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 that ultimately reward the player with experience. 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
During gameplay, you may reset all your attributes spending Eurodollars on the attribute menu, note that each time said mechanic is used the price will go up.
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 is consumed when doing activities such as running or climbing and when shooting weapons.
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 and fortitude.
- Progressing it improves your proficiency with Shotguns, Light Machine Guns and Blunt Weapons.
- It also enables you to open some doors by force. rip off turrets, and use intimidating or solo-trained dialogue choices.
- +2 Max Health per Attribute Point.

Cool
Cool determines your assassination skills and stealth abilities.
- Progressing it improves your proficiency with Precision Rifles, Sniper Rifles, Handguns and Throwable Weapons.
- It also enables you to use advanced. stealthy Perk abilities and subtle or street-smart dialogue choices.
- +1.25% Crit Damage per Attribute Point.

Intelligence
Intelligence determines your netrunning abilities.
- Progressing it improves your proficiency with Smart Weapons and allows you to unleash your full potential as a netrunner.
- It also enables you to access local subnets and show off your knowledge of the Net in dialogues.
- +1 Max RAM per 4 Attribute Points.

Reflexes
Reflexes determine your maneuverability and ability to evade enemy attacks.
- Progressing the Attribute improves your proficiency with Assault Rifles, Submachine Guns and Blades, and enables you to use advanced movements.
- It also enables you to make quick, observant remarks in dialogues.
- +0.5% Crit Chance per Attribute Point.

Technical Ability
Technical Ability determines your techie know-how.
- Progressing it improves your proficiency with Explosives and Tech Weapons and allows you to be compatible with high-end cyberware.
- It also allows you to bypass some locks, override devices and exhibit tech-savvy skills in dialogues.
- +2 Armor per Attribute Point.
Cyberpunk 2077 Stats and Perks
Each stat has some Perks attached to it that need Perk Points to be upgraded.
Body Perks in Cyberpunk 2077 are passive abilities that can be unlocked through Perk Points and are related to the Body main Stat. They provide several upgrades to the attributes style of play such as boosting stamina and close quarters damage.
All Cyberpunk 2077: Phantom Liberty Body Perks Comparison Table
You can search by Name, tier, or level. Just type into the search box what you are looking for.
Quick Search of All Cyberpunk 2077: Phantom Liberty Perks
Name |
Prerequisite |
Tier |
Effects |
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None | Pro (9) |
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DIE! DIE! DIE! | Pro (9) |
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DIE! DIE! DIE! | Pro (9) |
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DIE! DIE! DIE! | Pro (9) |
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DIE! DIE! DIE! | Phenom (15) |
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Spontaneous Obliteration | Phenom (15) |
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Spontaneous Obliteration | Phenom (15) |
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Spontaneous Obliteration | Phenom (15) |
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Spontaneous Obliteration | Phenom (15) |
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Spontaneous Obliteration | Legend (20) |
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Spontaneous Obliteration | Legend (20) |
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Spontaneous Obliteration Juggernaut |
Phenom (15) |
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None | Rookie (4) |
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Painkiller | Rookie (4) |
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Painkiller | Rookie (4) |
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Painkiller | Rookie (4) |
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Painkiller | Rookie (4) |
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Painkiller | Phenom (15) |
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Adrenaline Rush | Legend (20) |
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Adrenaline Rush | Phenom (15) |
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Adrenaline Rush | Phenom (15) |
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Adrenaline Rush | Phenom (15) |
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Calm Mind Aftershock |
Phenom (15) |
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None | Rookie (4) |
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None | Pro (9) |
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None | Pro (9) |
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Wrecking Ball | Pro (9) |
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Wrecking Ball | Pro (9) |
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Wrecking Ball | Pro (9) |
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Wrecking Ball | Phenom (15) |
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Quake | Phenom (15) |
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Quake | Phenom (15) |
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Quake | Legend (20) |
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Cyberpunk 2077 Stats and Skills
Skills in Cyberpunk 2077 support V's abilities providing him with an increasing boost in the attributes area of expertise, to level up each skill you will have to perform actions related to its corresponding attribute. Each of the progressions will make your character increasingly powerful and support the builds you design.
Cyberpunk 2077 Skills
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. For example to raise your Solo skill, you need to use Body related abilities in combat and you will be granted experience, then at a threshold the skill will level up.

Body
Body determines your raw physical power and fortitude.
Solo Skill Progression
Increases Carrying Capacity by 50.
Increases Health by 10.
Fits and Gorilla Arms have:
+20% damage
+20% attack speed
Fits also have a chance to apply Bleeding.
Increases Carrying Capacity by 100.
Increases Health by 15.
+1 Perk Point
+1 Perk Point
+10% Crit Chance against enemies within 5m.
+25% damage with Strong Attacks and Quick Melee Attacks.
+25% Health after performing Finisher.
When Adrenaline Rush is active, Adrenaline decays 50% slower and cannot decay below 10%.
When Berserk is active:
+30% enemy Health threshold to perform Finishers
+50% Health from performing Finishers.
+30% Berserk duration.

Reflexes
Reflexes determine your maneuverability and ability to evade enemy attacks.
Shinobi Skill Progression
Increases Movement Speed by 5%%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point
Increased accuracy for a short time after dodging or Dashing.
Increases Movement Speed by 5%.
-10% Stamina cost from dodging and Dashing.
+1 Perk Point
Increased Mitigation Chance the faster you move.
+25% damage with Fast Attacks.
Air Dashing and sliding automatically reload 20% of your equipped weapon.
When attacking from midair or while time is slowed, low Stamina does not affect ranged accuracy or melee attack speed.
When Sandevistan is active:
+40% Crit Chance
No Stamina cost for any type of movement.

Cool
Cool determines your assassination skills and stealth abilities.
Headhunter Skill Progression
Decreases Visibility to Enemies by 10%
+10% headshot damage
+10% Damage against Vulnerabilities
+1 Perk Point
No weapon sway when crouched
Decreases Visibility to Enemies by 10%
+15% headshot damage
+15% Damage against Vulnerabilities
+1 Perk Point
Optical Camo is active while grappling enemies.
Decreases Recovery time after a throw by 30%
30% faster when crouch-walking and crouch-sprinting.
Damage bonuses from being undetected outside of combat persist for 3 sec. after entering combat.
+15%% Optical Camo charge when neutralizing an enemy in one of the following ways:
While Undetected.
During Focus Mode.
During Deadeye Mode.
With a thrown weapon.

Technical Ability
Technical Ability determines your techie know-how.
Engineer Skill Progression
Increases Armor by 15.
Increases Cyberware Capacity by 5.
+1 Perk Point
+10% grenade damage and explosion radius.
Increases Armor by 25.
Increases Cyberware Capacity by 10.
+1 Perk Point
Increased Shock chance from charging a Tech weapon or electric baton.
+15% Health Item effectiveness
+30% to all cyberware stat modifiers.
+10% damage with Bolt shots.
+40% Burn chance with Bolt shots.
Chain Lightning now also sets enemies on fire.
When Fury is active, you occasionally release on EMP blast.

Intelligence
Intelligence determines your netrunning abilities.
Netrunner Skill Progression
Increases RAM Recovery Rate by 5%
Increases Ram by 1
+1 Perk Point
+20% lock-on range with Smart weapons.
Increases RAM Recovery Rate by 5%
Increases Ram by 1
+1 Perk Point
-20%% Ram cost for quickhacks used on devices and vehicles.
+15% duration for Control and Covert quickhacks.
+5% damage with Combat quickhacks.
+40% duration for Overclock.
-10% Health loss from using quickhacks during Overclock.
When active, Overclock now reveals enemies withing 10m. and allows you to quickhack non-netrunner enemies through cover.
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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