Screenshot of the Attributes screen in Cyberpunk 2077 2.0.
Screenshot by Siliconera

All Cyberpunk 2077 2.0 Skill Tree Perks

As you level up in Cyberpunk 2077, you gain Perk Points to spend on perks and sub-perks under the Reflexes, Body, Technical Ability, Intelligence, and Cool Skill Trees. These perks enhance your character and are crucial, especially as you progress and enemies get more difficult. Here are all the Skill Tree perks in Cyberpunk 2077 2.0.

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Screenshot of the Reflexes Skill Tree in Cyberpunk 2077.
Screenshot by Siliconera

All Reflexes perks in Cyberpunk 2077 2.0

There are 11 perks and 25 sub-perks in the Reflexes Skill Tree in Cyberpunk 2077 2.0:

  • Slippery: The faster you move, the more difficult it is for enemies to shoot you. The effect increases when Dashing, dodging, sprinting, and vaulting.
    • Multitasker: Allows you to shoot while sprinting, sliding, and vaulting.
    • Muscle Memory: Allows you to reload weapons while sprinting, sliding, and vaulting.
    • Power Slide: Increased slide distance.
    • Parkour!: Increased vaulting and climbing speed.
  • Dash: Dashing replaces dodging, allowing you to cover more ground and automatically vault over low obstacles. -20% Stamina cost for dodging and Dashing at Level 1, unlocks the ability to Dash at Level 2.
    • Steady Grip: Allows you to shoot while Dashing.
    • Can’t Touch This: +100% Migitation Chance when performing a Dash.
    • Mean Streak: +40% Stamina after neutralizing an enemy while Dashing.
    • Mad Dash: +100% Dash range toward enemies.
  • Lead and Steel: Only affects Blades. -15% Stamina cost for attacks with Blades at Level 1, unlocks the ability to block incoming projectiles with Blades at Level 2. This consumes Stamina.
    • Seeing Double: Increased damage and Stun chance with Counterattacks.
    • 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%).
    • Bullet Time: Only affects Blades. Whenever time is slowed, Bullet Deflect does not consume Stamina, and deflections automatically hit enemies for Crit Damage.
    • 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.
  • Finisher: Blade Runner: Only affects Blades. -15% Stamina cost for attacks with Blades at Level 1, +20% attack speed with Blades at Level 2, unlocks a Blade Finisher at Level 3. Restores 25% Health.
    • Going the Distance: Only affects Blades. 100% Finisher range.
    • Opportunist: Only affects Blades. Enemies affected by Stagger, Stun, Blinding, and Bleeding are more susceptible to Finishers.
    • Flash of Steel: Only affects Blades. +25% movement speed and attack speed for 6 seconds after performing a Finisher.
  • Slaughterhouse: Only affects Blades. All attacks, counterattacks, and deflected bullets apply Bleeding, which increases dismemberment chance. Bleeding cannot kill enemies, but it does make them more susceptible to Finishers. +25 Stamina from dismemberments.
  • Air Dash: -20 Dash Stamina cost at Level 1, +20 Dash speed at Level 2, unlocks the ability to Dash in midair at Level 3.
    • Aerodynamic: +30% Migitation Strength in midair.
    • Aerial Combat: Improves midair maneuverability.
  • Tailwind: +25% Stamina from performing Air Dashes and double jumps. Air Dashes do not cost Stamina.
  • Ready, Rested, Reloaded: Only affects Assault Rifles and SMGs. -10% Stamina cost for shooting with Assault Rifles and SMGs at Level 1, +30% reload speed when above 50% Stamina at Level 2.
    • Tunnel Vision: Only affects Assault Rifles and SMGs. +20% effective range and accuracy.
    • Spice of Life: Only affects Assault Rifles and SMGs.+15% weapon swap speed. -30% bullet spread briefly after swapping weapons.
    • Mind Over Matter: – Only affects Assault Rifles and SMGs. 25% recoil when aiming.
  • Sharpshooter: Only affects Assault Rifles and SMGs. +15% aim speed at Level 1, improved weapon handling at Level 2, each successful shot grants a stack of Sharpshooter and +7% Regen Rate for two seconds per stack at Level 3. Stacks seven times. New stacks reset duration. All stacks are removed when the duration ends.
    • Shoot to Chill: Only affects Assault Rifles and SMGs. -7% Stamina cost for automatic weapons per stack of Sharpshooter.
    • Spray and Pray: Only affects Assault Rifles and SMGs. -10% Stamina cost for hip-firing.
    • Practice Makes Perfect: Only affects Assault Rifles and SMGs. +7% Crit Chance and Crit Damage per stack of Sharpshooter.
    • Gundancer: Only affects Assault Rifles and SMGs. Aiming no longer slows movement. Allows you to shoot while vaulting.
    • Air Kerenzikov: Only affects Assault Rifles and SMGs. Activating Kerenzikov in midair keeps you suspended in the air and extends its duration.
  • Salt in the Wound: Only affects Assault Rifles. Shooting the same target a seventh consecutive time deals bonus damage equal to 100% of the total damage from the preceding shots.
  • 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.
Screenshot of the Body Skill Tree.
Screenshot by Siliconera

All Body Skill Tree perks

There are 11 perks and 22 sub-perks in the Body Skill Tree in Cyberpunk 2077 2.0:

  • Painkiller: Unlocks slow Health Regen in combat.
    • Dorph-Head: When using Blood Pump cyberwar or a Health Item, gain +100% Mitigation Chance for two seconds.
    • Comeback Kid: +1% Health Regen Rate for each percent of missing Health.
    • Speed Junkie: +60% Health Regen Rate while sprinting.
    • Army of One: +10% Health Regen Rate for each nearby enemy.
  • Fury Road: In vehicle collisions, gain +50% damage to enemy vehicles and their occupants and -50% damage to your vehicles. You take no damage as a vehicle occupant in collisions.
  • Adrenaline Rush: +35% Max Health at Level 1, +20% Health Regen bonus to all Health Regen effects from all sources at Level 2, unlocks Adrenaline Rush mode at Level 3, and, in addition to their base effects, Blood Pump cyberware and Health Items now also give Adrenaline equal to 30% Max Health (up to a maximum of 50% Max Health. Adrenaline Rush will remain active as long as you have Adrenaline available.
    • Unstoppable Force: When Adrenaline Rush is active, gain immunity to movement penalties and non-damaging status effects such as Knockdown and Blinding.
    • Juggernaut: When Adrenaline Rush is active, gain +20% movement speed and +10% damage.
    • Calm Mind: When Adrenaline Rush is active, gain a +3 second delay before Adrenaline begins to decay.
  • Pain to Gain: When Adrenaline Rush is active, gain +20% Health Item recharge after neutralizing an enemy.
  • Wrecking Ball: Only affects Blunt Weapons. -15% Stamina cost for attacks with Blunt Weapons at Level 1. Level 2 allows you to barrel into enemies while sprinting and blocking with Blunt Weapons, causing damage and a chance to knock them down.
    • Breakthrough: Only affects Blunt Weapons. -40% enemy Armor for seven seconds after hitting them with a Strong Attack.
    • Kinetic Absorption: Only affects Blunt Weapons. Blocking an attack gives +10% Stamina and +30% damage with Blunt Weapons for five seconds.
    • Clapback: Only affects Blunt Weapons. +100% Knockdown Chance with Defensive Attacks with a 10-second cooldown. 100% Stun Chance with Counterattacks.
    • Fly Swatter: Only affects Blunt Weapons. -40% incoming ranged damage when blocking with Blunt Weapons.
  • Quake: Only affects Blunt Weapons. -15% Stamina cost for attacks with Blunt Weapons at Level 1, +20% attack speed with Blunt Weapons at Level 2. Level 3 allows you to violently slam the ground, damaging and staggering nearby enemies with a chance of Knockdown. Quake can also be performed from midair.
    • Epicenter: Only affects Blunt Weapons. When Quake is performed from midair, its area of effect and damage scale with your fall speed and fall distance.
    • Aftershock: Only affects Blunt Weapons. +30% Stamina for each enemy hit with Quake.
    • Ripple Effect: Only affects Blunt Weapons. +15% Health for each enemy hit by Quake.
  • Finisher: Savage Sling: Only affects Blunt Weapons. Unlocks a Blunt Weapon Finisher. Restores 20% Health.
  • Die! Die! Die!: Only affects Shotguns, LMGs, and HMGs. -15% recoil at low Stamina at Level 1, increased fire rate as Stamina decreases at Level 2.
    • Like a Feather: Only affects Shotguns, LMGs, and HMGs. No movement speed penalty with Shotguns, Light Machine Guns, and Heavy Machine Guns.
    • Don’t Stop Me Now: Only affects Shotguns, LMGs, and HMGs. When below 33% Stamina, gain +15% Mitigation Chance and +5% Mitigation Strength.
    • Bullet Ballet: Only affects Shotguns, LMGs, and HMGs. -25% bullet spread when moving.
  • Spontaneous Obliteration: Only affects Shotguns, LMGs, and HMGs. -15% recoil at low Stamina at Level 1, +10% damage against nearby enemies at Level 2, unlocks Obliterate at Level 3.
    • Close-Quarters Carnage: Only affects Shotguns, LMGs and HMGs. Increased chance to Obliterate enemies with ranged attacks at close range.
    • Skullcracker: Only affects Shotguns, LMGs, and HMGs. Increases damage of Quick Melee Attacks as Stamina decreases.
    • Dread: Only affects Shotguns, LMGs, and HMGs. -15% enemy armor when using ranged attacks. Dismemberment spreads the effect to nearby enemies.
    • Rush of Blood: +20% reload speed for eight seconds after dismembering an enemy.
    • Bloodlust: Only affects Shotguns, LMGs, and HMGs. When Adrenaline Rush is active, gain +50 Adrenaline on the dismemberment of a nearby enemy.
  • 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 net Shotgun shot after hitting an enemy with a Quick Melee Attack.
  • Onslaught: Only affects LMGs. +20% ammo refill after neutralizing an enemy with a Light Machine Gun.
Screenshot of the Technical Ability Skill Tree.
Screenshot by Siliconera

All Technical Ability perks in Cyberpunk 2.0

There are nine perks and 24 sub-perks in the Technical Ability Skill Tree in Cyberpunk 2077 2.0:

  • Glutton For War: 5% instant recharge of Health Items and grenades after neutralizing an enemy.
    • First Aid: +15% recharge speed for Health Items when you’ve only used one charge.
    • Transfusion: +30% Health from the final charge of your Health Item.
  • Gearhead: +33% vehicle health. Vehicle-mounted weapons receive +25% damage and -0.7% second lock-on time.
  • Health Freak: +8% recharge speed for Health Items and grenades at Level 1, +1 Health Item charge at Level 2, +150% recharge speed for Health Items outside of combat.
    • Coming in Hot: +50% recharge speed for grenades when you have none available.
    • Borrowed Time: 100% instant recharge of a Health Item after neutralizing an enemy if you’re below 25% Health and have no charges remaining.
    • Field Medic: 15% faster use of Health Items in combat.
    • Demolitions Surplus: +1 max grenade charge, +250% recharge speed for grenades outside of combat.
  • Pyromania: +8% recharge speed for Health Items and grenades at Level 1, +10% explosion radius for grenades and the Projectile Launch System at Level 2, +5% movement speed and +10% explosion damage for 12 seconds after hitting an enemy with an explosion in combat. If you take damage from the explosion, the effect adds two stacks instead of one. Effect stacks five times.
    • Heat Shield: +10% Mitigation Chance per stack of Pyromania.
    • Burn This City: When you accumulate five stacks of Pyromania, they will be consumed and instantly replenish a grenade charge, but all bonuses from those stacks will remain active for six seconds.
    • Flash Sale: Flash, Smoke, and Recon grenades get double grenade charges and double recharge rate.
    • Friendlier Fire: +50% resistance to damage and effects from explosions you cause.
  • Ticking Time Bomb: Charges a powerful EMP that hits nearby enemies after three seconds whenever you activate Operating System cyberware or Overclock mode. Applies Stun and deals damage proportionate to the quantity and Tier of cyberware implants you have installed. -50% incoming damage while charging the EMP.
  • License to Chrome: +10% to all cyberware stat modifiers at Level 1, +40 Armor at Level 2. Level 3 unlocks a new cyberware slot of the Skeleton. All Skeleton cyberware have boosted stats.
    • Cyborg: 15% reduced Cooldown for all cyberware if all available cyberware slots are filled.
    • Ambidextrous: Unlocks a new cyberware slot for your Hands.
    • Built Different: Unlocks Cellular Adapter cyberware for the Integumentary System. It can be purchased and installed at Ripperdoc clinics. This Perk is required to use it properly.
    • Extended Warranty: +15% duration for all cyberware effects.
    • Doomlauncher: Projectile Launch System cyberware receives +1 max charge(s), +20% recharge speed, +25% additional recharge speed when you have no charges available, +200% additional recharge speed outside of combat, and +5% instant recharge after neutralizing an enemy. It also receives the same bonus as grenades from the Burn This City perk.
  • Edgerunner: Allows you to exceed your Cyberware Capacity by up to 50 points at the boost of -0.5% Max Health per point. When you neutralize an enemy during combat, there’s a 0.1% chance that you will enter a Fury State for each point you’re over capacity. In this state, you gain +10% damage, +30% Crit Chance, +50% Crit Damage for 12 seconds.
  • All Things Cyber: +10% to all cyberware stat modifiers at Level 1, -20% Cyberware Capacity cost for cyberware in the Integumentary System and Skeleton.
    • Chrome Constitution: -5% incoming damage if all Integumentary System and Skeleton cyberware slots are filled.
    • Renaissance Punk: +4% Cyberware Capacity for each Attribute at nine or higher.
    • Lucky Day: +25% crafting components from looting.
    • Driver Update: All cyberware gain an additional slot modifier.
    • Chipware Connoisseur: When upgrading cyberware, you can choose from two stat modifier options. A third option is available at Tier 3 and higher.
  • Bolt: Only affects Tech weapons. +20% charge speed for Tech weapons at Level 1, +15% damage for charged shots with Tech weapons at Level 2. Level 3 unlocks Bolt shots.
    • Lightning Storm: Only affects Tech weapons. +10% charge speed after firing a Bolt. Stacks three times. Swapping weapons or firing a non-Bolt shot resets the stack.
    • Internal Clock: Only affects Tech weapons. Increased time window to fire a Bolt.
    • Shock Value: Only affects Tech weapons. Bolt shots ignore enemy Armor.
    • In Charge: Only affects Tech weapons. Tech weapons no longer fire automatically when reaching a full charge.
  • Chain Lightning: Only affects Tech weapons. Bolt now deals Electrical damage and releases an electric arc that can electrocute up to three nearby enemies.
Screenshot of the Intelligence Skill Tree  in Cyberpunk 2077 2.0.
Screenshot by Siliconera

All Intelligence Skill Tree perks

There are 12 perks and 26 sub-perks in the Intelligence Skill Tree in Cyberpunk 2077 2.0:

  • 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.
  • Optimization: +35% RAM recovery rate.
    • Proximate Propagation: Reduced RAM cost the closer you get to the target.
    • Encryption: -30% traceability for all quickhacks.
    • Subordination: +100% duration for Control quickhacks used on full-Health enemies.
  • Eye in the Sky: Automatically highlights nearby Access Points and cameras. When uploaded through camera, Control quickhacks, Covert quickhacks, and the Distract Enemies quickhack have -1 RAM cost and +50% duration.
    • Forcekill Cypher: Reduces sequence length required to hack Access Points by one. Total sequence length cannot be reduced below two characters.
    • Warning: Explosion Hazard: +40% explosion damage from hacked devices. +80% additional explosion damage to enemies affected by quickhacks (including Distract Enemies).
  • Hack Queue: +1 Max RAM at Level 1. Level 2 unlocks quickhack queues, allowing two 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.
    • Feedback Loop: +25% RAM recovery rate for each quickhack currently in a queue.
    • Data Recycler: After neutralizing an enemy, recover 80% of the RAM cost from all quickhacks remaining in the queue.
    • 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.
    • Counter-A-Hack: When you’re the target of an enemy netrunner, you can quickhack them back through walls and obstacles. -1 RAM cost for such quickhacks.
  • Embedded Exploit: +10% RAM recover rate at Level 1, +60% quickhack damage against enemies affected by Control quickhacks, Covert quickhacks, or the Distract Enemies quickhack at Level 2.
    • Shadowrunner: -100% trace progress after performing a takedown.
    • Icepick: -1 RAM cost for Combat quickhacks used on enemies affected by Control quickhacks, Covert quickhacks, or the Distract Enemies quickhack.
    • Siphon: Monowire attacks recover 0.5 RAM. Increases to 1 if the enemy is affected by or targeted by a quickhack.
    • System Overwhelm: +7% quickhack damage for each unique quickhack and DOT effect affecting the target.
    • Speculation: Neutralizing an enemy with a Combat quickhack recovers RAM equal to 25% of the total cost of all quickhacks affecting the target.
  • Acquisition Specialist: Only affects Smart weapons. 10% larger targeting reticle for Smart weapons at Level 1, reloading Smart weapons no longer interrupts target lock at Level 2.
    • Precision Subroutines: Only affects Smart weapons. +2% accuracy with Smart weapons for each unit in your cyberdeck’s Max RAM.
    • Recirculation: Only affects Smart weapons. +2 RAM after neutralizing an enemy with a Smart weapon. If the enemy is affected by quickhacks, it restores additional RAM equal to 50% of their total RAM cost.
    • 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.
  • Queue Acceleration: +1 Max RAM at Level 1, -1 RAM cost to quickhack devices and vehicles for Level 2, +1 quickhack queue size, and +60 upload speed for quickhacks third or later in the queue for Level 3.
    • Finisher: live Wire: Unlocks a Monowire Finisher. The more quickhacks you have queued on an enemy, the more susceptible they are. Restore 15% Health and 5 RAM.
    • Queue Prioritization: +50% upload speed for the first quickhack when you have at least two quickhacks queued on an enemy.
    • Queue HACK_ROOT: -1 RAM cost for the first quickhack of each unique category that is second or later in the queue.
  • Overclock: +10% RAM recovery rate at Level 1, +10% quickhack damage at Level 2. Level 3 unlocks Overclock mode, which has a 14-second duration and a 30-second cooldown.
    • Sublimation: When Overclock is active, all RAM recovery effect also regenerate Health.
    • Blood Daemon: When Overclock is active, gain +40% Health for each quickhack queued on an enemy at the time you neutralize them.
    • Power Surge: Activating Overclock instantly restores Health equal to five times your Max RAM.
    • Race Against Mind: When Overclock is active, gain increased quickhack damage as Health decreases. Health is measured when you begin upload.
  • Target Lock Transfer: Only affects Smart weapons. 10% larger targeting reticle for Smart weapons at Level 1. At Level 2, switching from aiming to hip-fire does not disengage target-lock on headshots and weak spots. At Level 3, switching from one Smart weapon to another no longer interrupts target lock.
    • Terminal Velocity: Only affects Smart weapons. Increased projectile velocity and lock-on range for 10 seconds after neutralizing an enemy with a Smart weapon. Stacks three times. New stacks reset duration. All stacks are removed when the duration ends.
    • Targeting Prism: Only affects Smart weapons. Enables multiple target locks when aiming, and increases the number of simultaneous targets for all Smart weapons by one.
  • Queue Mastery: +1 quickhack queue size. The last quickhack to fill a queue has -50% RAM cost and locks the queue until all quickhacks have uploaded. +15 damage against enemies with a locked queue.
  • Spillover: When Overclock is active, gain +50% chance for quickhacks to spread to an additional target.
  • 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.
Screenshot of the Cool Skill Tree in Cyberpunk 2077 2.0.
Screenshot by Siliconera

All Cool perks in Cyberpunk 2077 2.0

There are 11 perks and 25 sub-perks in the Cool Skill Tree in Cyberpunk 2077 2.0:

  • Killer Instinct: +25 damage with knives, axes, and silenced guns outside of combat. They also provide a preview of the estimated damage.
    • Quick Getaway: +10% movement speed after neutralizing an enemy while undetected. Lasts 30 seconds or until you are defeated. Stacks two times. New stacks reset duration. All stacks are removed when the duration ends.
    • Gag Order: Landing an attack on an enemy right after they detect you will delay detection from other nearby enemies.
  • Feline Footwork: When crouched, gain +15% movement speed and 15% Mitigation Chance.
    • Blind Spot: When crouched, the higher your Mitigation Chance, the longer it takes for enemies to detect you.
    • Small Target: +20% Mitigation Chance when crouched and not moving.
    • Unexposed: +20% Mitigation Chance when aiming from cover.
  • 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.
  • Focus: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. +10% headshot and weak spot damage at Level 1. Level 2 unlocks Focus mode. This mode automatically activates when you aim while at full Stamina. When active, shooting has no Stamina cost, allowing for more accurate shots. When it ends, Stamina decreases by -40%.
    • No Sweat: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. -50% Stamina cost from Focus mode for each enemy neutralized while it was active.
    • 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 two times. The stack resets to zero whenever you reload or start aiming again.
    • 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.
    • Head to Head: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. When Focus is active, neutralizing an enemy with a ranged attack resets its duration.
    • Deep Breath: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. Slows time by 25% for you and enemies when Focus is active.
  • Scorpion Sting: Only affects throwable weapons. -15% recovery time for throwable weapons at Level 1. At Level 2, Crit Hits, headshots, and hits to weak spots with throwable weapons apply Poison for five seconds.
    • Parasite: Only affects throwable weapons. +15 Health on Crit Hits and headshots with thrown weapons.
    • Neurotoxin: Only affects throwable weapons. Applying Poison to an enemy via Scorpion Sting now also applies Blinding and disables sprinting for six seconds.
    • Accelerated Toxin Absorption: Only affects throwable weapons. Strong Attacks and thrown weapons used against Poisoned enemies instantly deal substantial Poison damage and then remove all Poison effects.
    • Corrosion: Only affects throwable weapons. Allows you to apply Poison to mechs, robots, drones, and turrets.
  • Deadeye: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. +10% headshot and weak spot damage at Level 1, -25% Stamina cost for shooting at Level 2. Level 3 unlocks Deadeye mode, which is active above 85% Stamina. When active, you gain +20% headshot damage, +20% weak spot damage, and no bullet spread.
    • California Reaper: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. +30% Stamina after neutralizing an enemy with a ranged attack via headshot or weak spot.
    • High Noon: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. When Deadeye is active, you gain +35% reload speed for your next reload after neutralizing an enemy via headshot or weak spot. The effect is available for three seconds and slows time by 50% during reload.
    • Long Shot: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. When Deadeye is active, your shots always deal full damage regardless of distance.
    • Quick Draw: Only affects Pistols, Revolvers, Precision Rifles, and Sniper Rifles. +30% weapon swap speed when swapping to Pistols, Revolvers, Sniper Rifles, and Precision Rifles. +30 Stamina when swapping during combat.
  • Ninjutsu: +15% crouch movement speed at Level 1, +15% Mitigation Chance when crouched at Level 2. Level 3 unlocks the ability to sprint while crouching.
    • Vanishing Act: Optical Camo activates automatically and consumes its charge gradually while crouch-sprinting or sliding.
    • Shinobi Sprint: -75% Stamina cost for crouch-sprinting during combat.
    • Creeping Death: When Optical Camo is active, or you are undetected, neutralizing an enemy grants +15% Health, +15% Stamina, and +10% movement speed for six seconds.
    • Serpentine: +30% Mitigation Chance when crouch-sprinting.
  • Juggler: Only affects throwable weapons. -15% recovery time for throwable weapons at Level 1, +20% headshot and weak spot damage with throwable weapons at Level 2. At Level 3, get an instant Cooldown reset for all throwable weapons after neutralizing an enemy with a throwable weapon via headshot, Crit Hit, or Poison.
    • Sleight of Hand: Only affects throwable weapons. +20% Crit Damage for eight seconds whenever Juggler is activated. Stacks five times. New stacks reset duration. All stacks are removed when the duration ends.
    • 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 susceptible to Finishers.
    • Finisher: Act of Mercy: Only affects throwable weapons. Unlocks a Throwable Weapon Finisher. Automatically activates Juggler and restores 25% Health.
    • 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.
  • Nerves of Tungsten-Steel: Only affects Revolvers, Precision Refiles, and Sniper Rifles. When Deadeye is active, you gain guaranteed Crit Hits for headshots and weak spots. Increases damage as distance increases.
  • Run ‘n’ Gun: Only affects Pistols. Hip-firing does not consume Stamina. When Focus is active, you gain +25% movement speed.
  • 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.

Cyberpunk 2077 is available now on the PC, PlayStation 5, and Xbox Series X. The Phantom Liberty DLC releases on September 26, 2023.


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Brent Koepp
Based in California, Brent is an Editor at Siliconera and has been a journalist since 2010. When he's not playing JRPGs or catching 'em all in Pokémon, you can find him spending time with his wife and two dogs.