Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (2024)

Table of Contents
Table of contents What is Cyberware and how it works in Update 2.0 Frontal Cortex Bioconductor Camillo RAM Manager EX-Disk Kerenzikov Boost System Mechatronic Core Memory Boost Newton Module RAM Upgrade Self-Ice Quantum Tuner Arms Gorilla Arms Mantis Blades Monowire Projectile Launch System Skeleton Bionic Joints Dense Marrow Epimorphic Skeleton Kinetic Frame Para Bellum RAM Recoup Scar Coalescer Scarab Spring Joints Titanium Bones Universal Booster Feen-X Nervous System Adrenaline Converter Atomic Sensors Kerenzikov Neofiber Reflex Tuner Stabber Synaptic Accelerator Tyrosine Injector Visual Cortex Support Integumentary System Carapace Cellular Adapter Countershell Defenzikov Nano-Plating Optical Camo Pain Editor Painducer Proxishield Rangeguard Shock-N-Awe Subdermal Armor Cogito Lattice Legs Fortified Ankles Jenkins’ Tendons Lynx Paws Reinforced Tendons Circulatory System Adrenaline Booster Biomonitor Black Mamba Blood Pump Clutch Padding Feedback Circuit Heal-on-Kill Microrotors Second Heart Threatevac Hands Ballistic Coprocessor Handle Wrap Microgenerator Shock Absorber Smart Link Face (Eyes) Basic Kiroshi Optics Kiroshi “Clairvoyant” Optics Kiroshi “Doomsayer” Optics Kiroshi “Sentry” Optics Kiroshi “Stalker” Optics Kiroshi “The Oracle” Optics Kiroshi “co*ckatrice” Optics Cyberdecks (Operating System) Arasaka MK.5 Biotech Σ MK.4 Militech Paraline MK.4 Raven Microcyber MK.3 Tetratronic Rippler MK.5 Netwatch Netdriver MK.1 (Iconic) Sandevistan (Operating System) Dynalar Sandevistan Qiant Warp Dancer Sandevistan Zetatech Sandevistan Militech “Falcon” Sandevistan (Iconic) Militech “Apogee” Sandevistan (Iconic) Berserk (Operating System) Moore Tech Berserk Biodyne Berserk Zetatech Berserk Militech Berserk (Iconic) Operating System Alternative Chrome Compressor Index References

This guide and catalog will cover all of the Cyberware available in Cyberpunk 2077 as it is now after the 2.0 Update after the developers completely redesigned the whole system!

This guide is up-to-date for Cyberpunk 2077 Update 2.12

Table of contents

  • What is Cyberware and how it works in Update 2.0
  • Frontal Cortex
  • Arms
  • Skeleton
  • Nervous System
  • Integumentary System
  • Legs
  • Circulatory System
  • Hands
  • Face (Eyes)
  • Cyberdecks (Operating System)
  • Sandevistan (Operating System)
  • Berserk (Operating System)
  • Operating System Alternative

The guide offers tips and recommendations for the best usage of every single implant: what builds and gameplay scenarios it fits best and how to properly use it to take full advantage of its features and boosts.

What is Cyberware and how it works in Update 2.0

Cyberware is the main source of stats boost and gear tweaks in Cyberpunk 2077 Update 2.0 and Phantom Liberty. CD Projekt RED redesigned the cyberware system for 2.0 to make it more accessible, flexible and more meaningful to your character.

A few icons and effects have been reused, but most cyberware has been completely reworked, and everything has at least been significantly rebalanced. Just because you recognize the icon from a past build before 2.0 does not mean that its new effect bears any resemblance to the one you remember. Reread all of the cyberware effects, not just the ones with new icons.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (1)

You can purchase new Cyberware for eddies or upgrade your current Cyberware by spending Crafting Components. Tier 5 (gold) is the highest that is available for purchase from Ripperdocs, but you can upgrade all Cyberware (except Biomonitor for some reason) to Tier 5++.

As of 2.0 all Ripperdocs in the base game offer the same full catalog of Cyberware implants. It doesn’t matter which one you will visit for your chrome upgrade next time. By the way, this also means that you are free to punch Fingers in your next playthrough!

All Ripperdocs inside Dogtown (requires Phantom Liberty) share a slightly expanded inventory compared to those outside its walls. They each sell the same Iconic versions for a few pieces of Cyberware for each slot.

These Iconics typically have 2-5x the Cyberware Capacity cost for what is sometimes 2-3x the benefit, so only some of them are worth using at all, and typically only for specific builds.

Furthermore, each piece of cyberware now has a cost associated with it that counts towards the safe limit. You can’t exceed the limit unless you take the Edgerunner perk from the Technical Ability tree, and even then, the capacity increase only lets you add on a bit more than what’s safe.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (2)

Your maximum cyberware capacity increases by a small amount each time you level up, but you can also gain a few points of cyberware capacity from shards you find in the wild, just like you can with the skill progression level for each attribute.

Attribute requirements have been eliminated as well. Instead, starting at the higher tiers, each implant has an attunement that offers a small buff that scales with the number of Attribute Points you’ve invested into the attuned Attribute.

Finally, Armor is now provided by the Cyberware for your Skeleton and Integumentary System. Clothes no longer provide armor or have other stats attached to them (with a few minor exceptions in the late game). Besides those exceptions, clothing is now exclusively cosmetic, and any piece that enters your inventory is permanently saved to your wardrobe. You can disassemble anything you aren’t wearing and spend those crafting components on upgrading Cyberware (or weapons).

In the catalog below, you can see every single piece of chrome at tier 5 available, along with a breakdown of its usability and recommendations for how this implant can best serve you and in what situations.

Click on a button below to see the specific section.

Frontal Cortex

Operating System

Arms

Face

Skeleton

Hands

Nervous System

Circulatory System

Integumentary System

Legs

Frontal Cortex

The Frontal Cortex mainly offers implants that interact with Quickhacks and RAM, so most feature an Intelligence attunement. If you’re not using a Cyberdeck, you’re most likely going to be equipping the Newton Module, Kerenzikov Boost System, and either the Mechatronic Core or Self-Ice.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (3) Bioconductor

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (4)

Bioconductor allows you to give up a bit of Max RAM capacity in exchange for being able to deal critical hits with your Quickhacks.

This implant is exclusively useful for dedicated Netrunner builds because that is the only kind of build that really should be dealing damage with Quickhacks and can afford to give up the RAM.

The amount of RAM deducted and the crit chance change with the upgrade tier.

The COX-2 Cybersomatic Optimizer is the Iconic version of the Bioconductor. It makes you automatically critically hit with Quickhacks, but the RAM capacity cost is doubled in addition to the Cyberware Capacity cost.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (5) Camillo RAM Manager

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (6)

Camillo RAM Manager slightly increases your Max RAM and recovers a portion of RAM whenever it drops below 20%. Y

ou’re giving up a ton of sustained RAM regeneration by taking this over something that provides passive regeneration options, so it’s more useful to builds that use Quickhacks sparingly or in burst situations. Pure Netrunners have stronger options.

The RAM recovered, cooldown duration, and max RAM increased change with upgrade tier.

The RAM Reallocator is the Iconic version of the Camillo RAM Manager. It offers a greater cooldown reduction and stronger version of the attunement effect, and replenishes additional RAM.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (7) EX-Disk

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (8)

EX-Disk increases your Max RAM and Quickhack upload speed, both of which are valuable to Netrunners.

However, this implant is super useful to any build that makes use of a Cyberdeck.

Both the RAM capacity and Quickhack upload speed boosts can increase when you upgrade the tier.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (9) Kerenzikov Boost System

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (10)

Kerenzikov Boost System increases the time slow effect offered by Kerenzikov by an additional 15%, so it brings the Tier 5 version from 60% to 75% time dilation. It also eliminates the stamina cost from shooting while Kerenzikov is active.

Both effects can improve when you upgrade the tier.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (11) Mechatronic Core

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (12)

Mechatronic Core makes you deal significantly more damage against non-human enemies and slightly increases your max RAM.

It’s cheap, but I don’t think there’s really a need to spend a slot on this one unless your build is really weak against mechanical enemies or there’s literally no benefit to one of the alternatives.

Both the damage boost and RAM provided can increase when you upgrade the tier.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (13) Memory Boost

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (14)

Memory Boost makes you regenerate RAM whenever you neutralize an enemy and slightly increases your max RAM.

You can recover your spent RAM faster with Memory Boost than with the RAM Upgrade implant, but you usually can’t recover as much RAM in the long run since there aren’t enough enemies in a given encounter. It also does nothing against bosses.

Both RAM effects can increase when you upgrade the tier.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (15) Newton Module

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (16)

The Newton Module reduces the cooldown of all cyberware after neutralizing an enemy and extends the duration of all currently active cyberware effects.

It’s valuable to all builds that heavily rely on their Operating System.

Upgrading the Newton Module increases the amount of cooldown reduction/duration extention per enemy neutralized.

The Axolotl is the Iconic version of the Newton Module. It offers a 7.5% cooldown reduction on all Cyberware after defeating an enemy, which is literally 10x the boost provided by the non-Iconic version. It’s a must-have for any build that was using the Newton Module.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (17) RAM Upgrade

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (18)

RAM Upgrade directly increases your RAM recovery rate and gives you a small amount of additional RAM.

The 0.17 RAM recovery rate boost at Tier 5 is equivalent to 10.2 RAM per minute, meaning it offers the most RAM recovery out of any Frontal Cortex implant, assuming you’re spending it constantly.

You can increase the RAM provided and recovery rate by upgrading the tier.

Fits great in our Netrunner Build for Update 2.0.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (19) Self-Ice

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (20)

Self-Ice lets you avoid an enemy Quickhack every so often and slightly increases your Max RAM.

Since Intelligence builds have easy access to hack enemy Netrunners back through walls and spread those hacks to enemies, Self-Ice is really only useful for non-Intelligence builds.

The max RAM and rate limit can be improved when you upgrade the tier.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (21) Quantum Tuner

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (22)

The Quantum Tuner is similar to the Newton Module and Axolotl in that it provides a cooldown reduction to other Cyberware.

It has 2 effects, the first is a sort of cooldown reset for most Cyberware effects, letting you use a piece of active Cyberware once again every minute. The second effect is a global 15% cooldown reduction.

The Quantum Tuner is useful to most builds, though it has a massive Cyberware Capacity cost, so you’ll have to give up something else that’s impactful to your build.

It’s less useful to Intelligence builds since this implant has to compete with many other essentials in the Frontal Cortex.

Upgrading this implant can improve both cooldown reductions. You cannot purchase the Quantum Tuner from any Ripperdoc in the game.

Phantom Liberty Spoiler: The Quantum Tuner is sent to you by Songbird as a gift sometime after you chose to help her and betray Reed and opted to put her in the rocket to the moon.

Arms

Arms Cyberware all act as weapons you can use in combat. They no longer have a set of mods associated with them. Instead, there are 4 versions of each type of arm cyberware that change the damage type of the implant. The other mods have been removed or integrated into the tier system. Check out our Update 2.0 Arms Cyberware Guide for more information.

Arms Cyberware do not have any Iconic versions like the other Cyberware categories. Instead, they get buffed by 2 powerful Perks in the Relic Skill Tree.

Disclaimers:

  1. The images of in-game descriptions for each of the arms cyberware are affected by all the relevant perks in the Technical Ability tree, including offering a third modification and a combined 20% boost in their effectiveness. Without those perks, the modifications they offer are no different than any other piece of cyberware.
  2. There are no attunements listed for Monowire. I think this is a bug that is likely caused by the Monowire’s unique capability to equip a Quickhack thanks to a Relic perk. In addition, all other arm cyberware provides an attunement, and the tooltip description seems to be missing other important information about the damage type.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (23) Gorilla Arms

Gorilla Arms significantly upgrade your punches and are considered a blunt weapon for perks purposes. The Body attribute offers dedicated perks for the Gorilla arms. It’s good to get a pair of these for the Beat on the Brat fighting rings mission. The Relic Skill tree enables you to build up charge with your punches that eventually lets you do a superpowered punch that sends out a shockwave.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (24)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (25)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (26)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (27)

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (28) Mantis Blades

The Mantis Blades offer a melee weapon with stats that are in between that of a knife and katana. They are considered blades for the purposes of perks and synergize best with the Reflexes attribute. You can buff it with the Relic skill tree to significantly increases its leap range and chance to dismember enemies.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (29)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (30)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (31)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (32)

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (33) Monowire

The Monowire is a whip-like weapon that deals less damage and has a slightly slower attack speed than the other melee weapons in exchange for additional range (though no gap closing). You can buff it with a few perks from the Intelligence attribute as well as the Relic skill tree.

The Intelligence perks give it a special finisher and some RAM recovery while the Relic skill tree lets you equip it with a Control Quickhack that then gets applied to each enemy it hits. In my opinion, the Cripple Movement Quickhack is the best one to equip by far.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (34)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (35)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (36)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (37)

There are no attunements listed for Monowire. I think this is a bug that is likely caused by the Monowire’s unique capability to equip a Quickhack thanks to a Relic perk. In addition, all other arm cyberware provides an attunement, and the tooltip description seems to be missing other important information about the damage type.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (38) Projectile Launch System

The Projectile Launch system is the only ranged arm cyberware. It acts like a missile launcher and synergizes with the Technical Ability attribute. It has a dedicated perk and benefits from many of the buffs to explosives and recharging.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (39)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (40)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (41)
Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (42)

The base version that deals Physical damage offers an increased chance to dismember enemies instead of apply Bleeding.

Skeleton

Skeleton Cyberware boosts your armor and usually boosts your survivability. Its buffs are active more consistently but less powerful than those of the Integumentary System. About half of them are attuned to Technical Ability.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (43) Bionic Joints

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (44)

Bionic Joints offers a cheap way to get a decent chunk of extra armor. It’s universally valuable, especially in the early game.

As you get later in the game, you’ll only want to use this while you’re saving up cyberware capacity for a better implant.

Upgrading Bionic Joints just increases the amount of armor it provides. This isn’t some special trait. Upgrading any implant that provides armor will typically upgrade the amount of armor it provides as well.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (45) Dense Marrow

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (46)

Dense Marrow gives you a fair bit of armor and increases your melee damage dealt, but the stamina cost from each attack is also increased. The melee damage and armor increase with upgrades while the stamina cost gets reduced.

I haven’t spent much time with melee since the update, but my gut tells me this should synergize better with Body than Reflexes because the former benefits from low stamina while the latter benefits from high stamina.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (47) Epimorphic Skeleton

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (48)

Synaptic Accelerator got such a heavy nerf to the max HP boost that CDPR likely felt it was necessary to change the name. It’s still a strong implant for every build, but more of the survivability is concentrated in armor than max HP, both of which increase as you upgrade the implant.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (49) Kinetic Frame

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (50)

Kinetic Frame offers a fair bit of survivability from armor and mitigation chance, but you only get the mitigation chance when your Stamina is high, meaning it is detrimental to pair it with Dense Marrow or a Body-focused build. However, it does synergize quite well with Reflexes.

The armor and mitigation chance increase as you upgrade the implant.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (51) Para Bellum

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (52)

Para Bellum increases your armor stat by a percentage and gives a decent chunk of armor directly, so it becomes more valuable the more armor you have and as you level up.

Both the flat armor provided and the percentage can increase as you upgrade the tier.

Rara Avis is the Iconic version of Para Bellum. It offers nearly 3x the armor multiplier but doesn’t provide any armor itself. I don’t think paying for double the Cyberware Capacity is worth what only amounts to about 100-150 extra armor when you likely have other implants that provide better buffs instead.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (53) RAM Recoup

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (54)

RAM Recoup makes you restore some RAM when you take damage, slightly increases your max RAM, and gives a small amount of armor.

I haven’t tested to see if the calculation is done pre or post-mitigation or if it works when you spend HP with Overclock, but this implant and many others are valuable enough on their own for Netrunners that you can’t really afford to care about that level of min-maxing anyway.

The amount of RAM restored, max RAM, and armor provided can all be increased by upgrading the implant.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (55) Scar Coalescer

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (56)

Scar Coalscer gives you extra survivability when you need it most. I haven’t tested it, but the implant doesn’t seem good enough unless you focus your entire build around armor, which doesn’t make much sense.

For example, Para Bellum is flat-out stronger unless you decide to take both, but there are so many great Skeleton implants that you would want to take one of those alongside Para Bellum instead.

Upgrading Scar Coalescer to a higher tier can increase both the flat and percentage boost to armor.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (57) Scarab

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (58)

Scarab is meant to improve your survivability when crouched, but your mobility is hindered, so you turn into a turtle, or I guess scarab…

Do not take this with a stealth build! If you are crouched in stealth, you should not be taking any damage to begin with because you aren’t in combat. Yes, it’s technically useful for that first hit if you get spotted, but the movement penalty will be active a whole lot more often.

It’s only consistently useful if you take cover in crouched positions a lot. Realistically, the implant should give you the armor in cover rather than while crouched, because you’re gonna forget to crouch if you’re taking cover behind a wall corner.

When you upgrade this cyberware, you will increase the armor provided and decrease the movement penalty.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (59) Spring Joints

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (60)

Spring Joints offers a boost to your mitigation strength and a small increase to armor. Since it boosts mitigation strength and not mitigation chance, it should only be used if you are buffing your mitigation chance or know it will trigger at specific times.

Both the armor and mitigation strength can be improved by upgrading the implant.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (61) Titanium Bones

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (62)

Titanium Bones increases your carrying capacity significantly and maxes out at slightly more than it used to. It also offers a small boost to your armor and has practically no capacity cost.

However, it isn’t worth spending anything to boost carrying capacity anymore because you can just deconstruct all your loot as soon as you max it out. The bigger cost of equipping this implant is the fact that it takes up a slot. If you don’t have much cyberware capacity, you’re better off using Bionic Joints instead.

Upgrading Titanium Bones increases the carrying capacity and armor it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (63) Universal Booster

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (64)

Universal Booster significantly increases your armor directly. It also provides a percentage boost to armor and reduces your stamina costs for a short time after using a health item.

Any build will benefit from this implant, but a Technical Ability build will benefit more since they reduce the cooldowns on those health items.

Upgrading Universal Booster increases the armor it provides and improves the percentage boosts, but it does not affect the duration of those boosts.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (65)Feen-X

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (66)

The Feen-X implant was added with the release of Update 2.1. It enables your RAM to rebound whenever it gets low by spiking your RAM regeneration rate.

However, it is reliant on having a good RAM regen rate to begin with. I strongly recommend pairing Feen-X with RAM Upgrade since the latter increases your base RAM Regen rate, making the former more effective.

Upgrading this implant increases the magnitude of the RAM Regen Rate and raises the RAM threshold that determines when you’ll get that boost.

Nervous System

The Nervous System primarily offers Cyberware that slows time and increases movement speed in specific situations. These implants are most valuable to Reflexes and Cool builds.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (67) Adrenaline Converter

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (68)

Adrenaline Converter increases your movement speed for a short time after entering combat.

It’s more valuable if you can get around the “entering combat” limitation as stealth builds can, but it’s also worthwhile if you just benefit a lot from being fast at the beginning of combat.

It’s helpful for melee builds since it allows them to close the gap between them and their enemies sooner, but it’s also nice for cover-reliant builds since it makes it easier to reach cover before everyone starts shooting at you.

Upgrading Adrenaline Converter increases the strength of the movement speed boost.

The Adreno-Trigger is the Iconic version of the Adrenaline Converter. It offers slightly less movement speed but lasts for 50s instead of 7s, meaning it will be active for most entire encounters. In addition, it is attuned to Reflexes instead of Cool.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (69) Atomic Sensors

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (70)

Atomic Sensors makes you move faster while the enemy is in the process of noticing you. The closer the enemy is to detecting you, the faster you’ll move. The idea is you can get outta dodge in time before the enemy sees you, allowing you to remain in stealth.

It’s best to use Atomic Sensors with a build that uses stealth or otherwise heavily incentivizes you to start combat on your terms. I do not recommend using this implant if you’re trying to get the attention of Senpai because you’re just making things harder on yourself.

Upgrading the implant improves the movement speed boost it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (71) Kerenzikov

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (72)

Kerenzikov enables you to aim at all while parkouring and makes it easier by slowing time. It has a short cooldown, so you can’t just spam it.

Reflexes is all about parkour, so there is a natural synergy there, but any build that’s heavily reliant on weapons can make use of it, even one that’s more cover-oriented.

I recommend picking up Kerenzikov ASAP after starting your character if you plan on using it so that you get in the habit of actually parkouring and shooting. Otherwise, you’re just gonna forget, wasting some cyberware capacity and an implant slot.

Upgrading Kerenzikov increases the magnitude of the time slow and decreases its cooldown.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (73) Neofiber

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (74)

Neofiber improves both your mitigation chance and mitigation strength. Extra survivability is valuable for any build, but Reflexes and Cool benefit more from it as they derive survivability from buffing mitigation (as opposed to HP) and get other buffs based on their mitigation stat.

Upgrading Neofiber can increase both the mitigation chance and mitigation strength it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (75) Reflex Tuner

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (76)

Reflex Tuner slows time significantly if your health drops below 25%, though it has a substantial rate limit. It’s useful for surviving through unexpected spikes because it gives you more time to react and find cover.

Both the time dilation and cooldown duration can be improved by upgrading this implant.

Revulsor is the Iconic version of Reflex Tuner. The only difference is that it provides a different attunement effect that reduces its cooldown by a few seconds total. I don’t think this slight reduction is worth paying 4x the capacity.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (77) Stabber

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (78)

Stabber increases your critical chance with Blades and throwables, so it’s a great option if your build makes use of Katanas, Knives, or Axes.

However, it’s unclear if it affects the critical chance of grenades. I am leaning towards no since grenade buffs generally refer to explosives, and this definitely wouldn’t apply to the Projectile Launch System, but I haven’t tested it, so I can’t say for sure.

Upgrading the Stabber increases the critical chance it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (79) Synaptic Accelerator

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (80)

Synaptic Accelerator gives you more time to think if an enemy is about to notice you by slowing time. It’s similar to Atomic Sensors in its use case, but it slows everything down instead of speeding you up.

It’s detection-based, so it’s mainly valuable for stealth builds. There’s a long-ish cooldown, so it’s more for recovering from mistakes and not something you can rely on for offense.

Upgrading Synaptic Accelerator increases the amount by which time is slowed and reduces the cooldown for triggering the effect.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (81) Tyrosine Injector

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (82)

Tyrosine Injector increases your headshot damage and movement speed for 15s after executing a Takedown against an enemy.

The builds that do the most takedowns benefit a lot from many of the Nervous System implants, so this implant faces some steep competition.

Make sure you’re using takedowns and landing headshots frequently if you use this implant. If you’re not, then you either aren’t triggering the buff or making use of it.

Upgrading Tyrosine Injector increases the headshot damage and movement speed boosts provided by the implant.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (83) Visual Cortex Support

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (84)

Visual Cortex Support increases your critical chance depending on how far away from the enemy you are. It’s most useful to builds that spend most of their time far away from enemies and rewards you for taking long shots.

Give that it only increases your chance to crit, and only at long range, and has a heftier capacity requirement, I really don’t think it’s worthwhile unless you deal the vast majority of your damage at range.

Upgrading this implant increases the critical chance it provides.

Deep-Field Visual Interface is the Iconic version of Visual Cortex Support. It allows the critical chance to scale up to 90m instead of maxing out at 30m, so you can get an autocrit if you’re far away. It also has a different Cool attunement effect that increases your critical damage dealt.

Integumentary System

The Integumentary System provides armor and primarily boosts your survivability. Most of the defensive effects are stronger but more situational than those provided by the Skeleton. Many of the cyberware pieces for your Integumentary System are attuned with either Cool or Technical Ability.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (85) Carapace

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (86)

Carapace provides some armor directly, and the armor that protects your back and sides is more effective, like a turtle. It’s most consistently useful in protecting you against melee attackers and grenades (just turn around), especially when your front is protected by cover.

The armor and its effectiveness boost can be increased by upgrading the tier.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (87) Cellular Adapter

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (88)

Cellular Adapter is an incredibly powerful implant, but it has the unique requirement that you need to have the Built Different perk in order to equip it at all. In order to reach that perk, you have to invest in Technical Ability and take a bunch of perks in the Edgerunner branch.

In addition, all of its effects scale with your Technical ability stat, so you really should max that out. Upgrading Cellular Adapter increases the armor it provides and, just like all other attunements, increases the magnitude of the boost provided by each point of Technical Ability,

Even if you aren’t using Tech Weapons, I still think Cellular Adapter is worth using if you can get it.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (89) Countershell

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (90)

Countershell protects you after you’ve taken a big spike of damage (or spent a lot of HP on Overclock).

It helps prevent you from dying unexpectedly and buys you time to scramble to a safe location, but it doesn’t offer much in the way of active protection.

Upgrading this piece of cyberware increases the amount of mitigation chance and rate limit on how often that boost can be given. It can also increase the armor it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (91) Defenzikov

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (92)

Defenzikov makes you take significantly less damage after activating Kerenzikov by providing effectively guaranteed mitigation for a few seconds. This enables you to enter the fray safely, so long as you do it with style and panache.

Upgrading the tier of Defenzikov can increase the armor and mitigation chance it provides.

I think it’s pretty obvious, but PLEASE do not use Defenzikov if you aren’t also using Kerenzikov.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (93) Nano-Plating

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (94)

Nano-Plating gives you a small chance to block a projectile and guarantees you’ll block some projectiles for a very short time after dodging or dashing, effectively extending the duration of survivability provided by dodging or dashing in the first place. It also provides some armor.

It’s more useful for melee-focused builds but not so useful for ones that spend most of their time hiding behind cover.

Upgrading Nano-Plating increases the armor and chances to block a projectile., but not the rate limit or duration.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (95) Optical Camo

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (96)

Optical Camo gives you a bit of armor and significantly reduces your visibility to enemies. While it starts out pretty weak, you’ll be able to walk past enemies while it’s on at higher tiers.

It is unique as the only non-Arm cyberware that acts as an active ability. Effectively, it has the same sort of synergy with a specific attribute as the Arms cyberware because it gets buffed by a few perks in the Cool and Relic trees.

Since it’s an active ability, you have to give up explosives if you want to make yourself invisible since it occupies the same slot, but that’s not a huge deal for a stealth build.

Upgrading Optical Camo makes you less visible more often and for longer. It can also increase the armor it provides.

Great fit for our Blade Assassin Build for Update 2.0+!

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (97) Pain Editor

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (98)

Pain Editor gives you a bunch of armor and reduces damage indiscriminately, though the effect isn’t as strong as the situational alternatives.

I only recommend using it if you really want something that just works. Typically, there is another implant you could use instead that would provide a greater benefit.

Upgrading Pain Editor can increase the armor and damage reduction it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (99) Painducer

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (100)

Painducer gives you a bunch of armor and converts a minority proportion of the damage you take into damage over time. It’s valuable if you are better equipped to mitigate damage over time (DoT) rather than big spikes or otherwise gain some benefit whenever you take damage.

There aren’t a whole lot of effects that directly protect you from DoTs, but it does synergize with heal over time effects like you’ll fine in builds that spend a lot of perks in the Body and Technical Ability attributes.

I want to note that it does not directly synergize with RAM Recoup, because that implant recovers RAM based on the amount of damage taken, not just each time you take damage.

Upgrading Painducer can increase the armor and damage conversion rate it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (101) Proxishield

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (102)

Proxishield is effectively the opposite of Rangeguard. It protects you from damage dealt by enemies that are near you. You’ll benefit consistently from this piece of cyberware as a melee build.

However, I think there are better options that provide more consistent value if you’re just vulnerable to melee enemies but don’t find yourself in melee range very often.

Upgrading this implant increases the amount of close proximity protection as well as the armor it provides.

Peripheral Inverse is the Iconic version of Proxishield. It provides double the melee damage resistance compared to the non-Iconic version in exchange for quadruple the capacity cost.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (103) Rangeguard

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (104)

Rangeguard is effectively the opposite of Proxishield. It increases your armor when there are no nearby enemies.

You’ll benefit consistently from this piece of cyberware as a ranged build.

However, I think there are better options that provide more consistent value if you’re just vulnerable to ranged enemies but don’t find yourself out of range very often.

Upgrading this implant increases the amount of armor it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (105) Shock-N-Awe

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (106)

Shock-N-Awe gives you a small chance to release an EMP whenever you take damage. It also provides a fair bit of armor. It is attuned to Technical Ability, but I think it should synergize better with melee builds as well as the Painducer implant because you’ll be taking damage from nearby enemies pretty consistently.

Upgrading this implant increases the armor it provides, chance to trigger an EMP, and the amount of damage dealt by that EMP.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (107) Subdermal Armor

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (108)

Subdermal Armor provides a bit of armor in exchange for a tiny bit of cyberware capacity. It’s a husk of its former self.

It’s so low-impact that I think it’s really only worth taking if you’ve nearly maxed out your capacity and you happen to have a spare Integumentary System cyberware slot. Otherwise, you’ll get more survivability with something else.

Upgrading Subdermal Armor only upgrades the armor it provides.

Chitin is the Iconic version of Subdermal Armor. It is the full-bodied version that’s reminiscent of its strength prior to 2.0, providing a huge amount of armor and getting an absurdly powerful Body attunement that increases your health regeneration rate by up to 200%.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (109) Cogito Lattice

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (110)

The Cogito Lattice was introduced to the game in Update 2.1. It provides a gargantuan boost to Armor when your available RAM drops below a certain amount.

It’s most useful to Netrunner builds that spend RAM constantly, and should be active for the entire duration of a well-used Overclock, making you far more resilient while spending your health as RAM.

The Cogito Lattice is less effective when paired with the other implant added with 2.1, Feen-X, because you are less likely to be in a state where this implant provides its Armor.

Upgrading this implant increases the armor boost and raises RAM threshold before the armor boost kicks in.

Legs

Legs cyberware enhances your mobility in some way and provides a variable amount armor. The amount of armor provided seems to be correlated to its combat applications, with less combat-oriented and lower-risk implants providing less armor.

Fingers no longer sells a fancy special version. The devs are making you choose which benefit you want to have.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (111) Fortified Ankles

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (112)

Fortified Ankles offers about twice as much armor as your alternatives and seems to enable you to jump slightly farther than you can with Reinforced Tendons.

These advantages are meant to compensate for the additional challenge and reduced control. I think Fortified Ankles is worth using if you can deal with

Upgrading the Fortified Ankles can improve the jump and armor.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (113) Jenkins’ Tendons

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (114)

Jenkins’ Tendons makes you run faster, but only in short bursts and only while sprinting. In a way, this implant brings back the stamina cost that sprinting used to have, so you can’t always run that fast.

If you don’t need jumping and wanna go fast, Jenkins’ Tendons is a great option. Upgrading Jenkins’ Tendons can increase the armor provided and starting sprint speed.

The Leeroy Ligament System is the spiritually Iconic version of Jenkins’ Tendons. You get a weaker, flat movement speed boost that’s active all the time instead of one that only works while sprinting. Instead of spending significantly more on capacity, you give up ~75% of the armor provided by the non-Iconic version.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (115) Lynx Paws

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (116)

Lynx Paws is the stealth option, as it makes you move more quietly and faster while crouching. It’s directly combat oriented without any cost, so it offers the least armor, but it also has a slightly lower cyberware capacity cost and is the only type of leg cyberware that’s attuned to Cool.

Upgrading the tier increases the armor provided, makes your movement quieter, and makes you move faster while crouching.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (117) Reinforced Tendons

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (118)

Reinforced Tendons gives you a double jump. The max jump height is slightly lower than that of Fortified Ankles, but it’s not by much, and you get a lot more flexibility with your aerial movement.

You are giving up about half the armor you could have with Fortified Ankles, but you’re less vulnerable. I’d recommend taking this if you have the Air Dash perk from the Reflexes tree so you have more control over your aerial mobility.

Upgrading Reinforced Tendons improves the jump height and armor provided.

Circulatory System

The implants for your Circulatory System are primarily provide healing or are dependent on your current health level.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (119) Adrenaline Booster

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (120)

Adrenaline Booster gives you a chunk of stamina whenever you defeat an enemy. Its name and category are misleading. Adrenaline Booster has absolutely nothing to do with the Adrenaline perk effect from the Body tree that overheals you when using a healing item.

It’s primarily useful for builds that invest primarily in Reflexes since you need high stamina to get the gun buffs, and you can defeat enemies with blade finishers.

Upgrading Adrenaline Booster increases the amount of stamina it refunds.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (121) Biomonitor

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (122)

Biomonitor improves the effectiveness of your health item and makes it automatically trigger whenever your health drops below 35%, so you won’t die if you just forget to heal yourself.

If you only have a single spare slot, Biomonitor provides much less of a benefit than Blood Pump, though it is much easier to use. Don’t forget that you can absolutely combine them for maximum effect!

Upgrading Biomonitor increases the buff to your health item effectiveness.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (123) Black Mamba

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (124)

Black Mamba effectively converts your Poison damage into a general damage boost. It’s more valuable the weaker your Poison effects are, but it only works against Poisoned targets.

Upgrading the Black Mamba increases the damage boost and reduces the penalty.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (125) Blood Pump

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (126)

Blood Pump is a more powerful replacement for your healing item. It activates instantly (no animation) and combines the benefits of both types of healing consumables into a single package that offers more overall healing than either of the alternatives.

Even though the relevant perks only refer to health items in the Technical Ability tree, they do work with Blood Pump just like the ones for Adrenaline Rush do in the Body tree.

Upgrading Blood Pump increases the amount of healing it deals.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (127) Clutch Padding

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (128)

Clutch Padding reduces the Stamina cost for shooting by a percentage. Like Adrenaline Booster, it’s valuable if you get buffs from having high Stamina.

Upgrading this implant increases the stamina cost reduction.

Isometric Stabilizer is the Iconic version of Clutch Padding. It expands the same stamina cost reduction to all attacks, enabling more flexibility if you need it. In addition, it provides a Reflexes attunement instead of Body that further reduces all Stamina costs by up to 10%.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (129) Feedback Circuit

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (130)

Feedback Circuit heals you for a percentage of your maximum health when you hit an enemy with a charged Tech weapon shot, and it should work with the Bolt Perks, though I haven’t tested to verify.

If you’re using Tech weapons, this is a clear winner, but if you’re not, it’s useless.

Upgrading Feedback Circuit increases the amount of healing provided per hit.

Electromag Recycler is the Iconic version of Feedback Circuit. It makes you recover additional HP per shot and adds an equal amount of Stamina recovery as well. It also features a much stronger Attunement that increases health item effectiveness by up to 20%!

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (131) Heal-on-Kill

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (132)

Heal-on-Kill does exactly what it says on the tin. Every time you defeat an enemy, you are healed for a percentage of your maximum health.

It’s valuable if your health is fluctuating a lot, but it might not be as useful for builds that get their survivability from mitigation or not getting hit in the first place.

Upgrading this implant increases the healing provided per enemy defeated.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (133) Microrotors

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (134)

Microrotors increases your melee attack speed. However, attack speed is capped at 2 attacks per second, so if you don’t notice a difference when you equip it, the implant probably isn’t doing anything and you should pick something else.

Upgrading Microrotors increases the magnitude of the attack speed boost.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (135) Second Heart

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (136)

Second Heart gives you a second life every few minutes, though it doesn’t work on fall damage. Upgrading this implant reduces its cooldown.

This implant is really nice, but it costs quite a lot of cyberware capacity for not actually providing a benefit most of the time. Think about how often you actually use it and if it’s worth so much capacity. If you aren’t using your health item on cooldown, Biomonitor is probably a better choice.

It’s an easier sell if you’re already playing fast and loose with your health, like you would be with an Intelligence (Overclock) or Body build.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (137) Threatevac

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (138)

Threatevac increases your movement speed when your health drops to 25%, and it increases more as your health drops further. It’s similar to Reflex Tuner, but offers a speed boost instead of a time slow. Unlike Reflex Tuner, it does not have a rate limit.

It’s attuned to Intelligence, but I think the options that offer healing are more valuable while Overclock is active, so it would make sense to use it in the same situation as Reflex Tuner instead.

Upgrading Threatevac increases the movement speed boost provided.

Hands

You start with only one slot for your Hand. However, there is a perk in the middle of the Technical Ability Attribute tree called “Ambidextrous” that allows you to equip an implant to your other hand as well so you have 2 Hands slots.

The implants from this category allow you to create a unique relationship with your favorite type of weapon, be it a Power, Tech, or Smart gun.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (139) Ballistic Coprocessor

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (140)

Ballistic Coprocessor boosts the damage you deal with ricocheting bullets fired from a Power weapon and gives you a preview of where ricocheting bullets will go.

Given its negligible capacity cost, if you’re using Power Weapons, Ballistic Coprocessor is a no-brainer.

Upgrading the Ballistic Coprocessor adds functionality and increases ricochet chance as well as damage.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (141) Handle Wrap

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (142)

The Handle Wrap will increase the crit chance with throwable weapons for a short time after equipping or using them, so the idea is that you get rewarded for being speedy with your throws.

It’s a great option if you have invested a lot in the Cool tree branch that buffs knife and axe throwing.

Upgrading the Handle Wrap increases the critical chance it provides.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (143) Microgenerator

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (144)

Microgenerator enables you to deal AoE damage with your next shot after emptying a full clip.

It’s geared towards gun builds, but make sure that your build actually makes you fire all of the bullets from your weapon. It does nothing if you reload early or get ammo refunded.

Upgrading this implant allows it to deal more electrical damage to enemies near the point of impact.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (145) Shock Absorber

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (146)

Shock Absorber lowers the recoil of your weapon, allowing you to fire multiple shots in a row more accurately.

If you notice you’re missing shots as a result of recoil, you should use this implant.

I don’t think Shock Absorber is all that useful if you’re using Tech or Smart weapons. The former needs to be charged, so you have time to manage the recoil while the latter aims for you anyway, so you don’t have to worry about it.

Upgrading Shock Absorber increases the magnitude of the recoil reduction.

Immovable Force is the Iconic version of Shock Absorber. It offers the same recoil and bullet spread reductions that normally only occur when you’re behind cover, making it significantly stronger than the non-Iconic version.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (147) Smart Link

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (148)

Smart Link allows you to use smart-targeting when you use Smart Weapons. Without Smart Link, Smart weapons don’t offer their unique advantage and end up being weaker than alternative weapon classes.

Make sure you use Smart Link if you’re using Smart Weapons, but there’s no point in using it if you’re using other types of weapons.

The higher the tier of the Smart Link, the longer the target lock will last. Critical damage and RAM are also added as you upgrade the implant.

Face (Eyes)

For nearly 3 years, the Eyes slot was the one that got the least attention as we were stuck with a single brand, Kiroshi Optics, where each upgrade only offered a small boost.

Good news! Update 2.0 expanded this category significantly. While Kiroshi still has a monopoly on this category of chrome upgrades, you can at least now choose from a much wider and diverse selection of Kiroshi Optics.

All versions of the Kiroshi Optics give you optical zoom, and each version offers a unique additional buff related to your vision. Effectively, each one offers a subset of the functionality offered by the Ping Quickhack.

Upgrading any of the Kiroshi Optics implants increases the maximum magnification level and enhances the unique effect, almost always by expanding the range of visibility.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (149) Basic Kiroshi Optics

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (150)

The Basic Kiroshi Optics makes it take longer for cameras to detect you and enables optical zoom functionality on your scanner and scopes.

The reduced camera detection speed makes this eyeball best suited for stealth builds and enables you to sneak around more easily.

Upgrading the Basic Kiroshi Optics makes it take even longer for cameras to detect you and increases the maximum magnification level of your optical zoom.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (151) Kiroshi “Clairvoyant” Optics

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (152)

The “Clairvoyant” highlights any nearby enemies within its listed range for a minute after activating the scanner.

The highlight effect reveals enemies through walls, but you’ll only ever see enemies that are within the listed range of you, so it’s kind of like a lantern.

This has a significantly higher cyberware capacity cost compared to the other eyeballs, but it’s helpful for most builds and is especially helpful for stealthers.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (153) Kiroshi “Doomsayer” Optics

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (154)

Kiroshi “Doomsayer” Optics reveals explosives and traps that are near you or wherever your crosshair is pointing. It’s helpful if you’re particularly vulnerable to traps or have the means to detonate them yourself.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (155) Kiroshi “Sentry” Optics

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (156)

“Sentry” reveals nearby sentries, namely cameras and turrets. It is most valuable to builds that use the Cyberdeck in the early game before you get the Eye in the Sky perk in the Intelligence tree because it allows you to focus on getting perks that upgrade your RAM recovery first and lets you spend one of your precious Quickhack slots on something other than Ping.

However, Eye in the Sky lets you see cameras and access points, and turrets are rare enough that it’s not enough of a benefit, so ditch it for one of the alternatives when applicable.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (157) Kiroshi “Stalker” Optics

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (158)

The “Stalker” version of Kiroshi Optics highlights enemies in the center of your field of view being cover while aiming if you’re using a Tech weapon.

“Stalker” differentiates itself from “Clairvoyant” by having a considerably lower cyberware capacity cost and significantly longer reveal range.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (159) Kiroshi “The Oracle” Optics

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (160)

“The Oracle” combines all of the effects of all the other Kiroshi Optics models (except the Basic version) in exchange for added costs.

The first cost is the cyberware capacity. It costs almost as much capacity as the other optics combined.

The second cost is the visual noise. “The Oracle” highlights quite a lot, and the more you highlight, the less value highlighting has. You will have a hard time making use of the information provided by this implant unless you’re able to move slowly.

This version of Kiroshi optics is not available until your Street Cred is high enough.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (161) Kiroshi “co*ckatrice” Optics

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (162)

The Kiroshi “co*ckatrice” Optics are unique from the Iconics in the other categories in that they aren’t a direct upgrade to another implant for the slot. Instead, “co*ckatrice” offers you a damage boost in the form of a significantly increased critical chance as an alternative if you aren’t interested in any of the visibility improvements provided by the others.

Keep in mind that several other builds can spike their crit up super high with other Cyberware and Perks, so make sure that the boost from this eyeball might be wasted before you use it.

Cyberdecks (Operating System)

Cyberdecks are the most complicated and customizable type of Operating System. They allow you to execute Quickhacks, so they are the focal point of Netrunner builds, but they can absolutely still be used as an alternative to Berserk or Sandevistan for other builds.

The Quickhacks used on inanimate devices (and vehicles with the Perk) are built into Cyberdecks, and you get access to all of these Quickhacks regardless of which Cyberdeck you choose. You unlock more of these Quickhacks as you upgrade the tier of your Cyberdeck.

The other Quickhacks are fully customizable. Each Quickhack costs a single slot to equip, just like Cyberware, and each activation of a Quickhack costs RAM, which is basically mana if you look at these as spells in a spellbook. You gain more Quickhack slots and base RAM as you upgrade the tier of the Cyberdeck, though the Cyberware Capacity cost and Intelligence requirement can also increase.

Dedicated Netrunner builds use a distinct set of Quickhacks that are primarily focused on dealing damage directly with the hack. Builds that deal damage with weapons will primarily use Quickhacks that apply non-damaging controlling effects (debuffs) alongside far more expensive hacks that will individually neutralize an enemy outright.

Each Cyberdeck is designed to enhance a specific playstyle by providing buffs to specific related capabilities. Upgrading the Cyberdeck gives you additional specific capabilities and buffs those effects. In other words, you could look at it from the perspective that some Cyberdecks are better than others, but there isn’t an objectively best Cyberdeck for all builds. Each build will have a different optimal Cyberdeck. Even the single Iconic Cyberdeck is clearly the wrong choice for some builds.

You’ll have access to 5 different Cyberdecks throughout the game that you can upgrade that are for sale, and eventually, a unique Iconic version that you can pick up as an item drop in the world or purchase when your Street Cred is high enough.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (163) Arasaka MK.5

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (164)

The Arasaka Cyberdeck is most useful for stealthy builds where you deal damage with weapons and use Quickhacks for debuffs. It synergizes best with the middle Overclock branch in the Intelligence Tree.

Takedowns are most prevalent with stealth builds, and you get RAM each time you perform one. There is also a perk called Shadowrunner in the Overclock branch that resets trace progress each time you perform a Takedown.

On top of that, your Arasaka Cyberdeck eventually makes all of your Quickhacks less traceable and not increase trace progress at all while Overclock is active, so you should be able to remain undetected easily.

Your Covert Quickhacks (Bait, Request Backup, Ping, Memory Wipe, and Sonic Shock) also cost slightly less RAM, so those are great Quickhacks to equip with this Cyberdeck.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (165) Biotech Σ MK.4

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (166)

The Biotech Σ (sigma) focuses on boosting the effectiveness and synergy of your Combat Quickhacks that deal damage over time (DoT), namely Contagion and Overheat.

Technically, Short Circuit applies a small DoT too, but it’s pretty irrelevant.

It also significantly increases the damage dealt by the Monowire against targets affected by a DoT, so the idea is to apply Contagion to all regular enemies along with Overheat to ones that have more HP and then run in and whip everything with the Monowire.

You want to use the regular Monowire with this build as it can apply a unique DoT, Bleeding, and deals the most damage outright.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (167) Militech Paraline MK.4

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (168)

The Militech Paraline is the Cyberdeck you start with. It’s meant to be an all-rounder for Netrunner builds by offering a variety of buffs that match the synergies that exist between the branches of the Intelligence tree.

However, in my opinion, the Militech Paraline’s universality makes it a suboptimal choice for the late game. The buffs provided by this Cyberdeck are too generalist. You can get stronger effects if you focus your build into a more defined playstyle.

Since most of the buffs affect the Monowire and Smart weapons, I get the impression that this Cyberdeck brings your non-Quickhack offensive capabilities to be as powerful as your Quickhacks are, so it could be the best option for a Netrunner that likes to mix things up.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (169) Raven Microcyber MK.3

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (170)

The Raven Microcyber Cyberdeck is all about spreading your Quickhacks, particularly Contagion, so it’s meant for Netrunner builds.

It increases the spread distance of all Quickhacks and makes the spreads happen all at once instead of sequentially. In addition, any of your Quickhacks have a small chance to spread while Overclock is active.

In my opinion, it is the best non-Iconic Cyberdeck for Netrunner builds because you can get most of the benefit provided by the Biotech Σ by using a Thermal Monowire and using it to detonate the Contagion you spread.

You do need to be a lot more careful with the Raven Microcyber compared to the Biotech Σ because you can easily spread Contagion to nearby cops, and blow up civilians caught in the crossfire.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (171) Tetratronic Rippler MK.5

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (172)

The Tetratronic Rippler is the Cyberdeck for non-stealthy builds that deal most of their damage with weapons. With guns, you’ll be using Overclock defensively when enemies get too close, and with melee weapons and shotguns, you’ll be using Overclock offensively once you get in range.

The main idea is to use Control Quickhacks (Cripple Movement, Cyberware Malfunction, Reboot Optics, and Weapon Malfunction) against your enemies to give you an edge in combat and then defeat the enemy with weapons.

The third effect that boosts the damage dealt by Combat Quickhacks by 40% is a bit confusing. In order to get that buff, you need to apply a Combat Quickhack immediately followed by a Control Quickhack that is queued up before the Combat Quickhack finishes uploading. Otherwise, you don’t get the damage boost.

This effect is mostly useful with Contagion and Overheat (DoTs) so that the effect non-Combat Quickhack you use after isn’t wasted.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (173) Netwatch Netdriver MK.1 (Iconic)

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (174)

The Netwatch Netdriver MK.1 is the sole Iconic Cyberdeck. It is not available until later in the game, though I am not sure if the unlock requirement is dependent on your average upgrade tier, level, or Street Cred.

This Cyberdeck improves damaging Quickhacks that are uploaded through cameras and reduces the RAM cost of the device and vehicle Quickhacks that are built into the Cyberdeck.

The fact that its buffs are dependent on being uploaded through cameras forces you to rely on them. It can feel a bit tedious at first, but after you get comfortable cycling through the camera feeds, you’ll feel more like a Netrunner than you ever did before.

Sandevistan (Operating System)

The Sandevistan is a type of Operating System implant that gives you the active ability to temporarily and effectively slow time by significantly speeding up your movements and reaction speed, essentially turning you into the Flash for a moment. It is the focal piece of cyberware that David Martinez used in Cyberpunk Edgerunners.

Unlike Berserk, Sandevistan doesn’t restrict what weapons you can use, but because it slows time, it is a lot more useful with some weapons than others. Melee weapons and guns that have a very low fire rate and deal high damage per shot pair well with Sandevistan because they give you more time to move and aim. Meanwhile, guns that have a high fire rate are pretty terrible because you effectively turn off the fast fire rate that compensates for their low damage per hit.

Unlike the Cyberdeck, the Sandevistans are a bit more stat-oriented such that there’s a clearer best option for most builds. However, they do still have some trade-offs related to Cyberware Capacity costs and ease of use.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (175) Dynalar Sandevistan

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (176)

The Dynalar Sandevistan takes after the style of most Sandevistans pre-2.0. It increases your critical chance and critical damage dealt.

At tier 5, it has a maximum uptime of 22.5% with a time slow of 50%, giving it the median uptime and the strongest time dilation effect out of all the non-Iconic options.

The numbers vary based on your build, but the buffs this Sandevistan provides to critical chance and critical damage should result in an approximate 13.5% damage increase when used with a build that invests into both Reflexes and Cool.

Very useful as your Operating System implant if you use our Blade Assassin Build.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (177) Qiant Warp Dancer Sandevistan

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (178)

The Qiant Warp Dancer Sandevistan acts as defensive ability rather than an offensive one because it barely slows time at all and boosts your survivability rather than damage output.

At tier 5, it has a maximum uptime of 16%, which is the shortest uptime out of any of the non-Iconic options. It also has the weakest time dilation effect by far.

I can’t think of a build that would want to use this one unless you were less concerned with damage optimization and just wanted an emergency button without having to think about it.

That said, the fact that the others dilate time more and have higher uptime allows them to give a hefty chunk of survivability too. You don’t need to mitigate the damage from a bullet if you can just step to the side in time.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (179) Zetatech Sandevistan

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (180)

The Zetatech Sandevistan is designed to make you stronger while you’re in the air.

At tier 5, it has a maximum 33% uptime and 30% time dilation on the ground, giving it the highest uptime and median time dilation out of the non-Iconics, though the dilation becomes the strongest while you’re in the air.

The damage loss is pretty minimal compared to the Dynalar while on the ground, but the increase is massive while you’re in the air. As a result, the Zetatech is harder to use, but you are rewarded for taking on the challenge.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (181) Militech “Falcon” Sandevistan (Iconic)

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (182)

The Militech “Falcon” Sandevistan is the first of the 2 Iconic Sandevistans. It offers significantly better stats than any of the non-Iconics, at the cost of having roughly double the capacity cost.

Both Iconics are able to have significantly higher uptime than that of the non-Iconics because their duration is extended whenever you defeat an enemy.

Compared to the Militech “Apogee” Sandevistan, the “Falcon” is a tad weaker, but offers more straightforward effects that are easier to use.

It lasts a bit longer, but the duration extension per enemy defeat is less significant, and its cooldown is longer.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (183) Militech “Apogee” Sandevistan (Iconic)

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (184)

The Militech “Falcon” Sandevistan is the second of the 2 Iconic Sandevistans. It offers significantly better stats than any of the non-Iconics, at the cost of having roughly double the capacity cost.

Both Iconics are able to have significantly higher uptime than that of the non-Iconics because their duration is extended whenever you defeat an enemy.

Compared to the Militech “Falcon” Sandevistan, the “Apogee” is stronger but also a bit harder to use. It has a slightly higher capacity cost associated with it as well.

Its base duration is shorter, but so its its cooldown, so it can have more uptime if you really know what you’re doing.

Berserk (Operating System)

Berserk is an active ability designed to strengthen melee gameplay style that can be best described with “in your face” or “fists first, tactics later”.

Activating Berserk restricts you to melee weapons (no guns, healing, or grenades), eliminates the Stamina cost for using melee weapons, makes you immune to death, and heals you for 25% of your maximum HP for each enemy you defeat once the effect ends.

Most Berserks are attuned to Body and provide some other bonuses while active that synergize with your melee attacks. Upgrading Berserk improves these unique bonuses.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (185) Moore Tech Berserk

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (186)

The Moore Tech Berserk is the cheapest in terms of Cyberware Capacity, and that’s really its only redeeming quality. It has the same duration and cooldown as Biodyne Berserk but doesn’t provide any additional bonuses.

It does offer a Body attunement instead of one for Reflexes, but this does not compensate for the lack of other effects in the slightest, especially if you aren’t investing heavily in Body.

The only reason you’d want to use Moore Tech Berserk is if you can’t afford the Cyberware Capacity cost of an alternative and can’t bear to go another second without Berserk for some reason.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (187) Biodyne Berserk

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (188)

The Biodyne Berserk is tied with the Moore Tech Berserk in the cooldown and duration categories, but the similarities stop there.

This Berserk is attuned to Reflexes and offers actual unique buffs while it’s active. The attunement is inconsequential next to the power of those buffs.

The only drawback of Biodyne’s Berserk is that it has a higher Cyberware Capacity cost than either of the alternatives.

This item works well in our Solo Berserker build. It is a great option before you can get the Iconic Militech Berserk version.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (189) Zetatech Berserk

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (190)

Zetatech Berserk occupies the middle ground between the alternatives, both in terms of Cyberware Capacity cost and overall buff provided. In addition, it offers a lower cooldown than the non-Iconic alternatives.

Zetatech’s offering gives you early access to part of the Quake perk, which is located pretty high up the right branch of the Body tree, so it’s most valuable at the beginning of the game before you can unlock Quake.

However, once you do unlock Quake, you’re better off switching to Biodyne Berserk.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (191) Militech Berserk (Iconic)

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (192)

Militech’s offering is the crème de la crème of the Berserks, though it is significantly more challenging to use and costs 75% more Cyberware Capacity compared to Biodyne Berserk.

Militech Berserk makes you fully invulnerable to damage instead of just stopping your health from dropping at 25%. However, you must leverage that invulnerability because the damage boost from this implant is dependent on your health being low, so you need to activate Berserk right before you die in order to get the max benefit.

The damage boost from Militech is almost double what you get from Biodyne, and you get higher uptime thanks to a longer duration and shorter cooldown, as well as a small movement speed boost.

If you don’t want to play that fast and loose with your life, I don’t blame you, and the Biodyne Berserk is a great implant too, with far less risk.

Operating System Alternative

All of the other Iconics for the Operating System are available in the base game, but Phantom Liberty offers a single alternative.

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (193) Chrome Compressor

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (194)

If you don’t want to use an Operating System, you can give up the slot and equip a Chrome Compressor instead in exchange for an additional 38 additional Cyberware Capacity.

Since the Chrome Compressor doesn’t cost any Capacity itself and you’re not spending any on Iconic Operating System, you’re really getting another 25-44 Cyberware Capacity on top of the 38, which is enough combined to allow you to equip a couple of strong implants, assuming you have a spare slot.

Now that your chrome needs are fully satisfied, it’s time to go back and show everyone why you are the best merc in Night City! We have a large collection of Phantom Liberty and Update 2.0 guides and news coverage. Take a look. What you are looking for, is likely already there.

Index

  • What is Cyberware and how it works in Update 2.0
  • Frontal Cortex
    • Bioconductor
    • Camillo RAM Manager
    • EX-Disk
    • Kerenzikov Boost System
    • Mechatronic Core
    • Memory Boost
    • Newton Module
    • RAM Upgrade
    • Self-Ice
    • Quantum Tuner
  • Arms
    • Gorilla Arms
    • Mantis Blades
    • Monowire
    • Projectile Launch System
  • Skeleton
    • Bionic Joints
    • Dense Marrow
    • Epimorphic Skeleton
    • Kinetic Frame
    • Para Bellum
    • RAM Recoup
    • Scar Coalescer
    • Scarab
    • Spring Joints
    • Titanium Bones
    • Universal Booster
    • Feen-X
  • Nervous System
    • Adrenaline Converter
    • Atomic Sensors
    • Kerenzikov
    • Neofiber
    • Reflex Tuner
    • Stabber
    • Synaptic Accelerator
    • Tyrosine Injector
    • Visual Cortex Support
  • Integumentary System
    • Carapace
    • Cellular Adapter
    • Countershell
    • Defenzikov
    • Nano-Plating
    • Optical Camo
    • Pain Editor
    • Painducer
    • Proxishield
    • Rangeguard
    • Shock-N-Awe
    • Subdermal Armor
    • Cogito Lattice
  • Legs
    • Fortified Ankles
    • Jenkins’ Tendons
    • Lynx Paws
    • Reinforced Tendons
  • Circulatory System
    • Adrenaline Booster
    • Biomonitor
    • Black Mamba
    • Blood Pump
    • Clutch Padding
    • Feedback Circuit
    • Heal-on-Kill
    • Microrotors
    • Second Heart
    • Threatevac
  • Hands
    • Ballistic Coprocessor
    • Handle Wrap
    • Microgenerator
    • Shock Absorber
    • Smart Link
  • Face (Eyes)
    • Basic Kiroshi Optics
    • Kiroshi “Clairvoyant” Optics
    • Kiroshi “Doomsayer” Optics
    • Kiroshi “Sentry” Optics
    • Kiroshi “Stalker” Optics
    • Kiroshi “The Oracle” Optics
    • Kiroshi “co*ckatrice” Optics
  • Cyberdecks (Operating System)
    • Arasaka MK.5
    • Biotech Σ MK.4
    • Militech Paraline MK.4
    • Raven Microcyber MK.3
    • Tetratronic Rippler MK.5
    • Netwatch Netdriver MK.1 (Iconic)
  • Sandevistan (Operating System)
    • Dynalar Sandevistan
    • Qiant Warp Dancer Sandevistan
    • Zetatech Sandevistan
    • Militech “Falcon” Sandevistan (Iconic)
    • Militech “Apogee” Sandevistan (Iconic)
  • Berserk (Operating System)
    • Moore Tech Berserk
    • Biodyne Berserk
    • Zetatech Berserk
    • Militech Berserk (Iconic)
  • Operating System Alternative
    • Chrome Compressor

For more, browse through our Cyberpunk 2077 Guides Master List of the most important and interesting guides VULKK.com has produced for the game and its expansion, split into categories!

Cyberware Catalog for Cyberpunk 2077 Update 2.1 - VULKK.com (2024)

References

Top Articles
Latest Posts
Article information

Author: Roderick King

Last Updated:

Views: 5640

Rating: 4 / 5 (71 voted)

Reviews: 86% of readers found this page helpful

Author information

Name: Roderick King

Birthday: 1997-10-09

Address: 3782 Madge Knoll, East Dudley, MA 63913

Phone: +2521695290067

Job: Customer Sales Coordinator

Hobby: Gunsmithing, Embroidery, Parkour, Kitesurfing, Rock climbing, Sand art, Beekeeping

Introduction: My name is Roderick King, I am a cute, splendid, excited, perfect, gentle, funny, vivacious person who loves writing and wants to share my knowledge and understanding with you.