Cool
| Cool | |
|---|---|
| Class | Attribute |
| Skill | Headhunter |
| Per Point | +1.25% Crit Damage |
| Perks | Cool Perks |
Cool is the attribute of patience and precision. It decides how hard a critical hit lands, how long V can stay unseen, and how much damage a carefully placed shot does. The tree covers stealth, marksmanship and thrown blades, which look like three different builds and share one idea. It is the attribute for anyone who would rather take one shot than twenty.
Tiers
The four gates work as they do everywhere else. Rookie opens with the first points, Pro with a solid run, Phenom deep into the attribute and Legend at the very end.
The division is unusually clean here. Rookie is about crouching, cover and the first quiet kill, Pro introduces the Focus mode and the poison that thrown blades carry, Phenom holds Deadeye, Ninjutsu and Juggler, and Legend holds one perk for each branch.
Weapons
Raising Cool improves V's proficiency with pistols, revolvers, precision rifles, sniper rifles and throwable weapons. Every one of them is a weapon that rewards aim over volume, and the tree is built around the shots that land on a head or an exposed weak point.
The marksman branch runs on Focus, a mode that switches itself on when V aims at full stamina and makes shooting cost nothing while it lasts. The throwable branch runs on poison and on resetting the recovery timer, so a knife can be thrown as often as it can be aimed.
Checks
Cool lets V use stealth perk abilities and puts subtle or street smart replies into conversation. Those replies tend to defuse rather than force, which is the opposite of what Body offers at the same moments.
A build with points here also spends less time being seen, and a camp that never raises an alarm is a camp that never has to be fought.
Skill
The Headhunter skill rises with Cool. Its rewards run from reduced visibility and headshot damage through no weapon sway while crouched, optical camo during a grapple and faster throw recovery, to much faster crouched movement, damage bonuses that persist for a moment after being detected, and optical camo charge returned for a quiet or precise kill.
Branches
Feline Footwork starts the stealth branch, making crouching fast and protective, and leads through Ninjutsu to a silent sprint, to mitigation while making it and to the perks that pay for an unseen kill. Killer Instinct starts the quiet kill line, raising damage with knives, axes and silenced guns before a fight begins.
Focus carries the marksman branch, through Deadeye to guaranteed critical hits at range and free hip fire with a pistol. Scorpion Sting carries the throwable branch, through Juggler to a finisher, stacking critical damage and guaranteed critical hits on the move. Road Warrior sits outside all of it and lets time slowing cyberware be used from behind the wheel.
Notes
Cool pairs with Reflexes for a build that is both fast and precise, and with Intelligence for a netrunner who works from hiding. Optical camo, Sandevistan and Kerenzikov are the implants the tree names most often.
All Cool Perks
Every cool perk in the game is listed below.
| Name | Image | Tier | Requires | Effect |
|---|---|---|---|---|
| Blind Spot | Rookie (4) | Feline Footwork | When crouched, the higher your Mitigation Chance, the longer it takes for enemies to detect you. | |
| Feline Footwork | Rookie (4) | - | When crouched: +15% Movement Speed. +15% Mitigation Chance. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%.) | |
| Gag Order | Rookie (4) | Killer Instinct | Landing an attack on an enemy right after they detect you will delay detection from other nearby enemies. | |
| Killer Instinct | Rookie (4) | - | +25% damage with knives, axes and silenced guns outside of combat. They also provide a preview of the estimated damage. | |
| Quick Getaway | Rookie (4) | Killer Instinct | +10% Movement Speed after neutralizing an enemy while undetected. Duration: 30 sec. or until detected. Stacks 2 times. New stacks reset duration. All stacks removed when duration ends. | |
| Road Warrior | Rookie (4) | - | Allows you to use Sandevistan to slow time while driving. Allows Kerenzikov to be activated when aiming and handbraking simultaneously. +25% weapon damage when your vehicle is drifting or airborne. | |
| Small Target | Rookie (4) | Feline Footwork | +20% Mitigation Chance when crouched and not moving. | |
| Unexposed | Rookie (4) | Feline Footwork | +20% Mitigation Chance when aiming from cover. | |
| Accelerated Toxin Absorption | Pro (9) | Scorpion Sting | Strong Attacks and thrown weapons used against Poisoned enemies instantly deal substantial Poison damage then remove all Poison effects. | |
| Corrosion | Pro (9) | Scorpion Sting | Allows you to apply Poison to mechs, robots, drones and turrets. | |
| Deep Breath | Pro (9) | Head To Head | Time slows by 25% for you and enemies when Focus is active. | |
| Focus | Pro (9) | - | +10% Headshot and Weakspot damage | |
| Head To Head | Pro (9) | Focus | While Focus is active, neutralizing an enemy with a ranged attack resets its duration. | |
| Neurotoxin | Pro (9) | Scorpion Sting | Applying Poison to an enemy via Scorpion Sting now also applies Blinding and disables sprinting for 6 sec. | |
| No Sweat | Pro (9) | Focus | -50% Stamina cost from Focus for each enemy neutralized while it was active. | |
| Parasite | Pro (9) | Scorpion Sting | +15 Health on Crit Hit and headshots with thrown weapons. | |
| Pull! | Pro (9) | Focus | When Focus is active, shooting grenades out of the air is easier and the blast is more powerful. | |
| Rinse And Reload | Pro (9) | Focus | +10% Reload speed for your next reload after neutralizing an enemy while aiming. Stacks 2 times. The stack resets to 0 whenever you start aiming. | |
| Scorpion Sting | Pro (9) | - | -15% recovery time for throwable weapons. | |
| California Reaper | Phenom (15) | Deadeye | +30% Stamina after neutralizing an enemy via headshot or weak spot. | |
| Creeping Death | Phenom (15) | Ninjutsu | While Optical Camo is active or you are undetected, neutralizing an enemy grants: +15% Health, +15% Stamina, and +10% Movement Speed for 6 sec. | |
| Deadeye | Phenom (15) | - | +10% headshot and weak spot damage. | |
| Finisher: Act Of Mercy | Phenom (15) | Juggler | Unlocks a Throwable Weapon Finisher. Can be used on low enemy Health. Automatically activates Juggler. Restores 25% Health. | |
| High Noon | Phenom (15) | Deadeye | When Deadeye is active: +35% reload speed for your next reload after neutralizing an enemy via headshot or weak spot. Effect available for 3 sec. Slows time by 50% during reload. | |
| Juggler | Phenom (15) | Scorpion Sting | -15% recovery time for throwable weapons. | |
| Long Shot | Phenom (15) | Deadeye | When Deadeye is active, your shots always deal full damage regardless of distance. | |
| Ninjutsu | Phenom (15) | Feline Footwork | +15% Movement Speed. | |
| Pay It Forward | Phenom (15) | Juggler | After retrieving a thrown knife or axe from an enemy, your first melee attack with a throwable weapon gains +200% damage. | |
| Pounce | Phenom (15) | Finisher: Act Of Mercy | Allows you to perform Finishers from a greater distance if you've hit the enemy with a throwable weapon. Each successful throw also makes them more susceptible to Finishers. Finishers can be performed when an enemy's Health is low. | |
| Quick Draw | Phenom (15) | Deadeye | +30% weapon swap speed when swapping to pistols, revolvers, precision rifles, and sniper rifles, +30% Stamina when swapping during combat. | |
| Serpentine | Phenom (15) | Ninjutsu | +30% Mitigation Chance when crouch-sprinting. | |
| Shinobi Sprint | Phenom (15) | Ninjutsu | -75% Stamina cost for crouch-sprinting during combat. | |
| Sleight Of Hand | Phenom (15) | Juggler | +20% Crit Damage for 8 sec. whenever Juggler is activated. Stacks 5 times. New stacks reset duration. All stacks are removed when duration ends. | |
| Vanishing Act | Phenom (15) | Creeping Death | Optical Camo activates automatically and consumes its charge gradually while crouch-sprinting or sliding. | |
| Nerves Of Tungsten-Steel | Legend (20) | Deadeye | When Deadeye is active: guaranteed critical hits for headshots and weak spots, increased damage as distance increases (max +25%). | |
| Run 'N' Gun | Legend (20) | Deadeye | Hip-firing does not consume Stamina. When Focus is active +25% Movement Speed. | |
| Style Over Substance | Legend (20) | - | Guaranteed Crit Hits with throwable weapons when crouch-sprinting, sliding, dodging or Dashing. No movement speed penalty when aiming a throwable weapon. |
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 |