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Body is one of the six attributes in Cyberpunk 2077. The Body attribute determines your raw physical power.

Overview[]

Progressing in the Body attribute improves proficiency with Shotguns, Light Machine Guns, Heavy Machine Guns, and Blunt Weapons.

The Body attribute also allows you to open some doors by force, rip-off Heavy Machine Guns from turrets, and use intimidating or Solo-trained dialogue choices.

Allocating an Attribute point in the Body Attribute increases max Health by 2 per point.

Level Title Requirement(s) Level 1 Level 2 Level 3
Comeback Kid
4 Comeback Kid +1% Health Regen Rate for each percent of missing Health.
Painkiller
4 Painkiller Unlocks slow Health Regen in combat.
Speed Junkie
4 Speed Junkie +60% Health Regen Rate while sprinting.
Army Of One
4 Army Of One +10% Health Regen Rate for each nearby enemy.
Dorph-Head
4 Dorph-Head 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
4 Fury Road 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.
Die! Die! Die!
9 Die! Die! Die! Only affects Shotguns, LMGs and HMGs +12.5% Crit Chance at low Stamina. Increased fire rate and improved weapon handling as Stamina decreases.
Like A Feather
9 Like A Feather Only affects Shotguns, LMGs and HMGs No movement speed penalty with Shotguns, Light Machine Gunes and Heavy Machine Guns.
Bullet Ballet
9 Bullet Ballet Only affects Shotguns, LMGs and HMGs −25% bullet spread when moving.
Don't Stop Me Now
9 Don't Stop Me Now Only affects Shotguns, LMGs and HMGs When below 33% Stamina:
+15% Mitigation Chance,
+5% Mitigation Strength.
Wrecking Ball
9 Wrecking Ball Only affects Blunt Weapons −15% Stamina cost for attacks with Blunt Weapons. Allows you to barrel into enemies while sprinting and blocking with Blunt Weapons, causing damage and a chance to knock them down.
Kinetic Absorption
9 Kinetic Absorption Only affects Blunt Weapons Blocking an attack gives +10% Stamina and +30% damage with Blunt Weapons for 5 sec.
Breakthrough (perk)
9 Breakthrough Only affects Blunt Weapons −40% enemy Armor for 7 sec. after hitting them with a strong attack.
Fly Swatter
9 Fly Swatter Only affects Blunt Weapons −40% incoming ranged damage when blocking with Blunt Weapons.
Clapback
9 Clapback Only affects Blunt Weapons +100% Knockdown chance with defensive attacks.
Cooldown: 10 sec.

+100% Stun chance with counterattacks.
Spontaneous Obliteration
15 Spontaneous Obliteration Only affects Shotguns, LMGs and HMGs +12.5% Crit Chance at low Stamina. +10% damage against nearby enemies. 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
15 Skullcracker Only affects Shotguns, LMGs and HMGs Increases damage of Quick Melee Attacks as Stamina decreases (max. +200% at 0 Stamina)
Close-Quarters Carnage
15 Close-Quarters Carnage Only affects Shotguns, LMGs and HMGs Increases chance to Obliterate enemies with ranged attacks at close range (max. 10%).
Rush Of Blood
15 Rush Of Blood Only affects Shotguns, LMGs and HMGs +20% reload speed for 8 sec. after dismembering an enemy.
Dread
15 Dread Only affects Shotguns, LMGs and HMGs −15% enemy Armor when using ranged attacks.

Dismembering spreads the effect to nearby enemies.
Bloodlust
15 Bloodlust Only affects Shotguns, LMGs and HMGs When Adrenaline Rush is active:
+50 Adrenaline on dismemberment of a nearby enemy.
Ripple Effect
15 Ripple Effect Only affects Blunt Weapons +15% Health for each enemy hit by Quake.
Adrenaline Rush
15 Adrenaline Rush +35 max Health +20% Health Regen bonus to all Health Regen effects from all sources. Unlocks Adrenaline Rush mode.

In addition to their base effects, Blood Pump cyberware and Health Items now also give Adrenaline equal to 30% of 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.
Juggernaut
15 Juggernaut When Adrenaline Rush is active:
+20% movement speed,
+10% damage.
Unstoppable Force
15 Unstoppable Force When Adrenaline Rush is active:
Gain immunity to movement penalties and non-damaging Status Effects such as Knockdown, Blinding, etc.
Calm Mind
15 Calm Mind When Adrenaline Rush is active:
+3 sec. delay before Adrenaline begins to decay.
Epicenter
15 Epicenter Only affects Blunt Weapons 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
15 Aftershock Only affects Blunt Weapons +30 Stamina for each enemy hit with Quake.
Quake
15 Quake Only affects Blunt Weapons −15% Stamina cost for attacks with Blunt Weapons. +20% attack speed with Blunt Weapons. 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.
Rip And Tear
20 Rip And Tear Only affects Shotguns +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
20 Onslaught Only affects LMGs +20% ammo refill after neutralizing an enemy with a Light Machine Gun.
Pain To Gain
20 Pain To Gain When Adrenaline Rush is active:
+20% Health Item recharge after neutralizing an enemy.
Finisher - Savage Sling
20 Finisher: Savage Sling Only affects Blunt Weapons Unlocks a Blunt Weapon Finisher.

Can be used when an enemy's Health is low. Enemies affected by Stun are more susceptible.

Restores 20% Health.

Holding down the button allows the enemy to be thrown instead, killing them and damaging other enemies where they land.


Act 1[]

  • The Pickup
    • (7) - V can choose to knock Royce out with a knifehand strike rather than shoot him in the head, killing him, or pay up the cred chip or the €$10,000.
    • (7) - V can rip off turrets.
    • (20) - V can force open the locked doors that they come through with Dum Dum before they have the Flathead showcase.

Act 2[]

  • Automatic Love
    • (5) - V can force open Clouds' grade door in the staff area.
    • (7) - V can force open Clouds' door to the VIP area.
    • (9) - V can force open Clouds' door in the staff area.
  • The Space in Between
    • (5) - V can intimidate the punks standing at the entrance of Finn Gerstatt's clinic.
    • (5) - V can intimidate the patient at Finn Gerstatt's clinic to cut in front of the line.
    • (7) - V can force the door into the Finn Gerstatt's clinic, to meet Fingers in middle of a patient's procedure.
  • Disasterpiece
    • (7) - V can force open door to a storage room when searching for Evelyn Parker.
    • (9) - V can force open door when searching for Evelyn Parker.
  • M'ap Tann Pèlen (5) - V can ask Placide why he hasn't asked for V's résumé, experience, what V can do. Placide will explain that the Voodoo Boys are not a corporation and do not offers a career, and that V must do only one simple thing for them.
  • I Walk the Line (10) - V can force open door at the Grand Imperial Mall.
  • Transmission (8) - V can force open grade gate at the crypt.
  • Ghost Town
    • (5) - V can tell Rogue the AV will be "a hard nut to crack."
    • (8) - V can force open door at Rocky Ridge.
  • Gimme Danger
    • (6?) - V can tell Goro Takemura that it is impossible to jump into Hanako Arasaka's float during the parade, even with his implants.
    • (5?) - V can say to Johnny Silverhand that try to flatline Goro Takemura could still be dangerous, despite Takemura not being on his A-game.
    • (6) - V can force open the door to access the computer to test Goro Takemura's infected shard.
    • (9) - V can deduce that the children selected by corporate transporters from the slums of Chiba-11 were recruited as corposoldiers.
  • Search and Destroy (12?) - V can say to Johnny Silverhand that they saw Goro Takemura fight, and concludes that he's good even without implants. Johnny will respond that doesn't matter how good you are in Night City, one is fucked on their own.

Act 3[]

Gigs and Side Jobs[]

Phantom Liberty Logo CP2077PL[]


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