Spis treści

Table of Augments

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Acrobatics

:: Acrobatics 2 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 and climb speed

-> 25 reduced defense

Description of Acrobaticss

Addict

:: Addict 3 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 and 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 [[effects#snare|Snare+]] 25 vital damage received on activation while detox on cooldown

-> 25% reduced vitals restored from all sources

Description of Addict

Adrenaline Rush

:: Adrenaline Rush 2 body

> Activates on visible kill, 5 s cooldown

> 50 vitals and aux power restored on activate

> 25% increased ground speed and 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

:: Advanced Recon 1 tech

> 25% increased radar and detection range

> 100% reduced scan and tag cooldown on ally killing tagged enemy

> 5 s increased scan duration

> Additional tag charge, detected enemies can be tagged

-> 1 reduced Shell detections

-> Can be [[effects#disable|Disabled]]

Description of Advanced Recon

Akimbo

:: Akimbo 1 body

> Dual wield sidearms

> 100% increased sidearm ammo capacity

> 50% increased RPM while not using alternate aim stance

> 25% increased Core generation with sidearms

-> Can no longer equip sidearm optics

-> 0-25% reduced sidearm damage while not using alternate aim stance

-> 25% increased sidearm recoil while not using alternate aim stance

-> 50% increased spread and spread gain while not aiming

-> 50% reduced primary weapon reserve ammo

Description of Akimbo

Armadillo

:: Armadillo 2 body

> Retractable Nano-plating, activates on roll maneuvers, 5 s cooldown, hard target

> [[effects#deflection|Deflects]] direct damage while active, reducing damage by 50%

> Clears [[effects#burn|Burn]] and gains [[effects#burn|Burn]] immunity while active

> Destroys attached devices on activate

> Automatically roll on knockdown while grounded

-> 0.5 m/s reduced ground speed

-> Can be [[effects#disable|Disabled]]

Armadillo Plating lasts 0.3s

Augmented Arms

:: Augmented Arms 1 body

> 25% increased backup weapon windup speed

> 100% increased backup weapon combo point generation

> 25% increased firearm and device throw velocity

> 25% reduced firearm recoil and spread gain

-> 25% reduced aux power regeneration

-> Can be [[effects#disable|Disabled]]

Description of Augmented Arms

Augmented Legs

:: Augmented Legs 1 body

> 25% reduced loadout and 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

-> [[effects#snare|Snared]] while [[effects#disable|Disabled]]

-> Can be [[effects#disable|Disabled]]

Description of Augmented Legs

Augmented Nano-wire

:: Augmented Nano-wire 1 tech

> Nano-wire can attach to enemies, pulling you toward them

> Can disarm weapon during active Core or while enemy is knocked down, 10 s cooldown

> Nano-wire can pickup enemy devices and projectiles, ownership transfered if held for 1 s

> 25% increased Nano-wire range

-> Attaches to enemy heads and no longer disarms with Tether equipped

-> 100% increased Nano-wire cooldown

-> 50 aux power drained on pull

-> Can be [[effects#disable|Disabled]]

Description of Augmented Nano-wire

Auto-Doc

:: Auto-Doc 2 body

> Automatically clears [[effects#bleed|Bleed]], 10 s cooldown

> 25 vitals restored and [[effects#bleed|Bleed]] immunity for 2.5 s on activation, chemical heal

> 5 /s max vitals regeneration

-> 25% reduced aux power regeneration

-> Can be [[effects#disable|Disabled]]

Description of Auto-Doc

Auxiliary Vitals

:: Auxiliary Vitals 1 body

> Chemical heals gain [[effects#bleed|Bleed]] immunity if used while not [[effects#bleed|Bleeding]]

> On receiving fatal [[effects#bleed|Bleed]] damage or Core activation: 25 vitals restored and [[effects#bleed|Bleed]] immunity for 5 s, chemical heal, 10 s cooldown

> 2.5 vitals and max vitals restored every 0.5 s while [[effects#bleed|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

:: Backdoor 2 tech

> Enemies are detected to allies within 100 m for 5-1 s on successful Neuro-Link, proportional to amount effected from 1-5, 15 s cooldown

> On receiving Neuro-Link detect the sender to allies for 2 s

> Enemies within 30 m are detected while enemy head attached to Nano-wire

> Devices and explosives of visible or detected enemies are detected to allies

-> 5 s reduced scan duration

-> 1 reduced Shell detections

-> Can be [[effects#disable|Disabled]]

Description of Backdoor

Bloodsport

:: Bloodsport 3 body

> [[effects#bleed|Bleeding]] enemies within 100 m are detected while [[effects#bleed|Bleeding]]

> 100% of [[effects#bleed|Bleed]] damage dealt restored to vitals and max vitals while [[effects#bleed|Bleeding]]

> 25% of damage dealt with backup weapons and body impacts restored to vitals and max vitals while [[effects#bleed|Bleeding]], addititonal 25% if target is [[effects#bleed|Bleeding]]

> 25 vitals restored on visible enemy kill while [[effects#bleed|Bleeding]], additional 50 if target is [[effects#bleed|Bleeding]]

> 15% increased ground speed while [[effects#bleed|Bleeding]] with backup weapon equipped

> 50% reduced aux power drain while [[effects#bleed|Bleeding]] with backup weapon equipped

-> Primary stim no longer restores vitals and causes [[effects#bleed|Bleed]] if used while not [[effects#bleed|Bleeding]]

-> 100% reduced defense regeneration while [[effects#bleed|Bleeding]]

-> 50% increased [[effects#bleed|Bleed]] damage received

-> Core activation no longer clears [[effects#bleed|Bleed]]

Description of Bloodsport

Caustic

:: Caustic 2 body

> Backup weapons apply [[effects#corrode|Corrode]] for 2 s

> 25% of vitals damage received reflected as chemical damage and 2 s [[effects#snare|Snare]] to enemies within 3 m

> 100% [[effects#corrode|Corrode]] resistance

-> 25% reduced vitals restored from all sources

-> 25% increased [[effects#bleed|Bleed]] damage received

Description of Caustic

Chain Reaction

:: Chain Reaction 1 tech

> [[effects#disable|Disable]] all visible enemies within 25 m on receiving [[effects#disable|Disable]] for 50% of the duration

> [[effects#disable|Disable]] all visible enemies within 25 m of enemy on applying [[effects#disable|Disable]] for 50% of the duration

> 5% increased direct damage dealt per visible [[effects#disable|Disabled]] enemy within 50 m, stacking up to 25%

-> 25% increased direct damage received while [[effects#disable|Disabled]] or [[effects#overcharge|Overcharged]]

Description of Chain Reaction

Chemical Warfare

:: Chemical Warfare 3 hardware

> Explosive damage applies [[effects#corrode|Corrode]] for 2 s

> 25% of chemical damage dealt to defense and max defense damages vitals and max vitals

-> 25% reduced explosive range

-> 50% reduced max defense damage dealt by chemical damage

Description of Chemical Warfare

Close Minded

:: Close Minded 2 body

> 50% reduced firearm spread while aiming with iron sights equipped

> 25% increased ground speed while using backup weapons with enemies within 10 m

> 25% reduced firearm and backup weapon damage received within 5 m while using backup weapons or aiming with iron sights equipped

-> 25% reduced firearm far damage

-> 25% increased firearm and backup weapon damage received beyond 10 m while using backup weapons or aiming with iron sights equipped

Description of Close Minded

Combat Core

:: Combat Core 1 tech

> 1% of direct damage dealt converted to active Core duration

> 25% increased Core generation

-> 100% reduced Core generation during active Core

-> Can be [[effects#disable|Disabled]]

Description of Combat Core

Core Discharge

:: Core Discharge 2 tech

> AOE impulse on Core activation or receiving fatal melee or body impact damage, can survive fatal damage, 30 s cooldown

> Deals 25 vital damage, 4 s [[effects#disable|Disable]] and knockback to enemies within 5 m, knockdown if within 2.5 m

> [[effects#deflection|Deflects]] unattached devices and projectiles within 5 m

-> 25 reduced Core charge on activation from fatal melee or body impact damage

-> 25% reduced Core generation and duration

Description of Core Discharge

Counter Intelligence

:: Counter Intelligence 1 tech

> Enemies detecting you within 30 m are detected

> Enemies interacting with objectives within 30 m are detected

> Enemies that tag you are tagged

> Unobstructed enemies within 15 m of your decapitated head are detected to allies

> Visible disguised enemies within 15 m are revealed

-> 1 reduced Neuro-Link target limit

-> Can be [[effects#disable|Disabled]]

Description of Counter Intelligence

Counterbalance

:: Counterbalance 1 body

> Removes flat vitals, defense and speed reductions from equipped augments

> Equipped augments can no longer be [[effects#disable|Disabled]]

-> 25% increased augment cooldowns

Description of Counterbalance

Covert

:: Covert 2 tech

> 50% reduced detectable range

> Gain [[effects#shroud|Shroud]] for 3s on kill, 6s without receiving damage from target

> Devices and projectiles are undetectable

-> Can be [[effects#disable|Disabled]]

Description of Covert

Damage Report

:: Damage Report 2 tech

> Detect enemies within 100 m for 0.75 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 [[effects#disable|Disabled]]

Description of Damage Report

Dead Drop

:: Dead Drop 2 body

> Aiming, quick melee or charging backup weapon after recent climb activates [[effects#overkill|Overkill]], 5 s cooldown

> Deactivates after 2 s if no longer falling

Description of Dead Drop

Disengage

:: Disengage 1 tech

> Can survive fatal damage. Relocate to a previous location if death prevented

> 50% vitals and defense restored on activation

> Removes tagged and clears debuffs on activation

-> 50% reduced max vitals and defense on activation

-> 50% reduced Core charge on activation

-> Fatal explosive or telefrag damage prevents activation

-> Can no longer restore max vitals and max defense on activation

-> Can only activate once

-> Can be [[effects#disable|Disabled]]

Description of Disengage

Dispersal

:: Dispersal 2 hardware

> Launch 4 Seekers on roll maneuvers if unobscured enemies within 30 m, 10 s cooldown

> Seeker: Rolls toward and 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 [[effects#disable|Disabled]]

Description of Dispersal

Enhanced Dexterity

:: Enhanced Dexterity 2 body

> 25% increased dexterity

> Complete active reloads on roll maneuvers at any stage of the reload

-> Can be [[effects#disable|Disabled]]

Description of Enhanced Dexterity

Enhanced Foundation

:: Enhanced Foundation 0 body

> 8% reduced movement speed penalties and backup weapon damage received for each Body foundation upgrade

> 8% increased aux power regeneration and radar range for each Tech foundation upgrade

> 8% reduced firearm ADS spread and increased firearm and device throw velocity for each Hardware foundation upgrade

-> 6% reduced knockback resistance and increased body impact damage received for each Body foundation upgrade

-> 6% increased detectable range and direct damage received while [[effects#disable|Disabled]] for each Tech foundation upgrade

-> 6% reduced reserve ammo and device duration for each Hardware foundation upgrade

Description of Enhanced Foundation

Experimental

:: Experimental 2 tech

> Can equip experimental devices

> 25% increased applied debuff duration

-> 25 reduced defense

Description of Experimental

Exploit Weakness

:: Exploit Weakness 3 body

> Enemies with defense below 50% are considered weakened

> 100% defense bypass with melee damage to weakened enemies

> Unstoppable if unobscured weakened enemies within 15 m: Knockdown immunity while grounded, 100% reduced speed penalties

> 25% increased direct damage to knocked down enemies

-> 25% reduced vitals and defense restored from all sources

-> 25% reduced effectiveness of damage reductions

Description of Exploit Weakness

Fail-safe

:: Fail-safe 2 tech

> When vitals drop below 25% or receive [[effects#disable|Disable+]]: 20 vitals restored every 0.5 s and [[effects#disable|Disable]] immunity for 2.5 s, 30 s cooldown

> Devices and projectiles can no longer be [[effects#disable|Disabled]]

-> 25% reduced defense and aux power regeneration

Description of Fail-safe

Gecko

:: Gecko 2 body

> Gain [[effects#shroud|Shroud]] while climbing, 0.5 s activation time

> Gain camouflage while stationary and 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 and weapon accuracy while climbing

-> Can be [[effects#disable|Disabled]]

Description of Gecko

Hardcase

:: Hardcase 3 body

> [[effects#deflection|Deflects]] headshots while active, reducing damage by 50%, hard target

> Immunity to Tether and Neuro-Link devices while active

-> Can no longer ADS while active

-> Can no longer use Neuro-Link devices while active

-> 4 s [[effects#disable|Disable+]] and destroyed on receiving 150 damage

-> 0.25 m/s reduced ground speed and movement speed cap

Description of Hardcase

Hardened

:: Hardened 2 body

> Activates on receiving vitals damage to body, deactivates and restores max vitals after 2 s from last vitals damage taken to body, 10 s cooldown

> 25-75% reduced direct vitals damage to body received, scaling proportionally with reduced max vitals from 0-75% while active

-> 100% of vitals damage to body received reduces max vitals while active

-> Can no longer restore max vitals while active

-> 0-50% reduced ground speed, dexterity and aux power regeneration, scaling proportionally with reduced max vitals from 0-75% while active

-> 100% increased [[effects#burn|Burn]] damage received

Description of Hardened

Headhunter

:: Headhunter 2 body

> 0.25x additional headshot damage multiplier

> Headshot kills activate or prolong active Core by up to 2.5 s with no charge cost

> 25 vitals and defense restored on head pickup if Nano-wire held, instantly harvests Core, head is destroyed

-> 25% reduced direct body damage dealt

Description of Headhunter

Heavy Ordnance

:: Heavy Ordnance 2 hardware

> 50% increased explosive [[effects#bleed|Bleed]] damage

> All equipped or picked up weapons gain the Contact Charge mod with no slot cost

> Heads thrown with Nano-wire detonate, dealing 75-25 explosive damage

-> 0.5 m/s reduced ground speed

Description of Heavy Ordnance

Heavy Weapons

:: Heavy Weapons 2 hardware

> Can equip and pickup heavy weapons

> Strafe maneuver: Run with increased speed in movement direction for 1 s with no weapon handling speed penalty, can knockback, replaces dive while heavy weapon equipped

> Disarm immunity while heavy weapon equipped

-> Unable to dive or prone while heavy weapon equipped

-> Heavy weapons can only be fired while aiming, are dropped on knockdown and unequipped on rolling maneuvers

-> 50% increased aux power drain from all sources while airborne

-> 1 m/s reduced movement speed cap

Description of Heavy Weapons

Hot Swap

:: Hot Swap 1 hardware

> Hot mag: Cycle through available ammo types with fire or aim while holding reload, gain 50% reduced spread and 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

:: Hunter Optics 3 tech

> Target recognition overlay, replaces scan

> Highlights enemies and devices while active

> Can tag camouflaged enemies

-> Disables detections and radar while active

-> Unable to use weapon optics while active

-> Can be [[effects#disable|Disabled]]

Description of Hunter Optics

Inertial Buffer

:: Inertial Buffer 1 body

> 50% reduced deceleration while airborne or during sliding maneuvers

> 35% reduced weapon spread and spread gain during sliding maneuvers

> 25% increased knockback resistance

> Knockdown immunity and increased lateral control during sliding maneuvers

-> 25% reduced defense regeneration

Description of Inertial Buffer

Kinetic Focus

:: Kinetic Focus 2 body

> 0-35% reduced direct vitals damage received, scaling proportionally with speed from 4-12 m/s

> 0-35% reduced weapon spread and 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 [[effects#disable|Disabled]]

Description of Kinetic Focus

Kinetic Injectors

:: Kinetic Injectors 2 hardware

> 25 vitals restored on roll maneuvers, chemical heal, 10 s cooldown

> 25 vitals restored on receiving body impact, chemical heal

> 2.5 s [[effects#bleed|Bleed]] immunity if activated while [[effects#bleed|Bleeding]]

-> Can be [[effects#disable|Disabled]]

Description of Kinetic Injectors

Low Profile

:: Low Profile 2 body

> 50% reduced movement sound

> 50% reduced radar profile and tagged duration

> 50% increased slide and crouch speed

> Undetectable by proximity devices and targeting systems during sliding maneuvers

-> 25 reduced defense

Description of Low Profile

Maximum Efficiency

:: Maximum Efficiency 2 hardware

> Improves standard and enhancement devices

-> 50% Increased device cooldowns

Description of Maximum Efficiency

Necrosis

:: Necrosis 2 body

> All sources of [[effects#corrode|Corrode]] apply [[effects#corrode|Corrode+]]

> Creates 5 s Tox cloud on enemy killed with [[effects#corrode|Corrode]] active, obscures vision, applies 4 s [[effects#snare|Snare]] and [[effects#corrode|Corrode]] to enemies on contact

-> 25% reduced vitals restored from all sources

-> 25% reduced effectiveness of damage reductions

Description of Necrosis

Net Runner

:: Net Runner 3 tech

> Actions no longer deactivate scan

> 100% reduced scan movement speed penalty

> 50% increased ground speed for 2 s on successful Neuro-Link

> 20% reduced aux power drain from all sources per detected enemy

-> Deactivates vitals and defense regeneration while scanning

-> Unable to use weapon optics while scanning

-> 50% increased spread and spread gain while scanning

-> 50% increased scan cooldown

-> 100-0% reduced scan detection range, proportional to speed from 0-8 m/s

-> 1 reduced Shell detections

-> 5 s reduced scan duration

-> Can be [[effects#disable|Disabled]]

Description of Net Runner

Neuro-Hacker

:: Neuro-Hacker 1 tech

> Can equip Neuro-Link devices

-> Can only equip Neuro-Link devices

-> 50% reduced radar detection range

Description of Neuro-Hacker

Overclocked

:: Overclocked 3 tech

> Unaffected by Core slowing effects while Core active

-> 10 /s vitals and defense damage while Core active

-> 50% reduced vitals and defense restored from all sources while Core active

-> 25% reduced Core generation

Description of Overclocked

Overseer

:: Overseer 3 tech

> Personal targeting drone, replaces scan, hard target

> Provides external camera view and paints visible enemies within 50 m while active

> 25% increased target painting detection zone

> 35% reduced hipfire spread and spread gain on painted targets

> 25% reduced alternate aim spread and spread gain on painted targets

-> Disrupts vision if drone takes damage while active

-> Can no longer ADS

-> 0.5 m/s reduced ground speed

-> Can be destroyed

-> Can be [[effects#disable|Disabled]]

Overseer hovers near your head when not active, Overseer drone has 200 health

Perpetual Motion

:: Perpetual Motion 3 body

> Removes [[effects#snare|Snare]] on performing a maneuver, can maneuver while [[effects#snare|Snared+]]

> 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 while Core active

-> 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

:: Potent Stimulants 1 hardware

> 100% increased vitals restored by primary stim

> 100% of vitals restored by primary stim restores max vitals

> 100% increased aux power and aerial maneuver regeneration for 10 s on primary stim use

-> 100% increased primary stim cooldown

Description of Potent Stimulants

Professional

:: Professional 2 body

> 25% increased velocity and far damage with sidearms while using a single sidearm or akimbo alternate aim stance

> 25% reduced spread, spread gain, recoil and weapon handling speed penalties with sidearms while using a single sidearm or akimbo alternate aim stance

> Dispatch: 50% increased quick melee damage for 2 s after dealing damage with sidearms, ignores enemy defense if below 25%

> 25% increased lunge speed and duration 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

:: Puncture 2 body

> 25% defense bypass with backup weapons and body impact damage

> 50% increased body impact damage

> 5-10 /s [[effects#bleed|Bleed]] to enemies on dealing body impact damage, proportional to impact speed from 4-12 m/s

-> 50% of body impact damage dealt reduces defense and max defense

Spiky defense

Pyro-Psycho

:: Pyro-Psycho 3 body

> 85% reduced [[effects#burn|Burn]] damage received, can no longer die from [[effects#burn|Burn]] damage

> [[effects#snare|Snare]] immunity and 50% increased ground and jump speed while [[effects#burn|Burning]]

> Ignite nearby surface for 3 s on roll maneuvers if enemy within 15 m and apply [[effects#burn|Burn]] to enemies within 3 m while [[effects#burn|Burning]], [[effects#burn|Burn+]] if [[effects#burn|Burning+]]

-> Core activation no longer clears [[effects#burn|Burning]]

-> [[effects#burn|Burn]] on roll maneuvers

Description of Pyro-Psycho

Rage Core

:: Rage Core 3 body

> Gain [[effects#overkill|Overkill]] while Core active

> 25% of damage received from enemies within the last 10 s, up to 50, restored to vitals and max vitals on Core activation

> 5% of damage received from enemies converted to Core charge

Description of Rage Core

Reactive Core

:: Reactive Core 1 tech

> 80% active and inactive Core speed

> 25% increased Core generation from damage dealt while affected by Core

-> 25% reduced Core generation from damage dealt while not affected by Core

Description of Reactive Core

Reactive Dermis

:: Reactive Dermis 2 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

Damage reduction is based on damage instance's initial damage value, before other damage reductions/increases

Recovery

:: Recovery 2 body

> 5 /s additional vitals regeneration while no damage received within 1 s

> 25% increased vitals restored from all other sources

-> 0.5 m/s reduced ground speed

-> Can be [[effects#disable|Disabled]]

Description of Recovery

Redline

:: Redline 3 body

> 0-50% reduced speed penalties and airborne deceleration, scaling proportionally with Core charge from 0-100

> 0-50% increased dexterity, acceleration, aux power and aerial maneuver charge regeneration, scaling proportionally with Core charge from 0-100

> 100% increased Core generation

-> 0-25% increased damage received, scaling proportionally with Core charge from 0-100

-> 100% Core charge drained on deploy

-> 25% reduced Core duration

-> Visible trails

Description of Redline

Renewal

:: Renewal 2 tech

> 25 vitals, defense, max vitals and max defense restored every 10 s

> 100 aux power restored every 10 s

-> 0.25 m/s reduced ground speed

-> Can be [[effects#disable|Disabled]]

Description of Renewal

Resourceful

:: Resourceful 2 hardware

> Deconstruct weapons if Nano-wire held while picking up, weapon is destroyed

> Deconstruct heads if Nano-wire held while picking up, head is destroyed

> 50% of equipped weapons ammo restored on deconstruct

> 100% reduced active primary stim cooldown on deconstruct

> 25% reduced active standard device cooldowns on deconstruct

-> 25% reduced reserve ammo

Description of Resourceful

Reversal

:: Reversal 2 tech

> Gain [[effects#overcharge|Overcharge]] on receiving [[effects#disable|Disable]], active for duration of received [[effects#disable|Disable]]

-> 25% increased direct damage taken while [[effects#overcharge|Overcharge]] active

Description of Reversal

Shell Shock

:: Shell Shock 2 tech

> Explosive damage applies [[effects#disable|Disable]] for 2 s

> All sources of [[effects#disable|Disable]] deal 5 shock damage every 0.5 for duration

-> 25% reduced explosive range

-> 25% reduced defense restored from all sources

Description of Shell Shock

Shifter

:: Shifter 3 tech

> Shift: Attempt to relocate horizontally up to 3 m in movement direction, can bypass obstructions, replaces quick melee

> 50 vital damage and knockback to enemies within 1 m of relocation

> Removes tagged on relocation

-> Requires aerial maneuver charge while in air

-> 2 s [[effects#disable|Disable+]] and 25 vital damage received on activation while Restabilise on cooldown

-> 25% reduced vitals and defense restored from all sources

-> Can be [[effects#disable|Disabled]]

Description of Shifter

Slipstream

:: Slipstream 3 tech

> Climb speed ramps up to Shells max maneuver speed

> Unaffected by all speed penalties while climbing

> 40 /s aux power regeneration while climbing

> Surge: Activates on reaching 8 m/s while climbing, deactivates after 2 s if no longer climbing or below 8 m/s

> Gain [[effects#overcharge|Overcharge]] and knockdown enemies while Surge active, can telefrag on activation or detaching from climb

-> 100% reduced vitals and defense restored from all sources while Surge active

-> 100% reduced effectiveness of damage reductions while Surge active

-> 10 /s defense damage while Surge active

Requires a speed of 10m/s or more to knock

Specialist

:: Specialist 2 body

> Additional weapon mod slot

> 25% reduced sidearm or primary weapon handling speed penalties while only sidearms or primary weapons equipped, additional 25% for 10 s on visible kill

> 25% increased sidearm or primary weapon dexterity while only sidearms or primary weapons equipped, additional 25% for 10 s on visible kill

-> 50% Increased device cooldowns

Description of Specialist

Studied

:: Studied 2 body

> Additional aerial maneuver charge while using backup weapons

> Unaffected by Core slowing effects while Core active and using backup weapons

> 100% increased Core generation with backup weapons

> 100% reduced backup weapon loadout speed penalty

-> Can no longer equip primary weapons

-> 50% reduced Core regeneration

-> 25% reduced Core duration

Description of Studied

Surplus

:: Surplus 1 hardware

> Additional weapon mod slot

> 200% additional base reserve ammo

> 100% additional stealth weapon ammo

> 50% reduced active standard device cooldowns on kill

-> 25% Increased device cooldowns

-> 0.5 m/s reduced ground speed

Description of Surplus

Technician

:: Technician 2 tech

> Can equip exotic ammo types

> 20 /s defense and max defense restored while Nano-wire held and unconnected

-> 50% reduced reserve ammo

-> 25% reduced Nano-wire range

Description of Technician

Temporal Suspension

:: Temporal Suspension 2 tech

> Gain aerial suspension while aiming during an aerial maneuver, 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

> 25-50% reduced direct damage received while active, scaling proportionally with activation speed from 5-10 m/s

> Knockback immunity while active

-> 100% reduced vitals and defense regeneration while active

-> Deactivates on body impacts and collision with ground

-> Can be [[effects#disable|Disabled]]

Temporal Suspension counts as active core for Desync+

Tether

:: Tether 2 tech

> Nano-wire can tether to enemies or detached heads, dealing 15 vital damage to enemies within 6m every 0.5 s, ramping up to 0.25 s over 2 s, detached heads are suspended in place while attached

> Applies 1 s [[effects#disable|Disable]] on damage if active for longer than 0.5 s

> 50% of damage dealt by Tether restored to vitals and max vitals

-> 25% reduced Nano-wire range

-> Can be [[effects#disable|Disabled]]

Tether can be prevented by using optical camouflage or shroud

Threat Detection

:: Threat Detection 2 tech

> Detect enemies within 15 m if they have fired a weapon within 2 s

> Detect 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 [[effects#disable|Disabled]]

Description of Threat Detection

Transference

:: Transference 3 tech

> Relocate to enemy location on visible or detected kill from direct damage, removes tagged, 5 s cooldown

> Disguise as enemy on kill relocation or on Nano-wiring an enemy head for 2 s, appearing as an ally on enemy HUD and radar

-> 50% reduced vitals and defense restored from all sources while disguised

-> Disguise removed on visible facing enemy within 5 m, dealing direct damage to visible enemy or receiving direct damage from enemy

-> 2 s [[effects#disable|Disable+]] and 25 vital damage received on activation while Restabilise on cooldown

-> Can be [[effects#disable|Disabled]]

Description of Transference

Unstable Core

:: Unstable Core 2 tech

> 100% Core generation on deploy

> Core detonation on death or failure, applies 2 s [[effects#disable|Disable+]] and knockback to enemies within 4 m

> Gain [[effects#overcharge|Overcharge]] while Core fully charged

-> While Core fully charged: Core failure initiates after 60 s, restored by 10 s per visible enemy kill. Failure also initiates on any Core charge drain or enemy [[effects#disable|Disable]] attempt. Failure can be vented by manual Core activation or visible enemy kill

-> 50% reduced Core duration, Shell specific Core bonuses disabled

Description of Unstable Core

Vendetta

:: Vendetta 2 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 and 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

:: Versatile 3 body

> Can equip sidearm, backup, heavy and primary weapons in both sidearm and primary slots

> 15% reduced spread and spread gain with sidearms while multiple equipped

> 15% increased dexterity and Core generation with primary weapons while multiple equipped

> 15% increased melee damage and 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