★ 2.1 Update and Ultimate Edition are now available!
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★ Update 2.0: Changes to Perks, Cyberware, & UI
This is a list of all 2.1 Cyberware in Cyberpunk 2077. Read on to see a list of all Cyberware as well as their stats and effects, Cyberware features and types, and how to find and install Cyberware.
List of Contents
Frontal Cortex | Arms |
Skeleton | Nervous System |
Integumentary System | Operating System |
Face | Hands |
Circulatory System | Legs |
There are many types of cyberware, and each one has a certain slot in the body that it is attached into. The cyberware lists here are sorted based on all the body part slots that cyberware can be attached to.
Cyberware | Effect (Tier 5) |
---|---|
Axolotl | -10.5% Cooldown instantly for all cyberware after neutralizing an enemy. |
Bioconductor | Allows your quickhacks to deal Crit Hits. 35% Crit Chance with quickhacks. -4 Max RAM. |
Camillo Ram Manager |
Instantly recovers 23% Max RAM when available RAM falls to 20%. +2 Max RAM Cooldown: 100 sec. |
COX-2 Cybersomatic Optimizer | Allows your quickhacks to deal Crit Hits. 100% Crit Chance with quickhacks. -8 Max RAM. |
Ex-Disk | +6 Max RAM and +17% Upload speed for quickhacks. |
Kerenzikov Boost System | When Kerenzikov is active: -100% stamina cost for shooting. Slows time by 15% relative to your enemies. |
Limbic System Enhancement | Increases Crit Chance by 7%. |
Mechatronic Core | +35% damage against drones, robots, mechs and turrets. +2 Max RAM. |
Memory Boost | +1.25 RAM when you neutralize an enemy. + 1 Max RAM. |
Newton Module | -1.25% Cooldown instantly for all cyberware after neutralizing an enemy. |
Quantum Tuner |
Whenever another Cyberware implant is fully used, Quantum Tuner instantly restores its Cooldown (up to a max. of 30 sec.) Cooldown: 60 sec. outside of combat Passive Effect: -10% Cooldown Time for all other cyberware. |
RAM Reallocator |
Instantly recovers 23% Max RAM when available RAM falls to 20%. +2 Max RAM Cooldown: 85 sec. |
Ram Upgrade | Increase RAM recovery rate by +0.17 unit(s) per sec. +2 Max RAM. |
Self-ICE |
Automatically negates an enemy quickhack. +2 Max RAM Cooldown: 45 sec. |
Frontal Cortex cyberware improves the use of quickhacks and decrease cooldowns. There are three slots for this type of cyberware.
List of Frontal Cortex Cyberware and Effects
Cyberware | Effect (Tier 5) |
---|---|
Electrifying Gorilla Arms | +6 to Body Attribute checks. Deal Physical damage. 20% Shock chance |
Electrifying Mantis Blades |
+2.5% Melee Damage Resistance +2.5% Quickhack Damage. |
Electrifying Monowire |
+1.9% Health Item Recharge Speed +3.1% Grenade Rechage Speed |
Electrifying Projectile Launch System | Charged shots gain: +30% damage, +25% explosion radius, +100% Shock chance |
Gorilla Arms | +6 to Body Attribute checks. Deal Physical damage. 20% Bleeding chance |
Mantis Blades |
+6.2% Bonus Stealth Damage +3.1% Melee Damage. |
Monowire |
+6.2 Bonus Stealth Damage +2.5% Quickhand Damage |
Projectile Launch System | Charged shots gain: +30% damage, +25% explosion radius, +40% dismemberment chance |
Thermal Gorilla Arms | +6 to Body Attribute checks. Deal Physical damage. 20% Burn chance |
Thermal Mantis Blades |
+3.1% Explosion Damage +3.1% Grenade Recharge Speed. |
Thermal Monowire |
+3.1% Melee Damage +0.16 RAM Regen from neutralizing an enemy |
Thermal Projectile Launch System | Charged shots gain: +30% damage, +25% explosion radius, +30% Burn chance |
Toxic Gorilla Arms | +6 to Body Attribute checks. Deal Physical damage. 20% Poison chance |
Toxic Mantis Blades |
+1.6% Health Regen Bonus +3.1 Health |
Toxic Monowire |
+1.6% Health Regen Bonus +1.6% Health Item Effect |
Toxic Projectile Launch System | Charged shots gain: +30% damage, +25% explosion radius, +30% Poison chance |
Arm cyberware includes powerful melee cyberware options as well as the Projectile Launch System. There is one slot for this type of cyberware.
List of Arms Cyberware and Effects
Cyberware | Effect (Tier 5) |
---|---|
Bionic Joints | Armor - Simple but effective. |
Bionic Lungs | Increases Stamina by 60%. |
Dense Marrow |
+24% melee damage +15% melee Stamina cost |
Epimorphic Skeleton | +13% Max Health |
Feen-X | +250% RAM Regen Rate when available RAM is below 3 |
Kinetic Frame | +16% Mitigation Chance when Stamina is above 85%. |
Para Bellum | +12% Armor |
Ram Recoup |
Receiving damage restores RAM equal to 0.28% of damage received. +2 Max RAM |
Rara Avis | +35% Armor |
Scar Coalescer | +22% Armor when below 50% Health. |
Scarab | When crouched: +110 Armor and -20% movement speed. |
Spring Joints |
+19% Mitigation Strength (Total Mitigation Strength cannot exceed 90%) Mitigation grants achance to reduce incoming damage by current Mitigation Strength (default: 50%). |
Titanium Bones | +62% Carrying Capacity. |
Universal Booster |
Health Items now also give: +10% Armor for 5 sec. -30% all Stamina costs for 5 sec. These effects do not stack. |
Skeleton cyberware improves your Armor and overall defense.
There are three slots for this type of cyberware; two are available by default, with the third being locked until you upgrade your License to Chrome perk to Level 3.
List of Skeleton Cyberware and Effects
Cyberware | Effect (Tier 5) |
---|---|
Adrenaline Converter | +40% movement speed for 7 sec. when entering combat. |
Adreno-Trigger | +20% movement speed for 50 sec. when entering combat |
Atomic Sensors | Increases movement speed proportional to the enemy's detection of you outside of combat (max. +56% movement speed at 80% detection). The effect ends when you enter combat. |
Deep-Field Visual Interface | Crit Chance increases the father you are from the enemy (max. +95% at 90m.) |
Kerenzikov | Allows you to aim and perform ranged attacks while sliding, dodging or Dashing. Slows time by 60% for 3.5 sec. when you aim a ranged attack during a slide, dodge or Dash. Cooldown 6.5 sec. |
Maneuvering System | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Nanorelays | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Neofiber |
+10% Mitigation Chance, +9% Mitigation Strength Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%). |
Reflex Tuner | Slows time by 60% for 4 sec. when your Health drops below 25%. Cooldown 40 sec. |
Revulsor |
Slows time by 60% for 4 sec. when your Health drops below 25%. Your movement speed is not slowed. Cooldown: 40 sec. |
Stabber | +16.75% Crit Chance with Blades and throwable weapons. |
Synaptic Accelerator | Slows time by 50% for 3.5 sec. when enemy detection reaches 50%. Cooldown 60 sec. |
Tyrosine Injector |
Successful Takedowns grant: +20% headshot damage for 15 sec. +9% movement speed for 15 sec. |
Visual Cortex Support | Crit Chance increases the farther you are from the enemy (max. +28% at 30 m). |
Nervous System cyberware affects time-slowing effects and detection by enemies. There are three slots for this type of cyberware.
List of Nervous System Cyberware and Effects
Cyberware | Effect (Tier 5) |
---|---|
Carapace |
+32% Armor effectiveness when attacked from the side or rear. +0.5 Armor per Attribute Point. +1.3% Bonus Ricochet Damage +1.3% Decreased enemy vision |
Cellular Adapter |
+1% explosion resistance '+0.5% Tech weapon damage +0.5% Health item recharge speed +0.5% grenade recharge speed +13 Carrying Capacity +2.6 Health |
Chitin |
Provides additional Health Regen. +1.6% Health Regen Bonus +3.1 Health |
Cogito Lattice | +240% Armor from this cyberware when available RAM is below 10 |
Countershell |
+50% Mitigation Chance for 4 sec. if you lose 35% Health within 3 sec. Cooldown: 6 sec +0.1% Crit Chance per Attribute Point. +1.3% Health Regen Bonus +1.3% Health Item Effect |
Defenzikov |
When Kerenzikove ends: +90% Mitigation Chance for 4 sec. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%). +0.1% Crit Chance per Attribute Point. +2.6% Weapon Handling +2.1% Damage Over Time Resistance |
Fireproof Coating | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Grounding Plating | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Heat Converter | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Nano-Plating |
7% chance to block an incoming projectile. +100% bonus chance after performing a dodge or Dash. This bonus lasts 1.7 sec. or until the next projectile is blocked, whichever comes first. Cannot block more than 3 projectiles in a 5 sec. span. +0.2 headshot and weakspot damage per Attribute Point. +1.3% Bonus Ricochet Damage +1.3% Decreased enemy vision |
Optical Camo |
-90% visibility to enemies for 7 sec., making it more difficult for them to detect you outside of combat and hit you during combat. Cooldown: 50 sec. |
Pain Editor |
-7% all incoming damage +0.1% damage reduction per Attribute Point. +0.5% Mitigation Chance +2.1% Damage Over Time Resistance |
Painducer |
Converts 30% of damage taken into damage-over-time. +0.5% damage-over-time resistance per Attribute Point. +1.3% Health Item Effect +2.5% Reduced damage from Poisoned enemies |
Peripheral Inverse |
The closer an attacking enemy is, the less damage they deal to you. -40% incoming damage at 3 m. Damage reduction tapers off to 0% at 6 m. |
Proxishield |
The closer an attacking enemy is, the less damage they deal to you. -20% incoming damage at 3 m. Damage reduction tapers off to 0% at 6 m. +0.5 Health per Attribute Point. +2.1% Melee Damage Resistance +2.5% Melee Damage |
Rangeguard |
+90 Armor when there are no enemies within 6 m. +0.2% headshot and weakspot damage per Attribute Point. +5.2 Bonus Stealth Damage +0.13 RAM Regen from neutralizing an enemy |
Shock-N-Awe |
Whenever you take damage, you have a 10% chance to release a large electroshock that deals 500 damage to nearby enemies. +0.25% activation chance for this cyberware per Attribute Point. +0.6% Explosion Damage Resistance +2.6% Explosion Damage |
Subdermal Armor |
+0.5 Armor per Attribute Point. +1.3% Decreased enemy vision +2.6 Health |
Supra-Dermal Weave | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Integumentary System cyberware improves Armor and damage resistance. There are three slots for this type of cyberware.
List of Integumentary System Cyberware and Effects
Cyberware | Effect (Tier 5) |
---|---|
Arasaka MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Arasaka MK.4 |
Allows you to perform quickhacks on targets and devices while scanning. ・Decreases the RAM cost of Covert quickhacks by 2. ・Increases combat quickhack duration by 40%. ・Quickhacking an enemy affected by Ping will reset the duration of Ping. |
Arasaka MK.5 | Allows you to perform quickhacks on enemies and devices while scanning. Enemies take 40% longer to trace your location. -2 Ram cost for Covert quickhacks. +5 RAM after performing a takedown. |
Biodyne Berserk |
When Active: Health cannot drop below 25%, Cannot use items, Melee Weapons only, +30% Attack Speed, -100% Stamina cost, +20% Crit Chance, +100% Crit Damage. When it ends: +25% Health for every enemy neutralized. Duration: 11 sec., Cooldown: 45 sec. |
BioDyne Berserk MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
BioDyne Berserk MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
BioDyne Berserk MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
BioDyne Berserk MK.4 |
When active, reduces weapon recoil by 25%, weapon sway by 25%,, increases melee damage by 5%, and increases Armor and Resistance by 5%. Duration: 30 sec. Cooldown: 60 sec. ・While Berserk is active, jumping from a high height initiates a Superhero Landing, causing you to fall at high speed and land with enough force to create a shockwave that damages nearby enemies. ・All ranged attacks deal 20% more damage. ・Defeating enemies restores 4% max Health when active. |
BioDyne MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
BioDyne MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Biotech Σ MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Biotech Σ MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Biotech Σ MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Biotech Σ MK.4 |
Allows you to perform quickhacks on enemies and devices while scanning. +15% duration for Combat quickhacks. +10% damage over-time with quickhacks. +25% Monowire damage against enemies affected by damage over-time effect. Activating Overlock resets the duration of quickhack damage over-time effects |
Chrome Compressor | +38 Cyberware Capacity |
Dynalar Sandevistan |
When Active: Time slows by 50% (you are not slowed), +15% Crit Chance, and +15% Crit Damage Max Duration: 9 sec., Cooldown: 40 sec. |
Dynalar Sandevistan MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Dynalar Sandevistan MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Dynalar Sandevistan MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Dynalar Sandevistan MK.4 |
Slows time by 25% for 16 sec. Cooldown 30 sec. ・Increases any damage dealt by 15% when Sandevistan is active.[nl・Increases Crit Chance by 15% when Sandevistan is active. |
Fuyutsuki Electronics MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Fuyutsuki Tinkerer MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Militech "Apogee" Sandevistan |
Press L1 and R1 to activate and deactivate. It can be activated at any charged level. When active: Slows time by 85% (you are not slowed) +10% headshot damage +9% Crit Chance +13% Crit Damage Neutralizing an enemy when active gives: +20% extended duration +22% Stamina Max Duration: 8 sec. Cooldown: 30 sec. |
Militech "Falcon" Sandevistan |
When active: Slows time by 70% (you are not slowed), +10% damage, +10% Crit Chance, +5% Crit Damage. Neutralizing an enemy when active gives: +10% extended duration, +5% Health. Max Duration: 9 sec., Cooldown: 35 sec. |
Militech "Falcon" Sandevistan MK.5 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Militech Berserk |
When active: Invulnerable to damage, cannot use items, Melee weapons only, +30% attack speed, -100% stamina cost, +20% movement speed, Increased damage at low health. When it ends: +25% Health for each enemy neutralized. |
Militech Canto MK.6 |
Allows you to perform quickhacks on enemies and devices while scanning. Unlocks the Blackwall Gateway quickhack. This quickhack spreads to 5 enemies within 20m, causing lethal damage to cyberware and neural systems. Mechs, robots, drones and turrets are deactivated. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. |
Militech Paraline MK.4 |
Allows you to perform quickhacks on enemies and devices while scanning. +10% quickhack damage +2% Monowire damage per used RAM unit (max. 30%). When uploading a quickhack to an enemy, shooting them with a Smart weapon will accelerate upload speed. When Overclock is active: Smart weapons and Monowire deal bonus Electrical damage equal to 25% of normal attack damage. |
Moore Tech Berserk |
When active: Health cannot drop below 25%. Cannot use items, Melee Weapons Only, -100% Stamina Cost. When it ends: +25% Health for each enemy neutralized. Duration: 11 sec., Cooldown: 45 sec. |
Moore Tech Berserk MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Moore Tech Berserk MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Moore Tech Berserk MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Netwatch Netdriver MK.1 |
Allows you to perform quickhacks on enemies and devices while scanning. -20% traceability for quickhacks uploaded through cameras. -50% RAM cost for Device and Vehicle quickhacks. Combat quickhacks uploaded through devices gain: +15% damage and +20% effect duration. |
NetWatch Netdriver MK.5 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Qiant "Warp Dancer" Sandevistan |
When Active: Slows time by 20% (you are not slowed), +24% Mitigation Chance, +50% Resistance to Thermal, Chemical, and Electrical Damage Max Duration: 10 sec., Cooldown: 60 sec. |
QianT "Warp Dancer" Sandevistan MK.5 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
QianT Sandevistan MK.4 |
Slows time to 25% for 12 sec. Cooldown 15 sec. ・Increases any damage dealt by 15% when Sandevistan is active. ・Increases Crit Chance by 15% when Sandevistan is active. |
Raven Microcyber MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Raven Microcyber MK.3 |
Allows you to perform quickhacks on enemies and devices while scanning. +40% spread distance with quickhacks. Quickhacks spread to all valid enemies immediately. When Overlock is active: +15% chance for any quickhack to spread to two nearby enemies. |
Raven Microcyber MK.4 |
Allows you to perform quickhacks on targets and devices while scanning. ・Increases cyberdeck RAM recovery rate by 6 unit(s) pero 60 sec. ・Increases the time it takes for an enemy netrunner to hack you by 100%. ・Increases quickhack spread distance by 60%. |
Seocho Electronics MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Seocho Electronics MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Stephenson Tech MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Stephenson Tech MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Stephenson Tech MK.4 |
Allows you to perform quickhacks on targets and devices while scanning. ・Quickhack cooldown reduced by xx%. ・Increases quickhack combat reaction by xx%. ・Reduces quickhack upload time by 25%. |
Tetratronic MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Tetratronic MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Tetratronic MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Tetratronic Rippler MK.4 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Tetratronic Rippler MK.5 |
Allows you to perform quickhacks on enemies and devices while scanning. +15% weapon damage against enemies affected by non-combat quickhacks. +40% with Combat quickhacks when immediately followed by a non-combat quickhack in the queue. +5 Max RAM. When activating Overlock, automatically upload Reboot Optics and Weapon Glitch to all enemies within 8m. |
Zetatech Berserk |
When Active: Health cannot drop below 25%, Cannot use items, Melee Weapons only, +20% Attack Speed, -100% Stamina Cost, -30% fall damage. When it ends: +25% Health for every enemy neutralized. Duration: 11 sec., Cooldown: 35 sec. |
Zetatech Berserk MK.4 |
When active, It reduces weapon recoil by 10%, weapon sway by 10%, increases melee damage by 10%, and increases Armor and Resistances by 5%. Duration: 10 sec. Cooldown: 60 sec.・ While Berserk is active, jumping from a high height initiates a Superhero Landing, causing you to fall at high speed and land with enough force to create a shockwave that damages nearby enemies. ・Defeating enemies restores 5% max Health when Berserk is active. |
Zetatech Berserk MK.5 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Zetatech Sandevistan | When active on the ground: Slows time by 30%(You are not slowed), +12% damage. When active midair: Slows time by 60% +24% damage +40% headshot and weakspot damage -30% fall damage. |
Zetatech Sandevistan MK.1 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Zetatech Sandevistan MK.2 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Zetatech Sandevistan MK.3 | We are currently looking for info involving this cyberware. Please help us in the comments section if you have any suggestions or findings you'd like to share. |
Operating System cyberware includes cyberdecks that improve and expand your quickhacking abilities, as well as Berserk and Sandevistan systems that help you in combat. There is one slot for this type of cyberware.
List of Operating System Cyberware and Effects
Cyberware | Effect (Tier 5) |
---|---|
Basic Kiroshi Optics | -40% camera detection speed |
Kiroshi "Clairvoyant" Optics | Effect active when scanning: Highlights enemies within 17.5 m. The effect remains for 60 sec. after scanning. |
Kiroshi "Cockatrice" Optics | Increases Crit Chance by 30%. 10x optical zoom when scanning or aiming. |
Kiroshi "Doomsayer" Optics | Highlights explosive devices and traps near your crosshair within 26m. |
Kiroshi "Sentry" Optics | Effect active when scanning: Highlights cameras and turrets within 35m. |
Kiroshi "Stalker" Optics | When aiming: Highlights enemies behind cover for 22% of your field of vision and up to 47 m. deep. |
Kiroshi "The Oracle" Optics | Effect active when scanning: Highlights enemies within 17.5 m.including enemies behind cover. Highlights cameras and turrets within 35m. Highlights explosive devices and traps near your crosshair within 26m. |
Face cyberware improves your vision and allows you to highlight environmental clues. There is one slot for this type of cyberware.
Cyberware | Effect (Tier 5) |
---|---|
Ballistic Coprocessor | Increased ricochet chance with Power weapons. +30% ricochet damage. |
Handle Wrap | When equipping or throwing a throwable weapon: *23% Crit Chance with throwable weapons for 6 sec. |
Immovable Force |
-30% recoil -25% bullet spread |
Microgenerator | Reloading an empty weapon causes the next shot to release an electroshock that deals up to 240 Electrical damage to enemies near the point of impact. Electroshock damage increases with the number of bullets reloaded (max. 5 bullets). |
Shock Absorber | -20% Recoil |
Smart Link | Target Lock Duration +20% and +10% Crit Damage with Smart weapons. +2 Max RAM. |
Hand cyberware improves your ranged combat skills. There are two slots for this type of cyberware; one is available by default while the other is locked until you acquire the Ambidextrous perk.
List of Hands Cyberware and Effects
Cyberware | Effect (Tier 5) |
---|---|
Adrenaline Booster | Stamina +23% whenever you use a melee weapon to neutralize an enemy. |
Biomonitor | Automatically heals you with your Health Item when your Health drops below 35%. +14% Health Item effectiveness. |
Black Mamba | Against Poisoned enemies: -90% Poison damage and +18% all other damage. |
Blood Pump | Activate to instantly restore 90% of max Health. Cooldown 30 sec. |
Clutch Padding | -18% Stamina cost for shooting. |
Electromag Recycler | +4% Health and Stamina when you hit an enemy with a fully charged Tech weapon shot. |
Feedback Circuit | Health +3% when you hit an enemy with a fully charged Tech weapon shot. |
Heal-on-Kill | Health +7% when you neutralize an enemy. |
Isometric Stabilizer | -18% Stamina cost for all attacks |
Microrotors | Increase melee attack speed by 23%. (Melee attack speed cannot exceed 2 attacks per second.) |
Second Heart | Instantly restores 100% of max Health when your Health falls to 0. Cooldown 2 min. |
Threatevac | Movement speed +25% when your Health drops to 25%. The more your health drops, the more movement speed increases (max. +35%). |
Circulatory System cyberware affects Stamina and Health regeneration. There are three slots for this type of cyberware.
List of Circulatory System Cyberware and Effects
Cyberware | Effect (Tier 5) |
---|---|
Fortified Ankles | Allows you to charge jumps for greater distance. Hold the jump button and release for a charged jump. |
Jenkins' Tendons | Increases sprint speed, starting at 60% and tapering off to +10% after 5 sec. of continued sprinting. The effect recovers at the same rate when not sprinting. |
Leeroy Ligament System | +18% movement speed |
Lynx Paws | 50% quieter movement and +12% crouched movement speed. |
Reinforced Tendons | Press Space Bar in midair to perform a double jump. |
Leg cyberware improves your mobility and slightly increases Armor. There is one slot for this type of cyberware.
List of Legs Cyberware and Effects
Cyberware, also known as Enhancements or Body Mods, are equivalent to equipment in Cyberpunk 2077. They give you armor, stat enhancements, various special effects, and sometimes even new abilities to use.
Cyberpunk 2077's Update 2.0 introduced a complete Cyberware overhaul to the game. Many features were added or changed, and many cyberware were added or replaced. Make sure to check your Cyberware screen after you install the patch, as so many has changed from the previous game version!
With all the changes that was brought about by the huge 2.0 Update, and how Cyberware are more important that ever before, the best Cyberware in the game have changed immensely. For the full article, check them out here:
Best Cyberware in Phantom Liberty
(Update 2.1)
Cyberware Features |
---|
|
Slots | No. of Slots | Slots | No. of Slots |
---|---|---|---|
Frontal Cortex | 3 | Operating System | 1 |
Arms | 1 | Face | 1 |
Skeleton | 3 | Hands | 2 |
Nervous System | 3 | Circulatory System | 3 |
Integumentary System | 3 | Legs | 1 |
The player has 21 slots to fill with cyberware. Nineteen slots are available by default, with two being locked until you acquire or upgrade certain perks.
Cyberware are divided into different tiers based on their qualities. As of Update 2.0, the Rarity naming of Common, Rare, Legendary, etc has been replaced by Tiers, starting from Tier 1 (lowest) up to Tier 5 (highest).
Cyberware can also have an Iconic Rating separate from its Rarity. For Cyberware, the Iconic Rating is exclusive to Tier 5 Cyberware, and produces an effect which is superior to other Tier 5 Cyberware.
The Cyberware Capacity System, a new system introduced in Update 2.0, limits the cyberware you can equip based on V's current Cyberware Capacity Limit. To equip high tier cyberware (or simply get chromed up with multiple parts), you will first need to increase your capacity limit.
Note: It is possible to go over the cyberware capacity limit by getting the Edgerunner Perk. However, for each point you go over the limit, you lose 0.5% health (total of -25% max health for exceeding by 50 points).
How to Increase Cyberware Capacity Limit
For small increases to your Cyberware Capacity Limit, players can start finding and collecting Cyberware Capacity Shards - a brand new item introduced in Update 2.0. Once picked up from dead enemies, they increase your Cyberware Capacity by a fixed amount.
How to Get Cyberware Capacity Shards
Another feature introduced in Update 2.0 is certain cyberware having attribute attunements. You can find a cyberware's attunement in its description, below the effect text.
By raising the score of a cyberware's attuned attribute, you also increase the bonuses that cyberware can get. Bonus effects very by attuned attribute, ranging from more Armor, damage percentage buffs, or headshot and weakspot damage increases.
Cyberware can be found in Ripperdoc clinics throughout Night City, which are one of the landmarks in the map. You have to purchase the cyberware that you want from the Ripperdoc, who will then install it for you. Different Ripperdocs will have different cyberware in stock.
As of Update 2.0, you can install, change, and remove cyberware only with Ripperdocs; you can no longer change your Cyberware loadout yourself outside of a Ripperdoc clinic.
Ripperdoc Locations and Cyberware List
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Hey for the cyberware that is locked behind attribute lvl can that be added as well?