Technical Ability Perks in Cyberpunk 2077 are passive abilities that can be unlocked through Perk Points and are related to Technical Ability. There are two different Perk branches that can be upgraded in the Technical Ability Perks Tree. Crafting and Engineering.
All Technical Ability Perks in Cyberpunk 2077
Crafting Perks
Name |
Lvls |
Lvl Req |
Effect |
|
1 | - | Gain more components when disassembling. |
|
1 | 5 | Allows you to craft Rare items. |
|
1 | 5 | Junk items are automatically disassembled. |
|
3 | 7 | Disassembling items grants a 5% / 10% / 15% chance to gain a free component of the same quality as the disassembled item. |
|
2 | 9 | Consumables are 25% / 50% more effective. |
|
2 | 9 | Grenades deal 10% / 20% more damage. |
|
2 | 11 | Crafted clothes gain 2.5% / 50% more armor. |
|
2 | 11 | Crafted weapons deal 2.5% / 5% more damage. |
|
1 | 12 | Allows you to craft Epic items. |
|
1 | 12 | Grants a 20% chance to craft an item for free. |
|
1 | 12 | Grants a 10% chance to upgrade an item for free. |
|
2 | 14 | Reduces the component cost of upgrading items by 10% 20%. |
|
2 | 14 | Reduces component cost of crafting items by 15% / 30%. |
|
1 | 16 | Allows you to upgrade lower quality components into higher quality ones. |
|
1 | 16 | When disassembling an item, you get attached mods back. |
|
1 | 18 | Allows you to craft Legendary items. |
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1 | 20 | Increases the sale price of crafted items by 10%. +1% per Perk level. |
|
1 | 20 | Improves damage and all damage-related stats of crafted weapons by 5%. |
Engineering Perks
NAME |
LVLS |
LVL REQ |
EFFECT |
|
3 | - | Reduces damage taken from explosions by 10% 20% / 30%. |
|
3 | - | When looting drones, mechs and robots, there is a 25% / 50% / 75% chance of looting a weapon mod or attachment. |
|
1 | 5 | Grants immunity to all effects from your own grenades. |
|
1 | 5 | The explosion radius is visible. |
|
1 | 7 | All grenade types deal 20 damage in addition to their normal effects. |
|
2 | 9 | Increases Smart Weapon reload speed by 5% / 10%. |
|
2 | 9 | Allows you to charge Tech Weapons up to 75% / 100% capacity. |
|
2 | 9 | Increases damage to drones, mechs and robots by 20% / 40%. |
|
5 | 11 | Grenades deal 5% / 10% / 15% / 20% / 25% more damage. |
|
3 | 12 | Increases Crit Chance with Tech Weapons by 3% / 6% /10%. |
|
3 | 12 | Increases the charge multiplier for Tech Weapons by 15% / 35% / 55%. |
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1 | 14 | Fully charged Tech Weapons do no shoot automatically. |
|
1 | 14 | Grants immunity to Shock. |
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1 | 14 | Fully charged Tech Weapons deal 50% more damage. |
|
1 | 16 | Reduces the charge amount needed for Tech Weapons to penetrate walls by 30%. |
|
1 | 16 | Ricochets deal an additional 50% damage. |
|
2 | 18 | Tech weapon charge time is reduced by 15% / 30%. |
|
1 | 20 | Increases damage from Tech Weapons by 25%. Increases charge damage from all chargeable weapons and cyberware by 10%. +1 charge damage per Perk Level. |
|
1 | 20 | Enables grenades to deal Crit Hits. |
|
1 | 20 | Tech weapons ignore Armor. |
Load more
I've done some testing on Gun Whisperer and here's how things break down as of version 1.06:
Works fine: Omaha pistols, Achilles rifles, Satara double barreled shotguns
Doesn't Work: Kenshin pistols, Quasar revolvers, Burya revolvers
Works, but absolutely ruins: Nekomata snipers (insanely jittery crosshair when aiming)
All iconic weapons should work or not depending on what model gun they are based on. I think Kenshins are the only ones that are "bugged". Quasars will rapidly fire bullets when fully charged as long as you hold down the fire button which conflicts mechanically with this perk (you can't hold down the fire button to simultaneously hold fire AND keep firing). Buryas can't be charged (seems they are "fully charged" every time you fire to compensate for low magazine size). And Nekomata is just bad design so who knows if it will be fixed.
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