Cyberpunk 2077 Perks
Database
Body
Unlocks slow Health Regen in combat.
In vehicle collisions:
- +50% damage to enemy vehicles and their occupants
- -50% damage to your vehicles.
You take no damage as a vehicle occupant in collisions.
When using Blood Pump Cyberware or a Health Item:
- +100% mitigation chance for 2 sec.
+1% Health Regen Rate for each percent of missing Health.
+60% Health Regen Rate while sprinting.
+10% Health Regen Rate for each nearby enemy.
+12.5% Crit Chance at low Stamina.
-15% stamina cost for attacks with blunt weapons.
No movement speed penalty with Shotguns, Light Machine Guns and Heavy Machine Guns.
-25% bullet spread when moving.
When below 33% Stamina:
- +15% Mitigation Chance,
- +5% Mitigation Strength.
Blocking an attack gives:
- +10% stamina,
- +30% damage with blunt weapons for 5 sec.
-40% enemy Armor for 7 sec. after hitting them with a strong attack.
+100% Knockdown chance with Defensive Attacks.
- Cooldown: 10 sec.
+100% Stun chance with Counterattacks.
-40% incoming ranged damage when blocking with blunt weapons.
+12.5% Crit Chance at low Stamina.
+35 Max Health.
-15% Stamina cost for attacks with Blunt Weapons.
Increases damage of Quick Melee Attacks as Stamina decreases (max. +200% at 0 Stamina)
Increased chance to Obliterate enemies with ranged attacks at close range (max. 10%).
+20% reload speed for 8 sec. after dismembering an enemy.
-15% enemy Armor when using ranged attacks.
Dismemberment spreads the effect to nearby enemies.
When Adrenaline Rush is active: +50 Adrenaline on dismemberment of a nearby enemy.
When Adrenaline Rush is active: +20% movement speed, +10% damage.
When Adrenaline Rush is active:
- gain immunity to movement penalties and non-damaging status effects such as Knockdown, Blinding, etc.
When Adrenaline Rush is active: +3 sec. delay before Adrenaline begins to decay.
+15% health for each enemy hit by Quake.
+30 Stamina for each enemy hit with Quake.
When Quake is performed from the midair (a Superhero landing), its area of effect and damage scale with your fall speed and fall distance.
+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.
+20% ammo refill after neutralizing an enemy with a Light Machine Gun.
When Adrenaline Rush is active:
- +20% Health Item recharge after neutralizing an enemy.
Unlocks a Blunt Weapon Finisher.
Enemies affected by Stun are more susceptible.
Restores 20% Health.
Can throw the enemy, killing them and damaging other enemies where they land.
Reflexes
Unlocks preem new ways to exit vehicles:
- Jump out - double-tap [F]
- Slide out - hold [F] while at high speed
You can also draw and fire weapons during these stunts.
While driving:
- No bullet spread penalty from movement
- -50% bullet spread overall
The faster you move, the more difficult for enemies to shoot you.
Effect increases when Dashing, dodging, sliding, sprinting and vaulting.
Allows you to shoot while sprinting, sliding and vaulting.
Allows you to reload weapons while sprinting, sliding and vaulting.
Increased slide distance.
Increased vaulting and climbing speed.
-10% Stamina cost for shooting with AR and SMGs.
-20% stamina cost for dodging and Dashing.
-15% Stamina cost for attacks with blades.
+15% weapon swap speed,
-30% bullet spread briefly after swapping weapons.
+20% effective range and accuracy.
-25% recoil when aiming.
+100% Mitigation Chance when performing a Dash.
Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default 50%)
Allows you to shoot while Dashing.
+40% Stamina after neutralizing an enemy while Dashing.
+100% Dash range toward enemies.
When performing Strong Attacks, you now automatically leap to enemies within range.
These Leap Attacks can be also performed from midair and deal additional damage that scales with the distance of the leap (max +50%).
Increased damage and Stun chance with Counterattacks.
Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage.
When your stamina is above 33% blocking projectiles will Deflect them to wherever your reticle is aimed.
Well-timed blocking just before being hit increases the damage you deal with deflected bullets.
+15% aim speed.
-20% Dash Stamina cost.
-15% Stamina cost for attacks with Blades.
-10% Stamina cost for hip-firing.
+4% Armor penetration for automatic weapons per stack of Sharpshooter.
+7% Crit Chance and Crit Damage per stack of Sharpshooter.
Aiming no longer slows movement.
Allows you to shoot while vaulting.
Activating Kerenzikov in midair keeps you suspended in the air and extends its duration.
Improves midair maneuverability.
+30% Mitigation strength in midair.
+100% Finisher range.
Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers.
+25% movement speed and attack speed for 6 sec. after performing a Finisher.
Shooting the same target 7 consecutive times deals bonus damage equal to 100% of the total damage from those shots.
Swapping Submachine Guns is faster and automatically reloads them.
+22% fire rate after swapping to an SMG. Normal reloading ends the effect.
+25 stamina from performing Air Dashes and double jumps.
Air Dashes do not cost stamina.
All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance.
Bleeding cannot kill enemies, but does make them more susceptible to Finishers.
+25 Stamina from dismemberments.
Cool
Allows you to use Sandevistan to slow time while driving.
Allows Kerenzikov to be activated when aiming and handbraking simultaneously.
+25% weapon damage when your vehicle is drifting or airborne.
When crouched:
- +15% Movement Speed,
- +15% Mitigation Chance.
Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default 50%).
+25% damage with knives, axes and silenced guns outside of combat. They also provide a preview of estimated damage.
When crouched, the higher your Mitigation Chance, the longer it takes for enemies to detect you.
+20% Mitigation Chance when crouched and not moving.
+20% Mitigation Chance when aiming from cover.
+10% movement speed after neutralizing an enemy while undetected.
Duration: 30 sec or until detected.
Stacks 2 times. New stacks reset duration. All stacks are removed when duration ends.
Landing an attack on an enemy right after they detect you will delay detection from other nearby enemies.
+10% headshot and weak spot damage.
-15% recovery time for throwable weapons.
-50% stamina cost from Focus mode for each enemy neutralized while it was active.
+10% reload speed for your next reload after neutralizing an enemy while aiming.
Stacks 2 times. The stack resets to 0 whenever you start aiming.
When Focus is active, shooting grenades out of the air is easier and the blast is more powerful.
When Focus is active, neutralizing an enemy with a ranged attack resets its duration.
Slows time by 25% for you and enemies when Focus is active.
+15 Health on Crit Hits and headshots with thrown weapons.
Applying poison to an enemy via Scorpion Sting now also applies bleeding and disables sprinting for 6 sec.
Strong Attacks and thrown weapons used against Poisoned enemies instantly deal substantial Poison damage then remove all Poison effects.
Allows you to apply Poison to mechs, robots, drones and turrets.
+10% headshot and weak spot damage.
+15% movement speed.
-15% recovery time for throwable weapons.
+30% stamina after neutralizing an enemy with a ranged attack via headshot or weak spot.
When Deadeye is active:
- +35% reload speed for your next reload after neutralizing an enemy via headshot or weak spot.
- Effect available for 3 sec.
- Slows time by 50% during reload.
When Deadeye is active, your shots always deal full damage regardless of distance.
+30% weapon swap speed when swapping to pistols, revolvers, sniper rifles and precision rifles.
+30% Stamina when swapping during combat.
Optical Camo activates automatically and consumes its charge gradually while crouch-sprinting or sliding
-75% Stamina Cost for crouch-sprinting during combat.
When Optical Camo is active or you are undetected, neutralizing an enemy grants:
- +15% Health
- +15% Stamina
- +10% movement speed for 6 sec.
+30% Mitigation Chance when crouch-sprinting.
Allows you to perform Finishers from a greater distance if you've hit the enemy with a throwable weapon.
Each successful throw also makes them more susceptible to Finishers.
+20% Crit Damage for 8 sec whenever Juggler is activated.
Stack 5 times. New stacks reset duration. All stacks are removed when duration ends.
Unlocks a Throwable Weapon Finisher.
Automatically activates Juggler.
Restores 25% Health.
After retrieving a thrown knife or axe from an enemy, your first melee attack with a throwable weapons gains +200% damage.
When Deadeye is active:
- Guaranteed Crit Hits for headshots and weak spots.
- Increased damage as distance increases (max +25%).
Hip-firing does not consume stamina.
When Focus is active +25% movement speed.
Guaranteed Crit Hits with throwable weapons when crouch-sprinting, sliding, dodging or Dashing.
No movement speed penalty when aiming a throwable weapon.
Intelligence
Automatically highlights nearby Access Points and cameras.
When uploaded through camera, Control quickhacks, Covert quickhacks and the Distract Enemies quickhack have:
- -1 RAM cost,
- +50% duration.
+35% RAM recovery rate.
Unlocks Vehicle quickhacks, allowing you to remotely take control, set off alarms or even blow them up.
The availability of a given quickhack depends on the Tier of your installed cyberdeck.
Reduces sequence length required to hack Access Points by 1.
Total sequence length cannot be reduced below 2 characters.
+40% explosion damage from hacked devices.
+80% additional explosion damage to enemies affected by quickhacks (including Distract Enemies).
Reduced RAM cost the closer you are to the target (max -35%).
-30% traceability for all quickhacks.
+100% duration for Control quickhacks used on full-health enemies.
+1 Max RAM.
+10% RAM recovery rate.
10% larger target reticle for Smart weapons.
After neutralizing an enemy, recover 80% of the RAM cost from all quickhacks remaining in their queue.
+25% RAM recovery rate for each quickhack currently in a queue.
When you're the target of an enemy netrunner, using a quickhack against them will also spread the quickhack's effect to their allies.
When you're the target of an enemy netrunner, you are now able to counter quickhack them through walls and obstacles.
-1 RAM cost for such quickhacks.
Monowire attacks recover 0.5 RAM.
Increases to 1 if the enemy is affected by or targeted by a quickhack.
-1 RAM cost for Combat quickhacks used on enemies affected by or targeted Control quickhacks, Covert quickhacks or the Distract Enemies quickhack.
-100% trace progress after performing a Takedown.
+7% quickhack damage for each unique quickhack and DOT effect affecting the target.
Neutralizing an enemy with a Combat quickhack recovers RAM equal to 25% of the total cost of all quickhacks affecting the target.
+2 RAM after neutralizing an enemy with a Smart weapon.
If the enemy is affected by quickhacks, restores additional RAM equal to 50% of their total RAM cost.
+2% accuracy with Smart weapons for each unit in your cyberdeck's max RAM.
When using Smart weapons, if the target lock on an enemy is about to end, shooting them resets it.
+1 max RAM.
+10% RAM recovery rate.
10% larger targeting reticle for smart weapons.
+50% upload speed for the first quickhack when you have at least 2 quickhacks queued on an enemy.
Unlocks a Monowire Finisher.
The more quickhacks you have queued on an enemy, the more susceptible they are.
Restores 15% Health and 5 RAM.
-1 RAM cost for the first quickhack of each unique category (Covert, Combat, Control) second or later in the queue.
When Overlock is active: +40 Health for each quickhack queued on an enemy at the time you neutralize them.
When Overclock is active, all RAM recovery effects also regenerate Health.
Activating Overclock instantly restores Health equal to 5 times your max RAM.
When Overlock is active: increased quickhack damage as health decreases (max +50%). Health is measured when you begin upload.
Increased projectile velocity and lock-on range for 10 sec. after neutralizing an enemy with smart weapon.
Stacks 3 times. New stacks reset duration. All stacks are removed when duration ends.
Enables multiple target locks when aiming and increases the number of simultaneous targets for all smart weapons by 1.
+1 quickhack queue size.
The last quickhack to fill a queue has -50% RAM cost and locks the queue until all quickhacks have uploaded.
+15% damage against enemies with a locked queue.
When Overlock is active: +50% chance for quickhacks to spread to an additional target.
When Overlock is active, smart weapons gain instant target lock, and +25% damage if the enemy is affected by a quickhack.
Technical Ability
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.
+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.
+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.
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.
Relic
Improves Optical Camo cyberware.
Activating Optical Camo during combat by pressing [UseCombatGadget] will cause enemies to lose track of you, giving you a chance to exit combat.
Note: To use this ability, you must have Optical Camo equipped to your Combat Gadget quickslot.
Unlocks new abilities for Arm cyberware: Mantis Blades, Gorilla Arms, Projectile Launch System and Monowire.
During combat, you can now detect Vulnerabilities in enemy Armor and cyberware. Hitting Vulnerabilities gives:
100% Crit Chance +25% Armor penetration Weakspot damage bonuses
Dealing enough damage to a Vulnerability will cause it to explode, generating an EMP blast that damages enemies within 3 m.
When crouched, becoming detected by an enemy will temporarily slow time. Dodge or Dash out of the enemy's line of sight to immediately exit combat.
Cooldown: 120 sec.
All Leap Attacks with Mantis Blades now cripple enemies and increase dismemberment chance against those same enemies for 10 sec.
The shockwave from a charged Gorilla Arms attack now knocks down all enemies within range.
+1 charge for the Projectile Launch System
When an enemy is affected by a Monowire-uploaded quickhack, normal Monowire attacks which hit that enemy and other enemies simultaneously will spread the quickhack to them.
Destroying an enemy's Vulnerability grants: +10% frequency of new Vulnerabilities appearing +5% Crit Damage against Vulnerabilities
Duration: 25 sec. Effect can stack 5 times. Reaching max stacks doubles these effects.