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 atributte points stats cyberpunk wiki guide50px 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 stats cyberpunk wiki guide50px Perk Points to be upgraded.

 

 
 
 
 
 
 
 
 
 

 

armor stats cyberpunk wiki guide30pxArmor

The amount of damage you can mitigate thanks to the equipment you are wearing.

health stats cyberpunk wiki guide30pxHealth

The amount of damage V can take before dying. 

stamina stats cyberpunk wiki guide30pxStamina

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 attribute cyberpunk 2077 wiki guide
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 attribute cyberpunk 2077 wiki guide
Cool

Cool determines your assassination skills and stealth abilities.

intelligence attribute cyberpunk 2077 wiki guide
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 attribute cyberpunk 2077 wiki guide
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 attribute cyberpunk 2077 wiki guide
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 stats cyberpunk wiki guide50px Perk Points to be upgraded.

Body Perks in Cyberpunk 2077 are passive abilities that can be unlocked through perk points stats cyberpunk wiki guide50pxPerk 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

 

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

die die die perks cyberpunk 2077 wiki guide 130px 3
DIE! DIE! DIE!

None Pro (9)
  • Level 1: -15% recoil at low Stamina
  • Level 2: Increased fire rate as Stamina decreases (max, +25% at 0 Stamina)

like a feather perks cyberpunk 2077 wiki guide 130px 3
Like a Feather

DIE! DIE! DIE! Pro (9)
  • Level 1: No movement speed penalty with Shotguns, Light Machine Guns and Heavy Machine Guns.

dont stop me now perks cyberpunk 2077 wiki guide 130px 3
Don't Stop me Now

DIE! DIE! DIE! Pro (9)
  • Level 1: When below 33% Stamina:
    +15% Mitigation Chance
    +5% Mitigation Strength

bullet ballet perks cyberpunk 2077 wiki guide 130px 3
Bullet Ballet

DIE! DIE! DIE! Pro (9)
  • Level 1: -25% bullet spread when moving

spontaneous obliteration perks cyberpunk 2077 wiki guide 130px 3
Spontaneous Obliteration

DIE! DIE! DIE! Phenom (15)
  • Level 1: -15% recoil at low Stamina
  • Level 2: +10% Damage against nearby enemies
  • Level 3:

    Unlocks Obliterate - the ability to sometimes instantly kill and dismember enemies at low health

    The chance increases as enemy health decreases (max. 20% Obliterate chance).

skullcracker perks cyberpunk 2077 wiki guide 130px 3
Skullcracker

Spontaneous Obliteration Phenom (15)
  • Level 1: Increases damage of Quick Melee attacks as Stamina decreases (max. 200% at 0 Stamina).

close quarters carnage perks cyberpunk 2077 wiki guide 130px 3
Rush of Blood

Spontaneous Obliteration Phenom (15)
  • Level 1: Increased chance to Obliterate enemies with ranged attacks at close range (max. 10%)

dread perks cyberpunk 2077 wiki guide 130px 3
Dread

Spontaneous Obliteration Phenom (15)
  • Level 1: -15% enemy armor when using ranged attacks.

    Dismemberment spreads the effect to nearby enemies.

rush of blood perks cyberpunk 2077 wiki guide 130px 3
Close-Quarters Carnage

Spontaneous Obliteration Phenom (15)
  • Level 1: +20% reload speed for 8 sec. after dismembering an enemy

rip and tea perks cyberpunk 2077 wiki guide 130px 3
Rip and Tear

Spontaneous Obliteration Legend (20)
  • Level 1: +100% damage for the next Quick Melee Attack after shooting an enemy with a Shotgun / +100 damage for the next Shotgun shot after hitting an enemy with a Quick Melee Attack.

onslaught perks cyberpunk 2077 wiki guide 130px 3
Onslaught

Spontaneous Obliteration Legend (20)
  • Level 1: +20% ammo refill after neutralizing an enemy with a Light Machine Gun

bloodlust perks cyberpunk 2077 wiki guide 130px 3
Bloodlust

Spontaneous Obliteration
Juggernaut
Phenom (15)
  • Level 1: When Adrenaline Rush is active: +50 Adrenaline on dismemberment of a nearby enemy

painkiller perks cyberpunk 2077 wiki guide 130px 3
Painkiller

None Rookie (4)
  • Level 1: Unlocks slow Health Regen in combat / Health Regen in combat has no activation delay.

comeback kid perks cyberpunk 2077 wiki guide 130px 3
Comeback Kid

Painkiller Rookie (4)
  • Level 1: +1% Health Regen Rate for each percent of missing health

dorph head perks cyberpunk 2077 wiki guide 130px 3
Dorph-Head

Painkiller Rookie (4)
  • Level 1: When using Blood Pump cyberware or a Health Item gain +100% Mitigation chance for 2 sec.

speed junkie perks cyberpunk 2077 wiki guide 130px 3
Speed Junkie

Painkiller Rookie (4)
  • Level 1: +60% Health Regen Rate while sprinting

army of one perks cyberpunk 2077 wiki guide 130px 3
Army of One

Painkiller Rookie (4)
  • Level 1: +10% Health Regen Rate for each nearby enemy

adrenaline rush perks cyberpunk 2077 wiki guide 130px 3
Adrenaline Rush

Painkiller Phenom (15)
  • Level 1: +35 Max Health
  • Level 2:  +20% Health Regen Bonus to all Health Regen effects from all sources.
  • Level 3: Unlocks Adrenaline Rush mode.

pain to gain perks cyberpunk 2077 wiki guide 130px 3
Pain to Gain

Adrenaline Rush Legend (20)
  • Level 1: When Adrenaline Rush is active:
    +20% Health Item recharge after neutralizing an enemy.

unstoppable force perks cyberpunk 2077 wiki guide 130px 3
Unstoppable Force

Adrenaline Rush Phenom (15)
  • Level 1: When Adrenaline Rush is active Gain immunity to movement penalties and non-damaging status effects such as Knockdown, Blinding, etc

juggernaut perks cyberpunk 2077 wiki guide 130px 3
Juggernaut

Adrenaline Rush Phenom (15)
  • Level 1: When Adrenaline Rush is active gain +20% Movement Speed and +10% Damage.

calm mind perks cyberpunk 2077 wiki guide 130px 3
Calm Mind

Adrenaline Rush Phenom (15)
  • Level 1: When Adrenaline Rush is active +3 sec. delay before Adrenaline begins to decay.

ripple effect perks cyberpunk 2077 wiki guide 130px 3
Ripple Effect

Calm Mind
Aftershock
Phenom (15)
  • Level 1: +15% Health for each enemy hit by Quake

fury road perks cyberpunk 2077 wiki guide 130px 3
Fury Road

None Rookie (4)
  • Level 1: +50% damage to enemy vehicles and their occupants in collisions caused by you. / -50% damage to your vehicles in collisions caused by enemies. / You take no damage as an occupant in vehicle collisions.

wrecking ball perks cyberpunk 2077 wiki guide 130px 3
Wrecking Ball

None Pro (9)
  • Level 1: -15% Stamina Cost for attacks with Blunt Weapons.
  • 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 perks cyberpunk 2077 wiki guide 130px 3
Breakthrough

None Pro (9)
  • Level 1: -40% enemy Armor for 7 sec. after hitting them with a Strong Attack

kinetic absorption perks cyberpunk 2077 wiki guide 130px 3
Kinetic Absorption

Wrecking Ball Pro (9)
  • Level 1: Blocking an attack gives +10% Stamina and +30% Damage with Blunt Weapons for 5 sec.

fly swatter perks cyberpunk 2077 wiki guide 130px 3
Fly Swatter

Wrecking Ball Pro (9)
  • Level 1: -40% incoming ranged damage when blocking with Blunt Weapons.

clapback perks cyberpunk 2077 wiki guide 130px 3
Clapback

Wrecking Ball Pro (9)
  • Level 1: +100% Knockdown chance with Defensive attacks with a Cooldown of 10 sec. / +100% Stun Chance with Counterattacks.

quake perks cyberpunk 2077 wiki guide 130px 3
Quake

Wrecking Ball Phenom (15)
  • Level 1: -15% Stamina Cost for attacks with Blunt Weapons.
  • Level 2: +20% attack speed with Blunt Weapons.
  • Level 3: Press Q to violently slam the ground, damaging and staggering nearby enemies with a chance of Knocdown.

epicenter perks cyberpunk 2077 wiki guide 130px 3
Epicenter

Quake Phenom (15)
  • Level 1: When Quake is performed from midair (a Superhero Landing), its area effect and damage scale with your fall speed and fall distance

aftershock perks cyberpunk 2077 wiki guide 130px 3
Aftershock

Quake Phenom (15)
  • Level 1: +30 Stamina for each enemy hit with Quake

finisher savage sling perks cyberpunk 2077 wiki guide 130px 3
Finisher: Savage Sling

Quake Legend (20)
  • Level 1: Unlocks a Blunt Weapon Finisher. Press F when an enemy's Health is low. Enemies affected by Stun are more susceptible. Restores 20% Health.

    Hold F to Throw the enemy instead, killing them and damaging other enemies while they land.

 

 

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 attribute cyberpunk 2077 wiki guide
Body

Body determines your raw physical power and fortitude.
Solo Skill Progression

skill progression yellow 5 cyberpunk 2077 wiki guide 50px
Increases Carrying Capacity by 50.

skill progression yellow 10 cyberpunk 2077 wiki guide 50px
Increases Health by 10.

skill progression yellow 15 cyberpunk 2077 wiki guide 50px
Fits and Gorilla Arms have:
+20% damage
+20% attack speed
Fits also have a chance to apply Bleeding.

skill progression yellow 20 cyberpunk 2077 wiki guide 50px
Increases Carrying Capacity by 100.

skill progression yellow 25 cyberpunk 2077 wiki guide 50px
Increases Health by 15.

skill progression yellow 30 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 35 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 40 cyberpunk 2077 wiki guide 50px
+10% Crit Chance against enemies within 5m.

skill progression yellow 45 cyberpunk 2077 wiki guide 50px
+25% damage with Strong Attacks and Quick Melee Attacks.

skill progression yellow 50 cyberpunk 2077 wiki guide 50px
+25% Health after performing Finisher.

skill progression yellow 55 cyberpunk 2077 wiki guide 50px
When Adrenaline Rush is active, Adrenaline decays 50% slower and cannot decay below 10%.

skill progression yellow 60 cyberpunk 2077 wiki guide 50px
When Berserk is active:
+30% enemy Health threshold to perform Finishers
+50% Health from performing Finishers.
+30% Berserk duration.

 

 

reflexes attribute cyberpunk 2077 wiki guide
Reflexes

Reflexes determine your maneuverability and ability to evade enemy attacks.
Shinobi Skill Progression

skill progression yellow 5 cyberpunk 2077 wiki guide 50px
Increases Movement Speed by 5%%.

skill progression yellow 10 cyberpunk 2077 wiki guide 50px
-5% Stamina cost from dodging and Dashing.

skill progression yellow 15 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 20 cyberpunk 2077 wiki guide 50px
Increased accuracy for a short time after dodging or Dashing.

skill progression yellow 25 cyberpunk 2077 wiki guide 50px
Increases Movement Speed by 5%.

skill progression yellow 30 cyberpunk 2077 wiki guide 50px
-10% Stamina cost from dodging and Dashing.

skill progression yellow 35 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 40 cyberpunk 2077 wiki guide 50px
Increased Mitigation Chance the faster you move.

skill progression yellow 45 cyberpunk 2077 wiki guide 50px
+25% damage with Fast Attacks.

skill progression yellow 50 cyberpunk 2077 wiki guide 50px
Air Dashing and sliding automatically reload 20% of your equipped weapon.

skill progression yellow 55 cyberpunk 2077 wiki guide 50px
When attacking from midair or while time is slowed, low Stamina does not affect ranged accuracy or melee attack speed.

skill progression yellow 60 cyberpunk 2077 wiki guide 50px
When Sandevistan is active:
+40% Crit Chance
No Stamina cost for any type of movement.

 

 

cool attribute cyberpunk 2077 wiki guide
Cool

Cool determines your assassination skills and stealth abilities.
Headhunter Skill Progression

skill progression yellow 5 cyberpunk 2077 wiki guide 50px
Decreases Visibility to Enemies by 10%

skill progression yellow 10 cyberpunk 2077 wiki guide 50px
+10% headshot damage
+10% Damage against Vulnerabilities

skill progression yellow 15 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 20 cyberpunk 2077 wiki guide 50px
No weapon sway when crouched

skill progression yellow 25 cyberpunk 2077 wiki guide 50px
Decreases Visibility to Enemies by 10%

skill progression yellow 30 cyberpunk 2077 wiki guide 50px
+15% headshot damage
+15% Damage against Vulnerabilities

skill progression yellow 35 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 40 cyberpunk 2077 wiki guide 50px
Optical Camo is active while grappling enemies.

skill progression yellow 45 cyberpunk 2077 wiki guide 50px
Decreases Recovery time after a throw by 30%

skill progression yellow 50 cyberpunk 2077 wiki guide 50px
30% faster when crouch-walking and crouch-sprinting.

skill progression yellow 55 cyberpunk 2077 wiki guide 50px
Damage bonuses from being undetected outside of combat persist for 3 sec. after entering combat.

skill progression yellow 60 cyberpunk 2077 wiki guide 50px
+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 attribute cyberpunk 2077 wiki guide
Technical Ability

Technical Ability determines your techie know-how.
Engineer Skill Progression

skill progression yellow 5 cyberpunk 2077 wiki guide 50px
Increases Armor by 15.

skill progression yellow 10 cyberpunk 2077 wiki guide 50px
Increases Cyberware Capacity by 5.

skill progression yellow 15 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 20 cyberpunk 2077 wiki guide 50px
+10% grenade damage and explosion radius.

skill progression yellow 25 cyberpunk 2077 wiki guide 50px
Increases Armor by 25.

skill progression yellow 30 cyberpunk 2077 wiki guide 50px
Increases Cyberware Capacity by 10.

skill progression yellow 35 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 40 cyberpunk 2077 wiki guide 50px
Increased Shock chance from charging a Tech weapon or electric baton.

skill progression yellow 45 cyberpunk 2077 wiki guide 50px
+15% Health Item effectiveness

skill progression yellow 50 cyberpunk 2077 wiki guide 50px
+30% to all cyberware stat modifiers.

skill progression yellow 55 cyberpunk 2077 wiki guide 50px
+10% damage with Bolt shots.
+40% Burn chance with Bolt shots.
Chain Lightning now also sets enemies on fire.

skill progression yellow 60 cyberpunk 2077 wiki guide 50px
When Fury is active, you occasionally release on EMP blast.

 

 

intelligence attribute cyberpunk 2077 wiki guide
Intelligence

Intelligence determines your netrunning abilities.
Netrunner Skill Progression

skill progression yellow 5 cyberpunk 2077 wiki guide 50px
Increases RAM Recovery Rate by 5%

skill progression yellow 10 cyberpunk 2077 wiki guide 50px
Increases Ram by 1

skill progression yellow 15 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 20 cyberpunk 2077 wiki guide 50px
+20% lock-on range with Smart weapons.

skill progression yellow 25 cyberpunk 2077 wiki guide 50px
Increases RAM Recovery Rate by 5%

skill progression yellow 30 cyberpunk 2077 wiki guide 50px
Increases Ram by 1

skill progression yellow 35 cyberpunk 2077 wiki guide 50px
+1 Perk Point

skill progression yellow 40 cyberpunk 2077 wiki guide 50px
-20%% Ram cost for quickhacks used on devices and vehicles.

skill progression yellow 45 cyberpunk 2077 wiki guide 50px
+15% duration for Control and Covert quickhacks.
+5% damage with Combat quickhacks.

skill progression yellow 50 cyberpunk 2077 wiki guide 50px
+40% duration for Overclock.

skill progression yellow 55 cyberpunk 2077 wiki guide 50px
-10% Health loss from using quickhacks during Overclock.

skill progression yellow 60 cyberpunk 2077 wiki guide 50px
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.

 




Tired of anon posting? Register!
    • Anonymous

      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 :(

      • 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)

          Load more
          ⇈ ⇈