Cyberpunk 2077 Character Perks Guide
Game: Cyberpunk 2077
Content Type: Gaming Guides


In Cyberpunk 2077, your class is your skills. There is no fixed archetype you have to follow, so you will be the one to choose how to distribute your Attribute Points and Perk Points and what Skills to focus on leveling. While the system is open, it’s still important to do some planning since your choices will significantly affect your experience with the game. This guide will focus on the Character Perks in Cyberpunk 2077, how you earn additional points, what Perks you can invest them into, and what enhancements some Perks provide over overs.

The Cyberpunk 2077 character perks upgrade the following skills:

  • Handguns, Blades, Assault (Reflexes)
  • Crafting, Engineering (Technical Ability)
  • Breach Protocol, Quickhacking (Intelligence)
  • Athletics, Annihilation, Street Brawler (Body)
  • Stealth, Cold Blood (Cool)

Cyberpunk 2077 Character Perks Guide Interface

(See our Skills Guide for more information on these Skills).

Perk points modify and significantly enhance your character’s Skills. Skill Perks improve your battlefield control, the way you handle different types of weapons, and how you escape particularly tricky situations. Your character can earn Perk points by leveling both their Street Cred and Level XP through completion of the faction missions and other quests. The total number of unlockable Perks has increased significantly since early versions, now offering about 20-30 perk options per Skill, with more than 12 Skills in the system, all modified by 5 Attributes.

While several perks will be available to you under each Skill type, you will run into a wall with many of the perks requiring a higher Attribute level to be unlocked. So, working on your character Level is still very important to progressing your character. Skill Progression Rewards will provide the majority of your Perk Points and complement your Perk Bonuses, so don’t forget about leveling your Skills in the field!

With that being said, let’s go through each of the Perk lists individually.

More information will be added in the future.

Cyberpunk 2077 Character Perks Guide

(Click here for the guide to your Cyberpunk 2077 character.)

  • Blades
    • Bloodlust and especially so Deathbolt will increase your survivalibility and maneuverability in combat when using Blades. These Perks will also make the skill itself more efficient to level.
    • Judge, Jury and Executioner is a great Perk for doubling your DPS with the first hit on an enemy (at level 3) and for working towards one-hit kills.
  • Cold Blood
    • Cold Blood Perk is your gateway to a mostly self-leveling skill. Aside from a couple passive bonuses it’s also an investment that will pay itself off if you just have level 4 in the Attribute.

Do you have specific Perks that you have tested out and found to be extremely powerful and/or useful for your build? Want to help us make this guide even more helpful? Please let us know in the comments!
We would really appreciate extra details in your description and will gladly include your suggestions in our guide after testing them out ourselves.

Effects summary by type:

  • Pistols and Revolvers:
    • Improves/adds reload time, crit chance, crit damage, headshot damage, draw/holster time, damage on distance, evasion after dodge, recoil, damage to <25% HP enemies, damage to limbs, damage from last round, damage penalty from distance, consecutive shot damage, fully modded damage, fire rate after defeating a target, crit chance after headshot, damage and armor after crit hit.
    • Unlocks dodging while aiming, shooting while dodging.
  • Level 1
    • Gunslinger (Passive) [3 levels]: Reduces reload time for Pistols and Revolvers by 10% (at level 1).
    • High Noon (Passive) [3 levels]: Increases Crit Chance with Pistols and Revolvers by 12% (at max level).
    • Desperado (Passive) [3 levels]: Increases damage with Pistols and Revolvers by 10% (at max level).
    • Rio Bravo (Passive) [3 levels]: Increases headshot damage multiplier with Pistols and Revolvers by 30%.
  • Level 7
    • On The Fly (Passive) [2 levels] {Level 7 Reflexes required}: Reduces draw/hostler time for Pistols and Revolvers by 25%.
    • Long Shot Drop Pop (Passive) [2 levels] {Level 7 Reflexes required}: Increases damage with Pistols and Revolvers to enemies 5+ meters away by 15% (at level 1).
  • Level 9
    • Vanishing Point (Passive) [1 level] {Level 9 Reflexes required}: Evasion increases 25% for 6 sec. after performing a dodge with a Pistol or Revolver equipped.
    • Steady Hand (Passive) [1 level] {Level 9 Reflexes required}: Reduces Pistol and Revolver recoil by 30%.
    • O.K. Corral (Passive) [1 level] {Level 9 Reflexes required}: Deal 50% more damage with Pistols and Revolvers to enemies whose Health is below 25%.
  • Level 11
    • From Head to Toe (Passive) [1 level] {Level 11 Reflexes required}: Increases damage to limbs with Pistols and Revolvers by 7%.
    • A Fistful of Eurodollars (Passive) [1 level] {Level 11 Reflexes required}: Increases Crit Damage with Pistols and Revolvers 10%.
  • Level 12
    • Grand Finale (Passive) [1 level] {Level 12 Reflexes required}: The last round in a Pistol Revolver clip deals double damage.
    • Acrobat (Active) [1 level] {Level 12 Reflexes required}: You can now perform dodges while aiming a Pistol or Revolver.
  • Level 14
    • Wild West (Passive) [1 level] {Level 14 Reflexes required}: Removes the damage penalty from Pistols and Revolvers when shooting from a distance.
    • Attritional Fire (Passive) [1 level] {Level 14 Reflexes required}: Firing consecutive shots with a Pistol or Revolver at the same target increases damage by 10%.
  • Level 16
    • Westworld (Passive) [1 level] {Level 16 Reflexes required}: Increases Crit Chance for Pistols and Revolvers by 10% if fully modded.
    • Snowball Effect (Trigger) [1 level] {Level 16 Reflexes required}: After defeating an enemy, fire rate for Pistols and Revolvers increases by 5% for 6 sec. Stacks up to 5 times.
  • Level 18
    • Lead Sponge (Active) [1 level] {Level 18 Reflexes required}: Enables you to shoot with Pistols and Revolvers while dodging.
  • Level 20
    • Brainpower (Trigger) [1 level] {Level 20 Reflexes required}: After a successful headshot with a Pistol or Revolver, Crit Chance increases by 25% for 5 sec.
    • The Good, the Bad, and the Ugly {Level 20 Reflexes required}: After successful Crit Hit with a Pistol or Revolver, damage and Armor increase by 30% for 5 seconds  [+1 percent per perk level].

Effects summary by type:

  • Rifles and Submachine Guns:
    • Improves/adds damage, ADS (aim down sight), damage while aiming, quick melee attacks, damage to >50% enemies, crit chance when in cover, reload time after defeating a target, damage to moving enemies, reload time, recoil when in cover, headshot damage, damage when in cover, recoil after headshot, crit damage, recoil, armor and resistances when in cover, bullet ricochet, damage from distance, damage when still, weapon sway and spread after defeating a target.
  • Level 1
    • Bullet Jock (Passive) [3 levels]: Increases damage with Rifles and Submachine Guns by 3% (at level 1).
    • Eagle Eye (Passive) [3 levels]: Reduces time to aim down sight with Rifles and Submachine Guns by 10%.
    • Cyberpunk 2077 Character Perks BullseyeBullseye (Passive) [3 levels]: Increases Rifle and Submachine Gun damage while aiming by 10% (at level 1).
    • Too Close For Comfort (Passive) [3 levels]: Quick Melee Attacks with Rifles and Submachine Guns deal 50% more damage.
    • Executioner (Passive) [1 level]: Deal 25% more damage with Rifles and Submachine Guns to enemies whose Health is above 50%.
    • Covering Killshot (Passive) [1 level]: Increases Crit Chance with Rifles and Submachine Guns by 10% when firing from behind cover.
  • Level 9
    • Shoot, Reload, Repeat (Trigger) [2 levels] {Requires Level 9 Reflexes}: Defeating an enemy with a Rifle or Submachine Gun reduces reload time by 20% for 5 sec.
    • Duck Hunter (Passive) [2 levels] {Requires Level 9 Reflexes}: Increases Rifle and Submachine Gun damage to moving enemies by 10% (at level 1).
  • Level 11
    • Feel the Flow (Passive) [2 levels] {Requires Level 11 Reflexes}: Reduces reload time for Assault Rifles and Submachine Guns by 10%.
    • Nerves of Steel (Passive) [2 levels] {Requires Level 11 Reflexes}: Increases headshot damage with Sniper Rifles and Precision Rifles by 20% (at level 1).
  • Level 12
    • Hunter’s Hands (Passive) [2 levels] {Requires Level 12 Reflexes}: Reduces recoil with Rifles and Submachine Guns by 20% when firing from behind cover.
    • Trench Warfare (Passive) [2 levels] {Requires Level 12 Reflexes}: Increases Rifle and Submachine Gun damage by 5% when firing from behind cover.
  • Level 14
    • Skull Skipper (Trigger) [1 level] {Requires Level 14 Reflexes}: Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times.
    • Named Bullets (Passive) [1 level] {Requires Level 14 Reflexes}: Increases Crit Damage with Rifles and Submachine Guns by 35%.
  • Level 16
    • Recoil Wrangler (Passive) [1 level] {Requires Level 16 Reflexes}: Reduces recoil with Rifles and Submachine Guns by 10%.
    • Bunker (Passive) [1 level] {Requires Level 16 Reflexes}: Increases Armor and Resistances by 15% when shooting with Rifles and Submachine Guns from behind cover.
  • Level 18
    • In Perspective (Passive) [1 level] {Requires Level 18 Reflexes}: Bullets fired from Rifles and Submachine Guns ricochet an additional 2 time(s).
    • Long Shot (Passive) [1 level] {Requires Level 18 Reflexes}: Rifle and Submachine Gun damage increases the farther you are located from enemies.
  • Level 20
    • Savage Stoic (Passive) [1 level] {Requires Level 20 Reflexes}: Increases damage with Rifles and Submachine Guns by 35% when standing still.
    • Punisher {Requires Level 20 Reflexes}: After defeating an enemy with a Rifle or Submachine Gun, weapon sway is nullified and weapon spread does not increase for 10 sec. [+0.2 sec. per Perk level].

Effects summary by type:

  • Blades:
    • Improves/adds attack speed, strong attacks damage, stamina cost of attacks, defensive attacks damage, health and stamina restored with counterattacks, crit chance, damage when dodging, proportional damage to wounded enemies, damage to full-HP enemies, movement speed and HP restored after defeating a target, crit damage.
    • Bleeding Status: [Bleeding slowly depletes Health, disables sprinting and reduces jump height]
      • Combos with Blades can inflict Bleeding, Bleeding duration increased, recover health from applying Bleeding or attacking Bleeding target, allows stacking.
  • Movement and Dodging:
    • Increases armor while moving, stamina recover during dodging.
  • Level 1
    • Sting Like a Bee (Passive) [3 Levels]: Increases attack speed with Blades by 10% (at level 1).
    • Roaring Waters (Passive) [3 Levels]: Strong Attacks with Blades deal 30% more damage (at level 1).
    • Cyberpunk 2077 Character Perks Flight Of The Sparrow Flight of the Sparrow (Passive) [2 Levels]: Reduces the Stamina cost of all attacks with Blades by 30%/50%.
      Cyberpunk 2077 Character Perks Slow And Steady Slow and Steady (Passive) [2 Levels]: Armor is increased by 15% / 30% while moving.
      Cyberpunk 2077 Character Perks Offensive Defense Offensive Defense (Passive) [2 Levels]: Defensive Attacks with Blades deal 200% / 400%(?) more damage.
    • Crimson Dance (Passive) [2 Levels]: Combos with Blades have a 15% chance to apply Bleeding.
    • Stuck Pig (Passive) [3 Levels]: Increases Bleeding duration by 3 sec (at level 1).
    • Shifting Sands (Passive) [3 Levels]: Dodging recovers 15% Stamina (at level 1).
  • Level 10
    • Unbroken Spirit (Passive) [1 Level] {Requires Level 10 Reflexes}: Successful Counterattacks with Blades restore 25% Health and Stamina.
    • Blessed Blade (Passive) [1 Level] {Requires Level 10 Reflexes}: Increases Crit Chance with Blades by 20%.
  • Level 12
    • Bloodlust (Trigger) [2 Levels] {Requires Level 12 Reflexes}: While wielding a blade, recovers 7% Health when applying Bleeding to an enemy or hitting an enemy affected by Bleeding (at level 1).
    • Float Like a Butterfly (Trigger) [2 Levels] {Requires Level 12 Reflexes}: Dodging increases damage done with Blades by 25% for 5 sec (at level 1).
  • Level 15
    • Fiery Blast (Passive) [3 Levels] {Requires Level 15 Reflexes}: Increases damage with Blades by 1% for every 1% of Health the enemy is missing (at level 1).
    • Judge, Jury and Executioner (Passive) [3 Levels] {Requires Level 15 Reflexes}: Increases damage with Blades by 50% against enemies with max (full) Health (at level 1).
  • Level 18
    • Death Bolt (Trigger) [1 Level] {Requires Level 18 Reflexes}: While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 sec.
    • Crimson Tide (Passive) [1 Level] {Requires Level 18 Reflexes}: Bleeding applied with Blades can stack 3 times.
  • Level 20
    •  Dragon Strike {Requires Level 20 Reflexes}: Increases Crit Damage with Blades by 25% [+1% per Perk level].

Effects summary by type:

  • Breach Protocol:
    • Specific Daemons (all daemon debuffs are temporary effects):
      • Big Sleep: disable all cameras, Mass Vulnerability: reduce Physical Resistance for all enemies (later upgrade increases quickhack damage), Turret Shutdown: disables turrets, Turret Tamer: turrets become friendly.
      • Increases the amount of currency obtained from Datamining Access Points, increases amount of components obtained, increases the chance to acquire a quickhack.
      • ICEpick reduces RAM costs further.
    • Breach Protocol Effectiveness:
      • Increases the breach time, automatically highlights Access Points, automatically uploads the first daemon, increases the duration of daemon effects.
      • Uploading 3+ daemons at once increases cyberdeck RAM recovery temporarily, shortens quickhack cooldowns.
      • Reduces RAM cost of the next quickhack proportional to the number of daemons uploaded.
      • Reduces lengths of sequences, shortest length is 2.
  • Level 1
    • Big Sleep (Passive) [2 Levels]: Unlocks the Big Sleep daemon, which disables all cameras in the network for 3 min.
    • Mass Vulnerability (Passive) [2 Levels]: Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 min/6 min.
  • Level 5
    • Advanced Datamine (Passive) [2 Levels] {Requires Level 5 Intelligence}: Upgrades the Datamine daemon, increasing the amount of eurodollars acquired from Access Points by 50% (at level 1).
    • Almost In! (Passive) [2 Levels] {Requires Level 5 Intelligence}: Increases the breach time for Breach Protocol by 20% (at level 1).
  • Level 7
    • Mass Vulnerability: Resistances (Passive) [1 Level] {Requires Level 7 Intelligence}: Upgrades the Mass Vulnerability daemon, reducing all Resistances for enemies in the network by 30%.
    • Extended Network Interface (Passive) [1 Level] {Requires Level 7 Intelligence}: Automatically highlights nearby Access Points.
  • Level 9
    • Turret Shutdown (Passive) [2 Levels] {Requires Level 9 Intelligence}: Unlocks the Turret Shutdown daemon, which disables security turrets in the network for 3 min (at level 1).
    • Datamine Mastermind (Passive) [2 Levels] {Requires Level 9 Intelligence}: Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%.
  • Level 10
    • Cloud Cache (Passive) [2 Levels] {Requires Level 10 Intelligence}: Completing a Breach Protocol reduces the RAM cost of your next quickhack by 1 time(s) the number of daemons uploaded.
  • Level 11
    • Total Recall (Passive) [1 Level] {Requires Level 11 Intelligence}: The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s).
  • Level 12
    • Turret Tamer (Passive) [2 Levels] {Requires Level 12 Intelligence}: Unlocks the Turret Tamer daemon, which sets the status of every turret in the network to friendly for 3 min (at level 1).
    • Datamine Virtuoso (Passive) [2 Levels] {Requires Level 12 Intelligence}: Upgrades the Datamine daemon, increasing the chance to acquire a quickhack from Access Points by 50% (at level 1).
  • Level 14
    • Efficiency (Passive) [2 Levels] {Requires Level 14 Intelligence}: Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 unit(s) per 60 sec. Lasts 5 min (at level 1).
  • Level 16
    • Transmigration {Requires Level 16 Intelligence}: Increases the breach time of Breach Protocol by 50%. +5% per Perk level.
    • Totaler Recall (Passive) [1 Level] {Requires Level 16 Intelligence}: The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s).
    • Mass Vulnerability: Quickhacks (Passive) [1 Level] {Requires Level 16 Intelligence}: Upgrades the Mass Vulnerability daemon, causing enemies in the network to also take 30% more damage from quickhacks.
  • Level 18
    • Head Start (Passive) [1 Level] {Requires Level 18 Intelligence}: Automatically uploads the first daemon in the list at the start of the Breach Protocol.
    • Hackathon (Passive) [1 Level] {Requires Level 18 Intelligence}: Uploading 3 or more daemons in the same Breach Protocol shorterns quickhack cooldowns by 33% for 5 min.
  • Level 20
    • Compression (Passive) [1 Level] {Requires Level 20 Intelligence}: Reduces the lengths of the sequences required to upload daemons by 1. Cannot be reduced below 2.
    • Buffer Optimization (Passive) [1 Level] {Requires Level 20 Intelligence}: Increases the duration of daemon effects by 100%.

Effects summary by type:

  • Quickhacking:
    • Quickhacks and RAM:
      • Improves/adds RAM recovery during combat, quickhack damage, quickhack duration, RAM cost for device quickhacks, damage for stealth quickhacking, quickhack spread distance, cost of quickhacks against an enemy already affected by quickhacks, extra targets for spread quickhacks, overall RAM cost, overall RAM recovery rate.
      • Adds Crit Hits functionality to quickhacks based on your Crit Chance and Damage.
      • RAM never drops below 2.
    • Attacking Quckhacked Enemies:
        • Eliminating a target affected by a quickhack recovers RAM, reduces existing cooldowns.
    • Quickhack Crafting:
      • Unlocks Crafting Specs for Uncommon, Rare, Epic, and Legendary quickhacks.
  • Netrunner Defense:
    • Reveals an enemy netrunner trying to hack you.
  • Level 1
    • Biosynergy (Passive) [3 Levels]: Allows RAM to recover during combat. Recover 4 RAM unit(s) every 60 sec (at level 1).
    • Bloodware (Passive) [3 Levels]: Quickhacks deal 10% more damage (at level 1).
  • Level 5
    • Hacker’s Manual (Passive) [1 Level] {Requires Level 5 Intelligence}: Unlocks Crafting Specs for Uncommon quickhacks.
    • I Spy (Passive) [1 Level] {Requires Level 5 Intelligence}: Reveals an enemy netrunner when they’re attempting to hack you.
    • Forget-Me-Not (Passive) [1 Levels] {Requires Level 5 Intelligence}: Eliminating a target affected by a quickhack instantly recovers 1 RAM unit(s).
  • Level 7
    • Daisy Chain (Passive) [3 Levels] {Requires Level 7 Intelligence}: Eliminating a target affected by a quickhack reduces the existing cooldowns for all other active quickhacks by 10% (at level 1).
    • Weak Link (Passive) [3 Levels] {Requires Level 7 Intelligence}: Reduces the required cyberdeck RAM for quickhacks used on devices by 1 unit(s) (at level 1).
  • Level 9
    • Signal Support (Passive) [2 Levels] {Requires Level 9 Intelligence}: Increases quickhack duration by 25% (at level 1).
  • Level 10
    • Subliminal Message (Passive) [2 Levels] {Requires Level 10 Intelligence}: Quickhacks deal 50% more damage to unaware targets (at level 1).
  • Level 12
    • Diffusion (Passive) [1 Levels] {Requires Level 12 Intelligence}: Quickhack spread distance is increased by 2 times.
    • Mnemonic (Passive) [1 Levels] {Requires Level 12 Intelligence}: Reduces the cost of quickhacks used against an enemy already affected by a quickhack by 2 RAM units.
    • School of Hard Knocks (Passive) [1 Level] {Requires Level 12 Intelligence}: Unlocks Crafting Specs for Rare quickhacks.
  • Level 14
    • Plague (Passive) [3 Levels] {Requires Level 14 Intelligence}: Quickhacks that spread can jump to 1 additional targets (at level 1).
  • Level 16
    • Hacker Overlord (Passive) [1 Level] {Requires Level 16 Intelligence}: Unlocks Crafting Specs for Epic quickhacks.
    • Critical Error (Passive) [1 Level] {Requires Level 16 Intelligence}: Quickhacks can now deal Crit Hits based on your Crit Chance and Crit Damage stats.
  • Level 18
    • Anamnesis (Passive) [1 Level] {Requires Level 18 Intelligence}: Available cyberdeck RAM cannot drop below 2 unit(s).
  • Level 20
    • Bartmoss’ Legacy (Passive) [1 Level] {Requires Level 20 Intelligence}: Unlocks Crafting Specs for Legendary quickhacks.
    • Optimization (Passive) [1 Level] {Requires Level 20 Intelligence}: Reduces the cost of quickhacks by 1 RAM unit(s).
    • Master RAM Liberator {Requires Level 20 Intelligence}: Increases RAM recovery rate by 50%. +1 per Perk level.

Unlocking additional daemons to deploy will enhance your hacking abilities in the field. This will unlock additional hacks you can create or buy off of black market vendors. Your Cyberdeck can hold up to four daemons, limited by its power. You will need to prepare your software ahead of the mission. Some examples are programs that disable cybernetic eyes or a limb, forces them to shoot themselves in the head or to fire their own grenade.

Effects summary by type:

  • Health and Stamina:
    • Improves/adds Health regen during combat, max Health, max Stamina, health regen outside of combat, amount of stamina consumed when blocking melee attacks, faster health regen while moving, faster health regen activation during combat.
    • Dodging does not drain stamina, springing does not drain stamina.
  • Carrying Capacity:
    • Increases carrying capacity.
  • Damage Reduction:
    • Reduces fall damage, increases armor when grappling an enemy, increases armor, reduces all incoming damage, armor and resistances increase when entering combat.
  • Combat:
    • Increases melee damage, increases damage while carrying a body.
    • Allows to reload weapons, to shoot while springing, sliding, and vaulting.
    • Allows to shoot with Pistols and Revolvers or spring while carrying a body.
    • Enemies can’t knock you down.
  • Level 1
    • Regeneration (Passive) [1 level]: Health slowly regenerates during combat.
    • Pack Mule (Passive) [1 level]: Increases carrying capacity by 60.
    • Invincible (Passive) [3 levels]: Increases max Health by 10% (at level 1).
    • True Grit (Passive) [3 levels]: Increases max Stamina by 10% (at level 1).
  • Level 7
    • Epimorphosis (Passive) [3 levels] {Requires Level 7 Body}: Health regenerates up to 70% of max Health outside of combat (at level 1).
    • Soft on Your Feet (Passive) [3 levels] {Requires Level 7 Body}: Reduces fall damage by 5% (at level 1).
  • Level 9
    • Gladiator (Passive) [2 levels] {Requires Level 9 Body}: Reduces the amount of Stamina consumed when blocking melee attacks by 20% (at level 1).
    • Steel and Chrome (Passive) [2 levels] {Requires Level 9 Body}: Increases melee damage by 10% (at level 1).
  • Level 11
    • Divided Attention (Passive) [1 level] {Requires Level 11 Body}: Allows you to reload weapons while sprinting, sliding, and vaulting.
    • Like a Butterfly (Passive) [1 level] {Requires Level 11 Body}: Dodging does not drain Stamina.
    • Multitasker (Passive) [1 level] {Requires Level 11 Body}: Allows you to shoot while sprinting, sliding, and vaulting.
  • Level 12
    • Transporter (Passive) [1 level] {Requires Level 12 Body}: Allows you to shoot with Pistols and Revolvers or sprint while carrying a body.
    • Cardio Cure (Passive) [1 level] {Requires Level 12 Body}: Health regenerates 25% faster as you move.
    • Stronger Together (Passive) [1 level] {Requires Level 12 Body}: Increases damage you deal while carrying a body.
  • Level 14
    • Human Shield (Passive) [1 level] {Requires Level 14 Body}: Increases Armor by 20% when grappling an enemy.
    • Marathoner (Passive) [1 level] {Requires Level 14 Body}: Sprinting does not drain Stamina.
  • Level 16
    • Wolverine (Passive) [2 levels] {Requires Level 16 Body}: Health regen activates 50% faster during combat (at level 1).
    • Dog of War (Passive) [2 levels] {Requires Level 16 Body}: Increases Health regen in combat by 15% (at level 1).
  • Level 18
    • Steel Shell (Passive) [1 level] {Requires Level 18 Body}: Increases armor by 10%.
  • Level 20
    • The Rock (Passive) [1 level] {Requires Level 20 Body}: Enemies cannot knock you down.
    • Indestructible (Passive) [1 level] {Requires Level 20 Body}: Reduces all incoming damage by 10%.
    • Hard Motherfucker  {Requires Level 20 Body}: When entering combat, Armor and Resistances increase by 10% for 10 sec. +1% per Perk level.

Effects summary by type:

  • Shotguns and Light Machine Guns:
    • Improves/adds damage, recoil, reload time, movement speed in combat, Crit Chance, Crit Damage, enemy knockback, Shotgun’s chance of dismembering enemies.
  • Combat:
    • Improves damage to torsos, evasion while reloading, damage to moving targets, fire rate after dismembering an enemy, movement speed when entering combat, damage increase proportional to movement speed, damage to staggered and knocked-down enemies, weapon recoil reduction after dismembering enemies.
    • Defeating an enemy increases movement speed.
    • Doubles the duration of Burn [Burn continuously depletes health].
    • Weapon spread does not increase while moving.
  • Level 1
    • Hail of Bullets (Passive) [3 levels]: Shotguns and Light Machine Guns deal 3% more damage (at level 1).
    • Pump It, Louder! (Passive) [2 levels]: Reduces recoil of Shotguns and Light Machine Guns by 10% (at level 1).
    • In Your Face (Passive) [2 levels]: Reduces reload time of Shotguns and Light Machine Guns by 20% (at level 1).
  • Level 7
    • Dead Center (Passive) [2 levels] {Requires Level 7 Body}: Increases damage to torsos by 10% (at level 1).
    • Blood Rush (Passive) [2 levels] {Requires Level 7 Body}: Increases movement speed in combat by 5% while carrying a Shotgun or Light Machine Gun (at level 1).
  • Level 9
    • Bulldozer (Passive) [1 level] {Requires Level 9 Body}: Increases Crit Chance with Shotguns and Light Machine Guns by 10%.
    • Mongoose (Passive) [1 level] {Requires Level 9 Body}: Increases Evasion by 25% while reloading.
  • Level 11
    • Momentum Shift (Trigger) [3 levels] {Requires Level 11 Body}: Defeating an enemy increases movement speed by 10% for 10 sec (at level 1).
    • Massacre (Passive) [3 levels] {Requires Level 11 Body}: Increases Crit Damage with Shotguns and Light Machine Guns by 15% (at level 1).
  • Level 12
    • Heavy Lead (Passive) [1 level] {Requires Level 12 Body}: Shotguns and Light Machine Guns knock back enemies with more force.
    • Skeet Shooter (Passive) [1 level] {Requires Level 12 Body}: Deal 15% more damage to moving targets.
  • Level 14
    • Unstoppable (Passive) [1 level] {Requires Level 14 Body}: Dismembering an enemy increases fire rate by 10% for 8 sec. Stacks up to 3 times.
    • Manic (Passive) [1 level] {Requires Level 14 Body}: When entering combat, your movement speed increases by 20% for 10 sec.
  • Level 16
    • Burn Baby Burn (Passive) [1 level] {Requires Level 16 Body}: Doubles the duration of Burn.
    • Speed Demon (Passive) [1 level] {Requires Level 16 Body}: You deal more damage the faster you’re moving.
  • Level 18
    • Poppin’ Off (Passive) [2 levels] {Requires Level 18 Body}: Shotguns have a 25% higher chance of dismembering enemies (at level 1).
    • Hit the Deck (Passive) [2 levels] {Requires Level 18 Body}: Increases damage to staggered and knocked-down enemies by 10% (at level 1).
  • Level 20
    • Biathlete (Passive) [1 level] {Requires Level 20 Body}: Weapon spread does not increase while moving.
    • Bloodbath {Requires Level 20 Body}: Dismembering enemies reduces weapon recoil by 50% for 6 sec. +1% per Perk level.

Effects summary by type:

  • Blunt Weapons:
    • Increases/adds damage from combo attacks, damage from Strong Attacks, armor when blocking, chance to apply Stun [Stun briefly immobilizes, leaving vulnerable to attack], Health regen from attacks, Stamina cost of attacks, damage against Stunned enemies, Stamina cost of blocking attacks, damage proportional to player’s missing Health, Stamina restored after defeating a target with a Strong Attack, Stamina regen while blocking, Stamina restored when attacking Stunned enemies, damage after defeating an enemy, target’s armor reduced from Strong Attacks, Health restored when blocking, Stamina and Health restored when attacking Stunned enemies.
  • Combat:
    • Increases Crit Damage after entering combat.
  • Level 1
    • Flurry (Passive) [3 levels]: Increases damage from combo attacks with Blunt Weapons by 30% (at level 1).
    • Crushing Blows (Passive) [3 levels]: Increases damage from Strong Attacks with Blunt Weapons by 30% (at level 1).
    • Juggernaut (Passive) [2 levels]: Increases Armor by 15% while blocking with a Blunt Weapon (at level 1).
    • Dazed (Passive) [2 levels]: All attacks with Blunt Weapons have a 15% chance to apply Stun (at level 1).
  • Level 6
    • Rush (Passive) [2 levels] {Requires Level 6 Body}: Successful attacks with Blunt Weapons regenerate 3% Health over 2 sec. (at level 1).
    • Efficient Blows (Passive) [2 levels] {Requires Level 6 Body}: Reduces the Stamina cost of all attacks with Blunt Weapons by 25%.
  • Level 8
    • Opportune Strike (Passive) [1 level] {Requires Level 8 Body}: Increases damage with Blunt Weapons against enemies affected by stun by 50%.
    • Human Fortress (Passive) [1 level] {Requires Level 8 Body}: Reduces the Stamina cost of blocking attacks by 50% while using a Blunt Weapon.
  • Level 10
    • Payback (Passive) [3 levels] {Requires Level 10 Body}: Increases damage with Blunt Weapons by 1% for every 1% of missing Health (at level 1).
    • Reinvigorate (Trigger) [3 levels] {Requires Level 10 Body}: Defeating an enemy by performing a Strong Attack with a Blunt Weapon restores 10% Stamina (at level 1).
  • Level 12
    • Breathing Space (Passive) [2 levels] {Requires Level 12 Body}: Increases Stamina regen while blocking with Blunt Weapons by 50% (at level 1).
    • Relentless (Trigger) [2 levels] {Requires Level 12 Body}: Successful attacks with Blunt Weapons against enemies affected by Stun restore 20% Stamina (at level 1).
  • Level 15
    • Frenzy (Passive) [1 level] {Requires Level 15 Body}: Defeating an enemy increases damage with Blunt Weapons by 100% for 10 sec.
    • Thrash (Passive) [1 level] {Requires Level 15 Body}: Strong Attacks with Blunt Weapons reduce the target’s Armor by 30% for 10 sec.
  • Level 18
    • Biding Time (Trigger) [3 levels] {Requires Level 18 Body}: Blocking attacks with a Blunt Weapon restores 5% Health (at level 1).
    • Unshakable (Active) [3 levels] {Requires Level 18 Body}: Successful attacks with Blunt Weapons against enemies affected by Stun restore 5% Health and 5% Stamina.
  • Level 20
    • Guerilla {Requires Level 20 Body}: Increases Crit Damage by 60% for 10 sec. after entering combat. +2% per Perk level.

Effects summary by type:

  • Sneaking, Detection:
    • Improves/adds damage dealt by silenced weapons, sneaking movement speed, Crit Chance, detection time, can’t be detected underwater, movement speed after being detected by an enemy, Health regen when in Stealth, crouch attacks with melee weapons guarantee a Crit Hit and deal more damage.
  • Other Stealth:
    • Unlocks non-lethal aerial takedowns on unaware targets, movement speed increased after a takedown, damage from headshots from outside combat, allows to pick bodies immediately after a takedown.
  • Throwing Knives and Poison Status: [Poison slowly depletes Health, reduces Armor and slows movement]
    • Allows you to throw knives, increases thrown knives damage, all knives apply Poison, knives instantly defeat enemies with less than 15% Health unless they have a Very High threat level.
    • Grants immunity to Poison, enemies affected by Poison are slowed, deal more damage to Poisoned enemies, double Posion damage, increases duration of Poison applied to enemies.
  • Combat:
    • Increases damage to human enemies, crit chance upon entering combat.
    • Quick Melee Attacks with ranged weapons stagger targets, giving an opportunity to grapple.
    • When health drops below 50%, reduce all incoming damage.
  • Level 1
    • Silent and Deadly (Passive) [1 level]: Increases damage dealt by silenced weapons by 25% while sneaking.
    • Hidden Dragon (Passive) [1 level]: Allows you to perform non-lethal aerial takedowns on unaware targets.
    • Crouching Tiger (Passive) [1 level]: Increases movement speed while sneaking by 20%.
    • Dagger Dealer (Passive) [1 level]: Allows you to throw knives. Hold RMB to aim and press LMB to throw.
  • Level 7
    • Strike From the Shadows (Passive) [1 level] {Requires Level 7 Cool}: Increases your Crit Chance by 15% while sneaking.
    • Assassin (Passive) [1 level] {Requires Level 7 Cool}: Deal 15% more damage to human enemies.
    • Leg Up (Passive) [1 level] {Requires Level 7 Cool}: Movement speed after a successful takedown is increased by 30% for 10 sec.
  • Level 9
    • Sniper (Passive) [2 levels] {Requires Level 9 Cool}: Increases damage from headshots fired from outside combat by 30% (at level 1).
    • Cutthroat (Passive) [1 level] {Requires Level 9 Cool}: Thrown knives deal 30% more damage.
  • Level 11
    • Aggressive Antitoxins (Passive) [1 level] {Requires Level 11 Cool}: Grants immunity to Poison.
    • Clean Work (Passive) [1 level] {Requires Level 11 Cool}: You can pick up an enemy’s body immediately after performing a takedown by holding E.
    • Stunning Blows (Passive) [1 level] {Requires Level 11 Cool}: Quick Melee Attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them.
  • Level 12
    • Ghost (Passive) [2 levels] {Requires Level 12 Cool}: Detection time is increased by 20% (at level 1).
    • From the Shadows (Passive) [2 levels] {Requires Level 12 Cool}: Upon entering combat, Crit Chance increases by 25% for 7 sec. (at level 1).
  • Level 14
    • Commando (Passive) [1 level] {Requires Level 14 Cool}: You cannot be detected under water.
    • Venomous Fangs (Passive) [1 level] {Requires Level 14 Cool}: All knives apply Poison.
    • Rattlesnake (Passive) [1 level] {Requires Level 14 Cool}: Enemies affected by Poison are slowed.
  • Level 16
    • Silent Finisher (Passive) [1 level] {Requires Level 16 Cool}: Enemies with less than 15% Health are instantly defeated when attacked with a Knife. Does not work on enemies with a Very High threat level.
    • Hasty Retreat (Trigger) [1 level] {Requires Level 16 Cool}: Temporarily boosts movement speed by 50% for 5 sec. when detected by an enemy.
    • Restorative Shadows (Passive) [1 level] {Requires Level 16 Cool}: While in stealth, increases Health regen by 25%.
  • Level 18
    • Hasten the Inevitable (Passive) [1 level] {Requires Level 18 Cool}: Deal 20% more damage to enemies affected by Poison.
    • Cheat Death (Passive) [1 level] {Requires Level 18 Cool}: When your health drops below 50%, reduce all incoming damage by 50% for 10 sec. Cannot occur more than once per minute.
    • Neurotoxin (Passive) [1 level] {Requires Level 18 Cool}: Damage from Poison is doubled.
  • Level 20
    • Ninjitsu (Passive) [1 level] {Requires Level 20 Cool}: Crouch Attacks from stealth with melee weapons deal 100% more damage and guarantee a Crit Hit.
    • Toxicology {Requires Level 20 Cool}: Increases the duration of Poison applied to enemies by 5 seconds. +0.2 sec. per Perk level.

Effects summary by type:

  • Cold Blood Status:
    • Gain Cold Blood after defeating an enemy and increase movement speed, increase duration of Cold Blood, increase max stack amount, when your Health is 45% gain a max stack, landing a Crit Hit has a chance of gaining a stack, stacks are removed by one and not all at once.
    • Per stack:
      • Increase Resistances, reduce weapon recoil, reduce quickhack cooldowns, increase Armor by 10%, increase overall Health regen, increase attack speed, reduce quickhack upload time.
    • While active:
      • Increase damage with melee weapons, reduce damage taken, gain immunity to Bleeding, Poison, Burn, and Shock, increase Crit Chance and Crit Damage.
  • Combat:
    • Increase headshot damage.
  • Level 1
    • Cold Blood (Passive) [3 levels]: After defeating an enemy, gain Cold Blood for 10 sec. and increase movement speed by 2%. Stacks up to 1 times (at level 1).
    • Will to Survive (Passive) [2 levels]: Increases all Resistances by 2.5% per stack of Cold Blood (at level 1).
    • Icy Veins (Passive) [2 levels]: Reduces weapon recoil by 2.5% per stack of Cold Blood (at level 1).
  • Level 7
    • Frosty Synapses (Passive) [2 levels] {Requires Level 7 Cool}: Reduces quickhack cooldowns by 3% per stack of Cold Blood (at level 1).
    • Critical Condition (Passive) [2 levels] {Requires Level 7 Cool}: Increases duration of Cold Blood by 5 sec. (at level 1).
  • Level 9
    • Defensive Clotting (Passive) [2 levels] {Requires Level 9 Cool}: Increases Armor by 10% per stack of Cold Blood (at level 1).
    • Rapid Bloodflow (Passive) [2 level] {Requires Level 9 Cool}: Increases Health regen inside and outside combat by 50% per stack of Cold Blood (at level 1).
  • Level 11
    • Coldest Blood (Passive) [1 level] {Requires Level 11 Cool}: Increases max stack amount for Cold Blood by 1.
    • Frozen Precision (Passive) [1 level] {Requires Level 11 Cool}: Increases headshot damage by 50%.
  • Level 12
    • Blood Brawl (Passive) [2 levels] {Requires Level 12 Cool}: While Cold Blood is active, increases damage with melee weapons by 5% (at level 1).
    • Predator (Passive) [2 levels] {Requires Level 12 Cool}: Increases attack speed by 10% per stack of Cold Blood (at level 1).
    • Quick Transfer (Passive) [2 levels] {Requires Level 12 Cool}: Reduces quickhack upload time by 1% per stack of Cold Blood (at level 1).
  • Level 14
    • Bloodswell (Passive) [1 level] {Requires Level 14 Cool}: When your Health reaches 45%, a max stack of Cold Blood is automatically activated.
    • Cold and Calculating (Passive) [1 level] {Requires Level 14 Cool}: Landing a Crit Hit has 25% chance of applying a stack of Cold Blood.
  • Level 16
    • Unbreakable (Passive) [1 level] {Requires Level 16 Cool}: Increases max stack amount for Cold Blood by 1.
    • Coolagulant (Passive) [1 level] {Requires Level 16 Cool}: Stacks of Cold Blood are removed one by one, not all at once.
  • Level 18
    • Pain is an Illusion (Passive) [1 level] {Requires Level 18 Cool}: While Cold Blood is active, reduces damage taken by 5%.
  • Level 20
    • Immunity (Passive) [1 level] {Requires Level 20 Cool}: While Cold Blood is active, you are immune to Bleeding, Poison, Burn, and Shock.
    • Merciless {Requires Level 20 Cool}: While Cold Blood is active, increases Crit Chance by 10% and Crit Damage by 25%. +1% Crit Chance and +3% Crit Damage per Perk level.

Effects summary by type:

  • Disassembling:
    • Gain more components, junk items automatically disassembled, improved chance to gain a free component matching item quality, get attached mods back.
  • Crafting, Upgrading, and Crafted Items:
    • Unlock crafting of Rare, Epic, and Legendary items.
    • Reduces component cost for crafting.
    • Crafted weapons deal more damage, crafted clothes have more armor, improves damage and all damage-related stats of weapons.
    • Chance to upgrade an item for free, reduces component cost for upgrading.
    • Upgrade lower quality components.
    • Increase the sale price of crafted items.
  • Consumables:
    • Improve effectiveness of consumables.
  • Grenades:
    • Grenades deal more damage.
  • Level 1
    • Mechanic (Passive) [1 level]: Gain more components when disassembling.
    • True Craftsman (Passive) [1 level]: Allows you to craft Rare items.
    • Scrapper (Passive) [1 level]: Junk items are automatically disassembled.
  • Level 7
    • Workshop (Passive) [3 levels] {Requires Level 7 Technical Ability}: Disassembling items grants a 5% chance to gain a free component of the same quality as the disassembled item (at level 1).
  • Level 9
    • Innovation (Passive) [2 levels] {Requires Level 9 Technical Ability}: Consumables are 25% more effective (at level 1).
    • Sapper (Passive) [2 levels] {Requires Level 9 Technical Ability}: Grenades deal 10% more damage (at level 1).
  • Level 11
    • Field Technician (Passive) [2 levels] {Requires Level 11 Technical Ability}: Crafted weapons deal 2.5% more damage (at level 1).
    • 200% Efficiency (Passive) [2 levels] {Requires Level 11 Technical Ability}: Crafted clothes gain 2.5% more armor (at level 1).
  • Level 12
    • Grease Monkey (Passive) [1 level] {Requires Level 12 Technical Ability}: Allows you to craft Epic items.
    • Efficient Upgrades (Passive) [1 level] {Requires Level 12 Technical Ability}: Grants a 10% chance to upgrade an item for free.
    • Ex Nihilo (Passive) [1 level] {Requires Level 12 Technical Ability}: Grants a 20% chance to craft an item for free.
  • Level 14
    • Let There Be Light! (Passive) [2 levels] {Requires Level 14 Technical Ability}: Reduces the component cost of upgrading items by 10% (at level 1).
    • Cost Optimization (Passive) [2 levels] {Requires Level 14 Technical Ability}: Reduces component cost of crafting items by 15%.
  • Level 16
    • Waste Not Want Not (Passive) [1 level] {Requires Level 16 Technical Ability}: When disassembling an item, you get attached mods back.
    • Tune-up (Passive) [1 level] {Requires Level 16 Technical Ability}: Allows you to upgrade lower quality components into higher quality ones.
  • Level 18
    • Edgerunner Artisan (Passive) [1 level] {Requires Level 18 Technical Ability}: Allows you to craft Legendary items.
  • Level 20
    • Cutting Edge (Passive) [1 level] {Requires Level 20 Technical Ability}: Improves damage and all damage-related stats of crafted weapons by 5%.
    • Crazy Science {Requires Level 20 Technical Ability}: Increases the sale price of crafted items by 10%. +1% per Perk level.

Effects summary by type:

  • Looting:
    • Increased chance of a weapon mod or attachment when looting drones, mechs, and robots
  • Grenades and Grenade Damage Reduction:
    • Reduced damage from explosions, immunity to all effects from your own grenades, explosion radius is visible, all grenades deal more damage, grenades deal Crit Hits
  • Damage to Drones, Mechs, and Robots:
    • Increses damage dealt
  • Tech Weapons and Smart Weapons:
    • Allows to charge Tech weapons, increased Crit Chance, incrreased charge multiplier, fully charged Tech weapons deal more damage, fully charged Tech weapons do not shoot automatically, reduces charge amount needed to penetrate walls, charge time is reduced, Tech weapons ignore Armor, increased damage.
  • Smart Weapons:
    • Increases Smart weapon reload speed
  • Other Special Damage:
    • Grants immunity to Shock, ricochets deal more damage, increases charge damage from all chargeable weapons and cyberware.
  • Level 1
    • Mech Looter (Passive) [3 levels]: When looting drones, mechs, and robots, there is a 25% chance of looting a weapon mod or attachment (at level 1).
    • Blast Shielding (Passive) [3 levels]: Reduces damage taken from explosions by 10% (at level 1).
    • Can’t Touch This (Passive) [1 level]: Grants immunity to all effects from your own grenades.
    • Grenadier (Passive) [1 level]: The explosion radius of grenades is visible.
  • Level 7
    • Shrapnel (Passive) [1 level] {Requires Level 7 Technical Ability}: All grenade types deal 20 damage in addition to their normal effects.
  • Level 9
    • Blade Runner (Passive) [2 levels] {Requires Level 9 Technical Ability}: Increases damage to drones, mechs, and robots by 20% (at level 1).
    • Up to 11 (Passive) [2 levels] {Requires Level 9 Technical Ability}: Allows you to charge Tech weapons up to 75% capacity (at level 1).
    • Lock and Load (Passive) [2 levels] {Requires Level 9 Technical Ability}: Increases Smart weapon reload speed by 5%.
  • Level 11
    • Bigger Booms (Passive) [5 levels] {Requires Level 11 Technical Ability}: Grenades deal 5% more damage (at level 1).
  • Level 12
    • Lightning Bolt (Passive) [3 levels] {Requires Level 12 Technical Ability}: Increases Crit Chance with Tech weapons by 3% (at level 1).
    • Tesla (Passive) [3 levels] {Requires Level 12 Technical Ability}: Increases the charge multiplier for Tech weapons by 15% (at level 1).
  • Level 14
    • Ubercharge (Passive) [1 level] {Requires Level 14 Technical Ability}: Fully charged Tech weapons deal 50% more damage.
    • Insulation (Passive) [1 level] {Requires Level 14 Technical Ability}: Grants immunity to Shock.
    • Gun Whisperer (Passive) [1 level] {Requires Level 14 Technical Ability}: Fully charged Tech weapons do not shoot automatically.
  • Level 16
    • Fuck All Walls (Passive) [1 level] {Requires Level 16 Technical Ability}: Reduces the charge amount needed for Tech weapons to penetrate walls by 30%.
    • Play the Angles (Passive) [1 level] {Requires Level 16 Technical Ability}: Ricochets deal an additional 50% damage.
  • Level 18
    • Lickety Split (Passive) [2 levels] {Requires Level 18 Technical Ability}: Tech weapon charge time is reduced by 10% (at level 1).
  • Level 20
    • Superconductor (Passive) [1 level] {Requires Level 20 Technical Ability}: Tech weapons ignore Armor.
    • Jackpot (Passive) [1 level] {Requires Level 20 Technical Ability}: Enables grenades to deal Crit Hits.
    • Revamp {Requires Level 20 Technical Ability}: Increases damage from Tech weapons by 25%. Increases charge damage from all chargeable weapons and cyberware by 10%. +1% charge damage per Perk level.
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