Cyberpunk 2077 - Skills

The build system of Cyberpunk 2077 after the 2.0 rework: the five attributes that cap at 20, the perk tree attached to each attribute, the quickhacks and breach daemons a netrunner spends RAM on, and the separate Relic tree added by Phantom Liberty. Cyberpunk has no classes, so a build is defined by...
of 23 entries · updated 2026-09-15
Name Type Description Tree Cost Prerequisite
Body Attribute The physical attribute. Body gates health, stamina, melee damage, carrying capacity, and the ability to force doors and rip mounted turrets. Attributes Attribute points (max 20) None
Reflexes Attribute The speed attribute, covering movement, dash and air dash, assault rifle and blade damage, and the critical chance that most weapon builds are built on. Attributes Attribute points (max 20) None
Technical Ability Attribute The engineering attribute. It governs armour from cyberware, tech weapon damage, crafting and upgrading, and the ability to open technical doors and disable security. Attributes Attribute points (max 20) None
Intelligence Attribute The netrunning attribute. Intelligence raises RAM, quickhack damage and duration, and unlocks the daemon and ultimate quickhack perks. Attributes Attribute points (max 20) None
Cool Attribute The composure attribute, covering stealth, critical damage, headshot damage, sniper and pistol handling, and cold-blooded combat bonuses that stack as a fight goes on. Attributes Attribute points (max 20) None
Body Perk Tree Perk Tree Blunt weapon, shotgun, health and stamina perks: faster heavy attacks, health regeneration in combat, damage reduction while sprinting, and the brawler perks that make Gorilla Arms and hammers hit like vehicles. Perk Trees Perk points Body attribute investment
Reflexes Perk Tree Perk Tree Movement, blade, rifle and handgun perks: air dash, faster reloads, more mitigation while dashing, and the blade combo perks that turn a katana into a mobility tool. Perk Trees Perk points Reflexes attribute investment
Technical Ability Perk Tree Perk Tree Cyberware, armour and tech weapon perks: more cyberware capacity, more armour from implants, faster charge on tech weapons and cheaper upgrades. Perk Trees Perk points Technical Ability attribute investment
Intelligence Perk Tree Perk Tree Quickhack, RAM and breach perks: cheaper uploads, faster spread, extra RAM regeneration, and the ultimate quickhack unlocks. Perk Trees Perk points Intelligence attribute investment
Cool Perk Tree Perk Tree Stealth, headshot and cold-blooded perks: silent takedowns, faster crouch movement, bonus damage from stealth, and the stacking cold-blooded buff that rewards chaining kills without being hit. Perk Trees Perk points Cool attribute investment
Ping Covert Quickhack Reveals every device and enemy on the target's network through walls for a short time. Quickhacks Low RAM Cyberdeck with a quickhack slot
Overheat Combat Quickhack Sets a target's cyberware burning for thermal damage over time and applies the burn status, which primes detonation and panic reactions. Quickhacks Low to medium RAM Cyberdeck with a quickhack slot
Short Circuit Combat Quickhack Delivers an electric surge that deals instant damage and applies shock, with a high chance to crit against enemies with heavy cyberware. Quickhacks Medium RAM Cyberdeck with a quickhack slot
Contagion Combat Quickhack Applies a chemical damage-over-time infection that spreads to nearby enemies when the target dies. Quickhacks Medium RAM Cyberdeck with a quickhack slot
Synapse Burnout Combat Quickhack Overloads the target's nervous system for heavy damage scaled by the target's current health, making it the go-to single-target finisher for a high-Intelligence netrunner. Quickhacks High RAM Intelligence investment, rare or better quickhack
Reboot Optics Control Quickhack Blinds a target and breaks its detection, which lets a netrunner walk past a guard or reset a fight that has gone loud. Quickhacks Medium RAM Cyberdeck with a quickhack slot
Cyberpsychosis Ultimate Quickhack Turns a target hostile to its own allies for a short time, effectively deleting a group from the inside. Ultimate Quickhacks Very high RAM High Intelligence, ultimate quickhack unlocked
Suicide Ultimate Quickhack Forces a human target to kill itself, removing one enemy instantly and traumatising the ones nearby. Ultimate Quickhacks Very high RAM High Intelligence, ultimate quickhack unlocked
System Reset Ultimate Quickhack Knocks a target unconscious without killing it, which keeps a non-lethal playthrough intact while removing the threat. Ultimate Quickhacks Very high RAM High Intelligence, ultimate quickhack unlocked
Breach Protocol Daemons Network Daemon The code-matrix minigame that installs daemons on a network before combat: reduced resistances, disabled cameras and turrets, extra loot from access points and cheaper quickhacks. Netrunning Time in the breach minigame Breach Protocol perk investment
Relic Skill Tree Special Tree A separate progression track that upgrades arm cyberware and adds combat cloaking, vulnerability analysis on scanned enemies and spatial mapping of nearby threats. Relic (Phantom Liberty) Relic points from Phantom Liberty Phantom Liberty installed and its opening mission completed
Cyberware Capacity Build Resource Every implant costs capacity, and the total is raised by Technical Ability, by perks, and by capacity shards found in the world. Cyberware Attribute and perk investment None
Street Cred Reputation A separate reputation track from character level that gates vendor stock, gig availability and some dialogue options. Progression Earned from jobs and combat None
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