{
"name": "Acrobatics",
"tooltip": [
"> Additional aerial maneuver charge",
"> Somersault manuever: Aerial roll while jumping, falling or diving, requires aerial maneuver charge",
"> Recover an aerial maneuver charge on starting a climb",
"> 50% reduced fall damage",
"> 15% increased climb speed",
"> 1 m/s increased jump speed"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> 25 reduced defense"
]
}
{
"name": "Addict",
"tooltip": [
"> Activates on receiving chemical heal, 50% of the heal amount converted to duration, up to 15 s",
"> 50% increased Stim use speed",
"> 25% reduced direct damage to vitals while active",
"> 50% increased Core + aux power regeneration while active",
"> 15% increased ground speed while active"
],
"foundations": {
"type": "body",
"value": 10
},
"downsides": [
"-> Detox cooldown on activation, increasing by 25% of duration for each activation, up to 30 s",
"-> 25 vital damage received on activation while detox on cooldown",
"-> 50% reduced vitals restored from all sources"
]
}
{
"name": "Adrenaline Rush",
"tooltip": [
"> 50 vitals restored + 15% increased ground speed + dexterity for 10 s on visible kill, 5 s cooldown"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 25 reduced vitals"
]
}
{
"name": "Advanced Recon",
"tooltip": [
"> 25% increased radar + detection range from all sources",
"> 100% reduced scan + tag cooldown on ally killing tagged enemy",
"> Detected enemies can be tagged"
],
"foundations": {
"type": "tech",
"value": 10
},
"downsides": [
"-> 1 reduced Neuro-Link target limit",
"-> Can be disabled"
]
}
{
"name": "Akimbo",
"tooltip": [
"> Dual wield sidearms: Fire simultaneously while aiming, sequentially while not aiming",
"> Alternate aim stance: Fire a single sidearm with increased accuracy",
"> 15% increased Core generation with sidearms",
"> 100% additional sidearm reserve ammo"
],
"foundations": {
"type": "body",
"value": 10
},
"downsides": [
"-> Can no longer equip sidearm optics",
"-> 25% reduced sidearm damage",
"-> 50% increased sidearm recoil + spread",
"-> 50% reduced primary weapon reserve ammo"
]
}
{
"name": "Armadillo",
"tooltip": [
"> Retractable Nano-plating, activates on roll maneuvers, 5 s cooldown",
"> Deflect direct damage, clears burn + gains fire immunity while active",
"> Automatically roll on knockdown"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> 0.5 m/s reduced ground speed",
"-> Can be disabled"
]
}
{
"name": "Augmented Arms",
"tooltip": [
"> 0-15% increased backup weapon damage + throw velocity, scaling proportionally with primary attack charge, 35% additional damage + velocity on full charge held for over 1 s",
"> 25% increased device throw velocity",
"> 25% reduced firearm recoil + spread gain"
],
"foundations": {
"type": "body",
"value": 5
},
"downsides": [
"-> Additional charging drains aux power",
"-> Can be disabled"
]
}
{
"name": "Augmented Legs",
"tooltip": [
"> 25% reduced loadout + movement speed penalties",
"> 25-150% increased jump speed, charged by holding jump while sliding, rolling or crouched",
"> 100% reduced fall damage when landing on feet, slide or roll maneuvers"
],
"foundations": {
"type": "body",
"value": 10
},
"downsides": [
"-> Charging jump drains aux power",
"-> Snared while disabled",
"-> Can be disabled"
]
}
{
"name": "Augmented Nano-wire",
"tooltip": [
"> Nano-wire can attach to held enemy weapons pulling you toward them, snares for 4 s, can disarm weapon during active Core or while enemy is knocked down",
"> Nano-wire can pickup enemy devices + projectiles, ownership transfered if held for 1 s",
"> 25% increased Nano-wire range"
],
"foundations": {
"type": "tech",
"value": 10
},
"downsides": [
"-> Attaches to enemy heads + no longer disarms with Tether equipped",
"-> 100% increased Nano-wire cooldown",
"-> 50 aux power drained on pull",
"-> Can be disabled"
]
}
{
"name": "Auto-Doc",
"tooltip": [
"> Automatically clears bleed, 10 s cooldown",
"> 25 vitals restored + bleed immunity for 2.5 s on activation, chemical heal",
"> 5 /s max vitals regeneration"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> Can be disabled"
]
}
{
"name": "Auxiliary Vitals",
"tooltip": [
"> Chemical heals gain bleed immunity if used while not bleeding",
"> On receiving fatal bleed damage or Core activation: 25 vitals restored + bleed immunity for 2.5 s, chemical heal, 10 s cooldown",
"> 5 vitals + max vitals restored every 0.5 s while bleed immunity from chemical heals active"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> 25% reduced defense restored from all sources",
"-> 0.5 m/s reduced ground speed"
]
}
{
"name": "Backdoor",
"tooltip": [
"> Enemies are detected to allies for 4 s on successful Neuro-Link",
"> Devices + explosives of detected enemies are detected to allies",
"> 20% reduced hack time of next scan hack for each additional enemy affected by last Neuro-Link",
"> Tag enemies on receiving Neuro-Link"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> 1 reduced Neuro-Link target limit",
"-> Can be disabled"
]
}
{
"name": "Bloodsport",
"tooltip": [
"> Bleeding enemies within 30 m are detected while bleeding",
"> 50-25% of damage dealt with backup weapons restored to vitals + max vitals while bleeding, scaling proportionally with range from 2.5-5 m",
"> 50 vitals restored on visible bleeding enemy kill with firearms while bleeding",
"> 15% increased ground speed while bleeding",
"> 50% reduced aux power drain while bleeding"
],
"foundations": {
"type": "body",
"value": 25
},
"downsides": [
"-> Primary stim causes bleed if used while not bleeding",
"-> 50% increased bleed damage received"
]
}
{
"name": "Caustic",
"tooltip": [
"> Backup weapons deal chemical damage + apply corrode for 2 s",
"> 25% of vitals damage received reflected as chemical damage + 2 s snare to enemies within 3 m",
"> 100% chemical resistance, chemical stat reduction immunity"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 25% reduced vitals restored from all sources",
"-> 25% increased bleed damage received"
]
}
{
"name": "Chain Reaction",
"tooltip": [
"> Disable all unobstructed enemies within 25 m on receiving disable",
"> Disable all unobstructed enemies within 25 m of enemy on applying disable",
"> 5% increased direct damage dealt per unobstructed disabled enemy within 25 m, stacking up to 25%"
],
"foundations": {
"type": "tech",
"value": 10
},
"downsides": [
"-> 15% increased direct damage received while disabled"
]
}
{
"name": "Chemical Warfare",
"tooltip": [
"> Explosives deal chemical damage + apply corrode for 2 s",
"> All sources of corrode cause necrosis: 50% of attempted vitals restoration dealt as chemical damage, duration refreshed while bleeding"
],
"foundations": {
"type": "hardware",
"value": 10
},
"downsides": [
"-> 25% reduced explosive damage radius"
]
}
{
"name": "Close Minded",
"tooltip": [
"> 50% reduced firearm spread + recoil while ADS with ironsights.",
"> 25% increased ground speed + Core generation while using backup weapons with enemies within 5 m",
"> 25% reduced firearm + backup weapon damage received within 5 m while using backup weapons"
],
"foundations": {
"type": "body",
"value": 25
},
"downsides": [
"-> 25% reduced speed while ADS + firearm far damage range",
"-> 25% increased direct damage received beyond 5 m while using backup weapons"
]
}
{
"name": "Combat Core",
"tooltip": [
"> 1% of direct damage dealt converted to active Core duration",
"> 25% increased Core generation"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> 100% reduced Core generation during active Core",
"-> Can be disabled"
]
}
{
"name": "Core Discharge",
"tooltip": [
"> AOE impulse on Core activation or receiving fatal melee or body impact damage, absorbs damage, 30 s cooldown",
"> Deals 25 vital damage, 4 s disable + knockback to enemies within 5 m, knockdown if within 2.5 m",
"> Deflects unattached devices + projectiles within 5 m"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> 25 reduced Core charge on activation from fatal melee or body impact damage",
"-> 25% reduced Core generation + duration"
]
}
{
"name": "Counterbalance",
"tooltip": [
"> Removes flat vitals, defense + speed reductions from equipped augments",
"> Equipped augments can no longer be disabled"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 25% increased augment cooldowns"
]
}
{
"name": "Counter Intelligence",
"tooltip": [
"> Enemies detecting you within 30 m are detected",
"> Enemies interacting with objectives within 30 m are detected",
"> Enemies that tag you are tagged",
"> Visible disguised enemies within 15 m are revealed"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> 1 reduced Neuro-Link target limit",
"-> Can be disabled"
]
}
{
"name": "Covert",
"tooltip": [
"> 50% reduced detectable range",
"> Shroud for 3s on kill, 6s without receiving damage from target: Undetectable by all equipment"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> Can be disabled"
]
}
{
"name": "Damage Report",
"tooltip": [
"> Detect enemies for 1.5 s on dealing direct damage",
"> Detect enemies within 15 m of killed enemy for 3 s, 10 s cooldown"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> 50% reduced radar detection range",
"-> Can be disabled"
]
}
{
"name": "Dead Drop",
"tooltip": [
"> Aiming or charging backup weapon after recent climb activates Overkill, 5 s cooldown",
"> Overkill: Melee attacks + body impacts bypass defense, 100% increased body impact damage, 100% speed penalties + reduced aux drain from all sources, 50% increased dexterity, snare immunity",
"> Deactivates after 2 s if no longer falling"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 0-100% increased direct damage received while active, scaling proportionally with duration active from 0-5 s"
]
}
{
"name": "Disengage",
"tooltip": [
"> Automatically relocate to a previous location on death",
"> 50% vitals + defense restored on activation",
"> Debuffs cleared on activation"
],
"foundations": {
"type": "tech",
"value": 25
},
"downsides": [
"-> 50% reduced max vitals + defense on activation",
"-> 50% reduced Core charge on activation",
"-> Fatal explosive or telefrag damage prevents activation",
"-> Can no longer restore max vitals + max defense on activation",
"-> Can only activate once",
"-> Can be disabled"
]
}
{
"name": "Dispersal",
"tooltip": [
"> Launch 4 Seekers on roll maneuvers if unobscured enemies within 30 m, 10 s cooldown",
"> Seekers: Rolls toward and tracks targets, deals 20 explosive damage within 4 m on reaching or losing target"
],
"foundations": {
"type": "hardware",
"value": 15
},
"downsides": [
"-> 25% Increased device cooldowns",
"-> 0.5 m/s reduced ground speed",
"-> Can be disabled"
]
}
{
"name": "Enhanced Dexterity",
"tooltip": [
"> 25% increased dexterity",
"> Complete active reloads on roll maneuvers at any stage of the reload"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> Can be disabled"
]
}
{
"name": "Enhanced Foundation",
"tooltip": [
"> 0.7% reduced movement speed penalties + backup weapon damage received for each Body foundation upgrade",
"> 0.7% increased aux power regeneration + radar range for each Tech foundation upgrade",
"> 0.7% reduced firearm recoil + ADS spread for each Hardware foundation upgrade"
],
"foundations": {
"type": "body",
"value": 0
},
"downsides": [
"-> 0.5% reduced knockback resistance + climb speed for each Body foundation upgrade",
"-> 0.5% increased detectable range + direct damage received while disabled for each Tech foundation upgrade",
"-> 0.5% reduced bleed immunity + device duration for each Hardware foundation upgrade"
]
}
{
"name": "Experimental",
"tooltip": [
"> Can equip experimental devices",
"> 50% increased debuff durations from all sources other than experimental devices"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> 25 reduced defense"
]
}
{
"name": "Exploit Weakness",
"tooltip": [
"> Enemies with defense below 50% are considered weakened",
"> 100% defense bypass with backup weapons to weakened enemies",
"> Unstoppable if unobscured weakened enemies within 15 m: Knockdown immunity, 100% reduced loadout + movement speed penalties",
"> 25% increased direct damage to knocked down enemies"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 25% reduced vitals + defense restored from all sources",
"-> 25% reduced effectiveness of damage reductions"
]
}
{
"name": "Fail-safe",
"tooltip": [
"> When vitals drop below 25% or stunned: 20 vitals restored every 0.5 s + stun immunity for 2.5 s, 30 s cooldown",
"> Devices can no longer be disabled"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> 35% reduced defense regeneration"
]
}
{
"name": "Gecko",
"tooltip": [
"> Gain Shroud while climbing, 0.5 s activation time",
"> Gain camouflage while stationary + climbing, any actions will deactivate, 4 s cooldown",
"> 100% reduced aux power drain from climbing",
"> 100% reduced fall damage when landing into a climb",
"> 25% increased climb speed + weapon accuracy while climbing"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> Can be disabled"
]
}
{
"name": "Hardcase",
"tooltip": [
"> 100% reduced bonus multiplier on headshots received while active",
"> 100% reduced defense penetration + bleeding from headshots received while active",
"> Absorbs single fatal headshot while active",
"> Immunity to Tether + Neuro-Link while active"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> Headshot damage received applies snare while active",
"-> Can no longer use Neuro-Link while active",
"-> 4 s stun + deactivates on absorbtion of fatal headshot",
"-> 0.25 m/s reduced ground speed"
]
}
{
"name": "Hardened",
"tooltip": [
"> Activates on receiving vitals damage, restores max vitals after 5 s from last vitals damage taken, 10 s cooldown",
"> 25-75% reduced direct vitals damage received, scaling proportionally with reduced max vitals from 0-75% while active"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> 100% of vitals damage received reduces max vitals while active",
"-> Can no longer restore max vitals while active",
"-> 0-50% reduced ground speed + aux power regeneration, scaling proportionally with reduced max vitals from 0-75% while active",
"-> 50% increased burn damage received"
]
}
{
"name": "Headhunter",
"tooltip": [
"> 0.25x additional headshot damage multiplier",
"> Headshot kills activate or extend active Core for 2.5 s with no charge cost"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 25% reduced direct body damage dealt"
]
}
{
"name": "Heavy Ordnance",
"tooltip": [
"> 25% increased explosive damage radius",
"> 50% increased explosive bleed damage",
"> All equipped or picked up weapons gain the Contact Charge mod with no slot cost"
],
"foundations": {
"type": "hardware",
"value": 20
},
"downsides": [
"-> 0.5 m/s reduced ground speed"
]
}
{
"name": "Heavy Weapons",
"tooltip": [
"> Can equip and pickup heavy weapons, replaces backup slot",
"> Strafe maneuver: Run with increased speed in movement direction for 1 s with no weapon handling speed penalty, can knockback + knockdown, replaces dive while heavy weapon equipped",
"> Knockdown + disarm immunity while heavy weapon equipped"
],
"foundations": {
"type": "hardware",
"value": 20
},
"downsides": [
"-> Unable to use dive, prone or roll maneuvers while heavy weapon equipped",
"-> Heavy weapons can only be fired while aiming"
]
}
{
"name": "Hot Swap",
"tooltip": [
"> Cycle through unlocked ammo types with fire or aim while holding reload",
"> Picked-up weapons are automatically reloaded if reserve ammo available",
"> 100% additional reserve ammo for non loadout weapons",
"> All equipped or picked-up weapons gain the External Mag mod with no slot cost, if compatible",
"> 50% reduced reload time"
],
"foundations": {
"type": "hardware",
"value": 10
},
"downsides": [
"-> Current ammo emptied into reserve on swap",
"-> 50% reduced speed while swapping"
]
}
{
"name": "Hunter Optics",
"tooltip": [
"> Target recognition overlay, replaces scan",
"> Highlights enemies + devices while active"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> Disables detections + radar while active",
"-> Unable to use weapon optics while active",
"-> Can be disabled"
]
}
{
"name": "Inertial Buffer",
"tooltip": [
"> 50% reduced deceleration while airborne or during maneuvers",
"> 35% reduced weapon spread + spread gain during sliding maneuvers",
"> 25% increased knockback resistance",
"> Knockdown immunity during sliding maneuvers"
],
"foundations": {
"type": "body",
"value": 10
},
"downsides": [
"-> 100% reduced lateral control during sliding maneuvers",
"-> 25% reduced defense regeneration"
]
}
{
"name": "Kinetic Focus",
"tooltip": [
"> 0-35% reduced direct vitals damage received, scaling proportionally with speed from 4-12 m/s",
"> 0-35% reduced weapon spread + spread gain, scaling proportionally with speed from 4-12 m/s",
"> 0-35% increased knockback resistance, scaling proportionally with speed from 4-12 m/s"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> Can be disabled"
]
}
{
"name": "Kinetic Injectors",
"tooltip": [
"> 15 vitals restored on roll maneuvers, chemical heal, 3 s cooldown",
"> 2.5 s bleed immunity if used while bleeding"
],
"foundations": {
"type": "hardware",
"value": 10
},
"downsides": [
"-> Can be disabled"
]
}
{
"name": "Low Profile",
"tooltip": [
"> 50% reduced movement sound + radar profile",
"> 50% increased crouch speed"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 25 reduced defense"
]
}
{
"name": "Maximum Efficiency",
"tooltip": [
"> 100% increased Bolster, Overcharge, Shroud,, Tempest + Firecracker duration",
"> 50% reduced Detonator, Proximity mine + Disrupter activation delay",
"> 25% additional Satchel charge damage as fire damage",
"> 50 vitals + max vitals restored on Relocator use",
"5 vital damage every 0.25 s to enemies within Deadzone",
"> 25% increased AAP Turret range + ammo capacity",
"> Laser wire applies hemorrhage",
"> Reserve stim becomes potent",
"> Shifter clears debuffs on shift",
"> 4 s overcharge on Anchor pull"
],
"foundations": {
"type": "hardware",
"value": 20
},
"downsides": [
"-> 50% Increased device cooldowns"
]
}
{
"name": "Net Runner",
"tooltip": [
"> Can use enhancement devices, stims, weapon switching + move freely while scanning",
"> 0-100% increased scan hack speed + Core regeneration while scanning, scaling proportionally with movement speed from 0-8 m/s",
"> 0-50% reduced scan hack decay speed, scaling proportionally with movement speed from 0-8 m/s",
"> Immunity to enemy Neuro-Link devices while scanning, inactive while scan hacking",
"> 50% reduced scan movement speed penalty"
],
"foundations": {
"type": "tech",
"value": 25
},
"downsides": [
"-> 25% reduced detection range",
"-> Can be disabled"
]
}
{
"name": "Neuro-Hacker",
"tooltip": [
"> Scan hack: Neuro-Link devices can be used while scanning",
"> Can equip black market Neuo-Link devices",
"> Reflect enemy Neuro-Link, 30 s cooldown, inactive while scanning",
"> 10% reduced Neuro-Link device cooldown for each additional enemy affected on activation",
"> 5 Core charge returned for each additional enemy affected on successful scan hack"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> Detected while scan hack active, overrides undetectable",
"-> 2 s stun on receiving direct damage to head while scanning",
"-> 25% reduced Core generation",
"-> Can be disabled"
]
}
{
"name": "Overclocked",
"tooltip": [
"> Unaffected by Core slowing effects while Core active"
],
"foundations": {
"type": "tech",
"value": 25
},
"downsides": [
"-> 10 /s vitals + defense damage while Core active",
"-> 50% reduced vitals + defense restored from all sources while Core active",
"-> 25% reduced Core generation + duration"
]
}
{
"name": "Overseer",
"tooltip": [
"> Personal targeting drone, replaces scan",
"> Provides external camera view + paints visible enemies while active",
"> 35% reduced spread + spread gain while active"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> Disrupts vision if drone takes damage while active",
"-> Can no longer ADS",
"-> 0.5 m/s reduced ground speed",
"-> Can be destroyed",
"-> Can be disabled"
]
}
{
"name": "Perpetual Motion",
"tooltip": [
"> Removes snare on performing a maneuver",
"> 100% increased aux power regeneration for 2 s after performing a maneuver",
"> 100% reduced aux power drain from all sources while Core active",
"> Gain 4 aerial maneuver charges on Core activation"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 0-25% increased direct damage received, scaling proportionally with speed from 0-12 m/s",
"-> 50% reduced aux power regeneration while not performed a maneuver for 2 s"
]
}
{
"name": "Potent Stimulants",
"tooltip": [
"> 100% increased vitals restored by primary stim",
"> 50% of vitals restored by primary stim restores max vitals",
"> 100% increased Core + aux power regeneration for 5 s on primary stim use"
],
"foundations": {
"type": "hardware",
"value": 10
},
"downsides": [
"-> 100% increased primary stim cooldown if used while not bleeding"
]
}
{
"name": "Professional",
"tooltip": [
"> 15% increased near damage + 25% increased far damage with sidearms while firing a single sidearm or akimbo alternate aim stance, overrides akimbo damage penalty, does not apply to T-Lock ammo",
"> 25% reduced spread + spread gain with sidearms while firing a single sidearm or akimbo alternate aim stance, does not apply to T-Lock ammo",
"> 50% increased backup weapon damage dealt to enemies from behind",
"> 100% additional sidearm reserve ammo",
"> All equipped or picked up sidearms gain the Suppressor mod with no slot cost"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> Can no longer equip primary weapons",
"-> 25 Reduced defense"
]
}
{
"name": "Puncture",
"tooltip": [
"> Backup weapons deal piercing damage",
"> 50% of body impact damage received reflected",
"> 25% of body impact damage dealt or received penetrates defense",
"> 5-10 /s bleed to enemies that deal or receive body impact damage, proportional to impact speed from 4-12 m/s"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> 25% reduced body imact damage on deflections",
"-> 25% reduced vitals restored from all sources"
]
}
{
"name": "Rage Core",
"tooltip": [
"> Gain active Core while vitals below 50% from enemy damage + visible enemies, 10 s cooldown on deactivate",
"> Gain Overkill while vitals below 50% from enemy damage",
"> Overkill: Melee attacks + body impacts bypass defense, 100% increased body impact damage, 100% reduced speed penalties + aux drain from all sources, 50% increased dexterity, snare immunity"
],
"foundations": {
"type": "tech",
"value": 25
},
"downsides": [
"-> 75% reduced vitals + defense restored from all sources while active",
"-> 75% active Core speed, Shell specific active Core bonuses disabled",
"-> 0-100% increased direct damage received while active, scaling proportionally with duration active from 0-5 s",
"-> 5/s vitals + defense damage while active with no visible enemies"
]
}
{
"name": "Reactive Core",
"tooltip": [
"> 80% active + inactive Core speed"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> 25% reduced Core generation"
]
}
{
"name": "Reactive Dermis",
"tooltip": [
"> 0-25% reduced direct damage received, scaling proportionally with damage from 50-200",
"> 25% reduced debuff duration + bleed damage received"
],
"foundations": {
"type": "body",
"value": 10
},
"downsides": [
"-> 0.25 m/s reduced ground speed"
]
}
{
"name": "Recovery",
"tooltip": [
"> 5 /s additional vitals regeneration while no damage received within 1 s",
"> 25% increased vitals restored from all sources"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> 0.25 m/s reduced ground speed",
"-> Can be disabled"
]
}
{
"name": "Renewal",
"tooltip": [
"> 25 vitals, defense, max vitals + max defense restored every 10 s",
"> 100 aux power restored every 10 s"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> 0.25 m/s reduced ground speed",
"-> Can be disabled"
]
}
{
"name": "Resourceful",
"tooltip": [
"> 100% of current weapon ammo capacity restored as reserve ammo + 5 s reduced device cooldowns on weapon pickup, picked up weapon is destroyed",
"> 100% reduced primary stim cooldown if used while bleeding"
],
"foundations": {
"type": "hardware",
"value": 15
},
"downsides": [
"-> 50% reduced reserve ammo",
"-> 50% increased primary stim cooldown if used while not bleeding"
]
}
{
"name": "Reversal",
"tooltip": [
"> Overcharge on receiving disable: Disable immunity, 10% increased ground + climb speed, disable enemies + enemy devices within 4 m for 2 s, active for duration of received disable"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> 25% increased direct damage taken while Overcharge active"
]
}
{
"name": "Specialist",
"tooltip": [
"> Additional weapon mod slot",
"> 50% reduced sidearm + primary weapon handling speed penalties while only sidearm or primary slot used",
"> 25% increased sidearm + primary weapon dexterity while only sidearm or primary slot used"
],
"foundations": {
"type": "body",
"value": 10
},
"downsides": [
"-> Can only equip 1 device"
]
}
{
"name": "Surplus",
"tooltip": [
"> Additional weapon mod slot",
"> 100% additional reserve ammo",
"> 50% reduced device cooldowns on kill"
],
"foundations": {
"type": "hardware",
"value": 10
},
"downsides": [
"-> 25% Increased device cooldowns",
"-> 0.25 m/s reduced ground speed"
]
}
{
"name": "Technician",
"tooltip": [
"> Can equip exotic ammo types",
"> 30 /s defense + max defense restored while using Nano-wire"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> 50% reduced reserve ammo",
"-> 25% reduced Nano-wire range"
]
}
{
"name": "Temporal Suspension",
"tooltip": [
"> Gain aerial suspension while aiming for up to 5 s, momentum restored when aim released, 2.5-5 s cooldown, scaling proportionally with duration from 0-5 s",
"> Unaffected by Core slowing effects while active",
"> 50% reduced direct damage received while active",
"> Knockback immunity while active"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> 100% reduced vitals + defense regeneration while active",
"-> Deactivates on body impacts + collision with ground",
"-> Not usable while hovering",
"-> Can be disabled"
]
}
{
"name": "Tether",
"tooltip": [
"> Nano-wire can tether to enemy heads dealing 15 vital damage, 1 s disable + snare every 0.5 s, ramping up to 0.25 s over 2 s",
"> 50% of damage dealt by tether restored to vitals + max vitals"
],
"foundations": {
"type": "tech",
"value": 15
},
"downsides": [
"-> Can be disabled"
]
}
{
"name": "Threat Detection",
"tooltip": [
"> Automatically detect enemies + enemy devices within 15 m"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> 50% increased radar profile",
"-> Visible on radar while stationary",
"-> Disables scan",
"-> Can be disabled"
]
}
{
"name": "Transference",
"tooltip": [
"> Relocate to enemy location on visible or detected kill from direct damage, 5 s cooldown",
"> Disguise as enemy on activation, appearing as an ally on enemy HUD and radar"
],
"foundations": {
"type": "tech",
"value": 25
},
"downsides": [
"-> 50% reduced vitals + defense restored from all sources while disguised",
"-> Disguise removed on dealing + receiving visible direct damage from enemies",
"-> Can be disabled"
]
}
{
"name": "Unstable Core",
"tooltip": [
"> 100% Core generation on deploy",
"> Core detonation on death or failure, deals 25-75 vital damage to all enemies within 5 m, scaling proportionally with Core charge from 0-100",
"> Overcharge while Core fully charged: Disable immunity, 10% increased ground speed, disable enemies + enemy devices within 4 m for 2 s"
],
"foundations": {
"type": "tech",
"value": 20
},
"downsides": [
"-> Core failure after 8 s on Core activation, drain or attempted enemy disable while Core fully charged, Core can be vented by Core Activation or killing an enemy",
"-> 50% reduced Core duration"
]
}
{
"name": "Vendetta",
"tooltip": [
"> Receiving over 150 vitals damage from an enemy marks them as a vendetta, persists through death until enemy killed by the vendetta owner",
"> Vendettas are detected while within 45 m",
"> 25-50 vitals, max vitals + Core charge restored on killing a vendetta, scaling proportionally with the vendetta damage from 150-300"
],
"foundations": {
"type": "body",
"value": 20
},
"downsides": [
"-> 25% increased direct damage received from vendettas"
]
}
{
"name": "Versatile",
"tooltip": [
"> 10 s immunity to a debuff on end or removal",
"> Can equip sidearms + backup weapons in primary slot",
"> Can equip 2 of the same device"
],
"foundations": {
"type": "body",
"value": 15
},
"downsides": [
"-> 25% increased device cooldowns while both of same type",
"-> 0.25 m/s reduced ground speed"
]
}