Cyberpunk 2077 Attributes, Perks and Respec Explained
November 9, 2026 · 6 min read
On this page
- The basics at a glance
- Level cap
- The five Attributes
- Perk tiers: 4, 9, 15 and 20
- How Perks work
- Refunding perks is free
- How to respec Attributes
- Skills level up on their own
- Cyberware is part of your build
- The Relic tree (Phantom Liberty)
- Tips for planning a build
- Frequently asked questions
- What is the max level in Cyberpunk 2077?
- Can you respec in Cyberpunk 2077?
- What attributes should I level first in Cyberpunk 2077?
- Can you max all attributes in Cyberpunk 2077?
- What are Skills in Cyberpunk 2077?
- How do you get Relic points in Phantom Liberty?
Cyberpunk 2077 builds come from three connected systems: Attributes, which decide which perks you can reach; Perks, which change how you play; and Skills, which level up on their own as you use a playstyle. Update 2.0 rebuilt all three in September 2023, and later patches added to them. If you're coming back after a long break, most of what you remember about perks has changed.
Last checked: November 9, 2026. This guide covers the current 2.x system, including update 2.5.
The basics at a glance
| System | What it does | How you earn it |
|---|---|---|
| Attributes | Unlock perk tiers in five trees | Level-ups and Attribute Shards |
| Perks | Abilities and bonuses inside each tree | Level-ups and Skill rewards |
| Skills | Passive bonuses for a playstyle | Using that playstyle |
| Relic tree | Extra abilities in Phantom Liberty | Phantom Liberty story and Dogtown terminals |
Level cap
V's level cap is 50 in the base game and 60 if you own Phantom Liberty. Each level-up gives you points to spend on Attributes and Perks, so the expansion's extra ten levels mean a more complete build.
The five Attributes
Each Attribute has its own perk tree, and each one goes up to 20.
| Attribute | What it's built around |
|---|---|
| Body | Shotguns, light machine guns, blunt weapons and staying alive in close fights |
| Reflexes | Assault rifles, SMGs, blades and mobility such as dashing |
| Technical Ability | Tech weapons, grenades, health items and cyberware |
| Intelligence | Quickhacking and netrunning |
| Cool | Stealth, throwing knives, pistols and revolvers |
A few examples of what sits in each tree:
- Body has perks that reward mixing melee and shotguns, plus a ground-slam attack with blunt weapons and the Adrenaline Rush ability.
- Reflexes turns your dodge into a dash, and the top of the tree adds an air dash.
- Technical Ability includes the Edgerunner perk, the only way to go over your cyberware limit, at a cost to your health.
- Intelligence has Overclock, which lets you spend health to keep casting quickhacks when you run out of RAM.
- Cool has the handgun perks, including the Double Trouble dual-wield perk added in update 2.5. See our dual wield guide.
Perk tiers: 4, 9, 15 and 20
Perks in each tree are locked behind four Attribute levels: 4, 9, 15 and 20. To take a perk in the second tier, for example, that Attribute has to be at 9 or higher. The strongest perks sit at 15 and 20, which is why most builds focus on two or three Attributes instead of spreading points evenly.
You can't max out all five. Even at level 60, a character can fully max about three Attributes and invest a fair amount in a fourth, so decide early what kind of V you want to play.
How Perks work
Perk trees got fewer perks in update 2.0, but each one has a bigger effect. Many perks have more than one level, and some unlock new moves rather than small stat bonuses. Examples include Overclock for netrunners, Bolt shots for Tech weapons and Adrenaline Rush for Body builds.
You get Perk points from:
- Leveling up V.
- Skill rewards, which hand out extra Perk points as each Skill levels up.
Refunding perks is free
Since update 2.0, you can refund any perk on its own, for free, at any time from the Character menu. That makes perks easy to experiment with: if a perk isn't pulling its weight, take the point back and try something else.
PC Gamer notes one catch. If a perk is raising your cyberware capacity and you're using that capacity, you may have to remove some cyberware before the game lets you refund it.
How to respec Attributes
Attributes are much less flexible than perks. You get one Attribute reset per playthrough, and it's available on both new and older saves. There's no repeatable respec, so use it for a real change of direction, such as switching from a netrunner to a melee build, not for small adjustments.
A few ways to plan around this:
- Use the reset late. You'll know more about how you like to play after a few dozen hours.
- Count perks before you commit. Check which tier (4, 9, 15 or 20) the perks you want sit in, and put points there first.
- Collect Attribute Shards. These items, added in update 2.0, give extra Attribute points, which helps fill gaps without a reset.
Skills level up on their own
Skills are separate from Attributes. There are five, and each one levels up as you use the matching playstyle:
| Skill | Grows from |
|---|---|
| Headhunter | Stealth and headshots |
| Netrunner | Quickhacking |
| Shinobi | Reflexes weapons and moving fast |
| Solo | Heavy weapons and taking hits |
| Engineer | Tech weapons, grenades and cyberware |
Each Skill goes up to level 60 and unlocks a new passive bonus every 5 levels. Skills aren't limited by your Attribute levels, and their rewards include extra Perk points, so playing the way your build is meant to play pays off twice.
Cyberware is part of your build
Since update 2.0, most of V's armor comes from cyberware instead of clothing, and each implant is attuned to an Attribute: the higher that Attribute, the stronger the implant's bonus. How much cyberware you can install depends on your Cyberware Capacity, which rises as you level up and can be raised further with Cyberware Capacity Shards and Technical Ability perks. Some cyberware slots are unlocked by perks, too.
The Relic tree (Phantom Liberty)
Phantom Liberty adds a sixth tree, Relic, with nine abilities. It doesn't use Attribute points. You unlock Relic abilities by progressing through the expansion's story and by finding Restricted Data Terminals in Dogtown. New to the expansion? See how to start Phantom Liberty.
Tips for planning a build
- Pick a main weapon type first. It decides your core Attribute: Body for shotguns and blunt weapons, Reflexes for rifles and blades, Cool for handguns, Technical Ability for Tech weapons, Intelligence for quickhacks.
- Add a second Attribute for survival or utility. Technical Ability pairs with almost anything thanks to its cyberware and health item perks.
- Don't fear perk mistakes. They cost nothing to undo, so try new perks freely and save your one Attribute reset for big changes.
Frequently asked questions
What is the max level in Cyberpunk 2077?
Level 50 in the base game and level 60 with Phantom Liberty. Each Attribute also has a cap of 20.
Can you respec in Cyberpunk 2077?
Yes. Perks can be refunded one at a time for free whenever you like. Attributes can be reset only once per playthrough, on new and old saves alike.
What attributes should I level first in Cyberpunk 2077?
Start with the Attribute that matches your main weapon or playstyle, and push it to 9 or 15 to reach its stronger perks. Technical Ability is a common second pick because it supports cyberware in any build.
Can you max all attributes in Cyberpunk 2077?
No. Even at level 60 with Phantom Liberty, you don't get enough points to put all five Attributes at 20. Most builds max two or three and leave the rest low.
What are Skills in Cyberpunk 2077?
Skills are five progression tracks (Headhunter, Netrunner, Shinobi, Solo and Engineer) that level up as you use the matching playstyle. Each goes to level 60 and gives a passive bonus every 5 levels, plus extra Perk points.
How do you get Relic points in Phantom Liberty?
Progress through Phantom Liberty's story and look for Restricted Data Terminals in Dogtown. The Relic tree has nine abilities and doesn't use your normal Attribute points.
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