Содержание

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 15 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 climb speed

> 1 m/s increased jump speed

-> 25 reduced defense

Description of Acrobatics

Addict

:: Addict 10 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 Core + aux power 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

-> 25 vital damage received on activation while detox on cooldown

-> 50% reduced vitals restored from all sources

Description of Addict

Adrenaline Rush

:: Adrenaline Rush 20 body

> 50 vitals restored + 15% increased ground speed + dexterity for 10 s on visible kill, 5 s cooldown

-> 25 reduced vitals

Description of Adrenaline Rush

Advanced Recon

:: 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 Neuro-Link target limit

-> Can be disabled

Description of Advanced Recon

Akimbo

:: Akimbo 10 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

> 100% additional sidearm reserve ammo

-> Can no longer equip sidearm optics

-> 25% reduced sidearm damage

-> 50% increased sidearm recoil + spread

-> 50% reduced primary weapon reserve ammo

Description of Akimbo

Armadillo

:: Armadillo 15 tech

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

> Deflect direct damage, clears burn + gains fire immunity while active

> Automatically roll on knockdown

-> 0.5 m/s reduced ground speed

-> Can be disabled

Description of Armadillo

Augmented Arms

:: Augmented Arms 5 body

> 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

-> Additional charging drains aux power

-> Can be disabled

Description of Augmented Arms

Augmented Legs

:: Augmented Legs 10 body

> 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

-> Charging jump drains aux power

-> Snared while disabled

-> Can be disabled

Description of Augmented Legs

Augmented Nano-wire

:: Augmented Nano-wire 10 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

:: Auto-Doc 20 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

-> Can be disabled

Description of Auto-Doc

Auxiliary Vitals

:: Auxiliary Vitals 15 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 2.5 s, chemical heal, 10 s cooldown

> 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

:: Backdoor 20 tech

> 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

-> 1 reduced Neuro-Link target limit

-> Can be disabled

Description of Backdoor

Bloodsport

:: Bloodsport 25 body

> 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

-> Primary stim causes bleed if used while not bleeding

-> 50% increased bleed damage received

Description of Bloodsport

Caustic

:: Caustic 20 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

:: Chain Reaction 10 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 25 m, stacking up to 25%

-> 15% increased direct damage received while disabled

Description of Chain Reaction

Chemical Warfare

:: Chemical Warfare 10 hardware

> 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

-> 25% reduced explosive damage radius

Description of Chemical Warfare

Close Minded

:: Close Minded 25 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

-> 25% reduced speed while ADS + firearm far damage range

-> 25% increased direct damage received beyond 5 m while using backup weapons

Description of Close Minded

Combat Core

:: 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 Discharge

:: Core Discharge 20 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

:: 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

:: Counterbalance 20 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

:: Covert 20 tech

> 50% reduced detectable range

> Shroud for 3s on kill, 6s without receiving damage from target: Undetectable by all equipment

-> Can be disabled

Description of Covert

Damage Report

:: Damage Report 15 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

:: Dead Drop 20 body

> 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

-> 0-100% increased direct damage received while active, scaling proportionally with duration active from 0-5 s

Description of Dead Drop

Disengage

:: Disengage 25 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

:: Dispersal 15 hardware

> 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

-> 25% Increased device cooldowns

-> 0.5 m/s reduced ground speed

-> Can be disabled

Description of Dispersal

Enhanced Dexterity

:: Enhanced Dexterity 15 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

:: Enhanced Foundation 0 body

> 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

-> 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

Description of Enhanced Foundation

Experimental

:: Experimental 15 tech

> Can equip experimental devices

> 50% increased debuff durations from all sources other than experimental devices

-> 25 reduced defense

Description of Experimental

Exploit Weakness

:: Exploit Weakness 20 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

:: Fail-safe 20 tech

> 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

-> 35% reduced defense regeneration

Description of Fail-safe

Gecko

:: Gecko 15 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

> 25% increased climb speed + weapon accuracy while climbing

-> Can be disabled

Description of Gecko

Hardcase

:: Hardcase 20 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 + deactivates on absorbtion of fatal headshot

-> 0.25 m/s reduced ground speed

Description of Hardcase

Hardened

:: Hardened 15 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 + aux power regeneration, scaling proportionally with reduced max vitals from 0-75% while active

-> 50% increased burn damage received

Description of Hardened

Headhunter

:: Headhunter 20 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

:: Heavy Ordnance 20 hardware

> 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

-> 0.5 m/s reduced ground speed

Description of Heavy Ordnance

Heavy Weapons

:: Heavy Weapons 20 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

> Knockdown + disarm immunity while heavy weapon equipped

-> Unable to use dive, prone or roll maneuvers while heavy weapon equipped

-> Heavy weapons can only be fired while aiming

Description of Heavy Weapons

Hot Swap

:: Hot Swap 10 hardware

> 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

-> Current ammo emptied into reserve on swap

-> 50% reduced speed while swapping

Description of Hot Swap

Hunter Optics

:: Hunter Optics 20 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

:: Inertial Buffer 10 body

> 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

-> 100% reduced lateral control during sliding maneuvers

-> 25% reduced defense regeneration

Description of Inertial Buffer

Kinetic Focus

:: Kinetic Focus 15 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

:: Kinetic Injectors 10 hardware

> 15 vitals restored on roll maneuvers, chemical heal, 3 s cooldown

> 2.5 s bleed immunity if used while bleeding

-> Can be disabled

Description of Kinetic Injectors

Low Profile

:: Low Profile 20 body

> 50% reduced movement sound + radar profile

> 50% increased crouch speed

-> 25 reduced defense

Description of Low Profile

Maximum Efficiency

:: Maximum Efficiency 20 hardware

> 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

-> 50% Increased device cooldowns

Description of Maximum Efficiency

Net Runner

:: Net Runner 25 tech

> 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

-> 25% reduced detection range

-> Can be disabled

Description of Net Runner

Neuro-Hacker

:: Neuro-Hacker 20 tech

> 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

-> 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

:: Overclocked 25 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 + duration

Description of Overclocked

Overseer

:: Overseer 20 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

:: Perpetual Motion 20 body

> 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

-> 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 10 hardware

> 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

-> 100% increased primary stim cooldown if used while not bleeding

Description of Potent Stimulants

Professional

:: Professional 20 body

> 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

-> Can no longer equip primary weapons

-> 25 Reduced defense

Description of Professional

Puncture

:: Puncture 15 body

> 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

-> 25% reduced body imact damage on deflections

-> 25% reduced vitals restored from all sources

Description of Puncture

Rage Core

:: Rage Core 25 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

:: Reactive Core 15 tech

> 80% active + inactive Core speed

-> 25% reduced Core generation

Description of Reactive Core

Reactive Dermis

:: Reactive Dermis 10 body

> 0-25% reduced direct damage received, scaling proportionally with damage from 50-200

> 25% reduced debuff duration + bleed damage received

-> 0.25 m/s reduced ground speed

Description of Reactive Dermis

Recovery

:: Recovery 15 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

:: Renewal 15 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

:: Resourceful 15 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

:: Reversal 20 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

Specialist

:: Specialist 10 body

> 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

-> Can only equip 1 device

Description of Specialist

Surplus

:: Surplus 10 hardware

> Additional weapon mod slot

> 100% additional reserve ammo

> 50% reduced device cooldowns on kill

-> 25% Increased device cooldowns

-> 0.25 m/s reduced ground speed

Description of Surplus

Technician

:: Technician 15 tech

> Can equip exotic ammo types

> 30 /s defense + max defense restored while using Nano-wire

-> 50% reduced reserve ammo

-> 25% reduced Nano-wire range

Description of Technician

Temporal Suspension

:: Temporal Suspension 15 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

:: Tether 15 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

-> Can be disabled

Description of Tether

Threat Detection

:: Threat Detection 20 tech

> Automatically detect enemies + enemy devices within 15 m

-> 50% increased radar profile

-> Visible on radar while stationary

-> Disables scan

-> Can be disabled

Description of Threat Detection

Transference

:: Transference 25 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

:: Unstable Core 20 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 4 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

:: Vendetta 20 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

:: Versatile 15 body

> 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

-> 25% increased device cooldowns while both of same type

-> 0.25 m/s reduced ground speed

Description of Versatile