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All Attributes

Technical Ability
Cyberpunk 2077 Attribute

Cyberware, Explosives, Consumables, Tech Weapons.
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 knowledge in dialogues. +2 Armor per Attribute Point.

Technical Ability is one of the five attributes in Cyberpunk 2077. It starts at 3 and caps at 20.

Its perk tree holds 34 perks (24 regular perks, 7 milestones and 3 master perks) across four tiers, unlocked at Technical Ability 4, 9, 15 and 20.

Its skill is Engineer, which levels from the weapons and actions the attribute governs.

Perks

Tier 1 (Technical Ability 4)

Unlocked at Technical Ability 4.

Tier 2 (Technical Ability 9)

Unlocked at Technical Ability 9.

Tier 3 (Technical Ability 15)

Unlocked at Technical Ability 15.
Pyromania
Milestone

+8% recharge speed for health items and grenades.

Technical Ability 153 ranks
License to Chrome
Milestone

+10% to all cyberware stat modifiers.

Technical Ability 153 ranks
Bolt
Milestone

+20% charge speed for tech weapons.

Technical Ability 153 ranks
Burn This City
Perk

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 sec.

Technical Ability 15
Heat Shield
Perk

+10% Mitigation Chance per stack of Pyromania.

Technical Ability 15
Flash Sale
Perk

For Flash, Smoke and Recon grenades:

  • Double grenade charges.
  • Double recharge rate.
Technical Ability 15
Friendlier Fire
Perk

+50% resistance to damage and effects from explosions you cause.

Technical Ability 15
Doomlauncher
Perk

Projectile Launch System cyberware receives:

  • +1 max charges,
  • +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 Burn This City Perk.

Technical Ability 15
Ambidextrous
Perk

Unlocks a new cyberware slot for your Hands.

Technical Ability 15
Cyborg
Perk

15% reduced Cooldown for all cyberware if all available slots are filled.

Technical Ability 15
Built Different
Perk

Unlocks Cellular Adapter cyberware for the Integumentary System. It can be purchased and installed at ripperdoc clinics. This Perk is required to use it properly.

Technical Ability 15
Extended Warranty
Perk

+15% duration for all cyberware effects.

Technical Ability 15
Internal Clock
Perk

Increased time window to fire a Bolt.

Technical Ability 15
Lightning Storm
Perk

+10% charge speed after firing a Bolt.

Stacks 3 times.

Swapping weapons or firing a non-Bolt shot resets the stack.

Technical Ability 15
Shock Value
Perk

Bolt shots ignore enemy Armor.

Technical Ability 15
In Charge
Perk

Tech weapons no longer fire automatically when reaching full charge.

Technical Ability 15

Master Perks (Technical Ability 20)

Unlocked at Technical Ability 20.