Solo
| Solo | |
|---|---|
| Class | Skill |
| Attribute | Body |
| Perks | Body Perks |
Solo is the skill that rises with the Body attribute. It levels as V fights the way Body is built to fight, at close range with heavy weapons and with fists, and it hands over a reward at every fifth level. The rewards are a second progression running alongside the perk tree, and they arrive without any points being spent. A Body build gets them simply for playing.
How It Levels
The skill climbs from the fighting the attribute improves. Shotguns, machine guns and blunt weapons all feed it, and so do fists and Gorilla Arms, which is why a melee Body build levels it faster than anything else.
Progress is not spent. There is nothing to allocate and nothing to choose, so the only decision is how V fights, and the rewards follow from that. The attribute itself caps how far the skill can rise, which means a build that leaves Body low will never see the later rewards whatever it does.
What It Gives
The early rewards are plain and useful. Carrying capacity rises, health rises, and a perk point arrives, which is worth more than either since it can be spent anywhere in any tree.
The middle rewards narrow to the attribute's own weapons. Fists and Gorilla Arms gain damage and attack speed, and fists also gain a chance to apply bleeding. Critical hit chance rises against anything standing very close, and strong attacks and quick melee attacks both hit considerably harder.
The late rewards read the modes a Body build fights inside. Health comes back for performing a finisher, adrenaline decays far more slowly and can no longer drain away completely, and Berserk gets a longer duration, a higher health threshold for finishers and much more health from performing them.
Perks
The Body tree is where the points go, and the skill is the reward for using them. The healing branch, the blunt weapon branch and the heavy weapon branch all level this skill, so there is no need to choose between them for its sake.
The perk points the skill hands over are the most valuable thing it gives, because they are not tied to Body at all. A build can spend them in the Cool or Intelligence tree and still have earned them here.
Solo Rewards
Every Solo level that hands something over is listed below.
| Level | Reward |
|---|---|
| 5 | Increases Carrying Capacity by 50 |
| 10 | Increases Health by 10 |
| 15 | +1 Perk Point |
| 20 | Fists and Gorilla Arms Have: +20% Damage and +20% Attack Speed. Fists also have a Chance to Apply Bleeding |
| 25 | Increases Carrying Capacity by 100 |
| 30 | Increases Health by 15 |
| 35 | +1 Perk Point |
| 40 | +10% Crit Chance Against Enemies Within 5 meters |
| 45 | +25% Damage With Strong Attacks and Quick Melee Attacks |
| 50 | +25% Health After Performing a Finisher |
| 55 | When Adrenaline Rush is Active, Adrenaline Decays 50% Slower and Cannot Decay Below 10% |
| 60 | When Berserk Is Active: +30% Enemy Health Threshold to Perform Finishers, +50% Health From Performing Finishers, and +30% Bersker Duration |
Notes
Gorilla Arms are named twice in the reward list, which makes them the implant the skill most clearly favours. A Body build that intends to use fists should expect this skill to carry a large part of its damage.
All Skills
Every skill is listed below, with the attribute it rises with and the perks that attribute opens.
| Name | Image | Attribute | Perks |
|---|---|---|---|
| Solo | Body | Body Perks | |
| Shinobi | Reflexes | Reflexes Perks | |
| Engineer | Technical Ability | Technical Ability Perks | |
| Netrunner | Intelligence | Intelligence Perks | |
| Headhunter | Cool | Cool Perks |