Attributes or Stats in Cyberpunk 2077 refer to the several aspects of characteristics that are used for build improvement. All Cyberpunk 2077 Attributes are leveled up by doing quests, defeating Enemies and through various actions. When the player reaches the experience threshold, it will level up providing increased stats and perk points.
As you roam the city's streets, you gain the experience you need to upgrade abilities and acquire perks. Combine the right skills and gear to create a gunslinger with inhuman reflex or a stealthy netrunner with command of all surrounding tech or practically anyone in between.
- See Character Creation and Builds for ideas on how to optimize your character
- See Perks for information on what special passives are available in game.
How to Level up
The player receives experience by doing quests, defeating enemies and through various actions. When the player reaches the experience threshold, it will level up providing increased stats and perk points.
How to Re-Spec Attributes
As of the game's launch, there is no way to re-spec attribute points so it's important to plan your Build as you are stuck with your choices. Using the TABULA E-RASA item available from Ripperdoc will only reset your Perk Points.
How to use Attributes (Stats)
Attributes (Stats) can be increased using Attribute Points. Said points can be earned by leveling up. Stats can be increased up to level 20.
Each stat has some Perks attached to it that need Perk Points to be upgraded.
Armor
The amount of damage you can mitigate thanks to the equipment you are wearing.
Health
The amount of damage V can take before dying.
Stamina
Stamina determines the amount of equipment you can carry.
Cyberpunk 2077 Primary Attributes (Stats)
Attributes or Primary Stats are locked in once committed to and play a huge part in how your character performs. Every attribute passively influences your character be it with stats, what you can equip or with conversational checks wherein you'll have an extra option available to you during conversations based on your attribute being over a certain threshold.
Each Attribute contains a set of Skills. Both Attributes and Skills provide different bonuses depending on your style of play. Skill levels increase as you perform activities associated them.
The maximum level of a Skill is limited by the level of the Attribute that it belongs to.

Body
Body determines your raw physical power. In addition to allowing you to force open doors, each level of Body (starting from level 3) will:
- Add 5 Health Points
- Add 3 Stamina Points
- Increase damage with Fists and Gorilla Arms by 3
- Increase damage with melee weapons by 1.5%
- Increase movement penalty while grabbing an enemy and wielding a HMG by 6%
- Increase movement while grappling an enemy and enemy grapple duration by 5 sec

Cool
Cool determines your resilience, composure and effectiveness in operating from stealth. Each level of Cool will:
- Increase Crit Damage by 2%
- Increase all Resistances by 1%
- Increase stealth damage by 10%
- Reduce the speed of which enemies detect you in stealth by 0.5%
- Increase enemy grapple duration by 1 sec

Intelligence
Intelligence determines your netrunning proficiency. Every level of intelligence will:
- Increase cyberdeck RAM capacity by 4%
- Increase quickhack damage by 0.5%
- Increase quickhack duration by 1%

Reflexes
Reflexes determine your maneuverability. In addition to increasing your overall movement speed, each level in Reflexes will:
- Increase Crit Chance by 0.25%
- Increase damage from Mantis Blades and Monowire by 3
- Increase Mitigation Chance by 0.75%
By default, Mitigation grants a 10% chance to reduce any damage taken by 50%.

Technical Ability
Technical Ability represents your technical know-how. It allows you to unlock doors and use Tech weapons. Each increase in level will increase your Armor by 1%. Your Technical Ability also unlocks unique dialogue options and opens new pathways for you around the world.
Cyberpunk 2077 Stats and Skills
Each stat has some Perks attached to it that need Perk Points to be upgraded.
Name |
Description |
Related Skills |
![]() Body |
Body determines your raw physical power. In addition to allowing you to force open doors, each level of Body (starting from level 3) will:
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![]() Cool |
Cool determines your resilience, composure and effectiveness in operating from stealth. Each level of Cool will:
|
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Intelligence determines your netrunning proficiency. Every level of intelligence will:
|
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Reflexes determine your maneuverability. In addition to increasing your overall movement speed, each level in Reflexes will:
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||
Technical Ability represents your technical know-how. It allows you to unlock doors and use Tech weapons. Each increase in level will increase your Armor by 1%. Your Technical Ability also unlocks unique dialogue options and opens new pathways for you around the world. |
Resistance
Physical | Determines the amount of Physical protection the player has. The higher the Physical protection is, the less damage player will receive from melee attacks and bullets. |
Thermal | Determines the amount of Thermal protection the player has. The higher the Thermal protection is, the less damage player will receive from sources that are either hot or cold. |
EMP | Determines the amount of EMP protection the player has. The higher the EMP protection is, the the lower the player will be affected by EMP weapons. |
Chemical | Determines the amount of Chemical protection the player has. The higher the Chemical protection is, the lower the player will be affected by Chemical attacks. |
Street Cred:
Street Cred is a form of experience that player acquires by completing side missions. It is used to unlock new vendors and content throughout Night City. Some Armor and Items affect the amount of experience receives towards Street Cred.
- Anonymous
So, rumors are going around that certain stats are currently bugged (as of now patch 1.04 at the time of my post) I have found a few posts regarding this, here is one relating to evasion and crit chance in which the author and several others outline that certain bonuses just flat out dont work, has anybody else observed this or tested for themselves? https://www.reddit.com/r/cyberpunkgame/comments/kbcsjp/psa_some_core_statsbonuses_arent_working/
OK, so I have been looking around and I have found numerous threads, on multiple websites and forums, warning and discussing the fact that certain stats and bonuses related to these stats appear to be bugged or broken. The ones that come up most regularly are regarding crit chance, crit damage, and evasion. Apparently bonuses related to these stats do not stack, furthermore it is possible to "break" them altogether in certain situations. For instance you can apply 2 mods that each grant +15% crit chance to one item but instead of getting +30% crit chance you will only get +15%, if you then remove one of the mods there is a chance that it will "break" the bonus entirely and you will get no bonus at all even though you still have one of the mods installed. I have also seen it mentioned that you can not apply multiples of the same mod to multiple armor pieces and have the bonuses stack, for example, installing crit damage mods on several pieces of armor will not stack, it will instead give you only a single bonus from a single mod. And as for evasion in particular, I have seen it mentioned that nothing at all actually increases the evasion stat beyond the bonus that you naturally get from reflexes, this included the bonuses added by skills, meaning that the
- Anonymous
Did a more thorough test this time, on hard difficulty against a green difficulty pistol wielding enemy (their damage is consistent, but the health rounds to the nearest whole number so the damage numbers are rounded not 100% exacty):
2148 vs green pistol = 40 damage
2003 vs green pistol = 43 damage
1514 vs green pistol = 57 damage
707 vs green pistol = 80 damage
218 vs green pistol = 93 damage
About 36.4151 armor = 1 point damage reduction in this case, unsure if this is purely reducing damage numerically or by a % (for example this pistol deals close to 100 damage when at 0 armor, so at 2148 armor it's about a 60% reduction, or 60 points of damage reduced, unsure if a weapon that would deal 200 damage at 0 armor would be dealing ~140 (60 points of damage reduced) or ~80 (60% damage reduced)
- Anonymous
Any information about the maths behind the Armor stat available yet?
I wish points in Technical would increase the damage of the Projectile Launch System cyber arm. Or perks that affect grenades also affected the projectile. Just, something that helped scale its damage like all the others have :(
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