Character Attributes, Skills and Perks
The character system of Cyberpunk 2077 consists of 4 layers in a hierachical order: The Character Level, Attributes, Skills and Perks.
- The Character Level increases general player statistics and unlocks new Attribute and Perk points.
- The 5 Attributes Body, Cool, Intelligence, Reflexes and Technical Ability are the main role-playing categories. Attributes get leveled up by Attribute points.
- Skills are specific categories that fall under each seperate Attribute and are limited by the Attribute level. Skills level up by performing actions using that Skill.
- Perks are special abilities or upgrades that get unlocked by leveling up the related Attribute. Perks get activated or leveled up by Perk points.
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Body determines your raw physical power. In addition to allowing you to force open doors, each level of Body (starting from level 3) will add 5 Health and 3 Stamina points, increase damage with fists and Gorilla Arms by 3, increase damage with melee weapons by 1.5%, decrease movement penalty while grabbing an enemy and wielding a HMG by 6% and increase movement while grappling an enemy and enemy grapple duration by 5 sec. Read more on the skill guides for Athletics, Annihilation, Street Brawler.
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Intelligence determines your netrunning proficiency. Every level of Intelligence will increase cyberdeck RAM capacity by 4%, quickhack damage by 0.5% and quickhack duration by 1%. Read more on the skill guides for Breach Protocol, Quickhacking.
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Reflexes determine your reaction speed. They directly effect your Evasion, with each level encreasing your chance to avoid enemy attacks by 1%. Reflexes also increase Crit Chance by 1% and Mantis Blade damage by 3% per level as well as improving your overall attack speed and movement speed. This Attribute affects your overall proficiency with Rifles, Pistols and Revolvers. Your level in Reflexes also slightly affects how quickly you gain experience for related skills. Read more on the skill guides for Assault, Handguns, Blades.
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Your Technical Ability determines how much of a tech specialist you are. It improves your proficiency in crafting items (especially weapons), as well as your proficiency with Tech weapons and effectiveness against drones, mechs and robots in combat. Each level increases your Armor by 5%. Your Technical Ability also unlocks unique dialogue options and opens new pathways for you around the world. Read more on the skill guides for Crafting, Engineering.
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Cool determines your resilience, composure and effectiveness in operating from stealth. Each level of Cool will increase Crit Damage by 2%, increase all Resistances by 1%, increase stealth damage by 10%, reduce the speed at which enemies detect you in stealth by 0.5% and increase monowire damage by 3. Read more on the skill guides for Stealth, Cold Blood.
The Rock
The Rock
Enemies cannot knock you down.
Body level 20 required
Cardio Cure
Cardio Cure
Health regenerates 25% faster as you move.
Body level 12 required
Gladiator
Gladiator
Level 1
Reduces the amount of Stamina consumed when blocking melee attacks by 20%.
Body level 9 required
Pack Mule
Pack Mule
Increases carrying capacity by 60.
Epimorphosis
Epimorphosis
Level 1
Health regenerates up to 70% of max Health outside of combat.
Body level 7 required
Like a Butterfly
Like a Butterfly
Dodging does not drain Stamina.
Body level 11 required
Dog Of War
Dog Of War
Level 1
Increases Health regen in combat by 20%.
Body level 16 required
Steel Shell
Steel Shell
Increases Armor by 10%.
Body level 18 required
Stronger Together
Stronger Together
Increases damage you deal while carrying a body.
Body level 12 required
Steel And Chrome
Steel And Chrome
Level 1
Increases melee damage by 10%.
Body level 9 required
Regeneration
Regeneration
Health slowly regenerates during combat.
True Grit
True Grit
Level 1
Increases max Stamina by 10%.
Body level 5 required
Multitasker
Multitasker
Allows you to shoot while sprinting, sliding and vaulting.
Body level 11 required
Marathoner
Marathoner
Sprinting does not drain Stamina.
Body level 14 required
Indestructible
Indestructible
Reduces all incoming damage by 10%.
Body level 20 required
Human Shield
Human Shield
Increases Armor by 20% when grappling an enemy.
Body level 14 required
Divided Attention
Divided Attention
Allow you to reload weapons while sprinting, sliding and vaulting.
Body level 11 required
Invincible
Invincible
Level 1
Increases max Health by 10%.
Body level 5 required
Soft On Your Feet
Soft On Your Feet
Level 1
Reduces fall damage by 5%.
Body level 7 required
Transporter
Transporter
Allows you to shoot with Pistols and Revolvers or sprint while carrying a body.
Body level 12 required
Wolverine
Wolverine
Level 1
Health regen activates 50% faster during combat.
Body level 16 required
Hard Motherfucker
Hard Motherfucker
When entering combat, Armor and Resistances increase by 10% for 10 sec.
+1% per Perk level.
Athletics level 20 required
Skill Progression Rewards
Increases Carrying Capacity by 20.
+1 Perk point
Increases Stamina by 5%.
Increases Stamina Regen Rate by 10%.
Increases Carrying Capacity by 40.
+1 Perk point
+1 Perk point
Increases Health by 5%.
+1 Perk point
+1 Perk point
Increases Health by 5%.
Increases Carrying Capacity by 100.
Increases Armor by 3%.
Increases Health Regen Rate outside combat by 10%.
+1 Perk point.
Increases Health by 5%.
Increases Armor by 3%.
+1 Perk point
Unlocks the last Perk in the Skill tree.
Speed Demon
Speed Demon
You deal more damage the faster you're moving.
Body level 16 required
Momentum Shift
Momentum Shift
Level 1
Defeating an enemy increases movement speed by 10% for 10 sec.
Body level 11 required
Pump It, Louder!
Pump It, Louder!
Level 1
Reduces recoil of Shotguns and Light Machine Guns by 10%.
Body level 5 required
Dead Center
Dead Center
Level 1
Increases damage to torsos by 10%.
Body level 7 required
Heavy Lead
Heavy Lead
Shotguns and Light Machine Guns knock enemies with more force.
Body level 12 required
Poppin' Off
Poppin' Off
Level 1
Shotguns have a 25% higher chance of dismembering enemies.
Body level 18 required
Manic
Manic
When entering combat, your movement speed increases by 20% for 10 sec.
Body level 14 required
Mongoose
Mongoose
Increases Evasion by 25% while reloading.
Body level 9 required
Hail Of Bullets
Hail Of Bullets
Level 1
Shotguns and Light Machine Guns deal 3% more damage.
Bloodrush
Bloodrush
Level 1
Increases movement speed in combat by 5% while carrying a Shotgun or Light Machine Gun.
Body level 7 required
Skeet Shooter
Skeet Shooter
Deal 15% more damage to moving targets.
Body level 12 required
Hit The Deck
Hit The Deck
Increases damage to staggered and knocked-down enemies by 10%.
Body level 18 required
Burn Baby Burn
Burn Baby Burn
Doubles the duration of Burn.
Body level 16 required
Massacre
Massacre
Level 1
Increases Crit Damage with Shotguns and Light Machine Guns by 15%.
Body level 11 required
In Your Face
In Your Face
Level 1
Reduces reload time of Shotguns and Light Machine Guns by 20%.
Body level 5 required
Bulldozer
Bulldozer
Increases Crit Damage with Shotguns and Light Machine Guns by 10%.
Body level 9 required
Unstoppable
Unstoppable
Dismembering an enemy increases fire rate by 10% for 8 sec. Stacks up to 3 times.
Body level 14 required
Biathlete
Biathlete
Weapon spread does not increase while moving.
Body level 20 required
Bloodbath
Bloodbath
Dismembering enemies reduces weapon recoil by 50% for 5 sec.
+1% per Perk level
Annihilation level 20 required
Skill Progression Rewards
Reduces the ADS Time of your Shotguns, Light Machine Guns and Heavy Machine Guns by 20%.
ADS (aim down sight)
+1 Perk level
Reduces the Recoil of your Shotguns, Light Machine Guns and Heavy Machine Guns by 10%.
Reduces the Spread of your Shotguns, Light Machine Guns and Heavy Machine Guns by 10%.
+1 Perk point
Increases Crit Chance by 5% when using Shotguns, Light Machine Guns and Heavy Machine Guns.
Reduces the Recoil of your Shotguns, Light Machine Guns and Heavy Machine Guns by 10%.
+1 Perk point
+1 Perk point
Increases Crit Damage by 20% when using Shotguns, Light Machine Guns and Heavy Machine Guns.
+1 Perk point
Reduces the Recoil of your Shotguns, Light Machine Guns and Heavy Machine Guns by 10%.
Reduces the Recoil of your Shotguns, Light Machine Guns and Heavy Machine Guns by 15%.
+1 Perk point
Reduces the Spread of your Shotguns, Light Machine Guns and Heavy Machine Guns by 25%.
Reduces the Spread of your Shotguns, Light Machine Guns and Heavy Machine Guns by 10%.
+1 Perk point
Reduces the Recoil of your Shotguns, Light Machine Guns and Heavy Machine Guns by 15%.
Unlocks the last Perk in the Skill tree.
Thrash
Thrash
Strong Attacks with Blunt Weapons reduce the target's Armor by 30% for 10 sec.
Body level 15 required
Opportune Strike
Opportune Strike
Increases damage with Blunt Weapons against enemies affected by Stun by 50%.
Body level 8 required
Crushing Blows
Crushing Blows
Level 1
Increases damage from Strong Attacks with Blunt Weapons by 30%.
Rush
Rush
Level 1
Successful attacks with Blunt Weapons regenerate 3% Health over 2 sec.
Body level 6 required
Breathing Space
Breathing Space
Level 1
Increases Stamina regen while blocking with Blunt Weapons by 50%.
Body level 12 required
Frenzy
Frenzy
Defeating an enemy increases damage with Blunt Weapons by 100% for 10 sec.
Body level 15 required
Human Fortress
Human Fortress
Reduces the Stamina cost of blocking attacks by 50% while using a Blunt Weapon.
Body level 8 required
Flurry
Flurry
Level 1
Increases damage from combo attacks with Blunt Weapons by 30%.
Dazed
Dazed
Level 1
All attacks with Blunt Weapons have a 15% chance to apply Stun.
Reinvigorate
Reinvigorate
Level 1
Deafeating an enemy by performing a Strong Attack with a Blunt Weapon restores 10% Stamina.
Body level 10 required
Unshakable
Unshakable
Level 1
Successful attacks with Blunt Weapons against enemies affected by Stun restore 5% Health and 5% Stamina.
Body level 18 required
Biding Time
Biding Time
Level 1
Blocking attacks with a Blunt Weapon restores 5% Health.
Body level 18 required
Payback
Payback
Level 1
Increases damage with Blunt Weapons by 1% for every 1% of missing Health.
Body level 10 required
Juggernaut
Juggernaut
Level 1
Increases Armor by 15% while blocking with a Blunt Weapon.
Efficient Blows
Efficient Blows
Level 1
Reduces the Stamina cost of all attacks with Blunt Weapons by 25%.
Body level 6 required
Relentless
Relentless
Level 1
Successful attacks with Blunt Weapons against enemies affected by Stun restore 20% Stamina.
Body level 12 required
Guerrilla
Guerrilla
Increases Crit Damage by 60% for 10 seconds after entering combat.
+2% per Perk level.
Street Brawler level 20 required
Skill Progression Rewards
Increases Block Damage Reduction by 10% when using fists, Blunt Weapons or Gorilla Arms.
+1 Perk point
Increases Attack Speed by 5% when using fists, Blunt Weapons or Gorilla Arms.
Increases Stamina Cost Reduction while attacking by 10% when using fists, Blunt Weapons or Gorilla Arms.
+1 Perk point
Increases Crit Damage by 10% when using fists, Blunt Weapons or Gorilla Arms.
Increases Effective Damage Per Second (DPS) by 2% when using fists, Blunt Weapons or Gorilla Arms.
+1 Perk point
+1 Perk point
Increases Crit Chance by 5% when using fists, Blunt Weapons or Gorilla Arms.
+1 Perk point
Increases Block Damage Reduction by 10% when using fists, Blunt Weapons or Gorilla Arms.
Increases Attack Speed by 10% when using fists, Blunt Weapons or Gorilla Arms.
+1 Perk point
Increases Stamina by 5%.
Increases Health by 5%.
+1 Perk point
Increases Stamina by 5%.
Unlocks the last Perk in the Skill tree.
Mass Vulnerability: Quickhacks
Mass Vulnerability: Quickhacks
Upgrades the Mass Vulnerability daemon, causing enemies in the network to also take 30% more damage from quickhacks.
Intelligence level 16 required
Datamine Mastermind
Datamine Mastermind
Level 1
Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%
Intelligence level 9 required
Mass Vulnerability
Mass Vulnerability
Level 1
Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 min.
Mass Vulnerability: Resistances
Mass Vulnerability: Resistances
Upgrades the Mass Vulnerability Daemon, reducing all Resistances for enemies in the network by 30%.
Intelligence level 7 required
Turret Tamer
Turret Tamer
Level 1
Unlocks the Turret Tamer daemon, which sets the status of every turret in the network to friendly for 3 min.
Intelligence level 12 required
Head Start
Head Start
Automatically upload the first daemon in the list at the start of Breach Protocol.
Intelligence level 18 required
Buffer Optimization
Buffer Optimization
Increases the duration of daemon effects by 100%.
Intelligence level 20 required.
Cloud Cache
Cloud Cache
Level 1
Completing a Breach Protocol reduces the RAM cost of your next quickhack by 1 time the number of daemons uploaded.
Intelligence level 14 required
Turret Shutdown
Turret Shutdown
level 1
Unlocks the Turret Shutdown daemon, which disables security turrets in the network for 3 min.
Intelligence level 9 required
Big Sleep
Big Sleep
Level 1
Unlocks the Big Sleep daemon, which disables all cameras in the network for 3 min.
Advanced Datamine
Advanced Datamine
Level 1
Upgrades the Datamine daemon, increasing the amount of eurodollars acquired from Access Points by 50%.
INTELLIGENCE LEVEL 5 REQUIRED
Datamine Virtuoso
Datamine Virtuoso
Level 1
Upgrades the Datamine daemon, increasing the chance to acquire a quickhack from Access Points by 50%.
Intelligence level 12 required
Hackaton
Hackaton
Uploading 3 or more daemons in the same Breach Protocol shortens quickhack cooldowns by 33% for 5 min.
Intelligence level 18 required
Totaler Recall
Totaler Recall
The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit.
Intelligence level 16 required
Total Recall
Total Recall
The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit.
Intelligence level 11 required
Almost In!
Almost In!
Increases the breach time for Breach Protocol by 20%.
INTELLIGENCE LEVEL 5 REQUIRED
Extended Network Interface
Extended Network Interface
Automatically highlights nearby Access Points.
Intelligence level 7 required
Efficiency
Efficiency
Level 1
Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 units per 60 sec. Lasts 5 min.
Intelligence level 14 required
Compression
Compression
Reduces the lenghts of the sequences required to upload daemons by 1. Cannot be reduced below 2.
Intelligence level 20 required
Transmigration
Transmigration
Increases the breach time of Breach Protocol by 50%.
+5% per Perk level.
Breach Protocol level 16 required
Skill Progression Rewards
+1 Perk point
Increases Breach Protocol Time by 5%.
Increases Components Aquired by 10%.
Increases Breach Protocol Time by 5%.
+1 Perk point
Increases Breach Protocol Time by 5%.
Increases RAM by 1.
Increases Components Acquired by 10%.
+1 Perk point
Increases Breach Protocol Time by 5%.
Increases Components Acquired by 10%.
Increases RAM by 1.
+1 Perk point
Increases Breach Protocol Time by 5%.
+1 Perk point
Increases Components Acquired by 10%.
+1 Perk point
Increases Buffer Extension by 1.
Unlocks the last Perk in the Skill tree.
Critical Error
Critical Error
Quickhacks can now deal Crit Hits based on your Crit Chance and Crit Damage stats.
Intelligence level 16 required
Signal Support
Signal Support
Level 1
Increases quickhack duration by 25%.
Intelligence level 9 required
Bloodware
Bloodware
Level 1
Quickhacks deal 10% more damage.
Hacker's Manual
Hacker's Manual
Unlocks Crafting Specs for Uncommon quickhacks.
Intelligence level 5 required
Diffusion
Diffusion
Quickhack spread distance is increased by 2 times.
Intelligence level 12 required
Optimization
Optimization
Reduces the cost of quickhacks by 1 RAM unit.
Intelligence level 20 required
Plague
Plague
Level 1
Quickhacks that spread can jump to 1 additional target.
Intelligence level 14 required
Weak Link
Weak Link
Level 1
Reduces the required cyberdeck RAM for quickhacks used on devices by 1 unit.
Intelligence level 7 required
Biosynergy
Biosynergy
Level 1
Allows RAM to recover during combat. Recover 4 RAM units every 60 sec.
I Spy
I Spy
Reveals an enemy netrunner when they're attempting to hack you.
Intelligence level 5 required
Mnemonic
Mnemonic
Reduces the cost of quickhacks used against an enemy already affected by a quickhack by 2 RAM units.
Intelligence level 12 required
Anamnesis
Anamnesis
Level 1
Available cyberdeck RAM cannot drop below 2 units.
Intelligence level 18 required
Hacker Overlord
Hacker Overlord
Unlocks Crafting Specs for Epic quickhacks.
Intelligence level 16 required
Subliminal Message
Subliminal Message
Level 1
Quickhacks deal 50% more damage to unaware targets.
Intelligence level 11 required
Forget-me-not
Forget-me-not
Eliminating a target affected by a quickhack instantly recovers 1 RAM unit.
Intelligence level 5 required
Daisy Chain
Daisy Chain
Level 1
Eliminating a target affected by a quickhack reduces the existing cooldowns for all other active quickhacks by 10%.
Intelligence level 7 required
School of Hard Hacks
School of Hard Hacks
Unlocks Crafting Specs for Rare quickhacks.
Intelligence level 12 required
Bartmoss' Legacy
Bartmoss' Legacy
Unlocks Crafting Specs for Legendary quickhacks.
Intelligence level 20 required
Master RAM Liberator
Master RAM Liberator
Increases RAM recovery rate by 50%
+1% per Perk level.
Quickhack level 20 required
Skill Progression Rewards
+1 Perk point
Increases Quickhack Duration by 5%.
+1 Perk point
Increases RAM by 1.
Decreases Quickhack Cooldown by 5%.
Increases Quickhack Duration by 5%.
Decreases Quickhack Cooldown by 5%.
+1 Perk point
Increases RAM by 1.
+1 Perk point
Decreases Quickhack Cooldown by 5%.
Increases Quickhack Duration by 5%.
+1 Perk point
Increases RAM by 1.
Decreases Quickhack Cooldown by 5%.
Increases Quickhack Duration by 5%.
Decreases Quickhack Cooldown by 5%.
+1 Perk point
Unlocks the last Perk in the Skill tree.
Named Bullets
Named Bullets
Increases Crit Damage with Rifles and Submachine Guns by 35%.
Reflexes level 14 required
Duck Hunter
Duck Hunter
Level 1
Increases Rifle and Submachine Gun damage to moving enemies by 10%.
Reflexes level 9 required
Eagle Eye
Eagle Eye
Level 1
Reduces time to aim down sight with Rifles and Submachine Guns by 10%.
Bullseye
Bullseye
Increases Rifle and Submachine Gun damage while aiming by 10%.
Reflexes level 7 required
Trench Warfare
Trench Warfare
Level 1
Increases Rifle and Submachine Gun damage by 5% when firing from behind cover.
Reflexes level 12 required
In Perspective
In Perspective
Bullets fired from Rifles and Submachine Guns ricochet an additional 2 times.
Reflexes level 18 required
Savage Stoic
Savage Stoic
Increases damage with Rifles and Submachine Guns by 35% when standing still.
Reflexes level 20 required
Skull Skipper
Skull Skipper
Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec.
Stacks up to 5 times.
Reflexes level 14 required
Shoot, Reload, Reapeat
Shoot, Reload, Reapeat
Level 1
Defeating an enemy with a Rifle or Submachine Gun reduces reload time by 20% for 5 sec.
Reflexes level 9 required
Bulletjock
Bulletjock
Level 1
Increases damage with Rifles and Submachine Guns by 3%.
Too Close for Comfort
Too Close for Comfort
Level 1
Quick Melee Attacks with Rifles and Submachine Guns deal 50% more damage.
Feel the Flow
Feel the Flow
Level 1
Reduces reload time for Assault Rifles and Submachine Guns by 10%.
Reflexes level 11 required
Recoil Wrangler
Recoil Wrangler
Reduces recoil with Rifles and Submachine Guns by 10%.
Reflexes level 16 required
Bunker
Bunker
Increases Armor and Resistances by 15% when shooting with Rifles and Submachine Guns from behind cover.
Reflexes level 16 required
Nerves of Steel
Nerves of Steel
Level 1
Increases headshot damage with Sniper Rifles and Precision Rifles by 20%.
Reflexes level 11 required
Covering Killshot
Covering Killshot
Level 1
Increases Crit Chance with Rifles and Submachine Guns by 10% when firing from behind cover.
Level 2
Increases Crit Chance with Rifles and Submachine Guns by 20% when firing from behind cover.
Reflexes level 5 required
Executioner
Executioner
Deal 25% more damage with Rifles and Submachine Guns to enemies whose Health is above 50%.
Reflexes level 7 required
Hunter's Hands
Hunter's Hands
Level 1
Reduces recoil with Rifles and Submachine Guns by 20% when firing from behind cover.
Reflexes level 12 required
Long Shot
Long Shot
Rifle and Submachine Gun damage increases the farther you are located from enemies.
Reflexes level 18 required
Punisher
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.
Assault level 20 required
Skill Progression Rewards
Reduces the ADS Time on Submachine and all Rifles types by 20%.
+1 Perk Point
Reduces the Recoil on Submachine guns and all Rifle types by 10%.
Reduces the Spread on Submachine guns and all Rifle types by 25%.
+1 Perk point
Increases Crit Chance by 5% when using a Submachine guns or any Rifle type.
Reduces the Recoil on Submachine guns and all Rifle types by 10%.
+1 Perk point
+1 Perk point
Increases Crit Damage by 15% when using a Submachine gun or any Rifle type.
+1 Perk point
Reduces the Recoil on Submachine Guns and all Rifle types by 10%.
Reduces the Recoil on Submachine Guns and all Rifle types by 15%.
+1 Perk point
Reduces the Spread on Submachine Guns and all Rifle types by 25%.
Reduces the Spread on Submachine Guns and all Rifle types by 10%.
+1 Perk point
Reduces the Recoil on Submachine Guns and all Rifle types by 15%.
Unlocks the last Perk in the Skill tree.
Attritional Fire
Attritional Fire
Firing consecutive shots with a Pistol or Revolver at the same target increases damage by 10%.
Reflexes level 14 required
O.K. Corral
O.K. Corral
Deal 50% more damage with Pistols and Revolvers to enemies whose Health is below 25%.
Reflexes level 9 required
High Noon
High Noon
Level 1
Increases Crit Chance with Pistols and Revolvers by 4%.
Level 2
Increases Crit Chance with Pistols and Revolvers by 8%.
Level 3
Increases Crit Chance with Pistols and Revolvers by 12%.
On the Fly
On the Fly
Level 1
Reduces draw/holster time for Pistols and Revolvers by 25%.
Reflexes level 7 required
From Head to Toe
From Head to Toe
Level 1
Increases damage to limbs with Pistols and Revolvers by 7%.
Reflexes level 11 required
Westworld
Westworld
Increases Crit Chance for Pistols and Revolvers by 10% if fully modded.
Reflexes level 16 required
Brainpower
Brainpower
After a successful headshot with a Pistol or Revolver, Crit Chance increases by 25% for 5 sec.
Reflexes level 20 required
Acrobat
Acrobat
You can now perform dodges while aiming a Pistol or Revolver.
Reflexes level 12 required
Steady Hand
Steady Hand
Reduces Pistol and Revolver recoil by 30%.
Reflexes level 9 required
Gunslinger
Gunslinger
Level 1
Reduces reload time for Pistols and Revolvers by 10%.
Desperado
Desperado
Level 1
Increases damage with Pistols and Revolvers by 3%.
Level 2
Increases damage with Pistols and Revolvers by 6%.
Level 1
Increases damage with Pistols and Revolvers by 10%.
Reflexes level 5 required
A Fistful of Eurodollars
A Fistful of Eurodollars
Level 1
Increases Crit Damage with Pistols and Revolvers by 10%.
Level 2
Increases Crit Damage with Pistols and Revolvers by 20%.
Reflexes level 11 required
Snowball Effect
Snowball Effect
After defeating an enemy, fire rate for Pistols and Revolvers increases by 5% for 6 sec. Stacks up to 5 times.
Reflexes level 16 required
Wild West
Wild West
Removes the damage penalty from Pistols and Revolvers when shooting from a distance.
Reflexes level 14 required
Vanishing Point
Vanishing Point
Evasion increases by 25% for 6 sec after performing a dodge with a Pistol or Revolver equipped.
Reflexes level 9 required
Rio Bravo
Rio Bravo
Level 1
Increases headshot damage multiplier with Pistols and Revolvers by 10%.
Level 2
Increases headshot damage multiplier with Pistols and Revolvers by 20%.
Level 3
Increases headshot damage multiplier with Pistols and Revolvers by 30%.
Reflexes level 5 required
Long Shot Drop Pop
Long Shot Drop Pop
Level 1
Increases damage with Pistols and Revolvers to enemies 5+ meters away by 15%.
Level 2
Increases damage with Pistols and Revolvers to enemies 5+ meters away by 25%.
Reflexes level 7 required
Grand Finale
Grand Finale
The last round in a Pistol or Revolver clip deals double damage.
Reflexes level 12 required
Lead Sponge
Lead Sponge
Enables you to shoot with Pistols and Revolvers while dodging.
Reflexes level 18 required
The Good, the Bad and the Ugly
The Good, the Bad and the Ugly
After a successful Crit Hit with a Pistol or Revolver, damage and Armor increase by 30% for 5 seconds.
+1% per Perk level.
Handguns level 20 required
Skill Progression Rewards
Reduces the ADS Time of your Pistols and Revolvers by 20%.
ADS (aim down sight)
+1 Perk point
Reduces the Recoil of your Pistols and Revolvers by 10%.
Reduces the Spread of your Pistols and Revolvers by 25%.
+1 Perk point
Increases Crit Chance by 5% when using Pistols or Revolvers.
Reduces the Recoil of your Pistols and Revolvers by 10%.
+1 Perk point
+1 Perk point
Increases Crit Damage by 15% when using Pistols or Revolvers.
+1 Perk point
Reduces the Recoil of your Pistols and Revolvers by 10%.
Reduces the Recoil of your Pistols and Revolvers by 15%.
+1 Perk point
Reduces the Spread of your Pistols and Revolvers by 25%.
Reduces the Spread of your Pistols and Revolvers by 10%.
+1 Perk point
Reduces the Recoil of your Pistols and Revolvers by 15%.
Unlocks the last Perk in the Skill tree.
Judge, Jury and Executioner
Judge, Jury and Executioner
Level 1
Increases damage with Blades by 50% against enemies with max Health.
Reflexes level 15 required
Shifting Sands
Shifting Sands
Level 1
Dogding recovers 15% Stamina.
Reflexes level 8 required
Roaring Waters
Roaring Waters
Level 1
Strong Attacks with Blades deal 30% more damage.
Flight of the Sparrow
Flight of the Sparrow
LEVEL 1 (Reflexes level 6 required)
Reduces the Stamina cost of all attacks with Blades by 30%.
LEVEL 2
Reduces the Stamina cost of all attacks with Blades by 50%.
Bloodlust
Bloodlust
Level 1
While wielding a Blade, recovers 7% Health when applying Bleeding to an enemy or hitting an enemy affected by Bleeding.
Reflexes level 12 required
Fiery Blast
Fiery Blast
Level 1
Increases damage with Blades by 1% for every 1% of Health the enemy is missing.
Reflexes level 15 required
Stuck Pig
Stuck Pig
Level 1
Increases Bleeding duration by 3 sec.
Reflexes level 8 required
Sting like a Bee
Sting like a Bee
Level 1
Increases attack speed with Blades by 10%.
Slow and Steady
Slow and Steady
LEVEL 1
Armor is increased by 15% while moving.
LEVEL 2
Armor is increased by 30% while moving.
Unbroken Spirit
Unbroken Spirit
Successful Counterattacks with Blades restore 25% Health and Stamina.
Reflexes level 10 required
Deathbolt
Deathbolt
While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 sec.
Reflexes level 18 required
Crimson Tide
Crimson Tide
Bleeding applied with Blades can stack 3 times.
Reflexes level 18 required
Blessed Blade
Blessed Blade
Increases Crit Chance with Blades by 20%.
Reflexes level 10 required
Crimson Dance
Crimson Dance
Level 1
Combos with Blades have a 15% chance to apply Bleeding.
Offensive Defense
Offensive Defense
LEVEL 1
Defensive attacks with Blades deal 200% more damage.
Reflexes level 6 required
Float Like A Butterfly
Float Like A Butterfly
Level 1
Dodging increases damage with Blades by 25% for 5 sec.
Dragon Strike
Dragon Strike
Increases Crit Damage with Blades by 25%.
+1% per Perk level.
Blades level 20 required
Skill Progression Rewards
Increases the Attack Speed of your Katanas, Blades and Mantis Blades by 10%.
+1 Perk point
+10% Stamina Cost Reduction while attacking when using Katanas, Blades or Mantis Blades.
+2% Effective Damage Per Second (DPS) when using Katanas, Blades or Mantis Blades.
+10% Crit Damage when using Katanas, Blades or Mantis Blades.
+10% Crit Chance when using Katanas, Blades or Mantis Blades.
+1 Perk point
+1 Perk point
+1 Perk point
Increases the Attack Speed of your Katanas, Blades and Mantis Blades by 10%.
+10% Stamina Cost reduction while attacking when using Katanas, Blades or Mantis Blades.
Increases the Attack Speed of your Katanas, Blades and Mantis Blades by 10%.
+1 Perk point
Increases the Block Damage Reduction of your Katanas, Blades and Mantis Blades by 25%.
+1 Perk point
+1 Perk point
Increases Stamina by 5.
+3% Effective Damage Per Second (DPS) when using Katanas, Blades or Mantis Blades.
Unlocks the last Perk in the Skill tree.
Waste Not Want Not
Waste Not Want Not
When disassembling an item, you get attacked mods back.
TECHNICAL ABILITY LEVEL 16 REQUIRED
200% Efficiency
200% Efficiency
Level 1
Crafting clothes gain 2.5% more armor.
Technical Ability level 11 required
True Craftsman
True Craftsman
Allows you to craft rare items.
Technical Ability level 5 required
Innovation
Innovation
Level 1
Consumables are 25% more effective.
Technical Ability level 9 required
Grease Monkey
Grease Monkey
Allows you to craft Epic Items.
Technical Ability level 12 required
Cutting Edge
Cutting Edge
Improves damage and all damage-related stats of crafted weapons by 5%.
Technical Ability level 20 required
Let There Be Light!
Let There Be Light!
Level 1
Reduces the component cost of upgrading items by 10%.
Technical Ability level 14 required
Field Technician
Field Technician
Level 1
Crafted weapons deal 2.5% more damage.
Technical Ability level 11 required
Mechanic
Mechanic
Gain more components when disassembling.
Workshop
Workshop
Level 1
Disassembling items grant a 5% chance to gain a free component of the same quality as the disassembled item.
Technical Ability level 7 required
Efficient Upgrades
Efficient Upgrades
Grants a 10% chance tp upgrade an item for free.
Technical Ability level 12 required
Edgerunner Artisan
Edgerunner Artisan
Allows you to craft Legendary Items.
Technical Ability level 18 required
Tune-Up
Tune-Up
Allows you to upgrade lower quality components into higher quality ones.
Technical Ability level 16 required
Ex Nihilo
Ex Nihilo
Grants a 20% chance to craft an item for free.
Technical Ability level 12 required
Scrapper
Scrapper
Junk Items are automatically disassembled.
Technical Ability level 5 required
Sapper
Sapper
Level 1
Grenades deal 10% more damage.
Technical Ability level 9 required
Cost Optimization
Cost Optimization
Level 1
Reduces component cost of crafting items by 15%.
Technical Ability level 14 required
Crazy Science
Crazy Science
Increases the sale price of crafted items by 10%.
+1% per Perk level.
Crafting level 20 required
Skill Progression Rewards
+1 Perk point
Reduces Crafting Cost by 5%.
Reduces Crafting Cost by 5%.
+1 Perk point
Unlocks new Crafting Specs for consumables, weapons and clothing.
Increases chance to aquire a component from Crafting by 5%.
+1 Perk point
Unlocks Crafting Specs for Rare weapons, weapon mods and clothing.
+1 Perk point
Reduces Crafting Cost by 5%.
Increases chance to aquire a component from Crafting by 5%.
Unlocks Crafting Specs for Epic weapons, combat gagdets and cyberware.
+1 Perk point
Increases chance to aquire a component from Upgrading by 5%.
Reduces Upgrade Cost by 15%.
+1 Perk point
Unlocks Crafting Specs for Legendary weapons and clothing.
Reduces Upgrade Cost by 15%.
Unlocks the last Perk in the Skill tree.
Gun Whisperer
Gun Whisperer
Fully charged Tech weapons do not shoot automatically.
Technical Ability level 14 required
Lock And Load
Lock And Load
Level 1
Increases Smart weapon reload speed by 5%.
Technical Ability level 9 required
Blast Shielding
Blast Shielding
Level 1
Reduces damage taken from explosions by 10%.
Shrapnel
Shrapnel
All grenade types deal 20 damage in addition to their normal effects.
Technical Ability level 7 required
Lightning Bolt
Lightning Bolt
Level 1
Increases Crit Damage with Tech weapons by 3%.
Technical Ability level 12 required
Lickety Split
Lickety Split
Level 1
Tech weapon charge time is reduced by 10%.
Technical Ability level 18 required
Superconductor
Superconductor
Tech weapons ignore Armor.
Technical Ability level 20 required
Insulation
Insulation
Grants immunity to Shock.
Technical Ability level 14 required
Up to 11
Up to 11
Level 1
Allows you to charge Tech weapons up to 75% capacity.
Technical Ability level 9 required
Mech Looter
Mech Looter
Level 1
When looting drones, mechs and robots, there is a 25% chance of looting a weapon mod or attachment.
Grenadier
Grenadier
The explosion radius of grenades is visible.
Technical Ability level 5 required
Tesla
Tesla
Level 1
Increases the charge multiplier for Tech weapons by 15%.
Technical Ability level 12 required
Play the Angles
Play the Angles
Ricochets deal an additional 50% damage.
Technical Ability level 16 required
Fuck all Walls
Fuck all Walls
Reduces the charge amount needed for Tech weapons to penetrate walls by 30%.
Technical Ability level 16 required
Bigger Booms
Bigger Booms
Level 1
Grenades deal 5% more damage.
Technical Ability level 11 required
Can't Touch This
Can't Touch This
Grants immunity to all effects from your own grenades.
Technical Ability level 5 required
Bladerunner
Bladerunner
Level 1
Increases damage to drones, mechs and robots by 20%.
Technical Ability level 9 required
Übercharge
Übercharge
Fully charged Tech weapons deal 50% more damage.
Technical Ability level 14 required
Jackpot
Jackpot
Enables grenades to deal Crit Hits.
Technical Ability level 20 required
Revamp
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.
Engineering level 20 required
Skill Progression Rewards
+1 Perk point
Increases Armor by 3% when using Tech weapons.
Decreases Charge Time by 5%.
Increases Effective Damage Per Second (DPS) by 5% when using Tech weapons.
+1 Perk point
Increases Armor by 3% when using Tech weapons.
+1 Perk point
Increases Crit Chance by 5% when using Tech weapons.
+1 Perk point
Increases Armor by 4% when using Tech weapons.
Increases Thermal Resistance by 5% when using Tech weapons.
Increases Crit Chance by 5% when using Tech weapons.
+1 Perk point
Increases Crit Damage by 15% when using Tech weapons.
Increases Armor by 2% when using Tech weapons.
+1 Perk point
+1 Perk point
Decreases Charge Time by 10%.
Unlocks the last Perk in the Skill tree.
Silent Finisher
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.
Cool level 16 required
From the Shadows
From the Shadows
Level 1
Upon entering combat, Crit Chance increases by 25% for 7 sec.
Cool level 12 required
Sniper
Sniper
Level 1
Increases damage from headshots fired from outside combat by 30%.
Cool level 9 required
Crouching Tiger
Crouching Tiger
Increases movement speed while sneaking by 20%.
Strike from the Shadows
Strike from the Shadows
Increases your Crit Chance by 15% while sneaking.
Cool level 7 required
Aggressive Antitoxins
Aggressive Antitoxins
Grants immunity to Poison.
Cool level 11 required
Venomous Fangs
Venomous Fangs
All knives apply Poison.
Cool level 14 required
Hasten the Inevitable
Hasten the Inevitable
Deal 20% more damage to enemies affected by Poison.
Cool level 18 required
Hasty Retreat
Hasty Retreat
Temporarily boosts movement speed by 50% for 5 seconds when detected by an enemy.
Cool level 16 required
Ghost
Ghost
Level 1
Detection time is increased by 20%.
Cool level 12 required
Leg Up
Leg Up
Movement speed after a successful takedown is increased by 30% for 10 sec.
Cool level 7 required
Silent and Deadly
Silent and Deadly
Increases damage dealt by silenced weapons by 25% while sneaking.
Dagger Dealer
Dagger Dealer
Allows you to throw knives.
COOL LEVEL 5 REQUIRED
Clean Work
Clean Work
You can pick up an enemy's body immediately after performing a takedown.
Cool level 11 required
Rattlesnake
Rattlesnake
Enemies affected by Poison are slowed.
Cool level 14 required
Cheat Death
Cheat Death
When your Health drops below 50%, reduce all incoming damage by 50% for 10 sec. Cannot occur more than once per minute.
Cool level 18 required
Neurotoxin
Neurotoxin
Damage from Poison is doubled.
Cool level 18 required
Commando
Commando
You cannot be detected under water.
Cool level 14 required
Cutthroat
Cutthroat
Level 1
Thrown knives deal 30% more damage.
Cool level 9 required
Hidden Dragon
Hidden Dragon
Allow you to perform non-lethal aerial takedowns on unaware targets.
COOL LEVEL 5 REQUIRED
Assassin
Assassin
Deal 15% more damage to human enemies.
Cool level 7 required
Stunning Blows
Stunning Blows
Quick Melee Attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them.
Cool level 11 required
Restorative Shadows
Restorative Shadows
While in stealth, increases Health regen by 25%.
Cool level 16 required
Ninjutsu
Ninjutsu
Crouch Attacks from stealth with melee weapons deal 100% more damage and guarantee a Crit Hit.
Cool level 20 required
Toxicology
Toxicology
Increases the duration of Poison applied to enemies by 5 seconds.
+0.2 sec per Perk level.
Stealth level 20 required
Skill Progression Rewards
Increases Evasion by 3%.
+1 Perk point
Decreases Visibility to enemies by 10%.
+1 Perk point
Increases Health Regen Rate outside combat by 10%.
+1 Perk point
Increases Movement Speed by 3%.
Increases Effective Damage Per Second (DPS) by 3%.
+1 Perk point
Increases Effective Damage Per Second (DPS) by 2%.
Increases Evasion by 3%.
+1 Perk point
Increases Movement Speed by 2%.
Decreases Visibility to Enemies by 10%.
Increases Evasion by 4%.
+1 Perk point
+1 Perk point
Decreases Visibility to enemies by 10%.
Unlocks the last Perk in the Skill tree.
Cold and Calculating
Cold and Calculating
Landing a Crit Hit has 25% change of applying a stack of Cold Blood.
Cool level 14 required
Coldest Blood
Coldest Blood
Increased max stack amount for Cold Blood by 1.
Cool level 11 required
Will to Survive
Will to Survive
Level 1
Increases all Resistances by 2.5% per stack of Cold Blood.
Level 2
Increases all Resistances by 5% per stack of Cold Blood.
Cool level 5 required
Frosty Synapses
Frosty Synapses
Level 1
Reduces quickhack cooldowns by 3% per stack of Cold Blood.
Cool level 7 required
Blood Brawl
Blood Brawl
Level 1
While Cold Blood is active, increases damage with Melee Weapons by 5%.
Cool level 12 required
Pain is an Illusion
Pain is an Illusion
While Cold Blood is active, reduces damage taken by 5%.
Cool level 18 required
Bloodswell
Bloodswell
When your Health reaches 45%, a max stack of Cold Blood is automatically activated.
Cool level 14 required
Rapid Bloodflow
Rapid Bloodflow
Level 1
Increase Health regen inside and outside combat by 50% per stack of Cold Blood.
Cool level 9 required
Cold Blood
Cold Blood
Level 1
After defeating an enemy, gain Cold Blood for 10 seconds and increased movement speed by 2%. Stacks up to 1 times.
Critical Condition
Critical Condition
Level 1
Increases duration of Cold Blood by 5 sec.
Level 2
Increases duration of Cold Blood by 10 sec.
Cool level 7 required
Predator
Predator
Level 1
Increases attack speed by 10% per stack of Cold Blood.
Cool level 12 required
Unbreakable
Unbreakable
Increases max stack amount for Cold Blood by 1.
Cool level 16 required
Coolagulant
Coolagulant
Stacks of Cold Blood are removed one by one, not all at once.
Cool level 16 required
Frozen Precision
Frozen Precision
Increases headshot damage by 50%.
Cool level 11 required
Icy Veins
Icy Veins
Level 1
Reduces weapon recoil by 2.5% per stack of Cold Blood.
Level 2
Reduces weapon recoil by 5% per stack of Cold Blood.
Cool level 5 required
Defensive Clotting
Defensive Clotting
Level 1
Increases Armor by 10% per stack of Cold Blood.
Cool level 9 required
Quick Transfer
Quick Transfer
Level 1
Reduces quickhack upload time by 1% per stack of Cold Blood.
Cool level 12 required
Immunity
Immunity
When Cold Blood is active, you are immune to bleeding, poison, burn and shock.
Cool level 20 required
Merciless
Merciless
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.
Cold Blood level 20 required
Skill Progression Rewards
Increases Crit Chance by 10%.
Increases Armor by 3%.
+1 Perk point
+1 Perk point
Increases Health by 10%.
Increases Stamina by 10%.
Increases all Resistances by 5%.
+1 Perk point
+1 Perk point
+1 Perk point
Increases all Resistances by 5%.
+1 Perk point
Increases Crit Damage by 5%.
Increases Crit Damage by 10%.
Increases Movement Speed by 3%.
+1 Perk point
Increases Armor by 7%.
Increases Crit Damage by 5%.
Unlocks the last Perk in the Skill tree.