Body
| Body | |
|---|---|
| Class | Attribute |
| Skill | Solo |
| Per Point | +2 max Health |
| Perks | Body Perks |
Body is the attribute of raw physical power. It decides how much punishment V can absorb, how hard a blunt weapon lands, and how steady a heavy gun is when it is fired from the hip. Everything about it rewards standing in the open and winning the exchange rather than avoiding it. It is the attribute to raise for a build that intends to walk into the room.
Tiers
Perks in the Body tree sit behind four gates. The Rookie gate opens almost immediately, the Pro gate after a solid run of points, the Phenom gate well into a serious investment, and the Legend gate only when nearly everything V has is in this one attribute. The gate is what limits a build, not the number of perks available, so a shallow investment in Body gets the healing and the vehicle perks and nothing more.
Each gate also changes what the tree is for. Rookie is about staying alive, Pro is about making heavy weapons and blunt weapons usable, Phenom is where both branches get their signature abilities, and Legend holds the perks that narrow to a single weapon class.
Weapons
Raising Body improves V's proficiency with shotguns, light machine guns, heavy machine guns and blunt weapons. That is a deliberate set. Every one of them is used at a distance where the enemy is shooting back, and all of them are heavy enough that the game normally punishes carrying them.
The tree answers both problems. The heavy weapon branch removes the movement penalty, tightens the spread of a gun fired on the move and rewards firing until the stamina bar is empty. The blunt weapon branch makes swings cheaper, turns blocking into an attack and ends in a ground slam with its own cooldown.
Checks
Body is also how V forces a way through Night City. Some doors can be pulled open by hand, some heavy machine guns can be ripped off their mountings and carried, and a number of conversations open up intimidating or Solo trained replies that nobody else gets to use.
Those checks are scattered through the jobs and gigs rather than concentrated anywhere, which means a build with points in Body finds shortcuts that another build has to fight through. The dialogue options in particular close off whole fights when they land.
Skill
The Solo skill rises alongside Body, levelling from the fighting the attribute is built around. Its rewards run from carrying capacity and health early on to large bonuses for fists and Gorilla Arms, critical hits at close range, damage with strong and quick melee attacks, and health returned for performing a finisher. The last of them reach into Berserk and the adrenaline mode, which is where a Body build spends its hardest fights.
Branches
The tree splits into branches. Painkiller starts the healing branch, which unlocks health regeneration during combat and then multiplies it according to missing health, sprinting and the number of enemies standing nearby. Adrenaline Rush above it adds a second health bar that absorbs damage, and the perks above it modify that mode rather than V.
Wrecking Ball starts the blunt weapon branch, which runs through Quake to a ground slam, a finisher and a set of perks that read blocking. Die! Die! Die! and Spontaneous Obliteration carry the heavy weapon branch, which ends in Obliterate, an ability that sometimes tears a wounded enemy apart outright.
Fury Road sits outside all of it, making V's car into a weapon in collisions.
Notes
Body pairs naturally with Technical Ability, since armour and cyberware capacity both suit a build that absorbs damage rather than avoiding it. It is the obvious partner for Gorilla Arms, which the Solo skill rewards directly.
All Body Perks
Every body perk in the game is listed below.
| Name | Image | Tier | Requires | Effect |
|---|---|---|---|---|
| Army Of One | Rookie (4) | Painkiller | +10% Health Regen Rate for each nearby enemy. | |
| Comeback Kid | Rookie (4) | Painkiller | +1% Health Regen Rate for each percent of missing Health. | |
| Dorph-Head | Rookie (4) | Painkiller | When using Blood Pump cyberware or a Health Item: +100% Mitigation Chance for 2 sec. Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default 50%). | |
| Fury Road | Rookie (4) | - | In vehicle collisions: +50% damage to enemy vehicles and their occupants. -50% damage to your vehicles. You take no damage as a vehicle occupant in collisions. | |
| Painkiller | Rookie (4) | - | Unlocks slow Health Regen in combat. | |
| Speed Junkie | Rookie (4) | Painkiller | +60% Health Regen Rate while sprinting. | |
| Breakthrough | Pro (9) | - | -40% enemy Armor for 7 sec. after hitting them with a strong attack. | |
| Bullet Ballet | Pro (9) | Die! Die! Die! | -25% bullet spread when moving. | |
| Clapback | Pro (9) | - | +100% Knockdown chance with defensive attacks. Cooldown: 10 sec. +100% Stun chance with counterattacks. | |
| Die! Die! Die! | Pro (9) | - | +12.5% Crit Chance at low Stamina. | |
| Don't Stop Me Now | Pro (9) | Die! Die! Die! | When below 33% Stamina: +15% Mitigation Chance,. +5% Mitigation Strength. | |
| Fly Swatter | Pro (9) | - | -40% incoming ranged damage when blocking with Blunt Weapons. | |
| Kinetic Absorption | Pro (9) | - | Blocking an attack gives +10% Stamina and +30% damage with Blunt Weapons for 5 sec. | |
| Like A Feather | Pro (9) | Die! Die! Die! | No movement speed penalty with Shotguns, Light Machine Gunes and Heavy Machine Guns. | |
| Wrecking Ball | Pro (9) | - | -15% Stamina cost for attacks with Blunt Weapons. | |
| Adrenaline Rush | Phenom (15) | Painkiller | +35 max Health | |
| Aftershock | Phenom (15) | Quake | +30 Stamina for each enemy hit with Quake. | |
| Bloodlust | Phenom (15) | - | When Adrenaline Rush is active: +50 Adrenaline on dismemberment of a nearby enemy. | |
| Calm Mind | Phenom (15) | Adrenaline Rush | When Adrenaline Rush is active: +3 sec. delay before Adrenaline begins to decay. | |
| Close-Quarters Carnage | Phenom (15) | Spontaneous Obliteration | Increases chance to Obliterate enemies with ranged attacks at close range (max. 10%). | |
| Dread | Phenom (15) | Spontaneous Obliteration | -15% enemy Armor when using ranged attacks. Dismembering spreads the effect to nearby enemies. | |
| Epicenter | Phenom (15) | Quake | When Quake is performed from the midair (a Superhero Landing), its area of effect and damage scale with your fall speed and fall distance. | |
| Juggernaut | Phenom (15) | Adrenaline Rush | When Adrenaline Rush is active: +20% movement speed,. +10% damage. | |
| Quake | Phenom (15) | Wrecking Ball | -15% Stamina cost for attacks with Blunt Weapons. | |
| Ripple Effect | Phenom (15) | Aftershock, Calm Mind | +15% Health for each enemy hit by Quake. | |
| Rush Of Blood | Phenom (15) | Spontaneous Obliteration | +20% reload speed for 8 sec. after dismembering an enemy. | |
| Skullcracker | Phenom (15) | Spontaneous Obliteration | Increases damage of Quick Melee Attacks as Stamina decreases (max. +200% at 0 Stamina) | |
| Spontaneous Obliteration | Phenom (15) | - | +12.5% Crit Chance at low Stamina. | |
| Unstoppable Force | Phenom (15) | Adrenaline Rush | When Adrenaline Rush is active: Gain immunity to movement penalties and non-damaging Status Effects such as Knockdown, Blinding, etc. | |
| Finisher: Savage Sling | Legend (20) | Quake | Unlocks a Blunt Weapon Finisher. Can be used when an enemy's Health is low. Enemies affected by Stun are more susceptible. Restores 20% Health. Holding down the button allows the enemy to be thrown instead, killing them and damaging other enemies where they land. | |
| Onslaught | Legend (20) | Spontaneous Obliteration | +20% ammo refill after neutralizing an enemy with a Light Machine Gun. | |
| Pain To Gain | Legend (20) | Adrenaline Rush | When Adrenaline Rush is active: +20% Health Item recharge after neutralizing an enemy. | |
| Rip And Tear | Legend (20) | Spontaneous Obliteration | +100% damage for the next Quick Melee Attack after shooting an enemy with a Shotgun. +100% damage for the next Shotgun shot after hitting an enemy with a Quick Melee Attack. |
All Attributes
Every attribute V spends points in is listed below, with the skill it levels and what one point buys.
| Name | Image | Skill | Per Point | Perks |
|---|---|---|---|---|
| Body | Solo | +2 max Health | Body Perks | |
| Reflexes | Shinobi | +0.5% Crit Chance | Reflexes Perks | |
| Technical Ability | Engineer | +2 Armor | Technical Ability Perks | |
| Intelligence | Netrunner | +1 max RAM per 4 points | Intelligence Perks | |
| Cool | Headhunter | +1.25% Crit Damage | Cool Perks | |
| Relic | - | - | Relic Perks |