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 three categories of perks: Combat Perks, Protective Perks, and Elemental Perks.
Combat Perks
Multiple combat primary perks can be chosen per run.
Chromatic Cells
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Name
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Benefit
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Notes
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Chromatic Cells
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+30% Elemental Damage
Applying an Elemental Debuff has a 30% chance to apply an additional Elemental Debuff
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Primary Chroma perk
Unlocked after completing Zone 3: Uniform Chaos III
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Opalescent Diffraction
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+30% Elemental Damage
Damaging enemies with 2+ Elemental Damage applies Chroma Diffraction, increasing Proc Chance against the target by +20%
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Secondary perk, requires Chromatic Cells
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Prismatic Rebirth
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+10% Elemental Damage
Killing an enemy with 5 Elemental Debuffs (including Chromatic) triggers Prismatic Rebirth, dealing 500 Elemental Damage over 15 meters
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Secondary perk, requires Chromatic Cells
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Empowered Refraction
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+15% Elemental Damage
Elemental Procs on enemies with 3+ Elemental Debuffs (including Chromatic) applies Chroma Refraction, increasing Proc Damage to the target by 20%
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Secondary perk, requires Chromatic Cells
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Iridescent Channeling
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+20% Elemental Damage
Applying an Elemental Debuff deals 30 damage of that element
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Secondary perk, requires Chromatic Cells
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Grenade Cascade
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Name
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Benefit
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Notes
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Grenade Cascade
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+30% Grenade Damage
Grenade kills have a 35% chance to spawn another Grenade under the nearest enemy
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Primary Grenade perk
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Double Detonation
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+1 Grenade Charge
Your Grenade Damage is increased by 20% and its Explosion Radius is increased by 25%
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Secondary perk, requires Grenade Cascade
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Blast Amp
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+1 Grenade Charge
+20% Grenade Damage
+15% bonus damage for each target in its explosion
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Secondary perk, requires Grenade Cascade
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Overcharge
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+10% Grenade Damage
Hold to charge your Grenade over 2.5 seconds for +50% damage.
Each kill reduces Cooldown by 1 second
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Secondary perk, requires Grenade Cascade
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Exposing Explosion
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+10% Grenade Damage
Grenades deal 30% more damage to enemies above 80% Health.
Targets take +15% Weapon Damage for 3 seconds
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Secondary perk, requires Grenade Cascade
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Ghost Blade
| Icon
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Name
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Benefit
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Notes
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Ghost Blade
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+45% Melee Damage
Killing a target with your Melee Weapon grants Stealth for 5 seconds
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Primary Melee perk
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Backstab
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+45% Melee Damage
Deal 50% more Melee Damage when Backstabbing
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Secondary perk, requires Ghost Blade
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Honed Edge
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+45% Melee Damage
+40% Proc Chance with Melee Weapons
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Secondary perk, requires Ghost Blade
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Warstride
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+45% Melee Damage
+20% Melee Lunge Distance, and +15% Melee Attack Radius
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Secondary perk, requires Ghost Blade
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Hammer the Gap
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+45% Melee Damage
Consecutive Melee hits increase Melee Damage by 20% (max 100%) for 5 seconds
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Secondary perk, requires Ghost Blade
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Bot Companion
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Name
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Benefit
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Notes
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Bot Companion
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+1 Companion Bot
Companion Bots assist you in combat, and respawn after being destroyed
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Primary Bot perk
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Powerful Bot
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+1 Companion Bot
Companion Bots:
- +15% Health and Damage
- +35% Damage
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Secondary perk, requires Bot Companion
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Rapid Fire Bot
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+1 Companion Bot
Companion Bots:
- +15% Health and Damage
- +20% Fire Rate
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Secondary perk, requires Bot Companion
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Prepared Bot
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+1 Companion Bot
Companion Bots:
- +15% Health and Damage
- Gain an Elemental Enhancement
- Respawn 50% faster
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Secondary perk, requires Bot Companion
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Elemental Bot
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+1 Companion Bot
Companion Bots:
- +15% Health and Damage
- Gain an Elemental Enhancement
- Receive all of your Elemental Damage bonuses
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Secondary perk, requires Bot Companion
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Locked & Loaded
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Name
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Benefit
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Notes
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Locked & Loaded
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+15% Weapon Damage
Killing an enemy Refills your unequipped weapon's magazine
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Primary Weapon Master perk
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Mag Link
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+15% Weapon Damage
Killing an enemy Refills your unequipped weapon's eapons don't consume ammo for 3 seconds after swapping
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Secondary perk, requires Locked & Loaded
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Empowered Synergy
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+15% Weapon Damage
+25% Weapon Damage for 5 seconds after killing an enemy
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Secondary perk, requires Locked & Loaded
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Harmonic Striker
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+15% Weapon Damage
Melee kills reduce Grenade Cooldown by 0.5 seconds. Grenade kills boost Melee Damage by 10% per kill for 3 seconds
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Secondary perk, requires Locked & Loaded
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Ascending Swap
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+15% Weapon Damage
Swapping weapons grants +15% Fire Rate and 20% damage for 5 seconds
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Secondary perk, requires Locked & Loaded
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Combat Instincts
| Icon
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Name
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Benefit
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Notes
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Combat Instincts
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+25% Weapon Damage
+15% Movement Speed and Sprint Speed. +35% Dodge chance for 1 second after Dashing
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Primary Combat Style perk
Unlocked after completing Zone 3: Legion
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Adrenal Reflex
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+20% damage within 10 meters
Hipfiring kills within 10 meters:
- Refund 15% Magazine
- +5% Fire Rate for 10 seconds (max 25%)
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Secondary perk, requires Combat Instincts
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Cutting Edge
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+20% damage within 10 meters
While Aiming:
- +25% Movement Speed
- +20% Stagger chance to
Weakpoint hits within 10 meters
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Secondary perk, requires Combat Instincts
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Reactive Marksman
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+20% damage beyond 10 meters
While Hipfiring:
- -20% Weapon Spread
- Every Third Hit: +5%
Crit Chance for 5 seconds (max 30%)
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Secondary perk, requires Combat Instincts
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Precision Protocol
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+20% damage beyond 10 meters
While Aiming:
- -20% Recoil
- Consecutive Hits: +5%
Weakpoint Damage
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Secondary perk, requires Combat Instincts
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Lead Head
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Name
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Benefit
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Notes
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Lead Head
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+30% Gun Damage
Weapon Handling:
- +10% Reload Speed and Spread
- -20% Recoil and Damage Falloff
- Consecutive Hits: +2% Damage (max 20%)
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Primary Gunner perk
Unlocked after completing Zone 2: Uniform Chaos II
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Sidearm Savant
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+20% Gun Damage
Secondary Weapon:
- +15% Damage Falloff
- +15%
Crit Chance
- Attacks Pierce for 70% damage
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Secondary perk, requires Lead Head
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Armor Breaker
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+20% Gun Damage
Secondary Weapon:
- -20% Bullet Spread
- +20% Reload Speed
- Consecutive Hits: +2% Damage (max 20%)
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Secondary perk, requires Lead Head
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Heavy Handed
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+20% Gun Damage
Primary Weapon:
- +20% Magazine Size
- -20% Recoil
- Every second firing: +10% Damage Resistance (max 30%)
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Secondary perk, requires Lead Head
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Kinetic Lance
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+20% Gun Damage
Primary Weapon:
- +15% ADS Move Speed
- +15%
Weakpoint Damage
Weakpoint Shots Ricochet for 30% damage
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Secondary perk, requires Lead Head
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Protective Perks
Only one protective primary perk can be chosen per run, and then secondary perks can be chosen. Protective perks are unlocked after completing Zone 2: Headhunter.
Chromatic Cells
Vitalizer
Ironblood Engine
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Name
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Benefit
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Family
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Ironblood Engine
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+1,250 Armor
+1% damage for every 300 Armor you have
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Primary Armor perk
Unlocked after Completing Zone 2: Headhunter
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Momentum Plating
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+750 Armor
+150 Armor per kill for 5 seconds (max 1,500). Each kill refreshes all stacks
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Secondary perk, requires Ironblood Engine
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Reinforced Footing
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+750 Armor
+500 Armor Rating per second while Stationary (max 2,500). Moving reduces damage by 125 per second
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Secondary perk, requires Ironblood Engine
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Armor Spikes
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+1,250 Armor
Enemies that hit you take 50 damage plus 5% of your Armor as bonus damage
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Secondary perk, requires Ironblood Engine
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Composite Armor
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+1,000 Armor
While above 3,000 Armor, the first hit taken is Negated. Refreshes after 25 seconds of no damage
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Secondary perk, requires Ironblood Engine
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Elemental Perks
Only one elemental primary perk can be chosen per run, and then secondary perks can be chosen.
Cryo
Fire
Lightning
Void
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Name
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Benefit
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Family
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Void
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+30% Void Damage
Void Damage applies Corruption, reducing the target's damage by 20% for 8 seconds
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Primary Void perk
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Umbral Sight
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+20% Void Damage
Corruption targets at least 10 meters away take +30%
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Secondary perk, requires Void
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Dark Strike
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+15% Void Damage
Killing a Corrupted target activates Dark Strike, dealing 150 Void Damage to the nearest enemy
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Secondary perk, requires Void
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Inner Abyss
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+15% Void Damage
+25% Proc Chance to Void Tendrils and Singularity
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Secondary perk, requires Void
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Doombinder
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+25% Void Damage
Corruption lasts for an additional 2 seconds, and each affected enemy increases your Grenade Damage by 10%
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Secondary perk, requires Void
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Plasma
| Icon
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Name
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Benefit
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Family
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Plasma
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+30% Plasma Damage
Plasma Damage applies Flux, reducing the target's Attack Rate by 30% for 6 seconds
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Primary Plasma perk
Unlocked by completing Zone 1 on any difficulty
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Core Vent
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+15% Plasma Damage
Killing a Fluxed target releases two energy orbs, dealing 50 Plasma Damage. Hit targets release a second burst
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Secondary perk, requires Plasma
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Ionized Flow
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+15% Plasma Damage
+25% Proc Chance to Plasma Ball and Plasma Seeker
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Secondary perk, requires Plasma
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Power Spill
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+20% Plasma Damage
Flux lasts an additional 2 seconds. When damaging a Fluxed target, it has a 25% chance to spread within 10 meters
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Secondary perk, requires Plasma
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Plasma Bloom
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+15% Plasma Damage
+5% Fire Rate and Reload Speed for each enemy affected by Flux (max 30%)
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Secondary perk, requires Plasma
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Psionic
| Icon
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Name
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Benefit
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Family
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Psionic
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+30% Psionic Damage
Psionic Damage applies Fracture, adding a 15% Stagger chance for 5 seconds
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Primary Psionic perk
Unlocked by completing Zone 2 on any difficulty
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Neuroshock
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+20% Psionic Damage
Fracture increases Stagger chance by an additional 10% and reduces its Cooldown by 3 seconds
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Secondary perk, requires Psionic
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Cognitive Quake
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+15% Psionic Damage
Killing a Fractured target releases a Psychic Shockwave and Pushing Back targets over 8 meters
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Secondary perk, requires Psionic
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Thoughtstream
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+15% Psionic Damage
+20% damage while Hipfiring against Fractured targets
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Secondary perk, requires Psionic
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Cerebral Flow
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+15% Psionic Damage
+25% Proc Chance to Psychic Punch and Telekinetic Slam
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Secondary perk, requires Psionic
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