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 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 garantee that the persolnal 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.

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 ask Judy Alvarez if she know how to get around the Clouds' systems.
 * 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.
 * Don't Lose Your Mind
 * (5) - V can open grades in Delamain garage.
 * (8) - V can open side door to access the Delamain office.
 * The Hunt (12) - V can open the side door to access the Night City Police Department.
 * Gig:Monster Hunt (7?) - V can open door in the way to the Ho-Oh club.
 * 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.