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Cyberpunk 2077 Update 2.0 rebuilt the perk trees, but it did not turn attributes, perks, skills and the Relic tree into one system. Attributes open choices in their associated perk trees; perk points buy those abilities; five separate skills progress on their own; and the Relic tree is exclusive to Phantom Liberty. The overhaul launched as a free base-game update on PC, PlayStation 5 and Xbox Series X|S on September 21, 2023. This guide explains the rules 2.0 introduced and flags later changes rather than presenting its original perk selection as the complete current list.
What are the four progression systems in Cyberpunk 2077 2.0?
They serve different purposes, and knowing which one you are changing matters when planning a character or spending points. CD PROJEKT RED’s Update 2.0 notes describe the redesigned base systems; the publisher’s game page identifies the expansion-exclusive Relic tree.
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| System | What it does | How it relates to the others |
|---|---|---|
| Attributes | Body, Intelligence, Reflexes, Technical Ability and Cool | Raising an attribute opens access to more choices in its associated perk tree. |
| Perks | Selectable abilities in the five attribute-based trees | Spend perk points on them. The 2.0 redesign has fewer, more consequential choices than the previous system. |
| Skills | Headhunter, Netrunner, Shinobi, Solo and Engineer | Progress on a separate track; they are not perk trees and do not consume perk points. |
| Relic | A distinct tree of abilities | Available through Phantom Liberty, not as one of the five base-game perk trees. |
In short, an attribute is not a skill, and neither is a perk. A build may involve all of these systems, but the points and unlock rules are not interchangeable. The Relic tree is an additional expansion system, not a sixth attribute or another name for a skill.
What do the five attributes control?
The five attributes are the organizing structure for the base-game perk trees. Each is associated with its own set of selectable abilities, and increasing an attribute opens access to more choices in that tree. The attribute therefore helps determine which perk options are available; it is not itself a perk or a skill-level bar.
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This distinction matters when planning a character. If a particular ability is the centerpiece of a build, first identify the attribute tree where that ability appears, then decide how much to invest in the corresponding attribute. The publisher’s 2.0 announcement names examples such as Overclock for netrunning, Bolt shots for Tech weapons and Adrenaline Rush for Body-focused play. These examples illustrate the redesigned tree’s direction; they are not a complete list of perks, nor do they establish every current unlock threshold.
Do not rely on a guide that gives an exact attribute requirement unless it identifies the game version it covers. The available publisher material confirms the relationship between attributes and access to perks, but does not establish a comprehensive list of every current node and its threshold. Later updates can also add or alter options, so an older chart may accurately describe an earlier version without being a complete guide to the installed game.
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Perks are the abilities you select by spending perk points in an attribute-based tree. Update 2.0 made the trees more focused: instead of treating every node as a small incremental bonus, the redesign emphasized fewer choices with more noticeable effects on how a character plays.
That makes perk selection a build decision rather than simply a checklist to fill. A perk should support the approach you actually want to use—such as netrunning, a particular weapon style, or a Body-focused setup—and the attribute investment needed to access it becomes part of the trade-off. The three abilities named by CD PROJEKT RED show the range of the redesign: Overclock is a netrunning example, Bolt shots relate to Tech weapons, and Adrenaline Rush supports Body-focused play. They are examples, not a ranked list of the strongest abilities.
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Because individual perks can be refunded for free under the 2.0 rules, trying a different combination is less binding than changing the underlying attribute spread. That is useful when a perk does not suit your approach, but it does not mean every build decision can be reset without limit. See the respec section below before making a major attribute commitment.
How do the five skills level up?
Headhunter, Netrunner, Shinobi, Solo and Engineer are five progression tracks separate from attributes and perk trees. Each skill grants passive benefits at five-level intervals and has a skill-level cap of 60 under the 2.0 rules. CD PROJEKT RED states that these skills are not restricted by the level of their corresponding attribute.
- Headhunter
- Netrunner
- Shinobi
- Solo
- Engineer
The important practical point is that you do not spend perk points to fill these skill bars. Skill progression is separate, and reaching a certain attribute level is not a prerequisite for the corresponding skill to advance. The publisher’s 2.0 notes establish the five names, the passive rewards at five-level intervals and the cap; they do not provide a complete, confirmed action-by-action XP mapping for every skill. A table assigning particular actions to each skill would therefore claim more certainty than those rules support.
Keep the skill cap in its proper scope: level 60 is the cap for each of these skill tracks, not a statement about the character-level cap. Likewise, the passive rewards gained along a skill track should not be confused with buying an active perk from an attribute tree.
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What does the Relic tree add?
The Relic tree is an expansion-exclusive progression system tied to Phantom Liberty. The base-game 2.0 perk overhaul does not require the expansion, but players without it do not have access to this separate tree.
A documented post-2.0 playthrough describes finding terminals in Dogtown to obtain Relic points. Those points belong to the Relic system; they are not ordinary perk points or attribute points. Keep them separate when comparing builds: an expansion build may include Relic abilities, while a base-game build cannot assume they are available.
This makes ownership an important planning question, not a reason to treat the base-game overhaul as incomplete. The attributes, redesigned perks and five skills are part of the 2.0 base-game changes. Relic abilities are an additional set of options for players with the expansion.
How should you choose a build direction?
There is no single build recommendation established by the 2.0 notes. A useful choice starts with the abilities and playstyle you want, then works outward to the attribute access they require and the cyberware that complements them.
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- Start with your preferred approach. Decide whether you want to emphasize weapons, netrunning, stealth or a mix. Use the publisher’s named abilities as examples of distinct directions, not as a complete menu or a verdict on what is strongest.
- Check the associated attribute tree. Identify which attribute opens access to the perk choices that support that approach. Plan attribute investment around those choices rather than treating skill names as attribute requirements.
- Consider cyberware alongside perks. Under 2.0, cyberware provides most armor, implants are limited by Cyberware Capacity, and some perks unlock cyberware slots. A perk plan can therefore affect which implants you can equip, while implant capacity is another constraint to account for. Do not use the older clothing-as-armor assumption when thinking through the 2.0 system.
- Account for expansion access. If you own Phantom Liberty, include its Relic tree as a separate set of options. If you do not, build around the base-game systems rather than assuming Relic points or abilities.
- Check the installed update before following a node-by-node guide. The original 2.0 perk layout is a historical reference, not a guarantee that every named perk list is complete for a later patch. Compare the guide’s version with the game version you are playing.
This framework is more useful than an unsupported “best build” ranking. Two players may value different abilities, weapons, cyberware combinations or expansion content, and the publisher’s examples do not establish which combination performs best. Decide first what you want the character to do, then verify the relevant choices in the current game rather than assuming a historical perk chart still covers every option.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What happens to an existing save, and what can you reset?
Update 2.0 refunded previously spent perk points in existing playthroughs and transferred progress from the old skills into their new counterparts. CD PROJEKT RED says old saves can continue, while recommending a new playthrough for the best experience of the extensive changes.
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- Individual perks: You can refund them for free and spend those perk points on different choices.
- Attributes: Under the 2.0 rules, you can reset attributes once. This is limited, unlike the free refund of individual perks.
The old reset-all-perks option was removed. Before using the attribute reset, review the build direction you want and the attribute access its perks require. If you only want to change a few ability choices, refunding individual perks is the relevant option; do not spend the one attribute reset to solve a problem that a perk refund can address.
For an existing character, the 2.0 point refund and skill-progress transfer are the key transition details. Continuing a save is supported; starting over is the publisher’s recommendation for experiencing the overhaul from the beginning, not a requirement for receiving the redesigned systems.
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Are the 2.0 perk trees still the complete current selection?
No. Update 2.0 introduced the overhaul, but the original 2.0 selection should not be presented as the complete list for every later update. CD PROJEKT RED’s October 2026 Update 2.5 documentation adds Double Trouble and four auxiliary perks to Cool; those additions belong to 2.5, not the original 2.0 release.
That version boundary is especially important for guides that use “2.0” in the title. They may explain the structure that 2.0 introduced while omitting later additions. Use the 2.0 notes to understand the redesign, and the Update 2.5 notes to identify those later Cool-tree additions. Neither source, as cited here, verifies every current perk node and exact attribute threshold, so an exhaustive current build chart should not be inferred from these examples.
What should you avoid confusing?
- Attribute access with skill progression: Raising an attribute opens perk-tree choices; it does not set a ceiling on the corresponding skill.
- Skill rewards with purchased perks: The five skill tracks progress separately and do not use perk points.
- Perk refunds with an attribute reset: One is free and individual; the other is limited to one reset under the 2.0 rules.
- Base-game perks with Relic abilities: The Relic tree requires Phantom Liberty and uses its own points.
- 2.0 history with later patch content: Double Trouble and four auxiliary Cool perks were identified as Update 2.5 additions, not 2.0 launch perks.
- Old armor assumptions with the 2.0 system: Cyberware supplies most armor in 2.0; clothing is not the old primary armor system.
With those distinctions in view, the system is easier to read: attributes gate choices, perks shape the build, skills quietly progress on their own track, and Relic adds an expansion-specific layer. For detailed node choices, use the version installed in your game as the final reference.
Frequently Asked Questions
Does Overclock use health if you run out of RAM?
Yes. CD PROJEKT RED’s 2.0 notes describe Overclock as allowing health to be spent when RAM is insufficient. It is a resource trade-off, not a source of free RAM.
Is skill level 60 the character-level cap?
No. The figure refers to the cap for each of the five separate skill tracks. It should not be read as the base-game character-level cap.
Can you play the 2.0 overhaul on PS4 or Xbox One?
The Update 2.0 launch announcement names PC, PlayStation 5 and Xbox Series X|S. It does not list PlayStation 4 or Xbox One among the platforms receiving that overhaul.
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