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Level 30
Exp
1
Gun
18
Hck
3
Lck
12
Obs
8
Snk
10
Spc
10

Gunslinger
The Outer Worlds 2
build
Published · Updated

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Level 30 / 30
Perks 15 / 15
Level
30
Based on the skill points spent.
58 skill points (not including specialized skill bonuses)
Background:
Renegade
You may have lived a life that skirted the laws of any colony you found yourself operating in, but that's what you were paid for. And definitely not a reason for your unsatisfied previous employers to hunt you down, is it? Joining the Earth Directorate seemed like a great way to solve the problems your "work" history may have caused.

Traits

Nimble
You're quick and dexterous, able to move more quickly while stealthing and in combat.
+25% Crouch Speed
+25% Combat Sprint Speed
Lucky
You're lucky, things tend to go your way.
+5% Critical Chance
Certain opportunities are just accessible to you.
Dumb
You weren't recruited for your ability to plan or solve problems. You just can't learn some things.
During skill selection, lock 5 of the 12 available skills. Those skills can never have points added to them.

Skills

2 / 2
5 / 5
Guns
18
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: 7 / 15
1
1
1
1
2
2
3
3
4
5
5
6
8
14
20
Melee
Locked
0
For every level of Melee:
+10% Melee Damage
-2.5% 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: 1 / 10
1
1
1
2
5
6
8
10
15
20
Sneak
10
For every level of Sneak:
+35% Sneak Attack Damage
-2.5% 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: 3 / 7
1
2
5
6
8
10
15
Lockpick
12
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: 1 / 4
1
2
4
8
Engineering
Locked
0
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: 0 / 4
1
3
5
20
Explosives
1
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: 1 / 7
1
1
2
3
6
8
20
Hack
3
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: 1 / 6
1
1
2
5
10
20
Medical
Locked
0
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: 0 / 11
1
1
2
2
2
3
4
5
5
8
12
Science!
Locked
0
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: 0 / 10
1
1
3
3
5
5
6
6
9
20
Observation
8
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 lets you find more loot, track enemies, and more effectively use enemy weakspots.
Observation Perks: 0 / 6
1
1
1
3
5
8
Speech
10
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
Locked
0
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: 0 / 5
1
2
5
9
20

Perks

15 / 15
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
Pickpocket
Gain the ability to pickpocket others. Pickpocketing can be activated by crouching up to an unaware human.
lockpick: 1
Ghost
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
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
Manual Reset
You can hack into automechanicals, forcing them to restart, temporarily disabling them. You can reset unaware automechs by sneaking up to them and having enough Hack skill. Also gain a bonus to damage against automechs.
Automechanical is Stunned for 20s
+10% Damage to Automechanicals
hack: 1
Commando
You unlock an additional weapon equipment slot.
melee: 1 or guns: 1
Palm-Greaser
needs 1+ perks purchased
Bribes now cost less and stolen items sell for more.
-50% Bribe Costs
+20% Vendor Buying Price for Stolen items
speech: 2
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: 0.5s
guns: 2
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
Intimidator
needs 2+ perks purchased
Dealing damage to Weak humans or creatures Frightens them a short duration. Has a cooldown between activations, which shortens with your Speech skill. Strong enemies, such as leaders and bosses, cannot be Frightened this way until their health has been sufficiently reduced.
Frightened: The target flees from combat for 8s. Does not affect automechanicals.
Cooldown: 2m
speech: 5
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
Charlatan
needs 4+ perks purchased
Many of your lies are more believable and will more likely be accepted as true. Additionally, the likelihood that enemies will target you is reduced.
speech: 6
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
sneak: 8
Light Step
needs 5+ perks purchased
Walking over traps and mines will never set them off.
sneak: 10
Multitasker
needs 7+ perks purchased
Your holstered weapons reload automatically when you manually reload your active weapon.
Has perk: commando
guns: 14
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Flaws

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Flaws are earned through your habits in the world; each grants an extra perk point.
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