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Points
Cyberware
Press the cyberware button to activate. When active: Invulnerable to damage Cannot use items Melee weapons only -100% Stamina cost for melee attacks +30% attack speed +20% movement speed Increased damage at low Health (max. +50% damage when below 20% Health) When it ends: +25% Health for each enemy neutralized. Duration: 12 sec.
Cooldown: 25 sec.
body · +0.5% damage during Berserk per Attribute Point.
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.
+40% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
-1.35% Cooldown instantly for all cyberware after neutralizing an enemy.
technical · +0.5 Armor per Attribute Point.
+30% movement speed for 40 sec. when entering combat.
reflexes · +3 sec. duration with this cyberware per Attribute Point.
+11% Mitigation Chance +11% Mitigation Strength
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
reflexes · +0.1% Crit Chance per Attribute Point.
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.
Effect active when scanning: Highlights cameras and turrets within 39 m. The effect remains active for 60 sec. after scanning.
10x optical zoom when scanning or aiming.
intelligence · +0.05% to all dealt damage per Attribute Point.
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +6 to Body Attribute checks.
Deal Physical damage.
body · +0.5% damage with this cyberware per Attribute Point.
-35% recoil -25% bullet spread Automatically activates effects for ranged weapons that otherwise only occur when behind cover.
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.
-7% all incoming damage
cool · +0.1% damage reduction 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.
The closer an attacking enemy is, the less damage they deal to you. -45% incoming damage at 3 m. Damage reduction tapers off to 0% at 6 m.
body · +0.5 Health per Attribute Point.
+27% melee damage +20% melee Stamina cost
reflexes · +0.1% Crit Chance per Attribute Point.
+15% Max Health
body · +0.5 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.
+20% movement speed
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.
Automatically heals you with your equipped Health Item when your Health drops below 50%. +16% Health Item effectiveness
technical · +0.1% Health Item efficiency per Attribute Point.
+25% melee attack speed
reflexes · +0.1% Crit Chance 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
3/3Heavy weapon. Slightly reduces movement speed and jump height. Fires explosive rounds.
A special version of the weapon capable of additional modification. Optimized design also allows for improved handling.
+55% magazine capacity -20% reload speed
+20% damage against Elite enemies.
Fires explosive rounds.
This shotgun's extreme firepower pulverizes everything in its path. Neutralizing an enemy engulfs you in flames except when your Health is low, granting a movement speed boost and increased Mitigation Chance.
Very heavy weapon. When equipped, it significantly reduces movement speed and jump height, and prevents you from sprinting, dodging and dashing.
If you're considering using Sasquatch's Hammer, be ready for blood, sweat and tears. You provide the sweat, your enemies – the blood and tears. This monster drains a lot of stamina, but inflicts massive damage.
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.