Intelligence
| Intelligence | |
|---|---|
| Class | Attribute |
| Skill | Netrunner |
| Per Point | +1 max RAM per 4 points |
| Perks | Intelligence Perks |
Intelligence is the attribute of netrunning. It decides how much RAM V has to spend on quickhacks, how well a smart weapon tracks what it is pointed at, and how much of Night City's network V can take apart from a distance. A build that raises it fights the room before entering it. It is the attribute for a netrunner and for anyone carrying a smart weapon.
Tiers
The four gates are the same as elsewhere. Rookie opens with the first points, Pro with a solid run, Phenom deep into the attribute and Legend at the end of a committed build.
The shape behind them is clear. Rookie is about RAM and about the city's cameras and access points, Pro introduces quickhack queues and the damage that comes from layering effects, Phenom holds Overclock and the long queues, and Legend holds the perks that take a netrunner past what the bar can pay for.
Weapons
Raising Intelligence improves V's proficiency with smart weapons and opens up the full range of a netrunner's work. Smart weapons fire rounds that steer themselves towards a locked target, which makes them the natural weapon for a build whose attention is on a deck rather than a reticle.
The smart weapon branch is about holding the lock. It widens the targeting reticle, keeps the lock through reloads, stance changes and weapon swaps, allows more than one target at once and finally ties lock-on and damage to the cyberdeck and to Overclock.
Checks
Intelligence lets V into local subnets, which is how a camp is scouted, a turret is turned around or a door is opened without touching it. In conversation it opens replies that show off knowledge of the Net, usually to people who assumed V did not have any.
Those checks change the shape of a job rather than the shape of a fight. A netrunner who can reach a subnet often finishes a gig without being seen at all.
Skill
The Netrunner skill rises with Intelligence, levelling from kills with smart weapons and the Monowire, from quickhacking enemies, devices and vehicles, from uploading daemons at access points and from crafting quickhacks. Its rewards run from RAM and RAM recovery through smart weapon lock-on range to cheaper device hacks, longer control and covert hacks, a much longer Overclock, and finally an Overclock that reveals enemies and hacks through cover.
Branches
Optimization starts everything, raising the rate at which RAM returns. Embedded Exploit above it rewards softening a target before attacking it and opens the branch that leads to Overclock, the mode in which hacks can be paid for with health.
Hack Queue and Queue Acceleration carry the queue branch, where several hacks are stacked on one enemy and the length of that queue feeds RAM recovery, healing and damage. Eye In The Sky carries the device line, turning cameras into cheaper and longer lasting hacks and the city's hardware into explosives. Acquisition Specialist carries the smart weapon branch to Smart Synergy, where the deck and the gun finally work together.
Notes
Intelligence pairs with Technical Ability, since a better cyberdeck needs capacity and the Monowire is an arm implant. It also pairs with Cool, because a netrunner who can get close without being seen pays less for every hack.
All Intelligence Perks
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 |