Level 73
Med
10
Eng
20
Exp
20
Gun
20
Hck
1
Ldr
9
Lck
10
Mel
1
Obs
9
Snk
20
Spc
9
Sci
20
Balpho
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More: Endgame builds
Level 73 / 30
Perks 49 / 36
Level
73
Based on the skill points spent.
143 skill points (not including specialized skill bonuses)
143 skill points (not including specialized skill bonuses)
Background:
Ex-Convict
You never cared for the Earth Directorate, and they never cared for you. So much so that they decided it would be best for you to spend much (if not all) of the rest of your life behind bars. However, desperate times call for desperate measures, so you accepted a deal to work for them to clear your record. Or escape while they weren’t looking.
Traits
Lucky
You're lucky, things tend to go your way.
+5% Critical Chance
Certain opportunities are just accessible to you.
Brilliant
You're intelligent, able to more easily solve problems and pick up new skills.
During skill selection, Specialize in 1 additional skill.
Specialized skills start with 2 points.
Sickly
Your body is weak, prone to breaks, scrapes, and illness. Injuries and crashing from primers are more likely.
-15% Base Health
-15 Toxicity Crash Threshold
Skills
3 / 3
0 / 0
Guns
20
For every level of Guns:
+10% Ranged Damage
+1% Armor Penetration
The Guns skill increases damage dealt with all types of guns, including ballistic, shock, plasma, and bio guns. Investing in the Guns skill allows you to select perks that further improve your ability to use guns of various types.
Guns Perks: 15 / 15
1
1
1
1
2
2
3
3
4
5
5
6
8
14
20
Melee
1
For every level of Melee:
+10% Melee Damage
-2% Damage Received while Blocking
The Melee skill increases damage dealt with Melee weapons. Investing in the Melee skill allows you to select perks that further improve your ability to use melee weapons of various types.
Melee Perks: 3 / 10
1
1
1
2
5
6
8
10
15
20
The selected perks require level 5 to unlock.
Sneak
20
For every level of Sneak:
+35% Sneak Attack Damage
-2% NPC Awareness Detection Rate
The Sneak skill makes it harder for enemies to detect you while crouched. Investing in the Sneak skill allows you to select perks that avoid traps and perform sneak attacks.
Sneak Perks: 5 / 7
1
2
5
6
8
10
15
Lockpick
10
For every level of Lockpick:
Locks with a difficulty at or below your skill level can be opened
+1% Evasion Chance
The Lockpick skill allows you to unlock locked containers and doors. Investing in the Lockpick skill allows you to select perks that grant the ability to pickpocket humans and preview the contents of locked containers.
Lockpick Perks: 4 / 4
1
2
4
8
Engineering
20
For every level of Engineering:
Mechanical systems with a difficulty at or below your skill level can be fixed
+1% Damage Resistance
The Engineering skill increases the effectiveness of all armor, granting inherent Damage Reduction. In conversations and while exploring, Engineering aids in the ability to act on the knowledge of mechanical systems. Investing in Engineering allows you to select perks that further increase your defenses and benefits from weapon, helmet, and armor mods.
Engineering Perks: 3 / 4
1
3
5
20
Explosives
20
For every level of Explosives:
+10% Explosives Damage
+1% Damage Resistance against Explosives
The Explosives skill increases damage dealt with explosive throwables such as grenades and mines, as well as weapons that deal damage in an area. While exploring, it allows the disarming of sensitive objects like mines and traps. Investing in Explosives allows you to select perks that increase the potency of explosives and plasma weapons.
Explosives Perks: 6 / 7
1
1
2
3
6
8
20
Hack
1
For every level of Hack:
Hack checks equal to your Hack skill and lower can be overcome
+5% Damage to Automechanicals
The Hack skill allows unauthorized access to various mechanical systems such as terminals, automechanicals, and vending machines. Investing in the Hack skill allows you to select perks that let you disable automechs directly, hack into bounty terminals, and access the restricted inventory of vending machines.
Hack Perks: 0 / 6
1
1
2
5
10
20
Medical
10
For every level of Medical:
+7 Toxicity Crash Threshold
+5% Damage to Creatures
The Medical skill increases maximum Toxicity, allowing more uses of the Medical Inhaler at a time and increased resistance to Zyranium poisoning. Investing in the Medical skill allows you to select perks that further improve your inhaler, temporarily tame creatures, and make better use of corrosive weapons.
Medical Perks: 3 / 11
1
1
2
2
3
4
4
5
8
10
12
Science!
20
For every level of Science!:
+7 Gadget Energy Meter Max
+10% more stacks of non-Physical Damage Type side-effects
The Science! skill increases your maximum Gadget Energy, allowing you to use gadgets like Tactical Time Dilation for longer. Investing in the Science! skill allows you to select perks that further improve your gadgets and potency with shock weapons.
Science! Perks: 5 / 10
1
1
3
3
5
5
6
6
9
20
Observation
9
For every level of Observation:
Hidden objects with a difficulty at or below your skill level can be found
+15% Weakspot Damage
The Observation skill reveals hidden objects in the world and subtle behaviors in conversations. Investing in the Observation skill allows you to select perks that let you find more loot, track enemies, and more effectively use enemy weakspots.
Observation Perks: 5 / 6
1
1
1
3
5
8
Speech
9
For every level of Speech:
Speech checks with a difficulty at or below your skill level can be selected
+5% Damage to Humans
The Speech skill allows you to better influence others in conversations. Investing in the Speech skill allows you to select perks that let you get discounts at vendors, intimidate others, and gain more reputation with factions.
Speech Perks: 3 / 8
1
2
4
5
6
9
9
10
Leadership
9
For every level of Leadership:
+8% Companion Damage
+4% Companion Health
The Leadership skill increases the damage and survivability of your companions. Investing in Leadership allows you to select perks that let you use companion abilities more and improve the overall effectiveness of your companions.
Leadership Perks: 1 / 5
1
2
5
9
20
Perks
49 / 36
Pickpocket
Gain the ability to pickpocket others. Pickpocketing can be activated by crouching up to an unaware human and having enough Lockpick skill.
lockpick: 1
Commando
You unlock an additional weapon equipment slot.
melee: 1 or guns: 1
Trophy Hunter
You gain Critical Hit Chance with all weapons against all enemies. The chance is increased against Strong enemies, such as Leaders and Bosses that aren't heavily damaged.
+5% Critical Chance
+15% additional Critical Chance against Strong enemies
Bulletshield
You gain a bonus to damage resistance and max health, but enemies are more likely to target you over your companions.
+10% Damage Resistance
+10% Base Health
Sharpshooter
Marksman, assault, and sniper rifles deal increased damage at distances >20m, but less below that distance. Sneak attack damage for these weapons is also increased.
+100% Sneak Attack Damage
+30% Damage to far enemies
-15% Damage to near enemies
guns: 1 and observation: 1
Treasure Hunter
Searching through containers can occasionally reward you with bonus bits or crafting materials.
observation: 1
Assassin
After scoring a kill from stealth, your movement speed is dramatically increased for a short time.
Assassin: Movement Speed +100% for 5s
sneak: 1
Pharm-Thusiast
You unlock an additional primer slot, allowing you to use the effects of multiple primers at once. Additionally, toxicity gained from using the inhaler is decreased.
-25% Toxicity received from the Medical Inhaler
medical: 2
Point Blank Artist
Damage with shotguns, SMGs, and pistols is increased against targets within 10m, but less above that distance. Those weapons also gain increased sneak attack damage.
+100% Sneak Attack Damage
+30% Damage to near enemies
-15% Damage to far enemies
guns: 1
Grenadier
You unlock an additional throwable equipment slot. You also gain a small bonus to explosives damage.
+10% Explosives Damage
explosives: 2
Rapid Recharge
After dropping to 10% or less gadget energy, energy recharges faster for a few seconds.
Energy Recharge Rate +500% for 5s
Cooldown: 30s
science: 1
Space Ranger
Your Speech skill also scales damage.
+2.5% Damage per Speech skill
speech: 1
Hot Blooded
You now apply Burn faster and heal whenever Burn deals damage or reaches max stacks.
+20% more stacks of Burn applied when dealing Plasma damage
Heal for 50% of damage dealt by Burn and plasma explosions
explosives: 1
Pitch/Tossball Winger
Directly hitting anyone with a grenade or mine will deal damage and stagger them. Explosives also deal more damage.
+20% Explosives Damage
Deal 50 physical damage on direct hit with a grenade or mine and staggers
explosives: 1
Caustic Researcher
You now apply Vulnerable faster when dealing Corrosive damage. Additionally, your critical hit chance against Dissolved foes is increased.
+20% more stacks of Vulnerable applied when dealing Corrosion damage
+10% Critical Chance against enemies afflicted by Dissolved
medical: 1
Electro-Therapist
You now apply Electrocuted faster when dealing Shock damage. Additionally, Weak Automechs become Scrambled rather than Paralyzed when reaching max stacks. Scrambled automechs will attack their allies for a duration and will still take damage over time.
+20% more stacks of Electrocuted applied when dealing Shock damage
Scramble: Will fight for you for 5s
science: 1
Ghost
needs 1+ perks purchased
If you're crouched when an NPC starts investigating you, gain Camouflaged for a short duration. Has a cooldown between activations, which decreases based on Sneak skill.
Invisible to enemies and deal bonus damage.
Cooldown: 3m
sneak: 2
Slow-More
needs 1+ perks purchased
While using the Tactical Time Dilation gadget, you gain an increased Evasion chance, ignoring more incoming attacks. Additionally, anytime you evade an attack, you restore a small amount of gadget energy. This can occur regardless of whether Tactical Time Dilation is active or not.
+25% Evasion Chance while in TTD
+1 Energy on evading damage
science: 3
Crabble Rancher
needs 2+ perks purchased
Marksman rifles, pistols, and shotguns deal increased damage. While the magazine of one of these weapons is half empty, also gain a bonus to critical hit chance.
+10% Ranged Damage
+20% Critical Chance
guns: 2
Trick Shot
needs 2+ perks purchased
Weakspot kills ricochet, dealing damage to a second nearby target.
Weakspot kills ricochet, dealing damage to a second nearby target.
guns: 1 and observation: 1
Tinker
needs 2+ perks purchased
Your modded weapons now deal bonus damage, increasing with your Engineering skill.
+10% Damage with modded weapons. Increases by 2.5% per Engineering skill point.
engineering: 5
Serendipitous Slayer
needs 2+ perks purchased
You gain an innate critical hit chance with pistols and SMGs. Additionally, critical hits with these weapons automatically reload a small portion of the weapon's magazine.
+10% Critical Chance
Cooldown: 1s
guns: 2
Tracker
needs 2+ perks purchased
Hostiles on the mini-map are no longer hidden by the shroud — the area outside the player’s field of view — and have their facing shown.
observation: 3
Shiny New Toy
needs 2+ perks purchased
You gain a bonus to damage for a moderate duration after swapping weapons.
+20% Damage
guns: 5 or melee: 5
Has perk: commando
Silent Steps
needs 2+ perks purchased
After leaving stealth, your footsteps are silent for a short duration.
Footsteps are silent for 8s
sneak: 6
Keen Observer
needs 3+ perks purchased
You gain increased weakspot damage when crouched and not moving.
+25% Weakspot Damage
observation: 8
Has perk: trick-shot
Deep Drums
needs 3+ perks purchased
Machine Guns, Special weapons, and Assault Rifles slowly reload automatically. Additionally, all weapons have an increased magazine size.
+50% Magazine Size
guns: 3
Stalker
needs 3+ perks purchased
You gain increased sneak attack damage against hostiles that are investigating you, a distraction device, or a corpse you've left behind.
+200% Sneak Attack Damage
sneak: 5
Has perk: assassin
Secret Recipe
needs 3+ perks purchased
Your explosives deal full damage across their entire blast zone.
explosives: 6
Bag Check
needs 3+ perks purchased
While crouching, you can see the contents of a person’s inventory before pickpocketing them. You also gain a small bonus to critical chance.
+5% Critical Chance
lockpick: 4
Has perk: pickpocket
Through the Keyhole
needs 3+ perks purchased
The contents of a locked container can be viewed before lockpicking. Also, you gain an increased range bonus with guns.
+50% Weapon Range
lockpick: 2
Negotiator
needs 3+ perks purchased
Your companion abilities charge faster and you immediately gain positive Reputation with all factions. This bonus is given for all factions already met upon selecting this perk and granted immediately when you meet a new one. As long as a faction doesn’t already dislike you, you will become Exalted with them, gaining max positive bonuses.
+75 Reputation gained with all factions
-20% Companion Ability Charge Time
speech: 9 and leadership: 9
Wholesale Spender
needs 3+ perks purchased
Buying or selling items with a vendor accrues goodwill. After accruing enough, you gain a permanent discount and sell bonus with that vendor.
-10% Vendor Prices
+20% Sell Value at Vendors
speech: 4
Inhaler Overload
needs 3+ perks purchased
Gain the ability to take a deeper breath when using the Medical Inhaler, using an extra inhaler charge, increasing toxicity cost, but also granting a large amount of bonuses for a moderate duration.
+20% Damage
+3 Armor Rating
+10% Evasion Chance
+50% Movement Speed
medical: 5
Has perk: pharm-thusiast
Gun Runner
needs 3+ perks purchased
You can now fire while sliding, mantling, and sprinting with assault rifles, shotguns, and SMGs. Additionally, the spread for these weapon types is reduced.
-50% Ranged Weapon Spread
Movement Penalty to Accuracy -50%
guns: 4
Eden Windage
needs 4+ perks purchased
Marksman rifles, pistols, and sniper rifles have increased range and weakspot damage.
+25% Weapon Range
+25% Weakspot Damage
guns: 3
Has perk: crabble-rancher
Sleight of Hands
needs 4+ perks purchased
Pickpocketing is significantly faster and you gain a bonus to sneak attack damage based on your Lockpick skill.
-50% Pickpocket Interaction Time
+10% Sneak Attack Damage per Lockpick skill
lockpick: 8
Makeshift Armorer
needs 4+ perks purchased
Whenever you craft items, your armor gains a temporary bonus to its armor value that degrades from incoming attacks. The amount of armor added is based off the total value of the materials used. The bonus armor can take more hits before degrading as your Engineering skill increases.
+1 Armor Value to your equipped armor for every 25 bits crafted
engineering: 3
Incendiary Chef
needs 4+ perks purchased
Unlocks the recipe to craft Volatile Grenades. Volatile Grenades deal significant damage, but holding them for too long can cause them to explode in your hands! On selection, immediately gain several Volatile Grenades for use.
+20% Explosives Damage
Deal 50 physical damage on direct hit with a grenade or mine and staggers
explosives: 8
Suppressionist
needs 5+ perks purchased
Pistols gain increased sneak-attack damage and are quieter. Guns of any type with Silencers make no noise whatsoever.
-75% Firing Noise
+100% Sneak Attack Damage
guns: 8 and sneak: 8
Hail of Lead
needs 6+ perks purchased
Guns with automatic or burst fire deal increasing damage the more you fire. This bonus resets after swapping weapons or not firing for a few seconds and has a cap of +100%.
Hail of Lead: +2% Damage per Shot
guns: 5
Cold Blooded
needs 6+ perks purchased
You can now apply Chilled faster when dealing Frost damage, and enemies killed while Frozen will shatter, dealing frost damage to hostiles in the area.
+20% more stacks of Chilled applied when dealing Frost damage
Deal 20% of nearby hostile's health in damage on killing a Frozen target
science: 9
Multitasker
needs 7+ perks purchased
Your holstered weapons reload automatically when you manually reload your active weapon.
Your holstered weapons reload automatically when you manually reload your active weapon.
guns: 14
Has perk: commando
Shrug It Off
needs 8+ perks purchased
When combat starts and whenever one of your companions is downed, immediately gain temporary health equal to 50% of your max health.
Gain 50% of Max Health as Temporary Health
Has perk: bulletshield
Demolitionist
needs 8+ perks purchased
All of your explosives have increased area of effect and can no longer deal damage to you.
+50% Damage Radius
explosives: 20
Has perk: secret-recipe
Penetrating Shots
needs 8+ perks purchased
Your shotguns and SMGs ignore a portion of armor, making them more effective against armored enemies.
+50% Armor Penetration
guns: 6
Has perk: point-blank-artist
Master Armorer
needs 9+ perks purchased
Your body armor gains an additional armoring mod slot, allowing you to add a second mod to your armor.
engineering: 20
Has perk: makeshift-armorer
Lucky Strikes
needs 11+ perks purchased
Critical hits do significantly more damage. Critical hits that kill cause the target to explode and deal damage to nearby hostiles.
+100% Critical Damage
Deals 20% of nearby hostile's health in damage on killing with critical hit
guns: 20 or melee: 20
N-Radiator
needs 12+ perks purchased
Once every few seconds, when you deal damage, you will deal the damage again as N-Ray.
100% additional damage done as N-Ray
Cooldown: 3s
science: 20
Add Perks
Flaws
Consumerism
You're the reason our marketing works. Promotions and sales have riddled your brain, and you're more interested in buying the next big thing than financial planning.
-15% Vendor Prices
-10% Sell Value at Vendors
Bad Knees
Years spent crouching have really done a number on your knees. They ache and squeak, but as long as you stay crouching you can ignore the pain.
+50% Crouch Speed
Crouching emits a 10m radius sound that hostiles can hear and investigate
Treacherous
You’re not made for fighting fairly. Your max health is reduced, but enemies lose track of you quicker and you deal bonus sneak attack damage.
-25% Base Health
+50% Enemy Awareness Depletion Rate
+100% Sneak Attack Damage
Overprepared
Missing only a shot or two? Doesn’t matter — you’ve already reloaded. If you ever let a weapon run out of ammo you’ll deal less damage for a short time, but all your guns now hold more ammo.
+50% Magazine Size
-40% Damage for 8s after a weapon’s magazine hits empty
Foot-in-Mouth Syndrome
You've been racing through conversations and seem to hate the idea of having to talk with others. Your choices in conversations are now randomly picked for you after a few seconds, but you gain a bonus to all experience earned.
+15% Experience Earned
Dialogue Options are now chosen randomly after a certain amount of time.
Teetotaler
You avoid drugs to a fault, leaving you particularly vulnerable to their effects. Toxicity gained from using the inhaler is increased, but the inhaler is more potent to your pure metabolism.
+25% Toxicity received from the Medical Inhaler
+25% Health restored by the Medical Inhaler
Energy Hog
You're constantly leaving the lights on and wasting energy. Your gadget energy now recharges more slowly, but you have an overall larger reserve to use or waste.
-25% Energy Recharge Rate
+50 Gadget Energy Meter Max
Easily Startled
You're so easily surprised that you always try to get the jump on enemies. Getting caught leaves you open to damage for a short time, but you are better at stealth now.
-25% Footsteps Volume
-25% NPC Awareness Detection Rate
Your Damage Resistance and Evasion are ignored for 8s when caught by an enemy.
Drug Addiction
You've used the inhaler so much you've become reliant. Individual uses are no longer as potent, but you've built up tolerance from overuse.
-20% Health restored by the Medical Inhaler
-40% Toxicity received from the Medical Inhaler
Technophobia
Automechanicals chill you to your core. They deal more damage to you, but you deal more damage to them.
Add Flaws