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Cool



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 Blind Spot Rookie (4) Feline Footwork When crouched, the higher your Mitigation Chance, the longer it takes for enemies to detect you.
Feline Footwork 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 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 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 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 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 Small Target Rookie (4) Feline Footwork +20% Mitigation Chance when crouched and not moving.
Unexposed Unexposed Rookie (4) Feline Footwork +20% Mitigation Chance when aiming from cover.
Accelerated Toxin Absorption 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 Corrosion Pro (9) Scorpion Sting Allows you to apply Poison to mechs, robots, drones and turrets.
Deep Breath Deep Breath Pro (9) Head To Head Time slows by 25% for you and enemies when Focus is active.
Focus Focus Pro (9) - +10% Headshot and Weakspot damage
Head To Head Head To Head Pro (9) Focus While Focus is active, neutralizing an enemy with a ranged attack resets its duration.
Neurotoxin 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 No Sweat Pro (9) Focus -50% Stamina cost from Focus for each enemy neutralized while it was active.
Parasite Parasite Pro (9) Scorpion Sting +15 Health on Crit Hit and headshots with thrown weapons.
Pull! 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 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 Scorpion Sting Pro (9) - -15% recovery time for throwable weapons.
California Reaper California Reaper Phenom (15) Deadeye +30% Stamina after neutralizing an enemy via headshot or weak spot.
Creeping Death 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 Deadeye Phenom (15) - +10% headshot and weak spot damage.
Finisher: Act Of Mercy 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 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 Juggler Phenom (15) Scorpion Sting -15% recovery time for throwable weapons.
Long Shot Long Shot Phenom (15) Deadeye When Deadeye is active, your shots always deal full damage regardless of distance.
Ninjutsu Ninjutsu Phenom (15) Feline Footwork +15% Movement Speed.
Pay It Forward 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 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 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 Serpentine Phenom (15) Ninjutsu +30% Mitigation Chance when crouch-sprinting.
Shinobi Sprint Shinobi Sprint Phenom (15) Ninjutsu -75% Stamina cost for crouch-sprinting during combat.
Sleight Of Hand 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 Vanishing Act Phenom (15) Creeping Death Optical Camo activates automatically and consumes its charge gradually while crouch-sprinting or sliding.
Nerves Of Tungsten-Steel 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 Run 'N' Gun Legend (20) Deadeye Hip-firing does not consume Stamina. When Focus is active +25% Movement Speed.
Style Over Substance 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 Body Solo +2 max Health Body Perks
Reflexes Reflexes Shinobi +0.5% Crit Chance Reflexes Perks
Technical Ability Technical Ability Engineer +2 Armor Technical Ability Perks
Intelligence Intelligence Netrunner +1 max RAM per 4 points Intelligence Perks
Cool Cool Headhunter +1.25% Crit Damage Cool Perks
Relic Relic - - Relic Perks