This page lists all Cyberware in Cyberpunk 2077 and Cyberpunk 2077: Phantom Liberty.
Overview[]
Quality[]
Like other equipment, there are several quality levels available for acquisition:
- Tier 1 - Can be purchased starting from level 1.
- Tier 2 - Can be purchased starting at level 10.
- Tier 3 - Can be purchased starting at level 20.
- Tier 4 - Can be purchased starting at level 30.
- Tier 5 - Can be purchased starting at level 40.
Cyberware can be upgraded in quality with corresponding Item Components at Ripperdocs.
Types[]
You can get cyberware installed or exchanged at Ripperdocs available in Night City, or found as loot. Specific cyberware can be acquired from Airdrops in Dogtown.
The player then installs the cyberware of their choice in different slots in their body:
- Frontal Cortex (3 slots)
- Operating System (1 slot)
- Arms (1 slot)
- Face (1 slot), a 2nd slot is unlocked during the main quest Birds with Broken Wings.
- Skeleton (2 slots), a 3rd slot can be unlocked with License To Chrome
- Hands (1 slot), a 2nd slot can be unlocked with Ambidextrous
- Nervous System (3 slots)
- Circulatory System (3 slots)
- Integumentary System (3 slots)
- Legs (1 slot)
Having at least one Cyberware installed in every single one of the 10 slot types unlocks the Achievement Full Body Conversion.
Stat Bonuses[]
Cyberware gains one specific stat bonuses at Tier 1 quality, and a second at Tier 2 quality. A third stat may be unlocked by learning the Driver Update perk in the Technical Ability Attribute.
When browsing a Ripperdoc's inventory, the cyberware is given a random selection of bonuses, which become locked in until the next shop reset.[notes 1]
An option is added to either keep the current set of bonuses or select from a new set of bonuses if the Chipware Connoisseur perk is learned in the Technical Ability Attribute. At Tier 3 and higher, two new sets of bonuses will be available to pick from, in addition to the option to keep the current set.
Offered stat bonuses can be refreshed by upgrading a different piece of cyberware. All Cyberware will be offered the same sets of stat bonuses for upgrades to a particular tier, but upgrades to another Tier will offer different bonuses.
Available Cyberware[]
Frontal Cortex[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Axolotl |
48 |
−5.0-7.5% Cooldown instantly for all cyberware after neutralizing an enemy. | ||
Bioconductor |
Tier 1 |
20 |
Allows your quickhacks to deal Crit Hits. 15-35% Crit Chance with quickhacks. −4 Max RAM | |
COX-2 Cybersomatic Optimizer |
50 |
Allows your quickhacks to deal Crit Hits. 80-100% Crit Chance with quickhacks. −8-4 Max RAM | ||
Camillo RAM Manager |
Tier 4 |
10 |
Instantly recovers 20-23% Max RAM when available RAM falls to 15-20%. Cooldown: 80 sec. | |
Ex-Disk |
Tier 3 |
10 |
+4-6 Max RAM | |
Kerenzikov Boost System |
Tier 3 |
3 |
Improves Kerenzikov by enhancing the user's speed and reflexes. When Kerenzikov is active: | |
Mechatronic Core |
Tier 1 |
5 |
+15-40% damage against drones, robots, mechs and turrets. | |
Memory Boost |
Tier 2 |
18 |
||
Newton Module |
Tier 1 |
14 |
−0.3-1.35% Cooldown instantly for all cyberware after neutralizing an enemy. | |
Quantum Tuner |
45 |
Whenever another cyberware implant is fully used, Quantum Tuner instantly restores its Cooldown. (up to a max of 30/40/50 sec.) Cooldown: 60 sec. outside of combat Passive Effect: | ||
RAM Reallocator |
40 |
Instantly recovers 20-23% Max RAM when available RAM falls to 15-20%. Cooldown: 95-85 sec. | ||
RAM Upgrade |
Tier 1 |
8 |
+Increases RAM recovery rate by +0.05-0.2 unit(s) per sec. | |
Self-ICE |
Tier 3 |
5 |
Automatically negates an enemy quickhack. +1-2 Max RAM. Cooldown: 45-20 sec. |
Operating System[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Chrome Compressor |
0 |
+40-70 Cyberware Capacity |
Berserk[]
- Main article: Berserk
Berserk allows you to increase your Offensive capabilities as well as utilize Superhero Landings.
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
BioDyne Berserk |
Tier 2 |
20 |
When active: When it ends: Duration: 8-11 sec. | |
Militech Berserk |
Tier 4 / |
35 |
When active: When it ends: Duration: 11-12 sec. | |
Moore Tech Berserk |
Tier 2 |
12 |
When active: When it ends: Duration: 8-11 sec. | |
Zetatech Berserk |
Tier 3 |
16 |
When active: While in midair with a Blunt weapon, allows the use of Superhero Landings. When it ends: Duration: 9-11 sec. |
Cyberdecks[]
- Main article: Cyberdeck
Cyberdecks allow you to perform quickhacks on targets and devices while scanning.
Title | Base Quality | Capacity | RAM | Slots | Buffer | Effect(s) | |
---|---|---|---|---|---|---|---|
Arasaka Mk.1-5 |
Tier 1 |
14 |
5-9 |
4-8 |
4-8 |
| |
Biotech Σ Mk.1-4 |
Tier 2 |
16 |
8 |
5 |
5 |
| |
Canto Mk.6 |
33 |
10 |
4 |
12 |
| ||
Paraline Mk.1-5 |
Tier 1 |
14 |
5 |
4 |
4 |
| |
Netdriver Mk.1 |
25 |
13 |
8 |
4 |
| ||
Raven Microcyber Mk.1-3 |
Tier 3 |
20 |
7 |
5 |
6 |
| |
Rippler Mk.1-5 |
Tier 1 |
16 |
5-20 |
4-8 |
4 |
|
Sandevistan[]
- Main article: Sandevistan
Sandevistan allows you to slow down time in order to utilize better Stealth capabilities.
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Dynalar Sandevistan |
Tier 2 |
18 |
Press to activate and deactivate. When active: Max duration: 8 sec. | |
Militech "Apogee" |
44 |
Can be activated at any charge level. When active: Neutralizing an enemy when active gives: Max duration: 6 sec. | ||
Militech "Falcon" |
39 |
Can be activated at any charge level. When active: Neutralizing an enemy when active gives: Max duration: 9-10 sec. | ||
QianT "Warp Dancer" |
Tier 3 |
14 |
When active: Max Duration: 9 sec. | |
Zetatech Sandevistan |
Tier 2 |
20 |
When active: When active in midair: Max duration: 6 sec. |
Arms[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Electrifying Gorilla Arms |
Tier 2 |
8 |
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +1-4 to Body Attribute checks. Deal Electrical damage. | |
Electrifying Mantis Blades |
Tier 2 |
8 |
Mantis Blades allow you to slice and dice your enemies with swift, deadly slashes. Deal Electrical damage. | |
Electrifying Monowire |
Tier 2 |
8 |
Empty Quickhack Slot Deal Electrical damage. | |
Electrifying Projectile Launch System |
Tier 2 |
8 |
Launches an explosive projectile that deals massive Electrical damage. Small Shock chance. Charged shots gain: | |
Gorilla Arms |
Tier 2 |
8 |
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +4 to Body Attribute checks. | |
Mantis Blades |
Tier 2 |
8 |
Mantis Blades allow you to slice and dice your enemies with swift, deadly slashes. | |
MaxTac Mantis Blades |
Tier 4 |
8 |
Mantis Blades allow you to slice and dice your enemies with swift, deadly slashes. | |
Monowire |
Tier 2 |
8 |
Empty Quickhack Slot Deal Physical damage. | |
Projectile Launch System |
Tier 2 |
8 |
Launches an explosive projectile that deals massive Physical damage. Charged shots gain: | |
Thermal Gorilla Arms |
Tier 2 |
8 |
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +1-4 to Body Attribute checks. | |
Thermal Mantis Blades |
Tier 2 |
8 |
Mantis Blades allow you to slice and dice your enemies with swift, deadly slashes. | |
Thermal Monowire |
Tier 2 |
8 |
Empty Quickhack Slot Deal Thermal damage. | |
Thermal Projectile Launch System |
Tier 2 |
8 |
Launches an explosive projectile that deals massive Thermal damage. Small Burn chance. Charged shots gain: | |
Toxic Gorilla Arms |
Tier 2 |
8 |
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +1-4 to Body Attribute checks. | |
Toxic Mantis Blades |
Tier 2 |
8 |
Mantis Blades allow you to slice and dice your enemies with swift, deadly slashes. | |
Toxic Monowire |
Tier 2 |
8 |
Empty Quickhack Slot Deal Chemical damage. | |
Toxic Projectile Launch System |
Tier 2 |
8 |
Launches an explosive projectile that deals massive Chemical damage. Small Poison chance. Charged shots gain: |
Face[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Basic Kiroshi Optics |
Tier 1 |
1 |
−20–44% camera detection speed 4/6/8/10x optical zoom when scanning | |
Behavioral Imprint-synced Faceplate |
0 |
Activating a faceplate alters both your physical and digital identity, making you virtually unrecognizable. Outside of combat, you can easily escape the Law (up to Bounty level 4). Cooldown: 1500 sec. | ||
Kiroshi "Clairvoyant" Optics |
Tier 3 |
8 |
Effect active when scanning: The effect remains active for 60 sec. after scanning. 6/8/10x optical zoom when scanning | |
Kiroshi "Cockatrice" Optics |
30 |
Increases Crit Chance by 25–35% 10x optical zoom when scanning | ||
Kiroshi "Doomsayer" Optics |
Tier 1 |
2 |
Effect active when scanning: The effect remains active for 60 sec. after scanning. 4/6/8/10x optical zoom when scanning | |
Kiroshi "Sentry" Optics |
Tier 1 |
2 |
Effect active when scanning: The effect remains active for 60 sec. after scanning. 4/6/8/10x optical zoom when scanning | |
Kiroshi "Stalker" Optics |
Tier 1 |
2 |
Automatically connects to your equipped Tech weapon. When aiming: 4/6/8/10x optical zoom when scanning | |
Kiroshi "The Oracle" Optics |
Tier 4 |
10 |
Effects active when scanning: These effects remain active for 60 sec. after scanning. 8/10x optical zoom when scanning |
Skeleton[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Bionic Joints |
Tier 1 |
8 |
Armor - simple but effective. | |
Dense Marrow |
Tier 2 |
16 |
+15-27% melee damage +20% melee Stamina cost | |
Epimorphic Skeleton |
Tier 4 |
40 |
+10-13% Max Health | |
Feen-X |
Tier 1 |
16 |
+250% RAM Regen Rate when available RAM is below 3-7 | |
Kinetic Frame |
Tier 1 |
16 |
+8-16% Mitigation Chance when Stamina is above 85%. | |
Para Bellum |
Tier 3 |
25 |
+8-13% Armor | |
RAM Recoup |
Tier 1 |
14 |
Receiving damage restores RAM equal to 0.2-0.28% of damage received. +1-2 Max RAM | |
Rara Avis |
45 |
+30-40% Armor | ||
Scar Coalescer |
Tier 1 |
20 |
||
Scarab |
Tier 1 |
14 |
When crouched: | |
Spring Joints |
Tier 2 |
16 |
+10-16% Mitigation Strength | |
Titanium Bones |
Tier 1 |
5 |
+30-62% Carrying Capacity | |
Universal Booster |
Tier 3 |
25 |
Health Items now also give: These effects do not stack. |
Hands[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Ballistic Coprocessor |
Tier 1 |
2 |
Increased ricochet chance with Power weapons. Links the user's weapon and optics, offering real-time data-tracking of the weapon's status and preview of ricochet trajectory. | |
Handle Wrap |
Tier 3 |
8 |
When equipping or throwing a throwable weapon: | |
Immovable Force |
35 |
−18-35% recoil Automatically activates effects for ranged weapons that otherwise only occur when behind cover. | ||
Microgenerator |
Tier 2 |
9 |
Reloading an empty weapon causes the next shot to release an electroshock that deals up to 75-250 Electrical damage to enemies near the point of impact. Electroshock damage increases with the number of bullet reloaded (max. 5 bullets). | |
Shock Absorber |
Tier 1 |
12 |
−8-24% recoil | |
Smart Link |
Tier 1 |
4 |
Enables the use of smart-targeting in Smart weapons. +10-20% target-lock duration Directly links the user's optical implant to the weapon's system, offering real-time data-tracking of the weapon info. +1-2 Max RAM | |
Tattoo: Johnny's Special |
Tier 1 |
0 |
Enables the use of smart-targeting in Smart weapons. Directly links the user's optical implant to the weapon's system, offering real-time data-tracking of the weapon info. | |
Tattoo: Together Forever |
Tier 1 |
0 |
Enables the use of smart-targeting in Smart weapons. Directly links the user's optical implant to the weapon's system, offering real-time data-tracking of the weapon info. | |
Tattoo: Tyger Claws Dermal Imprint |
Tier 1 |
0 |
Enables the use of smart-targeting in Smart weapons. +10/15/20% lock-on speed Directly links the user's optical implant to the weapon's system, offering real-time data-tracking of the weapon info. |
Nervous System[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Adrenaline Converter |
Tier 1 |
6 |
+20-40% movement speed for 3-9 sec. when entering combat. | |
Adreno-trigger |
20 |
+20-30% movement speed for 10-35 sec. when entering combat. | ||
Atomic Sensors |
Tier 1 |
5 |
Increases movement speed proportional to the enemy's detection of you outside of combat. (max. 20-64% movement speed at 80% detection). The effect ends when you enter combat. | |
Deep-field Visual Interface |
40 |
Crit Chance increases the further you are from the enemy. (max. 70-100% at 85-100m). | ||
Kerenzikov |
Tier 2 |
12 |
Allows you to aim and perform ranged attacks while sliding, dodging or Dashing. Slows time by 60% for 2-3.75 sec. when you aim a ranged attack during a slide, dodge or Dash. Cooldown: 8-6 sec. | |
NeoFiber |
Tier 2 |
14 |
+7-11% Mitigation Chance | |
Reflex Tuner |
Tier 1 |
5 |
Slows time by 20-60% for 2-4.5 sec. when your Health drops below 25%. Cooldown: 60-35 sec. | |
Revulsor |
35 |
Slows time by 40-60% for 3.5-4.5 sec. when your Health drops below 25%. Your movement is not slowed. Cooldown: 50-35 sec. | ||
Stabber |
Tier 2 |
12 |
+10-20% Crit Chance with Blades and throwable weapons | |
Synaptic Accelerator |
Tier 2 |
5 |
Slows time by 20-50% for 2-4.5 sec. when enemy detection reaches 50%. Cooldown: 60 sec. | |
Tyrosine Injector |
Tier 1 |
8 |
Successful Takedowns grant: | |
Visual Cortex Support |
Tier 1 |
20 |
Crit Chance increases the farther you are from the enemy. (max. 16-30% at 30m). |
Circulatory System[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Adrenaline Booster |
Tier 1 |
14 |
+10-25% Stamina whenever you use a melee weapon to neutralize an enemy. | |
Biomonitor |
Tier 1 |
14 |
Automatically heals you with your equipped Health Item when your Health drops below 50%. +2-16% Health item effectiveness. | |
Black Mamba |
Tier 3 |
16 |
Against Poisoned enemies: | |
Blood Pump |
Tier 2 |
15 |
Functions as a powerful Health Item. Instantly restores 45-110 Health, then regenerates 9-23 Health per second for 6 sec. | |
Clutch Padding |
Tier 1 |
12 |
−7-20% Stamina cost for shooting. | |
Electromag Recycler |
40 |
+2.5-5% Health and Stamina when you hit an enemy with a fully charged Tech weapon shot. | ||
Feedback Circuit |
Tier 3 |
14 |
+1.5-3.5% Health when you hit an enemy with a fully charged Tech weapon shot. | |
Heal-On-Kill |
Tier 1 |
10 |
||
Isometric Stabilizer |
40 |
−13-20% Stamina cost for all attacks. | ||
Microrotors |
Tier 1 |
12 |
+10-25% melee attack speed | |
Second Heart |
Tier 4 |
30 |
+100% Health when your Health reaches 0. Cooldown: 300-220 sec. | |
ThreatEvac |
Tier 1 |
5 |
+5-29% movement speed when your Health drops to 25%. The more your Health drops, the more movement speed increases (max. +15-39%). |
Integumentary System[]
Title | Base Quality | Capacity | Armor | Effect(s) | |
---|---|---|---|---|---|
Carapace |
Tier 2 |
16 |
38-94 |
+20-32% Armor effectiveness when attacked from the side or rear. | |
Cellular Adapter |
Tier 2 |
10 |
74-162 |
Required Perk: Built Different For each point in Technical Ability gain: | |
Chitin |
42 |
140-200 |
An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen. | ||
Cogito Lattice |
Tier 1 |
12 |
18-54 |
+200-240% Armor from this cyberware when available RAM is below 2-10 | |
Countershell |
Tier 1 |
12 |
17-57 |
+30-50% Mitigation Chance for 4 sec. if you lose 35% Health within 3 sec. Cooldown 6 sec. | |
Defenzikov |
Tier 3 |
20 |
24-80 |
When Kerenzikov ends: | |
Nano-plating |
Tier 2 |
16 |
38-78 |
4-7% chance to block an incoming projectile. +100% bonus chance after performing a dodge or Dash. This bonus lasts 1.4-1.7 sec. or until the next projectile is blocked, whichever comes first. Cannot block more than 3 projectiles in a 6.5-5 sec. span. | |
Optical Camo |
Tier 2 |
20 |
15-30 |
−30-90% visibility to enemies for 4-7 sec., making it more difficult for them to detect you outside of combat and hit you during combat. Cooldown: 70-50 sec. | |
Pain Editor |
Tier 4 |
35 |
88-108 |
−6-7% all incoming damage | |
Painducer |
Tier 4 |
30 |
114-138 |
Converts 25-30% of damage taken into damage-over-time. | |
Peripheral Inverse |
30 |
8-36 |
The closer an attacking enemy is, the less damage they deal to you. −34-45% incoming damage at 3 m. | ||
ProxiShield |
Tier 1 |
10 |
8-36 |
The closer an attacking enemy is, the less damage they deal to you. −8-20% incoming damage at 3 m. | |
RangeGuard |
Tier 1 |
14 |
10-34 |
||
Shock-n-Awe |
Tier 1 |
25 |
44-92 |
Whenever you take damage, you have a 10% chance to release a large electroshock that deals 135-500 damage to nearby enemies. | |
Subdermal Armor |
Tier 1 |
5 |
17-49 |
Armor - simple but effective. |
Legs[]
Title | Base Quality | Capacity | Effect(s) | |
---|---|---|---|---|
Fortified Ankles |
Tier 2 |
6 |
Allows you to charge jumps for greater distance. Hold down the jump button to charge, then release to jump. | |
Jenkins' Tendons |
Tier 2 |
6 |
Increases sprint speed, starting at +30% and tapering off to +10% after 5 sec. of continued sprinting. The effect recovers at the same rate when not sprinting. | |
Leeroy Ligament System |
8 |
+12-20% Movement Speed | ||
Lynx Paws |
Tier 2 |
5 |
+50% quieter movement | |
Reinforced Tendons |
Tier 2 |
8 |
Press jump in midair to perform a double jump. |
Gallery[]
References[]
Frontal Cortex | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Operating System |
| ||||||||||||||
Arms | |||||||||||||||
Face | |||||||||||||||
Skeleton | |||||||||||||||
Hands | |||||||||||||||
Nervous System | |||||||||||||||
Circulatory System | |||||||||||||||
Integumentary System | |||||||||||||||
Legs |
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