OmniElectric Foot
「A high-output locomotor cybernetic combining electromagnetic recoil with dense propulsion gel」
Overview
Section titled “Overview”OmniElectric Foot occupies the foot slot for mobility upgrades. Besides a permanent double jump, it adds a charge jump skill on the cyberware radial.
“A high-output locomotor cybernetic combining electromagnetic recoil with dense propulsion gel. Grants a mid-air double jump, letting you launch off again after leaving the ground. Hover the Charge Jump slice in the cyberware radial to charge up, then release to launch. A fully charged jump can reach more than twice the height of a normal jump.”
Passive effects
Section titled “Passive effects”- Air double jump: One extra jump after leaving the ground; resets on landing
- Disabled while mounted, on grappling hooks, on ropes, or while sleeping
Cyberware skill: Charge Jump
Section titled “Cyberware skill: Charge Jump”Hover the Charge Jump slice on the radial to charge, then release to jump at that charge level.
- Must stand on solid ground; unavailable in air, on mounts, or on grappling hooks
- Full charge takes about 1 second; max jump height is about 2.5× normal with horizontal thrust
- Minimum charge still grants about 1.15× jump height; releasing too early does not jump
- About 0.2 seconds before you can charge again after launch
| Field | Value |
|---|---|
| Slot | Foot |
| Capacity cost | 3 |
| Rarity | Light purple |
| Sell value | 7 gold |
Acquisition
Section titled “Acquisition”No fixed acquisition route in the current version; subject to in-game updates.
Related
Section titled “Related”- SHPC overview: cyberware radial and skill controls