A Tier List for the Best Perks you can acquire in Cyberpunk 2077. See which Perks you should be investing your Perk Points in, and the best skills in each Skill Tree!
Perk |
Effect |
Reason |
Invincible
|
Increases max Health by 10%. |
More health will let you take more damage before dying. Always good. |
Divided Attention
|
Allows you to reload weapons while sprinting, sliding and vaulting. |
It allows you to stay mobile during fights without having to stop and reload. Good on any weapon, great on shotguns and other low mag size guns. |
Steel Shell
|
Increases Armor by 10%. |
Increases your armor's effectiveness, making you tankier. Gives more survivability. |
Indestructible
|
Reduces all incoming damage by 10%. |
Damage reduction to every type of damage is useful in every situation |
Hard Motherfucker
|
When entering combat, Armor and Resistances increase by 10% for 10 sec. +1% per Perk level. |
More reduction to damage taken is always good. |
Perk |
Effect |
Reason |
Pack Mule
|
Increases carrying capacity by 60. |
Increased carrying capacity is useful, but inventory management is fairly easy when your vehicle is also a mobile stash. Pack Mule will only increase the time before you need to do inventory management. |
Epimorphosis
|
Health regenerates up to 70% of max Health outside of combat. |
This is a nice quality of life perk, but is not necessary to have in the long run as there are a ton of healing items you can use. |
Like A Butterfly
|
Dodging does not drain Stamina. |
Useful in Beat on the Brat and in any melee build. Outside of those situations not very impactful. |
Marathoner
|
Sprinting does not drain Stamina. |
Unlocks at body 14. By that level, for sprinting to make a noticeable affect on your stamina you would need to be sprinting for a pretty long time. Something you wont be doing often. A useful application is to make sure you can run away after spending some stamina with melee attacks |
Perk |
Effect |
Reason |
Regeneration
|
Health slowly regenerates during combat. |
Regenerating in combat takes too long to start and regens too slow. Using Healing items are much more effective |
Soft On Your Feet
|
Reduces fall damage by 5%. |
Decreased fall damage isn't something you will find useful through your playthrough in any build or situation. |
Gladiator
|
Reduces the amount of Stamina consumed when blocking melee attacks by 20%. |
Most enemies you will be fighting are not going to be the melee enemy type. |
Cardio Cure
|
Health regenerates 25% faster as you move. |
Increase in health regen is so small it is negligible. Not a problem when healing items are abundant. |
Stronger Together
|
Increases damage you deal while carrying a body. |
This perk requires Transporter. You can get around double damage but only with pistols. |
Transporter
|
Allows you to shoot with Pistols and Revolvers or sprint while carrying a body. |
Only relevant in a few situations/objectives. Outside of those situations it is pretty useless. |
Human Shield
|
Increases Armor by 20% when grappling an enemy. |
You wont be in a lot of situations where you will be grappling someone and getting shot at. You cannot grapple someone when combat has started making it even more useless. |
Dog of War
|
Increases Health regen in combat by 15%. |
Health regen in combat takes too long to start and regenerates too slow. There is an abundance of healing items, making this perk redundant. |
Wolverine
|
Health regen activates 50% faster during combat. |
Even with 90% faster regen, it is still too slow to have an impact during combat. Using health items are much more effective and you will always have one. |
The Rock
|
Enemies cannot knock you down. |
Immunity to knockdown isn't very useful when there aren't many enemies that can have the effect. There is also an added side effect of cars dealing even more damage to you when running into you. |
Perk |
Effect |
Reason |
Hail of Bullets
|
Shotguns and Light Machine Guns deal 3% more damage. |
Gives a nice damage increase to LMG and shotguns. |
Bulldozer
|
Increases Crit Chance with Shotguns and Light Machine Guns by 10%. |
A crit chance will increase your DPS. Good on shotguns as each of the pellets from a shotgun has its own chance to crit. |
Momentum Shift
|
Defeating an enemy increases movement speedy by 10% for 10 sec. |
Movement speed after taking out an enemy can help you get in and out of combat when you need it. Only works for Shotguns and LMGs |
Skeet Shooter
|
Deal 15% more damage to moving targets. |
If you are moving around while you fight, so will the enemies. This will increase your damage, although not consistently. Only works with Shotguns and LMGs. |
Speed Demon
|
You deal more damage the faster you're moving. |
Can increase your damage a bit when walking and shooting and increases it even more when running and shooting. Only works for Shotguns and LMG. |
Perk |
Effect |
Reason |
Bloodrush
|
Increases movement speed in combat by 5% while carrying a Shotgun or Light Machine Gun. |
The slight speed boost isn't very noticeable. Speed boost can help a bit and doesn't hurt. |
Manic
|
When entering combat, your movement speed increases by 20% for 10 sec. |
Useful to get in close for shotguns at the start of fights. But its duration is short. Only works for Shotguns and LMGs. |
Unstoppable
|
Dismembering an enemy increases fire rate by 10% for 8 sec. Stocks up to 3 times. |
Can increase their fire rate but the relies on dismembering to do so, making it less consistent. Only applies to Shotguns and LMGs. |
Burn Baby Burn
|
Doubles the duration of Burn. |
Works with the Overheat Quickhack and other burn effects that come from Shotguns and LMGs. The increase length can add more damage but takes time. |
Biathlete
|
Weapon spread does not increase whle moving. |
Good, but only if you take multitasker perk, allowing you to run and gun. |
Bloodbath
|
Dismembering enemies reduces weapon recoil by 50% for 6 sec. +1 per Perk level. |
Decreased recoil is useful but there are not a lot of weapons that can dismember and benefits from such a large recoil reduction. |
Perk |
Effect |
Reason |
Pump It, Louder!
|
Reduces recoil of Shotguns and Light Machine Guns by 10%. |
Recoil on these guns are not a big deal and with shotguns you will have to be really close and recoil will not be a problem at that range. |
Mongoose
|
Increases Evasion by 25% while reloading. |
Evasion perks in the game are bugged and do not work as intended at the time of rating this perk. |
Heavy Lead
|
Shotguns and Light Machine Guns knock back enemies with more force. |
Its effects are hard to notice. Even without it you still knockback enemies with enough force for them to get knocked down. |
Poppin' Off
|
Shotguns have a 25% higher chance of dismembering enemies. |
The ability to dismember does not increase your combat effectiveness. Dismembering only happens upon killing an enemy. It can help with other perks that require dismembering, unfortunately they are not good enough to warrant getting this perk. |
Hit the Deck
|
Increases damage to staggered and knocked-down enemies by 10%. |
Can find a use in certain shotguns builds. |
Perk |
Effect |
Reason |
Flurry
|
Increases damage from combo attacks with Blunt Weapons by 30%. |
A large increase in your DPS. This makes spamming Light Attacks deal so much more damage. A must have in any melee build. |
Juggernaut
|
Increases Armor by 15% while blocking with a Blunt Weapon. |
If you are using a melee build you will be taking damage as you try and close the distance. This will increase your defense by a significant amount and let you tank more damage. |
Efficient Blows
|
Reduces the Stamina cost of all attacks with Blunt Weapons by 25%. |
This allows you attack way more times before worrying about running out of stamina. Even without the stamina regen perks, you can still keep attacking without worrying about running out of stamina. |
Payback
|
Increases damage with Blunt Weapons by 1% for every 1% of missing Health. |
Greatly increases your damage at health lower than 50% when maxed. Can help you clutch dire situations with the damage increase. |
Frenzy
|
Defeating an enemy increases damage with Blunt Weapons by 100% for 10 sec. |
A must have in any melee build. A 100% DPS increase is nothing to scoff at. |
Perk |
Effect |
Reason |
Crushing Blows
|
Increases damage from Strong Attacks with Blunt Weapons by 30%. |
Large increased damage for Strong Attacks will increase your overall DPS. But the fact it requires Strong Attacks which are slow, makes it less effective. |
Dazed
|
All attacks with Blunt Weapns have a 15% chance to apply Stun. |
Useful to help stun enemies and activate other Perks that activate when attacking a stunned enemy. |
Rush
|
Successful attacks with Blunt Weapons regenerate 3% Health over 2 sec. |
Healing while attacking is mandatory for melee builds as you will be taking a lot of damage trying to get in close to your enemies. This will help you survive much longer in fights when you are on the offense. |
Opportune Strike
|
Increases damage with Blunt Weapons against enemies affected by Stun by 50%. |
Stunning enemies with blunt weapons isn't difficult. This will procc often, increasing your overall DPS. |
Breathing Space
|
Increases Stamina regen while blocking with Blunt Weapons by 50%. |
Regens your stamina fairly quickly. Useful in any melee build and more so in the Beat on the Brat fights. |
Relentless
|
Successful attacks with Blunt Weapons against enemies affected by Stun restore 20% Stamina. |
This will give you back some stamina every so often. Efficient Blows is much better as it keeps your stamina up consistently. |
Thrash
|
Strong Attacks with Blunt Weapons reduce the target's Armor by 30% for 10 sec. |
Increases your DPS if you start off with a Heavy Attack. |
Unshakable
|
Successful attacks with Blunt Weapons against enemies affected by Stun restore 5% Health and 5% Stamina. |
Even if the heal amount is a bit low, any amount of heal as you relentlessly attack can help you. The stamina regen is also a plus, especially when combined with Relentless. |
Guerrilla
|
Increases Crit Damage by 60% for 10 sec. after entering combat. +2% per Perk level. |
Increases Crit damage greatly. More effective in other builds than melee build |
Perk |
Effect |
Reason |
Mass Vulnerability
|
Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 min. |
Increases your overall DPS against every enemy with a quick Breach Protocol. |
Datamine Mastermind
|
Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%. |
You get more components for crafting Quickhacks. If you are using a Netrunner build, getting this as soon as possible is important in order to have enough material to craft higher tier Quickhacks. |
Total Recall
|
The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s). |
This makes Icepick even stronger. Allowing you to use more Quickhacks. A must have against high level enemies. |
Cloud Cache
|
Completing a Breach Protocol reduces the RAM cost of your next quickhack by 1 time(s) the number of daemons uploaded. |
This can be especially powerful when you have the other Daemons unlocked. This can help you start off a fight with a powerful Quickhack as its cost will be greatly reduced. |
Mass Vulnerability: Quickhacks
|
Upgrades the Mass Vulnerability daemon, causing enemies in the network to also take 30% more damage from quickhacks. |
Makes mass vulnerability stronger. Quickhacks are already powerful, this will make them hit even harder. |
Totaler Recall
|
The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s). |
Also increases the effectiveness of Icepick. Making Quickhacks cheaper to use. |
Compression
|
Reduces the lengths of the sequences required to upload daemons by 1. Cannot be reduced below 2. |
This will make Breach protocol much easier. And makes uploading more than 1 Daemon more viable. |
Perk |
Effect |
Reason |
Big Sleep
|
Unlocks the Big Sleep daemon, which disables all cameras in the network for 3 min. |
Not having to worry about cameras for awhile without having to spend RAM and hacking each one individually is convenient and efficient. Mandatory if you wish to use Hackathon and Efficiency. |
Advanced Datamine
|
Upgrades the Datamine daemon, increasing the amount of eurodollars acquired from Access Points by 50%. |
More eddies to spend is always welcome. |
Mass Vulnerability: Resistances
|
Upgrades the Mass Vulnerability daemon, reducing all Resistances for enemies in the network by 30%. |
Decreases all resistances making Mass Vulnerability help you deal even more damage. |
Turret Tamer
|
Unlocks the Turret Tamer daemon, which sets the status of every turret in the network to friendly for 3 min. |
Very powerful if there are turrets in the network. Can help proc Hackathon and Efficiency. |
Efficiency
|
Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 unit(s) per 60 sec. Lasts 5 min. |
The regeneration is significant and will allow you to use up more Quickhacks in a shorter amount of time. The only downside is that it requires 2 other perks that will give you more Daemons for Breach Protocol. It is also required there are cameras or turrets in the network, making it less reliable. |
Head Start
|
Automatically uploads the first daemon in the list at the start of Breach Protocol. |
This will ensure that Icepick or the first level of Datamine will always succeed. This will also give you less strings to put in your buffer. Downside is that because the first one is successful, you cannot quit and try again if you make a mistake. |
Hackathon
|
Uploading 3 or more daemons in the same Breach Protocol shortens quickhack cooldowns by 33% for 5 min. |
Significant cooldown decrease. What stops it from being S tier is that it requires at least 2 perks to work and the network has cameras or turrets |
Buffer Optimization
|
Increases the duration of daemon effects by 100%. |
Doubles the duration of your effects of Daemons. This can be useful for harder fights that can take longer to beat. |
Perk |
Effect |
Reason |
Almost In!
|
Increases the breach time for Breach Protocol by 20%. |
The increased time for Breach Protocol is not very useful as you should be planning ahead before starting on the hack. Making the need for more time redundant. Can help you when you make a mistake or when there are many Daemons you can upload. |
Turret Shutdown
|
Unlocks the Turret Shutdown daemon, which disables security turrets in the network for 3 min. |
A weaker version of Turret Tamer. Can still be used to activate Efficiency and Hackathon perks. |
Datamine Virtuoso
|
Upgrades the Datamine daemon, increasing the chance to acquire a quickhack from Access Points by 50%. |
Even with the increased 100% chance, the odds of getting a Quickhack is low. There is a chance of getting Epic Quickhacks, but that requires a lot of Datamining and some luck. |
Perk |
Effect |
Reason |
Biosynergy
|
Allows RAM to recover during combat. Recover 4 RAM unit(s) every 60 sec. |
A must have in almost any build that uses Quickhacks. It is the most reliable and consistent way of recovering RAM during combat. |
Bloodware
|
Quickhacks deal 10% more damage. |
Quickhacks dealing more damage is always good in any Netrunner build. |
Daisy Chain
|
Eliminating a target affected by a quickhack reduces the existing cooldowns for all other active quickhacks by 10%. |
This can significantly reduce the cooldown of the more powerful Quickhacks like Suicide. Synergizes well with Quickhacks that spread, making your Quickhacks go off cooldown even faster. |
Subliminal Message
|
Quickhacks deal 50% more damage to unaware targets. |
Increases the damage two fold if used stealthily. More reliable damage is always worth it. |
Hacker Overlord
|
Unlocks Crafting Specs for Epic quickhacks. |
This is necessary in order to get Epic Quickhacks, which is needed to get Legendary Quickhacks. |
Bartmoss' Legacy
|
Unlocks Crafting Specs for Legendary quickhacks. |
The best way to get Legendary Quickhacks. |
Master Ram Liberator
|
Increases RAM recovery rate by 50%. +1% per Perk level. |
This will make managing RAM a thing of the past. The increased recovery rate makes your already good RAM recovery perks even better! |
Perk |
Effect |
Reason |
Forget-Me-Not
|
Eliminating a target affected by a quickhack instantly recovers 1 RAM unit(s). |
1 Ram does not seem a lot by itself, but adds up if using Quickhacks with longer duration and spreads. This can help you get the one more RAM a bit more quicker. |
Weak Link
|
Reduces the required cyberdeck RAM for quickhacks used on devices by 1 unit(s). |
Cheapens the device Quickhacks, saving you RAM for Quickhacks on enemies. |
Signal Support
|
Increases quickhack duration by 25%. |
The increased duration is nice for the support type Quickhacks. Synergizes with Daisy Chain well. |
Diffusion
|
Quickhack spread distance is increased by 2 times. |
Makes the Quickhacks like Contagion even more consistent by making sure it ends up spreading to an enemy. Works well with a lot of high tier Quickhacks. |
Mnemonic
|
Reduces the cost of quickhacks used against an enemy already affected by a quickhack by 2 RAM units. |
Pairs well with support Quickhacks that have long duration and spreads to other enemies. Giving you a discount on multiple enemies. |
School of Hard Hacks
|
Unlocks Crafting Specs for Rare quickhacks. |
You will need this to upgrade your Quickhacks to rare for it to get to Epic then Legendary. |
Plague
|
Quickhacks that spread can jump to 1 additional targets. |
You will need this to upgrade your Quickhacks to rare for it to get to Epic then Legendary. |
Critical Error
|
Quickhacks can now deal Crit Hits based on your Crit Chance and Crit Damage stats. |
Requires you to have some Crit chance and Damage stats to get value. Can greatly increase your DPS in the right build. |
Optimization
|
Reduces the cost of quickhacks by 1 RAM unit(s). |
Decreases the cost of the Quickhacks by 1, not big but can stack with other RAM reduction. |
According to our testing, the following perk does not appear to work. Therefore, we cannot recommend its use.
Perk |
Effect |
Reason |
Sniper
|
Increases damage from headshots fired from outside combat by 30%. |
When paired with Snipers that have a high headshot multipliers, this will almost ensure a one-hit kill on any target (except for bosses). |
From The Shadows
|
Upon entering combat, Crit Chance increases by 25% for 7 sec. |
Critical hits are particularly useful in finishing off opponents quickly - and making it happen more often is definitely helpful. |
Cheat Death
|
When your Health drops below 50%, reduce all incoming damage by 50% for 10 sec. Cannot occur more than once per minute. |
Useful especially against enemies that deal a lot of damage. |
Ninjutsu
|
Crouch Attacks from stealth with melee weapons deal 100% more damage and guarantee a critical hit. |
This almost guarantees a one-hit KO with any blade or blunt weapon. |
Perk |
Effect |
Reason |
Crouching Tiger
|
Increases movement speed while sneaking by 20%. |
This perk helps in takedowns and sneaking around allowing you to maximize stealth (and increase Stealth EXP as well). |
Strike From The Shadows
|
Increases your Crit Chance by 15% while sneaking. |
Very useful when already equipped with weapons that has a high Critical chance. |
Assassin
|
Deal 15% more damage to human enemies. |
Pretty useful especially early in the game when more often, you battle human enemies. |
Venomous Fangs
|
All knives apply Poison. |
This is particularly useful when knives are used in melee combat (not thrown). |
Silent Finisher
|
Enemies with less than 15% Health are defeated instantly when attacked with a Knife. Does not work on enemies with a Very High threat level. |
This makes Knives even deadlier when added to the effects of Venomous Fangs, Rattlesnake, and Neurotoxin. |
Restorative Shadows
|
While in stealth, increases Health regen by 25%. |
This allows V to fight a bit more recklessly while in Stealth as it preserves his health. |
Perk |
Effect |
Reason |
Silent And Deadly
|
Increases damage dealt by silenced weapons by 25% while sneaking. |
Silencers reduce damage by 15-30% themselves making this bonus only partially useful. |
Dagger Dealer
|
Allows you to throw knives. Hold L2 to aim and press R2 to throw. |
While knives are pretty common and oftentimes buyable, you lose them in the process making this skill a bit expensive to use. |
Leg Up
|
Movement speed after a successful takedown is increased by 30% for 10 sec. |
Movement speed increase is useful only in certain situations. |
Cutthroat
|
Thrown knives deal 30% more damage. |
While this could ensure a very high damaging single-shot attack, you lose whatever Knife you throw making this attack style very expensive. |
Aggressive Antitoxins
|
Grants immunity to Poison. |
There are very few opponents that use Poison related attacks making this skill only partially useful. |
Ghost
|
Detection time is increased by 20%. |
This skill is particulary useful in finishing missions in Stealth since it delays detection and unwanted battles. |
Rattlesnake
|
Enemies affected by Poison are slowed. |
This skill is highly dependent on applying Poison which can only be effective once Venomous Fangs is unlocked. Otherwise, this skill is very situational. |
Hasty Retreat
|
Temporarily boosts movement speed by 50% for 5 sec. when detected by an enemy. |
Good as an escape tactic however, it defeats the purpose of stealth which this skill tree is supposed to increase. |
Neurotoxin
|
Damage from Poison is doubled. |
Highly dependent on other skills and Poison-inducing weapons in order to be effective (such as Rattlesnake and Venomous Fangs) |
Hasten The Inevitable
|
Deal 20% more damage to enemies affected by Poison. |
Highly dependent on other skills as well as weapons that inflict Poison in order to be effective. |
Toxicology
|
Increases the duration of Poison applied to enemies by 5 seconds. +0.2 sec. per Perk level. |
This is highly dependent on skills that apply Poison immediately otherwise it would not be as effective. |
Perk |
Effect |
Reason |
Hidden Dragon
|
Allows you to perform lethal or non-lethal aerial takedowns on unaware targets. |
While this takes advantage of height, there is rarely an opportunity for this skill to be maximized. |
Clean Work
|
You can pick up an enemy's body immediately after performing a takedown by holding R3. |
Unless you have the Transporter ability from the Athletics Skill Tree, this skill will render you unable to attack or sprint. |
Stunning Blows
|
Quick Melee Attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them. |
It is very rare that you can find an opportunity to use Quick Melee Attacks, making this perk far less useful than others. |
Commando
|
You cannot be detected under water. |
There are very few missions that occur near bodies of water and for those that do, there is rarely a need for V to get into the water, making this school mostly useless. |
Perk |
Effect |
Reason |
Cold Blood
|
After defeating an enemy, gain Cold Blood for 10 sec. and increase movement speed by 2%. Stacks up to 1 time. |
With every enemy kill, it unlocks all of the bonuses afforded in this skill tree. |
Critical Condition
|
Increases duration of Cold Blood by 5 sec. |
This allows the effects of the entire Cold Blood perks to last much longer.
|
Rapid Bloodflow
|
Increase Health regen inside and outside combat by 50% per stack of Cold Blood. |
Combined with the other defensive bonuses of the Cold Blood skill tree, this allows you to last much longer in battle.
|
Defensive Clotting
|
Increases Armor by 10% per stack of Cold Blood. |
The increase is armor is pretty significant especially in higher levels when you start having armors that increase your total armor by 100 points.
|
Coldest Blood
|
Increases max stack amount for Cold Blood by 1. |
This, in combination with Coolagulant, makes each Cold Blood last even much longer.
|
Predator
|
Increases attack speed by 10% per stack of Cold Blood. |
The huge increase in attack speed is pretty significant especially with melee weapons.
|
Bloodswell
|
When your Health reaches 45%, a max stack of Cold Blood is automatically activated. |
This allows an emergency response when your health becomes low, allowing you to find a way to fight back. |
Coolagulant
|
Stacks of Cold Blood are removed one by one, not all at once. |
This ensures that you maximize each stack of Cold Blood.
|
Unbreakable
|
Increases max stack amount for Cold Blood by 1. |
This allows you to have a maximum of 5 stacks of Cold Blood (alongside Coldest Blood and maxed out Cold Blood). This ensures maximum usage of all Cold Blood benefits.
|
Pain Is An Illusion
|
While Cold Blood is active, reduces damage taken by 5%. |
The damage decrease allows you to survive longer in battle and use the Cold Bood effects more.
|
Immunity
|
While Cold Blood is active, you are immune to Bleeding, Poison, Burn and Shock. |
This is particularly useful as this allows you to battle any kind of opponent without worrying to much about negative status effects.
|
Merciless
|
While Cold Blood is active, increases Crit Chance by 10% and Crit Damage by 25%. +1% Crit Chance and +3% Crit Damage per Perk level. |
This is a really useful perk to have as it allows critical hits to happen more often.
|
Perk |
Effect |
Reason |
Will to Survive
|
Increases all Resistances by 2.5% per stack of Cold Blood. |
While the increase to all Resistances is useful, the very low percentage of increase makes this skill somewhat less useful.
|
Icy Veins
|
Reduces weapon recoil by 2.5% per stack of Cold Blood. |
Reducing recoil to all weapons is particularly useful but the increase itself is pretty small.
|
Frosty Synapses
|
Reduces quickhack cooldowns by 3% per stack of Cold Blood. |
The reduction of Quickhack cooldowns is useful but the Hacking skill tree has far more useful beneficial perks.
|
Blood Brawl
|
While Cold Blood is active, increases damage with melee weapons by 5%. |
The damage increase is not significant enough to land deadlier blows using blades or blunt weapons but if paired with other perks in the Cold Blood tree such as Predator, then, this perk will be more noticeable. |
Cold and Calculating
|
Landing a Crit Hit has 25% chance of applying a stack of Cold Blood. |
While the added chance of applying Cold Blood on you is great, there are far better bonuses to be had such as Unbreakable and Coldest Blood.
|
Perk |
Effect |
Reason |
Mechanic
|
Gain more components when disassembling. |
This skill is useful for obtaining crafting materials without having to loot caches.
|
Let There Be Light!
|
Reduces the component cost of upgrading items by 10%. |
Very useful when you need to conserve crafting materials for other uses.
|
Cost Optimization
|
Reduces component cost of crafting items by 15%. |
Very useful when you need to conserve crafting materials for other uses.
|
Waste Not Want Not
|
When disassembling an item, you get attached mods back. |
Useful when you are able to loot an underwhelming item but with a high-quality mod attached. |
Edgerunner Artisan
|
Allows you to craft Legendary items. |
You're more likely to loot better Legendary items, but this skill can still be useful when you have Legendary Crafting Specs.
|
Cutting Edge
|
Improves damage and all damage-related stats of crafted weapons by 5%. |
Makes any crafted weapon much deadlier, depending on the crafting spec's initial stats.
|
Perk |
Effect |
Reason |
True Craftsman
|
Allows you to craft Rare items. |
You're more likely to loot better Rare items, but this skill can still be useful when you have Rare Crafting Specs.
|
Scrapper
|
Junk items are automatically disassembled. |
Makes disassembling items much more efficient, but this skill shouldn't be a priority.
|
Workshop
|
Disassembling items grants a 5% chance to gain a free component of the same quality as the disassembled item. |
The small increase in chance doesn't make this skill worthwhile.
|
Innovation
|
Consumables are 25% more effective. |
Consumables are scattered all over the game world, which makes this skill beneficial to you if you loot them often. |
Field Technician
|
Crafted weapons deal 2.5% more damage. |
It would be better to look for weapons around the world, but this skill can still come in handy when you have Crafting Specs for high-quality weapons.
|
Ex Nihilo
|
Grants a 20% chance to craft an item for free. |
The chances of crafting a free random item are too low for this skill to be worth it.
|
Grease Monkey
|
Allows you to craft Epic items. |
You're more likely to loot better Epic items, but this skill can still be useful when you have Epic Crafting Specs.
|
Efficient Upgrades
|
Grants a 10% chance to upgrade an item for free. |
This skill is beneficial when it randomly upgrades an item that you need, but the chances of it happening are too low for this skill to be worth it.
|
Tune-Up
|
Allows you to upgrade lower quality components into higher quality ones. |
Can be useful when you're in need of high-quality crafting materials.
|
Perk |
Effect |
Reason |
Lock And Load
|
Increases Smart Weapon reload speed by 5%. |
Essential skill that improves your flow with Smart weapons.
|
Bigger Booms
|
Grenades deal 5% more damage. |
Essential skill that makes your grenades much deadlier.
|
Superconductor
|
Tech weapons ignore Armor. |
Very useful against heavy enemies, as it pierces through Armor which can deal more damage.
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Revamp
|
Increases damage from Tech weapons by 25%. Increases charge damage from all chargeable weapons and cyberware by 10%. +1% charge damage per Perk level. |
This increases your Tech weapon's overall effects, making it a valuble skill to have. |
Perk |
Effect |
Reason |
Blast Shielding
|
Reduces damage taken from explosions by 10%. |
Useful when enemies throw grenades at you, as it increases your protection from the explosion.
|
Can't Touch This
|
Grants immunity to all effects from your own grenades. |
You can use this to throw non-lethal grenades at yourself when you're being surrounded by enemies.
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Grenadier
|
The explosion radius is visible. |
Useful for calculating a grenade's blast radius before throwing it.
|
Up To 11
|
Allows you to charge Tech weapons up to 75% capacity. |
Very useful against heavy enemies, as this skill increases the damage that a charged Tech weapon can cause.
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Bladerunner
|
Increases damage to drones, mechs and robots by 20%. |
Very useful against drones, robots, and other mechanical enemies.
|
Lightning Bolt
|
Increases Crit Chance with tech weapons by 3%. |
Critical Hits are particularly useful in finishing off opponents quickly - and making it happen more often is definitely helpful.
|
Tesla
|
Increases the charge multiplier for Tech weapons by 15%. |
Very useful against heavy enemies with large Health, as this can potentially damage them severely. |
Gun Whisperer
|
Fully charged Tech weapons do not shoot automatically. |
Useful for controlling your Tech weapon's charge.
|
Insulation
|
Grants immunity to Shock. |
Some weapons have a Shock effect that can insta-kill you, so having this skill will prevent that.
|
Übercharge
|
Fully charged Tech weapons deal 50% more damage. |
With a powerful charge from your Tech weapon, this skill can guarantee a one-hit kill on any target.
|
Jackpot
|
Enables grenades to deal Crit Hits. |
Critical Hits are useful in finishing off enemies quickly, so having it enabled in grenades is helpful. |
Perk |
Effect |
Reason |
Mech Looter
|
When looting drones, mechs and robots, there is a 25% chance of looting a weapon mod or attachment. |
You won't encounter metal enemies that often, but this skill can still come in handy when you get the chance to destroy some of them.
|
Shrapnel
|
All grenade types deal 20 damage in addition to their normal effects. |
Useful for increasing your grenade's damage effect against enemies.
|
Fuck All Walls
|
Reduces the charge amount needed for Tech weapons to penetrate walls by 30%. |
Useful for penetrating walls, but it depends on how often you can wall bang enemies.
|
Play The Angles
|
Ricochets deal an additional 50% damage. |
Calculating a bullet's ricochet can be difficult, but this skill can still be helpful when it happens.
|
Lickety Split
|
Tech weapon charge time is reduced by 10%. |
This skill will slightly increase your Tech weapon's fire rate, but it shouldn't be a priority as a single shot can already have devastating effects.
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There are no Perks with this ranking.
Perk |
Effect |
Reason |
Bulletjock
|
Increases damage with rifles by 3%. |
Essential skill that causes more damage to enemies, especially if you use Rifles or Submachine Guns often. |
Nerves of Steel
|
Increases headshot damage with Sniper Rifles and Precision Rifles by 20%. |
With the right Sniper, this skill can guarantee a one-hit kill on any target. |
Feel the Flow
|
Reduces reload time for Assault Rifles and Submachine Guns by 10%. |
Essential skill that improves your flow with Assault Rifles and Submachine Guns. |
Recoil Wrangler
|
Reduces recoil with Rifles and Submachine Guns by 10%. |
Essential skill that improves your Rifle and Submachine Gun handling, especially when you spray bullets uncontrollably. |
Perk |
Effect |
Reason |
Covering Killshot
|
Increases Crit Chance with Rifles by 10% when firing from behind cover. |
Can be useful in finishing off enemies when you're in a tight spot. |
Bullseye
|
Increases Rifle and Sumachine Gun damage while aiming by 10% |
Useful when shooting enemies from a distance, as well as to people who are more accustomed to using iron sights. |
Executioner
|
Deal 25% more damage with Rifles and Submachine Guns to enemies whose Health is above 50%. |
Useful against enemies with large Health, as it would significantly damage them with your first shots. |
Trench Warfare
|
Increases Rifle and Submachine Gun damage by 5% when firing from behind cover. |
If you often find yourself hiding behind cover, this skill can be very helpful when you're being flanked.
|
Hunter's Hands
|
Reduces recoil with Rifles and Submachine Guns by 20% when firing from behind cover. |
Useful when shooting behind cover, as it improves your Rifle and Submachine Gun handling.
|
Named Bullets
|
Increases Crit Damage with Rifles and Submachine Guns by 35%. |
Adding Critical Damage is helpful in finishing off enemies.
|
Bunker
|
Increases Armor and Resistances by 15% when shooting with Rifles and Submachine Guns from behind cover. |
Paired with a protective Cyberware and Clothing, this skill can grant you significant protection while shooting behind cover.
|
Long Shot
|
Rifle and Submachine Gun damage increases the farther you are located from enemies. |
Useful when shooting enemies from a distance. |
Punisher
|
After defeating an enemy with a Rifle or Submachine Gun, weapon sway is nullified and weapon spread does not increase for 10 sec. +0.2 sec. per Perk level. |
Useful when fighting a group of enemies, as it increases your focus every kill that you get. |
Perk |
Effect |
Reason |
Eagle Eye
|
Reduces time to aim down sight with Rifles and Submachine Guns by 10%. |
Useful when shooting enemies from a distance, as well as to people who are more accustomed to using iron sights. |
Too Close For Comfort
|
Quick melee attacks with Rifles deal 50% more damage. |
Quick Melee Attacks barely do significant damage, but it can be useful in knocking off enemies. |
Duck Hunter
|
Increases Rifle and Submachine Gun damage to moving enemies by 10% |
Unless you have a steady aim, this can be useful in taking out maneuvering enemies before they can find cover.
|
Shoot Reload Repeat
|
Defeating an enemy with a Rifle or Submachine Gun reduces reload time by 20% for 5 seconds. |
Can be useful in critical situations where you suddenly have to reload in the middle of combat. |
Skull Skipper
|
Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times. |
This skill can help balance your Rifle and Submachine Gun handling, but only if you get headshots.
|
Savage Stoic
|
Increases damage with Rifles and Submachine Guns by 35% when standing still |
With the game's fast-paced combat, you are expected to move around a lot, so you might not benefit from this perk that often. |
Perk |
Effect |
Reason |
Gunslinger
|
Reduces reload time for Pistols and Revolvers by 10%. |
Essential skill that improves your flow with Pistols and Revolvers. |
Rio Bravo
|
Increases headshot damage multiplier with Pistols and Revolvers by 10%. |
With a powerful Pistol or Revolver, this skill can guarantee a one-hit kill on any target.
|
Desperado
|
Increases damage with Pistols and Revolvers by 3%. |
Essential skill that causes more damage to enemies, especially if you use Pitols or Revolvers often. |
O.K. Corral
|
Deal 50% more damage with Pistols and Revolvers to enemies whose Health is below 25%. |
Useful for finishing off enemies with low Health.
|
Perk |
Effect |
Reason |
Long Shot Drop Pop
|
Increases damage with Pistols and Revolvers to enemies 5+ meters away by 15%. |
Useful when shooting enemies from a distance, especially with the right scope attached. |
A Fistful of Eurodollars
|
Increases Crit Damage with Pistols and Revolvers by 10%. |
Adding Critical Damage is helpful in finishing off enemies.
|
Grand Finale
|
The last round in a Pistol or Revolver clip deals double damage. |
Your last shot can be a lifesaver in certain situations, so it would be wise to get this skill as soon as possible. |
Attritional Fire
|
Firing consecutive shots with a Pistol or Revolver at the same target increases damage by 10%. |
This skill makes your Pistol and Revolver deadlier against opponents. |
Wild West
|
Removes the damage penalty from Pistols and Revolvers when shooting from a distance. |
Useful when shooting enemies from a distance, especially with the right scope attached. |
Snowball Effect
|
After defeating an enemy, fire rate for Pistols and Revolvers increases by 5% for 6 sec. Stacks up to 5 times. |
Useful for chaining kills after defeating an enemy. |
Brainpower
|
After a successful headshot with a Pistol or Revolver, Crit Chance increases by 25% for 5 sec. |
Can be useful in finishing off enemies quickly after getting a headshot. |
The Good, The Bad, And The Ugly
|
After a successful Crit Hit with a Pistol or Revolver, damage and Armor increase by 30% for 5 seconds. +1% per Perk level. |
Useful when fighting a group of enemies, as it increases your damage and protection after getting a Critical Hit. |
Perk |
Effect |
Reason |
High Noon
|
Increases Crit Chance with Pistols and Revolvers by 4%. |
Adding Critical Damage is helpful in finishing off enemies, but the small amount it adds shouldn't make this skill your priority. |
From Head to Toe
|
Increases damage to limbs with Pistols and Revolvers by 7%. |
Unless you don't actively aim for the limbs, this can be helpful when hip-firing as you might randomly hit a limb.
|
Acrobat
|
You can now perform dodges while aiming a Pistol or Revolver. |
Can be useful when you need to adjust your position while aiming.
|
Westworld
|
Increases Crit Chance for Pistols and Revolvers by 10% if fully modded. |
Only useful if you invest in modding Pistols or Revolvers. |
Lead Sponge
|
Enables you to shoot with Pistols and Revolvers while dodging. |
Unless you have a steady aim, this can be useful in shooting enemies while you're maneuvering. |
Perk |
Effect |
Reason |
Sting Like a Bee
|
Increases attack speed with Blades by 10%. |
Useful for performing Blade Combos much faster. |
Roaring Waters
|
Strong Attacks with Blades deal 30% more damage. |
Essential skill that makes your Blade weapon even deadlier. |
Flight of the Sparrow
|
Reduces the Stamina cost of all attack with Blades by 30% |
Essential skill that improves your flow with Blades and making your Stamina less of a worry.
|
Float Like a Butterfly
|
Dodging increases damage with Blades by 35% for 5 sec. |
Perfect for performing counterattacks against melee-wielding enemies. |
Judge, Jury and Executioner
|
Increases damage with Blades by 50% against enemies with max Health. |
Very useful when beginning a fight, as you can kill initial targets with full Health quicker.
|
Fiery Blast
|
Increases damage with Blades by 1% for every 1% of Health the enemy is missing. |
Makes your Blade weapon much deadlier every time you cause damage against enemies. |
Dragon Strike
|
Increases Crit Damage with Blades by 25%. +1% per Perk level. |
Adding Critical Damage is helpful in finishing off enemies. |
Perk |
Effect |
Reason |
Crimson Dance
|
Combos with Blades have a 15% chance to apply Bleeding. |
Useful against enemies with large Health, as Bleeding would kill them much faster. |
Slow and Steady
|
Armor is increased by 15% while moving. |
This allows you to survive longer in combat, as it increases your protection whilst maneuvering around enemies. |
Shifting Sands
|
Dodging recovers 15% Stamina. |
Useful for recovering your Stamina in critical situations.
|
Stuck Pig
|
Increases Bleeding duration by 3 sec. |
Applying Bleeding causes enemies to suffer damage over time, so making it last longer is definitely helpful.
|
Blessed Blade
|
Increases Crit Chance with Blades by 20%. |
Critical Hits are particularly useful in finishing off opponents quickly - and making it happen more often is definitely helpful. |
Crimson Tide
|
Bleeding applied with Blades can stack 3 times. |
Applying Bleeding causes enemies to suffer damage over time, so stacking the effect multiple times is definitely helpful. |
Deathbolt
|
While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 sec. |
Useful for recovering your Health and evading enemies after getting a kill. |