Ambidextrous
| Ambidextrous | |
|---|---|
| Class | Technical Ability Perk |
| Attribute | Technical Ability |
| Tier | Phenom (15) |
| Levels | 1 |
| Requires | License To Chrome |
Ambidextrous opens another cyberware slot in V's hands. Hand implants are where the weapon handling and ammunition effects live, so another one is another layer on whatever V is shooting. It sits in the cyberware branch of the Technical Ability tree. A slot is worth more than almost any single modifier.
Effect
Slots are the scarcer resource in a cyberware build. Capacity can be raised by several perks and implants, but the number of places to put chrome is fixed.
Adding one in the hands means a build can take a second handling or ammunition implant without dropping anything. What that is worth depends entirely on what goes into it.
How to Unlock Ambidextrous
It sits behind the Phenom gate of the Technical Ability tree and is bought from License To Chrome.
Perk Tree
Ambidextrous is bought from License To Chrome in the Technical Ability tree.
| Name | Image | Tier | Effect |
|---|---|---|---|
| License To Chrome | Phenom (15) | +10% to all cyberware stat modifiers. |
Buying Ambidextrous opens the perks below.
| Name | Image | Tier | Effect |
|---|---|---|---|
| Doomlauncher | Phenom (15) | Projectile Launch System cyberware receives: +1 max charges. +20% recharge speed. +25% additional recharge speed when you have no charges available. +200% additional recharge speed outside of combat. +5% instant recharge after neutralizing an enemy. It also receives the same bonus as grenades from Burn This City. |
Character Builds
It belongs to a cyberware build with a hand implant it wants to double up on, which usually means weapon handling or ammunition effects.
Buy it at the Phenom gate from License To Chrome. Doomlauncher needs it bought, so a build heading for the Projectile Launch System takes it on the way. Capacity has to come from somewhere, which is where Renaissance Punk and the Engineer skill come in.
Notes
Doomlauncher needs it bought, and that perk is the one that overhauls the Projectile Launch System.
Renaissance Punk and the Engineer skill both raise the capacity that the new slot will consume.
All Technical Ability Perks
Every technical ability perk in the game is listed below.
| Name | Image | Tier | Requires | Effect |
|---|---|---|---|---|
| First Aid | Rookie (4) | Glutton For War | +15% recharge speed of Health Items when you've only used 1 charge. | |
| Gearhead | Rookie (4) | - | +33% Vehicle health. Vehicle mounted weapons receive: +25% damage. -0.7 sec. lock-on time | |
| Glutton For War | Rookie (4) | - | 5% instant recharge of Health Items and Grenades after neutralizing an enemy. | |
| Transfusion | Rookie (4) | Glutton For War | +30% Health from the final charge of your equipped Health Item. | |
| All Things Cyber | Pro (9) | - | +10% to all cyberware stat modifiers | |
| Borrowed Time | Pro (9) | Health Freak | +100% instant recharge of a Health Item after neutralizing an enemy if you are below 25% Health and have no charges remaining. | |
| Chipware Connoisseur | Pro (9) | Driver Update | When upgrading cyberware, you can choose from two stat modifier options: A third option is available at Tier 3 and higher. | |
| Chrome Constitution | Pro (9) | All Things Cyber | -5% incoming damage if all Integumentary System and Skeleton cyberware slots are filled | |
| Coming In Hot | Pro (9) | Health Freak | +50% recharge speed for grenades when you have none available. | |
| Demolitions Surplus | Pro (9) | Health Freak | +1 max grenade charge, +250% recharge speed for grenades outside of combat. | |
| Driver Update | Pro (9) | All Things Cyber | All cyberware gain an additional stat modifier. | |
| Field Medic | Pro (9) | Health Freak | 15% faster use of Health Items in combat. | |
| Health Freak | Pro (9) | Glutton For War | +8% recharge speed for Health Items and grenades. | |
| Lucky Day | Pro (9) | All Things Cyber | +25% crafting components from looting. | |
| Renaissance Punk | Pro (9) | All Things Cyber | +4 Cyberware Capacity for each Attribute at 9 or higher | |
| Ambidextrous | Phenom (15) | License To Chrome | Unlocks a new cyberware slot for your Hands. | |
| Bolt | Phenom (15) | - | +20% charge speed for Tech Weapons. | |
| Built Different | Phenom (15) | License To Chrome | Unlocks Cellular Adapter cyberware. It can be purchased and installed at ripperdoc clinics. This Perk is required to use it properly. | |
| Burn This City | Phenom (15) | Pyromania | When you accumulate 5 stacks of Pyromania, they will be consumed to instantly replenish a grenade charge, but all bonuses from those stacks will remain active for 6 sec. | |
| Cyborg | Phenom (15) | License To Chrome | 15% reduced Cooldowns for all cyberware if all available slots are filled. | |
| Doomlauncher | Phenom (15) | Friendlier Fire, Ambidextrous | Projectile Launch System cyberware receives: +1 max charges. +20% recharge speed. +25% additional recharge speed when you have no charges available. +200% additional recharge speed outside of combat. +5% instant recharge after neutralizing an enemy. It also receives the same bonus as grenades from Burn This City. | |
| Extended Warranty | Phenom (15) | License To Chrome | +15% duration for all cyberware effects. | |
| Flash Sale | Phenom (15) | Pyromania | For Flash, Smoke and Recon grenades: Double grenade charges. Double recharge rate | |
| Friendlier Fire | Phenom (15) | Pyromania | +50% resistance to damage and effects from explosions you cause. | |
| Heat Shield | Phenom (15) | Pyromania | +10% Mitigation Chance per stack of Pyromania. | |
| In Charge | Phenom (15) | Bolt | Tech Weapons no longer fire automatically when reaching full charge. | |
| Internal Clock | Phenom (15) | Bolt | Increased time window to fire a Bolt. | |
| License To Chrome | Phenom (15) | All Things Cyber | +10% to all cyberware stat modifiers. | |
| Lightning Storm | Phenom (15) | Bolt | +10% charge speed after firing a Bolt. Stacks 3 times. Swapping weapons or firing a non-Bolt shot resets the stack. | |
| Pyromania | Phenom (15) | Health Freak | +8% recharge speed for Health Items and grenades. | |
| Shock Value | Phenom (15) | Bolt | Bolts ignore enemy Armor | |
| Chain Lightning | Legend (20) | Bolt | Bolt now deals Electrical damage and releases an electric arc that can electrocute up to 3 nearby enemies. | |
| Edgerunner | Legend (20) | License To Chrome | Allows you to exceed your Cyberware Capacity by up to 50 points, but at the cost of -0.5% max Health per point over capacity. When you neutralize an enemy during combat, there is a 0.1% chance for each point you are over capacity that you will break into a Fury. In this state you gain: +10% damage,. +30% Crit Chance. +50% Crit Damage. Duration: 12 sec. | |
| Ticking Time Bomb | Legend (20) | Pyromania, License To Chrome | Charged powerful EMP that hits nearby enemies after 3 sec. whenever you activate Operating System cyberware (Berserk, Sandevistan) or Overclock. Applies Stun and deal damage proportionate to the quantity and tier of cyberware implants you have installed. -50% incoming damage while charging EMP. |