The skill progression in Cyberpunk 2077 2.0 is a complete overhaul of the game’s initial skill system. If you’re confused about how the new skill system works, read our guide to find everything you need to know.
With the 2.0 update, pretty much everything about Cyberpunk 2077 changed to some degree. One of the aspects that got the biggest overhaul is the game’s skill system. While this new system could seem confusing at first, it’s actually not that bad of a headscratcher.
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Cyberpunk 2077 2.0: Skill Progression Explained
In Cyberpunk 2077 2.0, players have five skill categories: Headhunter, Shinobi, Netrunner, Solo, and Engineer. Each of those categories offers benefits, mostly passive buffs and the occasional perk points, related to a specific type of gameplay. So, Headhunter skills relate to combat, Shinobi is for stealth, Netrunner for hacking and so on.
A lot of these buffs used to be part of the perk system, now they are separated into the skill progression so that perks become actually useful and cool.
Each skill category is improved by performing actions related to that category. Here’s what you need to do for each category to level up in it:
- Headhunter: Headshots, Silent Takedowns, Targeting Weak Points, using certain weapons: Pistols, Revolvers, Silenced Weapons, Knives, Axes, Throwing Weapons
- Netrunner: Hacking
- Shinobi: Running, Dashing, Sliding, Climbing, using certain weapons: Blades, Assault Rifles, SMGs
- Solo: Using certain close-range weapons: Shotguns, LMGs, Clubs, Fists etc.
- Engineer: Using Smart Weapons, Cyberware, Crafting, thrown explosives, elemental damage
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All Skill Progression Rewards
Here is every bonus you can unlock from Cyberpunk’s Skill Progression:
Headhunter | Netrunner | Shinobi | Solo | Engineer | |
Level 5 | Decreases Visibility to Enemies by 10%. | Increases RAM Recovery Rate by 5% | Increases Movement Speed by 5% | Increases Carrying Capacity by 50 | Increases Armor by 15 |
Level 10 | 10% Headshot Damage and 10% Damage Against Vulnerabilities | Increases RAM by 1 | -5% Stamina Cost From Dodging and Dashing | Increases Health by 10 | Increases Cyberware Capacity by 5 |
Level 15 | +1 Perk Point | +1 Perk Point | +1 Perk Point | +1 Perk Point | +1 Perk Point |
Level 20 | No Weapon Sway When Crouched | +20% Lock-On Range With Smart Weapons | Better accuracy after dodging or dashing | Fists and Gorilla Arms Have: +20% Damage and +20% Attack Speed. Fists also have a Chance to Apply Bleeding. | +10 Grenade Damage and Explosion Radius |
Level 25 | Decreases Visibility to Enemies by 10% | Increases RAM Recovery Rate by 5% | Increased Accuracy For a Short Time After Dodging and Dashing | Increases Carrying Capacity by 100 | Increases Armor by 25 |
Level 30 | 15% Headshot Damage and 15% Damage Against Vulnerabilities | Increases RAM by 1 | Decreased stamina cost for dodging and dashing | Increases Health by 15 | Increases Cyberware Capacity by 10 |
Level 35 | +1 Perk Point | +1 Perk Point | +1 Perk Point | +1 Perk Point | +1 Perk Point |
Level 40 | Optical Camo Is Active While Grappling Enemies | -20% RAM Cost For Quickhacks Used on Devices and Vehicles | Increased Mitigation Chance The Faster You Move | +10% Crit Chance Against Enemies Within 5 meters | Increased Shock Chance From Charging a Tech Weapon or Electric Baton |
Level 45 | Decreases Recovery Time After a Throw by 30% | +15% Duration For Control and Convert Quickhacks. +5% Damage With Combat Quickhacks. | +25 Damage With Fast Attacks | +25% Damage With Strong Attacks and Quick Melee Attacks | +15% Item Health Effectiveness |
Level 50 | 30% Faster When Crouch Walking and Crouch Sprinting | +40% Duration For Overclock | Air Dashing and Sliding Automatically Reload 20% of Your Equipped Weapon | +25 Health After Performing a Finisher | +30% To All Cyberware Stat Modifiers |
Level 55 | Damage Bonus From Being Undetected Outside of Combat Persist for 3 Seconds After Entering Combat. | -10% Health Loss From Using Quickhacks During Overclock. | When Attacking From Midair or While Time Is Slowed, Low Stamina Does Not Affect Ranged Accuracy or Melee Attack Speed | When Adrenaline Rush is Active, Adrenaline Decays 50% Slower and Cannot Decay Below 10% | 10% Damage With Bolt Shots and +40% Burn Chance With Bolt Shots. Chain Lightning Now Sets Enemies on Fire. |
Level 60 | 15% Optical Camo Charge when Neutralizing an Enemy in One of the Following Ways: During Focus Mode, During Deadeye Mode, With a Thrown Weapon. | When Active, Overlock Now Reveals Enemies Within 10 meters and Allows You To Quickhack Non-Netrunner Enemies Through Cover | When Sandevistan is Active: +40 Crit Chance and No Stamina Cost For Any Type of Movement | When Berserk Is Active: +30% Enemy Health Threshold to Perform Finishers, +50% Health From Performing Finishers, and +30% Bersker Duration | When Fury is Active, You Occasionally Release an EMP Blast |