This Cyberpunk 2077 Cyberware Guide will show you all Cyberware you can buy and how it benefits you. Moreover, we tell you which Ripperdoc offers which Cyberware and what you have to watch out for when dealing with the Chrome Doctor. Cyberware Mods are also covered in this guide.
- Blue or different-colored bars with a double arrow symbol include texts and sometimes tables, which are folded for clarity. Click or tap on the bars to open them. When using mobile devices, slide your finger to the left to fully view the tables.
In this Cyberpunk 2077 Guide, you’ll learn the following:
- where to find which Ripperdocs
- which Cyberware is available, what it costs and which requirements you have to fulfill
- What Cyberware-Mods are, and which ones are available
Cyberware grants you superhuman abilities in Cyberpunk 2077. You can jump higher, inflict more damage, or hack your way through Night City (History of the city) and its inhabitants. This guide will teach you how Cyberware works, which ones exist, where you can get them, and much more.
Update Log
Cyberpunk 2077 Ripperdocs: All Information
If you wish to see the Ripperdocs in the game, open the map and zoom in until you see mission icons as well as the white store icons. Use the “Service Point” filter in the upper left corner of the map. Ripperdocs are represented by a medical forceps icon.
There are a total of 15 Ripperdocs in Night City, who will give you the chance to polish up your Cyberware or replace it entirely. Our map shows you their exact locations and the district in which they reside.
The following chart contains all information about the various Ripperdocs and is sorted in alphabetical order by Area / Location. Ripperdocs without a name are simply called “Ripperdoc” by the game.
- The numbers assigned to the Ripperdocs in the table are important for the Cyberware Overview. The number and the color indicate which Cyberware is available in which quality at which Ripperdoc.
All Ripperdocs in Night City
Nr. | Area / Location | Name | Nearest Fast Travel Point | Remarks |
---|---|---|---|---|
1 | Badlands, Rocky Ridge | – | Mobile Camp | Inside a trailer in a small nomadic village outside Night City. |
2 | – | – | – | The Ripperdoc that was supposed to be in Heywood is a Netrunner instead. |
3 | Heywood, Wellsprings | Doc Ryder | Pumping Station | |
4 | Pacifica, Coastview | – | West Wind Apartments | |
5 | Santo Domingo, Arroyo | – | ||
6 | Santo Domingo, Rancho Coronado | Octavios Clinic | Rancho Coronado East | |
7 | City Center, Downtown | – | Skyline & Republic | |
8 | Watson, Kabuki | Buck’s Clinic | Kabuki Market | Owner: Charles Bucks. If you read the incriminating email on the laptop in the basement during the side mission “Full Disclosure” or during the mission “Last Login” – both take place in the same building – you can force Charles to give you a permanent discount. |
9 | Watson, Kabuki | Dr. Chrome | Kabuki Market | Dr. Chrome doesn’t like chrome. |
10 | Watson, Kabuki | Instant Implants | Creek Loop | The clinic is located about halfway between the Fast Travel Points Creek Loop in the north and Allen Street South in the south, to the right of the road when you look at the map. There is a footbridge opposite a hotel – the illuminated signs with “Doc” written on them show you the pathway to the Ripperdoc. |
11 | Watson, Little China | Viktor’s Clinic | Bradbury & Buran | Owner: Viktor Vektor Basement clinic in a side street behind Misty’s Esoteric Store. Available as soon as you have paid off $21,000 in debt to Viktor (Side Mission “Paid In Full”). |
12 | Westbrook, Charter Hill | Kraviz’ Clinic | Luxury Apartments | Owner: Nina Kraviz |
13 | Westbrook, Japantown | Fingers M.D. | Cherry Blossom Street | The store is located in the rearmost corner of Jig-Jig Street, to the left of the entrance. Attention: Fingers can “get lost” depending on how you decide/act in the main mission “Space In Between”. He has some good Cyberware, so you better not let that happen. |
14 | Westbrook, Japantown | – | Cherry Blossom Street | |
15 | Weston, Northside | Doc Ryder, Cassius | Pershing Street | Owner: Cassius Ryder |
Cyberware: Tips, Effects, Requirements & Prices
Which Cyberware do I need for which Playstyle?
Not all Cyberware is equally suitable for V. Which one you need depends on your playing style. This in turn determines which Skills you need. We explain all Attributes and Perks in our Cyberpunk 2077 Skill Guide, giving you a general idea of your possibilities.
The following list shows which Cyberware is especially good for a particular playing style. Of course, you can mix the four categories – for example, if you play ranged combat + stealth or ranged combat + melee combat + hacking. Make sure that you choose the Cyberware that is appropriate for your desired gameplay focus. If you want to mix, for example, ranged combat, melee combat, and hacking, it’s advisable to use more than just the melee category: strong quickhacks require a lot of RAM, so it’s better to use a Cyberdeck optimized for hacking. More detailed information on the possibilities and functions of individual Cyberware awaits you below.
Suitable Cyberware for different Playstyles
Playstyle | Name |
---|---|
For every Style | – Frontal Cortex: Heal-On-Kill, Visual Cortex Support – Ocular System: Kiroshi Optics MK. 3 – Skeleton: Titanium Bones – Nervous System: Neofiber, Reflex Tuner – Immune System: Cataresist, Pain Editor – Integumentary System: Subdermal Armor |
Melee | – Operating System: Legendary Berserk – Frontal Cortex: Heal-On-Kill, Visual Cortex Support – Skeleton: Endoskeleton, Microrotors, Microvibration Generator – Arms: Gorilla Arms, Mantis Blades, Monowire – Legs: Reinforced Tendons – Circulatory System: Bioconductor, Biomonitor, Second Heart |
Ranged Combat | – Operating System: legendary Sandevistan – Frontal Cortex: Limbic System Enhancement, Visual Cortex Support – Skeleton: Bionic Joints – Arms: Projectile Launch System – Hands: Ballistic Coprocessor, Smart Link – Legs: Fortified Ankles – Nervous System: Kerenzikov, Synaptic Signal Optimizer – Circulatory System: Feedback Circuit |
Hacking | – Cyberdeck: legendary – Frontal Cortex: Camillo RAM Manager, Ex-Disk, Memory Boost – Circulatory System: Tyrosine Injector |
Stealth | – Cyberdeck: Arasaka MK. 4 – Legs: Lynx Paws – Nervous System: Synaptic Accelerator |
- Attention: Cyberware cannot be stacked. For example, you cannot fill all three Cyberware slots of the Integumentary System with Subdermal Armor.
Cyberpunk 2077 Cyberware Overview
The following overviews (open by clicking or tapping on the blue bar) show you the available Cyberware at the Ripperdocs in Night City. Of course, you can find Cyberware as loot (For example from dead enemies). Since Cyberware is a black hole for your bank account – especially Cyberware of higher Rarity levels – you should take a look at our Cyberpunk 2077 Money Earning Guide. You’ll find tips on how to stabilize your financial situation.
By the way: You can fill up all your Cyberware slots with Cyberware without any worries. There is no Cyberpsychosis (see Cyberpunk 2077 Cyberpsychos Guide) or other negative effects for V.
Crafting Cyberware
Skilled mercenaries who have invested a few Attribute Points in the Attribute “Technical Ability” and regularly craft items themselves, also boost their Skill Progression. The Skill Progression Reward Level 13 unlocks Crafting Specs for Cyberware. You can build in your crafted Cyberware by choosing it in the inventory items list at your trusted Ripperdoc. You can read more about Crafting in our Attributes and Perks Guide. Crafting Specs for Cyberware mods can also be found in the Ripperdocs sales inventory from time to time. Click on “Trade” in the sales overview of “Cyberware” (at the top).
Table Legend and Remarks
Abbreviation | Term |
---|---|
RAM | Storage Capacity |
Buf. | Buffer |
Sl. | Slots |
CO | Cool |
INT | Intelligence |
BO | Body |
RF | Reflexes |
SC | Street Cred |
TA | Technical Ability |
Color Legend Item Rarity |
---|
Common |
Uncommon |
Rare |
Epic |
Legendary |
Legendary/Iconic * |
Remarks regarding the tables:
- Black text for the bonuses indicates the bonuses that are available at each Rarity Level unless the associated numerical values restrict this. Example: “All ranged attacks cause 10 | 15 % more damage. – This bonus applies only to the Rare and Epic versions.
- Some Cyberware seems to require different conditions depending on the Ripperdoc. One doc wants a certain Street Cred Level, while the other one doesn’t care. Always check the list to see if there is a Ripperdoc somewhere that has lower requirements. The black number in the brackets after the requirement under “Requires” shows you the number of the Ripperdoc clinics where the restriction is in effect.
- The following overviews are “Work in Progress” and will be updated regularly. In addition, some data is not yet available or still needs to be verified. If you have up-to-date information, we would be happy to hear from you on Discord.
- Remember that the offers of the vendors are supposed to rotate from time to time.
Cyberdecks
Cyberdecks are probably the most important Cyberware for Netrunner, i.e. characters designed for Hacking. They come with a number of pre-installed quickhacks that can be used to manipulate or damage gadgets and enemies. The basic RAM is also determined by the Cyberdeck. You can increase it via Attributes and Hacking Perks. In addition, the Cyberdeck determines the Buffer size for the Breach Protocol. Read all details about the Breach protocol and quickhacks in our Cyberpunk 2077 Hacking Guide.
- V has 1 Slot, either for a Cyberdeck or an Operating System
All Cyberdecks (for Hackers)
Name | RAM | Buf. | Sl. | Boni | Requires | Price | Store |
---|---|---|---|---|---|---|---|
Militech Paraline | 2 | 4 | 2 | (installed by default in V) | – | 5.000 | |
Arasaka MK. 3 MK. 4 | 8 10 | 7 8 | 5 6 | – Costs of Stealth quickacks -1|-2 – Quickhack of an opponent affected by a ping resets the duration of the ping – Duration of off. quickhacks +30|+40% | – SC 50 | 25.000 35.000 | 7 7 |
BioDyne MK. 1 MK. 2 | 6 9 | 5 6 | 3 4 | RAM Recovery +3 per min. | – | 7.500 15.000 | 1,5 1,15 |
BioTech Σ MK. 1 MK. 2 MK. 3 | 5 7 10 | 5 6 7 | 3 4 5 | – RAM Recovery +6|+9|+9 per min. – quickhacks inflict +10|+20% damage | – SC 14 SC 27 | 7.500 15.000 25.000 | 6,10,13 9,13 14 |
Fuyutsuki Electronics MK. 1 | 3 | 5 | 2 | – | – | 5.000 | 12,14 |
Fuyutsuki Tinkerer MK. 3 | 8 | 7 | 6 | – RAM Recovery +9 per min. – Duration of off. quickhacks +50% – Spreading Distance of quickhacks +40% | SC 37 | 43.750 | 4 |
NetWatch NetDriver MK. 5 | 11 | 8 | 6 | – Offensive quickhacks can be uploaded to 3 targets within a radius of 6m – RAM Recovery +9 per min. – Damage from quickhacks +30% – Spreading Distance of quickhacks +60% | SC 49 | 43.750 | 3 |
Raven Microcyber MK. 3 MK. 4 | 8 10 | 7 8 | 5 6 | – Hostile Netrunners take 50|100% more time to hack you. – Spreading Distance of quickhacks +40|+60% – RAM Recovery +3|+6 per min. | SC 49 SC 14 | 25.000 35.000 | 3 9 |
Seocho Electronics MK. 1 MK. 2 | 4 6 | 5 6 | 3 4 | – Costs of Stealth quickhacks -1 – Upload time -25% | – | 7.500 15.000 | 5,8,12,15 4 |
Stephenson Tech MK. 2 MK. 3 MK. 4 | 6 8 10 | 7 7 8 | 4 5 6 | – Duration of off. quickhacks +30|+40|+50% – Cooldown of all quickhacks -30|-45|-45% – Upload time -25% | – SC 11 SC 37 | 15.000 25.000 35.000 | 9,14 11 4 |
Tetratronic MK. 1 MK. 2 MK. 3 | 4 6 8 | 5 6 7 | 3 4 5 | – Quickhacks inflict +10|+20|+30% damage – Costs of ultimate quickhacks -1|-2 | – SC 11|14(8) SC 37 | 7.500 15.000 25.000 | 6,10,13 8,11 4 |
Tetratronic Rippler MK. 4 | 10 | 8 | 6 | – Ultimate quickhacks can spread once – Costs of ultimate quickhacks -3 – Upload time -75% – Cooldown of quickhacks -45% | SC 29 | 43.750 | 12 |
Operating System
Operating Systems are specialized Cyberdecks with no additional buffers or RAM, making them useful for characters who aren’t really into hacking. They are divided into two groups: Berserk and Sandevistan systems. The respective features have to be activated by pressing a button and have a duration as well as a cooldown.
Berserk is very offensive, as the name suggests. Depending on the Cyberware, offensive and defensive traits are strengthened – additionally, a Superhero Landing emitting shockwave becomes possible.
Sandevistan manipulates time and gives V the opportunity to aim in peace, or to take a breath in hairy situations.
- V has 1 Slot, either for a Cyberdeck or an Operating System
- There are Mods for Berserk Operating Systems
- There are Mods for Sandevistan Operating Systems
All Operating Systems
Bonuses . | RAM | Buf. | Sl. | Bonuses | Requires | Price | Store |
---|---|---|---|---|---|---|---|
BioDyne Berserk MK. 1 MK. 2 MK. 3 MK. 4 | – | – | 1 2 3 | – active Ability: Berserk – Improves Strength and Resistance – Weapon Recoil -15|-25|-25|-25% – Melee Damage +15|+25|+25|+25% – Armor and Resistances +5% Duration: 5Sek. Cooldown: 10|15|30|30Sek. When Berserk is active: Superhero Landing emits a shockwave that damages enemies. Ranged Combat +10|+15|+20% damage. Neutralizing opponents recovers 3|4% max. health. | BO 6 BO 9 BO 12 BO 16 | 7.500 15.000 25.000 35.000 | 12 7 3 14 |
Dynalar Sandevistan MK. 1 MK. 2 MK. 3 MK. 4 | – | – | 1 2 3 | When active: – slows down time for 8|12|16|16sec. by 50|25|50|25% – Cooldown: 30|30|15|30sec. – every kind of damage +5|+10|+15|+15% – Crit Hit +15% | SC 14 RF 9 RF 12 RF 15 | 7.500 15.000 25.000 35.000 | 15 4 3 11 |
Militech Berserk MK. ? | – | – | 3 | – active Ability: Berserk – Improves Strength and Resistance – Weapon Recoil -15% – Melee Damage +15% – Armor and Resistances +10% Duration: 60Sec. Cooldown: 60Sec. When Berserk is active: Superhero Landing emits shockwave that damages enemies. Health and Stamina +40% Neutralizing opponents recovers 5% max. Health. | BO 18 | 35.000 | – |
Militech “Falcon” Sandevistan MK. 5* | – | – | 3 | When active: – slows down time for 18sec. by 30% – Cooldown: 60Sec. – every kind of damage +15% – Crit Hit +20% – Crit Damage +35% | RF 20 | 43.750 | 3 |
Moore Tech Berserk MK. 1 MK. 2 MK. 3 | – | – | 1 2 | – active Ability: Berserk – Improves Strength and Resistance – Weapon Recoil -10% – Melee Damage +10% – Armor and Resistances +10|+15|+15% Duration: 5|10Sec. Cooldown: 10|15|30Sec. When Berserk is active: Superhero Landing emits a shockwave that damages enemies. Health +10|+20% Neutralizing opponents recovers 2% max. Health | BO 6 BO 9 BO 12 | 7.500 15.000 25.000 | 5 3 7 |
Qiant Sandevistan MK. 4 “Warp Dancer” MK. 5* | – | – | 3 3 | When active: – slows down time for 12|8*sec. by 25|10* % – Cooldown: 15|30*Sec. – every kind of damage +15% – Crit Hit +15|+10*% – Crit Damage +50*% | RF 15 RF 18* | 35.000 43.750* | 13 7* |
Zetatech Berserk MK. 4 MK. 5* | – | – | 3 3* | – active Ability: Berserk – Improves Strength and Resistance – Weapon Recoil -10|-20*% – Melee Damage +10|+20*% – Armor and Resistances +10|+20*% Duration: 5|10*Sec. Cooldown: 10|30*Sec. When Berserk is active: Superhero Landing emits a shockwave that damages enemies. Neutralizing opponents recovers 5|5*% max. Health. | BO 16 BO 18* | 35.000 43.750* | 5 9* |
Zetatech Sandevistan MK. 1 MK. 2 MK. 3 | – | – | 1 2 | When active: – slows down time for 8|12|16sec. by 75|50|50% – Cooldown: 30|30|30Sek. – Crit Hit +10|+15|+20% | SC 14 RF 9 RF 12 | 7.500 15.000 25.000 | 8 6 7 |
Frontal Cortex
Cyberware in the Frontal Cortex requires the Attributes Intelligence, Reflexes, or Technical Ability. Apart from Damage and Recovery bonuses, the focus is on RAM.
- V has 3 Slots for Frontal Cortex Cyberware.
Cyberware for the Frontal Cortex
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Camillo RAM Manager | – Recovers 20|30% RAM when only 2 points are available – Cooldown: 4min. | INT 12 INT 16 | 10.000 14.000 | 4,15 4 |
Ex-Disk | Cyberdeck RAM Capacity +1|+3|+5 | INT 10 INT 14 INT 18 | 12.000 20.000 28.000 | 4,15 14 4 |
Heal-On-Kill | Neutralizing enemies regenerates 2|3|6|10% Health | RF 8 RF 10 RF 14 RF 18 | 5.000 7.500 25.000 35.000 | 9,10 1,15 4 15 |
Mechatronic Core | Damage against Drones, Robots, Mechs +10|+20|+30|+40|+50% | – TA 10 TA 12 TA 14 TA 16 | 3.000 4.500 9.000 15.000 21.000 | 12,13,14 1,6 15 – 15 |
Self-ICE | – Cancels the effects of enemy quickhacks – Cooldown: 45sec. | INT 10 | 9.000 | 4,15 |
RAM Upgrade | RAM recovers 0,05|0,1|0,15 per sec. | INT 8 INT 10 INT 12 | 1.000 1.500 3.000 | 8,9,10,11,12,14,15 1,4,5,6,13 3,4,7 |
Memory Boost | Neutralizing enemies regenerates 1|2|3|4 RAM | – INT 9 INT 12 INT 15 | 4.000 6.000 12.000 20.000 | 8,11,12 14,15 7 – |
Limbic System Enhancement | Crit Hit +7|+15|+25% | – INT 9 INT 15 | 3.000 9.000 21.000 | 9,13 5,14,15 14 |
Visual Cortex Support | Crit Damage +10|+16|+30|+45% | – INT 8 INT 12 INT 16 | 3.000 4.500 15.000 21.000 | 12,13 14,15 4 4 |
Ocular System
Zoom in, or browse the NCPD database for scanned criminals: Kiroshi holds the monopoly on optical implants. In the main mission “The Ripperdoc”, V receives the Kiroshi Optics Mk.1, which you pay off in the side mission “Paid in Full”.
- V has 1 Slot for Ocular System Cyberware.
- You can get Mods for Kiroshi Optics.
Cyberware for the Ocular System
Name | Sl. | Bonuses | Requires | Price | Store | Tips |
---|---|---|---|---|---|---|
Kiroshi Optics MK. 1 MK. 2 MK. 3 | 1 2 3 | – Enables Zoom – – NCPD Access – Bounty System | SC 14(3) | 0 3.000 5.000 | 11 3,6,11 11 | The uncommon version is not free if you want to unlock Viktor as a Ripperdoc – see Side Mission “Paid in Full”. |
Skeleton
The Cyberware available for the skeleton is mostly geared towards Body. However, some of the Skeleton Cyberware is made for Reflexes as well. Carrying Capacity, Damage, Stamina, and Health are the focus of these chrome pieces.
- V has 2 Slots for Skeleton Cyberware.
Cyberware for the Skeleton
Name | Bonuses | Requires | Price | Store | Tips |
---|---|---|---|---|---|
Bionic Joints | Recoil of Ranged Weapons -12|-25% | – BO 12 | 6.000 12.000 | 3 – | |
Bionic Lungs | max. Stamina +20|+30|+40|+50|+60% | – BO 8 BO 12 BO 15 BO 18 | 1.000 1.500 3.000 5.000 7.000 | 13,14 10,12 – – 12 | |
Endoskeleton | max. Health +20|+30|+40|+50|+60% | – BO 8 BO 12 BO 15 BO 20 | 4.000 6.000 12.000 20.000 28.000 | 8,10 1,6 10 12 12 | The item is incorrectly named at the Ripperdocs: “Synaptic Signal Optimizer” (Version 1.04) |
Dense Marrow | – Damage of Melee Weapons +7|+15|+25% – Stamina Consumption +10% | – – BO 13 | 3.000 6.000 10.000 | 5,6 10,12 – | |
Microrotors | – Attack Speed of Melee Weapons +5|+10|+15|+20|+25% | – RF 8 RF 12 RF 15 RF 18 | 2.000 3.000 6.000 10.000 14.000 | 9,10 1,10 3 12 10 | |
Microvibration Generator | Damage of Melee Weapons +5|+10|+15% | – RF 12 RF 16 | 7.500 15.000 25.000 | 5,10 12 – | |
Titanium Bones | Increases Carrying Capacity 20|40|60% | – – BO 13 | 1.000 1.500 3.000 | 8,9,10,11, 12,14,15 1,3,5,6,10, 12,13 3,7 |
Arms
Those who would like to give V a different touch, are well served here. Ranged fighters and firework lovers can implement a Projectile Launch System. Gorilla Arms make you the king of the urban jungle – at least when it comes to brawling with pimped fists. Mantis Blades are stylish and deadly: no one wants to get up close and personal with a Mantis Blade Cyberpsycho (Guide), so make sure you’re the one who shaves the bad guys with the Blades. Or did you always dream of becoming a Dominatrix? Rip n’ tear through enemies with the Monowire!
- V has 1 Slot for Arms Cyberware.
- There are Mods for Gorilla Arms
- There are Mods for Mantis Blades
- There are Mods for Monowire
- There are Mods for Projectile Launch System
Cyberware for the Arms
Name | Sl. | Bonuses | Requires | Price | Store | Tips |
---|---|---|---|---|---|---|
Gorilla Arms | 1 2 3 | – 93-114|100-122|105-128 Damage – +38-47|+41-50|+43-53 Phys. Damage – 2.50 Attack Speed – +10|+15|20% Chance on Bleeding – Your fists charge up through hits and can discharge in a particularly fierce Attack. – You can break doors and demolish turret weapons with it | SC 20 SC 25 SC 45 | 15.250 25.250 100.250 | 8,9,10,11, 12,14,15 1,4,5,6,13 3,7 | It’s worthwhile to compare the offerings at the stores, since the values can vary. |
Mantis Blades | 1 2 3 | – 91-111|100-122|107-131 Damage – +49-60|+54-66|+58-70 phys. Damage – 2 Attack Speed – +10|+15|20% Chance for Bleeding – Arm Blades for Melee Combat, but also for jumping at enemies. | SC 20 SC 25 SC 45 | 15.350 25.350 100.350 | 8,9,10,11, 12,14,15 1,4,5,6,13 3,7 | It’s worthwhile to compare the offerings at the stores, since the values can vary. |
Monowire | 1 2 3 | – 136-166|153-187|159-194 Damage – +56-69|+63-77|+65-80 phys. Damage – 2.50 Attack Speed – +10|+15|20% for Bleeding – Monofilament Whip with a comparatively long range capable of striking multiple enemies at once, and which recharges automatically when not used. | SC 20 SC 25 SC 45 | 15.450 25.450 100.450 | 8,9,10,11, 12,14,15 1,4,5,6,13 3,7 | It’s worthwhile to compare the offerings at the stores, since the values can vary. |
Projectile Launch System | 1 2 3 | – Shoots missiles with long range – Charged shots with increased damage possible | SC 20 SC 25 SC 45 | 15.450 25.450 100.450 | 8,9,10,11, 12,14,15 1,4,5,6,13 3,7 |
Tip: Get Legendary Mantis Blades & Legendary Monowire for free
Legendary Mantis Blades for free
Northwest of the “Arasaka Tower” quick travel point in Corpo Plaza, Downtown, is a tall building. When you approach, Fixer Regina Jones calls and gives you the mission to neutralize Cyberpsycho Noriko Akuhara (“Phantom of Night City”).
Save your game before you approach the mission area and go through the passage with the yellow bars. Wait in front of the passage until Akuhara has finished his bloody work. Then go in carefully and behind the two dumpsters turn right. There you will find the box with the legendary Mantis Blades. Then just leave if you don’t want to deal with the Cyberpsycho.
If, unexpectedly, the blades are not legendary or the cyberpsycho kills you (this guy is meant for about level 25), reload the save game until everything works out fine. Alternatively, you can sprint to it, empty the crate and quickly run away again.
You can now have the blades installed at a Ripperdoc of your choice.
Legendary Monowire for free
Southeast of the Charter Street Quick Travel Point in Watson, Kabuki, you’ll get the “Shark in the Water” Gig from Regina Jones. The building where the victim for the assassination is located also offers an extra that you don’t have to do the mission for (although it’s a good idea, because completing it unlocks Roger Wang’s Medstation and its discount).
Behind the roll-up door to the left around the corner from the “Stephenson Technologies” advertising sign is a crate containing the legendary Monowire, which normally costs over €$100,000 at the Ripperdoc. You can easily sneak up there without being noticed by the Animals gang.
Tip: Before you approach the roll-up door, make a quicksave to be able to reload (several times) if the wire should not be legendary.
You can now have the Monowire installed at a Ripperdoc of your choice.
Hands
Smart Weapons are great because their projectiles search for their victims via automatic targeting. You need a Smart Link implanted into your hands to use them. But there’s also appropriate Cyberware for regular firearms here. V receives a rare Ballistic Coprocessor implant in the main mission “The Ripperdoc”, which you pay for in the side mission “Paid in Full”.
- V has 1 Slot for Hands Cyberware.
Cyberware for the Hands
Name | Bonuses | Requires | Price | Store | Tips |
---|---|---|---|---|---|
Ballistic Coprocessor | – increases the chance for ricochet bullets when using Power Weapons – Bullets ricochet 1|2 addiotnal time(s) | – SC 20(6) – | – 15.000 21.000 | – 6,10,11 10 | |
Smart Link | – Enables the use of Smart Weapons with auto-targeting system. – Hit Chance Smart Bullets +10|+15% – Crit Hit Chance +15|+25% | SC 14 – SC 11 | 9.000 15.000 21.000 | alle – 11 | You receive a tattoo with the same function as a reward from Fixer Wakako (side mission “The Gig”). |
Legs
Sneaking? Jumping? Floating? Well, check out what your Cyber Legs are capable of: The Double Jump will help you to get out of range of strong enemies, or to infiltrate an exterior area without having to walk around a lot.
- V has 1 Slot for Legs Cyberware
Cyberware for the Legs
Name | Bonuses | Requires | Price | Store | Tips |
---|---|---|---|---|---|
Lynx Paws | Movement produces less sounds by 50% | – | 85.000 | 10,13 | |
Reinforced Tendons | Enables you to perform Double Jumps | SC 12(8,9,10,12,15)|20 | 45.000 | 1,4,5,6,8, 9,10,11,12, 13,14,15 | |
Fortified Ankles | – Enables you to perform Charged Jumps – Enables you to perform Hover Jumps – Fall Damage -15% | SC 12(8,9,10,12,15)|– – | 45.000 75.000 | 1,4,5,6,8, 9,10,11,12, 13,14,15 13 | Jump can be charged by holding down the jump button. |
Nervous System
The Nervous System operates on Reflexes as the basis. Time Dilation and Dodging features are on the Cyberware Card today.
- V has 2 Slots for Nervous System Cyberware.
Cyberware for the Nervous System
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Kerenzikov | – Enables you to aim and shoot while dodging. – Slows down time by1,5|1,8|2|2,5|3,5sec. for 50|60|70|80|90% when blocking, aiming, or attacking during a dodge maneuver. – Cooldownt: 5sec. | – – RF 12 RF 15 RF 18 | 5.000 7.500 15.000 25.000 35.000 | 8,9,10,11, 12,14,15 1,4,5,6,13 3,5,7 3 5 |
Maneuvering System | Enables you to perform a Dodge while you’re in the air. | RF 14 | 3.000 | 5 |
Synaptic Signal Optimizer | Duration of Sandevistan and Kerenzikov +0,5|+1|+2sec. | RF 10 RF 14 RF 18 | 6.000 12.000 20.000 | 1,6 7 5 |
Neofiber | Evasion +3|+6|+9|+12|+15% | – – RF 12 RF 15 RF 18 | 1.000 1.500 3.000 5.000 7.000 | 9,10 6,14 7 5 5 |
Reflex Tuner | – Slows down time by 2|2,5|3|4sec. for 50|60|70|80% when Health drops below 25%. – Cooldown: 60|60|50|40Sek. | – RF 8 RF 12 RF 18 | 2.500 3.750 7.500 17.500 | 10,13 6,14 5 14 |
Synaptic Accelerator | – Slows down time by 2|2|3|3|4sec. for 25|30|30|40|50% when an enemy detects you – Cooldown: 60sec. | – – RF 14 RF 16 RF 20 | 5.000 7.500 15.000 25.000 35.000 | 9,15 4,14 5 – 14 |
Circulatory System
The Body and Technical Ability Attributes allow you to upgrade the Circulatory System significantly. Health Recovery is a big advantage of Ciculatory System Cyberware. By the way, are you interested in instant resurrection?
- V has 3 Slots for Circulatory System Cyberware.
Cyberware for the Circulatory System
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Adrenaline Booster | Neutralizing an enemy recovers 10|20|30|40|50% Stamina | – BO 8 BO 10 BO 13 BO 18 | 4.000 6.000 12.000 20.000 28.000 | 8,10,11 5,6 8 1,3 8 |
BioConductor | Cyberware Cooldowns -10|-20|-30% | BO 12 BO 15 BO 18 | 6.000 10.000 14.000 | 1,6 3,8 1 |
BioMonitor | – Recovers 30|40|50|60|100% Health when it sinks below 15% – Cooldown: 240|240|180|150|120Sek. | – BO 10 BO 12 BO 15 BO 18 | 6.000 9.000 18.000 30.000 42.000 | 8,12,14 4,5 1,8 3,6 1 |
Bioplastic Blood Vessels | Health regenerates outside of combat by +1|+2|+4|+10|+50 Points per sec. | BO 6 BO 8 BO 10 BO 12 BO 14 | 2.000 3.000 6.000 10.000 14.000 | 14,15 8 7 1,7 7 |
Blood Pump | – when activated, recovers 50|60|70|80|90% Health per sec. – Cooldown: 180|180|180|180|180Sek. | – BO 8 BO 10 BO 13 BO 16 | 5.000 7.500 15.000 25.000 35.000 | 8,10 5,8 1,7 3,6 1 |
MicroGenerator | – When health drops below 15%, an electroshock damages the opponent for 20|30|40|40|50% of his max Health. – Triggers electric shocks on opponents | – – TA 10 TA 12 TA 16 | 1.000 1.500 3.000 5.000 7.000 | 11,15 4 1,3 3,7 6 |
Feedback Circuit | if you empty a full magazine of a weapon, 3|6|10% Health will be recovered. | TA 10 TA 12 TA 15 | 9.000 15.000 21.000 | 8,11 3,7 8 |
Syn- Lungs | Stamina Regeneration +5|+10|+15|+20|+25% | BO 8 BO 10 BO 12 BO 14 BO 16 | 1.000 1.500 3.000 5.000 7.000 | 12,13,14 5,8 3 1,3 3 |
Tyrosine Injector | Increases Duration of Breach Protocol by 100% | SC 12(8,9,10,14,15) | 1.500 | 1,5,6,8, 9,10,11, 12,13,14,15 |
Second Heart | – Revive yourselves back to full health – Cooldown: 2 min. | BO 16 | 42.000 | 3 |
Immune System
Are you cool enough for an enhanced Immune System? If so, certain Cyberware could make you feel right at home in conditions that would otherwise be hostile to life.
- V has 2 Slots for Immune System Cyberware.
Cyberware for the Immune System
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Cataresist | Increases all Resistances by 8|13|23|35% | – CO 8 – CO 12 CO 15 | 2.000 3.000 – 10.000 14.000 | 8,14 5,13 – 13 13 |
Detoxifier | Immunity against Poisoning | BO 10 | 12.000 | 13 |
Inductor | – Immunity against EMP and Electric Shocks – EMP and Electric Shocks increase Armor by 50% | CO 12 | 20.000 | 7,13 |
Metabolic Editor | – Immunity against Poisoning – Poisoning effects regenerate 12 health per sec. | CO 14 | 25.000 | 4,7 |
Pain Editor | Any kind of Damage -10% | CO 16 | 28.000 | 13 |
Shock-n-Awe | Whenever you take damage, there is a 2|4|8|10% chance of an Electric Shock hitting nearby enemies | – CO 8 – CO 12 CO 15 | 1.000 1.500 – 5.000 7.000 | 9,15 13 – 7 7 |
Integumentary System
V needs more protection – and perhaps he’ll find something suitable for all kinds of dangerous situations in this section.
- V has 3 Slots for Integumentary System Cyberware.
Cyberware for the Integumentary System
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Grounding Plating | Immunity against Electric Shocks | TA 12 | 12.000 | 9,11 |
Fireproof Coating | Immunity against Burning | BO 12 | 12.000 | 1,9 |
Heat Converter | – Immunity against Burning – Burning increases Damage by 10% | CO 14 | 25.000 | 9 |
Optical Camo | – When activated, you become practically invisible for 5|10|15sec. – Cooldown: 60sec. | – – – | 15.000 25.000 35.000 | – – – |
Subdermal Armor | Armor +20|+50|+90|+140|+200 | – | 2.000 3.000 6.000 10.000 14.000 | 11,13,15 9,12 – 3 9 |
Supra-Dermal Weave | Immunity against Bleeding | BO 12 | 12.000 | 6,9 |
Cyberware Mods: Tips, Effects, Requirements & Prices
Cyberpunk 2077 Cyberware Mods Overview
You can install additional Mods into some Cyberware parts. To do this, click on the corresponding Cyberware in your Cyberware overview. A menu will pop up listing the mod slots, and available mods in your inventory for that slot. To see which Cyberware Mods a Ripperdoc offers for sale, open the sales menu and click on “Trade” instead of “Cyberware” in the top line.
Cyberware Mods optimize your Cyberware for specific types of Damage, such as Shock or Physical damage. Alternatively, Cyberware mods add useful effects, such as a chance to stun or dismember enemies. Another possible function is the ability to tag enemies that have detected you. Mods for specialization and refinement are available for Operating Systems that contain Sandevistan or Berserk.
Berserk Mods
All Berserk Mods
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Extended Berserk | Duration +1|+2|+3|+4|+5 | Berserk Operating System. | 45 | 15 |
Beast Mode | while active, Armor, Resistances and Health Regeneration +15%. while active, Melee Damage +100%. | Berserk Operating System. | 600 | 3 |
Bruising Berserk | while active, Melee Damage +10|+13|+16|+19|+21% | Berserk Operating System. | 90 | 1 |
Devastating Berserk | while active, Crit Hit Chance +15% | Berserk Operating System. | 90 | 10 |
Focused Berserk | while active, Weapon Recoil -10|-15|-20|-25|-30% | Berserk Operating System. | 45 | 9 |
Chained Berserk | Cooldown -5|-5,5|-6|-6,5|-7 | Berserk Operating System. | 90 | 5 |
Invigorating Berserk | while active, Health Regeneration +10|+13|+16|+19|+21% | Berserk Operating System. | 45 | 14 |
Armored Berserk | while active, Armor and Resistances +5|+6|+7|+8|+9 | Berserk Operating System. | 90 | 6 |
Sharpened Berserk | while active, Crit Damage +25% | Berserk Operating System. | 90 | 8 |
Gorilla Arm Mods
All Gorilla Arm Mods
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Battery, Low-Capacity | Increases maximum Charge and Damage by 10% after charging | Gorilla Arms | 750 | 9 |
Battery, Medium Capacity | Increases maximum Charge and Damage by 25% after charging | Gorilla Arms | 1.250 | 6 |
Battery, High-Capacity | Increases maximum Charge and Damage by 50% after charging | Gorilla Arms | 1.250 | 6 |
Black-Market Battery | Increases maximum Charge and Damage by 100% after charging | Gorilla Arms | 5.000 | 9 |
Rin3U Battery | Neutralizing an enemy recovers 100% Stamina | Gorilla Arms | 5.000 | 8 |
Animals Knuckles | – causes Bleeding when hit | Gorilla Arms | 5.000 | 12 |
Knuckles – Chemical Damage | – causes Chemical Damage – low chance for Poisoning | Gorilla Arms | 750 | 15 |
Knuckles – Physical Damage | – causes Physical Damage | Gorilla Arms | 750 | 5 |
Knuckles – Electrical Damage | – causes Electrical Damage – low chance for Electric Shocks – increased Damage against Drones, Mechs and Robots | Gorilla Arms | 750 | 15 |
Knuckles – Thermal Damage | – causes Thermal Damage – low chance for Burning | Gorilla Arms | 750 | 7 |
Kiroshi Optics Mods
All Kiroshi Optics Mods
Name | Bonuses | Requires | Price | Store | Tips |
---|---|---|---|---|---|
Trajectory Analysis | – Bonus Damage of Head Shots +50%. | Kiroshi Optics (Ocular Sys.) | 20.800 | 11 | |
Trajectory Generator | – Displays a visual preview of the exact trajectory of ricochets | -Kiroshi Optics (Ocular Sys.) -Ballistic Coprocessor (Hands) | 1.561 | 11 | |
Threat Detector | – Automatically marks enemies that have detected you | Kiroshi Optics (Ocular Sys.) | 3.121 | 11 | |
Weakspot Detection | – Crit Chance +5% | Kiroshi Optics (Ocular Sys.) | 1.561 | 11 | |
Explosive Analysis | – indicates the exact explosion radius of grenades | Kiroshi Optics (Ocular Sys.) | 1.561 | 11 | See Perk “Grenadier” in the Engineering Perk Tree |
Target Analysis | – None of your weapons are lethal – Head Shots do not cause extra damage – Smart Weapons target limbs | Kiroshi Optics (Ocular Sys.) | 3.121. | 11 |
Mantis Blades Mods
All Mantis Blades Mods
Name | Bonuses | Requires | Price | Store | Tips |
---|---|---|---|---|---|
Blade – Chemical Damage | – causes Chemical Damage – can poison an enemy very quickly – effective against individual targets | Mantis Blades (Arms) | 1.050 | 14 | Free at 11, on the left before that long passageway in the back of the clinic. |
Blade – Physical Damage | – causes a lot of Physical Damage very quickly – can dismember enemies – effective against individual targets | Mantis Blades (Arms) | 1.050 | 7 | |
Blade – Electrical Damage | – causes Electrical Damage – can trigger Electric Shocks quickly – effective against Drones, Mechs and Robots | Mantis Blades (Arms) | 1.050 | 7 | |
Blade – Thermal Damage | causes Thermal Damage | Mantis Blades (Arms) | – | – | |
Haming-8 Rotor | Attack Speed +45% | Mantis Blades (Arms) | 7.000 | 14 | |
Slow Rotor | Attack Speed +20% | Mantis Blades (Arms) | 1.050 | 13 | |
Fast Rotor | Attack Speed +35% | Mantis Blades (Arms) | 1.750 | 6 |
Monowire Mods
All Monowire Mods
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Monowire Battery, Low-Capacity | Damage after charging +10% | Monowire (Arms) | 750|1.350(13) | 9,13 |
Monowire Battery, Medium-Capacity | Damage after charging +25% | Monowire (Arms) | 2.250 | 4 |
Monowire Battery, High-Capacity | Damage after charging+50% | Monowire (Arms) | 2.250 | 4 |
Monowire Cable, Chemical Damage | – causes Chemical Damage – Can poison several enemies at once with a singular attack | Monowire (Arms) | 1.350 | 8 |
Monowire Cable, Physical Damage | – causes Physical Damage – Deals high, concentrated damage and can mutilate enemies | Monowire (Arms) | 1.350 | 8 |
Monowire Cable, Electrical Damage | – causes Electrical Damage – can shock and stun multiple enemies at once with a singular attack | Monowire (Arms) | – | – |
Monowire Cable, Thermal Damage | – causes Thermal Damage – can inflict Burning on multiple enemies with one attack | Monowire (Arms) | 1.350 | 15 |
Projectile Launch System Mods
All Projectile Launcher Mods
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Tranquilizer Rounds | – Non-Lethal – normal shots can stun a target . charged shots have a higher area of effect | Projectile Launch System (Arms) | 540 | 3 |
Chemical Round | – causes Chemical Damage – normal shots have a low chance to poison – charged shots have a higher chance to poison and a larger area of effect – effective against groups | Projectile Launch System (Arms) | 540 | 12 |
Explosive Round | – normal shots cause Physical Damage – charged shots have a larger area of effect and increased chance on Dismembering – effective against groups | Projectile Launch System (Arms) | 540 | 1 |
Militech Incendiary Round | – causes Thermal Damage – low chance to cause Burning – charged shots have a larger area of effect and have a higher chance to inflict Burning | Projectile Launch System (Arms) | 540 | 7 |
Metal Plating | all Resistances +10% | Projectile Launch System (Arms) | 540 | 5 |
Neoplastic Plating | Crit Hit Chance +10% | Projectile Launch System (Arms) | 540 | 10 |
Electrical Round | – normal shots cause Electrical Damage and have a chance to stun – charged shots have a larger area of effect and are guaranteed to stun – Effective against groups, Drones, Mechs, Robots | Projectile Launch System (Arms) | 540 | 3 |
Thermal Round | – normal shots cause Thermal Damage – low chance to cause Burning – charged shots have a larger area of effect and a higher chance to inflict Burning | Projectile Launch System (Arms) | 540 | 12 |
Titanium Plating | Armor +7% | Projectile Launch System (Arms) | 900 | 1 |
Sandevistan Mods
All Sandevistan Mods
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Sandevistan: Arasaka Software | while active, enemies need 70% more time to detect you | Sandevistan Operating System. | 600 | 7 |
Sandevistan: Heatsink | Cooldown -2|-2,5|-3|-3,5|-4 | Sandevistan Operating System. | 45 | 10 |
Sandevistan: Micro-Amplifier | when activated, status effects will be removed (Burning, Poisoning, Bleeding, Shock) | Sandevistan Operating System. | 600 | 9 |
Sandevistan: Neurotransmitters | while active, Crit Damage +15 | Sandevistan Operating System. | – | – |
Sandevistan: Prototype Chip | while active, Crit Hit Chance +5 | Sandevistan Operating System. | 90 | 5 |
Sandevistan: Rabid Bull | while active, neutralizing an enemy recovers 5% Health | Sandevistan Operating System. | 150 | 7 |
Sandevistan: Tyger Paw | while active, neutralizing an enemy recovers 15% Stamina | Sandevistan Operating System. | 150 | 7 |
Sandevistan: Overclocked Processor | Sandevistan Duration +0,5|+0,7|+0,9|+1,1|+1,3sec. | Sandevistan Operating System. | 45 | 12 |
Universal Cyberware Mods
All universal Cyberware Mods
Name | Bonuses | Requires | Price | Store |
---|---|---|---|---|
Sensory Amplifier | Crit Hit Chance +10% | Cyberware with universal Modslot (e.g. Arms) | 3 | 10 |
Sensory Amplifier | Increases max. Health by +15% | Cyberware with universal Modslot (e.g. Arms) | 3 | 14 |
Sensory Amplifier | Increases Armor by +5% | Cyberware with universal Modslot (e.g. Arms) | 3 | 13 |
Sensory Amplifier | Crit Damage +30% | Cyberware with universal Modslot (e.g. Arms) | 3 | 3 |
Translation by: Dennis Anjuschin
All Cyberpunk 2077 Guides & Articles
- Earning Money – How to get rich
- Skills Guide – All Attributes and Perks Explained
- Hacking Guide – Breach Protocol Mini-Game Solved & Tips for Netrunners
- Weapons Guide – All Weapons, Mods, and Iconic Weapon locations
- Cyberware Guide – All about Cyberware & where to find it
- Clothing Guide – All about clothing, legendary sets & mods
- Cyberpsychos Guide – Locations, Tactics & Attacks
- Vehicles Guide – All Cars, Bikes & Locations
- Trophies Guide – All Achievements & Gamerscore
- Timeline – History of Night City
- Sex – In 146 annotated images