Technical Ability

The Technical Ability attribute represents your technical know-how.

Overview
It allows you to unlock doors and use Tech weapons. Each level of Technical Ability (starting from level 3) will:


 * Increases Armor by 5%.

Crafting


To gain experience in the Crafting tree, craft new items from the Crafting menu and by dismantling Weapons, Clothing, Cyberware, Mods and Junk items.

Engineering


To gain experience in the Engineering tree, defeat enemies using Smart- or Tech weapons, overriding doors, and disabling turrets and traps.

Unique Dialogue Choices And Other Options
In Cyberpunk 2077, if you have into the right amount of skill, unique dialogue choices can show which reveals new dialogue options.

Act 1

 * The Information (5) - V can recognize the top-shelf hardware Judy Alvarez is using: Sensory sig amps, acoustic and emotive wave monitors. V also recognize the expression translator from Fuyutsuki Electronics, and comments negatively about the matrices on that series.
 * The Pickup
 * (6) - After noticing that Jackie got a new Arch Nazaré, V can suggest some bike modifications to Jackie. This will cause Jackie to modify his vehicle.
 * (6) - V can identify some Militech weaponry and mines.
 * (7) - V can disarm Militech weaponry and mines, and override turrets.
 * (6) - After Dum Dum gives a showcase of the Flathead, V can note that Raven's not the dedicated control unit for the Flathead, which Dum Dum will state it's Maelstrom's own version.

Act 2

 * Automatic Love
 * (5) - V can access Clouds' grade door and electrical grid before the VIP area.
 * (5) - V can open Clouds' grade door in the staff area.
 * (7) - V can open Clouds' door in the staff area.
 * The Space in Between
 * (5?) - V can open the window into the Finn Gerstatt's clinic, to meet Fingers in middle of a patient's procedure.
 * (5?) - V can notice that the faceplate of a patient is damaged, or that Fingers sells rot, if Fingers is caught in middle of a procedure (requires force open the clinic door with 7 Body). V can also accuse Finn Gerstatt of install faulty implants.
 * Disasterpiece (9) - V can open door when searching for Evelyn Parker.
 * M'ap Tann Pèlen (5) - V can notice that the van pointed out by Placide is definitely a custom job.
 * I Walk the Line (10) - V can open grade gate at the Grand Imperial Mall.
 * Lightning Breaks
 * (8) - V can ask Panam Palmer if she wanna use an EMP to bring down Anders Hellman's AV.
 * (5?) - V can guarantee that the personal link's connection is secure, despite the error when trying to connect with Panam's car's turret.
 * (8?) - V can conclude, by the Panam Palmer's explanation about the power station antennas, that we can set off a chain reaction, making each antenna emit a massive EMP burst right when Anders Hellman's AV flies over.
 * (8?) - V can volunteer to kick the transformers out of wrack, to make things go faster.
 * Gimme Danger
 * (6?) - V can point out to Johnny Silverhand that Goro Takemura's plan could still be dangerous.
 * Play It Safe (6?) - V can detach catwalk segments.

Act 3

 * We Gotta Live Together (15?) - V can ask Mitch Anderson if the Afterburn the Aldecaldos fitted in the Militech Basilisk is standard nitro or military-grade. Mitch will respond that standard won't be able to move the Basilisk, and that cram military hardware into a panzer is small beans compared with the tricks he and Scorpion pulled during the war.

Gigs and Side Jobs

 * Bullets (8) - V can recognize Melissa Rory's Higurashi 20-13 Mantis Blades, and knows that the Higurashi 20-13 line was pulled off the market in 2069.
 * Ex-Factor (9) - V can comment that there is no way Judy Alvarez cracked Clouds lock open on her first time, and ask if she know how to get around their systems. Judy will respond yes, and that she was right about hoping they hadn't run any updates since she left.
 * Coin Operated Boy
 * (4) - V can tell the clerk that Brendan is special.
 * (10?) - V can open the gate to meet Brendan.
 * (10?) - V can say to Brendan that know it is not an average Artificial intelligence.
 * Riders on the Storm (9) - V can open sewer grade to enter the Wraiths' main building.
 * Don't Lose Your Mind
 * (5) - V can open grades in Delamain garage.
 * (8) - V can open side door to access the Delamain office.
 * Dream On (10?) - V can fix smart glass screen at Peralez's apartment.
 * The Hunt (12) - V can open the side door to access the Night City Police Department.
 * Pyramid Song (6) - V can ask Judy Alvarez how do she blend two separate experience tracks.
 * These Boots Are Made for Walkin' (3) - V can suggest Lana Prince shoulda started with the step motor, as it woulda been quicker to fix the Thorton Galena GA40XT "Rattler". Lana will lament she replaced the entire throttle instead.
 * Gig: Catch a Tyger's Toe (6?) - V can open door to the server room.
 * Gig: Monster Hunt (7?) - V can open door in the way to the Ho-Oh club.
 * Gig: Rite of Passage (7?) - V can turn off cameras at the Maelstrom's ripperdoc clinic.
 * Gig: For My Son (8?) - V can open door inside the boxing club.
 * Gig: An Inconvenient Killer (9?) - V can open door to the elevator to the 7th Hell.
 * Gig: Psychofan (17) - V can open door to apartment 1702.

Trivia

 * The icons for "up to 11" and "bigger booms" seem to be swapped, as the icon for "up to 11" displays a grenade while "bigger booms" imply with its title and description that it is related to grenades.