Cyberpunk 2077 guide: List of perks, skills, and attributes

Cyberpunk 2077 Cgi V
Cyberpunk 2077 Cgi V (Image credit: CD Projekt RED)

Cyberpunk 2077 offers an expansive world for players to explore, but in order to survive the brutality of this dark future, you'll need to upgrade yourself and increase your lethality wherever possible. We've compiled a full list of the perks, skills, and attributes available in Cyberpunk 2077.

We've broken down how stats and attributes work, but the most important thing to understand is that there are five major attributes to worry about: Body, Reflexes, Technical Ability, Cool, and Intelligence. In Cyberpunk 2077, you'll unlock a new perk point and an attribute point whenever you level up. This means you can upgrade an attribute as a whole while also unlocking particular perks in sub-categories.

Almost as big as the list of perks and abilities in Cyberpunk 2077 is the amount of collectibles, gifts, and merchandise available for this colossal game. We went through the pile, so if you're looking for something for yourself or a friend, consider one of the Best Cyberpunk 2077 Collectibles and Merch.

Cyberpunk 2077 attributes: Body

Source: Windows Central (Image credit: Source: Windows Central)

Body refers to what you think it does: your physical prowess. This attribute affects your health and stamina, along with upping your melee damage. If you like to use your fists in combat, want to move quickly, or want to go full tank, put your points here. You can also put your points in certain perks to gain interesting abilities with ranged weapons.

Athletics

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NameAttributesGameplay Image
Hard Motherf***er○ When entering combat, Armor and Resistances increase by 10% for 10 seconds
○ Increases by 1% per Perk level
○ Requires Level 20 in Athletics Perk
Row 0 - Cell 2
Soft On Your Feet○ Reduces fall damage by 5%
○ Passive
○ Requires Level 7 in Body Attribute
Row 1 - Cell 2
True Grit○ Increases max Stamina by 10%
○ Passive
○ Requires Level 5 in Body Attribute
Row 2 - Cell 2
Epimorphosis○ Health regenerates up to 70% of max Health outside of combat
○ Passive
○ Requires Level 7 in Body Attribute
Row 3 - Cell 2
Like a Butterfly○ Dodging does not drain Stamina
○ Passive
○ Requires Level 11 in Body Attribute
Row 4 - Cell 2
Multitasker○ Allows you to shoot while sprinting, sliding, and vaulting
○ Passive
○ Requires Level 11 in Body Attribute
Row 5 - Cell 2
Transporter○ Allows you to shoot with Pistols and Revolvers or sprint while carrying a body
○ Passive
○ Requires Level 12 in Body Attribute
Row 6 - Cell 2
Wolverine○ Health regen activates 50% faster during combat
○ Passive
○ Requires Level 16 in Body Attribute
Row 7 - Cell 2
Marathoner○ Sprinting does not drain Stamina
○ Passive
○ Requires Level 14 in Body Attribute
Row 8 - Cell 2
Dog of War○ Increases Health regen in combat by 15%
○ Passive
○ Requires Level 16 in Body Attribute
Row 9 - Cell 2
Invincible○ Increases max Health by 10%
○ Passive
○ Requires Level 5 in Body Attribute
Row 10 - Cell 2
Regeneration○ Health slowly regenerates during combat
○ Passive
Row 11 - Cell 2
Pack Mule○ Increases carrying capacity by 60
○ Passive
Row 12 - Cell 2
Divided Attention○ Allows you to reload weapons while sprinting, sliding, and vaulting
○ Passive
○ Requires Level 11 in Body Attribute
Row 13 - Cell 2
Steel and Chrome○ Increases melee damage by 10%
○ Passive
○ Requires Level 9 in Body Attribute
Row 14 - Cell 2
Gladiator○ Reduces the amount of Stamina consumed when blocking melee attacks by 20%
○ Passive
○ Requires Level 9 in Body Attribute
Row 15 - Cell 2
Human Shield○ Increases Armor by 20% when grappling an enemy
○ Passive
○ Requires Level 14 in Body Attribute
Row 16 - Cell 2
Stronger Together○ Increases damage you deal while carrying a body
○ Passive
○ Requires Level 12 in Body Attribute
Row 17 - Cell 2
Cardio Cure○ Health regenerates 25% faster as you move
○ Passive
○ Requires Level 12 in Body Attribute
Row 18 - Cell 2
The Rock○ Enemies cannot knock you down
○ Passive
○ Requires Level 20 in Body Attribute
Row 19 - Cell 2
Steel Shell○ Increases Armor by 10%
○ Passive
○ Requires Level 18 in Body Attribute
Row 20 - Cell 2
Indestructible○ Reduces all incoming damage by 10%
○ Passive
○ Requires Level 20 in Body Attribute
Row 21 - Cell 2

Annihilation

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NameAttributesGameplay Image
Bloodbath○ Dismembering enemies reduces weapon recoil by 50% for 6 seconds
○ +1% per Perk level
○ Passive
○ Requires Level 20 in Annihilation perk
Row 0 - Cell 2
Bulldozer○ Increases Crit Chance with Shotguns and Light Machine Guns by 10%
○ Passive
○ Requires Level 9 in Body attribute
Row 1 - Cell 2
Bloodrush○ Increases movement speed in combat by 5% while carrying a Shotgun or Light Machine Gun
○ Passive
○ Requires Level 7 in Body attribute
Row 2 - Cell 2
Dead Center○ Increases damage to torsos by 10%
○ Passive
○ Requires Level 7 in Body attribute
Row 3 - Cell 2
Unstoppable○ Dismembering an enemy increases fire rate by 10% for 8 seconds
○ Stacks up to 3 times
○ Trigger
○ Requires Level 14 in Body attribute
Row 4 - Cell 2
Skeet Shooter○ Deal 15% more damage to moving targets
○ Passive
○ Requires Level 12 in Body attribute
Row 5 - Cell 2
Heavy Lead○ Shotguns and Light Machine Guns knock back enemies with more force
○ Passive
○ Requires Level 12 in Body attribute
Row 6 - Cell 2
Biathlete○ Weapon spread does not increase while moving
○ Passive
○ Requires Level 20 in Body attribute
Row 7 - Cell 2
Hit the Deck○ Increases damage to staggered and knocked-down enemies by 10%
○ Passive
○ Requires Level 18 in Body attribute
Row 8 - Cell 2
Poppin' Off○ Shotguns have a 25% higher chance of dismembering enemies
○ Passive
○ Requires Level 18 in Body attribute
Row 9 - Cell 2
In Your Face○ Reduces reload time of Shotguns and Light Machine Guns by 20%
○ Passive
○ Requires Level 5 in Body attribute
Row 10 - Cell 2
Hail of Bullets○ Shotguns and Light Machine Guns deal 3% more damage
○ Passive
Row 11 - Cell 2
Pump It, Louder!○ Reduces recoil of Shotguns and Light Machine Guns by 10%
○ Passive
○ Requires Level 5 in Body attribute
Row 12 - Cell 2
Massacre○ Increases Crit Damage with Shotguns and Light Machine Guns by 15%
○ Passive
○ Requires Level 11 in Body attribute
Row 13 - Cell 2
Mongoose○ Increases Evasion by 25% while reloading
○ Passive
○ Requires Level 9 in Body attribute
Row 14 - Cell 2
Momentum Shift○ Defeating an enemy increases movement speed by 10% for 10 seconds
○ Trigger
○ Requires Level 11 in Body attribute
Row 15 - Cell 2
Burn Baby Burn○ Doubles the duration of Burn
○ Passive
○ Requires Level 16 in Body attribute
Row 16 - Cell 2
Manic○ When entering combat, your movement speed increases by 20% for 10 seconds
○ Trigger
○ Requires Level 14 in Body attribute
Row 17 - Cell 2
Speed Demon○ You deal more damage the faster you're moving
○ Passive
○ Requires Level 16 in Body attribute
Row 18 - Cell 2

Street Brawler

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NameAttributesGameplay Image
Guerilla○ Increases Crit Damage by 60% for 10 seconds after entering combat
○ Increases by 2% per Perk level
○ Requires Level 20 in Street Brawler Perk
Row 0 - Cell 2
Efficient Blows○ Reduces the Stamina cost of all attacks with Blunt Weapons by 25%
○ Passive
○ Requires Level 6 in Body Attribute
Row 1 - Cell 2
Relentless○ Successful attacks with Blunt Weapons against enemies affected by Stun restore 20% Stamina
○ Trigger
○ Requires Level 12 in Body Attribute
Row 2 - Cell 2
Reinvigorate○ Defeating an enemy by performing a Strong Attack with a Blunt Weapon restores 10% Stamina
○ Trigger
○ Requires Level 10 in Body Attribute
Row 3 - Cell 2
Breathing Space○ Increases Stamina regeneration while blocking with Blunt Weapons by 50%
○ Passive
○ Requires Level 12 in Body Attribute
Row 4 - Cell 2
Unshakable○ Successful attacks with Blunt Weapons against enemies affected by Stun restore 5% Health and 5% Stamina
○ Active
○ Requires Level 18 in Body Attribute
Row 5 - Cell 2
Juggernaut○ Increases Armor by 15% while blocking with a Blunt Weapon
○ Passive
Row 6 - Cell 2
Flurry○ Increases damage from combo attacks with Blunt Weapons by 30%
○ Passive
Row 7 - Cell 2
Crushing Blows○ Increases damage from Strong Attacks with Blunt Weapons by 30%
○ Passive
Row 8 - Cell 2
Payback○ Increases damage with Blunt Weapons by 1% for every 1% of missing Health
○ Passive
○ Requires Level 10 in Body Attribute
Row 9 - Cell 2
Human Fortress○ Reduces the Stamina cost of blocking attacks by 50% while using a Blunt Weapon
○ Passive
○ Requires Level 8 in Body Attribute
Row 10 - Cell 2
Opportune Strike○ Increases damage with Blunt Weapons against enemies affected by Stun by 50%
○ Passive
○ Requires Level 8 in Body Attribute
Row 11 - Cell 2
Biding Time○ Blocking attacks with a Blunt Weapon restores 5% Health
○ Trigger
○ Requires Level 18 in Body Attribute
Row 12 - Cell 2
Frenzy○ Defeating an enemy increases damage with Blunt Weapons by 100% for 10 seconds
○ Passive
○ Requires Level 15 in Body Attribute
Row 13 - Cell 2
Thrash○ Strong Attacks with Blunt Weapons reduce the target's Armor by 30% for 10 seconds
○ Passive
○ Requires Level 15 in Body Attribute
Row 14 - Cell 2
Dazed○ All attacks with Blunt Weapons have a 15% chance to apply Stun
○ Passive
Row 15 - Cell 2
Rush○ Successful attacks with Blunt Weapons regenerate 3% Health over 2 seconds
○ Passive
○ Requires Level 5 in Body Attribute
Row 16 - Cell 2

Cyberpunk 2077 attributes: Reflexes

Source: Windows Central (Image credit: Source: Windows Central)

Reflexes mostly have to deal with movement speed, but putting points in this attribute also increases your Crit chance in combat. The perks in this attribute all have to do with different weapons, the damage they deal, how much recoil you have, and more.

Assault

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NameAttributesGameplay Image
Punisher○ 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
○ Requires level 20 in Assault to unlock
Row 0 - Cell 2
Executioner○ Deal 25% more damage with Rifles and Submachine Guns to enemies whose health is above 50%
○ Passive
○ Level 7 Reflexes required to unlock
Row 1 - Cell 2
Too Close for Comfort○ Quick Melee Attacks with Rifles and Submachine Guns deal 50% more damage
○ Passive
Row 2 - Cell 2
Bullseye○ Increases Rifle and Submachine Gun damage by 10%
○ Passive
○ Level 7 Reflexes required to unlock
Row 3 - Cell 2
Hunter's Hands○ Reduces recoil with Rifles and Submachine Guns by 20% when firing from behind cover
○ Passive
○ Level 12 Reflexes required to unlock
Row 4 - Cell 2
Feel the Flow○ Reduces reload time for Rifles and Submachine Guns by 10%
○ Passive
○ Level 11 Reflexes required to unlock
Row 5 - Cell 2
Trench Warfare○ Increases Rifle and Submachine Gun damage by 5% when firing from behind cover
○ Passive
○ Level 12 Reflexes required to unlock
Row 6 - Cell 2
Long Shot○ Rifle and Submachine Gun damage increases the farther you are located from enemies
○ Passive
○ Level 18 Reflexes required to unlock
Row 7 - Cell 2
Recoil Wrangler○ Reduces recoil with Rifles and Submachine Guns by 10%
○ Passive
○ Level 16 Reflexes required to unlock
Row 8 - Cell 2
In Perspective○ Bullets fired from Rifles and Submachine Guns ricochet an additional 2 times
○ Passive
○ Level 18 Reflexes required to unlock
Row 9 - Cell 2
Covering Killshot○ Increases crit chance with Rifles and Submachine Guns by 10% when firing from behind cover
○ Passive
Row 10 - Cell 2
Bulletjock○ Increases damage with Rifles and Submachine Guns by 3%
○ Passive
Row 11 - Cell 2
Eagle Eye○ Reduces time to aim down sight with Rifles and Submachine Guns by 10%
○ Passive
Row 12 - Cell 2
Nerves of Steel○ Increases headshot damage with Sniper Rifles and Precision Rifles by 20%
○ Passive
○ Level 11 Reflexes required to unlock
Row 13 - Cell 2
Shoot, Reload, Repeat○ Defeating an enemy with a Rifle or Submachine Gun reduces reload time by 20% for 5 sec
Trigger
○ Level 9 Reflexes required to unlock
Row 14 - Cell 2
Duck Hunter○ Increases RIfle and Submachine Gun damage to moving enemies by 10%
○ Passive
○ Level 9 Reflexes required to unlock
Row 15 - Cell 2
Bunker○ Increases Armor and Resistances by 15% when shooting with Rifles and Submachine Guns from behind cover
○ Passive
○ Level 16 Reflexes required to unlock
Row 16 - Cell 2
Skull Skipper○ Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times
○ Trigger
○ Level 14 Reflexes required to unlock
Row 17 - Cell 2
Named Bullets○ Increases Crit Damage with Rifles and Submachine Guns by 35%
○ Passive
○ Level 14 Reflexes required to unlock
Row 18 - Cell 2
Savage Stoic○ Increases damage with Rifles and Submachine Guns by 35% when standing still
○ Passive
○ Level 20 Reflexes required to unlock
Row 19 - Cell 2

Handguns

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NameAttributesGameplay Image
The Good, the Bad, and the Ugly○ After a successful Critical Hit with a Pistol or Revolver, damage and Armor increase by 30% for 5 seconds
○ Increases by 1% per Perk Level
○ Requires Level 20 in Handguns Perk
Row 0 - Cell 2
Long Shot Drop Pop○ Increases damage with Pistols and Revolvers to enemies 5+ meteres away by 15%
○ Passive
○ Requires Level 7 in Reflexes Attribute
Row 1 - Cell 2
Desperado○ Increases damage with Pistols and Revolvers
○ Passive
Row 2 - Cell 2
On the Fly○ Reduces draw / holster time for Pistols and Revolvers by 25%
○ Passive
○ Requires Level 7 in Reflexes Attribute
Row 3 - Cell 2
Grand Finale○ The last round in a Pistol or Revolver clip deals double damage
○ Passive
○ Requires Level 12 in Reflexes Attribute
Row 4 - Cell 2
A Fistful of Eurodollars○ Increases Critical Damage with Pistols and Revolvers by 10%
○ Passive
○ Requires Level 11 in Reflexes Attribute
Row 5 - Cell 2
From Head to Toe○ Increases damage to limbs with Pistols and Revolvers by 7%
○ Passive
○ Requires Level 11 in Reflexes Attribute
Row 6 - Cell 2
Lead Sponge○ Enables you to shoot with Pistols and Revolvers while dodging
○ Active
○ Requires Level 18 in Reflexes Perk
Row 7 - Cell 2
Snowball Effect○ After defeating an enemy, fire rate for Pistols and Revolvers increases by 5% for 6 seconds
○ Stacks up to 5 times
○ Requires Level 16 in Reflexes Attribute
Row 8 - Cell 2
Westworld○ Increases Critical Chance for Pistols and Revolvers by 10% if fully modded
○ Passive
○ Requires Level 16 in Reflexes Attribute
Row 9 - Cell 2
Rio Bravo○ Increases headshot damage multiplier with Pistols and Revolvers by 10%
○ Passive
Row 10 - Cell 2
Gunslinger○ Reduces reload time for Pistols and Revolvers by 10%
○ Passive
Row 11 - Cell 2
High Noon○ Increases Critical Chance with Pistols and Revolvers by 4%
○ Passive
Row 12 - Cell 2
Vanishing Point○ Evasion increases by 25% for 6 seconds after performing a dodge with a Pistol or Revolver equipped
○ Trigger
○ Requires Level 9 in Reflexes Attribute
Row 13 - Cell 2
Steady Hand○ Reduces Pistol and Revolver recoil by 30%
○ Passive
○ Requires Level 9 in Reflexes Attribute
Row 14 - Cell 2
O.K. Corral○ Deal 50% more damage with Pistols and Revolvers to enemies whose Health is below 25%
○ Passive
○ Requires Level 9 in Reflexes Attribute
Row 15 - Cell 2
Wild West○ Removes the damage penalty from Pistols and Revolvers when shooting from a distance
○ Passive
○ Requires Level 14 in Reflexes Attribute
Row 16 - Cell 2
Acrobat○ You can now perform dodges while aiming a Pistol or Revolver
○ Active
○ Requires Level 12 in Reflexes Attribute
Row 17 - Cell 2
Attritional Fire○ Firing consecutive shots with a Pistol or Revolver at the same target increases damage by 10%
○ Passive
○ Requires Level 14 in Reflexes Attribute
Row 18 - Cell 2
Brainpower○ After a successful headshot with a Pistol or Revolver, Critical Chance increases by 25% for 5 seconds
○ Trigger
○ Requires Level 20 in Reflexes Attribute
Row 19 - Cell 2

Blades

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NameAttributesGameplay Image
Dragon Strike○ Increases Crit Damage with Blades by 25%
○ +1% per Perk level
○ Perk requires Level 20 Blades to unlock
Row 0 - Cell 2
Offensive Defense○ Defensive Attacks with Blades deal 200% more damage
○ Passive
Row 1 - Cell 2
Slow and Steady○ Armor is increased by 15% while moving
○ Passive
Row 2 - Cell 2
Flight of the Sparrow○ Reduces the Stamina cost of all attacks with Blades by 30%
○ Passive
Row 3 - Cell 2
Bloodlust○ While wielding a Blade, recovers 7% health when applying Bleeding to an enemy or hitting an enemy affected by Bleeding
○ Trigger
○ Level 12 Reflexes required to unlock
Row 4 - Cell 2
unbroken Spirit○ Successful Counterattacks with Blades restore 25% Health and Stamina
○ Passive
○ Level 10 Reflexes required to unlock
Row 5 - Cell 2
Float Like a Butterfly○ Dodging increases damage with Blades by 25% for 5 sec
○ Passive
○ Level 12 Reflexes required to unlock
Row 6 - Cell 2
Deathbolt○ While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 sec
○ Trigger
○ Level 18 Reflexes required
Row 7 - Cell 2
Crimson Dance○ Combos with Blades have a 15% to apply Bleeding
○ Passive
Row 8 - Cell 2
Sting Like a Bee○ Increases attack speed with Blades by 10%
○ Passive
Row 9 - Cell 2
Roaring Waters○ Strong Attacks with Blades deal 30% more damage
○ Passive
Row 10 - Cell 2
Blessed Blade○ Increases Crit Chance with Blades by 20%
○ Passive
○ Level 10 Reflexes required to unlock
Row 11 - Cell 2
Stuck Pig○ Increases Bleeding duration by 3 sec
○ Passive
○ Level 8 Reflexes required to unlock
Row 12 - Cell 2
Shifting Sands○ Dodging recovers 15% Stamina
○ Passive
○ Level 8 Reflexes required to unlock
Row 13 - Cell 2
Steady Hand○ Reduces Pistol and Revolver recoil by 30%
○ Passive
○ Level 9 Reflexes required to unlock
Row 14 - Cell 2
Fiery Blast○ Increases damage with Blades by 1% for every 1% of health the enemy is missing
○ Passive
○ Level 16 Reflexes required to unlock
Row 15 - Cell 2
Judge, Jury and Executioner○ Increases damage with Blades by 50% against enemies with full health
○ Passive
○ Level 15 Reflexes required to unlock
Row 16 - Cell 2

Cyberpunk 2077 attributes: Technical Ability

Source: Windows Central (Image credit: Source: Windows Central)

The Technical Ability attribute increases your skills in crafting and engineering. The former is self-explanatory (although still complicated in Cyberpunk 2077), while the latter pertains to your proficiency in using grenades, tech weapons, and even in gaining resistance from certain types of damage.

Crafting

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NameAttributesGameplay Image
Waste Not Want Not○ When disassembling an item, you get attached mods back
○ Level 16 Technical Ability required
Row 0 - Cell 2
Mechanic○ Gain more components when disassembling
○ Passive
Row 1 - Cell 2
True Craftsman○ Allows you to craft Rare items
○ Passive
Row 2 - Cell 2
Workshop○ Disassembling items grants a chance to gain a free component of the same quality
○ Passive
Row 3 - Cell 2
Innovation○ Consumables are 25% more effective
○ Passive
Row 4 - Cell 2
Grease Monkey○ Allows you to craft Epic items
○ Passive
Row 5 - Cell 2
Efficient Upgrades○ Grants a 10% chance to upgrade an item for free
○ Passive
Row 6 - Cell 2
Cost Optimization○ Reduces component cost of crafting items by 15%
○ Passive
Row 7 - Cell 2
Sapper○ Grenades deal 10% more damage
○ Passive
Row 8 - Cell 2
Edgerunner Artisan○ Allows you to craft Legendary items
○ Passive
Row 9 - Cell 2
Cutting Edge○ Improves damage and all damage-related stats of crafted weapons by 5%
○ Passive
Row 10 - Cell 2
Crazy Science○ Increases the sale price of crafted items by 10%
○ +1% per Perk level
Row 11 - Cell 2
Ex Nihilo○ Grants a 20% chance to craft an item for free
○ Passive
Row 12 - Cell 2
Tune-Up○ Allows you to upgrade lower quality components into higher quality ones
○ Passive
Row 13 - Cell 2
Let There Be Light!○ Reduces the component cost of upgrading items by 10%
○ Passive
Row 14 - Cell 2
Field Technician○ Crafted Weapons deal 2.5% more damage
○ Passive
Row 15 - Cell 2
200% Efficiency○ Crafted clothes gain 2.5% more armor
○ Passive
Row 16 - Cell 2
Scrapper○ Junk items are automatically disassembled
○ Passive
Row 17 - Cell 2

Engineering

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NameAttributesGameplay Image
Mech Looter○ When looting drones, mechs, and robots, there is a 25% chance of looting a weapon mod or attachment
○ Passive
Row 0 - Cell 2
Blast Shielding○ Reduces damage taken from explosions by 10%
○ Passive
Row 1 - Cell 2
Can't Touch This○ Grants immunity to all effects from your own grenades
○ Passive
Row 2 - Cell 2
Revamp○ Increases damage from Tech weapons by 25%
○ Increases charge damage from all chargeable weapons and cyberware by 10%
○ +1% charge damage per Perk level
Row 3 - Cell 2
Bladerunner○ Increases damage to drones, mechs, and robots by 20%
○ Passive
Row 4 - Cell 2
Grenadier○ The explosion radius of grenades is visible
○ Passive
Row 5 - Cell 2
Shrapnel○ All grenade types deal 20 damage in addition to their normal effects
○ Passive
Row 6 - Cell 2
Lightning Bolt○ Increases Crit Chance with Tech weapons by 3%
○ Passive
Row 7 - Cell 2
Tesla○ Increases the charge multiplier for Tech weapons by 15%
○ Passive
Row 8 - Cell 2
Übercharge○ Fully charged Tech weapons deal 50% more damage
○ Passive
Row 9 - Cell 2
Jackpot○ Enables grenades to deal Crit Hits
○ Passive
Row 10 - Cell 2
Play the Angles○ Ricochets deal an additional 50% damage
○ Passive
Row 11 - Cell 2
Lickety Split○ Tech weapon charge time is reduced by 10%
○ Passive
Row 12 - Cell 2
Lock and Load○ Increases Smart weapon reload speed by 5%
○ Passive
Row 13 - Cell 2
Up to 11○ Allows you to charge Tech weapons up to greater capacities
○ Passive
Row 14 - Cell 2
Bigger Booms○ Grenades deal 5% more damage
○ Passive
Row 15 - Cell 2
F*** All Walls○ Reduces the charge amount needed for Tech weapons to penetrate walls by 30%
○ Passive
Row 16 - Cell 2
Insulation○ Grants immunity to Shock
○ Passive
Row 17 - Cell 2
Gun Whisperer○ Fully charged Tech weapons do not shoot automatically
○ Passive
Row 18 - Cell 2
Superconductor○ Tech weapons ignore Armor
○ Passive
Row 19 - Cell 2

Cyberpunk 2077 attributes: Cool

Source: Windows Central (Image credit: Source: Windows Central)

If you want to play stealth, you have to put your points in Cool. It determines your effectiveness in stealth situations, but it also increases your stealth damage and resistance. Also, check out the Cold Blood perks for some quickhack abilities.

Stealth

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NameAttributesGameplay Image
Toxicology○ Increases the duration of Poison applied to enemies by 5 seconds
○ +0.2 sec per perk level
○ Level 20 Stealth required to unlock
Row 0 - Cell 2
Assassin○ Deal 15% more damage to human enemies
○ Passive
○ Level 7 Cool required to unlock
Row 1 - Cell 2
Dagger Dealer○ Allows you to throw knives
○ Active
Row 2 - Cell 2
Strike from the Shadows○ Increases your Crit Chance by 15% while sneaking
○ Passive
○ Level 7 Cool required to unlock
Row 3 - Cell 2
Stunning Blows○ Quick melee attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them
○ Trigger
○ Level 11 Cool required to unlock
Row 4 - Cell 2
Clean Work○ You can pick up an enemy's body immediately after performing a takedown
○ Active
○ Level 11 Cool required to unlock
Row 5 - Cell 2
Aggressive Antitoxins○ Grants immunity to poisons
○ Passive
○ Level 11 Cool required to unlock
Row 6 - Cell 2
Restorative Shadows○ While in stealth, increases Health regen by 25%
○ Passive
○ Level 16 Cool required to unlock
Row 7 - Cell 2
Rattlesnake○ Enemies affected by poison are slowed
○ Passive
○ Level 14 Cool required to unlock
Row 8 - Cell 2
Venomous Fangs○ All knives apply poison
○ Passive
○ Level 14 Cool Required to unlock
Row 9 - Cell 2
Hasten the Inevitable○ Deal 20% more damage to enemies affected by poison
○ Passive
○ Level 18 Cool required to unlock
Row 10 - Cell 2
Cheat Death○ When your health drops below 50%, reduce all incoming damage by 50% for 10 seconds, cannot occur more than once per minute
○ Trigger
○ Level 18 Cool required to unlock
Row 11 - Cell 2
Ninjutsu○ Crouch attacks from stealth with melee weapons deal 100% more damage and guarantee a Crit Hit
○ Passive
○ Level 20 Cool required to unlock
Row 12 - Cell 2
Hidden Dragon○ Allows you to perform non-lethal aerial takedowns on unaware targets
○ Active
Row 13 - Cell 2
Silent and Deadly○ Increase damage dealt by silenced weapons by 25% while sneaking
○ Passive
Row 14 - Cell 2
Crouching Tiger○ Increases movement speed while sneaking by 20%
○ Passive
Row 15 - Cell 2
Cutthroat○ Thrown knives deal 30% more damage
○ Passive
○ Level 9 Cool Required to unlock
Row 16 - Cell 2
Leg Up○ Movement speed after a successful takedown is increased 30% for 10 seconds
○ Trigger
○ Level 7 Cool required to unlock
Row 17 - Cell 2
Sniper○ Increases damage from headshots fired from outside combat by 30%
○ Passive
○ Level 9 Cool required to unlock
Row 18 - Cell 2
Commando○ You cannot be detected underwater
○ Passive
○ Level 14 Cool required to unlock
Row 19 - Cell 2
Ghost○ Detection time is increased by 20%
○ Passive
○ Level 12 Cool required to unlock
Row 20 - Cell 2
From the Shadows○ Upon entering combat, Crit Chance increases by 25% for 7 seconds
○ Trigger
○ Level 12 Cool required to unlock
Row 21 - Cell 2
Neurotoxin○ Damage from poison is doubled
○ Passive
○ Level 18 Cool required to unlock
Row 22 - Cell 2
Hasty Retreat○ Temporarily boosts movement speed by 50% for 5 seconds when detected by an enemy
○ Trigger
○ Level 16 Cool required to unlock
Row 23 - Cell 2
Silent Finisher○ 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
○ Passive
○ Level 16 Cool required to unlock
Row 24 - Cell 2

Cold Blood

Swipe to scroll horizontally
NameAttributesGameplay Image
Merciless○ While Cold Blood is active, increases Critical Chance by 10% and Critical Damage by 25%
○ Increases by 1% Critical Chance and 3% Critical Damage per Perk Level
○ Requires Level 20 in Cold Blood Perk
Row 0 - Cell 2
Defensive Clotting○ Increases Armor by 10% per stack of Cold Blood
○ Passive
○ Requires Level 9 in Cool Attribute
Row 1 - Cell 2
Critical Condition○ Increases duration of Cold Blood by 5 seconds
○ Passive
○ Requires Level 7 in Cool Attribute
Row 2 - Cell 2
Frosty Synapses○ Reduces quickhack cooldowns by 3% per stack of Cold Blood
○ Passive
○ Requires Level 7 in Coold Blood Perk
Row 3 - Cell 2
Quick Transfer○ Reduces quickhack upload time by 1% per stack of Cold Blood
○ Passive
○ Requires Level 12 in Cold Blood Perk
Row 4 - Cell 2
Predator○ Increases attack speed by 10% per stack of Cold Blood
○ Passive
○ Requires Level 12 in Cold Blood Perk
Row 5 - Cell 2
Blood Brawl○ While Cold Blood is active, increases damage with melee weapons by 5%
○ Passive
○ Requires Level 12 in Cold Blood Perk
Row 6 - Cell 2
Immunity○ While Cold Blood is active, you are immune to Bleeding, Poison, Burn, and Shock
○ Passive
○ Requires Level 20 in Cold Blood Perk
Row 7 - Cell 2
Unbreakable○ Increases max stack amount for Cold Blood by 1
○ Passive
○ Requires Level 16 in Cold Blood Perk
Row 8 - Cell 2
Pain is an Illusion○ While Cold Blood is active, reduces damage taken by 5%
○ Passive
○ Requires Level 18 in Cold Blood Perk
Row 9 - Cell 2
Icy Veins○ Reduces weapon recoil by 2.5% per stack of Cold Blood
○ Passive
Row 10 - Cell 2
Cold Blood○ After defeating an enemy, gain Cold Blood for 10 seconds, and increase movement speed by 2%
○ Stacks up to 1 times
○ Passive
Row 11 - Cell 2
Will to Survive○ Increases all Resistances by 2.5% per stack of Cold Blood
○ Passive
Row 12 - Cell 2
Frozen Precision○ Increases headshot damage by 50%
○ Passive
○ Requires Level 11 in Cold Blood Perk
Row 13 - Cell 2
Rapid Bloodflow○ Increase Health regeneration inside and outside combat by 50% per stack of Cold Blood
○ Passive
○ Requires Level 9 in Cold Blood Perk
Row 14 - Cell 2
Coldest Blood○ Increases max stack amount for Cold Blood by 1
○ Passive
○ Requires Level 11 in Cold Blood Perk
Row 15 - Cell 2
Coolagulant○ Stacks of Cold Blood are removed one by one, not all at once
○ Passive
○ Requires Level 16 in Cold Blood Perk
Row 16 - Cell 2
Bloodswell○ When your Health reaches 45%, a max stack of Cold Blood is automatically activated
○ Passive
○ Requires Level 14 in Cold Blood Perk
Row 17 - Cell 2
Cold and Calculating○ Landing a Critical Hit has 25% chance of applying a stack of Cold Blood
○ Passive
○ Requires Level 14 in Cold Blood Perk
Row 18 - Cell 2

Cyberpunk 2077 attributes: Intelligence

Source: Windows Central (Image credit: Source: Windows Central)

You can either be great in combat or smart in Cyberpunk 2077. The Intelligence attribute pertains to your netrunning proficiency, or your hacking skills. You can also increase the usability of your cyberdeck, which makes you a more effective hacker in combat.

Breach Protocol

Swipe to scroll horizontally
NameAttributesGameplay Image
Transmigration○ Increases the breach time of Breach Protocol by 50%
○ +5% per perk level
○ Requires level 16 Breach Protocol to unlock
Row 0 - Cell 2
Extended Network Interface○ Automatically highlights neaby Access Points
○ Passive
Row 1 - Cell 2
Advanced Datamine○ Upgrades the datamine daemon, increasing the amount of eurodollars gained from Access Points by 50%
○ Passive
Row 2 - Cell 2
Mass Vulnerability: Resistances○ Upgrades the Mass Vulnerability daemon, reducing all Resistances for enemies in the network by 30%
○ Passive
Row 3 - Cell 2
Efficiency○ Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 units per 60 seconds for 5 minutes
○ Passive
Row 4 - Cell 2
Datamine Virtuoso○ Upgrades the Datamine daemon, increasing the chance to acquire a quickhack from Access Points by 50%
○ Passive
Row 5 - Cell 2
Turret Tamer○ Unlocks the Turret Tamer daemon, which sets the status of every turret in the network to friendly for 3 minutes
○ Passive
Row 6 - Cell 2
Compression○ Reduces the length of sequences required to upload daemons by 1, cannot be reduced below 2
○ Passive
Row 7 - Cell 2
Hackathon○ Uploading 3 or more daemons in the same Breach Protocol shortens quickhack cooldowns by 33% for 5 minutes.
○ Passive
Row 8 - Cell 2
Head Start○ Automatically uploads the first daemon in the list at the start of Breach Protocol
○ Passive
Row 9 - Cell 2
Almost In!○ Increases the breach time for Breach Protocol by 20%
○ Passive
Row 10 - Cell 2
Big Sleep○ Unlocks the Big Sleep daemon, which disables all cameras in the network for 6 min
○ Passive
Row 11 - Cell 2
Mass Vulnerability○ Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 minutes
○ Passive
Row 12 - Cell 2
Total Recall○ The ICEpick daemon reduces all quickhack costs by an additional RAM unit
○ Passive
Row 13 - Cell 2
Turret Shutdown○ Unlocks the Turret Shutdown daemon, which disables security turrets in the network for 3 minutes
○ Passive
Row 14 - Cell 2
Datamine Mastermind○ Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%
○ Passive
Row 15 - Cell 2
Totaler Recall○ The ICEpick daemon reduces all quickhack costs by an additional RAM unit
○ Passive
Row 16 - Cell 2
Cloud Cache○ Completing a Breach Protocol reduces the RAM cost of your next quickhack by 1 time the number of daemons uploaded
○ Passive
Row 17 - Cell 2
Mass Vulnerability: Quickhacks○ Upgrades the Mass Vulnerability daemon, causing enemies in the network to take 30% more damage from quickhacks
○ Passive
Row 18 - Cell 2
Buffer Optimization○ Increases the duration of daemon effects by 100%
○ Passive
Row 19 - Cell 2

Quickhacking

Swipe to scroll horizontally
NameAttributesGameplay Image
Master Ram Liberator○ Increases RAM recovery rate by 50%
○ +1% per perk level
Row 0 - Cell 2
Daisy Chain○ Eliminating a target affected by a quickhack reduces the existing cooldowns for all other active quickhacks by 10%
○ Passive
Row 1 - Cell 2
I Spy○ Reveals an enemy netrunner when they're attempting to hack you
○ Passive
Row 2 - Cell 2
Hacker's Manual○ Unlocks Crafting Specs for uncommon quickhacks
○ Passive
Row 3 - Cell 2
School of Hard Hacks○ Unlocks Crafting Specs for rare quickhacks
○ Passive
Row 4 - Cell 2
Mnemonic○ Reduces the cost of quickhacks used against an enemy already affected by a quickhack by 2 RAM units
○ Passive
Row 5 - Cell 2
Diffusion○ Quickhack spread distance is increased by 2 times
○ Passive
Row 6 - Cell 2
Bartmoss' Legacy○ Unlocks Crafting Specs for legendary quickhacks
○ Passive
Row 7 - Cell 2
Anamnesis○ Available cyberdeck RAM cannot drop below 2 units
○ Passive
Row 8 - Cell 2
Optimization○ Reduces the cost of quickhacks by 1 RAM unit
○ Passive
Row 9 - Cell 2
Forget-Me-Not○ Eliminating a target affected by a quickhack instantly recovers 1 RAM unit
○ Passive
Row 10 - Cell 2
Biosynergy○ Allows RAM to recover during combat. Recover 12 RAM units every 60 seconds (at level 3)
○ Passive
Row 11 - Cell 2
Bloodware○ Quickhacks deal 30% more damage (at level 3)
○ Passive
Row 12 - Cell 2
Subliminal Message○ Quickhacks deal 100% more damage to unaware targets (at level 2)
○ Passive
Row 13 - Cell 2
Weak Link○ Reduces the required cyberdeck RAM for quickhacks used on devices by 1 unit
○ Passive
Row 14 - Cell 2
Signal Support○ Increases quickhack duration by 50% (at level 2)
○ Passive
Row 15 - Cell 2
Hacker Overlord○ Unlocks Crafting Specs for Epic quickhacks
○ Passive
Row 16 - Cell 2
Plague○ Quickhacks that spread can jump to 1 additional target
○ Passive
Row 17 - Cell 2
Critical Error○ Quickhacks can now deal Crit Hits based on your Crit Chance and Crit Damage stats
○ Passive
Row 18 - Cell 2

Become V

Cyberpunk 2077 is finally here, and in our review, Xbox lead Jez Corden says it's an expansive RPG like no other. The next-generation update, bringing special support for Xbox Series X, Xbox Series S and PS5, is set to arrive sometime in 2021.

Xbox Series X/S

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Samuel Tolbert

Samuel Tolbert is a freelance writer covering gaming news, previews, reviews, interviews and different aspects of the gaming industry, specifically focusing on Xbox and PC gaming on Windows Central. You can find him on Twitter @SamuelTolbert.