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