Fortified Ankles
| Fortified Ankles | |
|---|---|
| Class | Legs |
| Attribute | Body |
| Capacity | 6 |
Fortified Ankles let V charge a jump and launch much higher and farther than a normal jump. Holding the jump button builds the charge, and releasing it sends V into the air. The implant opens rooftops, ledges and shortcuts that a normal jump cannot reach. It also suits a Body build that likes to fight from the air. It adds armor and a little Health for each point of Body. Fortified Ankles are an early game implant that every ripperdoc sells from level 10.
Effect
Fortified Ankles change how the jump button works. Holding it charges the jump. Releasing it performs a long, high leap. The charged jump covers a much greater distance than a normal one.
The charged jump is a movement tool first. It lets V climb onto rooftops, cross gaps and reach balconies without stairs or ladders. In a fight, it lets V jump out of a crowd or onto high ground in one move.
The implant also adds a block of armor. The armor rises with each tier.
Fortified Ankles are attuned to Body. Each point of Body adds half a point of max Health through the implant.
How to Get Fortified Ankles Guide
- Reach level 10.
- Visit any ripperdoc clinic and open the Legs slot.
- Buy and install Fortified Ankles.
Fortified Ankles Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell them.
Fortified Ankles map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell Fortified Ankles from level 10, and the tier they stock rises every 10 levels. An installed copy can be raised a tier at a ripperdoc with the matching item components. Each tier raises the armor. Each copy also carries small stat bonuses. The Driver Update perk adds one more. The Chipware Connoisseur perk offers a choice of bonuses when V upgrades the implant. V gains Cyberware Capacity with each level and from Cyberware Capacity Shards. The Edgerunner perk lets V go over the limit at the cost of some max Health.
The table shows what each tier step of Fortified Ankles costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 2 to Tier 2+ | 20 Tier 2 components | - |
| Tier 2+ to Tier 3 | 15 Tier 3 components | - |
| Tier 3 to Tier 3+ | 20 Tier 3 components | - |
| Tier 3+ to Tier 4 | 15 Tier 4 components | - |
| Tier 4 to Tier 4+ | 20 Tier 4 components | - |
| Tier 4+ to Tier 5 | 15 Tier 5 components | - |
| Tier 5 to Tier 5+ | 20 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 50 Tier 5 components | Phantom Liberty |
Character Builds
The Legs slot holds only one implant. Fortified Ankles therefore compete with Reinforced Tendons, which grant a double jump instead, and with Lynx Paws and Jenkins' Tendons.
Body perks reward attacks from the air. Quake lets V slam the ground with a Blunt weapon, and it can be performed from midair as a Superhero Landing. Epicenter makes a midair Quake hit harder and wider the farther V falls. A charged jump gives that fall a lot of height. Ripple Effect restores Health for each enemy hit by Quake.
Reflexes perks help in the air too. Aerial Acrobat improves control in midair. Air Dash unlocks a Dash in midair. Aerodynamic raises Mitigation Strength while V is in the air. Air Kerenzikov keeps V suspended in the air when Kerenzikov is activated midair.
Select a Build
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 | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Epimorphic Skeleton | Skeleton | More max Health |
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 | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Epimorphic Skeleton | Skeleton | More max Health |
The build fights at close range with shotguns and uses LMGs for ranged firepower. Berserk goes on for a chainsword that deals massive crit damage.
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 |
|---|---|---|---|
| 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 | |
| Bloodlust | Body 15 | Dismemberments refill Adrenaline | |
| Close-Quarters Carnage | Body 15 | Higher Obliterate chance at close range | |
| Dread | Body 15 | Ranged hits lower enemy Armor | |
| Rush Of Blood | Body 15 | Faster reload after a dismemberment | |
| Skullcracker | Body 15 | Quick melee hits harder at low Stamina | |
| Spontaneous Obliteration | Body 15 | Chance to instantly kill enemies at low Health | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Onslaught | Body 20 | Ammo refill after an LMG kill | |
| Rip And Tear | Body 20 | Shotgun shots and quick melee attacks boost each other | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Microrotors | Circulatory System | Faster melee attacks | |
| Immovable Force | Hands | Less recoil and tighter spread | |
| Chitin | Integumentary System | Extra Health regeneration | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Adreno-Trigger | Nervous System | Faster movement when combat starts | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost | |
| Epimorphic Skeleton | Skeleton | More max Health |
Lore
The in-game description calls them ankle joints reinforced with plastic fibers and nanogel-filled joint capsules.
Notes
- Fortified Ankles share the single Legs slot with Reinforced Tendons, Lynx Paws and Jenkins' Tendons.
Cyberware Categories
All Legs Cyberware
Every Legs implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Legs Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Leeroy Ligament System | 8 | Dogtown |
Standard Legs Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Fortified Ankles | Body | 6 | ||
| Jenkins' Tendons | Body | 6 | ||
| Lynx Paws | Cool | 5 | ||
| Reinforced Tendons | Reflexes | 8 |