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All 7 Perks in Demonology

Updated on June 25, 2026 (19 days ago)

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

3 items

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
ImageNameDescriptionCategoryeffectpriceUnlock Level
The EmpressThe 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.MobilityAll hunters get faster stamina regeneration while it is active.$50Level 15
The ChariotThe 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.MobilityAll hunters get a faster walk speed while it is active.$35Level 18
StrengthStrength 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.MobilityAll hunters get double stamina while it is active.$35Level 22

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Utility Perks

2 items

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
ImageNameDescriptionCategoryeffectpriceUnlock Level
TemperanceTemperance 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.UtilityGrants +2 photo discards.$25Level 14
The EmperorThe 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.UtilityAll hunters get an extra inventory slot while it is active.$50Level 35

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Defensive Perks

2 items

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
ImageNameDescriptionCategoryeffectpriceUnlock Level
The Hanged ManThe 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.DefensiveMakes crosses burn twice while it is active.$35Level 12
SunSun 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.DefensiveMakes Holy Oil burn twice while it is active.$35Level 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

Q.

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.

Q.

How many perks are there in Demonology?

There are 7 perks: Strength, The Chariot, The Empress, Temperance, The Emperor, The Hanged Man, and Sun.

Q.

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.

Q.

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.

Q.

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.

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