:: Acrobatics 40 body
> 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 jump + climb speed
-> 25 reduced defense
Description of Acrobaticss
:: Addict 50 body
> 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 aux power + aerial maneuver regeneration while active
> 15% increased ground speed while active
-> Detox cooldown on activation, increasing by 25% of duration for each activation, up to 30 s
-> 4 s snare + 25 vital damage received on activation while detox on cooldown
-> 25% reduced vitals restored from all sources
Description of Addict
:: Adrenaline Rush 30 body
> Activates on visible kill, 5 s cooldown
> 50 vitals + aux power restored on activate
> 15% increased ground speed + dexterity for 5 s on activate
> 50% reduced aux power drain for 5 s on activate
-> 25 reduced vitals
Description of Adrenaline Rush
:: Advanced Recon 10 tech
> 25% increased radar + detection range from all sources
> 100% reduced scan + tag cooldown on ally killing tagged enemy
> Detected enemies can be tagged
-> 1 reduced Shell detections
-> Can be disabled
Description of Advanced Recon
:: Akimbo 20 body
> 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
-> Can no longer equip sidearm optics
-> 50% reduced sidearm maneuver + stance accuracy bonuses
-> 25% reduced sidearm damage while not using alternate aim stance
-> 25% increased sidearm recoil, spread + spread gain while not using alternate aim stance
-> 50% reduced primary weapon reserve ammo
Description of Akimbo
:: Armadillo 40 body
> Retractable Nano-plating, activates on roll maneuvers, 5 s cooldown
> Deflect direct damage, clears burn + gains fire immunity while active
> Destroys attached devices on activate
> Automatically roll on knockdown
-> 0.5 m/s reduced ground speed
-> Can be disabled
Description of Armadillo
:: Augmented Arms 20 body
> 0-50% increased backup weapon damage + throw velocity, scaling proportionally with primary attack fully charged for 0-1 s
> 25% increased device throw velocity
> 25% reduced firearm recoil + spread gain
-> Additional attack charging drains aux power
-> Can be disabled
Description of Augmented Arms
:: Augmented Legs 15 body
> 25% reduced loadout + movement speed penalties while on ground or climbing
> 25-150% increased jump speed, charged by holding jump while sliding, rolling, climbing or crouched
> 100% reduced fall damage when landing on feet, slide or roll maneuvers
-> Charging jump drains aux power
-> Snared while disabled
-> Can be disabled
Description of Augmented Legs
:: Augmented Nano-wire 15 tech
> 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
-> Attaches to enemy heads + no longer disarms with Tether equipped
-> 100% increased Nano-wire cooldown
-> 50 aux power drained on pull
-> Can be disabled
Description of Augmented Nano-wire
:: Auto-Doc 35 body
> Automatically clears bleed, 10 s cooldown
> 25 vitals restored + bleed immunity for 2.5 s on activation, chemical heal
> 5 /s max vitals regeneration
-> 25% reduced aux regeneration
-> Can be disabled
Description of Auto-Doc
:: Auxiliary Vitals 20 body
> Chemical heals gain bleed immunity if used while not bleeding
> On receiving fatal bleed damage or Core activation: 25 vitals restored + bleed immunity for 5 s, chemical heal, 10 s cooldown
> 2.5 vitals + max vitals restored every 0.5 s while bleed immunity from chemical heals active
-> 25% reduced defense restored from all sources
-> 0.5 m/s reduced ground speed
Description of Auxiliary Vitals
:: Backdoor 35 tech
> Enemies are detected to allies for 3 s on successful Neuro-Link, 6 s if scan hack
> 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
> Immunity to enemy Neuro-Link while scanning, inactive while scan hacking
> Tag enemies on receiving Neuro-Link
-> 1 reduced Shell detections
-> Can be disabled
Description of Backdoor
:: Bloodsport 45 body
> Bleeding enemies are detected while bleeding
> 100% of bleed damage dealt restored to vitals + max vitals while bleeding
> 25% of damage dealt with backup weapons + body impacts restored to vitals + max vitals while bleeding, addititonal 25% if target is bleeding
> 25 vitals restored on visible enemy kill while bleeding, additional 50 if target is bleeding
> 15% increased ground speed while bleeding
> 50% reduced aux power drain while bleeding
-> Primary stim no longer restores vitals + causes bleed if used while not bleeding
-> 50% increased bleed damage received
-> Core activation no longer clears bleed
Description of Bloodsport
:: Caustic 35 body
> 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
-> 25% reduced vitals restored from all sources
-> 25% increased bleed damage received
Description of Caustic
:: Chain Reaction 20 tech
> 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 50 m, stacking up to 25%
-> 15% increased direct damage received while disabled
Description of Chain Reaction
:: Chemical Warfare 45 hardware
> Explosive damage deals chemical damage + applies corrode for 2 s
> All sources of corrode cause necrosis: 50% of attempted vitals restoration drained from vitals, duration refreshed while bleeding
-> 25% reduced explosive damage
Description of Chemical Warfare
:: Close Minded 30 body
> 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 or ADS with ironsights
-> 25% reduced speed while ADS + firearm far damage range
-> 25% increased firearm + backup weapon damage received beyond 5 m while using backup weapons or ADS with ironsights
Description of Close Minded
:: Combat Core 15 tech
> 1% of direct damage dealt converted to active Core duration
> 25% increased Core generation
-> 100% reduced Core generation during active Core
-> Can be disabled
Description of Combat Core
:: Core Decay 25 body
> 0-100% increased aux power + aerial maneuver charge regeneration, scaling proportionally with Core charge from 0-100
> 0-100% reduced speed penalties, scaling proportionally with Core charge from 0-100
-> 0.25-1 /s Core charge drain if no charge gained within 5 s , scaling proportionally with Core charge from 0-100
-> Can no longer manually activate Core
Description of Core Decay
:: Core Discharge 25 tech
> 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
-> 25 reduced Core charge on activation from fatal melee or body impact damage
-> 25% reduced Core generation + duration
Description of Core Discharge
:: Counter Intelligence 20 tech
> 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
-> 1 reduced Neuro-Link target limit
-> Can be disabled
Description of Counter Intelligence
:: Counterbalance 15 body
> Removes flat vitals, defense + speed reductions from equipped augments
> Equipped augments can no longer be disabled
-> 25% increased augment cooldowns
Description of Counterbalance
:: Covert 35 tech
> 50% reduced detectable range
> Shroud for 3s on kill, 6s without receiving damage from target
> Neuro-Mask: Shroud for 5s on detecting Neuro-Link scan hack, 30 s cooldown
-> Can be disabled
Description of Covert
:: Damage Report 30 tech
> Detect enemies for 1.5 s on dealing direct damage
> Detect enemies within 15 m of killed enemy for 3 s, 10 s cooldown
-> 50% reduced radar detection range
-> Can be disabled
Description of Damage Report
:: Dead Drop 30 body
> Aiming, quick melee 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% reduced speed penalties + aux drain from all sources, 50% increased dexterity, snare immunity
> Deactivates after 2 s if no longer falling
-> 0-100% increased direct damage received while active, scaling proportionally with duration active from 0-5 s
Description of Dead Drop
:: Disengage 20 tech
> Automatically relocate to a previous location on death
> 50% vitals + defense restored on activation
> Debuffs cleared on activation
-> 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
Description of Disengage
:: Dispersal 35 hardware
> Launch 4 Seekers on roll maneuvers if unobscured enemies within 30 m, 10 s cooldown
> Seeker: Rolls toward + tracks targets, deals 20-15 explosive damage within 2-4 m on reaching or losing target
-> 25% Increased device cooldowns
-> 0.5 m/s reduced ground speed
-> Can be disabled
Description of Dispersal
:: Enhanced Dexterity 25 body
> 25% increased dexterity
> Complete active reloads on roll maneuvers at any stage of the reload
-> Can be disabled
Description of Enhanced Dexterity
:: Enhanced Foundation 0 body
> 0.35% reduced movement speed penalties + backup weapon damage received for each Body foundation upgrade
> 0.35% increased aux power regeneration + radar range for each Tech foundation upgrade
> 0.35% reduced firearm recoil + ADS spread for each Hardware foundation upgrade
-> 0.25% reduced knockback resistance + climb speed for each Body foundation upgrade
-> 0.25% increased detectable range + direct damage received while disabled for each Tech foundation upgrade
-> 0.25% reduced bleed immunity + device duration for each Hardware foundation upgrade
Description of Enhanced Foundation
:: Experimental 40 tech
> Can equip experimental devices
> 50% increased debuff durations from all sources other than experimental devices
-> 25 reduced defense
Description of Experimental
:: Exploit Weakness 45 body
> 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
-> 25% reduced vitals + defense restored from all sources
-> 25% reduced effectiveness of damage reductions
Description of Exploit Weakness
:: Fail-safe 30 tech
> When vitals drop below 25% or stunned: 20 vitals restored every 0.5 s + disable immunity for 2.5 s, 30 s cooldown
> Devices can no longer be disabled
-> 25% reduced defense + aux regeneration
Description of Fail-safe
:: Gecko 30 body
> 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
> 15% increased speed, jump speed + weapon accuracy while climbing
-> Can be disabled
Description of Gecko
:: Hardcase 45 body
> 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
-> Headshot damage received applies snare while active
-> Can no longer use Neuro-Link while active
-> 4 s stun + destroyed on absorbtion of fatal headshot
-> 0.25 m/s reduced ground speed
Description of Hardcase
:: Hardened 40 body
> 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
-> 100% of vitals damage received reduces max vitals while active
-> Can no longer restore max vitals while active
-> 0-50% reduced ground speed, dexterity + aux power regeneration, scaling proportionally with reduced max vitals from 0-75% while active
-> 50% increased burn damage received
Description of Hardened
:: Headhunter 25 body
> 0.25x additional headshot damage multiplier
> Headshot kills activate or extend active Core for 2.5 s with no charge cost
-> 25% reduced direct body damage dealt
Description of Headhunter
:: Heavy Ordnance 40 hardware
> 25% increased explosive far damage range
> 50% increased explosive bleed damage
> All equipped or picked up weapons gain the Contact Charge mod with no slot cost
-> 0.5 m/s reduced ground speed
Description of Heavy Ordnance
:: Heavy Weapons 40 hardware
> 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
> Disarm immunity while heavy weapon equipped
-> Unable to use dive, prone or roll maneuvers while heavy weapon equipped
-> Dropped on knockdown or forced roll
-> Heavy weapons can only be fired while aiming
Description of Heavy Weapons
:: Hot Swap 20 hardware
> Hot mag: Cycle through available ammo types with fire or aim while holding reload, gain 50% reduced spread + improved ammo for equipped weapon on changing ammo type, 10 s cooldown on drop, reload or activating on another weapon
> 100% reduced reload movement speed penalty, unaffected by Core slowing effects while reloading
> All equipped or picked-up weapons gain the External Mag mod with no slot cost, if compatible
-> 25% increased recoil while Hot mag active
-> Cycling ammo empties current magazine into reserve
-> Can only be active on a single weapon
Description of Hot Swap
:: Hunter Optics 35 tech
> Target recognition overlay, replaces scan
> Highlights enemies + devices while active
-> Disables detections + radar while active
-> Unable to use weapon optics while active
-> Can be disabled
Description of Hunter Optics
:: Inertial Buffer 20 body
> 50% reduced deceleration while airborne or during sliding maneuvers
> 35% reduced weapon spread + spread gain during sliding maneuvers
> 25% increased knockback resistance
> Knockdown immunity during sliding maneuvers
-> 100% reduced lateral control during sliding maneuvers
-> 25% reduced defense regeneration
Description of Inertial Buffer
:: Kinetic Focus 30 body
> 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
-> Can be disabled
Description of Kinetic Focus
:: Kinetic Injectors 25 hardware
> 25 vitals restored on roll maneuvers, chemical heal, 10 s cooldown
> 25 vitals restored on receiving body impact, chemical heal
> 2.5 s bleed immunity if activated while bleeding
-> Can be disabled
Description of Kinetic Injectors
:: Low Profile 35 body
> 50% reduced movement sound
> 50% reduced radar profile + tagged duration
> 50% increased crouch speed
-> 25 reduced defense
Description of Low Profile
:: Maximum Efficiency 30 hardware
> Improves standard + enhancement devices
-> 50% Increased device cooldowns
Description of Maximum Efficiency
:: Net Runner 50 tech
> Actions no longer deactivate scan
> 100% reduced scan movement speed penalty
> 100% increased hack speed while dealing direct damage
> 50% increased ground speed for 2 s on successful Neuro-Link or while scan hacking
> 10% reduced aux power drain from all sources per detected enemy
-> Deactivates vitals + defense regeneration while scanning
-> Unable to use weapon optics while scanning
-> 50% increased spread + spread gain while scanning
-> 50% increased scan cooldown
-> 100-25% reduced scan detection range, proportional to speed from 0-8 m/s
-> 1 reduced Shell detections
-> 10 s scan duration
-> Can be disabled
Description of Net Runner
:: Neuro-Hacker 45 tech
> Scan hack: Neuro-Link devices used while scanning have increased effectiveness
> Can equip black market Neuo-Link devices
> 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
> 25% increased scan detection range
-> 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
Description of Neuro-Hacker
:: Overclocked 50 tech
> Unaffected by Core slowing effects while Core active
-> 10 /s vitals + defense damage while Core active
-> 50% reduced vitals + defense restored from all sources while Core active
-> 25% reduced Core generation
Description of Overclocked
:: Overseer 45 tech
> Personal targeting drone, replaces scan
> Provides external camera view + paints visible enemies while active
> 35% reduced spread + spread gain while active
-> 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
Description of Overseer
:: Perpetual Motion 45 body
> Removes snare on performing a maneuver, can maneuver while crippled
> 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
-> 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
Description of Perpetual Motion
:: Potent Stimulants 15 hardware
> 100% increased vitals restored by primary stim
> 50% of vitals restored by primary stim restores max vitals
> 100% increased aux power + aerial maneuver regeneration for 10 s on primary stim use
-> 100% increased primary stim cooldown if used while not bleeding
Description of Potent Stimulants
:: Professional 30 body
> 25% increased far damage with sidearms while using a single sidearm or akimbo alternate aim stance
> 25% reduced spread, spread gain, recoil + weapon handling speed penalties with sidearms while using a single sidearm or akimbo alternate aim stance
> Dispatch: 100% increased quick melee damage for 2 s after dealing damage with sidearms, ignores defense if below 25%
> 50% increase quick melee dash range while using sidearms
> 100% additional base sidearm reserve ammo
> All equipped or picked up sidearms gain the Suppressor mod with no slot cost
-> Can no longer equip primary weapons
-> 25 Reduced defense
Description of Professional
:: Puncture 40 body
> Backup weapons deal piercing damage
> 100% increased body impact damage
> 100% of body impact damage received reflected
> 25% of body impact damage dealt or reflected penetrates defense
> 5-10 /s bleed to enemies that deal or receive body impact damage, proportional to impact speed from 4-12 m/s
-> 25% reduced body imact damage on deflections
-> 25% of body impact damage dealt or received reduces defense + max defense
Description of Puncture
:: Pyro-Psycho 45 body
> 85% reduced fire damage received, can no longer die from fire damage
> 50% increased ground speed + jump height while burning
> Ignite enemies within 3 m while burning
> Ignite nearby surface for 3 s on roll while burning
> Snare immunity while burning
-> Burning has infinite duration and is no longer cleared on Core activation
Description of Pyro-Psycho
:: Rage Core 50 tech
> 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
-> 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
Description of Rage Core
:: Reactive Core 10 tech
> 80% active + inactive Core speed
> 25% increased Core generation while affected by Core
-> 25% reduced Core generation while not affected by Core
Description of Reactive Core
:: Reactive Dermis 35 body
> 0-25% reduced direct damage received, scaling proportionally with damage from 50-200
> 10 s immunity to a debuff on end or removal
-> 0.25 m/s reduced ground speed
Description of Reactive Dermis
:: Recovery 25 body
> 5 /s additional vitals regeneration while no damage received within 1 s
> 25% increased vitals restored from all sources
-> 0.25 m/s reduced ground speed
-> Can be disabled
Description of Recovery
:: Renewal 30 tech
> 25 vitals, defense, max vitals + max defense restored every 10 s
> 100 aux power restored every 10 s
-> 0.25 m/s reduced ground speed
-> Can be disabled
Description of Renewal
:: Resourceful 35 hardware
> 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
-> 50% reduced reserve ammo
-> 50% increased primary stim cooldown if used while not bleeding
Description of Resourceful
:: Reversal 25 tech
> 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
-> 25% increased direct damage taken while Overcharge active
Description of Reversal
:: Shell Shock 35 tech
> Explosive damage applies snare + disable for 2 s
> 25% increased explosive far damage range
-> 25% reduced explosive damage
Description of Shell Shock
:: Shifter 50 tech
> Shift: Attempt to relocate horizontally up to 3 m in movement direction, can bypass obstructions, replaces quick melee
> 100 vital damage + knockback to enemies within 1 m of relocation
-> Requires aerial maneuver charge, drains 25 aux power on shift
-> 25% reduced vitals + defense restored from all sources
-> 25% reduced effectiveness of damage reductions
-> 2 s aerial maneuver charge regeneration delay on shift
-> Can be disabled
Description of Shifter
:: Specialist 35 body
> Additional weapon mod slot
> 50% reduced sidearm or primary weapon handling speed penalties while only sidearms or primary weapons equipped, additional 50% for 5 s on visible kill
> 25% increased sidearm or primary weapon dexterity while only sidearms or primary weapons equipped, additional 25% for 5 s on visible kill
-> Can only equip 1 device
Description of Specialist
:: Studied 40 body
> Additional aerial maneuver charge while using backup weapons
> Unaffected by Core slowing effects while Core active + using backup weapons
> 200% increased Core generation with backup weapons
> 100% reduced backup weapon loadout speed penalty
-> Can only use backup weapons + enhancement devices
-> 25% reduced Core duration
Description of Studied
:: Surplus 20 hardware
> Additional weapon mod slot
> 200% additional base reserve ammo
> 100% additional thrown weapon ammo
> 50% reduced device cooldowns on kill
-> 25% Increased device cooldowns
-> 0.5 m/s reduced ground speed
Description of Surplus
:: Technician 35 tech
> Can equip exotic ammo types
> 20 /s defense + max defense restored while using Nano-wire
-> 50% reduced reserve ammo
-> 25% reduced Nano-wire range
Description of Technician
:: Temporal Suspension 30 tech
> 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
-> 100% reduced vitals + defense regeneration while active
-> Deactivates on body impacts + collision with ground
-> Not usable while hovering
-> Can be disabled
Description of Temporal Suspension
:: Tether 40 tech
> 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
-> 25% reduced Nano-wire range
-> Can be disabled
Description of Tether
:: Threat Detection 35 tech
> Automatically detect enemies + enemy devices within 15 m
> Countermeasure: Automatically destroys unobstructed enemy device or explosive within 5 m, 30 s cooldown
-> 50% increased radar profile
-> Visible on radar while stationary
-> Disables scan
-> Can be disabled
Description of Threat Detection
:: Transference 45 tech
> 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
-> 50% reduced vitals + defense restored from all sources while disguised
-> Disguise removed on dealing + receiving visible direct damage from enemies
-> Can be disabled
Description of Transference
:: Unstable Core 40 tech
> 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 3 m for 2 s
-> 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
Description of Unstable Core
:: Vendetta 40 body
> 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
-> 25% increased direct damage received from vendettas
Description of Vendetta
:: Versatile 50 body
> Can equip sidearm, backup + primary weapons in both sidearm + primary slots
> 15% reduced spread + spread gain with sidearms while multiple equipped
> 15% increased dexterity + Core generation with primary weapons while multiple equipped
> 15% increased damage + ground speed with backup weapons while multiple equipped
> Can equip 2 of the same device
-> 25% increased device cooldowns while both of same type
-> 50% reduced reserve ammo with multiple of same weapon type
-> 25 reduced defense
Description of Versatile