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 | |
---|---|---|---|---|---|---|
4 | Comeback Kid | +1% Health Regen Rate for each percent of missing Health. | ||||
4 | Painkiller | Unlocks slow Health Regen in combat. | ||||
4 | Speed Junkie | +60% Health Regen Rate while sprinting. | ||||
4 | Army Of One | +10% Health Regen Rate for each nearby enemy. | ||||
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%). |
||||
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. |
||||
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. | ||
9 | Like A Feather | Only affects Shotguns, LMGs and HMGs | No movement speed penalty with Shotguns, Light Machine Gunes and Heavy Machine Guns. | |||
9 | Bullet Ballet | Only affects Shotguns, LMGs and HMGs | −25% bullet spread when moving. | |||
9 | Don't Stop Me Now | Only affects Shotguns, LMGs and HMGs | When below 33% Stamina: +15% Mitigation Chance, +5% Mitigation Strength. |
|||
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. | ||
9 | Kinetic Absorption | Only affects Blunt Weapons | Blocking an attack gives +10% Stamina and +30% damage with Blunt Weapons for 5 sec. | |||
9 | Breakthrough | Only affects Blunt Weapons | −40% enemy Armor for 7 sec. after hitting them with a strong attack. | |||
9 | Fly Swatter | Only affects Blunt Weapons | −40% incoming ranged damage when blocking with Blunt Weapons. | |||
9 | Clapback | Only affects Blunt Weapons | +100% Knockdown chance with defensive attacks. Cooldown: 10 sec. +100% Stun chance with counterattacks. |
|||
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). | |
15 | Skullcracker | Only affects Shotguns, LMGs and HMGs | Increases damage of Quick Melee Attacks as Stamina decreases (max. +200% at 0 Stamina) | |||
15 | Close-Quarters Carnage | Only affects Shotguns, LMGs and HMGs | Increases chance to Obliterate enemies with ranged attacks at close range (max. 10%). | |||
15 | Rush Of Blood | Only affects Shotguns, LMGs and HMGs | +20% reload speed for 8 sec. after dismembering an enemy. | |||
15 | Dread | Only affects Shotguns, LMGs and HMGs | −15% enemy Armor when using ranged attacks. Dismembering spreads the effect to nearby enemies. |
|||
15 | Bloodlust | Only affects Shotguns, LMGs and HMGs | When Adrenaline Rush is active: +50 Adrenaline on dismemberment of a nearby enemy. |
|||
15 | Ripple Effect | Only affects Blunt Weapons | +15% Health for each enemy hit by Quake. | |||
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. | ||
15 | Juggernaut | When Adrenaline Rush is active: +20% movement speed, +10% damage. |
||||
15 | Unstoppable Force | When Adrenaline Rush is active: Gain immunity to movement penalties and non-damaging Status Effects such as Knockdown, Blinding, etc. |
||||
15 | Calm Mind | When Adrenaline Rush is active: +3 sec. delay before Adrenaline begins to decay. |
||||
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. | |||
15 | Aftershock | Only affects Blunt Weapons | +30 Stamina for each enemy hit with 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. | |
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. |
|||
20 | Onslaught | Only affects LMGs | +20% ammo refill after neutralizing an enemy with a Light Machine Gun. | |||
20 | Pain To Gain | When Adrenaline Rush is active: +20% Health Item recharge after neutralizing an enemy. |
||||
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[]
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[]
- Last Caress (5?) - V can smash the head of an Arasaka security guard against Anders Hellman's car.
- We Gotta Live Together (6?) - V can comment with Mitch Anderson that thought chem-cocktails were banned because of cyberpsychosis, even during the war. Mitch will tell that Militech didn't cared, and simply airlifted the ones affected to their clinics in Taiwan in daily flights, as they got fresh recruits every day, and they couldn't argue with the money.
- All Along the Watchtower (7?) - V can question Panam Palmer about the defense systems along the border.
- (Don't Fear) The Reaper (13) - V can force open door at Arasaka Tower.
Gigs and Side Jobs[]
- Beat on the Brat: Arroyo (4) - V can compliment Buck's sniper rifle, O'Five, identifying that it was a limited series, with only three hundred manufactured - KGB-issue. It will also enable the the option to have Buck also put the rifle up for grabs, provided you have €$ 12,000 to spare to fight him for it.
- Chippin' In (9) - V can threaten to smash Jeremiah Grayson's skull like an eggshell, and that Grayson would still be able to talk after that, for a little while. Grayson will respond that he is happy to talk.
- Ezekiel Saw the Wheel (7) - V can intimidate the ganger.
- I Fought the Law
- (6) - V can force open door at the store to pursue the informant Neil.
- (3) - V can force open doors inside the Red Queen's Race.
- (9) - V can force open window inside the Red Queen's Race.
- Space Oddity (7) - V can intimidate Rick.
- Dream On (7) - V can force open a secret door at Peralez's apartment.
- With a Little Help from My Friends (5) - V can force open door to enter the control tower.
- Talkin' 'bout a Revolution (6) - V can tell Judy Álvarez that being a solo's lots more than executing a series of movements. Judy will agree, but she will say that she don't see another way, as the they don't have time for the alternative, intense training.
- Gun Music (10) - V can intimidate the Scavengers, telling them to think real hard about their next move.
- Happy Together (4) - V can sympathize with Barry Lewis, saying that people like them, cops and mercs, get used to losses.
- I Can See Clearly Now (4) - V can move the container blocking Brendan's view of the street.
- Coin Operated Boy (4) - V can force open the gate to meet Brendan.
- Don't Lose Your Mind
- (5), (10) - V can force open grates in the Delamain Headquarters garage.
- (10) - V can force open door in the Delamain Headquarters garage.
- Rebel! Rebel! (5) - V can ask Kerry Eurodyne where he got the stingers and grenades. Kerry will respond that got it from fans.
- Only Pain (5) - V can demand from the corporate everything he have, after already that gain some eurodollars (gain the eurodollars demands 8 Cool).
- Raymond Chandler Evening (13) - V can tell the gangoons Pedro and Juan to don't even start arguing with V. Both gangoons will then leave Joseph alone.
- Second Conflict
- Tune Up (5) - V can tell the lady who complains about him being last in line that he is now first in line. (this dialogue is completelly hidden and doesn't display that it's a body check but will not appear unless you have 5 in body)
- Violence
- (9) - V can intimidate the bartender at Riot night club to find out Liam's whereabouts.
- (11) - V can intimidate the bouncer at Riot night club to find out Liam's whereabouts.
- (10) - V can force open the garage door at Riot night club.
- Gig: Family Matters (12) - V can force open Juliet's home's back door.
- Gig: Tyger and Vulture (5) - V can threaten the bartender.
- Gig: Catch a Tyger's Toe (6) - V can force open door to Tatsuya Takei's computer room.
- Gig: Hacking the Hacker
- (6) - V can force open door at 6th Street's hideout.
- (13) - V can rip off turret at Lucius' room.
- Gig: Backs Against the Wall (7) - V can point out that Hare is a soldier, not a terrorist.
- Gig: Rite of Passage (7) - V can force open door at the Maelstrom's ripperdoc clinic.
- Gig: For My Son / Beat on the Brat: Rancho Coronado (6) - V can tell the Animal guarding the boxing club entrance to get out of the way.
- Gig: Serious Side Effects
- (8) - V can intimidate the techie.
- (12) - V can open one of the doors.
- Gig: Until Death Do Us Part
- (8) - V can open the shutters on the roof.
- (11) - V can open grate on the roof.
- Gig: We Have Your Wife (11) - V can force open door to rescue Lauren Costigan.
- Gig: MIA (12) - V can force open door to rescue Benedict McAdams.
- Gig: Old Friends (12) - V can force open door to enter a room in Karubo Bairei's dive. It's possible to open the same door by having Technical Ability 8.
- Gig: Cuckoo's Nest (15) - V can force open doors on psychiatric ward's roof, close to Jasmine Dixon's cell.
- Gig: Psychofan (17) - V can force open door to apartment 1702's safe room. It will trigger the alarm and call security to the apartment.
- Gig: Bring Me the Head of Gustavo Orta (17) - V can force open door to enter Gustavo Orta's apartment. It will make everyone in the apartment hostile.
- Gig: Lousy Kleppers
- (10), (9) - V can force open container doors outside, two doors require 10, one require 9 body.
- (10) - V can force open one doors instead of having access card.
- Gig: Wakako's Favorite (20) - V can force open door at Chang Hoon Nam's hideout.
- Gig: Greed Never Pays (8) - V can force open door to the one of the Wired Head rooms.
- Gig: Getting Warmer... (9) - V can force open door in the second floor of the building.
- Gig: A Shrine Defiled (12) - V can force open shutters in the Chram Denya Jinja.
- Gig: Serious Side Effects (12) - V can force open shutters.
- Gig: Breaking News (17) - V can force open gate at the garage.
- Gig: Cuckoo's Nest (15) - V can force open double doors at the top of the building.
- Gig: Radar Love (12) - V can force open container doors, for extra loot.
- Gig: Sparring Partner (12) - V can force open doors to exit or enter the Junk Vendor's room.
- Suspected Organized Crime Activity: Privacy Policy Violation (6) – V can force open one doors at the Impala Automatics.
Phantom Liberty []
- Dog Eat Dog
- (18?) - V can incapacitate Rosalind Myers when she attacks V on their first encounter, pressing her against a wall.
- Spider and the Fly
- (12) - V can force open doors where Rosalind Myers calls "Museum of Wishful Thinking, where the rich bought and sold so many unfulfilled dreams".
- Lucretia My Reflection
- (12) - V can force open grade door through the subway tunnels.
- (12) - V can force open door to enter Captán Caliente restaurant.
- The Damned
- (10) - V can say Solomon Reed to just roll in the Voodoo Boys' guard lookouts.
- You Know My Name
- (3) - V can force open door to the flooded tunnels.
- Shot by Both Sides
- (3) - V can force open door to enter Bree's apartment.
- Money For Nothing
- (3) - V can move obstacle to find Katya Karelina's stash.
- Somewhat Damaged
- (3) - V can force open doors to follow the Blackwall traces.
- The Killing Moon
- (10) - V can force open door to access construction site elevator.
- Gig: Treating Symptoms
- (5) - V can punch the Voodoo Boys' supplier to make him talk about Milko Alexis.
- Gig: Waiting for Dodger
- (6) - V can tell Charlie to stand back and open door alone, instead of help Charlie open the door.
- Gig: Spy in the Jungle
- (3) - V can force open window to find an entrance to Organitopia.
Reflexes is one of the six attributes in Cyberpunk 2077. The Reflexes attribute determines your maneuverability and ability to evade enemy attacks.
Overview[]
Progressing in the Reflexes attribute improves proficiency with Assault Rifles, Submachine Guns and Bladed Weapons.
The Reflexes attribute enables you to use advanced movements. It also enables you to make quick, observant remarks in dialogue.
Allocating an Attribute point in the Reflexes Attribute increases Crit Chance by 0.5% per point.
Level | Title | Requirement(s) | Level 1 | Level 2 | Level 3 | |
---|---|---|---|---|---|---|
4 | Stuntjock | Unlocks preem new ways to exit vehicles: Jump out Slide out You can also draw and fire weapons during these stunts. While driving: No bullet spread penalty from movement −50% bullet spread overall |
||||
4 | Slippery | The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting. |
||||
4 | Multitasker | Allows you to shoot while sprinting, sliding and vaulting. | ||||
4 | Muscle Memory | Allows you to reload weapons while sprinting, sliding and vaulting. | ||||
4 | Power Slide | Increased slide distance. | ||||
4 | Parkour! | Increased vaulting and climbing speed. | ||||
9 | Ready, Rested, Reloaded | Only affects Assault Rifles and SMGs | −10% Stamina cost for shooting AR and SMGs. | +30% reload speed when above 50% Stamina. | ||
9 | Dash | −20% Stamina cost for dodging and dashing. | Unlocks the ability to Dash. Dashing replaces dodging, allowing you to cover more ground and automatically vault over low obstacles. |
|||
9 | Lead And Steel | Only affects Blades | −15% Stamina cost attacks with Blades. | Unlocks ability to block incoming projectiles with Blades. This consumes Stamina. | ||
9 | Spice Of Life | Only affects Assault Rifles and SMGs | +15% weapon swap speed, −30% bullet spread briefly after swapping weapons. |
|||
9 | Tunnel Vision | Only affects Assault Rifles and SMGs | +20% Effective range and accuracy. | |||
9 | Mind Over Matter | Only affects Assault Rifles and SMGs | −25% Recoil when aiming. | |||
9 | Can't Touch This | +100% Mitigation Chance when performing a Dash. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%). |
||||
9 | Steady Grip | Allows you to shoot while Dashing. | ||||
9 | Mad Dash | +100% Dash range toward enemies. | ||||
9 | Mean Streak | +40% Stamina after neutralizing an enemy while Dashing. | ||||
9 | Flash And Thunderclap | Only affects Blades | When performing Strong Attacks, you now automatically leap to enemies within range. These Leap Attacks can be also performed from midair and deal additional damage that scales with the distance of the leap (max +50%). |
|||
9 | Seeing Double | Only affects Blades | Increased damage and Stun chance with counterattacks. | |||
9 | Bullet Deflect | Only affects Blades | When your Stamina is above 33%, blocking projectiles will Deflect them to wherever your reticle is aimed. Well-timed blocking just before being hit increases the damage you deal with deflected bullets. | |||
9 | Bullet Time | Only affects Blades | Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage. | |||
15 | Finisher: Bladerunner | Only affects Bladed Weapons | −15% Stamina cost attacks with Blades. | +20% Attack Speed with Blades. | Unlocks a Blade Finisher. Restores 25% Health. | |
15 | Sharpshooter | Only affects Assault Rifles and SMGs | +15% aim speed. | Improved weapon control. | Each successful shot grants a stack of Sharpshooter, +7% bonus to Stamina regen and Stamina cost for 2 sec. per stack. Stacks 7 times. New stacks reset duration. All stacks are removed when the duration ends. | |
15 | Air Dash | −20% Dash Stamina cost. | +20% Dash speed. | Unlocks the ability to Dash in mid-air. | ||
15 | Spray And Pray | Only affects Assault Rifles and SMGs | −10% Stamina cost for hip-firing. | |||
15 | Shoot To Chill | Only affects Assault Rifles and SMGs | +4% Armor Penetration for automatic weapons per stack of Sharpshooter. | |||
15 | Gundancer | Only affects Assault Rifles and SMGs | Aiming no longer slows movement. Allows you to shoot while vaulting. |
|||
15 | Practice Makes Perfect | Only affects Assault Rifles and SMGs | +7% Crit Chance and Crit Damage per stack of Sharpshooter. | |||
15 | Air Kerenzikov | Only affects Assault Rifles and SMGs | Activating Kerenzikov in mid-air keeps you suspended in the air and extends its duration. | |||
15 | Flash Of Steel | Only affects Blades | +25% Movement Speed and Attack Speed for 6 sec. after performing a Finisher. | |||
15 | Opportunist | Only affects Blades | Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers. | |||
15 | Going The Distance | Only affects Blades | +100% Finisher range. | |||
15 | Aerodynamic | +30% Mitigation Strength while in midair. | ||||
15 | Aerial Acrobat | Improves midair maneuverability. | ||||
20 | Tailwind | +25 Stamina from performing Air Dashes and Double Jumps. | ||||
20 | Slaughterhouse | Only affects Bladed Weapons | All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance. Bleeding cannot kill enemies, but does make them more susceptible to Finishers. +25 Stamina from dismembering. |
|||
20 | Salt In The Wound | Only affects Assault Rifles | Shooting the same target 7 consecutive times deals bonus damage equal to 100% of the total damage from those shots. | |||
20 | Submachine Fun | Only affects SMGs | Swapping Submachine Guns is faster and automatically reloads them, +22% fire rate after swapping to an SMG. Normal reloading ends the effect. |
Act 1[]
- The Information
- (4) - V can question Evelyn Parker why she wanted to meet at Lizzie's Bar.
- (4) - V can notice that Evelyn Parker do not care about that Dexter DeShawn thinks about V.
- The Heist (5) - when Dexter DeShawn asks what you think of Evelyn Parker, you can note something is off about her in the wide range of social circles she appears to be in.
Act 2[]
- Automatic Love
- (5) - V can tell Mateo they "thought only girls worked here."
- (5) - V can ask Susie Q what she and Judy Álvarez were arguing about.
- (5) - V can ask Clouds' bartender in the VIP area if the place is always that dead. The bartender will respond that it may be dead to V, and lively to others, but for him, its just right.
- (5) - V can inquiry Tom if the clinic that Evelyn Parker went was in Osaka or Oslo. Tom will reply that it's definitely Oslo.
- M'ap Tann Pèlen (5) - V can tell Placide that thought selling poultry was illegal.
- Ghost Town (6) - V can ask Panam Palmer if her client, Boz from 6th Street, believes in her word. Panam will respond yes, because of her reputation.
- Lightning Breaks (6) - V can ask Panam Palmer if they are sure the AV'll fly over the power station.
- Life During Wartime (6) - V can notice that the weapon vendor Marty don't looks too concerned about Kang Tao suits' actions at his place.
- Gimme Danger (6) - V can ironically deduces phrase five of Goro Takemura's plan: Sandayu Oda zeroes them and pisses on their bodies. Takemura will respond that Oda would not dare raise his hand against Takemura, but may do this against V.
Act 3[]
Gigs and Side Jobs[]
- With a Little Help from My Friends (7) - V can tell Panam Palmer that the plan to steal the Militech Basilisk seems too perfect and too easy.
- Talkin' 'bout a Revolution (6) - V can ask Judy Álvarez if the modified behavioral chip have any side effects. Judy will respond that, once combat-mode auto initiates when a threat is present and there is no way to stop it, that she haven't find a workaround, and that she don't know about long-term side effects yet. Roxanne Colton will complete saying that there is also the ethical side, about killing someone and not remember it.
- Pisces (6) - V can tell Maiko that she sounds sure about herself when she says she don't have authority "yet". Maiko will respond that it because she left no room for error, and they are exactly where they need to be.
- Sinnerman (6) - V can point out that Bill Jablonsky's plan to kill Joshua Stephenson sounds half-baked.
- There Is A Light That Never Goes Out (6) - At PieZ, V can tell Rachel that really wonder what kind of dirt she is holding on Vasquez.
- Bullets (8?) - V can comment with Zane that the Jinguji store is looking a little empty. Zane will respond that Jinguji is about quality, not quantity.
- The Beast in Me: Santo Domingo (6?) - V can ask Claire Russell why she doesn't sport any chrome. Claire will respond that she love machines, but don't ever wanna become one.
- Gun Music (7) - V can tell Taco that came alone, by pure chance.
- Shoot To Thrill
- (4) - V can tell Robert Wilson that do a contest is not really his style.
- (4) - V can note that Wilson is nervous and ask if everything is OK. Nelson will respond that it is not because the competition didn't increased the gun sales. V will then suggest to not insult the potential buyers by calling them "bush-league" because of their poor aim.
- The Gun (4) - V can tell Wilson that a contest is not really V's style.
- Only Pain (9) - V can demand the truth from the corpo.
Phantom Liberty []
- The Damned
- (7?) - V can disarm Alex.
Technical Ability is one of the six attributes in Cyberpunk 2077. Technical Ability determines techie know-how.
Overview[]
Progressing in the Technical Ability attribute improves proficiency with Grenades, Tech Weapons, and the Projectile Launch System. Technical Ability also allows you to be compatible with high-end cyberware.
The Technical Ability attribute also allows you to bypass some locks, override devices and exhibit tech-savvy skills in dialogues.
Allocating an Attribute point in the Technical Ability Attribute increases Armor by 2 per point.
Level | Title | Requirement(s) | Level 1 | Level 2 | Level 3 | |
---|---|---|---|---|---|---|
4 | Glutton For War | 5% instant recharge of Health Items and Grenades after neutralizing an enemy. | ||||
4 | Gearhead | +33% Vehicle health Vehicle mounted weapons receive: +25% damage −0.7 sec. lock-on time |
||||
4 | First Aid | +15% recharge speed of Health Items when you've only used 1 charge. | ||||
4 | Transfusion | +30% Health from the final charge of your equipped Health Item. | ||||
9 | Health Freak | +8% recharge speed for Health Items and grenades. | +1 Health Item charge, +150% recharge speed for Health Items outside combat. | |||
9 | Field Medic | 15% faster use of Health Items in combat. | ||||
9 | Demolitions Surplus | +1 max grenade charge, +250% recharge speed for grenades outside of combat. | ||||
9 | Coming In Hot | +50% recharge speed for grenades when you have none available. | ||||
9 | Borrowed Time | +100% instant recharge of a Health Item after neutralizing an enemy if you are below 25% Health and have no charges remaining. | ||||
9 | All Things Cyber | +10% to all cyberware stat modifiers | −20% Cyberware Capacity cost for cyberware in the Integumentary System and Skeleton | |||
9 | Renaissance Punk | +4 Cyberware Capacity for each Attribute at 9 or higher | ||||
9 | Chrome Constitution | −5% incoming damage if all Integumentary System and Skeleton cyberware slots are filled | ||||
9 | Lucky Day | +25% crafting components from looting. | ||||
9 | Driver Update | All cyberware gain an additional stat modifier. | ||||
9 | Chipware Connoisseur | When upgrading cyberware, you can choose from two stat modifier options: A third option is available at Tier 3 and higher. |
||||
15 | Pyromania | +8% recharge speed for Health Items and grenades. | +10% explosion radius for grenades and the Projectile Launch System. | +5% Movement Speed and +10% explosion damage for 12 sec. after hitting an enemy with an explosion in combat. If you take damage from the explosion, the effects adds 2 stacks instead of 1. Effect and duration can stack 5 times. | ||
15 | Burn This City | When you accumulate 5 stacks of Pyromania, they will be consumed to instantly replenish a grenade charge, but all bonuses from those stacks will remain active for 6 sec. | ||||
15 | Heat Shield | +10% Mitigation Chance per stack of Pyromania. | ||||
15 | Friendlier Fire | +50% resistance to damage and effects from explosions you cause. | ||||
15 | Flash Sale | For Flash, Smoke and Recon grenades: Double grenade charges Double recharge rate |
||||
15 | Doomlauncher | Only affects Projectile Launch System | Projectile Launch System cyberware receives: +1 max charges +20% recharge speed +25% additional recharge speed when you have no charges available +200% additional recharge speed outside of combat +5% instant recharge after neutralizing an enemy. It also receives the same bonus as grenades from Burn This City. |
|||
15 | License To Chrome | +10% to all cyberware stat modifiers. | +40 Armor | Unlocks a new cyberware slot for the Skeleton. All Skeleton cyberware have boosted stats. | ||
15 | Ambidextrous | Unlocks a new cyberware slot for your Hands. | ||||
15 | Cyborg | 15% reduced Cooldowns for all cyberware if all available slots are filled. | ||||
15 | Extended Warranty | +15% duration for all cyberware effects. | ||||
15 | Built Different | Unlocks Cellular Adapter cyberware. It can be purchased and installed at ripperdoc clinics. This Perk is required to use it properly. | ||||
15 | Bolt | Only affects Tech Weapons | +20% charge speed for Tech Weapons. | +15% damage for each charged shot with Tech Weapons | Unlocks Bolt shots. To fire a Bolt, release the trigger for a charged shot right before it fully charges: counts as a fully charged shot, +30% damage, −50% penalty for penetrating cover. Fully auto Tech weapons fire Bolts in a short burst. To continue firing Bolts in full-auto, press and hold the trigger again after firing the initial burst. | |
15 | Internal Clock | Only affects Tech Weapons | Increased time window to fire a Bolt. | |||
15 | Lightning Storm | Only affects Tech Weapons | +10% charge speed after firing a Bolt. Stacks 3 times. Swapping weapons or firing a non-Bolt shot resets the stack. | |||
15 | In Charge | Only affects Tech Weapons | Tech Weapons no longer fire automatically when reaching full charge. | |||
15 | Shock Value | Only affects Tech Weapons | Bolts ignore enemy Armor | |||
20 | Ticking Time Bomb | Charged powerful EMP that hits nearby enemies after 3 sec. whenever you activate Operating System cyberware (Berserk, Sandevistan) or Overclock. Applies Stun and deal damage proportionate to the quantity and tier of cyberware implants you have installed. −50% incoming damage while charging EMP. |
||||
20 | Edgerunner | Allows you to exceed your Cyberware Capacity by up to 50 points, but at the cost of −0.5% max Health per point over capacity. When you neutralize an enemy during combat, there is a 0.1% chance for each point you are over capacity that you will break into a Fury. In this state you gain: +10% damage, +30% Crit Chance +50% Crit Damage Duration: 12 sec. |
||||
20 | Chain Lightning | Bolt now deals Electrical damage and releases an electric arc that can electrocute up to 3 nearby enemies. |
Act 1[]
- The Information (6) - V can recognize the top-shelf hardware Judy Álvarez 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. (Nomad V only)
- (6) - V can identify some Militech weaponry and mines.
- (7) - V can disarm Militech weaponry and mines, and override turrets.
- (7) - 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).
- (5) - V can accuse Finn Gerstatt of installing 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. Placide will point out that it's just a way for V to say that also doesn't know from where the "kamyonét" comes from. V will respond that is only trying to piece the facts together.
- 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.
- (6) - V can open door at Arasaka Industrial Park.
- Play It Safe
- (6) - V can detach catwalk segments.
- (6) - V can detach catwalk segments.
- (11) - V can open door to the room that contains Genjiroh, on floor 21.
Act 3[]
- We Gotta Live Together (7) - 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.
- Who Wants To Live Forever
- (13) - V can question Solomon Reed why didn't the doctors use nanobots.
Gigs and Side Jobs[]
- With a Little Help from My Friends (3) - V can open door to enter the control tower before Panam do it.
- 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 Álvarez 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
- (3) - V can tell the clerk that he has no idea what he tinkerin' with, say that Brendan is special, almost a miracle of science, that bet the clerk has never com accross a machine with that kinda cognitive matrix, and start comment about Breand's AI. The clerk will interrupt V and allows V inside his shop, trusting V's knowledge and that V won't break anything, and tell V to check the "little miracle" Brendan while it's firmware in being updated.
- (10) - V can open the gate to meet Brendan.
- (4) - V can tell Brendan that know it is not an actually Artificial intelligence, or at least not anywhere close to an AGI, because Brendan's processor just isn't big enough for the processing power required to handle an AI with the capacity of free will. Brendan will respond that V is correct, and must be a pretty good techie. V will then comment that the code-monkey who made Brendan deserves a prize for Brendan being the best convo-emulating V has ever interacted with, and that Brendan almost fooled V. Brendan will notice that V seems slighty disllusioned, and V will commment about who else could say their friend was a S.C.S.M., and how it was almost crazy enough to be beautiful.
- Riders on the Storm (9) - V can open sewer grade to enter the Wraiths' main building.
- Violence (10) - V can open open door at the Riot.
- Don't Lose Your Mind
- (5) - V can open grades in the Delamain Headquarters garage.
- (8) - V can open side door to access the Delamain Headquarters 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 Álvarez 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 "Rattler". Lana will lament she replaced the entire throttle instead.
- I Fought the Law
- (9) - V can connect to access point in Red Queen's Race.
- (3), (5) - V can open doors inside the Red Queen's Race.
- Only Pain (20) - V can break in police car.
- Gig: Hacking the Hacker
- (3) - V can open vent at 6th Street's hideout.
- (9) - V can open shutters in one of the apartments of floor R6.
- (9) - V can open another industrial shutters in another apartment.
- (9) - V can open doors inside the 6th Street hideout.
- (13) - V can override turret at Lucius' room.
- Gig: Family Matters (12) - V can open Juliet's home's front door.
- Gig: Greed Never Pays (5) - V can open door to Leah Gladen's apartment without using Wakako Okada's code.
- Gig: Occupational Hazard (5) - V can open door at The Mox warehouse on Longshore North.
- Gig: Until Death Do Us Part (6) - V can open door to the bathroom at top floor.
- 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: Bloodsport
- (7) - V can turn off cameras at the Tyger Claws dojo on Brookland St.
- (8) - V can open roof entrance to enter the Tyger Claws dojo on Brookland St.
- Gig: For My Son (8) - V can open door inside the boxing club.
- Gig: Freedom of the Press
- (5) - V can disarm mines (called "IED - Improvised Explosive Device" by Max Jones).
- (8) - V can open door to enter the old broadcast TV in Northside.
- Gig: No Fixers (8) - V can disarm mines at Wraiths' territory.
- Gig: An Inconvenient Killer (9) - V can open door to the elevator to the 7th Hell.
- Gig: Bring Me the Head of Gustavo Orta (9) - V can open door to enter service room near Gustavo Orta's apartment.
- Gig: Flying Drugs (10) - V can turn OFF the antenna's power.
- Gig: Cuckoo's Nest
- (8) - V can open doors inside.
- (15) - V can open industrial shutters outside.
- (15) - V can open window to enter the psychiatric ward.
- Gig: Old Friends
- (8) - V can open door to enter a room in Karubo Bairei's dive. It's possible to force open the same door by having Body 12.
- (16) - V can open back door to enter Karubo Bairei's dive.
- Gig: Psychofan (17) - V can open door to apartment 1702.
- Gig: Sr. Ladrillo's Private Collection
- (5) - V can pretend to be at Dicky Twister to fix the sound system, to enter there for free.
- (18) - V can open door to Sr. Ladrillo's office.
- Gig: Guinea Pigs (19) - V can open door to Joanne Koch's apartment.
- Gig: Woman of La Mancha
- (6) - V can open door to Anna Hall's motel room.
- (6) - V can open backdoor to motel instead of paying for room 203.
- (6) - V can open door to room 203 if didn't pay.
- (4) - V can open staff room on floor 1 to find out what happened to room 203's last resident.
- Gig: Lousy Kleppers (10) - V can open two doors inside the facility.
- Gig: Greed Never Pays
- (5) – V can open one to the magazine in the Wired Head club.
- (10) – V can open another door to the magazine in the Wired Head club.
- Gig: Serious Side Effects
- (5) - V can open doors on the second floor.
- (12) - V can open doors outside.
- (12) - V can open another doors inside, on the first floor.
- Gig: Going-away Party (12) - V can break fence.
- Gig: Radar Love (5) - V can open two grates.
- Gig: Trevor's Last Ride (5) - V can open doors leading to the armory.
Phantom Liberty []
- Spider and the Fly
- (12) - V can open doors where Rosalind Myers calls "Museum of Wishful Thinking, where the rich bought and sold so many unfulfilled dreams".
- Lucretia My Reflection
- (12) - V can open grade door through the subway tunnels.
- (12) - V can open door to enter Captán Caliente restaurant.
- (8) - V can disarm laser mines at Captán Caliente restaurant.
- You Know My Name
- (3) - V can disarm mines in the flooded tunnels.
- Shot by Both Sides
- (3) - V can open door to enter Bree's apartment.
- (18?) - V can tell Bree that turrets like the ones in the old Militech building operate in sequential circuits: Hacking one triggers a feedback loop that boots up others as well. Bree will then suggest not hacking any at all.
- (8?) - V can disarm mines in the old Militech building.
- I've Seen That Face Before
- (20?) - V knows the Behavioral Imprint-synced Faceplate must do more than morph your face and voice: it gotta fuck with your hormones like a designer drug, and give you hyperspecific highs and laws to change your behavior. Alena Xenakis will complete saying it establishes a new baseline, you just gotta say the right words.
- Somewhat Damaged
- (20?) - V knows the disabled door terminal, in the way to dataterminal Sierra, is fixable.
- (17) - V can use fuse box in the way to dataterminal Sierra, to enable door terminal.
- The Killing Moon
- (20) - V can jack in and run some diagnostics on Songbird.
- (10) - V can open floor grade to access Tycho Terminal.
- (10) - V can open door to access construction site elevator.
- (14?) - V can look at Songbird's chrome, as V is familiar with most of her subassembliesm and could run auto diagnostics and grant Songbird access to her BIOS. She then get a readout that can overclock the compensators.
- Things Done Changed
- (14) - V can ask Solomon Reed why didn't the doctors use nanobots, and that can't believe they damaged V's nervous systems. Reed will respond that apparently the neural matrix reduced V's cells' regenerative capacity, and the doctors really tried everything.
- Gig: Dogtown Saints
- (13?) - V can tell that the Odell Blanco's patient is using a woman's implant, not adjusted to his weight, and recommend to tweak the load cappacity, knee joint settings first, and see if that helps. Odell will comment that he hasn't tried that.
Intelligence is one of the six attributes in Cyberpunk 2077. The Intelligence attribute determines netrunning capabilities.
Overview[]
Progressing in the Intelligence attribute improves proficiency with Smart Weapons and allows you to unleash your full potential as a netrunner.
The Intelligence attribute also enables you to access local subnets and show off your knowledge of the Net in dialogues.
Allocating an Attribute point in the Intelligence Attribute increases max RAM by 1 per 4 points.
Level | Title | Requirement(s) | Level 1 | Level 2 | Level 3 | |
---|---|---|---|---|---|---|
4 | Eye In The Sky | Automatically highlight nearby Access Points and cameras. When uploaded through camera, Control quickhacks, Covert quickhacks and Distract Enemies have: −1 RAM cost, +50% duration. |
||||
4 | Optimization | +35% RAM recovery rate. | ||||
4 | Carhacker | Unlocks Vehicle quickhacks, allowing you to remotely take control, set off alarms or even blow them up. The availability of a given quickhack depends on the Tier of your installed cyberdeck. |
||||
4 | Forcekill Cypher | Reduces sequence length required to hack Access Points by 1. Total sequence length cannot be reduced below 2 characters. |
||||
4 | Warning: Explosion Hazard | +40% explosion damage from hacked devices +80% additional explosion damage to enemies affected by quickhacks (including Distract Enemies). |
||||
4 | Proximate Propagation | Reduces RAM cost the closer you are to the target (max −35%). | ||||
4 | Encryption | −30% traceability for all quickhacks. | ||||
4 | Subordination | +100% duration for Control quickhacks used on full-Health enemies. | ||||
9 | Hack Queue | +1 Max RAM. | Unlocks quickhack queues, allowing 2 quickhacks on a single enemy. Queued quickhacks automatically upload in the order they are added, +30% upload speed for the second quickhack in a queue. | |||
9 | Embedded Exploit | +10% RAM recovery rate. | +60% quickhack damage against enemies affected by Control quickhacks, Covert quickhacks or the Distract Enemies quickhack. | |||
9 | Data Recycler | After neutralizing an enemy, recover 80% of the RAM cost from all quickhacks remaining in their queue. | ||||
9 | Feedback Loop | +25% RAM recovery rate for each quickhack currently in a queue. | ||||
9 | Counter-A-Hack | When you're the target of an enemy netrunner, you are now able to counter quickhack them through walls and obstacles. −1 RAM cost for such counter quickhacks. |
||||
9 | Copy-Paste | When you're the target of an enemy netrunner, using a quickhack against them will also spread the quickhack's effect to their allies. | ||||
9 | Icepick | −1 RAM cost for Combat quickhacks used on enemies affected by or targeted by Control quickhacks, Covert quickhacks, or the Distract Enemies quickhack. | ||||
9 | Siphon | Only affects Monowire | Monowire attacks recover 0.5 RAM. Increases to 1 if the enemy is affected by or targeted by a quickhack. | |||
9 | Shadowrunner | −100% trace progress after performing a Takedown. | ||||
9 | Speculation | Neutralizing an enemy with a Combat quickhack recovers RAM equal to 25% of the total cost all quickhacks affecting the target. | ||||
9 | System Overwhelm | +7% Quickhack damage for each unique quickhack and DOT effect affecting the target. | ||||
9 | Recirculation | Only affects Smart Weapons | +2 RAM after neutralizing an enemy with a Smart Weapon. If the enemy is affected by quickhacks, restores additional RAM equal to 50% of their total RAM cost. | |||
9 | Precision Subroutines | Only affects Smart Weapons | +2% accuract with Smart Weapons for each unit in your cyberdeck's max RAM. | |||
9 | No Escape | Only affects Smart Weapons | When using Smart Weapons, if the target lock on an enemy is about to end, shooting them resets it. | |||
15 | Queue Acceleration | +1 Max RAM. | −1 RAM cost to quickhack devices and vehicles | +1 quickhack queue size, +60 upload speed for quickhack third or later in the queue. | ||
15 | Overclock | +10% RAM recovery rate. | +10% quickhack damage. | Unlocks Overclock mode. If you have a cyberdeck, this can be activated. In this mode, you can use quickhacks even with insufficient RAM, but each RAM unit over your max costs 10 Health instead. Duration: 14 sec. Cooldown: 30 sec. | ||
15 | Acquisition Specialist | Only affects Smart Weapons | +10% larger target reticle for Smart Weapons. | Reloading Smart Weapons no longer interrupts target lock. +15% lock-on speed when hip-firing. +20% lock-on speed when aiming. |
||
15 | Target Lock Transfer | Only affects Smart Weapons | +10% larger target reticle for Smart Weapons. | Switching from aiming to hip-fire does not disengage target-lock on Headshots and Weakspots. | Switching from one Smart Weapon to another no longer interrupts target lock. | |
15 | Queue Prioritization | +50% upload speed for the first quickhack when you have at least 2 quickhacks queued on an enemy. | ||||
15 | Finisher: Live Wire | Only affects Monowire | Unlocks a Monowire finisher. Can be used when an enemy's Health is low. The more quickhacks you have queued on an enemy, the more susceptible they are. Restores 15% Health and 5 RAM. |
|||
15 | Queue Hack_Root | −1 RAM cost for the first quickhack of each unique category (Covert, Combat, Control) second or later in the queue. | ||||
15 | Sublimation | While Overclock is active, all RAM recovery effects also regenerate Health. | ||||
15 | Blood Daemon | While Overclock is active: +40 Health for each quickhack queued on an enemy at the time you neutralize them. |
||||
15 | Race Against Mind | While Overclock is active: Increases quickhack damage as Health decreases (max. +50%). Health is measured when you begin upload. |
||||
15 | Power Surge | Activating Overclock instantly restores Health equal to 5 times your max RAM. | ||||
15 | Terminal Velocity | Only affects Smart Weapons | Increased projectile velocity and lock-on range for 10 sec. after neutralizing an enemy with smart weapon. Stacks 3 times. New stacks reset duration. All stacks are removed when duration ends. | |||
15 | Targeting Prism | Only affects Smart Weapons | Enables multiple target locks when aiming and increases the number of simultaneous targets for all Smart Weapons by 1. | |||
20 | Queue Mastery | +1 quickhack queue size. The last quickhack to fill a queue has −50% RAM cost and locks the queue until all quickhack have uploaded., +15% damage against enemies with a locked queue. | ||||
20 | Spillover | When Overclock is active: +50% chance for quickhacks to spread to an additional target. | ||||
20 | Smart Synergy | Only affects Smart Weapons | When Overclock is active, Smart Weapons gain instant target lock, and +25% damage if the enemy is affected by a quickhack. |
Act 1[]
- The Heist (4) - V can tell T-Bug that can neutralize the Konpeki Plaza's netrunner.
Act 2[]
- Automatic Love
- (7) - V can tell the Clouds' receptionist that jacking in the personal links isn't safe.
- (5) - V can connect into Clouds' access point before the VIP area.
- (7) - V can tell Woodman that can help to solve the netrunner attack at the Clouds.
- Disasterpiece (5) - V can jack in a computer when searching for Evelyn Parker.
- I Walk the Line
- (5) - V can ask Placide if he can kill the NetWatch agent Bryce Mosley through the Net, once Bryce become aware of V when V jacks into the computer system in the van.
- (5) - V can ask the Bryce Mosley about the conflict ("beef") between NetWatch and the Voodoo Boys.
- (5) - If V stick with the Voodoo Boys' plan and take down the NetWatch agent, V can later ask Placide what Placide did with V in the Grand Imperial Mall.
- Transmission
- (5) - V can ask Brigitte that the Voodoo Boys must have their own version of a SynthTech interface. Brigitte will confirm, saying we have their own version of everything and do not use anything from Night City.
- (10) - V can connect with access point in the crypt.
- Ghost Town (5) - V can volunteer to look for access points, while Panam Palmer looks for power to light up Rocky Ridge.
- Lightning Breaks (5?) - V can suggest that Panam Palmer's software could use an update.
- Gimme Danger
- (3) - V can tell Goro Takemura that hacking isn't V's forte. (Not available above 5 INT)
- (6) - V can tell Goro Takemura that his plan sounds doable.
- (5?) - V can ask Goro Takemura what's in the infected shard he offered.
- (7?) - V can ask Goro Takemura where he got the infected shard. Takemura will respond that got it from across the canal, in Kabuki.
- Play It Safe (6) - V can jack in computers.
- Search and Destroy (3) - V can connect in access point at the abandoned apartment building.
Act 3[]
- We Gotta Live Together
- (7) - V can ask Dakota Smith if her tech is up to hit an encrypted BBS to communicate to Alt Cunningham.
- (6) - V can ask Alt Cunningham if it is needed to find a specific access point to Mikoshi.
- Things Done Changed
- (13) - V can tell Terry and Jim best fuck off, as V fry mean brains.
Gigs and Side Jobs[]
- I Fought the Law (3) - V can jack in computer in the club.
- Heroes (5) - V can jack in Jackie Welles' computer, at his garage.
- Pisces (6) - V can jack in computer at the maintenance level, on the way to Hiromi Sato's penthouse.
- Full Disclosure (7) - V can ask what daemons did Sandra Dorsett use. Sandra will respond that used Leviathan, and pay the full reward for the job, recognizing V as a fellow netrunner.
- Don't Lose Your Mind
- (8) - V can hack computer inside the Delamain Headquarters office.
- (10) - V can force the artificial intelligence personalities to merge into Delamain.
- The Hunt
- (9) - V can crack Randy's password.
- (12) - V can respond to River Ward that can definitely help him with netrunner "magic".
- Second Conflict
- Spellbound (9) - V can tell Nix that knows the Spellbook's worth heaps more than what Nix payed to V, and that he knows it too.
- Killing In The Name (10) - V can modify the Fortune Teller bot to generate nonsense. Johnny Silverhand will be impressed, and say that V got perks.
- KOLD MIRAGE
- (7) - V can recognize Rache Bartmoss.
- (3) - V can ask Nix if he got any pro-tips to spare, from one netrunner to another.
- (10) - V can ask Nix if he think the Rache Bartmoss' cyberdeck might be infected.
- With a Little Help from My Friends (10) - V can ask Carol if she knows how to use legacy tech, as V has never seen old tech like this. Carol will respond that learn it from books, and comment that there is even older tech inside the signal tower, like punch cards. V can ask then what is punch cards, and Carol will respond that it's an old data storage method from the twentieth century, that got used again when the net collapsed, and that they're cardboard cards with holes punched in them - as codes in columns, and each position, punched or not, represents a unit of data.
- Gig: Fixer, Merc, Soldier, Spy (5) - V can distract the receptionist.
- Gig: Until Death Do Us Part (6) - V can jack in computer at top floor.
- Gig: We Have Your Wife (6) - V can jack in computer in the Building by Raymond St.
- Gig: Wakako's Favorite (6) - V can connect in access point at Chang Hoon Nam's hideout.
- Gig: Old Friends (8) - V can jack in access point at Karubo Bairei's bar.
- Gig: An Inconvenient Killer (9) - V can jack in computer at 7th Hell.
- Gig: Bring Me the Head of Gustavo Orta (9) - V can jack in computer and access point at Gustavo Orta's apartment.
- Gig: Sr. Ladrillo's Private Collection
- (9) - V can jack in computer and connect in access point at Dicky Twister.
- (13) - V can jack in computer at Dicky Twister.
- Gig: Guinea Pigs
- (6) - V can jack in computer at the corporate hotel.
- (19) - V can connect to access point at the roof of the corporate hotel.
- Dog Eat Dog
- (8?) - V can guess Songbird is a netrunner when first meet her.
- (9) - V can comment about some preem Militech combat soft liberated by Songbird, when she dumps clusters of corrupted data of the Relic.
- (9) - V can remember a grind hack in Biotechnica Fermentation facility in Oregon, in 2063 or 2064, when Songbird say she was involved in it.
Phantom Liberty []
- Dog Eat Dog
- (9) - When Songbird says V's Relic's crowded with clusters of corrupted data, and dump that makin' room for stuff that'll actually be handy, such as some preem Militech combat soft, V can recognize Militech firmware as decent, solid soft. Songbird complements that a cushy government gig like hers just comes with all kinds of perks.
- Spider and the Fly
- (6?) - V can connect to access point where Rosalind Myers calls "Musem of Wishful Thinking, where the rich bought and sold so many unfulfilled dreams".
- Lucretia My Reflection
- (9?) - V can comment to Rosalind Myers that maybe Songbird was attacked, could say she got hit with a daemon, maybe tripped a defense protocol in the Chimera's ICE, if Songbird was a cookie-cutter 'runner. V, Myers and Johnny Silverhand know she's not, though.
- (9?) - When Rosalind Myers tell Solomon Reed that V was the last person to talk to Songbird, V can comment that - Most likely scenario - Songbird got caught in some ICE on the combat bot when she hacked it. One little mishack, happen even to the best, but no way to know for sure.
- The Damned
- You Know My Name
- (7?) - V can connect to access points.
- Birds with Broken Wings
- (12) - V can try a remote link when Alena Xenakis suggests to try another station instead.
- I've Seen That Face Before
- (9?) - V can tweak the car's ICE.
- Firestarter
- (9?) - When Solomon Reed tells V to find a netrunner capable of getting inside NCPD systems, V can offer themself. However, Reed will respond that V's field experience is rich and it'll be valiable, and they need a dedicated 'runner jacked into a full rig, dataforts in their sight, the works.
- Black Steel In The Hour Of Chaos
- (20) - If V asks Chang Hoon Nam for help to bust into MaxTac's datafort and snatch any intel on the next Psychoquad convoy headed for Los Padres, V can comment about his tech analysis: MaxTac uses SHAC-761 encryption on an SHA-37 interface, with all the forts, gates, daemons, permaflux code, may not even be doable, but if he managed this, it would be something.
- Somewhat Damaged
- (13) - V can hack door terminal.
- (20) - V can breach the Thermic Control terminal authorizing via personal link, after Blackwall shut down V's access.
- (17) - V can tell Songbird that they are in Cyberspace.
- The Killing Moon
- Things Done Changed
- (14) - When Terry stops V and ask for money, V can tell Terry that best fuck off, and V fry mean brains. Terry will taunt V to give their best shot, and V won't be able to do nothing.
- Gig: Waiting for Dodger
- (7?) - V can connect to access point.
Cool is one of the six attributes in Cyberpunk 2077. The Cool determines your assassination skills and stealth abilities.
Overview[]
Progressing in the Cool attribute improves proficiency with Pistols, Revolvers, Precision Rifles, Sniper Rifles, and Throwable Weapons.
The Cool attribute also allows to use stealthy Perk abilities and use subtle or street-smart dialogue choices.
Allocating an Attribute point in the Cool Attribute increases Crit Damage by 1.25% per point.
Level | Title | Requirement(s) | Level 1 | Level 2 | Level 3 | |
---|---|---|---|---|---|---|
4 | Road Warrior | Allows you to use Sandevistan to slow time while driving. Allows Kerenzikov to be activated when aiming and handbraking simultaneously. +25% weapon damage when your vehicle is drifting or airborne. |
||||
4 | Feline Footwork | When crouched: +15% Movement Speed +15% Mitigation Chance Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%.) |
||||
4 | Small Target | +20% Mitigation Chance when crouched and not moving. | ||||
4 | Blind Spot | When crouched, the higher your Mitigation Chance, the longer it takes for enemies to detect you. | ||||
4 | Unexposed | +20% Mitigation Chance when aiming from cover. | ||||
4 | Killer Instinct | +25% damage with knives, axes and silenced guns outside of combat. They also provide a preview of the estimated damage. | ||||
4 | Quick Getaway | +10% Movement Speed after neutralizing an enemy while undetected. Duration: 30 sec. or until detected. Stacks 2 times. New stacks reset duration. All stacks removed when duration ends. |
||||
4 | Gag Order | Landing an attack on an enemy right after they detect you will delay detection from other nearby enemies. | ||||
9 | Focus | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | +10% Headshot and Weakspot damage | Unlocks Focus mode. This mode automatically activates when you aim while at full Stamina. While active: No Stamina cost for shooting, allowing for more accurate shots. When it ends: −40 Stamina Duration: 2.5 sec. |
||
9 | Rinse And Reload | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | +10% Reload speed for your next reload after neutralizing an enemy while aiming. Stacks 2 times. The stack resets to 0 whenever you start aiming. | |||
9 | No Sweat | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | −50% Stamina cost from Focus for each enemy neutralized while it was active. | |||
9 | Head To Head | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | While Focus is active, neutralizing an enemy with a ranged attack resets its duration. | |||
9 | Deep Breath | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | Time slows by 25% for you and enemies when Focus is active. | |||
9 | Pull! | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | When Focus is active, shooting grenades out of the air is easier and the blast is more powerful. | |||
9 | Scorpion Sting | Only affects throwable weapons | −15% recovery time for throwable weapons. | Critical hits, headshots and hits to weak spots with throwable weapons apply Poison for 5 sec. | ||
9 | Neurotoxin | Only affects throwable weapons | Applying Poison to an enemy via Scorpion Sting now also applies Blinding and disables sprinting for 6 sec. | |||
9 | Parasite | Only affects throwable weapons | +15 Health on Crit Hit and headshots with thrown weapons. | |||
9 | Corrosion | Only affects throwable weapons | Allows you to apply Poison to mechs, robots, drones and turrets. | |||
9 | Accelerated Toxin Absorption | Only affects throwable weapons | Strong Attacks and thrown weapons used against Poisoned enemies instantly deal substantial Poison damage then remove all Poison effects. | |||
15 | Ninjutsu | +15% Movement Speed. | +15% Mitigation Chance when crouched. | Unlocks the ability to sprint while crouching. Crouch-sprinting allows you to move more quickly while staying silent, but consumes Stamina. | ||
15 | Shinobi Sprint | −75% Stamina cost for crouch-sprinting during combat. | ||||
15 | Serpentine | +30% Mitigation Chance when crouch-sprinting. | ||||
15 | Vanishing Act | Optical Camo activates automatically and consumes its charge gradually while crouch-sprinting or sliding. | ||||
15 | Creeping Death | While Optical Camo is active or you are undetected, neutralizing an enemy grants: +15% Health, +15% Stamina, and +10% Movement Speed for 6 sec. | ||||
15 | Deadeye | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | +10% headshot and weak spot damage. | −25% Stamina cost for shooting. | Unlocks Deadeye mode, which is active above 85% Stamina. When active: +25% headshot damage, +25% weak spot damage, no bullet spread. | |
15 | High Noon | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | When Deadeye is active: +35% reload speed for your next reload after neutralizing an enemy via headshot or weak spot. Effect available for 3 sec. Slows time by 50% during reload. |
|||
15 | California Reaper | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | +30% Stamina after neutralizing an enemy via headshot or weak spot. | |||
15 | Long Shot | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | When Deadeye is active, your shots always deal full damage regardless of distance. | |||
15 | Quick Draw | Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles | +30% weapon swap speed when swapping to pistols, revolvers, precision rifles, and sniper rifles, +30% Stamina when swapping during combat. | |||
15 | Juggler | Only affects throwable weapons | −15% recovery time for throwable weapons. | +20% headshot and weak spot damage with throwable weapons. | Instant cooldown reset for all throwable weapons after neutralizing an enemy with a throwable weapon via headshot, Crit Hit, or Poison. | |
15 | Finisher: Act Of Mercy | Only affects throwable weapons | Unlocks a Throwable Weapon Finisher. Can be used on low enemy Health. Automatically activates Juggler. Restores 25% Health. |
|||
15 | Pounce | Only affects throwable weapons | Allows you to perform Finishers from a greater distance if you've hit the enemy with a throwable weapon. Each successful throw also makes them more susceptible to Finishers. Finishers can be performed when an enemy's Health is low. |
|||
15 | Sleight Of Hand | Only affects throwable weapons | +20% Crit Damage for 8 sec. whenever Juggler is activated. Stacks 5 times. New stacks reset duration. All stacks are removed when duration ends. | |||
15 | Pay It Forward | Only affects throwable weapons | After retrieving a thrown knife or axe from an enemy, your first melee attack with a throwable weapon gains +200% damage. | |||
20 | Style Over Substance | Only affects throwable weapons | Guaranteed Crit Hits with throwable weapons when crouch-sprinting, sliding, dodging or Dashing. No movement speed penalty when aiming a throwable weapon. |
|||
20 | Nerves Of Tungsten-Steel | Only affects Revolvers, Precision Rifles and Sniper Rifles | When Deadeye is active: guaranteed critical hits for headshots and weak spots, increased damage as distance increases (max +25%). | |||
20 | Run 'N' Gun | Only affects Pistols | Hip-firing does not consume Stamina. When Focus is active +25% Movement Speed. |
Act 1[]
- The Information
- (4) - V can tell Mateo that they are "a big tipper."
- (4) - V can tell Evelyn Parker that is "the best."
- The Pickup (4) - If V contacted Militech, but ended up siding with Royce, and help him defeat Militech, V can tell Royce that he forgot to say "Thanks, V" for saving his "sorry tin-can ass". Royce will laugh and ironically ask V if V is "fuckin' high".
- The Heist (5) - V can ask T-Bug for more Aristotle's quotes.
Act 2[]
- Automatic Love
- (5) - V can tell Judy Álvarez that just need to know who hired Evelyn Parker, and promise to not lay a hand at Evelyn. Judy will calm down and help V with intel.
- (5) - If V attacked the Clouds' before talking to Skye, V can ask her to calm down after the attack.
- The Space in Between (5) - V can convince the patient at Finn Gerstatt's clinic to cut in front of the line.
- Disasterpiece (5) - V can ask the braindance dealer for a discount.
- M'ap Tann Pèlen (5) - V can go straight to the point and ask Placide what to do once V got inside the Grand Imperial Mall.
- I Walk the Line (8) - V can accuse Bryce Mosley of bluffing.
- Down on the Street
- (6) - After Sandayu Oda refuses to help and leave, V can comment with Goro Takemura that we knew it was gonna to blow, and ask him if he got more "fine friends". Takemura will respond no.
- (6) - If V stay awhile in front of Wakako Okada's place with Takemura before enter, an elderly man will mistake Takemura with the comedian Hideshi Hino. Later on, when Wakako ask V who V's "charming friend" is, V can introduce Takemura as Hideshi Hino. Takemura will be annoyed, ask V to stop, and properly introduce himself to Wakako.
- Play It Safe (6) - V can jokingly tell Takemura not to jump off the balcony, remembering that there's help available, like a 'round the click hotline. Takemura will respond that it is not funny.
Act 3[]
- Totalimmortal (7) - V can provoke Saburo Arasaka, calling him a bastard, saying that Johnny Silverhand sends regards, and showing the middle finger to Saburo. Hanako Arasaka will be exclaim her surprise, while Saburo will laugh and say the Hanako was right about V, that V is one of the kind. Hanako will suggest they should go before V does something stupid.
- Who Wants To Live Forever
- (9) - V can tell FIA Agent James Weiss that knows about Langley.
- (13) - V can joke saying the future's now, when Solomon Reed explains that V were out for two years.
Gigs and Side Jobs[]
- With a Little Help from My Friends (7?) - V can remember Panam Palmer when Panam told V to give Panam a good kick in the pants if V saw Panam divin' in the stupid pool again.
- Machine Gun (8) - V can tell Skippy that refuses to have a philosophical debate with a piece of iron about why V prefers to maim rather than kill enemies.
- Ex-Factor (6) - V can ironically comment to Maiko that V left a lasting impression from the last visit to Clouds, during the Automatic Love job.
- Talkin' 'bout a Revolution (6) - V can tell Judy Álvarez that do like artichoke, avocado flavor and zucchini pizza. Judy will joke calling it fancy.
- Beat on the Brat: Arroyo (4) - V can tell Buck to relax after defeating him.
- Beat on the Brat: Kabuki (4) - V can ask Certo and Esquerdo if they really do everything together.
- Happy Together (3) - V can ironically reply to Juan Mendez's accusation of bullshitting him, saying that V loves to bullshit badges.
- Losing My Religion (5) - V can ask the modified Bhikkhu Monk that don't work for free, and ask for a reward to save his brother from Maelstrom. The monk will respond that have nothing to offers other than his gratitude, however.
- Full Disclosure (5) - V can ask Sandra Dorsett how much Sandra can pay for keeping V's mouth shut. Sandra will respond attacking V.
- There Is A Light That Never Goes Out
- (6) - When Rachel tells it's time grab a bite to eat, V can ask where they eating at. Rachel will respond at PieZ. Vasquez will chip in saying that they do a great cup of coffee. After Vasquez's response, V can say that PieZ serves a great cheesecake. Vasquez will respond that he is lactose intolerant, and then V will propose vegan avocado ice cream instead.
- The Ballad of Buck Ravers (5?) - V can tell Karim that knows "Chippin' In" since V was a kid, while other kid were learning "Chrome Crayons" (Corpo only).
- Only Pain
- (9) - V can demand eurodollars from the corpo without demanding the truth.
- (13) - V can demand eurodollars from the corpo after demanding the truth (demand the truth requires 9 Reflexes or the Streetkid Lifepath).
- Small Man, Big Mouth (9) - V can tell Kirk Sawyer that wants more than fifth percent of the job reward. Kirk will accept.
- Following the River (8) - V can tell River Ward and the kids that knows the Lone Wolves type of cop.
- Rebel! Rebel! (7) - V can tell the van crew that everything will be fine as long they get out the van and do what V says.
- Second Conflict (6) - V can agree with the Maelstrom fanatics guarding the Totentanz club that V is the one who klepped the Flathead, and ironically ask if they got another one.
- Violence
- (6) - V can talk with Lizzy Wizzy about payment before accepting the job.
- (6?) - V can pretend to be a waiter, asking Liam if he ordered champagne.
- Gig: Sparring Partner (?) - V can lower the asking price of the robot from €$31000 to €$15000.
Phantom Liberty []
- Dog Eat Dog
- (8?) - V can introduce themself to Rosalind Myers as the solution to her current problems. Myers will respond that, as corny as it sounds, V's her favorite letter of the alphabet just now.
- Spider and the Fly
- (9) - V can tell Rosalind Myers to think of her enemies as V cuts her skin to remove her tracker.
- Shot by Both Sides
- (11) - V can ask Bree if it's her first time holding a gun.
- Firestarter
- (10) - V can explain a wrong answer given to Kurt Hansen, like if the twins doubled their money, but V responds as if they lost everything.
- Black Steel In The Hour Of Chaos
- (13?) - If V asks Sandra Dorsett for help to bust into MaxTac's datafort and snatch any intel on the next Psychoquad convoy headed for Los Padres, and Sandra for a favor in return, V can convince Sandra to not get into specifics. Sandra will then give the data and leave without ask anything.
- Somewhat Damaged
- (20) - V can ask Songbird if she is tryin' to scare them.
- The Killing Moon
- (15?) - When Solomon Reed warns that the FIA are gonna find V and Songbird, V can respond that they escaped already. Reed will agreed that he don't eyes on V, but will see each other soon.
- (20?) - If V is catch at the NCX Spaceport by a female NC Resident while picking her bag, V can defuse the situation telling that V is with the security.
- (15?) - V can buy some time for Songbird by asking the Orbital Air security which camera V should look for the biometric ID authentication.
- (15?) - V can calm down Songbird saying FIA are not gettin' her.
- Things Done Changed
- (14) - V can comment that imagined the future'd look different, when Solomon Reed tell V were out for two years. Reed will respond that is impressed by V's joke, and V will ask what good would it do to rage at reality, as don't see any sense in it.
- (13) - Before V enter Zetatech, when Terry ask if V are not from 'round Night City, V can ask him back if he is from Night City. Terry will confirm that is from the city, and V will sarcastically congrat him and say that wins him a shit-short childhood and an even shitter death.
Relic is one of the six attributes in Cyberpunk 2077. The Relic attribute offers access to powerful, new capabilities for cyberware. This tree is only available in Cyberpunk 2077: Phantom Liberty.
Perks[]
Title | Requirement(s) | Effect(s) | |
---|---|---|---|
Emergency Cloaking | Improves Optical Camo cyberware. Activating Optical Camo during combat will cause enemies to lose track of you, giving you a chance to exit combat. Note: To use this ability you must have Optical Camo equipped to your Combat Gadget quickslot. | ||
Sensory Protocol | Requires Emergency Cloaking | When crouched, being detected by an enemy will temporarily slow down time. Dodge or Dash out of the enemy's line of sight to immediately exit combat.
Cooldown: 120 sec. | |
Jailbreak | Unlocks new abilities for Arm cyberware: Mantis Blades, Gorilla Arms, Projectile Launch System and Monowire. | ||
Machine Learning | Requires Vulnerability Analytics | Destroying an enemy's Vulnerability grants: +10% Frequency of new Vulnerabilities appearing +5% Crit Damage against Vulnerabilities. Duration: 25 sec. | |
Vulnerability Analytics | During combat, you can now detect Vulnerabilities in enemy Armor and cyberware. Hitting Vulnerabilities gives:
100% Crit Chance Dealing enough damage to a Vulnerability will cause it to explode, generating an EMP blast that damages enemies within 3m. | ||
Data Tunneling | Requires Jailbreak and Monowire | When an enemy is affected by a Monowire-uploaded quickhack, normal Monowire attacks which hit that enemy and other enemies simultaneously, will spread the quickhack to them. | |
Launch Capacity Override | Requires Jailbreak and Projectile Launch System | Increases the number of Projectile Launch System charges by 1. | |
Limiter Removal | Requires Jailbreak and Gorilla Arms | The shockwave from a charged Gorilla Arms attack now knocks down all enemies within range. | |
Spatial Mapping | Requires Jailbreak and Mantis Blades | All Leap Attacks with Mantis Blades now cripple enemies and increase dismemberment chance against those same enemies for 10 sec. |