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Leveling Guide in Cyberpunk 2077. Best Attributes, Skills and Abilities.

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With several skill trees in Cyberpunk 2077, you can build your character to any taste and color, whether it be a boxer, a burglar, a shooter, and a great many other specializations.

What to download a character in Cyberpunk 2077 depends on your style of passing the game. But in order not to get confused in the huge number of attributes of the hero, we will show you where you should invest your first development points. Consider the main perks in more detail.

What is the difference between stats, skills and abilities?

Features - These are the main indicators of your character. This includes strength, reaction, technique, intelligence and composure. As you level up, you will invest points in these indicators, further increasing the character's parameters (one point for each level). Each characteristic is assigned a set of skills. The higher the attribute level, the higher the maximum level of all his skills.

Skills - these are important indicators of the character that are pumped during their use. For example, when using a pistol, the Short Barrel skill will be pumped. Each skill comes with a set of abilities. Points are not used to upgrade skills. For example, if your "Reaction" attribute is only level three, then the skills associated with it (Short Barrels, Blades, Rifles) cannot be higher than level three. Skill development just "hangs". To further develop the skill, you need to spend a point on a characteristic.

Abilities are passive improvements to various character parameters and new skills. Points can be obtained for the development of the level (for each level, one point) and skill.

Skill Trees in Cyberpunk 2077

Cyberpunk 2077 has several skill trees that you can upgrade as you level up during your adventures in Night City. If you want to create the strongest character, you need to farm certain branches.

But if you decide to spend a few perk points in stats not from your build, you'll find that some skills can be obtained for as little as one point. These abilities are unlocked early on and can make your journey through Night City much easier. Here is a list of Cyberpunk 2077 attributes:

Force

Each point invested in strength provides the following benefits:

• +5 Health points;

• +3 points of Endurance;

• +3 points to damage without weapons;

• +1,5% damage from melee weapons;

• +6% to possession of a heavy machine gun;

• removes the penalty for movement when capturing the enemy;

• increases the chance of breaking closed doors;

• +5 seconds to capture duration and movement time when capturing an enemy.

Power abilities are divided into athletics, destruction and street combat.

Athletics is responsible for your character's health, carrying capacity, stamina, melee damage, and reloading while moving. Destruction increases damage and movement speed. Street Fight increases blunt weapon damage and increases chance of stun.

Athletics (best perks)

 

Recovery - No performance requirements

This perk allows you to slowly regenerate health during combat, making it useful for any build. Even if you are in combat with absolutely no medicines, you will have a chance to hide and restore some health by eliminating enemies without being noticed.

Pack Mule - No stat requirement

This perk increases your carry capacity by 60 for just one point, making it especially useful for those looking to loot everyone in their path. It helps a lot if you like to collect and sell junk regularly, although there are better ways to make money in Night City.

Reaction

Reaction point bonuses are as follows:

• increase the chance of dodging enemy attacks by 1%;

• increase in critical damage by 1%;

• increase in speed of movement;

• increased damage from blades by 3.

Reaction Abilities: Short Barrels, Rifles, and Blades.

Rifles increase damage and reduce the reload time of rifles and submachine guns. Short Barrel - increased damage for pistols and revolvers. Blades increase attack speed with blades.

Technique

Technicians are responsible for using tech weapons and breaking doors. Each level of pumping gives only + 5% to armor.

Technical abilities - Engineering and Creation. Crafting is responsible for crafting, and engineering gives passive combat skills (-10% explosion damage or +5% damage with smart weapons, etc.).

Creation (best perks)


Constructor - No performance requirements

This perk gives you more components when dismantling items, and the dismantled components can be used to craft more medicine and ammo. The ability is great for any technical build.

Apprentice – Requires level 5 related attribute

This perk allows you to craft rare items, giving you access to the many blueprints offered by vendors throughout Night City. Creating epic or legendary items requires more points and the purchase of other perks.

Disposal - Requires 5 related attribute

Recycling is a very useful perk. With it, the character will automatically sort out all unnecessary items that fall into his inventory. This is a very handy mechanic as these things don't cost a lot of money anyway. You also gain crafting experience from every item you dismantle. This means that you will earn extra points just by looting everything that is badly lying.

Intelligence

Intelligence is responsible for all hacking, except technical. Each level of intelligence gives:

• 4% increase in cyberdeck RAM;

• increased damage from scripts by 0,5%;

• increase in script duration by 1%;

• increase damage from monostring by 3.

Intellect Abilities - Protocol Hack and Quick Hack. These are must-have branches for any hacker: there are many passive hack improvements.

Quick Hack (best perks)


Forget-Me-Not - Requires 5 related attribute level

Disabling an enemy affected by the script instantly replenishes 1 unit of memory. A simple and convenient perk that works constantly and gives a nice passive effect.

Spy Get Out - Requires 5 related attribute level

Every time a netrunner tries to hack you, it becomes visible to you. Another good defensive passive that will help you every time you enter the game. Definitely worth its 1 perk point.

composure

Coolness is useful for hidden characters.

Each level of Composure will give you:

• increase in critical damage by 2%;

• increase of all resistance by 1%;

• increased damage from stealth by 10%;

• decrease in the speed of detection of enemies in stealth.

Composure abilities - Stealth and Equanimity. Both affect stealth (decrease detection chance, increase damage when invisible)

Stealth (best perks)


Crouching Tiger - No stat requirements

This is a simple perk that increases your movement speed while sneaking by 20%. An extremely useful passive, because a character who is sneaking is most often seen during dashes between shelters.

Hidden Dragon – Requires 5 related attribute level

This perk will allow you to disable enemies from the air without killing them. A very cool skill for those who want to go unnoticed and play the game stealthily, avoiding combat collisions as much as possible.

House of a Thousand Stilettos – Requires 5 related attribute level

This perk allows you to use throwing knives to throw at enemies. They are not guaranteed to kill the opponent, but it looks pretty impressive. True, the effectiveness of throwing weapons in the game is extremely controversial, so we advise you to take this perk only when you have a free skill point left and you absolutely do not know where to spend it.

Which build to choose in Cyberpunk 2077?

Perks are passive ability skills. Their pumping depends on the level of the ability, which depends on the main attribute. That is, you cannot pump stealth at 6 if your composure is 5. But you can, for example, invest points in a neighboring skill - equanimity, or wait for an attribute level to increase. First of all, decide on the style of the game. Let's take 3 examples.

Street Child - Strongman

A child of the streets must be able to survive on the streets of Night City. And what can help in survival better than brute force? Our V will rely on it.

We distribute points on the body and reflexes. If you want, you can invest a little in composure and intelligence in order to have conversational skills. But it is better to invest the rest in equipment - pumping this attribute gives armor. Be sure to install the “Gorilla Hand” augmentation on reapers (requires level 20 reputation). Perks for "Street Kid":

athletics:

• Gladiator fights: stamina consumption for parrying attacks is reduced by 20-40%.

• Healthy Mind: Health regenerates 25% faster while on the move.

• Rock: Enemies cannot stun us.

• Epimorphism: regeneration outside of combat with the enemy.

• Butterfly: Dodge no longer affects stamina.

• Dog of War: Restore health in combat.

• Steel and Chrome: Increase damage from hand attacks by 20%.

• Recovery: auto-regen out of combat.

• Iron Will: Stamina +10%.

• Wolverine: Health recovery in combat starts 50% faster.

• Invulnerability: increase health up to 30%.

• Incredible coolness: the first 10 seconds after the start of the battle, armor and resistance indicators increase by 10%.

Destruction:

• Killer Speed: The higher the movement speed, the higher the damage.

• Road of corpses: for 10 seconds after the destruction of the enemy, V moves 10% faster.

Engineering:

• Shrapnel: All grenades gain +20 damage.

• Blade Runner: Mechanical damage increased by 20%.

Stealth:

• Crouching Tiger: Sneak movement speed is increased by 20%. We take only to open a further branch! We need 2 other skills.

• Strike from the Shadow: Increases the chance to crit while sneaking by 15%.

• Lethality: damage to people is increased by 15%.

Equanimity:

• Equanimity: after disabling the enemy, V gains the status "Equanimity" for 10 seconds. Movement speed is increased by 2%.

• Critical Situation: Serenity lasts an additional five seconds.

• Protective Coagulation: Each level of Serenity increases armor by 10%.

protocol hack:

• Quiet Time: Turn off cameras for three minutes.

• Turret Disable: Disables turrets for 3 minutes.

The essence of the build is to burst into enemies and destroy them on the move. The dynamics of the game with this build is amazing. There is only 1 minus - cameras and turrets without small arms are dangerous for us. Therefore, I recommend taking the “quiet hour” and “turning off the turret”. Just a couple of points in intelligence will solve our problems.

Refined corporate with a revolver

Short-barreled weapons will suit the corporation more, which we will focus on. Let's take intelligence and composure as a bonus - we must be distinguished by intelligence and ingenuity. We choose the following perks:

athletics:

• Butterfly: dodging does not consume stamina;

• Hound of War: health recovery in combat is increased by 30%;

• Iron Man: armor indicators are increased by 10%;

• Recovery: health is restored during the battle;

• Iron Will: increased stamina by 20%;

• Multitasking: shoot while jumping, while running and sliding;

• Sprinter: Acceleration does not affect stamina.

short barrel:

• Finishing off: increased damage by 50% against enemies with less than 25% health;

• Hour of Reckoning: Crit Chance +4%;

• Daredevil: increased damage when using pistols and revolvers by 6%;

• Experienced shooter: reload time is reduced by 10%;

• Steady hand: recoil from weapons is 30% lower;

• Vanishing Point: Dodging while holding a short barrel increases maneuverability by 25% for 6 seconds;

• Straight to the head: headshot deals 10% more;

• Misanthrope: damage when shooting at a distance of more than 5 meters is increased by 15%;

• Accumulated advantage: Crit chance with a fully modified weapon +10%;

• From head to toe: damage when hit on the limbs is increased by 7%;

• Exhausting fire: consecutive shots from a short barrel at the same target increase damage by 10%;

• One head good: Crit chance is increased by 25% for 5 seconds after a headshot;

• Always on the move: you can shoot and dodge at the same time;

• Right in the heart: increased critical damage when firing pistols and revolvers by 10%;

• Curtain: The last bullet in the magazine deals double damage;

• Wild West: shooting damage does not depend on the distance;

• Good, Bad, Ugly: After a successful crit, damage and armor are increased by 30% for 5 seconds.

Engineering:

• Shrapnel: all types of grenades, in addition to the standard effect, deal +20 damage;

• Blade Runner: Mech damage increased by 20%.

Stealth:

• Sniper: headshot damage out of combat is increased by 30%;

• Deadly tread: when moving in stealth, damage from silenced weapons is increased by 25%;

• Lethality: damage to people is increased by 15%.

Equanimity:

• Equanimity: Defeating an enemy grants the Equanimity buff. It increases speed by 2%. Stacks up to 3 times;

• Critical situation: the buff lasts 5 seconds longer;

• Ice Blood: Weapon recoil is reduced by 2,5% when buffed.

protocol hack:

• Quiet time: all cameras turn off for 3 minutes;

• Turret Disabled: Security Turrets are disabled for 3 minutes.

• Global warming: "icebreaker" requires even less memory

• Warming: reduces the memory cost of the icebreaker demon

• Heist of the Century: protocol hacking takes longer

If our corporate cannot take his words, he will take out a revolver and stuff the enemy with lead in order to take what he needs from the corpse. If the enemy is a machine, then we can easily hack it with an “icebreaker”. The build is hybrid, if you wish, you can go stealth instead of a short barrel and try to complete the game without killing. But this does not fit with the background of the corporation, which is ready to go over the heads.

Heavily Armed Nomad

Nomads love cars and technology. For this background, you can make V in the spirit of "Mad Max" with a shotgun and a heavy machine gun. We download the body and equipment for survival and crafting. The rest is invested in reflexes or composure. We choose the following perks:

Destruction:

• Killer Speed: More damage while moving.

• Road of Corpses: Vee's speed is 10% faster for 10 seconds after disarming an enemy.

• Habit: -10% return.

• Large Target: +10% more body damage.

• Heavy Lead: Bullets knock enemies back.

• Disintegration: 25% chance to dismember the enemy.

• Massacre of Innocents: Damage against knocked down and stunned targets increased by 10%.

• Skeet: +15% damage to an enemy on the move.

• Rage: Shotgun or Light Machine Gun increases movement speed by 5%.

• Volley: +10% damage.

• Mongoose: +25% maneuverability when reloading weapons.

• Mania: Movement speed for the first 10 seconds of combat is increased by 20%.

• Lord, Burn: Enemies burn twice as long.

• Execution: +30% to crit.

• Shooting without pauses: Reloading is 40% faster.

• Mayhem: +10% critical chance.

• Inevitable: dismembering an enemy increases the weapon's rate of fire by 10% for 8 seconds.

• Biathlon: movement does not increase spread.

• Bloodbath: Dismembering enemies grants a 50% recoil reduction for 6 seconds.

athletics:

• Recovery: V's health is restored during combat.

• Multitasking: shooting while running, sliding and jumping.

• Sprinter: running does not waste stamina.

• Wolverine: HP regen in combat is 50% faster than usual.

• Divided Attention: Recharge when sliding, sprinting and jumping.

• Indestructible: Reduces damage by 10%.

Blades:

• Solid Step: Armor while moving and using melee weapons is increased by 30%.

Engineering:

• Shrapnel: +20 grenade damage.

• Blade Runner: 20% more damage to mechs.

Stealth:

• Lethality: 15% more damage to enemies.

Equanimity:

• Equanimity: gives the buff of the same name for 10 seconds and adds movement speed

• Critical condition: +5 sec. by the time the buff lasts

• Icy Blood: Weapon recoil is reduced by 2,5% when buffed.

• Protective Coagulation: buff increases armor by 10%.

Due to athletics, we have good speed and damage, blades give armor when moving, engineering will give a boost against mechs and bonus armor, lethality will give damage to people, and Equanimity will complete everything with a buff of the same name, which will make V an insane killing machine.

These are just variants of the character's vision. Feel free to share your vision of builds in the comments!

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