Technical Ability Perks in Cyberpunk 2077 are passive abilities that can be unlocked through perk points stats cyberpunk wiki guide50pxPerk Points and are related to Technical Ability. Abilities related to this attribute improve your usage of health items and grenades, they also improve your armor and cyberware capabilities.

 

 

 

All Cyberpunk 2077: Phantom Liberty Technical Ability Perks Comparison Table

 

All Cyberpunk 2077: Phantom Liberty 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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Glutton for War

None Rookie (4)
    • Level 1: 5% Instant recharge of Health items and grenades after neutralizing an enemy.

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First Aid

Glutton for War Rookie (4)
  • Level 1: +15% Recharge speed for Health items when you've only used 1 charge

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Transfusion

Glutton for War Rookie (4)
  • Level 1: +30% Health from the final charge of your equipped Health Item

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Health Freak

Glutton for War Pro (9)
  • Level 1: +8% Recharge Speed for health items and grenades.
  • Level 2: +1 Health item charge. +150% recharge speed for health items outside of combat.

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Borrowed Time

Health Freak Pro (9)
  • Level 1: 100% instant recharge of a Health item after neutralizing an enemy if you are below 25% Health and have no charges remaining.

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Coming in Hot

Health Freak Pro (9)
  • Level 1: +50% recharge speed for grenades when you have none available

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Field Medic

Health Freak Pro (9)
  • Level 1: 15% faster use of Health items in combat.

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Demolition Surplus

Health Freak Pro (9)
  • Level 1: +1 max grenade charge +250% recharge speed for grenades outside of combat

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Pyromania

Health Freak Phenom (15)
  • Level 1: +8% Recharge speed for health items and grenades.
  • Level 2: +10% Explosion radius for grenades and the Projectile Launch System.
  • Level 3: +5% Movement Speed and +10% Explosion Damage for 12 sec, after hitting an enemy with an explosion in combat. If you take damage from the explosion, the effect adds 2 stacks instead of 1. Effect and duration can stack 5 times.

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Burn this City

Pyromania Phenom (15)
  • Level 1: When you accumulate 5 stacks of Pyromania, they will be consumed to instantly replenish a grenade charge, but all bonuses from those stacks will remain active for 6 secs.

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Heat Shield

Pyromania Phenom (15)
  • Level 1: +10% Mitigation Chance per stack of Pyromania

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Friendlier Fire

Pyromania Phenom (15)
  • Level 1: +50% resistance to damage and effects from explosions you cause

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Flash Sale

Pyromania Phenom (15)
  • Level 1: For Flash, Smoke, and Recon Grenades:
    Double Grenade Charges
    Double Recharge Rate

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Doomlauncher

Friendlier Fire
Ambidextrous
Phenom (15)
  • Level 1: 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
    +5% instant recharge after neutralizing an enemy It also receives the same bonus as grenades from the Burn this City perk.

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Ticking Time Bomb

Pyromania
License to Chrome
Legend (20)
  • Level 1: Charges a powerful EMP that hits nearby enemies after 3 sec, whenever you activate Operating System Cyberware (Berserk, Sandevistan) or Overclock. Applies Stun and deals damage proportionate to the quantity and Tier of cyberware implants you have installed. -50% incoming damage while charging the EMP

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All Things Cyber

None Pro (9)
  • Level 1: +10% to all Cyberware stat modifiers.
  • Level 2: -20% Cyberware Capacity Cost for cyberware in the integumentary System and Skeleton

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Renaissance Punk

All Things Cyber Pro (9)
  • Level 1: +4 Cyberware Capacity for each attribute at 9 or higher

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Chrome Constitution

All Things Cyber Pro (9)
  • Level 1: -5% incoming damage if all Integumentary System and Skeleton Cyberware slots are filled 

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Lucky Day

All Things Cyber Pro (9)
  • Level 1: +25% Crafting components from looting.

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Driver Update

All Things Cyber Pro (9)
  • Level 1: All cyberware gain an additional stat modifier

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Chipware Connoisseur

Driver Update Pro (9)
  • Level 1: When upgrading cyberware, you can choose from two stat modifier options. A third option is available at Tier 3 and higher

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License to Chrome

All Things Cyber Phenom (15)
  • Level 1: +10% to all cyberware stat modifiers.
  • Level 2: +40 Armor
  • Level 3: Unlocks a new cyberware slot for the Skeleton. All Skeleton Cyberware have boosted stats.

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Ambidextrous

License to Chrome Phenom (15)
  • Level 1: Unlocks a new cyberware slot for your Hands

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Cyborg

License to Chrome Phenom (15)
  • Level 1: 15% faster cooldown for all cyberware if all available cyberware slots are filled.

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Built Different

License to Chrome Phenom (15)
  • Level 1: Allows you to install and use Cellular Adapter cyberware for the Integumentary System. Available for purchase at ripperdoc clinics.

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Extended Warranty

License to Chrome Phenom (15)
  • Level 1: +15% duration for all cyberware effects.

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Edgerunner

License to Chrome Legend (20)
  • Level 1: Allows you to exceed your Cyberware Capacity by up to 50 points at the cost of -0.5% Max Health per point. When you neutralize an enemy during combat, there is a 0.1% chance for each point you're over capacity that you will enter a Fury state. In this state, you gain:
    +10% Damage
    +30% Crit Chance
    +50% Crit Damage Duration: 12 sec.
  • Level 2: -

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Gearhead

None Rookie (4)
  • Level 1: +33% vehicle health Vehicle-mounted weapons receive:
    +25% damage
    -0.7 sec. lock-on time

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Bolt

None Phenom (15)
  • Level 1: +20% Charge Speed for Tech Weapons
  • Level 2: +15% Damage for charged shots with Tech Weapons 
  • Level 3: Unlock Bolt shots. To fire a Bolt, release the trigger for a charged shot right before it fully charges:
    Counts as a fully charged shot
    +30% damage
    -50% Penalty for penetrating cover Full-auto Tech Weapons fire Bolts in a short burst. To continue firing Bolts in full-auto, press and hold the trigger again after firing the initial burst.

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Internal Clock

Bolt Phenom (15)
  • Level 1: Increased time window to fire a Bolt

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Lightning Storm

Bolt Phenom (15)
  • Level 1: +10% Charge Speed after firing a Bolt. Stacks 3 times. Swapping weapons or firing a non-bolt shot resets the stack.

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Shock Value

Bolt Phenom (15)

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In Charge

Bolt Phenom (15)
  • Level 1: Tech Weapons no longer fire automatically when reaching full charge.

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Chain Lightning

Bolt Legend (20)
  • Level 1: Bolt now deals Electrical damage and releases an electric arc that can electrocute up to 3 nearby enemies

 




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    • Anonymous

      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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