Huntn's Cyberpunk 2077 Blade/Pistol Build Jan/Feb2021- This is a
Blade/Pistol/Stealth/Cool Build with more focus on Blades which I used in my first play through of Cyberpunk 2077 playing at
Normal Difficulty. Katanas are incredibly powerful, enemies will melt before you and blades don’t need bullets.
You will be overpowered at Normal Difficulty. If this is too easy, increase the difficulty to Hard. (In game, pause, select Settings and you'll see settings for game difficulty and two aim-assist settings, turn those off and go to hard. What you'll find at higher difficulty is that enemies are harder to kill and their weapons will take a bigger bite out of you.
Why have a pistol in a blade build?
There are situations where a silenced ranged weapon is great for maintaining stealth and picking off people one at a time. And once you add the
Wild West Perk (Reflexes: Handgun) and
Steady Hand (Reflexes: Handgun), you now have the equivalent of a sniper rifle, except maybe for the scope. They do have scopes, but possibly not as powerful as a sniper scope. However there are not that many tactical opportunities where a sniper rifle is needed and you can still keep a sniper rifle in your inventory and effectively use it without perking them out.
In my build I focused on buffs, critical hit increase, stamina increases, lots of Cool both Stealth and Cold Blood. My dedication to
critical hit stats that was the primary buff I chose in hand guns and clothing, and head shot multipliyers. I would choose a pistol with a high head shot multiplier, over regular damage.
Don't skip over the Cyberware build at the end.
Attribute Summary, including perks in each category
- Body Attribute: Level 16, 7 Total Perks (11 perk points) , Athletics: 7 perks (11 perk points)
- Reflexes Attribute Level19, 24 Total Perks (43 perk points) perks, HGuns 10 Perks (16 perk points), Blade 14 perks (27 perk points).
- Tech Attribute Level 5, 3 Total perks, Engineering 3 perk points. (Not really needed, because unless you are dedicating yourself to crafting/engineering, at Level 5, you'll run into situations where your skills are capped.
- Cool Attribute Level 20 , 29 Total Perks, Stealth 15, Cold Blood 14
- Intel Attribute Level 10, 2 Total Perks, Breach1, QHack 1. (Not really needed, because unless you dedicate yourself to hacking, at Level 10, you'll run into situations where your skills are capped. However Intel Level 6 allowed me to do the Space Oddity Quest with the expensive artwork you can sell over and over.
Here is the perk list, this is the entire list of perks, but the only ones included in my build are in
bold print.
Body
Actually, I only included
Athletics. There is one or two other Body Perk categories, but I did not use them.
Each level of Body starting from level 3 gives:
- 5 Health (Yes- +65 health total)
- 3 Stamina (Yes- +39 stamina total)
- Inc Damage with first and
Gorilla Arms by 3. (No)
- Inc
Melee Weapon damage by 1.5% (Yes- total 19.5% increase)
- Dec Movement penalty by 6% while grapling an enemy or wielding an HMG or Defender.
- Inc movement while grappling an enemy and enemy grapple duration by 5 seconds.
Athletics: 7 perks (11 perk pts)
• Body: Athletics: 4
Pack Mule 1/1 1/1 (L4 Body): Carry +60.
• Body: Athletics: 4 Regeneration 0/1 (L4 Body): Health Regen during combat.
• Body: Athletics: 5
True Grit 3/3(L5 Body): Stamina +10,20,30 %
• Body: Athletics: 5 Invincible 0/3 (L5 Body): Max Health +10,20,30%.
•
Note: Body: Athletics: 7
Epimorphosis 1/3 (L7 Body): Health regenerates +70% of max health outside of combat. This can be skipped because you can pick up lots of free food to heal yourself outside of combat.
• Body: Athletics: 7 Soft on Your Feet 0/3 (L7 Body): Reduces fall -DAM by 5,10,15%.
• Body: Athletics: 9 Gladiator 0/2 (L9 Body): -20,40% STAM blocking melee attacks.
• Body: Athletics: 9
Steel and Chrome 2/2 (L9 Body): Melee +DAM 10,20%.
• Body: Athletics: 11 Divided Attention 0/1 (L11 Body): Allows you to reload weapons while sprinting, sliding and vaulting.
• Body: Athletics: 11
Like a Butterfly 1/1: (L11 Body) Dodging does not drain stamina.
• Body: Athletics: 11 Multitasker 0/1 (L11 Body): Allows you to shoot while sprinting, sliding and vaulting.
• Body: Athletics: 12 Cardio Cure 0/1 (L12 Body): +25% Health Regen faster as you move.
• Body: Athletics: 12 Stronger Together 0/1 (L12 Body): Increases damage you deal while carrying a body.
• Body: Athletics: 12 Transporter 0/1 (L12 Body): Allows you to shoot with Pistols and Revolvers or sprint while carrying a body.
• Body: Athletics: 14
Marathoner 1/1 (L14 Body): Sprint No STAM drain.
• Body: Athletics: 14 Human Shield 0/1 (L14 Body): Increases Armor by 20% when grappling an enemy.
• Body: Athletics: 16 Dog of War 0/2 (L16 Body): +15,30% Health Regen during combat.
• Body: Athletics: 16
Wolverine 2/2 (L16 Body): +50% Health Regen during combat.
• Body: Athletics: 18 Steel Shell 0/1 (L18 Body): +10% Armor.
• Body: Athletics: 20 Indestructible 0/1 (L20 Body): -10% incoming DAM.
• Body: Athletics: 20 The Rock 0/1 (L20 Body): Enemies cannot knock you down.
• Body: Athletics: 20 Hard ************ 0+ (L20 Body): When entering combat, Armor and Resistances increase by 10% for 10 seconds.
Reflexes
- Each level +1% Passive Evasion from enemy attack.
- Inc Crit chance +1%
- Inc damage by
Mantis blades by 3.
Blades: 14 perks (27 perk pts)
Hand guns: 10 perks (16 perk pts)= total 43 pts
• Reflexes: Blades: 6
Crimson Dance 2/2 (L6 Ref): Combos w/Blades have a +15,30% chance apply Bleed.
• 2Reflexes: Blades: 6
Flight of the Sparrow 2/2 2/2 (L6 Ref): -Stamina cost of Blades by 30%.
• Reflexes: Blades: 6
Offensive Defense 2/2 (L6 Ref): Defensive Attacks Blades +200, 400% DAM.
• Reflexes: Blades: 6
Roaring Waters 3/3 (L6 Ref): Strong Attacks Blades deal +DAM 30%.
• 1Reflexes: Blades: 6
Sting like a Bee 3/3 (L6 Ref): +10% Attack Speed with Blade.
• Reflexes: Blades: 6
Slow and Steady 2/2 (L6 Ref): +15%, 30% Armor while moving.
• Reflexes: Blades: 8
Shifting Sands 3/3 (L8 Ref): Dodge recover+15% Stamina.
• Reflexes: Blades: 8
Stuck Pig 1/3 (L8 Ref): Increases Bleeding duration by 3 seconds.
• Reflexes: Blades: 10
Blessed Blade 1/1 (L10 Ref): +20% Critical Chance with Blade.
• Reflexes: Blades: 10
Unbroken Spirit 1/1 (L10 Ref): +25% Health and Stamina with successful Blade counter attack.
• Reflexes: Blades:12
Bloodlust 1/2 (L12 Ref): +7% Health when applying Bleed to an enemy (Blade) or hitting an enemy affected by Bleeding.
• Reflexes: Blades: 12
Float like a Butterfly 2/2 (L12 Ref): +25%, 50% Dam @5sec when dodging with Blade.
• Reflexes: Blades: 15 Fiery Blast 0/3 (L15 Ref): +1% DAM for every 1% of Health the enemy is missing with Blade.
• Reflexes: Blades: 15
Judge, Jury and Executioner 3/3 (L15 Ref): +50% DAM with Blades against enemies with max Health.
• Reflexes: Blades:18 Crimson Tide 0/1(L18 Ref): Bleeding applied with Blades can stack 3 times.
• Reflexes: Blades: 18
Deathbolt 1/1 (L18 Ref): While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 seconds.
•
Note: Get this one, drop one of the lesser perks: Reflexes: Blades: 20 Dragon Strike 0+ (L20 Ref): Increases Critical Damage with Blades by 25%.
• ------------------------------------
• 1Reflexes: Handguns: 6
High Noon 3/3 (L6 Ref): Crit+4,8,12%.
• Reflexes: Handguns: 6
Rio Bravo 3/3 (L6 Ref): Headshot damage XP +10, 20+30%
• Reflexes: Handguns: 7
Long Shot Drop Pop 2/2 (L7 Ref): Dam 5+M +15, 20, 45%.
• Reflexes: Handguns: 7 On the Fly 0/2 (L7 Ref): Reduces draw/holster time for Pistols and Revolvers by 25%.
• Reflexes: Handguns: 9 Vanishing Point 0/1 (L9 Ref): Evade +25% for 6 sec dodging with hand gun equipped.
• Reflexes: Handguns: 9
*Steady Hand 1/1 (L9 Ref): Recoil -30%.
• Reflexes: Handguns: 9
O.K. Corral 1/1(L9 Ref): Dam +50% when NME Health <25%.
• Reflexes: Handguns: 11
A Fistful of Eurodollars 2/2 (L11 Ref): Crit damage +10, 20%.
• Reflexes: Handguns: 11
From Head to Toe 1/2 (L11 Ref): Limb Dam +7, 14%.
• Reflexes: Handguns: 12
Acrobat 1/1 (L12 Ref): Dodge with hand gun equipped.
• Reflexes: Handguns: 12 Grand Finale 0/1 (L12 Ref): The last round in a Pistol or Revolver clip deals double damage.
• Reflexes: Handguns: 14
*Wild West 1/1 (L14 Ref): Remove Damage Penalty over distance.
• Reflexes: Handguns: 14
Attritional Fire 1/1(L14 Ref): Consecutive shots at target INC DAM +10%.
• Reflexes: Handguns: 16 Westworld 0/1 (L16 Ref): When fully modded inc Crit by 10%.
• Reflexes: Handguns: 16 Snowball Effect 0/1 (L16 Ref): Defeat NME, fire rate INC 5% @6 sec. Stacks 5 times.
• Reflexes: Handguns: 18 Lead Sponge 0/1 (L18 Ref): Allows Shooting while dodging with hand gun.
• Reflexes: Handguns: 20 Brainpower 0/1(L20 Ref): After successful Headshot Crit+25% for 5 sec.
• Reflexes: Handguns:20 The Good The Bad and the Ugly 0+(L20 Ref): With Crit Hit using pistol, DAM, Armor, +30% 5 sec.
Cool- buffs which reward both Stealth and fast moving mayhem. 21 Perks total.
Stealth: 12 Perks (15 perk pts)
Cold Blood: 9 Perks (14 perk points)
• Cool: Stealth:
Crouching Tiger 0/1 (L5 Cool): +20% Move Speed.
• Cool: Stealth: 5 Dagger Dealer 0/1(L5 Cool): Allows you to throw knives; hold L2 to aim and press R2 to throw.
•
Note: Cool: Stealth: 5
Hidden Dragon 1/1 (L5 Cool): Allows you to perform non-lethal aerial takedowns on unaware targets. Not worth it, not that many opportunities.
• 2Cool: Stealth: 5
Silent and Deadly 1/1 1/1 (L5 Cool): Increases damage dealt by silenced weapons by 25% while sneaking.
• Cool: Stealth: 7
Assassin 1/1(L7 Cool): +15% DAM to humans.
• Cool: Stealth: 7
Leg Up 0/1 (L7 Cool): +30% Movement speed after takedown for 10 seconds.
• Cool: Stealth: 7
Strike from the Shadows 1/1 (L7 Cool): +15% Crit Chance while sneaking.
• Cool: Stealth: 9 Cutthroat 0/2 (L9 Cool): Thrown knives deal 30% more damage.
• Cool: Stealth: 9
Sniper 2/2 (L9 Cool): +30% DAM headshots outside combat.
• Cool: Stealth: 11Aggressive Antitoxins 0/1 (L11 Cool): Poison immunity.
• Cool: Stealth: 11 Clean Work 0/1 (L11 Cool): You can pick up an enemy’s body immediately after performing a takedown by holding R3.
• Cool: Stealth: 11
Stunning Blows 1/1 (L11 Cool): Quick Melee Attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them. (MAYBE)
• Cool: Stealth: 12
From the Shadows 2/2 (L12 Cool): Entering combat, +25% Crit Chance for 7 seconds.
• Cool: Stealth: 12
Ghost 2/2 (L12 Cool): Detection time is increased by 20%.
• Cool: Stealth: 12 Commando 0/1(L14 Cool): You cannot be detected under water.
• Cool: Stealth: 12 Rattlesnake 0/1 (L14 Cool): Enemies affected by Poison are slowed.
• Cool: Stealth: 14 Venomous Fangs 0/1 (L14 Cool): All knives apply Poison.
• Cool: Stealth: 16 Hasty Retreat 0/1 (L16 Cool): Temporarily boosts movement speed by 50% for 5 seconds, when detected by an enemy.
• Cool: Stealth: 16
Restorative Shadows 0/1 (L16 Cool): In Stealth +25% Health regen.
• Cool: Stealth: 16 Silent Finisher 0/1(L16 Cool): Enemies with less than 15% Health are defeated instantly when attacked with a Knife. Does not work on enemies with a Very High threat level.
• Cool: Stealth: 18
Cheat Death 1/1 (L18 Cool): Health drops below 50%, -50% Incoming Damage for 10 seconds. Cannot occur more than once per minute.
• Cool: Stealth: 18 Hasten the Inevitable 0/1 (L18 Cool): Deal 20% more damage to enemies affected by Poison.
• Cool: Stealth: 18 Neurotoxin 0/1(L18 Cool): Damage from Poison is doubled.
• Cool: Stealth: 20 Ninjutsu 0/1 (L20 Cool): Crouch stealth attack with melee weapons +100% more damage and Crit Hit.
• Cool: Stealth: 20 Toxicology 0+ (L20 Cool): Increases the duration of Poison applied to enemies by 5 seconds.
-------------------------------------------------
• Cool: Cold Blood: 5
Cold Blood 2/3 3/3 (L5 Cool): After defeating an enemy, gain Cold Blood for 10 seconds and increase movement speed by 2%. Stacks up to 1 times.
• Cool: Cold Blood: 5 Icy Veins 0/2 (L5 Cool): Reduces weapon recoil by 2.5% per stack of Cold Blood.
• Cool: Cold Blood: 5
Will to Survive 1/2 (L5 Cool): Increases all Resistances by 1.5% per stack of Cold Blood.
• Cool: Cold Blood: 7
Critical Condition 2/2 (L7 Cool): Increases duration of Cold Blood by 5/10 seconds.
• Cool: Cold Blood: 7 Frosty Synapses 0/2 (L7 Cool): Reduces Quickhack cooldowns by 3% per stack of Cold Blood.
• Cool: Cold Blood: 9 Defensive Clotting 0/2(L9 Cool): Increases Armor by 10% per stack of Cold Blood.
• Cool: Cold Blood: 9 Rapid
Bloodflow 2/2 (L9 Cool): Increase Health regeneration inside and outside combat by 50% per stack of Cold Blood.
• Cool: Cold Blood: 11 Coldest Blood 0/1 (L11 Cool): Increases max stack amount for Cold Blood by 1.
• Cool: Cold Blood: 11
Frozen Precision 1/1 (L11 Cool): +50% headshot damage.
•
Note: Cool: Cold Blood: 12
*Blood Brawl!! 0/2 (L12 Cool): +5% DAM with Melee Weapons when Cold Blood is active. Replace on of the lesser perks for this one.
• Cool: Cold Blood: 12
Predator 2/2 (L12 Cool): +10% attack speed per stack of Cold Blood.
• Cool: Cold Blood: 12 Quick Transfer 0/2 (L12 Cool): Reduces Quickhack upload time by 1% per stack of Cold Blood.
• Cool: Cold Blood: 14
Bloodswell 1/1 (L14 Cool): At 45%, Health auto receive a max stack of Cold Blood.
• Cool: Cold Blood: 14 Cold and Calculating 0/1(L14 Cool): Landing a Crit Hit has 25% chance of applying a stack of Cold Blood.
• Cool: Cold Blood: 16 Coolagulant 0/1 (L16 Cool): Stacks of Cold Blood are removed one by one, not all at once.
• Cool: Cold Blood: 16
Unbreakable 1/1 (L16 Cool): Increases max stack amount for Cold Blood by 1.
• Cool: Cold Blood: 18 Pain is an Illusion 0/1 (L18 Cool): While Cold Blood is active, reduces damage taken by 5%.
• Cool: Cold Blood: 20
Immunity 1/1 (L20 Cool): While Cold Blood is active, you are immune to Bleeding, Poison, Burn and Shock.
• Cool: Cold Blood: 20 Merciless 0+ (L20 Cool): While Cold Blood is active, increases Crit Chance by 10% and Crit Damage by 25%.
Intel
Breach 2 Perks Total 2 Perk points total (1 Perk Point)
Quickhacking 1 Perk (1 Perk point)
• Intel: Breach: 3 Big Sleep 0/2 (L3 Intel): Unlocks the Big Sleep daemon, which disables all cameras in the network for 3 minutes.
• Intel: Breach: 3 Mass Vulnerability 0/2 (L3 Intel): Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 minutes.
• Intel: Breach: 5
Advanced Datamine 1/2 (L5 Intel): Upgrades the Datamine daemon, increasing the amount of Eurodollars acquired from Access Points by 50%
• Intel: Breach: 5 Almost in! 0/2 (L5 Intel): Increases the breach time for Breach Protocol by 20%.
• Intel: Breach: 7 Extended Network Interface 0/1 (L7 Intel): Automatically highlights nearby Access Points.
• Intel: Breach: 7 Mass Vulnerability – Resistances 0/1 (L7 Intel): Upgrades the Mass Vulnerability daemon, reducing all Resistances for enemies in the network by 30% in the network to friendly for 3 minutes.
• Intel: Breach: 9 Datamine Mastermind 0/2 (L9 Intel): Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%.
• Intel: Breach: 9 Turret Shutdown 0/2 (L9 Intel): Unlocks the Turret Shutdown daemon, which disables Security Turrets in the network for 3 minutes.
• Intel: Breach: 11 Total Recall 0/1 (L11 Intel): The ICEpick daemon reduces all Quickhack costs by an additional 1 RAM unit(s).
• Intel: Breach: 12 Turret Tamer 0/2 (L12 Intel): Unlocks the Turret Tamer daemon, which sets the status of every Turret.
• Intel: Breach: 12 Datamine Virtuoso 0/2 (L12 Intel): Upgrades the Datamine daemon, increasing the chance to acquire a Quickhack from Access Points by 50%.
• Intel: Breach: 14 Cloud Cache 0/2 (L14 Intel): Completing a Breach Protocol reduces the RAM cost of your next Quickhack by 1 time(s) the number of daemons uploaded.
• Intel: Breach: 14 Efficiency 0/2 (L14 Intel): Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 unit(s) per 60 seconds; lasts 5 minutes.
• Intel: Breach: 16 Mass Vulnerability – Quickhacks 0/1 (L16 Intel): Upgrades the Mass Vulnerability daemon, causing enemies in the network to also take 30% more damage from Quickhacks.
• Intel: Breach: 16 Totaler Recall 0/1 (L16 Intel): The ICEpick daemon reduces all Quickhack costs by an additional 1 RAM unit(s).
• Intel: Breach: 18 Hackathon 0/1 (L18 Intel): Uploading 3 or more daemons in the same Breach Protocol shortens Quickhack cooldowns by 33% for 5 minutes.
• Intel: Breach: 18 Head Start 0/1 (L18 Intel): Automatically uploads the first daemon in the list at the start of Breach Protocol.
• Intel: Breach: 20 Buffer Optimization 0/1 (L20 Intel): Increases the duration of daemon effects by 100%
• Intel: Breach: 20 Compression 0/1 (L20 Intel): Reduces the lengths of the sequences required to upload daemons by 1. Cannot be reduced below 2
• Intel: Breach: 20 Transmigration 0+ (L20 Intel): Increases the breach time of Breach Protocol by 50%
• Intel: QHack: 3 Bloodware 0/3 (L3 Intel): Quickhacks deal 10% more damage.
• Intel: QHack:3
Biosynergy 1/3 (L3 Intel): Allows RAM to recover during combat. Recover 4 RAM unit(s) every 60 seconds.
• Intel: QHack:5 Forget-Me-Not 0/1 (L5 Intel): Eliminating a target affected by a Quickhack instantly recovers 1 RAM .unit(s).
• Intel: QHack:5 Hacker’s Manual 0/1 (L5 Intel): Unlocks Crafting Specs for Uncommon Quickhacks.
• Intel: QHack:5 I Spy 0/1 (L5 Intel): Reveals an enemy netrunner when they’re attempting to hack you
• Intel: QHack:7 Daisy Chain 0/3 (L7 Intel): Eliminating a target affected by a Quickhack reduces the existing cooldowns for all other active Quickhacks by 10%
• Intel: QHack:7 Weak Link 0/3 (L7 Intel): Reduces the required cyberdeck RAM for Quickhacks used on devices by 1 unit(s).
• Intel: QHack:9 Signal Support 0/2 (L9 Intel): Increases Quickhack duration by 25%.
• Intel: QHack:11 Subliminal Message 0/2 (L11 Intel): Quickhacks deal 50% more damage to unaware targets.
• Intel: QHack:12 Diffusion 0/1 (L12 Intel): Quickhacks spread distance is increased by 2 times.
• Intel: QHack:12 Mnemonic 0/1 (L12 Intel): Reduces the cost of Quickhacks used against an enemy already affected by a Quickhack by 2 RAM units.
• Intel: QHack:12 School of Hard Hacks 0/1 (L12 Intel): Unlocks Crafting Specs for Rare Quickhacks.
• Intel: QHack:14 Plague 0/3 (L14 Intel): Quickhacks that spread can jump to 1 additional targets.
• Intel: QHack:16 Critical Error 0/1 (L16 Intel): Quickhacks can now deal Critical Hits based on your Crit Chance and Crit Damage stats.
• Intel: QHack:16 Hacker Overload 0/1 (L16 Intel): Unlocks Crafting Specs for Epic Quickhacks.
• Intel: QHack:18 Anamnesis 0/3 (L18 Intel): Available cyberdeck RAM cannot drop below 2 unit(s).
• Intel: QHack:20 Bartmoss’ Legacy 0/1 (L20 Intel): Unlocks Crafting Specs for Legendary Quickhacks.
• Intel: QHack:20 Optimization 0/1 (L20 Intel): Reduces the cost of Quickhacks by 1 RAM unit(s).
• Intel: QHack:20 Master RAM Liberator 0+ (L20 Intel): Increases RAM recovery rate by 50%
Technical Ability 1 perk Crafting (3 perk points), 0 Engineering
•
Note: Not the entire list.
• Tech: Engineering: Blast Shielding 3/3 (L1 Tech)- Reduces Damage taken from explosions by 10/20/30% (Not that helpful, not saved in bad explosions.)
Cyberware Build Final (March 2021)
Note: Link Quick access items 2 slots to grenades and healing.
Link: Location of Hand Tech: https://cyberpunk2077.wiki.fextralife.com/Hands+Cyberware
• Frontal Cortex: Visual Cortex Support (uncommon)- Inc Crit damage by 16%
•
Frontal Cortex: Heal on Kill (uncommon)- Instantly restore 3% health after killing enemy.
•
Frontal Cortex: Limbic System Enhancement (rare)-Increase Crit chance by 15%.
•
Ocular System: Kiroshi Optics Mk.2 (rare)- Enhances vision includes two mod slots.
•
Circulatory System: Blood Pump (epic)- Activates to instanly restore 80% of max Health. Cooldown 180sec. Note: This currently breaks if you install the Launch Projectile System.
•
Circulatory System: Adrenaline Booster (epic)- Instantly restores 40% stamina when you defeat an enemy.
•
Circulatory System: Syn-Lungs- Increases Stamina regen by 20%.
•
Immune System: Metabolic Editor (epic)- Poison effects cause you to regenerate Health instead of taking damage.
•
Immune System: Inductor (epic)- When affected by shock and EMP, Armor increases by 50% instead of taking Damage.
•
Nervous System: Neofiber (rare)- Increases evasion by 9%.
•
Nervous System: Kerenzikov (epic)- Allows you to aim and shoot while dodging. Slows time by 80% for 2.5 sec when blocking, aiming or attacking during a slide or dodge. Cooldown 5 sec.
•
Integumentary System: Subdermal Armor (epic)- Increase Armor by 140.
•
Integumentary System: Fireproof Coating (epic)- Grants immunity to burn.
•
Operating System: Netwatch Netdriver Mk.5 (legendary)- 11 Base Ram, 8 Buffer size, 6 slots.
•
Skeleton: Synapse Signal Optimizer (rare)- Increases Health by 40%.
•
Skeleton: Titanium Bones (rare)- Increase carry capacity by 60%.
•
Hands: Ballistic Coprocessor (epic)- Increases chance of ricohet shots and lionks user’s optical implant to the weapons system. Note: Instead you can use the Smart Weapon Mod.
•
Arms: Projectile Launch System (legendary)- A rocket launcher in your arm, no need to reload it. It is moderately effective and if you install it, as of March2021, it permanently breaks the Heart Pump used to generate health in combat.
•
Legs: Reinforced Tendons (epic)- Used to make double jumps, helpful in combat, can jump farther distances, but can't jump as high as fortified ankles.
https://www.rpgsite.net/feature/105...einforced-tendons-cyberware-upgrades-compared