Ghostrunner
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More: Long Range builds, Netrunner builds, Stealth builds, Survival builds
Points
Cyberware
Allows you to perform quickhacks on enemies and devices while scanning.
-20% traceability for quickhacks uploaded through cameras.
-50% RAM cost for Device and Vehicle quickhacks.
Combat quickhacks uploaded through devices gain: +15% damage +20% effect duration
Instantly recovers 45% Max RAM when available RAM falls to 20%.
+2 Max RAM
Cooldown: 75 sec.
intelligence · -3 sec. Cooldown with this cyberware 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.
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.
Slows time by 50% for 4.5 sec. when enemy detection reaches 50%.
Cooldown: 60 sec.
cool · +0.2% headshot and weakspot damage 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.
-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.
An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen.
body · +10% Health Regen Rate per Attribute Point.
+250% RAM Regen Rate when available RAM is below 7.
intelligence · +0.1% damage reduction per Attribute Point.
+66% Carrying Capacity
body · +0.5 Health per Attribute Point.
Receiving damage restores RAM equal to 3% of damage received (e.g., 3 RAM per 100 Health lost).
+2 Max RAM
intelligence · +0.05% to all dealt damage per Attribute Point.
Press the jump button in midair to perform a double jump.
reflexes · +0.1% Crit Chance 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.
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.
+7.5% 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: 900 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
Weapons
2/3Stuns the enemy on hit. Headshot stuns after 1 sec while other hits stun after 3 sec. Enemies outside combat state get stunned immediately.
Thrown hits cripple the target, preventing escape. Continued attacking in close combat has increased damage.
Grenades
1/1Creates a smoke screen for 15 sec.
Quickhacks
8/8Allows you to perform quickhacks on enemies and devices while scanning.
-20% traceability for quickhacks uploaded through cameras.
-50% RAM cost for Device and Vehicle quickhacks.
Combat quickhacks uploaded through devices gain: +15% damage +20% effect duration
Untraceable
Knocks out the enemy without making noise by crippling their nervous system.
-12 RAM cost for a short time after reducing trace progress. Stacks 2 times.
Neutralizing an enemy with this quickhack reduces trace progress by 20%. Neutralizing an enemy netrunner this way removes all trace progress.
Deals heavy damage. Damage increases by 10% for each RAM unit currently spent (max. +300%).
-2 RAM cost for 15 sec. after neutralizing an enemy with this quickhack. Stacks 3 times.
Disables enemy cyberware for 10 sec. and increases all damage against the affected enemy by 5%.
Stacks up to 8 times.
At 2 stacks, permanently disables enemy cyberware.
At 3 stacks, deals Electrical damage over time. Each application refreshes the effect's duration or reapplies the effect.
At maximum stacks, enemy cyberware overloads, dealing massive damage. Cyberware Malfunction cannot be used on the same enemy again.
Resets detection progress of target enemy. In combat, it reduces enemy accuracy.
Extends the base effect's duration.
Untraceable
Deafens the enemy, reducing their ability to detect you.
Quickhacks against the affected enemy still initiate trace progress but do not increase it.
Scrambles comms, preventing the affected enemy from communicating with their allies.
Cloaks the enemy from their allies' sensory systems, causing them to be ignored.
Uploading Sonic Shock to an enemy already affected by Memory Wipe and Reboot Optics will cause them to lose consciousness.
Untraceable
Prevents the target enemy from noticing you for a short time. -35% trace progress when uploaded outside of combat.
Quickhacks queued after Memory Wipe are not traceable.
Untraceable
Reveals enemies and devices connected to the local network.
+25% lock-on speed with Smart weapons against Pinged enemies.
Highlights devices and allows you to quickhack them through walls.
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.