here comes the boom!
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Points
Points
Cyberware
+47 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.
Whenever another cyberware implant is fully used, Quantum Tuner instantly restores its Cooldown. (up to a max of 30 sec.) Cooldown: 60 sec. outside of combat Passive Effect: -10% Cooldown Time for all other cyberware.
intelligence · +0.05% to all dealt damage per Attribute Point.
-6.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Increases Crit Chance by 30%.
10x optical zoom when scanning or aiming.
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.
Crit Chance increases the farther you are from the enemy (max. +90% at 95 m).
cool · +1% Crit Damage per Attribute Point.
+30% movement speed for 30 sec. when entering combat.
reflexes · +3 sec. duration with this cyberware per Attribute Point.
Launches an explosive projectile that deals massive Electrical damage. Charged shots gain: +30% damage +25% explosion radius +100% Stun chance
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
cool · +0.5% damage with this cyberware per Attribute Point.
-30% recoil -25% bullet spread Automatically activates effects for ranged weapons that otherwise only occur when behind cover.
Enables the use of smart-targeting in Smart weapons. +20% target lock duration +10% Crit Damage with Smart weapons.
Directly links the user's optical implant to the weapon's system, offering real-time weapon info.
+2 Max RAM
intelligence · +0.1% Smart weapon damage per Attribute Point.
+18% movement speed
+7% Health when you neutralize an enemy.
intelligence · +0.05% to all dealt damage per Attribute Point.
-18% Stamina cost for shooting.
body · +0.5 Health per Attribute Point.
You deal -90% Poison damage, but gain +18% damage against Poisoned enemies.
reflexes · +0.1% Crit Chance per Attribute Point.
When Kerenzikov ends: +90% Mitigation Chance for 4 sec.
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
reflexes · +0.1% Crit Chance per Attribute Point.
+90 Armor when there are no enemies within 6 m.
cool · +0.2% headshot and weakspot damage per Attribute Point.
-90% visibility to enemies for 7 sec., making it more difficult for them to detect you outside of combat and hit you during combat.
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
Cooldown: 50 sec.
cool · +0.1 sec. duration with this cyberware per Attribute Point.
+37% Armor
body · +2 Health per Attribute Point.
+19% Mitigation Strength (Total Mitigation Strength cannot exceed 90%)
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
body · +0.5 Health per Attribute Point.
Health Items now also give: +10% Armor for 5 sec. -30% all Stamina costs for 5 sec. These effects can stack.
technical · +0.5 Armor per Attribute Point.
Weapons
3/3Sturdy design and Tiny Mike’s mods – an explosive combination. Bullets detonate knocking down enemies while the final one always deals critical damage.
Heavy weapon. Slightly reduces movement speed and jump height.
Fires a powerful series of explosive rounds. Headshots increase damage from hip firing. Neutralizing multiple enemies increases reload speed and chance to apply Burning.
Locks onto only one enemy at a time.
A special version of the weapon capable of additional modification. Optimized design also allows for improved handling.
Drawing the weapon automatically refills its ammo up to 35%. -15% reload speed
Gives bonuses for headshot kills. Bonus and Streak Duration: 8 sec.
1st: +15% fire rate
2nd: +15% reload speed
3rd: +15% movement speed
4th: +25/25% Crit Chance/Damage
5th: +10% Health
Grenades
1/1Applies Blinding for 12 sec.
-90% accuracy for affected human enemies for 15 sec.
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.