Bingo
Every tenth hit gains +{weakpoint_damage}% Weakpoint Damage +{critical_damage}% Critical Hit Damage
The Bio-Booster system replaces classic DRG perks - 49 cards spread across 13 themed decks. Each run you pick from a deck pool to shape your build. Themes range from Carnage (aggression) to Mobility, Storm (electric) and Tinkering.
Every tenth hit gains +{weakpoint_damage}% Weakpoint Damage +{critical_damage}% Critical Hit Damage
Hitting an enemy with a weapon makes any other weapon deal an additional {damage}% damage next hit. Stacks. +{stacks} Max Stacks
+{reloadspeed}% Reload Speed +{interactspeed}% Interaction Speed +{revivespeed}% Revive Speed
Increases crit chance by +{crit}%
Critical damage increased by +{crit}%
Weapon used has {chance}% chance to recover +{ammo} ammo on Critical Hit
Critical hits stun enemies for +{duration}s
Killing a medium or larger enemy gives you +{stoneskin} Stone Skin
Killing an enemy replenishes +{cooldown}% of Ability Charge cooldown
Killing an enemy reloads +{bullets} bullet into your magazine
Killing an enemy gives you +{damage}% damage for {duration} seconds
Area damage leaves an Aftermath AoE that deals +{damage}% of initial damage over {duration} seconds. Max {maximum} Aftermath areas can be active at one time
Direct damage weapons deal up to +{damage}% of their damage in a {range} metre radius
All area effects have +{radius}% larger Radius
Damage has a {chance}% chance to stun for +{duration}s
Damaging an electrocuted enemy with electric damage stuns them for +{duration}s
+{damage}% of Damage is added as Electric Damage
+{damage}% damage when behind the target
+{damage}% damage against targets within {distance}m
+{dodge}% chance to avoid incoming damage
Dealing Melee Damage gives you a large burst of Movement Speed for +{duration} Seconds
While Total Ability Charge is under {charge}% Reload speed is increased by +{reload}%
Gain +{damage}% damage for {duration}s after using suit power ability
{cooldown}% Ability Cooldown
+{charge}% Ability Charge every time you hit an enemy with a weapon
Increases damage dealt to enemies who are more than {height}m below you by +{damage}%
Reduces the spread penalty from moving by +{damage}%
Increases sprint speed by +{speed}% for the first {duration} seconds ({cooldown}s cooldown)
Increase falling resistance and jump height by +{jump}%
Enemies attacking you receive +{reflection} damage
Enemies within 6m move +{slow}% slower
{damage} damage taken from enemies in front of you
+{armor}% Armor
Shooting an enemy with a ranged weapon recharges +{cooldown}% of Power Attack Cooldown
Hitting an enemy with a ranged weapon gives that weapon +{rate}% Fire Rate up to a max of {max_rate}% for {duration} seconds.
No Weapon Spread for +{duration} seconds after throwing a Grenade.
+{damage}% damage to your next grenade after a power attack hit.
Double Melee Damage for +{duration}s after emptying a weapons magazine
+{damage}% Damage per enemy within {range}m
Enemies attacking you in melee get stunned for +{duration} seconds
Taking damage from enemies returns +{health}% of Health lost as Stone Skin
+{recharge}% ability recharge rate for each electrocuted enemy within {range}m
Whenever an electrocuted enemy within {range}m dies you trigger an explosion of +{damage} electrocution damage in a {radius}m radius around you
+{death_torrent_damage}% damage against electrocuted targets
Melee hits deal an extra +{damage}% damage as electrocution while Suit power charge is below {below_charge}%
Armour Piercing Damage {piercing}%
Rate Of Fire {rate}%
Reload Speed {reload}%
Weapon Recoil Control {recoil}%
Last updated May 21, 2026 · DRG: Rogue Core wiki