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Perk Changes in Cyberpunk 2.0
Cyberpunk 2077

Perk Changes in Cyberpunk 2.0

Understand the perk changes in cyberpunk 2077 2.0. Learn about attribute points, perk points, and the new tier system (Rookie, Pro, Phenom, Legend).

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Understand the perk changes in cyberpunk 2077 2.0. Learn about attribute points, perk points, and the new tier system (Rookie, Pro, Phenom, Legend).

Walkthrough
  1. 1
    Each time you level up in cyberpunk 2077, you receive an attribute point and a perk point.
  2. 2
    Attribute points can be spent to improve one of the five attributes: Body, Reflexes, Technical Ability, Intelligence, or Cool.
  3. 3
    Each attribute has an associated perk tree, containing approximately 33-38 perks.
  4. 4
    Perks are organized into clusters, with a central perk acting as a prerequisite for subordinate perks.
  5. 5
    Central perks may have multiple levels (up to three), each costing a perk point and unlocking escalating bonuses. All levels of a central perk must be unlocked before its subordinate perks can be purchased.
  6. 6
    Perks are segregated into four tiers: Rookie, Pro, Phenom, and Legend.
  7. 7
    These tiers are unlocked when the related attribute score reaches 4 (Rookie), 9 (Pro), 15 (Phenom), and 20 (Legend).
  8. 8
    Perks are also connected vertically; you must invest in lower-tier perks to access higher-tier ones. These are organized as columns, and red lines indicate what each perk unlocks.
  9. 9
    You must purchase lower-tier perks before you can buy higher-tier ones.
Tips
  • The biggest change in patch 2.0 is the removal of all perk subtrees (e.g., Assault, Handguns, Blades from Reflexes).
  • Perk trees are still segregated by attributes, and perks are gated by the governing attribute's score, but in a less organized manner than before.
  • Each perk tree previously had two or three subtrees unrelated to each other, governing different gameplay aspects. These have been removed.
  • The Technical Ability perk tree now heavily influences cyberware stats, with most crafting perks removed.
  • The Intelligence perk tree includes a perk line for smart weaponry and monowires.
  • Perks from the Breach Protocol tree are almost entirely removed, as daemons are no longer a gameplay element.
  • Perks influencing headshots and pistols have been combined and moved to the Cool perk tree.
  • Previously, the ultimate perk of each perk subtree required maxing out a related skill tree, which in turn required a high attribute score. This system has been streamlined.

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