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
- 1Each time you level up in cyberpunk 2077, you receive an attribute point and a perk point.
- 2Attribute points can be spent to improve one of the five attributes: Body, Reflexes, Technical Ability, Intelligence, or Cool.
- 3Each attribute has an associated perk tree, containing approximately 33-38 perks.
- 4Perks are organized into clusters, with a central perk acting as a prerequisite for subordinate perks.
- 5Central 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.
- 6Perks are segregated into four tiers: Rookie, Pro, Phenom, and Legend.
- 7These tiers are unlocked when the related attribute score reaches 4 (Rookie), 9 (Pro), 15 (Phenom), and 20 (Legend).
- 8Perks 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.
- 9You 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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