The five attribute trees in Cyberpunk 2077
Cyberpunk 2077 perks are spread across five attributes, each running from 3 to 20. Body holds 33 perks and covers health, stamina, shotguns and melee weapons. Reflexes holds 37 and covers mobility, blades, rifles and crit. Technical Ability holds 34 and covers tech weapons, cyberware capacity and armor. Intelligence holds 38 and is the netrunner tree. Cool holds 37 and covers stealth, headshots and damage reduction.
Each tree is divided into Novice, Adept, Expert and Master rows, and a row only opens once the attribute behind it is high enough. That gating is why an attribute spread rarely pays off in Cyberpunk 2077: the perks worth building around sit in the Expert and Master rows, and reaching them means committing points to one or two attributes.
166 of these perks have a prerequisite perk, so most of them cannot be taken in isolation. Every perk page here names what it requires, which makes the real cost of a Master perk the whole chain leading up to it rather than the single point it is bought with.
Perk ranks and the Relic tree
Most Cyberpunk 2077 perks are a single rank, but 27 of them have more: 12 perks have two ranks and 15 have three. Each rank is bought separately and changes the numbers rather than the effect, and every rank is listed individually here so the value of a second or third point is clear before it is spent.
Nine more perks sit outside the attribute trees entirely, in the Relic tree added with Phantom Liberty. Relic perks are bought with Relic points rather than perk points, and they upgrade the chrome a build already runs, from Emergency Cloaking and Vulnerability Analytics to Limiter Removal and Jailbreak.
Perks only matter next to the gear they scale. The weapons a perk names by class are on the weapons page, the implants the Technical Ability and Relic perks modify are on the cyberware page, and the Intelligence tree is built to be read alongside the quickhacks list.