Technical Ability
Cyberpunk 2077 Attribute
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.
Technical Ability Builds
Perks
Tier 1 (Technical Ability 4)
5% instant recharge of Health items and grenades after neutralizing an enemy.
+33% vehicle health.
Vehicle-mounted weapons receive:
- +25% damage.
- -0,7 sec. lock-on time.
+15% recharge speed of Health Items when you've only used 1 charge.
+30% Health from the final charge of your equipped health item.
Tier 2 (Technical Ability 9)
+8% recharge speed for Health Items and grenades.
+10% to all cyberware stats modifiers.
100% instant recharge of a health item after neutralizing an enemy if you are below 25% health and have no charges remaining.
+50% recharge speed for grenades when you have none available.
15% faster use of Health Items in combat.
+1 max grenade charge.
+250% recharge speed for grenades outside of combat.
+4 Cyberware Capacity for each Attribute at 9 or higher
-5% incoming damage if all Integumentary System and Skeleton cyberware slots are filled
+25% crafting components from looting.
All cyberware gain an additional stat modifier.
When upgrading cyberware, you can choose from two stat modifier options.
A third option is available at Tier 3 and higher.
Tier 3 (Technical Ability 15)
+8% recharge speed for health items and grenades.
+10% to all cyberware stat modifiers.
+20% charge speed for tech weapons.
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.
+10% Mitigation Chance per stack of Pyromania.
For Flash, Smoke and Recon grenades:
- Double grenade charges.
- Double recharge rate.
+50% resistance to damage and effects from explosions you cause.
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.
Unlocks a new cyberware slot for your Hands.
15% reduced Cooldown for all cyberware if all available slots are filled.
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.
+15% duration for all cyberware effects.
Increased time window to fire a Bolt.
+10% charge speed after firing a Bolt.
Stacks 3 times.
Swapping weapons or firing a non-Bolt shot resets the stack.
Bolt shots ignore enemy Armor.
Tech weapons no longer fire automatically when reaching full charge.
Master Perks (Technical Ability 20)
Charges powerful EMP that hits nearby enemies after 3 sec. whenever you activate Operating System cyberware (Berserk, Sandevistan) or Overlock.
Applies Stun and deal damage proportionate to the quantity and tier of cyberware implants you have installed.
- -50% incoming damage while charging EMP.
Allows you to exceed your Cyberware Capacity by up to 50 points at the cost of -0.5% Max Health per point over capacity.
When you neutralize an enemy during combat, there is a 0.1% chance for each point you are over capacity that you will enter a Fury state. In this state, you gain:
- +10% damage,
- +30% critical chance,
- +50% critical damage.
Duration: 12 sec.
Bolt now deals Electrical damage and releases an electric arc that can electrocute up to 3 nearby enemies.