There's the usual assortment of stat boosts, too, so you can get some extra Fluid charges (those being what limit the use
of technomancy) or a better chance of ignoring disruptive attacks and so on and so on.
Not exact matches
Each weapon you hold in your hands can be imbued with
technomancy powers to add shock damage at the cost
of focus energy resource while upgrade slots allow for extra stat increases as you progress through the campaign.
On top
of that you can bump up base stats like strength, constitution, agility and your power in
technomancy, plus there's also options for upgrading lockpicking, charisma, science, crafting and even stealth, although sneaking around doesn't often feel very worthwhile as in most areas you'll be forced into fighting anyway.
Oursler's aesthetic and interactive
technomancy reveals not only the ghosts in the machine, but the psychological impact
of humanity's headlong dive into cyberspace.