Epimorphic Skeleton
| Epimorphic Skeleton | |
|---|---|
| Class | Skeleton |
| Tier | Tier 4 |
| Attribute | Body |
| Capacity | 40 |
The Epimorphic Skeleton is a late game frame that makes V much harder to kill. It raises max Health by a percentage and adds a large block of armor. The Health bonus grows with every other source of Health, so it suits a Body build that already stacks Health. It has a high Cyberware Capacity cost, so it suits characters with room to spare. The Epimorphic Skeleton is a late game implant that ripperdocs sell from level 30.
Effect
The Epimorphic Skeleton raises max Health by a percentage. Because the bonus is a percentage, it grows as V's base Health grows. The implant also adds a large block of armor, like other Skeleton cyberware.
Both bonuses are always on. There is no trigger and no cooldown.
The Epimorphic Skeleton is attuned to Body. Each point of Body adds half a point of max Health through the implant.
How to Get Epimorphic Skeleton Guide
- Reach level 30.
- Visit any ripperdoc clinic and open a Skeleton slot.
- Buy and install the Epimorphic Skeleton.
Epimorphic Skeleton Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.
Epimorphic Skeleton map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell the Epimorphic Skeleton at Tier 4 from level 30 and Tier 5 from level 40. An installed copy can be raised a tier at a ripperdoc with the matching item components. Higher tiers raise the Health bonus and the armor. V gains Cyberware Capacity with each level and from Cyberware Capacity Shards.
The table shows what each tier step of Epimorphic Skeleton costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 4 to Tier 4+ | 50 Tier 4 components | - |
| Tier 4+ to Tier 5 | 37 Tier 5 components | - |
| Tier 5 to Tier 5+ | 50 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 125 Tier 5 components | Phantom Liberty |
Character Builds
The Epimorphic Skeleton belongs in a Body build. Adrenaline Rush adds 35 max Health and boosts all Health regen. Its last level makes Health Items and Blood Pump cyberware also give Adrenaline. The amount equals 30% of max Health, so a larger Health pool gives more Adrenaline. Painkiller unlocks slow Health regen in combat. Comeback Kid speeds up regen the more Health is missing. Army Of One speeds up regen for each nearby enemy.
The Technical Ability tree helps Skeleton implants directly. License To Chrome unlocks another Skeleton slot and boosts the stats of all Skeleton cyberware. All Things Cyber lowers the Cyberware Capacity cost of Skeleton and Integumentary System implants by 20%, which matters for an implant this expensive. Chrome Constitution cuts incoming damage by 5% when every Skeleton and Integumentary System slot is filled.
The Edgerunner perk lets V go over the capacity limit, but each point over the limit costs max Health. The extra Health from the Epimorphic Skeleton covers part of that loss.
Select a Build
Gorilla Arms punch enemies apart up close, and Body perks turn sprints and jumps into charges and ground slams. Air Dashes cover the distance to the next group. A shotgun handles enemies that stay out of reach.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Army Of One | Body 4 | Faster Health regeneration for each nearby enemy | |
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Speed Junkie | Body 4 | Faster Health regeneration while sprinting | |
| Breakthrough | Body 9 | Strong attacks strip enemy Armor for a short time | |
| Clapback | Body 9 | Defensive attacks knock down and counterattacks stun | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a blunt weapon | |
| Kinetic Absorption | Body 9 | Blocking gives Stamina and blunt weapon damage | |
| Wrecking Ball | Body 9 | Cheaper blunt attacks and a sprinting shoulder charge | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Aftershock | Body 15 | Stamina for each enemy hit by Quake | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Epicenter | Body 15 | Midair Quake hits harder from higher falls | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Ripple Effect | Body 15 | Health for each enemy hit by Quake | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Finisher: Savage Sling | Body 20 | Blunt weapon finisher that can throw the enemy | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Parkour! | Reflexes 4 | Faster climbing and vaulting | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Can't Touch This | Reflexes 9 | Full Mitigation Chance while Dashing | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Aerial Acrobat | Reflexes 15 | Better control in midair | |
| Aerodynamic | Reflexes 15 | Stronger Mitigation in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| Jailbreak | Relic | New abilities for every Arms cyberware | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| Vulnerability Analytics | Relic | Hits on enemy Vulnerabilities always crit | |
| First Aid | Technical Ability 4 | Faster Health item recharge after one use | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Transfusion | Technical Ability 4 | More Health from the last Health item charge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Borrowed Time | Technical Ability 9 | A Health item refills after a kill at low Health | |
| Chipware Connoisseur | Technical Ability 9 | A choice of stat bonus when upgrading cyberware | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Driver Update | Technical Ability 9 | An extra stat bonus on every cyberware | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| Friendlier Fire | Technical Ability 15 | Less damage from the character's own explosions | |
| Heat Shield | Technical Ability 15 | More Mitigation Chance for each Pyromania stack | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Pyromania | Technical Ability 15 | Faster Health item and grenade recharge and bigger blasts | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost | |
| Ticking Time Bomb | Technical Ability 20 | An EMP blast after the Operating System turns on |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Gorilla Arms | Arms | Hard hitting fists | |
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Modelled on David from the anime, the build packs in as much cyberware as it can carry. The Sandevistan slows time while pistols and Gorilla Arms tear through enemies. Technical Ability perks cut cyberware cooldowns so the Sandevistan comes back fast.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Die! Die! Die! | Body 9 | Higher crit chance and fire rate at low Stamina | |
| Don't Stop Me Now | Body 9 | Damage mitigation at low Stamina | |
| Like A Feather | Body 9 | No movement penalty with shotguns and machine guns | |
| Wrecking Ball | Body 9 | Cheaper blunt attacks and a sprinting shoulder charge | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Close-Quarters Carnage | Body 15 | Higher Obliterate chance at close range | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Rush Of Blood | Body 15 | Faster reload after a dismemberment | |
| Spontaneous Obliteration | Body 15 | Chance to instantly kill enemies at low Health | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Deep Breath | Cool 9 | Time slows while Focus is active | |
| Focus | Cool 9 | Focus mode for free Stamina aimed shots | |
| Head To Head | Cool 9 | Kills in Focus reset its duration | |
| No Sweat | Cool 9 | Kills in Focus lower its Stamina cost | |
| Rinse And Reload | Cool 9 | Faster reload after an aimed kill | |
| Deadeye | Cool 15 | More headshot and weak spot damage | |
| High Noon | Cool 15 | Faster reload and slowed time after a headshot kill in Deadeye | |
| Long Shot | Cool 15 | Full damage at any range during Deadeye | |
| Muscle Memory | Reflexes 4 | Reload while sprinting, sliding and vaulting | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Can't Touch This | Reflexes 9 | Full Mitigation Chance while Dashing | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Steady Grip | Reflexes 9 | Shooting while dashing | |
| Aerodynamic | Reflexes 15 | Stronger Mitigation in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Jailbreak | Relic | New abilities for every Arms cyberware | |
| Launch Capacity Override | Relic | One more Projectile Launch System charge | |
| Limiter Removal | Relic | Charged Gorilla Arms attacks knock down nearby enemies | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| Vulnerability Analytics | Relic | Hits on enemy Vulnerabilities always crit | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Borrowed Time | Technical Ability 9 | A Health item refills after a kill at low Health | |
| Chipware Connoisseur | Technical Ability 9 | A choice of stat bonus when upgrading cyberware | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Driver Update | Technical Ability 9 | An extra stat bonus on every cyberware | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| Bolt | Technical Ability 15 | Faster charge and Bolt shots that hit harder | |
| Burn This City | Technical Ability 15 | Five Pyromania stacks refill a grenade charge | |
| Cyborg | Technical Ability 15 | Shorter cyberware cooldowns with every slot filled | |
| Doomlauncher | Technical Ability 15 | An extra Projectile Launch System charge and faster recharge | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| Friendlier Fire | Technical Ability 15 | Less damage from the character's own explosions | |
| Heat Shield | Technical Ability 15 | More Mitigation Chance for each Pyromania stack | |
| Internal Clock | Technical Ability 15 | Wider timing window for a Bolt shot | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Lightning Storm | Technical Ability 15 | Faster charge after each Bolt | |
| Pyromania | Technical Ability 15 | Faster Health item and grenade recharge and bigger blasts | |
| Shock Value | Technical Ability 15 | Bolt shots ignore armor | |
| Chain Lightning | Technical Ability 20 | Bolt shots arc Electrical damage to 3 nearby enemies | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Gorilla Arms | Arms | Hard hitting fists | |
| Mantis Blades | Arms | Arm blades that slash and leap at enemies | |
| Projectile Launch System | Arms | Arm launcher that fires explosive shots | |
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Axolotl | Frontal Cortex | Kills cut all cyberware cooldowns | |
| Painducer | Integumentary System | Spreads damage taken over time | |
| Fortified Ankles | Legs | Charged jumps | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses |
Modelled on Adam Smasher, the build carries heavy weapons and the Projectile Launch System. A light machine gun and arm rockets hit hard while armor and Health soak up return fire. Body perks keep Health regenerating in the middle of the fight.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Bullet Ballet | Body 9 | Tighter bullet spread while moving | |
| Die! Die! Die! | Body 9 | Higher crit chance and fire rate at low Stamina | |
| Don't Stop Me Now | Body 9 | Damage mitigation at low Stamina | |
| Like A Feather | Body 9 | No movement penalty with shotguns and machine guns | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Bloodlust | Body 15 | Dismemberments refill Adrenaline | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Close-Quarters Carnage | Body 15 | Higher Obliterate chance at close range | |
| Dread | Body 15 | Ranged hits lower enemy Armor | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Rush Of Blood | Body 15 | Faster reload after a dismemberment | |
| Spontaneous Obliteration | Body 15 | Chance to instantly kill enemies at low Health | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Onslaught | Body 20 | Light Machine Gun kills refill ammo | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Multitasker | Reflexes 4 | Shoot while sprinting, sliding and vaulting | |
| Muscle Memory | Reflexes 4 | Reload while sprinting, sliding and vaulting | |
| Parkour! | Reflexes 4 | Faster climbing and vaulting | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Can't Touch This | Reflexes 9 | Full Mitigation Chance while Dashing | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Steady Grip | Reflexes 9 | Shooting while dashing | |
| Aerial Acrobat | Reflexes 15 | Better control in midair | |
| Aerodynamic | Reflexes 15 | Stronger Mitigation in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Jailbreak | Relic | New abilities for every Arms cyberware | |
| Launch Capacity Override | Relic | One more Projectile Launch System charge | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| Vulnerability Analytics | Relic | Hits on enemy Vulnerabilities always crit | |
| First Aid | Technical Ability 4 | Faster Health item recharge after one use | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Transfusion | Technical Ability 4 | More Health from the last Health item charge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Borrowed Time | Technical Ability 9 | A Health item refills after a kill at low Health | |
| Chipware Connoisseur | Technical Ability 9 | A choice of stat bonus when upgrading cyberware | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Driver Update | Technical Ability 9 | An extra stat bonus on every cyberware | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| Burn This City | Technical Ability 15 | Five Pyromania stacks refill a grenade charge | |
| Cyborg | Technical Ability 15 | Shorter cyberware cooldowns with every slot filled | |
| Doomlauncher | Technical Ability 15 | An extra Projectile Launch System charge and faster recharge | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| Friendlier Fire | Technical Ability 15 | Less damage from the character's own explosions | |
| Heat Shield | Technical Ability 15 | More Mitigation Chance for each Pyromania stack | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Pyromania | Technical Ability 15 | Faster Health item and grenade recharge and bigger blasts | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Projectile Launch System | Arms | Arm launcher that fires explosive shots | |
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Heal-On-Kill | Circulatory System | Health on each kill | |
| Kiroshi Doomsayer Optics | Face | Scanning highlights explosives and traps | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and mechs | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Shock Absorber | Hands | Less recoil | |
| Carapace | Integumentary System | More armor against attacks from the side or rear | |
| Subdermal Armor | Integumentary System | More armor | |
| Fortified Ankles | Legs | Charged jumps | |
| NeoFiber | Nervous System | More mitigation chance and strength |
Cyberware Categories
All Skeleton Cyberware
Every Skeleton implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Skeleton Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Rara Avis | Body | Dogtown |
Standard Skeleton Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Bionic Joints | Technical Ability | |||
| Dense Marrow | Reflexes | |||
| Epimorphic Skeleton | Body | 40 | ||
| Feen-X | ||||
| Kinetic Frame | Reflexes | |||
| Para Bellum | Technical Ability | Dogtown | ||
| RAM Recoup | Intelligence | |||
| Scar Coalescer | Body | |||
| Scarab | Technical Ability | |||
| Spring Joints | Body | 16 | ||
| Titanium Bones | 6 | |||
| Universal Booster | Technical Ability | 25 |