Perks in Demonology are the Tarot Cards you buy from the lobby shop before a job starts. Each one adds a buff for that run, like more stamina, faster movement, or longer-lasting protection. You can add a perk only once per job, but different perks stack with each other, so you can mix several at once. None of them carry over once the job ends, so you re-buy whatever you want for every new run.
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Mobility Perks
These perks help the whole team move and stay on the run. They boost stamina, sprint distance, and walk speed, which makes it easier to cover the map and escape the ghost during a job.
The Empress
The Empress refills your team's stamina faster, so hunters can sprint and reposition more often during a job. It pairs well with Strength for sprint-heavy runs and applies to every hunter, not just the buyer.
- Category
- Mobility
- effect
- All hunters get faster stamina regeneration while it is active.
- price
- $50
- Unlock Level
- Level 15
The Chariot
The Chariot raises walk speed for the whole team, helping hunters cover the map and escape ghosts faster. It is a cheap mobility option that benefits everyone on the job.
- Category
- Mobility
- effect
- All hunters get a faster walk speed while it is active.
- price
- $35
- Unlock Level
- Level 18
Strength
Strength doubles each hunter's stamina pool, letting the team sprint for far longer before slowing down. It is strong for evading ghosts and works best alongside The Empress for sustained mobility.
- Category
- Mobility
- effect
- All hunters get double stamina while it is active.
- price
- $35
- Unlock Level
- Level 22
| Image | Name | Description | Category | effect | price | Unlock Level |
|---|---|---|---|---|---|---|
| The Empress | The Empress refills your team's stamina faster, so hunters can sprint and reposition more often during a job. It pairs well with Strength for sprint-heavy runs and applies to every hunter, not just the buyer. | Mobility | All hunters get faster stamina regeneration while it is active. | $50 | Level 15 | |
| The Chariot | The Chariot raises walk speed for the whole team, helping hunters cover the map and escape ghosts faster. It is a cheap mobility option that benefits everyone on the job. | Mobility | All hunters get a faster walk speed while it is active. | $35 | Level 18 | |
| Strength | Strength doubles each hunter's stamina pool, letting the team sprint for far longer before slowing down. It is strong for evading ghosts and works best alongside The Empress for sustained mobility. | Mobility | All hunters get double stamina while it is active. | $35 | Level 22 |
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Utility Perks
Utility perks change how you handle gear and objectives rather than movement or defense. They add an inventory slot for more equipment or extra photo discards for evidence work.
Temperance
Temperance adds two extra photo discards, giving the team more room to retake evidence photos without wasting attempts. It is the cheapest perk and unlocks early, making it an easy pick for photo-objective runs.
- Category
- Utility
- effect
- Grants +2 photo discards.
- price
- $25
- Unlock Level
- Level 14
The Emperor
The Emperor gives every hunter an extra inventory slot, so the team can carry more gear into a job. It is a high-level unlock and is often recommended for loadout-heavy runs.
- Category
- Utility
- effect
- All hunters get an extra inventory slot while it is active.
- price
- $50
- Unlock Level
- Level 35
| Image | Name | Description | Category | effect | price | Unlock Level |
|---|---|---|---|---|---|---|
| Temperance | Temperance adds two extra photo discards, giving the team more room to retake evidence photos without wasting attempts. It is the cheapest perk and unlocks early, making it an easy pick for photo-objective runs. | Utility | Grants +2 photo discards. | $25 | Level 14 | |
| The Emperor | The Emperor gives every hunter an extra inventory slot, so the team can carry more gear into a job. It is a high-level unlock and is often recommended for loadout-heavy runs. | Utility | All hunters get an extra inventory slot while it is active. | $50 | Level 35 |
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Defensive Perks
Defensive perks make your protection items last longer. They let key items like crosses and Holy Oil burn twice, giving the team more breathing room when the ghost gets aggressive.
The Hanged Man
The Hanged Man lets crosses burn twice instead of once, doubling that protection against hostile ghosts. It unlocks the earliest of any perk, making it an accessible defensive option for newer hunters.
- Category
- Defensive
- effect
- Makes crosses burn twice while it is active.
- price
- $35
- Unlock Level
- Level 12
Sun
Sun makes Holy Oil burn twice, extending the team's protection from that item during a hunt. It is a defensive choice for jobs where you rely on Holy Oil to hold off the ghost.
- Category
- Defensive
- effect
- Makes Holy Oil burn twice while it is active.
- price
- $35
- Unlock Level
- Level 24
| Image | Name | Description | Category | effect | price | Unlock Level |
|---|---|---|---|---|---|---|
| The Hanged Man | The Hanged Man lets crosses burn twice instead of once, doubling that protection against hostile ghosts. It unlocks the earliest of any perk, making it an accessible defensive option for newer hunters. | Defensive | Makes crosses burn twice while it is active. | $35 | Level 12 | |
| Sun | Sun makes Holy Oil burn twice, extending the team's protection from that item during a hunt. It is a defensive choice for jobs where you rely on Holy Oil to hold off the ghost. | Defensive | Makes Holy Oil burn twice while it is active. | $35 | Level 24 |
How perks unlock and stack
Every perk has a level requirement, so the shop opens them up as you rank up. The Hanged Man is available first at Level 12, while The Emperor is the last to unlock at Level 35. Because perks stack, most teams buy a few that work together rather than spending everything on one. A common pairing is a mobility perk with a defensive perk so the team moves well and still has backup against the ghost.
Picking perks for your cash
Mobility perks help the whole team move and sprint more, utility perks change how you carry gear and handle photos, and defensive perks make your protection items last longer. Prices range from a cheap $25 up to $50, so on a tight budget the early, low-cost perks like Temperance and The Hanged Man give a lot of value for very little. Most perk effects apply to every hunter on the team rather than the buyer alone, which makes them strong picks on a full team.
FAQ
What are perks in Demonology?
Perks are Tarot Cards you buy from the lobby shop before a job. Each one adds a buff for that run, such as more stamina, faster movement, or longer-lasting protection.
How many perks are there in Demonology?
There are 7 perks: Strength, The Chariot, The Empress, Temperance, The Emperor, The Hanged Man, and Sun.
Can you stack perks in Demonology?
Yes. You can add each perk only once per job, but different perks stack, so you can run several at the same time as long as you can afford them.
Do perks carry over to the next job?
No. Perks only last for the run you buy them in. Once the job ends, you re-buy whatever perks you want for the next one.
Which Demonology perk unlocks first?
The Hanged Man unlocks the earliest at Level 12, making it an accessible defensive option for newer players. The Emperor is the last to unlock at Level 35.






