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Perks



Painkiller

Perks are where a build takes its shape. They are bought with perk points inside one of its trees, and each one sits behind a gate that only opens once enough attribute points have gone into that tree. Five of the trees belong to the attributes, Body, Reflexes, Technical Ability, Intelligence and Cool, and the sixth is Relic, bought with Relic points instead.


Best Perks


The perks below are the ones each tree is built around. A branch is bought through most of them, and the rest unlock an ability nothing else provides.

Name Image Attribute Tier Effect
Painkiller Painkiller Body Rookie (4) Unlocks slow Health Regen in combat.
Adrenaline Rush Adrenaline Rush Body Phenom (15) +35 max Health
Spontaneous Obliteration Spontaneous Obliteration Body Phenom (15) +12.5% Crit Chance at low Stamina.
Quake Quake Body Phenom (15) -15% Stamina cost for attacks with Blunt Weapons.
Slippery Slippery Reflexes Rookie (4) The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting.
Dash Dash Reflexes Pro (9) -20% Stamina cost for dodging and dashing.
Lead And Steel Lead And Steel Reflexes Pro (9) -15% Stamina cost attacks with Blades.
Sharpshooter Sharpshooter Reflexes Phenom (15) +15% aim speed.
Finisher: Bladerunner Finisher: Bladerunner Reflexes Phenom (15) -15% Stamina cost attacks with Blades.
All Things Cyber All Things Cyber Technical Ability Pro (9) +10% to all cyberware stat modifiers
License To Chrome License To Chrome Technical Ability Phenom (15) +10% to all cyberware stat modifiers.
Pyromania Pyromania Technical Ability Phenom (15) +8% recharge speed for Health Items and grenades.
Bolt Bolt Technical Ability Phenom (15) +20% charge speed for Tech Weapons.
Health Freak Health Freak Technical Ability Pro (9) +8% recharge speed for Health Items and grenades.
Optimization Optimization Intelligence Rookie (4) +35% RAM recovery rate.
Embedded Exploit Embedded Exploit Intelligence Pro (9) +10% RAM recovery rate.
Overclock Overclock Intelligence Phenom (15) +10% RAM recovery rate.
Queue Acceleration Queue Acceleration Intelligence Phenom (15) +1 Max RAM.
Acquisition Specialist Acquisition Specialist Intelligence - +10% larger target reticle for Smart Weapons.
Feline Footwork Feline Footwork Cool Rookie (4) When crouched: +15% Movement Speed. +15% Mitigation Chance. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%.)
Focus Focus Cool Pro (9) +10% Headshot and Weakspot damage
Deadeye Deadeye Cool Phenom (15) +10% headshot and weak spot damage.
Ninjutsu Ninjutsu Cool Phenom (15) +15% Movement Speed.
Juggler Juggler Cool Phenom (15) -15% recovery time for throwable weapons.
Scorpion Sting Scorpion Sting Cool Pro (9) -15% recovery time for throwable weapons.
Jailbreak Jailbreak Relic 3 Relic points Unlocks new abilities for Arm cyberware: Mantis Blades, Gorilla Arms, Projectile Launch System and Monowire.
Vulnerability Analytics Vulnerability Analytics Relic 3 Relic points During combat, you can now detect Vulnerabilities in enemy Armor and cyberware. Hitting Vulnerabilities gives: 100% Crit Chance. +25% Armor penetration. Weakspot damage bonuses. Dealing enough damage to a Vulnerability will cause it to explode, generating an EMP blast that damages enemies within 3m.
Machine Learning Machine Learning Relic 1 Relic point Destroying an enemy's Vulnerability grants: +10% Frequency of new Vulnerabilities appearing. +5% Crit Damage against Vulnerabilities. Duration: 25 sec. Effect and duration can stack 5 times. Reaching max stacks doubles these effects.

Gates

The gates in an attribute tree are named Rookie, Pro, Phenom and Legend. Rookie opens with the first points, Pro after a solid run, Phenom deep into a serious investment, and Legend only when nearly everything V can spend is in one attribute.

The gate is the real limit. Perk points are plentiful enough that most builds can buy what they want, while the gates decide what is available at all. That is why a build is described by how tall its attributes are rather than by how many perks it owns.

Branches

Each tree is organised into branches, and a branch is bought through a single perk. Painkiller opens the Body healing branch, Lead And Steel opens the Reflexes blade branch, Pyromania opens the Technical Ability explosives branch, Embedded Exploit opens the Intelligence netrunning branch, and Focus opens the Cool marksman branch.

Those payoff perks usually have two or three levels, and the last level is where an ability appears rather than a number. Adrenaline Rush ends in a second health bar, Quake in a ground slam, Bolt in a new kind of shot, Overclock in a mode that lets hacks be paid for with health, and Ninjutsu in a silent sprint.

The smaller perks above a payoff refine whatever it unlocked. They are cheap, they are numerous, and almost none of them do anything on their own.

Conditions

Many perks apply only to one group of weapons, and the group is always the one its attribute improves. A Body perk that reads shotguns, light machine guns and heavy machine guns is useless to a build carrying a katana, however many points are in Body.

Others read a mode or an implant by name. Dorph-Head reads the Blood Pump, Air Kerenzikov reads the Kerenzikov, Road Warrior reads the Sandevistan, and the Relic arm perks read whichever arm cyberware V has installed. Those conditions are listed on each perk's own page.

Relic Perks

The Relic tree is paced separately. Its points come from Phantom Liberty rather than from levelling, and its perks unlock abilities rather than raising numbers. Jailbreak gives every arm implant something new to do, and Vulnerability Analytics shows V weak points in enemy armour and cyberware that can be hit for guaranteed critical hits.

Where Perk Points Come From

Perk points arrive with character levels, from several of the skill rewards, and from perk shards found in the world. They are not tied to a tree, so a point earned by levelling the Solo skill can be spent in the Cool tree.

Notes

A respec is possible, so a build is not permanent, but the cost of changing course climbs with each one. Reading a branch from its payoff perk downwards before spending anything is the cheapest way to plan, since a branch bought from the top down leaves points in perks that have nothing to modify.

All Perks



Every relic perk in the game is listed below.

Name Image Cost Requires Effect
Data Tunneling Data Tunneling 1 Relic point - When an enemy is affected by a Monowire-uploaded quickhack, normal Monowire attacks which hit that enemy and other enemies simultaneously, will spread the quickhack to them.
Emergency Cloaking Emergency Cloaking - - Improves Optical Camo cyberware. Activating Optical Camo during combat will cause enemies to lose track of you, giving you a chance to exit combat. Note: To use this ability you must have Optical Camo equipped to your Combat Gadget quickslot.
Jailbreak Jailbreak 3 Relic points - Unlocks new abilities for Arm cyberware: Mantis Blades, Gorilla Arms, Projectile Launch System and Monowire.
Launch Capacity Override Launch Capacity Override 1 Relic point - Increases the number of Projectile Launch System charges by 1.
Limiter Removal Limiter Removal 1 Relic point - The shockwave from a charged Gorilla Arms attack now knocks down all enemies within range.
Machine Learning Machine Learning 1 Relic point - Destroying an enemy's Vulnerability grants: +10% Frequency of new Vulnerabilities appearing. +5% Crit Damage against Vulnerabilities. Duration: 25 sec. Effect and duration can stack 5 times. Reaching max stacks doubles these effects.
Sensory Protocol Sensory Protocol 1 Relic point - When crouched, being detected by an enemy will temporarily slow down time. Dodge or Dash out of the enemy's line of sight to immediately exit combat. Cooldown: 120 sec.
Spatial Mapping Spatial Mapping 1 Relic point - All Leap Attacks with Mantis Blades now cripple enemies and increase dismemberment chance against those same enemies for 10 sec.
Vulnerability Analytics Vulnerability Analytics 3 Relic points - During combat, you can now detect Vulnerabilities in enemy Armor and cyberware. Hitting Vulnerabilities gives: 100% Crit Chance. +25% Armor penetration. Weakspot damage bonuses. Dealing enough damage to a Vulnerability will cause it to explode, generating an EMP blast that damages enemies within 3m.

Pages in category "Perks"

The following 188 pages are in this category, out of 188 total.