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  1. Guide Annex
  2. Cyberpunk 2077
  3. Skills, attributes and perks

Skills, attributes and perks

Updated Patch 2.5

Attribute points open perk tiers. Perk points buy abilities. Passive skills grow from the actions you use.

Spend the right kind of point

  • Attributes: Body, Reflexes, Technical Ability, Intelligence and Cool determine access to their perk tiers and attribute checks.
  • Perks: spend perk points inside an unlocked attribute tree. Connected nodes and ranks can add prerequisites.
  • Skills: Headhunter, Netrunner, Shinobi, Solo and Engineer gain experience through play and award passive bonuses.

Opening an attribute tier is only the first step. A multi-rank perk can reserve its main ability for its final rank. Check perk gates before spending points toward a movement or netrunning ability. Three spending orders are on build primers.

Double Trouble in the Cool perk tree in Cyberpunk 2077 Update 2.5
Double Trouble in the Cool tree · Update 2.5.

Choose an attribute direction

Attribute trees and weapon links
AttributeMain focusWeapon guide
BodyHealth, blunt weapons, shotguns and machine gunsShotguns
ReflexesMovement, blades, assault rifles and SMGsKatanas
Technical AbilityCyberware, healing items, grenades and Tech weaponsTech revolvers
IntelligenceQuickhacking and Smart weaponsSmart SMGs
CoolPistols, revolvers, sniper and precision rifles, throwing weapons and stealthPistols

For two guns, start with Cool and Double Trouble. For hacking, start with Intelligence and a cyberdeck. RAM, trace, and the queue are on Quickhacks.

Passive skill progression

Open Skill Progression from the Character menu to see these tracks. Their experience comes from matching actions; it is separate from buying attribute points or perk ranks. Update 2.0 removed the limit that stopped a skill at its attribute. Each skill grants a passive bonus every 5 levels and stops at level 60.

Actions associated with each passive skill
SkillWays to progress
HeadhunterHeadshots, stealth and takedowns.
NetrunnerQuickhacks, access points, Smart weapons and Monowire.
ShinobiBlades, assault rifles, SMGs and movement actions.
SoloShotguns, machine guns, blunt weapons and close-range combat.
EngineerTech weapons, explosives, crafting and other technical actions.

Level and Street Cred caps

V’s level stops at 50 in the base game and at 60 with Phantom Liberty. Street Cred stops at 50 either way. Each of the five passive skills stops at skill level 60.

Each level adds to cyberware capacity. Capacity Shards, the Engineer skill, and two Technical Ability perks add more; they are listed on perk gates.

Relic tree · Phantom Liberty

Songbird unlocks the Relic tree during Dog Eat Dog. Relic points are separate from ordinary perk points; the expansion story and Militech data terminals in Dogtown supply them.

Relic abilities focus on arm cyberware, Optical Camo and vulnerabilities. They complement the five attribute trees rather than replacing them.

Questions

What is the max level in Cyberpunk 2077?

Level 50 in the base game, or level 60 with Phantom Liberty. Street Cred stops at 50 either way. Headhunter, Netrunner, Shinobi, Solo, and Engineer each stop at skill level 60.

How do I unlock the Relic perk tree?

Own Phantom Liberty and play Dog Eat Dog. Songbird unlocks the Relic tree at that first meeting. Relic points come from the expansion story and from Militech data terminals in Dogtown. The tree focuses on arm cyberware, Optical Camo, and enemy vulnerabilities.