:: 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 2 tech
> Can equip experimental devices
> 25% increased applied debuff duration
-> 25 reduced defense
Description of Experimental
:: 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 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 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 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 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 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 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 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 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 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 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 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 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 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 2 hardware
> Improves standard and enhancement devices
-> 50% Increased device cooldowns
Description of Maximum Efficiency
:: 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 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 1 tech
> Can equip Neuro-Link devices
-> Can only equip Neuro-Link devices
-> 50% reduced radar detection range
Description of Neuro-Hacker
:: 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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