Character Perks Guide – Cyberpunk 2077

In Cyberpunk 2077, your class are your perks. 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 come under 5 attribute trees:

  • Body Perks
  • Reflexes Perks
  • Intelligence Perks
  • Technical Ability Perks
  • Cool Perks

This guide has been updated for Cyberpunk 2077 Update 2.0 and Phantom Liberty DLC.

cyberpunk 2077 character perks guide full list and all attributes

(Remember to check out our Skills Guide for more information on Skills, and click here for the full guide to your Cyberpunk 2077 Character.)

cyberpunk 2077 attribute body Body Perks

Going down the Body path will get you significant Stamina reductions and massive Health boosts and prepare you for heavy blunt weapons and high-recoil guns. One of the most notable features of the Body tree is the Adrenaline Rush perk that can then be upgraded by others nested nearby: entering Adrenaline Rush gives you an additional health pool that decays over time, and can be upgraded to improve your movement speed and the damage you inflict.

  • Die! Die! Die! — Max Level: 2 — [Only affects Shotguns, LMGs and HMGs] — Requires: Body (9)
    • Level 1: -15% recoil at low Stamina.
    • Level 2: Increased fire rate as Stamina decreases (max. +25% at 0 Stamina).

  • Like a Feather — Max Level: 1 — [Only affects Shotguns, LMGs and HMGs] — Requires: Die! Die! Die! (2)
    • No movement speed penalty with Shotguns, Light Machine Guns and Heavy Machine Guns.

  • Don’t Stop Me Now — Max Level: 1 — [Only affects Shotguns, LMGs and HMGs] — Requires: Die! Die! Die! (2)
    • When below 33% Stamina: +15% Mitigation Chance, +5% Mitigation Strength.

  • Bullet Ballet — Max Level: 1 — [Only affects Shotguns, LMGs and HMGs] — Requires: Die! Die! Die! (2)
    • -25% bullet spread when moving.

  • Painkiller — Max Level: 1 — Requires: Body (4)
    • Unlocks slow Health Regen in combat.

  • Comeback Kid — Max Level: 1 — Requires: Painkiller
    • +1% Health Regen Rate for each percent of missing Health.

  • Dorph-head — Max Level: 1 — Requires: Painkiller
    • When using Blood Pump Cyberware or a Health Item: +100% mitigation chance for 2 sec.
    • Mitigation – grants a chance to reduce incoming damage by current Mitigation Strength (default 50%)

  • Fury Road — Max Level: 1 — Requires: Body (4)
    • In vehicle collisions: +50% damage to enemy vehicles and their occupants -50% damage to your vehicles.
    • You take no damage as a vehicle occupant in collisions.

  • Wrecking Ball — Max Level: 2 — [Only affects Blunt Weapons] — Requires: Body (9)
    • Level 1: -15% stamina cost for attacks with blunt weapons.
    • Level 2: Allows you to barrel into enemies while sprinting and blocking with blunt weapons, causing damage and a chance to knock them down.

  • Breakthrough — Max Level: 1 — [Only affects Blunt Weapons] — Requires: Wrecking Ball (2)
    • -40% enemy armor for 7 sec. after hitting them with a strong attack.

  • Kinetic Absorption — Max Level: 1 — [Only affects Blunt Weapons] — Requires: Wrecking Ball (2)
    • Blocking an attack gives +10% stamina and +30% damage with blunt weapons for 5 sec.

  • Clapback — Max Level: 1 — [Only affects Blunt Weapons] — Requires: Wrecking Ball (2)
    • +100% Knockdown chance with Defensive Attacks.
    • Cooldown: 10 sec.
      +100% Stun chance with Counterattacks.

  • Fly Swatter — Max Level: 1 — [Only affects Blunt Weapons] — Requires: Wrecking Ball (2)
    • -40% incoming ranged damage when blocking with blunt weapons.

  • Spontaneous Obliteration — Max Level: 3 — [Only affects Shotguns, LMGs and HMGs] — Requires: Body (15), Die! Die! Die! (2)
    • Level 1: -15% recoil at low Stamina.
    • Level 2: +10% damage against nearby enemies.
    • Level 3: unlocks Obliterate – the ability to sometimes instantly kill and dismember enemies at low Health.
    • The chance increases as enemy Health decreases (max. 20% Obliterate chance).

  • Skullcracker — Max Level: 1 — [Only affects Shotguns, LMGs and HMGs] — Requires: Spontaneous Obliteration (3)
    • Increases damage of Quick Melee Attacks as Stamina decreases (max. +200% at 0 Stamina)

  • Dread — Max Level: 1 — [Only affects Shotguns, LMGs and HMGs] — Requires: Spontaneous Obliteration (3)
    • -15% enemy armor when using ranged attacks.
    • Dismemberment spreads the effect to nearby enemies.

  • Adrenaline Rush — Max Level: 3 — Requires: Body (15), Painkiller
    • Level 1: +35 Max Health.
    • Level 2: +20% Health Regen bonus to all Health Regen effects from all sources.
    • Level 3: Unlocks Adrenaline Rush mode.
    • In addition to their base effects, Blood Pump cyberware and health items now also give Adrenaline equal to 30% Max Health. (up to a max of 50% Max Health).
      Adrenaline is indicated by a yellow bar and acts like extra health by absorbing damage. It also decays over time.
      Adrenaline Rush remains active as long as you have Adrenaline available.

  • Unstoppable Force — Max Level: 1 — Requires: Adrenaline Rush (3)
    • When Adrenaline Rush is active : gain immunity to movement penalties and non-damaging status effects such as Knockdown, Blinding, etc.

  • Juggernaut — Max Level: 1 — Requires: Adrenaline Rush (3)
    • When Adrenaline Rush is active: +20% movement speed, +10% damage.

  • Bloodlust — Max Level: 1 — [Only affects Shotguns, LMGs and HMGs] — Requires: Rush of Blood, Juggernaut
    • When Adrenaline Rush is active: +50 Adrenaline on dismemberment of a nearby enemy.

  • Calm Mind — Max Level: 1 — Requires: Adrenaline Rush (3)
    • When Adrenaline Rush is active: +3 sec. delay before Adrenaline begins to decay.

  • Quake — Max Level: 3 — [Only affects Blunt Weapons] — Requires: Body (15), Wrecking Ball (2)
    • Level 1: -15% Stamina cost for attacks with Blunt Weapons.
    • Level 2: +20% attack speed with Blunt Weapons.
    • Level 3: Press [Q] to violently slam the ground, damaging and staggering nearby enemies with a chance of knockdown.
    • Quake can also be performed from midair (a superhero landing).
      Cooldown: 10 sec.

  • Epicenter — Max Level: 1 — [Only affects Blunt Weapons] — Requires: Quake (3)
    • When Quake is performed from the midair (a Superhero landing), its area of effect and damage scale with your fall speed and fall distance.

  • Aftershock — Max Level: 1 — [Only affects Blunt Weapons] — Requires: Quake (3)
    • +30 stamina for each enemy hit with Quake.

  • Rip and Tear — Max Level: 1 — [Only affects Shotguns] — Requires: Body (20), Spontaneous Obliteration (3)
    • +100% damage for the next Quick Melee Attack after shooting an enemy with a Shotgun.
      +100% damage for the next Shotgun shot after hitting an enemy with a Quick Melee Attack.

  • Onslaught — Max Level: 1 — [Only affects LMGs] — Requires: Body (20), Spontaneous Obliteration (3)
    • +20% ammo refill after neutralizing an enemy with a Light Machine Gun.

  • Pain to Gain — Max Level: 1 — Requires: Body (20), Adrenaline Rush (3)
    • When Adrenaline Rush is active: +20% Health Item recharge after neutralizing an enemy.

  • Finisher: Savage Sling — Max Level: 1 — [Only affects Blunt Weapons] — Requires: Body (20), Quake (3)
    • Unlocks a Blunt Weapon Finisher.
      Press [F] when an enemy’s Health is low. Enemies affected by Stun are more susceptible.
      Restores 20% Health.
    • Hold [F] to throw the enemy instead, killing them and damaging other enemies where they land.

cyberpunk 2077 attribute reflexes Reflexes Perks

Reflexes focus on your Assault Rifles & SMGs, as well as your Blade mastery. Going the Ranged Weapon route means improving your aim, damage, weapon control, and reload speed, and developing powerful consecutive shots. Meanwhile, Blades will get you extreme attack speed and ability to deflect bullets all while blazing around the battlefield. Dodging and dashing is its own dedicated branch, which will let you unlock the ability to dash in midair.

  • Stuntjock — Max Level: 1 — Requires: Reflexes (4)
    • Unlocks preem new ways to exit vehicles:
      Jump out – double-tap [F]
      Slide out – hold [F] while at high speed
      You can also draw and fire weapons during these stunts.
    • While driving: No bullet spread penalty from movement
      -50% bullet spread overall

  • Slippery — Max Level: 1 — Requires: Reflexes (4)
    • The faster you move, the more difficult for enemies to shoot you.
      Effect increases when Dashing, dodging, sliding, sprinting and vaulting.

  • Multitasker — Max Level: 1 — Requires: Slippery
    • Allows you to shoot while sprinting, sliding and vaulting.

  • Muscle Memory — Max Level: 1 — Requires: Slippery
    • Allows you to reload weapons while sprinting, sliding and vaulting.

  • Parkour! — Max Level: 1 — Requires: Slippery
    • Increased vaulting and climbing speed.

  • Ready, Rested, Reloaded — Max Level: 2 — [Only affects Assault Rifles and SMGs] — Requires: Reflexes (9)
    • Level 1: -10% stamina cost for shooting with AR and SMGs.
    • Level 2: +30% reload speed when above 50% stamina.

  • Spice of Life — Max Level: 1 — [Only affects Assault Rifles and SMGs] — Requires: Ready, Rested, Reloaded (2)
    • +15% weapon swap speed, -30% bullet spread briefly after swapping weapons.

  • Dash — Max Level: 2 — Requires: Reflexes (9), Slippery
    • Level 1: -20% stamina cost for dodging and dashing.
    • Level 2: Unlocks the ability to Dash.
    • Press [LCTRL] to perform a Dash. Dashing replaces dodging, allowing you to cover more ground and automatically vault over low obstacles.

  • Steady Grip — Max Level: 1 — Requires: Dash (2)
    • Allows you to shoot while Dashing.

  • Can’t Touch This — Max Level: 1 — Requires: Dash (2)
    • +100% mitigation chance when performing a Dash.
    • Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%)

  • Mean Streak — Max Level: 1 — Requires: Dash (2)
    • +40% stamina after neutralizing an enemy while dashing.

  • Mad Dash — Max Level: 1 — Requires: Dash (2)
    • +100% dash range toward enemies.

  • Lead and Steel — Max Level: 2 — [Only affects Blades] — Requires: Reflexes (9), Slippery
    • Level 1: -15% stamina cost for attacks with blades.
    • Level 2: Unlocks ability to block incoming projectiles with blades. This consumes stamina.

  • Bullet Deflect — Max Level: 1 — [Only affects Blades] — Requires: Lead and Steel (2)
    • When your stamina is above 33% blocking projectiles will Deflect them to wherever your reticle is aimed.
      Well-timed blocking just before being hit increases the damage you deal with deflected bullets.

  • Bullet Time — Max Level: 1 — [Only affects Blades] — Requires: Bullet Deflect
    • Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage.

  • Seeing Double — Max Level: 1 — [Only affects Blades] — Requires: Lead and Steel (2)
    • Increased damage and Stun chance with Counterattacks.

  • Flash and Thunderclap — Max Level: 1 — [Only affects Blades] — Requires: Mad Dash, Seeing Double
    • When performing Strong Attacks, you now automatically leap to enemies within range.
      These Leap Attacks can be also performed from midair and deal additional damage that scales with the distance of the leap (max +50%).

  • Sharpshooter — Max Level: 3 — [Only affects Assault Rifles and SMGs] — Requires: Reflexes (15), Ready, Rested, Reloaded
    • Level 1: +15% aim speed.
    • Level 2: improved weapon control.
    • Level 3: each successful shot grants a stack of Sharpshooter, +7% stamina regeneration for 2 sec. per stack.
      Stacks 7 times. New stacks reset duration. All stacks are removed when the duration ends.

  • Spray and Pray — Max Level: 1 — [Only affects Assault Rifles and SMGs] — Requires: Sharpshooter (3)
    • *10% Stamina cost for hip-firing.

  • Shoot to Chill — Max Level: 1 — [Only affects Assault Rifles and SMGs] — Requires: Sharpshooter (3)
    • -7% stamina cost for automatic weapons per stack of Sharpshooter.

  • Gundancer — Max Level: 1 — [Only affects Assault Rifles and SMGs] — Requires: Sharpshooter (3)
    • Aiming no longer slows movement. Allows you to shoot while vaulting.

  • Practice Makes Perfect — Max Level: 1 — [Only affects Assault Rifles and SMGs] — Requires: Sharpshooter (3)
    • +7% Crit Chance and Crit Damage per stack of Sharpshooter.

  • Air Dash — Max Level: 3 — Requires: Reflexes (15), Dash (2)
    • Level 1: -20% dash stamina cost.
    • Level 2: +20% dash speed.
    • Level 3: Unlocks the ability to dash in midair.

  • Air Kerenzikov — Max Level: 1 — [Only affects Assault Rifles and SMGs] — Requires: Gun Dancer, Aerial Acrobat
    • Activating Kerenzikov in midair keeps you suspended in the air and extends its duration.

  • Finisher: Bladerunner — Max Level: 3 — [Only affects Blades] — Requires: Reflexes (15), Lead and Steel (2)
    • Level 1: -15% Stamina cost for attacks with Blades.
    • Level 2: +20% attack speed with Blades
    • Level 3: Unlocks a Blade Finisher.
    • Press [F] when an enemy’s Health is low.
      Restores 25% Health.

  • Opportunist — Max Level: 1 — [Only affects Blades] — Requires: Finisher: Bladerunner (3)
    • Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers.

  • Salt in the Wound — Max Level: 1 — [Only affects Assault Rifles] — Requires: Reflexes (20), Sharpshooter (3)
    • Shooting the same target 7 consecutive times deals bonus damage equal to 100% of the total damage from those shots.

  • Submachine Fun — Max Level: 1 — [Only affects SMGs] — Requires: Reflexes (20), Sharpshooter (3)
    • Swapping Submachine Guns is faster and automatically reloads them, +22% fire rate after swapping to an SMG. Normal reloading ends the effect.

  • Tailwind — Max Level: 1 — Requires: Reflexes (20), Air Dash (2)
    • +25 stamina from performing Air Dashes and double jumps.

  • Slaughterhouse — Max Level: 1 — [Only affects Blades] — Requires: Reflexes (20), Finisher: Bladerunner (3)
    • All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance.
      Bleeding cannot kill enemies, but does make them more susceptible to Finishers.
      +25 stamina from dismemberments.

cyberpunk 2077 attribute intelligence Intelligence Perks

If you are interested in inflicting damage by Quickhacking into your opponents and practically frying up their brains, that’s probably the most notable feature of the Intelligence tree. Even some of the basic perks that expand your cyberdeck’s capacity and damage make a world of difference if you want to make use of this system.

You can supplement your hacking damage with Monowire strikes, also boosted by some of the perks found here. This tree also upgrades your Smart Weapons, if they happen to be your favorite — you will get a lot of mileage out of upgrading your targetting system in this tree.

  • Eye in the Sky — Max Level: 1 — Requires: Intelligence (4)
    • Automatically highlights nearby Access Points and cameras.
    • When uploaded through camera, Control quickhacks, Covert quickhacks and the Distract Enemies quickhack have: -1 RAM cost, +50% duration.

  • ForceKill Cypher — Max Level: 1 — Requires: Eye in the Sky
    • Reduces sequence length required to hack Access Points by 1.
      Total sequence length cannot be reduced below 2 characters.

  • Warning: Explosion Hazard — Max Level: 1 — Requires: Eye in the Sky
    • +40% explosion damage from hacked devices, +80% additional explosion damage to enemies affected by quickhacks (including Distract Enemies)

  • Optimization — Max Level: 1 — Requires: Intelligence (4)
    • +35% RAM recovery rate.

  • Carhacker — Max Level: 1 — Requires: Intelligence (4)
    • Unlocks Vehicle quickhacks, allowing you to remotely take control, set off alarms or even blow them up.
      The availability of a given quickhack depends on the Tier of your installed cyberdeck.

  • Hack Queue — Max Level: 2 — Requires: Intelligence (9), Eye in the Sky
    • Level 1: +1 Max RAM.
    • Level 2: unlocks quickhacks queues, allowing 2 quickhacks on a single enemy.
      Queued quickhacks automatically upload in the order they are added, +30% upload speed for the second quickhack in a queue.

  • Feedback Loop — Max Level: 1 — Requires: Hack Queue (2)
    • +25% RAM recovery rate for each quickhack currently in a queue.

  • Data Recycler — Max Level: 1 — Requires: Hack Queue (2)
    • After neutralizing an enemy, recover 80% of the RAM cost from all quickhacks remaining in their queue.

  • Counter-a-hack — Max Level: 1 — Requires: Hack Queue (2)
    • When you’re the target of an enemy netrunner, you are now able to counter quickhack them through walls and obstacles.
      -1 RAM cost for such counter quickhacks.

  • Copy-Paste — Max Level: 1 — Requires: Counter-a-hack
    • When you’re the target of an enemy netrunner, using a quickhack against them will also spread the quickhack’s effect to their allies.

  • Embedded Exploit — Max Level: 2 — Requires: Intelligence (9), Optimization
    • Level 1: +10% RAM recovery rate.
    • Level 2: +60% quickhack damage against enemies affected by Control quickhacks, Covert quickhacks or the Distract Enemies quickhack.

  • ICEpick — Max Level: 1 — Requires: Embedded Exploit (2)
    • -1 RAM cost for Combat quickhacks used on enemies affected by or targeted Control quickhacks, Covert quickhacks or the Distract Enemies quickhack.

  • Siphon — Max Level: 1 — Requires: ICEpick
    • Monowire attacks recover 0.5 RAM. Increases to 1 if the enemy is affected by or targeted by a quickhack.

  • Speculation — Max Level: 1 — Requires: Embedded Exploit (2)
    • Neutralizing an enemy with a Combat quichhack recovers RAM equal to 25% of the total cost of all quickhacks affecting the target.

  • Acquisition Specialist — Max Level: 2 — [Only affects Smart weapons] — Requires: Intelligence (9)
    • Level 1: 10% larger target reticle for smart weapons.
    • Level 2: reloading smart weapons no longer interrupts target lock,
      +15 lock-on speed when hip-firing,
      +20% lock-on speed when aiming.

  • No Escape — Max Level: 1 — [Only affects Smart weapons] — Requires: Acquisition Specialist (2)
    • When using Smart weapons, if the target lock on an enemy is about to end, shooting them resets it.

  • Recirculation — Max Level: 1 — [Only affects Smart weapons] — Requires: Speculation, Precision Subroutines
    • +2 RAM after neutralizing an enemy with a Smart weapon. If the enemy is affected by quickhacks, restores additional RAM equal to 50% of their total RAM cost.

  • Queue Acceleration — Max Level: 3 — Requires: Intelligence (15), Hack Queue (2)
    • Level 1: +1 max RAM.
    • Level 2: -1 RAM cost to quickhack devices and vehicles.
    • Level 3: +1 quickhack queue size, +60 upload speed for quickhack third or later in the queue.

  • Finisher: Live Wire — Max Level: 1 — Requires: Queue Acceleration (3)
    • Unlocks a Monowire Finisher.
      Press [F] when an enemy’s Health is low.
      The more quickhacks you have queued on an enemy, the more susceptible they are. Restores 15% Health and 5 RAM.

  • Queue Hack_Root — Max Level: 1 — Requires: Queue Acceleration (3)
    • -1 RAM cost for the first quickhack of each unique category (Covert, Combat, Control) second or later in the queue.

  • Overclock — Max Level: 3 — Requires: Intelligence (15), Embedded Exploit (2)
    • Level 1: +10% RAM recovery rate.
    • Level 2: +10% quickhack damage.
    • Level 3: Unlocks Overclock mode.
    • If you have a cyberdeck installed, press [E] to activate.
      In this mode, you can use quickhacks even with insufficient RAM, but each RAM unit over your max costs 1 Health instead.
      Duration: 14 sec. Cooldown: 30 sec.

  • Sublimation — Max Level: 1 — Requires: Overclock (3)
    • When Overclock is active, all RAM recovery effects also regenerate Health.

  • Power Surge — Max Level: 1 — Requires: Overclock (3)
    • Activating Overclock instantly restores Health equal to 5 times your max RAM.

  • Race Against Mind — Max Level: 1 — Requires: Overclock (3)
    • When Overlock is active: increased quickhack damage as health decreases (max +50%). Health is measured when you begin upload.

  • Target Lock Transfer — Max Level: 3 — [Only affects Smart weapons] — Requires: Intelligence (15), Acquisition Specialist (2)
    • Level 1: 10% larger targeting reticle for smart weapons.
    • Level 2: switching from aiming to hip-fire does not disengage target-lock on headshots and weakspots.
    • Level 3: switching from one smart weapon to another no longer interrupts target lock.

  • Targeting Prism — Max Level: 1 — [Only affects Smart weapons] — Requires: Target Lock Transfer (3)
    • Enables multiple target locks when aiming and increases the number of simultaneous targets for all smart weapons by 1.

  • Terminal Velocity — Max Level: 1 — [Only affects Smart weapons] — Requires: Target Lock Transfer (3)
    • Increased projectile velocity and lock-on range for 10 sec. after neutralizing an enemy with smart weapon. Stacks 3 times.
      New stacks reset duration. All stacks are removed when duration ends.

  • Queue Mastery — Max Level: 1 — Requires: Intelligence (20), Queue Prioritization (3)
    • +1 quickhack queue size. The last quickhack to fill a queue has -50% RAM cost and locks the queue until all quickhacks have uploaded., +15% damage against enemies with a locked queue.

  • Spillover — Max Level: 1 — Requires: Intelligence (20), Overclock (3)
    • When Overlock is active: +50% chance for quickhacks to spread to an additional target.

  • Smart Synergy — Max Level: 1 — [Only affects Smart weapons] — Requires: Intelligence (20), Overclock (3), Target Lock Transfer (3)
    • When Overlock is active, smart weapons gain instant target lock, and +25% damage if the enemy is affected by a quickhack.

cyberpunk 2077 attribute technicalability Technical Ability Perks

Technical Ability is part Tech weapons, part Grenades, part Health items, and a chunk of Cyberware upgrades. Grenades and Health items synergize together to let you wreak explosive havoc while regenerating your supplies on the go, while the Tech items branch offers some potent charges: both in terms of recharging speed and charged shots. Cyberware branch is worthy of note all on its own: it boosts cyberware stat modifiers across all types and unlocks more slots for you to play around with.

  • Glutton for War — Max Level: 1 — Requires: Technical Ability (4)
    • 5% instant recharge of Health items and grenades after neutralizing an enemy.

  • First Aid — Max Level: 1 — Requires: Glutton for War
    • +15% recharge speed of Health Items when you’ve only used 1 charge.

  • Gearhead — Max Level: 1 — Requires: Technical Ability (4)
    • +33% vehicle health Vehicle-mounted weapons receive: +25% damage -0,7 sec. lock-on time

  • Health Freak — Max Level: 2 — Requires: Technical Ability (9), Glutton for War
    • Level 1: +8% recharge speed for Health Items and grenades.
    • Level 2: +1 health item charge,
      +150% recharge speed for health items outside combat.

  • Borrowed Time — Max Level: 1 — Requires: Health Freak (2)
    • +100% instant recharge of a health item after neutralizing an enemy if you are below 25% health and have no charges remaining.

  • All Things Cyber — Max Level: 2 — Requires: Technical Ability (9)
    • Level 1: +10% to all cyberware stats modifiers.
    • Level 2: -20% Cyberware Capacity cost for cyberware in the Integumentary System and Skeleton.

  • Chipware Connoisseur — Max Level: 1 — Requires: Driver Update
    • When upgrading cyberware, you can choose from two stat modifier options. A third option is available at Tier 3 and higher.

  • Pyromania — Max Level: 3 — Requires: Technical Ability (15), Health Freak (2)
    • Level 1: +8% recharge speed for health items and grenades.
    • Level 2: +10% explosion radius for grenades and the Projectile Launch System.
    • Level 3: +5% movement speed and +10% explosion damage for 12 sec.
      After hitting an enemy with an explosion in combat. If you take damage from the explosion, the effect adds 2 stacks instead of 1. Effect and duration can stack 5 times.

  • Heat Shield — Max Level: 1 — Requires: Pyromania (3)
    • +10% Mitigation Chance per stack of Pyromania.

  • Burn This City — Max Level: 1 — Requires: Pyromania (3)
    • When you accumulate 5 stacks of Pyromania, they will be consumed to instantly replenish a grenade charge, but all bonuses from those stacks will remain active for 6 sec.

  • Flash Sale — Max Level: 1 — Requires: Pyromania (3)
    • For Flash, Smoke and Recon grenades: Double grenade charges Double recharge rate.

  • Friendlier Fire — Max Level: 1 — Requires: Pyromania (3)
    • +50% resistance to damage and effects from explosions you cause.

  • License to Chrome — Max Level: 3 — Requires: Technical Ability (15), All Things Cyber (2)
    • Level 1: +10% to all cyberware stat modifiers.
    • Level 2: +40 armor.
    • Level 3: unlocks a new cyberware slot for the skeleton. All skeleton cyberware have boosted stats.

  • Cyborg — Max Level: 1 — Requires: License to Chrome (3)
    • 15% reduced Cooldown for all cyberware if all available slots are filled.

  • Doomlauncher — Max Level: 1 — Requires: Friendlier Fire, Ambidextrous
    • Projectile Launch System cyberware receives: +1 max charges, +20% recharge speed, +25% additional recharge speed when you have no charges available, +200% additional recharge speed outside of combat, +5% instant recharge after neutralizing an enemy.
    • It also receives the same bonus as grenades from Burn This City Perk.

  • Built Different — Max Level: 1 — Requires: License to Chrome (3)
    • Unlocks Cellular Adapter cyberware for the Integumentary System. It can be purchased and installed at ripperdoc clinics. This Perk is required to use it properly.

  • Bolt — Max Level: 3 — [Only affects Tech weapons] — Requires: Technical Ability (15)
    • Level 1: +20% charge speed for tech weapons.
    • Level 2: +15% damage for charged shots with tech weapons.
    • Level 3: Unlocks Bolt shots. To fire a Bolt, release the trigger for a charged shot right before it fully charges: counts as a fully charged shot, +30% damage, -50% penalty for penetrating cover.
    • Full-auto Tech weapons fire Bolts in a short burst. To continue firing Bolts in full-auto, press and hold the trigger again after firing the initial burst.

  • Lightning Storm — Max Level: 1 — [Only affects Tech weapons] — Requires: Bolt (3)
    • +10% charge speed after firing a Bolt. Stacks 3 times. Swapping weapons or firing a non-Bolt shot resets the stack.

  • Internal Clock — Max Level: 1 — [Only affects Tech weapons] — Requires: Bolt (3)
    • Increased time window to fire a Bolt.

  • Shock Value — Max Level: 1 — [Only affects Tech weapons] — Requires: Bolt (3)
    • Bolt shots ignore enemy Armor.

  • In Charge — Max Level: 1 — [Only affects Tech weapons] — Requires: Bolt (3)
    • Tech weapons no longer fire automatically when reaching full charge.

  • Ticking Time Bomb — Max Level: 1 — Requires: Pyromania (3), License to Chrome (3)
    • Charges powerful EMP that hits nearby enemies after 3 sec. whenever you activate Operating System cyberware (Berserk, Sandevistan) or Overlock.
      Applies Stun and deal damage proportionate to the quantity and tier of cyberware implants you have installed, -50% incoming damage while charging EMP.

  • Edgerunner — Max Level: 1 — Requires: License to Chrome (3)
    • Allows you to exceed your cyberware capacity by up to 50 points, but at the cost of -0.5% max health per point over capacity.
      When you neutralize an enemy during combat, there is a 0.1% chance for each point you are over capacity that you you will break into a Fury.
      In this state, you gain: +10% damage, +30% critical chance, +50% critical damage.
      Duration: 12 sec.

  • Chain Lightning — Max Level: 1 — [Only affects Tech weapons] — Requires: Bolt (3)
    • Bolt now deals Electrical damage and releases an electric arc that can electrocute up to 3 nearby enemies.

cyberpunk 2077 attribute cool Cool Perks

Cool no longer benefits from Cold Blood, but instead comes with a strong focus on Stealth, Throwable Weapons, as well as your Pistols, Revolvers, Precision rifles, and Sniper rifles (as a group). Going with ranged weapons will let you exploit headshot and weak spot damage, while the Stealth branch will offer a lot of mitigation and other bonuses from crouching. Finally, your Throwable Weapons will result in a variety of stacking damages, which can be further combined with the mitigation branch for powerful crit damage.

  • Road Warrior — Max Level: 1 — Requires: Cool (4)
    • Allows you to use Sandevistan to slow time while driving.
      Allows Kerenzikov to be activated when aiming and handbraking simultaneously.
      +25% weapon damage when your vehicle is drifting or airborne.

  • Feline Footwork — Max Level: 1 — Requires: Cool (4)
    • When crouched: +15% Movement Speed, +15 Mitigation Chance.
      Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%).

  • Blind Spot — Max Level: 1 — Requires: Feline Footwork
    • When crouched, the higher your Mitigation Chance, the longer it takes for enemies to detect you.

  • Killer Instinct — Max Level: 1 — Requires: Cool (4)
    • +25% damage with knives, axes and silenced guns outside of combat. They also provide a preview of estimated damage.

  • Quick Getaway — Max Level: 1 — Requires: Killer Instinct
    • +10% movement speed after neutralizing an enemy while undetected.
      Duration: 30 sec or until detected. Stacks 2 times.
      New stacks reset duration. All stacks are removed when duration ends.

  • Gag Order — Max Level: 1 — Requires: Killer Instinct
    • Landing an attack on an enemy right after they detect you will delay detection from other nearby enemies.

  • Focus — Max Level: 2 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Cool (9)
    • Level 1: +10% headshot and weak spot damage.
    • Level 2: Unlocks Focus mode. This mode automatically activates when you aim while at full Stamina.
      When active: No Stamina cost for shooting, allowing for more accurate shots.
      When it ends: -40 Stamina Duration: 2.5 sec.

  • No Sweat — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Focus (2)
    • -50% stamina cast from Focus for each enemy neutralized while it was active.

  • Rinse and Reload — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Focus (2)
    • +10 reload speed for your next reload after neutralizing and enemy while aiming.
      Stacks 2 times. The stack resets to 0 whenever you start aiming.

  • Pull! — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Focus (2)
    • When Focus is active, shooting grenades out of the air is easier and the blast is more powerful.

  • Head to Head — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Focus (2)
    • When Focus is active, neutralizing an enemy with a ranged attack resets its duration.

  • Deep Breath — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Head to Head
    • Time slows by 25% for you and enemies when Focus is active.

  • Scorpion Sting — Max Level: 2 — [Only affects throwable weapons] — Requires: Cool (9)
    • Level 1: -15% recovery time for throwable weapons.
    • Level 2: Critical hits, headshots and hits to weak spots with throwable weapons apply poison for 5 sec.

  • Parasite — Max Level: 1 — [Only affects throwable weapons] — Requires: Scorpion Sting (2)
    • +15 Health on Crit Hits and headshots with thrown weapons.

  • Neurotoxin — Max Level: 1 — [Only affects throwable weapons] — Requires: Scorpion Sting (2)
    • Applying poison to an enemy via Scorpion Sting now also applies bleeding and disables sprinting for 6 sec.

  • Accelerated Toxin Absorption — Max Level: 1 — [Only affects throwable weapons] — Requires: Scorpion Sting (2)
    • Strong Attacks and thrown weapons used against Poisoned enemies instantly deal substantial Poison damage then remove all Poison effects.

  • Corrosion — Max Level: 1 — [Only affects throwable weapons] — Requires: Scorpion Sting (2)
    • Allows you to apply Poison to mechs, robots, drones and turrets.

  • Deadeye — Max Level: 3 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Cool (15), Focus (2)
    • Level 1: +10% headshot and weak spot damage.
    • Level 2: -25% stamina cost for shooting.
    • Level 3: unlocks Deadeye mode, which is active above 85% stamina. When active: +25% headshot damage, +25% weak spot damage, no bullet spread.

  • California Reaper — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Deadeye (3)
    • +30% stamina after neutralizing an enemy with a ranged attack via headshot or weak spot.

  • High Noon — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Deadeye (3)
    • When Deadeye is active: +35% reload speed for your next reload after neutralizing an enemy via headshot or weak spot.
      Effect available for 3 sec. Slows time by 50% during reload.

  • Long Shot — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Deadeye (3)
    • When Deadeye is active, your shots always deal full damage regardless of distance.

  • Quick Draw — Max Level: 1 — [Only affects Pistols, Revolvers, Precision Rifles and Sniper Rifles] — Requires: Deadeye (3)
    • +30% weapon swap speed when swapping to pistols, revolvers, sniper rifles and precision rifles, +30% Stamina when swapping during combat.

  • Ninjutsu — Max Level: 3 — Requires: Cool (15), Feline Footwork
    • Level 1: +15% movement speed.
    • Level 2: +15% mitigation chance when crouched.
    • Level 3: Unlocks the ability to sprint while crouching.
      Press [LSHIFT] while crouching.
      Crouch-sprinting allows you to move more quickly while staying silent, but it consumes Stamina.

  • Serpentine — Max Level: 1 — Requires: Ninjutsu (3)
    • +30% mitigation chance when crouch-sprinting.

  • Shinobi Sprint — Max Level: 1 — Requires: Ninjutsu (3)
    • -75% stamina cost for crouch-sprinting during combat.

  • Creeping Death — Max Level: 1 — Requires: Ninjutsu (3)
    • When optical camo is active or you are undetected, neutralizing an enemy grants: +15% health, +15% stamina, +10% movement speed for 6 sec.

  • Vanishing Act — Max Level: 1 — Requires: Creeping Death
    • Optical Camo activates automatically and consumes its charge gradually while crouch-sprinting or sliding.

  • Juggler — Max Level: 3 — [Only affects throwable weapons] — Requires: Cool (15), Scorpion Sting (2)
    • Level 1: -15% recovery time for throwable weapons.
    • Level 2: +20% headshot and weak spot damage with throwable weapons.
    • Level 3: Instant Cooldown reset for all throwable weapons after neutralizing an enemy with a throwable weapon via headshot, Crit Hit, or Poison.

  • Pay It Forward — Max Level: 1 — [Only affects throwable weapons] — Requires: Juggler (3)
    • After retrieving a thrown knife or axe from an enemy, your first melee attack with a throwable weapons gains +200% damage.

  • Sleight of Hand — Max Level: 1 — [Only affects throwable weapons] — Requires: Juggler (3)
    • +20% critical damage for 8 sec whenever Juggler is activated.
      Stacks 5 times. New stacks reset duration. All stacks are removed when duration ends.

  • Finisher: Act of Mercy — Max Level: 1 — [Only affects throwable weapons] — Requires: Juggler (3)
    • Unlocks a Throwable Weapon Finisher.
      Press [F] when an enemy’s Health is low. Automatically activates Juggler. Restores 25% Health.

  • Pounce — Max Level: 1 — [Only affects throwable weapons] — Requires: Finisher: Act of Mercy
    • Allows you to perform Finishers from a greater distance if you’ve hit the enemy with a throwable weapon.
      Each successful throw also makes them more susceptible to Finishers.
      To perform a Finisher, press [F] when an enemy’s Health is low.

  • Nerves of Tungsten-Steel — Max Level: 1 — [Only affects Revolvers, Precision Rifles and Sniper Rifles] — Requires: Cool (20), Deadeye (3)
    • When Deadeye is active: guaranteed critical hits for headshots and weak spots, increased damage as distance increases (max +25%).

  • Run ‘N’ Gun — Max Level: 1 — [Only affects Pistols] — Requires: Cool (20), Deadeye (3)
    • Hip-firing does not consume stamina. When Focus is active +25% movement speed.

  • Style Over Substance — Max Level: 1 — [Only affects throwable weapons] — Requires: Ninjutsu (3), Juggler (3)
    • Guaranteed Crit Hits with throwable weapons when crouch-sprinting, sliding, dodging or Dashing.
      No movement speed penalty when aiming a throwable weapon.

cyberpunk 2077 attribute relic Relic Perks

Only Available with Cyberpunk 2077: Phantom Liberty DLC

Relic tree is a little different from others: big nodes here will cost you 3 Relic Points to unlock, followed by supplementary nodes that will cost 1 Relic Point each. However, good news is that you are expected to unlock all of the options by the end of the game, so it’s more of a matter of priority. The three branches are split into Optical Camo ability, Arms Cyberware upgrades, and Vulnerability damage.

Optical Camo is an active ability that will help you escape combat or stealth in general, as long you have it equipped in your Combat Gadget quickslot. Jailbreak boosts the four types of Arms cyberware, and then lets you further upgrade each type with one more dedicated perk. FInally the Vulnerability path lets you see weak points in the enemy armor and cyberware and then target it for guaranteed crit damage.

You will unlock the Relic Tree and get your first Relic Points early into the first DLC mission.

Our dedicated Relic Perks guide goes in even more depth on tips and different paths, and how to get more Relic Points.

  • Emergency Cloaking — Cost: 3 — Requirements: None
    • Improves Optical Camo cyberware.
    • Activating Optical Camo during combat by pressing [Middle mouse button] will cause enemies to lose track of you, giving you a chance to exit combat.
    • Note: To use this ability, you must have Optical Camo equipped to your Combat Gadget quickslot.

  • Sensory Protocol — Cost: 1 — Requirements: Emergency Cloaking
    • When crouched, being detected by an enemy will temporarily slow down. Dodge or Dash out of the enemy’s line of sight to immediately exit combat. Cooldown 120 sec.

  • Vulnerability Analytics — Cost: 3 — Requirements: None
    • During combat, you can now detect Vulnerabilities in enemy Armor and cyberware.
    • Hitting Vulnerabilities gives: 100% Crit Chance +25% Armor penetration Weakspot damage bonuses.
    • Dealing enough damage to a Vulnerability will cause it to explode, generating an EMP blast that damages enemies within 3 m.

  • Machine Learning — Cost: 1 — Requirements: Vulnerability Analytics
    • Destroying an enemy’s Vulnerability grants: +10% frequency of new Vulnerabilities appearing, +5% Crit Damage against Vulnerabilities.
    • Duration: 25 sec. Effect and duration can stack 5 times.
    • Reaching max stacks doubles these effects.

  • Jailbreak — Cost: 3 — Requirements: None
    • Unlocks new abilities for Arm cyberware: Mantis Blades, Gorilla Arms, Projectile Launch System and Monowire.
      You can now overcharge the Projectile Launch System by holding Middle Mouse Button. This launches a burst of 5 projectiles that cover a larger area.
    • Attacking with Gorilla Arms now charges them up. When fully charged, a Strong Attack deals massive damage and creates a shockwave, staggering nearby enemies.
    • Neutralizing an enemy this way will send their body flying.
    • Dismembering an enemy or performing a Finisher with Mantis Blades will charge the next Leap Attack.
    • Hold Left Mouse Button and release to perform a long-range Leap Attack.
    • A charged Leap Attack with Mantis Blades has +30 m. longer reach and deals massive damage with a wide slash that hits the target and other nearby enemies.
    • Killing an enemy with this attack also dismembers them.
    • The Monowire now has a dedicated slot for Control quickhacks.
    • To use the installed quickhack, charge the Monowire by holding Left Mouse Button. When fully charged, release the attack to deal damage and upload the quickhack without paying its RAM cost.

  • Spatial Mapping — Cost: 1 — Requirements: Jailbreak
    • All Leap Attacks with Mantis Blades now cripple enemies and increase dismemberment chance against those same enemies for 10 sec.

  • Limiter Removal — Cost: 1 — Requirements: Jailbreak
    • The shockwave from a charged Gorilla Arms attack now knocks down all enemies within range.

  • Data Tunneling — Cost: 1 — Requirements: Jailbreak
    • When an enemy is affected by a Monowire-uploaded quickhack, normal Monowire attacks which hit that enemy and other enemies simultaneously will spread the quickhack to them.


We hope this guide lets you navigate the complex and interconnected Perk tree in Cyberpunk 2077! What are your favorite combinations and synergies between the Perks? Are there some less obvious choices and underestimated perks you happened to discover? Share with us in the comments below!

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Mila Grish
Mila Grish

Dedicated contributor at EIP Gaming and a part-time collector of books she will never have time to actually read. Jumps on the newest releases just as quickly as on the uncovered dusty collections from the basement. For her, shiny graphics can never be an excuse to not have a polished player experience or an immersive story.

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