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★ Update 2.0: Changes to Perks, Cyberware, & UI
This is a list of Technical Ability Perks found in the game Cyberpunk 2077: Phantom Liberty. Learn more about the Technical Ability Attribute, how it affects your character, how to acquire perks, and what Technical Ability Perks are found in the game as of Update 2.0.
List of Contents
Technical Ability determines your techie know-how. Progressing it improves your proficiency with Explosives and Tech Weapons and allows you to be compatible with high-end cyberware. It also allows you to bypass some locks, override devices and exhibit tech-savvy knowledge in dialogues. +2 Armor per Attribute Point. |
The Technical Ability attribute will determine how knowledgeable V is when it comes to tech. How to destroy it, and how to make it. Increasing it will improve crafting and provide bonuses when using Tech weapons. Having a high Technical Ability attribute is going to give you the magic touch when it comes to mechanics.
Some conversations will provide extra dialogue options if you pass the skill check required. This will open up new possibilities when interacting with characters or the environment as long as your stat is high enough.
Perk | Req. Attribute Pts. | Effect at Lv. 1 |
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11 | Crafted clothes gain 5% more armor. |
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9 | +10% to all cyberware stats modifiers. |
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15 | Unlocks a new cyberware slot for your Hands. |
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11 | Grenades deal 5% more damage. |
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9 | Increases damage to drones, mechs and robots by 20%. |
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3 | Reduces damage taken from explosions by 10%. |
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15 | +20% charge speed for Tech weapons. |
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9 | +100% instant recharge of a Health Item after neutralizing an enemy if you're below 25% Health and have no charges remaining. |
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15 | 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. |
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15 | 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. |
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20 | Bolt now deals Electrical damage and releases an electric arc that can electrocute up to 3 nearby enemies. |
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9 | When upgrading cyberware, you can choose from two stat modifier options. A third option is available at Tier 3 and higher. |
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9 | -5% incoming damage if all Integumentary System and Skeleton cyberware slots are filled. |
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9 | +50% recharge speed for grenades when you have none available. |
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14 | Reduces component cost of crafting items by 15%. |
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Level 20 in Crafting | Increases the sale price of crafted items by 10%. +1% per Perk level. |
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20 | Improves damage and all damage-related stats of crafted weapons by 5%. |
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15 | 15% reduced Cooldown for all cyberware if all available slots are filled. |
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9 | +1 max grenade charge, +250% recharge speed for grenades outside of combat. |
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15 | 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. |
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5 | Preview bullets' ricochet trajectory when aiming with Power Weapons if Ballistic Coprocessor cyberware is installed. |
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9 | All cyberware gain an additional stat modifier. |
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20 | Allows you to exceed your Cyberware Capacity by up to 50 points, but at the cost of -0.5% Max Health per point. When you neutralize an enemy during combat, there is a 0.1% chance for each point you're 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. |
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18 | Allows you to craft Legendary items. |
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12 | Grants a 10% chance to upgrade an item for free. |
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12 | Grants a 20% chance to craft an item for free. |
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15 | +15% duration for all cyberware effects. |
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9 | 15% faster use of Health Items in combat. |
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11 | Crafted weapons deal 5% more damage. |
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4 | +15% recharge speed for Health Items when you've only used 1 charge. |
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15 | For Flash, Smoke, and Recon grenades: Double grenade charges. Double recharge rate. |
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15 | +50% resistance to damage and effects from explosions you cause. |
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16 | Reduces the charge amount needed for Tech weapons to penetrate walls by 30%. |
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4 | +33% vehicle health. Vehicle-mounted weapons receive: +25% damage and -0.7 sec. lock-on time. |
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4 | 5% instant recharge of Health items and grenades after neutralizing an enemy. |
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12 | Allows you to craft Epic items. |
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5 | The explosion radius of grenades is visible. |
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14 | Fully charged Tech weapons do not shoot automatically. |
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9 | +8% recharge speed for Health Items and grenades. |
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15 | +10% Mitigation Chance per stack of Pyromania. |
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15 | Tech weapons no longer fire automatically when reaching full charge. |
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9 | Increases the effect duration from consumables by 25% |
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14 | Grants immunity to Shock. |
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15 | Increased time window to fire a Bolt. |
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20 | Enables grenades to deal Crit Hits. |
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14 | Reduces the component cost of upgrading items by 10%. |
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15 | +10% to all cyberware stats modifiers. |
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18 | Tech weapon charge time is reduced by 10%. |
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15 | +10% charge speed after firing a Bolt. Stacks 3 times. Swapping weapons or firing a non-Bolt shot resets the stack. |
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9 | Increases Smart Weapon reload speed by 5%. |
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9 | +25% crafting components from looting. |
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3 | When looting drones, mechs and robots, there is a 25% chance of looting a weapon mod or attachment. |
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3 | Gain more components when disassembling. |
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12 | Ricochets deal an additional 15% damage. |
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15 | +8% recharge speed for health items and grenades. |
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9 | +4 Cyberware Capacity for each Attribute at 9 or higher. |
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Level 20 in Engineering | Increases damage from Tech weapons by 25%. Increases charge damage from all chargeable weapons and cyberware by 10%. +1% charge damage per Perk level. |
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9 | Grenades deal 10% more damage. |
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5 | Junk items are automatically disassembled. |
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15 | Bolt shots ignore enemy Armor. |
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7 | All grenade types deal 20 damage in addition to their normal effects. |
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20 | Tech weapons ignore Armor. |
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12 | Increases the charge multiplier for Tech weapons by 15%. |
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20 | Charges a powerful EMP that hits nearby enemies after 3 sec. whenever you activate Operating System cyberware (Berserk, Sandevistan) or Overlock mode. Applies Stun and deals damage proportionate to the quantity and Tier of cyberware implants you have installed, -50% incoming damage while charging EMP. |
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4 | +30% health from the final charge of your Health Item. |
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5 | Allows you to craft Rare items. |
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16 | Allows you to upgrade lower quality components into higher quality ones. |
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14 | Fully charged Tech weapons deal 30% more damage. |
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9 | Allows you to charge Tech weapons up to 75% capacity. |
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16 | When disassembling an item, you get the attached mods back. |
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7 | Disassembling items grants a 20% chance to gain a free component of the same quality as the disassembled item. Additionally, there is a 5% chance to gain a free component of higher quality than the disassembled item. |
Notice from Game8 | This section is currently under construction. Check back later for updates! |
---|
List of Perks and Skill Tree Guide
All Attributes and Perk List | |||||
---|---|---|---|---|---|
Body | Reflexes | Intelligence | |||
Technical Ability | Cool |
Perk and Attribute Lists | |
---|---|
List of Perks | List of Attributes |
List of Phantom Liberty Perks | |
Character Building Guides | |
Best Builds List | Best Perks by Build |
Best Attributes | Perk Tier List by Attribute |
2.0 Technical Ability Attribute and List of Technical Ability Perks (Skills)
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