Cyberpunk 2077 Cybernetics Guide

Cyberpunk 2077 Cybernetics will get you up to speed with all the upgrades and enchantments using the cyberware implants in the brand-new Cyberpunk 2077.

Cyberpunk 2077 Cybernetics

There are different cybernetic implants available in the game, which you can insert onto different body parts of V.

However, with each implantation, your Humanity level takes a hit. If your Humanity falls below the zero mark, a disease called cyberpsychosis will take over your body.

Cyberpsychosis will cause you to behave abnormally; you might find yourself having tantrums and killing people unnecessarily.

So, always keep your Humanity level in check before making a cyberware implant.

Having said that, let’s jump into the details of all the cybernetic implants currently available in Cyberpunk 2077!

All About Cybernetic Implants

All cyberware implants are categorized into specific tiers: common, uncommon, rare, epic, and legendary.

The lower-tiers will take lesser open slots than the higher-tiers to get integrated into the characters.

Additionally, these cyberware implants are subcategorized under the following headings: passive, active, and triggered.

Passive cyberware, as the name suggests, stays active all the time without prompting, while you’ll have to activate the active cyberware manually.

For triggered cyberware, on the other hand, you’ll have to fulfill certain conditions.

Below, you’ll find a complete outline of all these cybernetic and cyberware implants in Cyberpunk 2077.

Cybernetic Implants List

Operating System

Zetatech Sandevistan
Cost: 7500 (Uncommon), 15000 (Rare), 25000 (Epic)

Dynalar Sandevistan
Cost: 7500 (Uncommon), 15000 (Rare), 25000 (Epic), 35000 (Legendary)

Dilate time for 50%, 75%, 50% or 75% for the next 8, 12, 16 or 16 seconds. Damage dealt is also increased by 5, 10, 15 or 15%. Crit chance is increased by 15% in Legendary Tier. Cooldown of 30 seconds.

Diant Sandevistan
Cost: 35000 Eurodollars

Dilate time by 75% for the next 12 seconds (90% for 8 seconds if Iconic). During the time dilation period your Crit Chance is increased by 15%, damage by 15% (Crit Damage by +50% if Iconic) and cooldown for the ability is 15 seconds.

Militech “Falcon” Sandevistan
Cost: 35000 Eurodollars

Dilate time by 70% for the next 20 seconds. Receive +20% Cirt Chance, +35% Crit Damage, and +15% Damage during the time dilation period. Cooldown of 30 seconds after activation.

Moore Tech Berserk
Cost: 7500 (Uncommon), 15000 (Rare), 25000 (Epic)

Ranged weapon recoil and sway is decreased by 10% with an increase in melee damage of 10, 15, and 15%. Armor is also increased by 5, 5, and 10% for the next 10,15 or 30 seconds. Max health is increased by 0, 10 or 20%. Beating enemies will also restore 0,0 or 2% of your health. This has a cooldown of 60 seconds.

Biodyne Berserk
Cost: 7500 (Uncommon), 15000 (Rare), 25000 (Epic), 35000 (Legendary)

Ranged weapon recoil and sway decreased by -15, 25, 25, or 25%, with an increase in melee damage by +5% and armor increase of 5% for the next 10, 15, 30, or 30 seconds. Ranged attack damage is also increased by +0, 10, 15 or 20%. Defeating your opponents will also restore 0,0,3, or 4% of your health. Has a cooldown of 60 seconds.

Zetatech Berserk
Cost: 35000 Eurodollars

Ranged weapon recoil and sway reduced by 10% (20% if Iconic), melee damage increased by 10% (20% if Iconic), and armor increased by 5% for 10 seconds (10% for 30 seconds if Iconic). Defeating enemies will also restore 5% of your health. Cooldown will be 60 seconds (30 seconds if Iconic).

Militech Berserk
Cost: 35000 Eurodollars

Ranged weapon recoil and sway reduced by 15%, melee damage increased by 15%, armor increased by 10%, and max health and stamina increased by 40%. Defeating enemies will restore 5% health and has a cooldown of 60 seconds.


Titanium Bones
Cost: 1000 (Common General), 1500 (Uncommon), 3000 (Rare)

Carrying capacity increased by 20, 40, or 60%.

Bionic Lungs
Cost: 1000 (Common General), 1500 (Uncommon), 3000 (Rare), 5000 (Epic), 7000 (Legendary)

+20, +30, +40, +50, +60 percent to Stamina.

Cost: 2000 (Common General), 3000 (Uncommon), 6000 (Rare), 10000 (Epic), 14000 (Legendary)

Attack speed for melee weapons increased by +5, +10, +15, +20 or +25 percent.

Cost: 4000 (Common General), 6000 (Uncommon), 12000 (Rare), 20000 (Epic), 28000 (Legendary)

Max health increased by +20, +30, +40, +50 or +60 percent.

Microvibration Generator
Cost: 7500 (Uncommon), 15000 (Rare), 25000 (Epic)

Melee weapon damage increased by +5, +10, or +15 percent.

Bionic Joints
Cost: 6000 (Rare), 10000 (Epic)

Recoil kick reduced after shooting ranged weapons by -12, or -25 percent.

Dense Marrow
Cost: 3000 (Uncommon), 6000 (Rare), 10000 (Epic)

+7, +15, or +25% increase to melee weapon damage but stamina drain increased by +10%.


Ballistic Coprocessor
Cost: 9000 (Rare), 15000 (Epic), 21000 (Legendary)

Greater chance to be able to ricochet shots with Power weapons. Links the player’s optical implant to the weapon’s system providing them with real-time data tracking. Bullets can ricochet once or twice depending on the rarity.

Smart Link
Cost: 15000 (Epic), 21000 (Legendary)

Gives the ability to utilize smart-targeting modules in Smart weapons. Links the user’s optical implant to the weapon’s system providing them with real-time data-tracking. +10 or +15% chance for bullets to home in on targets with a Crit Damage increase of +15 or +25%.


Gorilla Arms
Cost: 15250 (Rare), 25250 (Epic), 100250 (Legendary)

These Gorilla Arms become available to you in fragments. Using them, your melee power is significantly buffed. With these by your side, you will be able to open locked doors and rip turrets right off.

Mantis Blade
Cost: 15350 (Rare), 25350 (Epic), 100350 (Legendary)

You’ll acquire blades for V’s forearms with this cyberware implant. Become a ninja and efficient with close-ranged combat as you leap towards enemies and dismember them with this new upgrade.

Cost: 15450 (Rare), 25450 (Epic), 100450 (Legendary)

Continuously charges when you have it equipped and aren’t using it in combat. As soon as you start attacking, your bonus damage and charge level will reduce gradually. Monowire is able to dismember an enemy in just one hit.

Projectile Launch System
Cost: 15450 (Rare), 25450 (Epic), 100450 (Legendary)

Release projectiles that deal different kinds of damage and apply status ailments. These explosions deal damage in an Area of Effect and have a chance to dismember targets.


Reinforced Tendons
Cost: 45000 Eurodollars

Grants you the ability to do a double jump by tapping spacebar again in midair.

Fortified Ankles
Cost: 75000 Eurodollars

Jump higher by being able to charge your jump. Hold spacebar.

Lynx Paws
Cost: 86000 Eurodollars

Become stealthier as you make 50% less noise while moving.

Frontal Cortex

RAM Upgrade
Cost: 1000(Common General), 1500 (Uncommon), 3000 (Rare)

Cyberdeck RAM recovery rate increased by 0.1, 0.2 and 0.3 units per second with respect to the rarity.

Limbic System Enhancement
Cost: 3000 (Common General), 9000 (Rare), 21000 (Legendary)

Crit chance increased by 7, 15 and 25%.

Mechatronic Core
Cost: 3000 (Common General), 4500 (Uncommon), 9000 (Rare), 15000 (Epic), 21000 (Legendary)

Damage done to drones, mechs and robots increased by 10, 20, 30, 40, and 50 percent.

Memory Boost
Cost: 4000 (Common General), 6000 (Uncommon), 12000 (Rare), 20000 (Epic)

Recover one, two, three, or four cyberdeck RAM units after defeating an enemy.

Cost: 12000 (Rare), 20000 (Epic), 28000 (Legendary)

Cyberdeck’s max RAM units increased by one, three and five.

Visual Cortex Support
Cost: 3000 (Common General), 4500 (Uncommon), 15000 (Epic), 21000 (Legendary)

Crit damage increased by 10, 16, 30, and 45 percent.

Heal-On-Kill (Uncommon)
Cost: 5000 (Common General), 7500 (Uncommon), 25000 (Epic), 35000 (Legendary)

Restore 2, 3, 6, or 10 percent health after defeating an enemy.

Cost: 9000 Eurodollars

Negate effects of enemy quickhacks, 45 second cooldown after use.

Camillo Ram Manager
Cost: 10000 (Epic), 14000 (Legendary)

Restore 20/30% of RAM if it drops to 2 units. Cooldown is 4 minutes.

Ocular System

Kiroshi Optics MK. 1
Fitted by Vik Vektor

Improves vision for scanning. No mod slots.

Kiroshi Optics MK. 2
Fitted by Vik Vektor for 3000 Eurodollars.

Improves vision for scanning. Two mod slots.

Kiroshi Optics MK. 3
Fitted by Vik Vektor for 5000 Eurodollars.

Improves vision for scanning. Three mod slots.

Circulatory System

Cost: 4000 (Common General), 6000 (Uncommon), 12000 (Rare), 20000 (Epic), 28000 (Legendary)

It’s a passive cyberware implant that regenerates your stamina at a rate of 5, 10, 15, 20, and 25 with respect to the rarity.

Bioplastic Blood Vessels
Cost: 2000 (Common General), 3000 (Uncommon), 6000 (Rare), 10000 (Epic), 14000 (Legendary)

Health regen outside of combat increased by one point per second.

Tyrosine Injector
Cost: 1500 Eurodollars

Breach time of Breach Protocol increased by 100 percent.

Adrenaline Booster
Cost: 4000 (Common General), 6000 (Uncommon), 12000 (Rare), 20000 (Epic), 28000 (Legendary)

Provides a +10, +20, +30, +40, +50 percent boost to stamina respective of the rarity.

Cost: 1000 (Common General), 1500 (Uncommon), 3000 (Rare), 5000 (Epic), 7000 (Legendary)

Unleash an EMP blast in an AoE which deals +20, +30, +40, +40, +50 percent damage to the target’s max health if your own health goes below 15%.

Feedback Circuit
Cost: 9000 (Rare), 15000 (Epic), 21000 (Legendary)

Restore 3, 6, 10 percent of your health once you release the full charge of a weapon.

Cost: 6000 (Rare), 10000 (Epic), 14000 (Legendary)

All cyberware cooldowns are marginally reduced by -10, -20, and -30 percent respective of the rarity.

Second Heart
Cost: Get a second chance if your health drops to zero. Has a cooldown of 2 minutes after being activated.

Blood Pump
Cost: 5000 (Common General), 7500 (Uncommon), 15000 (Rare), 25000 (Epic), 35000 (Legendary)

Restore 50, 60, 70, 80, and 90% health. Cooldown of 180, 180, 90, 90, and 30 seconds. All the numbers are in accordance with their rarity from the worst to the best.

Cost: 6000 (Common General), 9000 (Uncommon), 18000 (Rare), 30000 (Epic), 42000 (Legendary)

Immune System

Cost: 2000 (Common General), 3000 (Uncommon), 10000 (Epic), 14000 (Legendary)

Boost to all resistances by 8 percent.

Cost: 1000 (Common General), 1500 (Uncommon), 5000 (Epic), 7000 (Legendary)

2% chance of releasing electroshock to deal damage to nearby enemies upon taking damage.

Cost: 12000 Eurodollars

Full immunity to Poison Effects.

Metabolic Editor
Cost: 25000 Eurodollars

12% health per second restored if you get poisoned.

Cost: 20000 Eurodollars

Boost your armor by 50% if shocked or affected by an EMP.

Pain Editor
Cost: 28000 Eurodollars

Incoming damage reduced by 10%.

Nervous System

Cost: 5000 (Common General), 7500 (Uncommon), 15000 (Rare), 25000 (Epic), 35000 (Legendary)

Slow time by 50 percent for 1.5 seconds while aiming, attacking or blocking. Cooldown of 5 seconds after use.

Synaptic Accelerator (Legendary)
Cost: 5000 (Common General), 7500 (Uncommon), 3000 (Rare), 5000 (Epic), 7000 (Legendary)

Slow time down by 25, 30, 30, 40, and 50 percent for the next 2, 2, 3, 3, and 4 seconds if detected by enemies.

Reflex Tuner
Cost: 2500 (Common General), 3750 (Uncommon), 7500 (Rare), 17500 (Legendary)

Slow time down by 50, 60, 70, and 80 percent for two, two and a half, three, and four seconds if your health drops below 25 percent. 40 seconds cooldown after use. Cooldown of 60, 60, 50, and 40 seconds respectively.

Cost: 1000 (Common General), 1500 (Uncommon), 3000 (Rare), 5000 (Epic), 7000 (Legendary)

Evasion increased by 3, 6, 9, 12, and 15 percent with respect to the rarity.

Maneuvering System
Cost: 3000 Eurodollars

Able to dodge while mid-air.

Synaptic Signal Optimizer
Cost: 6000 (Uncommon), 12000 (Rare), 20000 (Epic)

Sandevistan and Kerenzikov last for an extra 0.5, 1, and 2 seconds respective of the rarity.

Integumentary System

Subdermal Armor
Cost: 2000 (Common General), 3000 (Uncommon), 6000 (Rare), 10000 (Epic), 14000 (Legendary)

Armor increased by 20, 50, 90, 140, and 200 with respect to the rarity.

Fireproof Coating
Cost: 12000 Eurodollars

Immunity against burning.

Supra-Dermal Weave
Cost: 12000 Eurodollars

Immunity against bleeding.

Grounding Plating
Cost: 12000 Eurodollars

Immunity against shock.

Optical Camo
Cost: 15000 (Rare), 25000 (Epic), 35000 (Legendary)

Tur invisible for 5, 10, and 15 seconds to reduce detection drastically. 60 second cooldown after activation.

Heat Converter
Cost: 25000 Eurodollars

Being lit on fire will allow you to deal 10% extra damage instead of damaging you.

Cyberware Mods Fragments

Haming-8 Rotor
Cost: 7000 Eurodollars

Mantis Blade attack speed increased by 45 percent.

Blade – Chemical Damage
Cost: 1050 Eurodollars

Mantis Blades can now dish out some chemical damage and rapidly apply poison.

Sensory Amplifier
Cost: 3 Eurodollars

Max health increased by 15 percent.

Invigorating Berserk
Cost: 45 Eurodollars

Increase Health regen by 13 percent while Berserk is active.

Extended Berserk
Cost: 45 Eurodollars

Berserk duration increased by 2 seconds.

Knuckles – Electrical Damage
Cost: 750 Eurodollars

Gorilla Arms can now deal electrical damage and apply shock. Increased damage to drones, mechs, and robots.

Cyberware Crafting Specs

Knuckles – Physical Damage
Cost: 7500 Eurodollars

Rare cyberware mod.

Metal Plating
Cost: 22500 Eurodollars

Epic cyberware mod.

Contributor at SegmentNext.