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More: Close Range builds, Endgame builds
Points
Cyberware
+61 Cyberware Capacity
Improves Kerenzikov by enhancing the user's speed and reflexes. When Kerenzikov is active: -100% Stamina cost from shooting. Slows time by +15% relative to your enemies.
reflexes · +0.1% Crit Chance per Attribute Point.
-1.25% Cooldown instantly for all cyberware after neutralizing an enemy.
technical · +0.5 Armor per Attribute Point.
+30% movement speed for 30 sec. when entering combat.
reflexes · +3 sec. duration with this cyberware per Attribute Point.
Allows you to aim and perform ranged attacks while sliding, dodging or Dashing. Slows time by 60% for 3.5 sec. when you aim a ranged attack during a slide, dodge or Dash.
Cooldown: 6.5 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
Slows time by 60% for 4 sec. when your Health drops below 25%. Your movement is not slowed.
Cooldown: 40 sec.
cool · -0.25 sec. Cooldown with this cyberware per Attribute Point.
-40% camera detection speed
10x optical zoom when scanning or aiming.
cool · +0.2% headshot and weakspot damage per Attribute Point.
-20% recoil
cool · +0.2% headshot and weakspot damage per Attribute Point.
-30% recoil -25% bullet spread Automatically activates effects for ranged weapons that otherwise only occur when behind cover.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen.
body · +10% Health Regen Rate per Attribute Point.
technical · For each Attribute Point: +1% explosion resistance +0.5% Tech weapon damage +0.5% Health Item recharge speed +0.5% grenade recharge speed
+15% Max Health
body · +0.5 Health per Attribute Point.
+13% Armor
technical · +0.5 Armor per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
Press the jump button in midair to perform a double jump.
reflexes · +0.1% Crit Chance per Attribute Point.
Automatically heals you with your equipped Health Item when your Health drops below 50%. +14% Health Item effectiveness
technical · +0.1% Health Item efficiency per Attribute Point.
Functions as a powerful Health Item. Instantly restores 85 Health, then regenerates 17 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
+7% Health when you neutralize an enemy.
intelligence · +0.05% to all dealt damage per Attribute Point.
Activating a faceplate alters both your physical and digital identity, making you virtually unrecognizable. Outside of combat, you can easily escape the Law (up to Bounty level 4).
Assign cyberware to the quickslot and activate it with the combat gadget button.
Cooldown: 1500 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
Weapons
3/3Wilson's Lexington gives you the additional hope of seeing yet another Night City sunrise. Increases damage while moving and guarantees Shock with rapid hits.
A special version of the weapon capable of additional modification. Optimized design also allows for improved handling.
Shoots explosive rounds.
+30% Armor penetration +15% Stamina cost per bullet
Walk like a king with a fully customizable tool to rule them all.
Allows you to charge the weapon to 200% capacity without increasing charge time. +100% Armor penetration No penalty for penetrating cover
+10% charge speed after a headshot with a fully charged weapon. Duration: 10 sec. Stacks 5 times. +50% damage with Bolt shots.
+20% damage against Elite enemies.
+20% charge speed -20% Stamina cost for shooting -15% Armor penetration
Fires explosive rounds.
Part of a special Techtronika weapon series that was banned due to humanitarian concerns. Grants a chance to inflict a unique burn on the enemy. Shooting an enemy affected by this burn always deals Crit Damage. The more enemies simultaneously affected by this burn, the more Crit Damage you deal but at the cost of accuracy.
Fires 3 explosive rounds per shot. Increases dismemberment chance at the cost of increased spread and recoil. Not recommended for neat freaks.
Grenades
1/1Hits enemies with an explosive blast and shrapnel.
Quickhacks
Skills
Decreases Visibility to Enemies by 10%.
+10% headshot damage. +10% damage against vulnerabilities.
+1 Perk Point.
No weapon sway when crouched.
Decreases Visibility to Enemies by 10%.
+15% headshot damage +15% damage against Vulnerabilities
+1 Perk Point.
Optical Camo is active while grappling enemies.
Decreases Recovery time after a throw by 30%.
30% faster when crouch-walking and crouch-sprinting.
Damage bonuses from being undetected outside of combat persist for 3 sec. after entering combat.
+15% Optical Camo charge when neutralizing an enemy in one of the following ways:
- While undetected.
- During Focus mode.
- During Deadeye mode.
- With a thrown weapon.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
Increases RAM Recovery Rate by 5%.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
-20% RAM cost for quickhacks used on devices and vehicles.
+15% duration for Control and Covert quickhacks. +5% damage with Combat quickhacks.
+40% duration for Overclock.
-10% Health loss from using quickhacks during Overclock.
When active, Overclock now reveals enemies within 10 m, and allows you to quickhack non-netrunner enemies through cover.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased accuracy for a short time after dodging or Dashing.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased Mitigation Chance the faster you move.
+25% damage with Fast Attacks.
Air Dashing and sliding automatically reload 20% of your equipped weapon.
When attacking from midair or while time is slowed, low Stamina does not affect ranged accuracy or melee attack speed.
When Sandevistan is active:
- +40% Crit Chance.
- No Stamina cost for any type of movement.
Increases Carrying Capacity by 50.
Increases Health by 10.
+1 Perk Point.
Fists and Gorilla Arms have:
- +20% damage
- +20% attack speed
- Fists also have a chance to apply Bleeding.
Increases Carrying Capacity by 100.
Increases Health by 15.
+1 Perk Point.
+10% Crit Chance against enemies within 5 m.
+25% damage with Strong Attacks and Quick Melee Attacks.
+25% Health after performing a Finisher.
When Adrenaline Rush is active, Adrenaline decays 50% slower and cannot decay below 10%.
When Berserk is active:
- +30% enemy Health threshold to perform Finishers
- +50% Health from performing Finishers
- +30% Berserk duration
Increases Armor by 15.
Increases Cyberware Capacity by 5.
+1 Perk Point.
+10% grenade damage and explosion radius
Increases Armor by 25.
Increases Cyberware Capacity by 10.
+1 Perk Point.
Increased Shock chance from charging a Tech weapon or electric baton.
+15% Health Item effectiveness.
+30% to all cyberware stat modifiers.
+10% damage with Bolt shots. +40% Burn chance with Bolt shots. Chain Lightning now also sets enemies on fire.
When Fury is active, you occasionally release an EMP blast.