Gaming Guide

Demonology Perks Explained: Costs, Unlock Levels, and Effects

Every Tarot Card in the Roblox horror game, what it does, and which ones earn their spot first.

Every Tarot Card in the Roblox horror game, what it does, and which ones earn their spot first.

Perks in Demonology, the cooperative Roblox ghost-hunting game from Blaqk Magic Blue, are short-term boosts you buy before a job begins. They are also called Tarot Cards, and they cover everything from extra stamina and faster movement to an additional inventory slot and stronger defensive tools. There are seven perks in total, each can be added only once per job, and none of them carry over to your next run unless you buy them again.

Quick answer: Open the Store in the Lobby, go to the Perks tab, and buy the perks you meet the level requirement for. Buying every perk at once costs $340, and the effects apply for one job only.


How to buy perks in Demonology

Perks are purchased from the Lobby, not during an active job. Look for the Store tab along the bottom of the screen, open it, and switch to the Perks section. From there you can see each card, its price, and the level you need to unlock it.

Two things decide whether a perk is available. You need enough cash to cover the cost, and you need to be at or above the perk’s unlock level. Once both conditions are met, the card becomes purchasable and its effect switches on for that job. Because perks reset after every run, plan your loadout each time you head to a job site.

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All Demonology perks, costs, and effects

The table below lists every perk with its current price, unlock level, and what it changes in-game. Most perks apply to all hunters in the session, so a single purchase can benefit the whole team.

PerkCostUnlock LevelEffect
Strength Strength$3522Grants all hunters double stamina
Sun Sun$3524Makes Holy Oil burn twice
Temperance Temperance$2514Grants +2 photo discards
The Chariot The Chariot$3518Grants all hunters faster walk speed
The Emperor The Emperor$5035Grants all hunters an extra inventory slot
The Empress The Empress$5015Grants all hunters faster stamina regeneration
The Hanged Man The Hanged Man$3512Makes crosses burn twice

Note: Strength doubles your total stamina pool, while The Empress only speeds up how quickly stamina refills. The two work well together but solve different problems, so it helps to know which one you actually need before spending.


What each perk does in a hunt

The mobility cards keep you alive during chases. Strength doubles stamina so every hunter can sprint far longer, and The Chariot raises walk speed for the whole team, which speeds up exploration and helps everyone break away from an aggressive ghost. The Empress backs both up by refilling stamina faster between sprints.

The utility cards change how you carry and manage gear. The Emperor adds an extra inventory slot for each hunter, letting you hold more tools at once on longer investigations. Temperance grants +2 photo discards, which gives you more room for error if you rely on photo evidence for cash.

The defensive cards strengthen your protective items. The Hanged Man lets crosses burn twice instead of once, so each cross stops two hunts before it disappears. Sun does the same for Holy Oil, making it burn twice and giving you more control during dangerous encounters.


Best perks to buy first

On a tight budget, The Emperor and The Empress give the most value because both apply to every hunter. The extra inventory slot means more tools in hand when things go wrong, and faster stamina regeneration keeps the whole squad mobile across a long job.

If your team keeps running out of stamina mid-encounter, add Strength next. The Hanged Man is a cheap way to double cross effectiveness, which matters most against ghosts that hunt often. Temperance, at $25, is the cheapest card overall and is worth grabbing if you farm photos. The Chariot and Sun are more situational, so save them for after you have covered the higher-priority picks.

Because every perk resets when a job ends, treat each purchase as a per-run expense rather than a permanent upgrade. Match the cards to the difficulty and your team’s weak point, and you will get far more out of each $340 than spreading it thin across runs that did not need it.