Technomancer
Any sufficiently advanced technology is indistinguishable from magic, especially those of THE TECHNO-NECROMANCERS FROM ALPHA CENTAURI!!!
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Points
Cyberware
Allows you to perform quickhacks on enemies and devices while scanning.
Unlocks the Blackwall Gateway quickhack. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
Improves Kerenzikov by enhancing the user's speed and reflexes. When Kerenzikov is active: -100% Stamina cost from shooting. Slows time by +19% relative to your enemies.
reflexes · +0.1% Crit Chance per Attribute Point.
Allows your quickhacks to deal Crit Hits. 100% Crit Chance with quickhacks. -4 Max RAM
intelligence · +0.5% quickhack damage per Attribute Point.
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Allows you to aim and perform ranged attacks while sliding, dodging or Dashing. Slows time by 60% for 3.75 sec. when you aim a ranged attack during a slide, dodge or Dash.
Cooldown: 6 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
+20% Crit Chance with Blades and throwable weapons.
reflexes · +0.1% Crit Chance per Attribute Point.
+30% movement speed for 40 sec. when entering combat.
reflexes · +3 sec. duration with this cyberware per Attribute Point.
Effects active when scanning: Highlights enemies within 19.5 m., including enemies behind cover. Highlights cameras and turrets within 39 m. Highlights explosive devices and traps near your crosshair and within 29 m. These effects remain active for 60 sec. after scanning.
10x optical zoom when scanning or aiming.
body · +0.5 Health per Attribute Point.
Monowire is arm replacement cyberware that allows you to whip multiple enemies at once from a distance.
Deals Physical damage.
intelligence · +0.5% damage with this cyberware per Attribute Point.
Reloading an empty weapon causes the next shot to release an electroshock that deals up to 250 Electrical damage to enemies near the point of impact. Electroshock damage increases with the number of bullets reloaded (max. 5 bullets).
intelligence · +0.05% to all dealt damage per Attribute Point.
-35% recoil -25% bullet spread Automatically activates effects for ranged weapons that otherwise only occur when behind cover.
-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 the combat gadget button.
Cooldown: 50 sec.
cool · +0.1 sec. duration with this cyberware per Attribute Point.
Whenever you take damage, you have a 10% chance to release a large electroshock that deals 500 damage to nearby enemies.
technical · +0.1% Tech weapon damage per Attribute Point.
7% chance to block an incoming projectile. +100% bonus chance after performing a dodge or Dash. This bonus chance lasts 1.7 sec. or until the next projectile is blocked, whichever comes first. Cannot block more than 3 projectiles in a 5 sec. span.
reflexes · +0.1% Crit Chance per Attribute Point.
+42% Armor
body · +2 Health per Attribute Point.
+13% Armor
technical · +0.5 Armor 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.
Press the jump button in midair to perform a double jump.
reflexes · +0.1% Crit Chance per Attribute Point.
+100% Health when your Health reaches 0. (May not activate in some situations, such as falling from extreme heights.)
Cooldown: 200 sec.
body · +0.5 Health per Attribute Point.
Functions as a powerful Health Item. Instantly restores 110 Health, then regenerates 23 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
+5% Health and Stamina when you hit an enemy with a fully charged Tech weapon shot.
technical · +1% Health Item effectiveness 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: 900 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
Weapons
3/3 + 5Deals extra damage against drones, mechs and robots. All attacks deal increased damage if the enemy is affected by a quickhack. Dashing allows you to temporarily perform a rapid combo of attacks.
Crafted for perfect balance. Attack speed is not affected by Stamina.
Deals extra damage against bosses. After killing enemies in rapid succession, all attacks are temporarily guaranteed Crit Hits. The effect refreshes after quickly killing another enemy. If your Health is critically low, all attacks are guaranteed Crit Hits regardless of kills.
Nash's rifle - looks like he won't be needing it anymore. Fires two projectiles per shot and deals Chemical damage with an increased chance to apply Poison. Charged shots deal more damage.
Can be charged from hip-fire.
Charging this weapon above 66% vaporizes any enemies in your path, leaving an EMP trail behind it. Only for the brave of heart and steel of nerves.
Fires explosive rounds, but cannot penetrate cover.
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 in full auto when fully charged.
This weapon has been fused with Slider's cyberdeck. Each hit has a chance to upload a random quickhack to an enemy. The stronger the quickhack, the smaller the upload chance.
Walk like a king with a fully customizable tool to rule them all.
Grenades
1/1Activates 32 lasers that deal damage for 8 sec.
Decapitates non-Boss enemies who have less than 30% Health.
Quickhacks
5/5Allows you to perform quickhacks on enemies and devices while scanning.
Unlocks the Blackwall Gateway quickhack. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
This quickhack spreads to 5 enemies within 20 m., causing lethal damage to cyberware and neural systems. Mechs, robots, drones and turrets are deactivated. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
Forces the enemy to attack the nearest friendly or hostile. If no one is nearby, they will commit suicide instead.
-6 RAM cost for a short time after applying a stack of Cyberware Malfunction or an EMP effect. Stacks 3 times.
+25% duration and +25% damage dealt by the affected enemy for each other quickhack affecting them.
Infects the enemy with a virus that causes toxic cyberware substances to leak. This deals poison damage over time and can spread to 4 enemy(-ies) within 8 m. Effective against closely grouped enemies. Ineffective against mechs, robots, drones and turrets. Stacks 2 times.
Applying a Burn or Overheat effect against an affected enemy will cause the leaked toxic substance to detonate. The explosion removes Contagion's effect.
+15% damage with this quickhack against each subsequent enemy it spreads to.
Sets the enemy on fire, dealing damage over time.
Uploading Overheat to an enemy already affected by it will extend its duration.
Successful attacks on enemies affected by Overheat slightly extend its duration.
Melts enemy armor over time (max. -40%).
Attacks on the affected enemy also deal Thermal damage equal 10% of the normal physical damage.
Deals damage. Mechs, robots, drones and turrets receive additional damage.
+3 sec. duration for all Control quickhacks currently affecting the target.
+10% damage for each stack of Cyberware Malfunction affecting the enemy. This increased damage also causes the affected enemy's weakspot to explode.
Applies an EMP effect that deals additional damage over time.
+20% damage against enemies below a High threat level.
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.