
====Piercing Cold====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PiercingCold.png|128px]]
| You deal 50% more damage to enemies with <span style="color:blue">Chill</span> stacks.
|}
====Power Shield====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PowerShield.png|128px]]
| While you are above 75% shields, gain increased damage. (Damage is doubled)
|}
|}


====Powerful Crit====
==== Shield ====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PowerfulCrit.png|128px]]
| Increase the damage of your critical strikes by 50%.
|}
====Practiced Strikes====
{|
|- style="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_PracticedStrikes.png|128px]]
| Melee attacks gain +35% critical hit chance.
|}
====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="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Resilient.png|128px]]
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Resilient.png|128px]]
| Reduce incoming damage by 5% for every enemy with 15 meters.
| The player gains 45 maximum shield and regenerates shields 4 seconds sooner after taking damage. While at maximum shields, the player deals 40% increased damage.
|}
|}
====Scorching Amplify====
 
{|
==== Weakpoint ====
|- 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="vertical-align: top;"
| style="padding:0.25em;" | [[Image:T_AugmentIcon_Burn_WeakpointDamage.png|128px]]
| style="padding:0.25em;" | [[Image:T AugmentIcon DayOneExploit.png|128px]]
| ...
| The player's weakpoint shots deal 50% increased damage and have 25% increased crit chance. Additionally, weakpoint are easier to hit.
|}
|}


== Strategy ==


== Possible Augments ==
* Agility is a situational augment. The movement speed increase is sizeable, but mobility requires the right situation to be useful. Additionally, its damage increase is relatively small. Note that moving directly toward or away from an enemy allows the damage bonus to be used without making aiming more difficult.
The following augments may or may not exist in the game or have been removed, but the icons exist within the game files.
* Aiming is an incredibly powerful augment. Its outlines give the player an unparalleled level of situational awareness. Additionally, it provides a massive increase to damage. There are few situations where the player doesn't want to aim.
<gallery>
* Ammo is a poor augment. It effectively increases the the player's ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.
File:T_AugmentIcon_Ammo.png|Ammo
* Crits is a powerful augment if the player is building crits. Without other crit damage bonuses, it only provides an approximate 24% damage increase. However, its crit chance bonus scales very well if the player has other crit damage bonuses to stack.
File:T_AugmentIcon_Chill_MeleeAoE.png|Chill Melee AOE
* Elemental is a peculiar augment. At base, it grants a very small damage bonus. However, it allows the player to stack all four items that grant elemental damage bonuses, which would effectively give it one of the highest damage bonuses. This is an inconsistent augment with the potential to be very strong or mediocre.
File:T_AugmentIcon_Chill_AttackSlow.png|Chill Attack Slow
* Health is very powerful below Nightmare difficulty due to its sizeable HP increase and outstanding healing. On Nightmare, however, notably dangerous enemies have a tendency to 1-shot the player through Health augment, nullifying it.
File:T_AugmentIcon_Chill_MeleeDamage.png|Chill Melee Damage
* Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]] and the [[Deadzone: Rogue/Weapons/Miniguns|Hellstorm]], elliminating its strongest options. Additional testing must be done with the [[Deadzone: Rogue/Weapons/Assault Rifles|Vanguard and Arcblade]] to assess its power level.
File:T_AugmentIcon_Corruption_GrenadeCooldown.png|Corruption Grenade Damage
* Long Range is a powerful augment, especially on higher difficulties. Although it is less useful on Floor 1, many dangerous enemies either keep their distance from the player or can be within a large room that has additional enemies. As such, attacking beyond 10 metres is common.
File:T_AugmentIcon_CQC_Child1.png|CQC Child1
* Magazine and Reload is an exceptionally powerful augment. Its massive magazine size and reload speed bonuses vastly alleviates ammo concerns. Additionally, the damage bonus is massive on weapons with high clip sizes. Any weapon with a large enough magazine size can start fights with a staggering 100% damage bonus.
File:T_AugmentIcon_CQC_Child2.png|CQC Child2
* Shield is a powerful augment ending at Extreme and an okay augment below that. Although it suffers from the same issues as Health on higher difficulties, it can still provide a safety net against lower-damage enemies and provides a small damage boost to compensate.
File:T_AugmentIcon_CQC_Child3.png|CQC Child 3
* Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.__NOTOC__
File:T_AugmentIcon_Cryo_ShatterAoE.png|Cryo Shatter AoE
File:T_AugmentIcon_Grenade_Child3.png|Grenade Child 3
File:T_AugmentIcon_Lightning_Bolt_ApplyStun.png|Lightning Bolt Apply Stun
File:T_AugmentIcon_Lightning_Bolt_DoubleStrikes.png|Lightning Bolt Double Strikes
File:T_AugmentIcon_Lightning_Chain.png|Lightning Chain
File:T_AugmentIcon_Lightning_Shock_ExtraCrit.png|Lightning Shock Extra Crit
File:T_AugmentIcon_Marksman_Child1.png|Marksman Child 1
File:T_AugmentIcon_Marksman_Child3.png|Marksman Child 3
File:T_AugmentIcon_Marksman_Child4.png|Marksman Child 4
File:T_AugmentIcon_Movement_Child1.png|Movement Child 1
File:T_AugmentIcon_Movement_Child2.png|Movement Child 2
File:T_AugmentIcon_Movement_Child3.png|Movement Child 3
File:T_AugmentIcon_Movement_Child4.png|Movement Child 4
File:T_AugmentIcon_Movement_Parent.png|Movement Parent
File:T_AugmentIcon_Ninja_Child1.png|Ninja Child 1
File:T_AugmentIcon_Ninja_Child3.png|Ninja Child 3
File:T_AugmentIcon_OiledEdge.png|Oiled Edge
File:T_AugmentIcon_Overcharge.png|Overcharge
File:T_AugmentIcon_PetChild1.png|Pet Child 1
File:T_AugmentIcon_PetChild2.png|Pet Child 2
File:T_AugmentIcon_PetChild3.png|Pet Child 3
File:T_AugmentIcon_PetParent.png|Pet Parent
File:T_AugmentIcon_SilentButDeadly.png|Silent But Deadly
File:T_AugmentIcon_Void_Child3.png|Void Child 3
File:T_AugmentIcon_Void_Corruption_CorruptNearbyWhenDie.png|Corruption Corrupt Nearby When Die
File:T_AugmentIcon_Void_SingularityDamage.png|Singularity Damage
File:T_AugmentIcon_WeaponMaster_Child2.png|Weapon Master Child 2
</gallery>
 
 
 
__NOTOC__

Latest revision as of 18:44, 28 February 2025

Is that the best you can do?

This article is a stub. You can help Tribes Wiki 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

Agility

The player's movement is increased by 50%. While moving, their damage is increased by 25%.

Aiming

While aiming, the player deals 50% increased damage and 30% increased weakpoint damage. Additionally, each enemy has a red outline while aiming that is visible through obstructions.

Ammo

The player has a 35% chance to refund a bullet whenever they hit an enemy, and deals 40% increased damage while their magazine is at least 80% full, rounded up[verification needed]

Critical Hits

The player gains 25% crit chance and 50% crit damage.

Elemental

The player's Elemental damage is increased by 30% and receives all Elemental damage bonuses regardless of Element.

Health

The player gains 65 maximum HP, receives +100% healing from health pickups, and restores 5% of their maximum HP[verification needed] upon killing an enemy.

Hipfire

While the player is not aiming, they deal 50% increased damage, their proc chances are increased by 100%, and their spread is decreased by 20%.

Long Range

Against enemies beyond 10 metres, the player deals 75% increased damage and 60%[verification needed] increased weakpoint damage.

Magazine and Reload

Each of the player's guns gains 200% magazine size. The player reloads 45% faster and deals 2% more damage for each missing bullet in their magazine, to a maximum of 100% (with at least 50 bullets fired).

Shield

The player gains 45 maximum shield and regenerates shields 4 seconds sooner after taking damage. While at maximum shields, the player deals 40% increased damage.

Weakpoint

The player's weakpoint shots deal 50% increased damage and have 25% increased crit chance. Additionally, weakpoint are easier to hit.

Strategy

  • Agility is a situational augment. The movement speed increase is sizeable, but mobility requires the right situation to be useful. Additionally, its damage increase is relatively small. Note that moving directly toward or away from an enemy allows the damage bonus to be used without making aiming more difficult.
  • Aiming is an incredibly powerful augment. Its outlines give the player an unparalleled level of situational awareness. Additionally, it provides a massive increase to damage. There are few situations where the player doesn't want to aim.
  • Ammo is a poor augment. It effectively increases the the player's ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.
  • Crits is a powerful augment if the player is building crits. Without other crit damage bonuses, it only provides an approximate 24% damage increase. However, its crit chance bonus scales very well if the player has other crit damage bonuses to stack.
  • Elemental is a peculiar augment. At base, it grants a very small damage bonus. However, it allows the player to stack all four items that grant elemental damage bonuses, which would effectively give it one of the highest damage bonuses. This is an inconsistent augment with the potential to be very strong or mediocre.
  • Health is very powerful below Nightmare difficulty due to its sizeable HP increase and outstanding healing. On Nightmare, however, notably dangerous enemies have a tendency to 1-shot the player through Health augment, nullifying it.
  • Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with Scoped Weapons and the Hellstorm, elliminating its strongest options. Additional testing must be done with the Vanguard and Arcblade to assess its power level.
  • Long Range is a powerful augment, especially on higher difficulties. Although it is less useful on Floor 1, many dangerous enemies either keep their distance from the player or can be within a large room that has additional enemies. As such, attacking beyond 10 metres is common.
  • Magazine and Reload is an exceptionally powerful augment. Its massive magazine size and reload speed bonuses vastly alleviates ammo concerns. Additionally, the damage bonus is massive on weapons with high clip sizes. Any weapon with a large enough magazine size can start fights with a staggering 100% damage bonus.
  • Shield is a powerful augment ending at Extreme and an okay augment below that. Although it suffers from the same issues as Health on higher difficulties, it can still provide a safety net against lower-damage enemies and provides a small damage boost to compensate.
  • Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.