Even though cybernetic prosthetics were originally developed for practical and medical purposes, they've since become a matter of lifestyle choice. In 2077, cyberware has become as commonplace as tattoos and jewelry. The reasons for installing it are many and varied, including simple tech upgrades, combat enhancements, and even fashion statements. The possession of trendy cyberware has become an integral and defining part of Night City culture. Uniqueness is just another form of currency. To make it big, you need to look the part. Style is everything.
Contents
History
Generation Zero
At the start of the 21st century, medical prostheses were mainly implants used to replace parts of the body, such as a teeth, facial bone, palate, or joints. Cyberware in the modern day was the evolution of prostheses. In order to save human lives medical science created artificial heart valves, extremities, or vertebras; this to allow the patients who suffered from severe body trauma to function normally in society.
During the First Central American War of the early 1990s, the development of cyberware increased significantly when thousands of American soldiers were coming home severely injured. Medical cyberware became more sophisticated and widespread as technology progressed. Japan and Germany were at the forefront of development and research as the medicine was evolving. However despite the amazing innovations in the medical field and how widespread the cyberware was becoming, it was still expensive. The first prosthetic arm didn't have any fingers, instead it had a crude gripper and the arm as a whole was heavy. These primitive designs of the 1990s are known as the Generation Zero designs.[1]
Generation One
The Postwar medical cyberware prosthesis development helped to speed up the miniaturization process. Reinforced spines and joints were first designed for workers, air filters grafted in the upper respiratory tracts for those working in polluted environments. Cybernetic enhancements were also produced for warfare during this Industrial Cyberware Revolution during the 2010s. The first crucibles that were designed these combat implants was the Second Central American War, as well as the Second and Third Corporate War. In the US the megacorporation, Militech, enhanced their soldiers enabling their bodies to increase their carrying capacity and direct connections to personal motion trackers and range finders.
An arms race began between private armies that belonged to megacorporations such as Arasaka that still continue in 2077. Generation One cyberware is often found in black markets, usually found in the possession of poor citizens who can't afford anything better. Generation One is usually made of metal and plastic.[1]
Generation Two
The cybermedical market started to boom after the wars. The same corporations that would take part in the wars now saw more opportunities to profit from their lines of medical implants. Cyberweapons were also developed during this time.[1]
Types
V has cyberware that the player can install, exchange and improve at ripperdocs available in Night City. There are also three categories here that can be distinguished:
- Active - Must be carried out by the player directly, comparable to weapons.
- Triggered - Activated as soon as certain framework conditions are met.
- Passive - The cyberware starts working as soon as it is installed and runs continuously in the background.
The player then installs the cyberware of their choice in different slots in V's body:
- Frontal cortex (3 slots)
- Ocular system (1 slot)
- Circulatory system (3 slots)
- Immune system (2 slots)
- Nervous system (2 slots)
- Integumentary system (3 slots)
- Operating system (1 slot)
- Skeleton (2 slots)
- Hands (1 slot)
- Arms (1 slot)
- Legs (1 slot)
Comparable to other items, there are common, uncommon, rare, epic, and legendary cyberware to acquire. Some cyberware exists in different qualities, others may only exist in epic form.[2]
Frontal cortex
Name | Rarities | Price | Description (per Rarity) | Requirement (per Rarity) |
---|---|---|---|---|
Self-ICE | Rare | 9,000 | Prevents enemy netrunners from hacking you (cooldown 45 seconds) | Intelligence: 10 |
Limbic System Enhancement | Common
Rare Legendary |
3,000
9,000 21,000 |
Crit chance +7/15/25% | Intelligence: 6/9/16 |
Visual Cortex Support | Common
Uncommon Epic Legendary |
3,000
4,500 15,000 21,000 |
Crit damage +10/16/30/45% | Intelligence: 6/8/12/16 |
Ex-Disk | Rare
Epic Legendary |
12,000
20,000 28,000 |
Max cyberdeck RAM +1/3/5 | Intelligence: 10/14/18 |
RAM upgrade | Common
Uncommon Rare |
1,000
1,500 3,000 |
Cyberdeck RAM recovery rate +0.1/0.2/0.3 per second | Intelligence: 8/10/12 |
Heal-On-Kill | Common
Uncommon Epic Legendary |
5,000
7,500 25,000 35,000 |
Defeating an enemy restores 2/3/6/10% health | Reflexes: 8/10/14/18 |
Memory Boost | Common
Uncommon Rare Epic |
4,000
6,000 12,000 20,000 |
Defeating an enemy instantly recovers 1/2/3/4 cyberdeck RAM | Intelligence: 7/9/12/15 |
Camillo RAM Manager | Epic
Legendary |
10,000
14,000 |
Instantly restores 20/30% of RAM when it drops to 2 units (cooldown 4 minutes) | Intelligence: 12/16 |
Mechatronic Core | Common
Uncommon Rare Epic Legendary |
3,000
4,500 9,000 15,000 21,000 |
Damage dealt to Drones, Androids, and Mechs +10/20/30/40/50% | Intelligence: 8/10/12/14/16 |
Ocular system
Name | Rarities | Price | Description (per Rarity) | Requirement (per Rarity) |
---|---|---|---|---|
Kiroshi Optics | Uncommon
Rare Epic |
0 (The Ripperdoc)
3,000 5,000 |
Enables optic zoom. Grants link to bounty system.
One/Two/Three mod slot(s) available. |
- |
Circulatory System
Name | Rarities | Price | Description (per Rarity) | Requirement (per Rarity) |
---|---|---|---|---|
Bioplastic Blood Vessels | Common
Uncommon Rare Epic Legendary |
2,000
3,000 6,000 10,000 14,000 |
Health regeneration outside combat +1/2/4/10/50% per second | Body: 6/8/10/12/14 |
Syn-Lungs | Common
Uncommon Rare Epic Legendary |
1,000
1,500 3,000 5,000 7,000 |
Stamina regeneration +5/10/15/20/25% | Body: 8/10/12/14/18 |
BioConductor | Rare
Epic Legendary |
6,000
10,000 14,000 |
Cyberware cooldowns -10/20/30% | Body: 12/15/18 |
Second Heart | Legendary | 42,000 | Revives upon death, restoring all health (cooldown 2 minutes) | Body: 16 |
Blood Pump | Common
Uncommon Rare Epic Legendary |
5,000
7,500 15,000 25,000 35,000 |
Activate to instantly restore 50/60/70/90/90% health (cooldown 180/180/90/90/30 seconds) | Body: 0/8/10/13/16 |
BioMonitor | Common
Uncommon Rare Epic Legendary |
6,000
9,000 18,000 30,000 42,000 |
Restores 30/40/50/60/100% health when below 15% (cooldown 240/180/150/120 /120 seconds) | Body: 0/10/12/15/18 |
MicroGenerator | Common
Uncommon Rare Epic Legendary |
1,000
1,500 3,000 5,000 7,000 |
Releases EMP blast when below 15% health, which damages enemies by 20/30/40/40/50% of their max Health and shocks enemies/and shocks enemies | Technical Ability: 0/8/10/12/16 |
Adrenaline Booster | Common
Uncommon Rare Epic Legendary |
4,000
6,000 12,000 20,000 28,000 |
Defeating an enemy restores 10/20/30/40/50% stamina | Body: 0/8/10/13/18 |
Feedback Circuit | Rare
Epic Legendary |
9,000
15,000 21,000 |
Discharging a fully charged weapon restores 3/6/10% of health | Technical Ability: 10/12/15 |
Tyrosine Injector | Uncommon | 1,500 | Increases Breach Protocol duration by 100% | - |
Immune system
Name | Rarities | Price | Description (per Rarity) | Requirement (per Rarity) |
---|---|---|---|---|
Detoxifier | Rare | 12,000 | Grants full immunity against Poison effects | Body: 10 |
Metabolic Editor | Epic | 25,000 | Getting poisoned restores 12% health per second instead of dealing damage | Cool: 14 |
Inductor | Epic | 20,000 | Getting shocked or affected by EMP effects boosts your Armor by 50% instead of dealing damage | Cool: 12 |
Cataresist | Common
Uncommon Epic Legendary |
2,000
3,000 10,000 14,000 |
Increases all resistances by 8/13/23/35% | Cool: 0/8/12/15 |
Shock-n-Awe | Common
Uncommon Epic Legendary |
1,000
1,500 5,000 7,000 |
When hit, you have a 2/4/8/10% chance to release an electroshock blast, dealing 20% damage to nearby enemies | Cool: 0/8/12/15 |
Pain Editor | Legendary | 28,000 | Reduces all incoming damage by 10% | Cool: 16 |
Nervous system
Name | Rarities | Price | Description (per Rarity) | Requirement (per Rarity) |
---|---|---|---|---|
Kerenzikov | Common
Uncommon Rare Epic Legendary |
5,000
7,500 15,000 25,000 35,000 |
Attacking, aiming, or blocking while sliding or dodging triggers a 50/60/65/80/90% time dilation effect for 1.5/1.8/2/2.5/3.5 seconds (cooldown 5 seconds) | Reflexes: 0/0/12/15/18 |
Synaptic Accelerator | Common
Uncommon Rare Epic Legendary |
5,000
7,500 15,000 25,000 35,000 |
25/30/30/40/50% time dilation effect for 2/2/3/3/4 seconds whenever you are detected by enemies. (cooldown 60 seconds) | Reflexes: 0/0/14/16/20 |
Reflex Tuner | Common
Uncommon Rare Legendary |
2,500
3,750 7,500 17,500 |
50/60/70/80% time dilation effect for 2/2.5/3/4 seconds whenever your health drops below 25% (cooldown 60/60/50/40 seconds) | Reflexes:
0/8/12/18 |
Neofiber | Common
Uncommon Rare Epic Legendary |
1,000
1,500 3,000 5,000 7,000 |
Evasion +3/6/9/12/15% | Reflexes: 0/0/12/15/18 |
Maneuvering System | Rare | 3,000 | Enables you to perform a dodge while airborne | Reflexes: 14 |
Synaptic Signal Optimizer | Common
Uncommon Rare Epic Legendary |
?
6000 12000 20000 28000 |
Increases Health by 20%/30%/40%/50%/60% | Body: ?/10/14/18/20 |
Nanorelays | Uncommon
Rare Epic |
6,000
12,000 20,000 |
Increases Sandevistan and Kerenzikov duration by 0.5/1/2s. | Reflexes: 10/14/18 |
Integumentary system
Name | Rarities | Price | Description (per Rarity) | Requirement (per Rarity) |
---|---|---|---|---|
Subdermal Armor | Common
Uncommon Rare Epic Legendary |
2,000
3,000 6,000 10,000 14,000 |
Armor +20/50/90/140/200 | - |
Fireproof Coating | Rare | 12,000 | Grants full immunity to burn | Body: 12 |
Supra-Dermal Weave | Rare | 12,000 | Grants full immunity against bleeding effects | Body: 12 |
Grounding Plating | Rare | 12,000 | Grants full immunity against Shock effects | Body: 12 |
Optical Camo* | Rare
Epic Legendary |
15,000
25,000 35,000 |
Activate to turn almost invisible for 5/10/15 seconds, greatly reducing the likelihood of detection (cooldown 60 seconds) | - |
Heat Converter | Epic | 25,000 | Burn effects increase the damage you deal by 10% instead of harming you | Cool: 14 |
*Optical Camo is not currently obtainable as of version 1.06. Partial files for it are still in the game, allowing it to be added to a ripperdoc's inventory using the debug console on PCs, but it may not work correctly.
Operating system
Name | Price | Street Cred | Ripperdoc | RAM | Buffer | Slots | Quickhack cooldown reduction | Quickhack upload time reduction | Quickhack damage increase | Quickhack spread distance increase | Combat Quickhack duration increase | Covert Quickhack RAM usage decrease | Ultimate Quickhack RAM usage decrease | RAM recovery rate per 60s | Other |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Militech Paraline | 2 | 4 | 2 | ||||||||||||
Stephenson Tech Mk.2 | 15,000 | Kabuki (Robert), Japantown | 6 | 7 | 4 | 30% | 30% | ||||||||
Stephenson Tech Mk.3 | 25,000 | Little China (Viktor) | 8 | 8 | 6 | 45% | 40% | ||||||||
Stephenson Tech Mk.4 | 35,000 | 37 | West Wind Estate | 10 | 8 | 6 | 45% | 25% | 50% | ||||||
Arasaka Mk.3 | 25,000 | 8 | 7 | 5 | 30% | 1 | Quickhacking an enemy affected by Ping will reset the duration of Ping. | ||||||||
Arasaka Mk.4 | 35,000 | 50 | Downtown | 10 | 8 | 6 | 40% | 2 | Quickhacking an enemy affected by Ping will reset the duration of Ping. | ||||||
Biodyne Mk.1 | 7,500 | Arroyo, Badlands | 6 | 5 | 3 | ||||||||||
Biodyne Mk.2 | 15,000 | Northside (Cassius Rider), Badlands | 9 | 6 | 4 | 3 | |||||||||
Biotech Σ Mk.1 | 7,500 | Rancho Coronado, Kabuki (South) | 5 | 5 | 3 | 6 | |||||||||
Biotech Σ Mk.2 | 15,000 | Japantown (Fingers), Kabuki (Robert) | 7 | 6 | 4 | 10% | 9 | ||||||||
Biotech Σ Mk.3 | 25,000 | Japantown | 10 | 7 | 5 | 20% | 9 | ||||||||
Fuyutsui Electronics Mk.1 | 5,000 | Charter Hill | 3 | 5 | 2 | ||||||||||
Fuyutsui Electronics Mk.3 | 25,000 | 37 | West Wind Estate | 8 | 7 | 6 | 40% | 50% | 9 | ||||||
Tetratronic Mk.1 | 7,500 | Rancho Coronado, Kabuki (South) | 4 | 5 | 3 | 10% | |||||||||
Tetratronic Mk.2 | 15,000 | Little China (Viktor), Kabuki (Charles) | 6 | 6 | 4 | 20% | 1 | ||||||||
Tetratronic Mk.3 | 25,000 | 37 | West Wind Estate | 8 | 7 | 5 | 30% | 2 | |||||||
Tetratronic Mk.5 | 43,750 | Charter Hill | 10 | 8 | 6 | 45% | 75% | 3 | |||||||
Raven Microcyber Mk.3 | 25,000 | 49 | Wellsprings | 8 | 7 | 5 | 40% | 3 | Increases the time it takes for an enemy netrunner to hack you by 50%. | ||||||
Raven Microcyber Mk.4 | 35,000 | Kabuki (Robert) | 10 | 8 | 6 | 60% | 6 | Increases the time it takes for an enemy netrunner to hack you by 100%. | |||||||
Netwatch Netdriver Mk.5 | 43,750 | 49 | Wellsprings | 11 | 8 | 6 | 30% | 60% | 9 | Offensive quickhacks can be uploaded to 3 targets within a 6-meter radius. | |||||
Seocho Electronics Mk.2 | 15,000 | West Wind Estate | 6 | 6 | 4 | 25% | 1 |
Name | Price | Body Req. | Ripperdoc | Mod Slots | Duration | Cooldown | Weapon recoil decrease | Melee damage increase | Armor and Resistances increase | Health restored on defeating an enemy | Gain more health | Max stamina increase | PASSIVE - All ranged attacks damage increase |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Biodyne Mk.1 | 7,500 | 6 | 0 | 5s | 10s | 15% | 15% | 5% | |||||
Biodyne Mk.2 | 15,000 | 9 | Downtown | 1 | 5s | 15s | 25% | 0% | 5% | 10% | |||
Biodyne Mk.3 | 25,000 | 12 | Wellsprings | 2 | 5s | 30s | 25% | 25% | 5% | 3% | 15% | ||
Biodyne Mk.4 | 35,000 | 16 | Japantown | 3 | 5s | 30s | 25% | 25% | 5% | 4% | 20% | ||
Moore Tech Mk.1 | 7,500 | 6 | 0 | 5s | 10s | 10% | 10% | 10% | |||||
Moore Tech Mk.2 | 15,000 | 9 | Downtown | 1 | 5s | 15s | 10% | 10% | 15% | 10% | |||
Moore Tech Mk.3 | 25,000 | 12 | Wellsprings | 2 | 10s | 30s | 10% | 10% | 15% | 2% | 20% | ||
Zetatech Mk.4 | 35,000 | 16 | Arroyo | 3 | 5s | 10s | 10% | 10% | 10% | 5% | |||
Zetatech Mk.5 | 43,750 | 18 | Kabuki (Robert) | 3 | 10s | 30s | 20% | 20% | 20% | 5% | |||
Militech Mk. 5 | 43,750 | 18 | Charter Hill | 3 | 10s | 60s | 15% | 15% | 15% | 5% | 40% | 40% |
Name | Price | Reflex Req. | Ripperdoc | Mod Slots | Duration | Cooldown | Time slowdown | Any damage dealt increase | Crit chance increase | Crit damage increase |
---|---|---|---|---|---|---|---|---|---|---|
Zetatech Mk.1 | 7,500 | 6 | Kabuki (Charles) | 0 | 8 | 30 | 75% | 10% | ||
Zetatech Mk.2 | 15,000 | 9 | Rancho Coronado | 1 | 12 | 30 | 50% | 15% | ||
Zetatech Mk.3 | 25,000 | 12 | Downtown | 2 | 16 | 30 | 50% | 20% | ||
Zetatech Mk.4 | 35,000 | 15 | 3 | 16 | 30 | 25% | 15% | 15% | ||
Dynalar Mk.1 | 7,500 | 6 | Northside (Cassius Rider) | 0 | 8 | 30 | 50% | 5% | ||
Dynalar Mk.2 | 15,000 | 9 | 1 | 12 | 30 | 25% | 10% | |||
Dynalar Mk.3 | 25,000 | 12 | Wellsprings | 2 | 16 | 15 | 50% | 15% | ||
Dynalar Mk.4 | 35,000 | 15 | Little China (Viktor) | 3 | 16 | 30 | 25% | 15% | 15% | |
QianT Mk.4 | 35,000 | 15 | Japantown (Fingers) | 3 | 12 | 15 | 25% | 15% | 15% | |
QianT Mk.5 | 43,750 | 18 | Downtown | 3 | 8 | 30 | 10% | 15% | 10% | 50% |
Militech Mk.5 | 43,750 | 20 | Wellsprings | 3 | 18 | 60 | 30% | 15% | 20% | 35% |
Skeleton
Name | Rarities | Price | Description (per Rarity) | Requirement (per Rarity) |
---|---|---|---|---|
Microrotors | Common
Uncommon Rare Epic Legendary |
2,000
3,000 6,000 10,000 14,000 |
Melee weapon attack speed +5/10/15/20/25% | Reflexes: 0/8/12/15/18 |
Endoskeleton | Common
Uncommon Rare Epic Legendary |
4,000
6,000 12,000 20,000 28,000 |
Max health +20/30/40/50/60% | Body: 0/8/12/15/20 |
Bionic Lungs | Common
Uncommon Rare Epic Legendary |
1,000
1,500 3,000 5,000 7,000 |
Max stamina +20/30/40/50/60% | Body: 0/0/12/15/18 |
Titanium Bones | Common
Uncommon Rare |
1,000
1,500 3,000 |
Increases carrying capacity by 20%/40/60% | Body: 0/0/13 |
Microvibration Generator | Uncommon
Rare Epic |
7,500
15,000 25,000 |
Melee weapon damage +5/10/15% | Reflexes: 0/12/16 |
Bionic Joints | Rare
Epic |
6,000
10,000 |
Recoil kick after shooting with ranged weapons -12/25% | Body: 0/12 |
Dense Marrow | Uncommon
Rare |
3,000
6,000 |
Melee weapon damage +7/15 but stamina drain +10% | Body: 0/0 |
Hands
Name | Rarities | Price | Description (per Rarity) |
---|---|---|---|
Ballistic Compressor | Rare
Epic |
0 (The Ripperdoc)
15,000 |
Increases the chance to ricochet shots with Power weapons.
Epic: Increases the number of times bullets ricochet by 1. Directly links the user's optical implant to the weapon's system, offering real-time data-tracking. |
Smart Link | Rare
Epic Legendary |
9,000
15,000 21,000 |
Allows you to use the smart-targeting module in Smart weapons. Increases the chance for smart bullets to hit targets by 0%/10%/15% and Crit Damage by 0%/15%/25%.
Directly links the user's optical implant to the weapon's system, offering real-time data-tracking. |
Tattoo: Tyger Claws Dermal Imprint | Common | 0 (The Gig) | Allows you to use the smart-targeting module in Smart weapons.
Directly links the user's optical implant to the weapon's system, offering real-time data-tracking. (not in the Description: jams enemy's smart weapon tracking) |
Tattoo: Johnny's Special | Common | 0 (Chippin' In) | The Arasaka logo... with a few special touches of Johnny's.
Obtained by choosing the "Billy-goat" option during dialogue with Cassius Ryder. |
Tattoo: Together Forever | Common | 0 (Chippin' In) | J+V 4EVAH
Obtained by choosing "The other" option during dialogue with Cassius Ryder. |
Arms
Name | Rarities | Price | Description (per Rarity) | Requirement (per Rarity) |
---|---|---|---|---|
Gorilla Arms | Rare
Epic Legendary |
15,250
25,250 100,250 |
Gorilla Arms charge with each attack. When you perform a Strong Attack, they deal bonus damage based on the charge level. Gorilla Arms also allow you to force open locked doors and rip turrets from their bases. Gorilla Arms deal Physical damage. 1/2/3 mod slot(s) (knuckles, battery, then universal) | - |
Mantis Blades | Rare
Epic Legendary |
15,350
25,350 100,350 |
Mantis Blades allow you to slice and dice your enemies with swift, deadly slashes. They also unlock the ability to leap towards a target and deal massive damage. To do so, hold and release (attack button).
Mantis Blades deal Physical damage. Due to the blades' inherently fast attack speed and combos, they can rapidly deal devastating damage, granting a higher chance to dismember the enemy. Very effective against an individual target. 1/2/3 mod slot(s) (edge, rotor, then universal) |
- |
Monowire | Rare
Epic Legendary |
15,450
25,450 100,450 |
The Monowire charges when equipped but not used in combat. Attacks with a charged wire deal bonus damage based on the charge level. Charge level and bonus damage dealt decline with each attack. Monowire deals Physical damage. Deals a high amount of concentrated damage and can instantly dismember an enemy wiht one quick attack. 1/2/3 mod slot(s) (wire, battery, then universal) | - |
Projectile Launch System | Rare
Epic Legendary |
15,550
25,550 100,550 |
The Projectile Launcher allows you to unleash various powerful projectiles, dealing various types of damage as well as causing explosions and applying status effects. But most importantly it wreaks mayhem and destruction. Explodes on impact and deals major Physical damage to enemies within the area of effect. Charged shots increase damage, the explosion radius and the chance to dismember. Effective against groups of enemies.1/2/3 mod slot(s) (missiles, wiring, then universal) | - |
Legs
Name | Rarities | Price | Description (per Rarity) |
---|---|---|---|
Reinforced Tendons | Rare | 45,000 | Press (jump button) while in midair to perform a double jump. |
Fortified Ankles | Rare
Epic |
45.000
75,000 |
Hold (jump button) to charge the power of the jump, then release to jump.
Enables you to perform hover jumps. Fall damage -15% |
Lynx Paws | Epic | 85,000 | You make 50% less noise when moving |
References
- ↑ 1.0 1.1 1.2 BATYLDA, M. The World of Cyberpunk 2077. 1st ed. Milwaukie, OR; Dark Horse Comics, 2020.
- ↑ https://www.nightcitylife.de/index.php/features-artikel/341-xxl-preview-cyberpunk-2077-angespielt?start=5