Skip to content
Level 74
Med
8
Eng
20
Exp
2
Gun
20
Lck
20
Mel
20
Obs
20
Snk
20
Spc
20

JACK OF ALL GUNS
The Outer Worlds 2
JACK N OF NO JILL
build
Published · Updated

JACK N JIMS

  • LEVEL 30
  • MODS: MORE PERK POINTS + MORE SKILL POINTS PER LEVEL 5 = 30 PERKS &150 SKILL POINTS

Tried this build? Add a badge for what it does best, or agree with one that's already there.

More: Boss Killer builds, Endgame builds, Glass Cannon builds, Solo builds, Stealth builds

Level 74 / 30
Perks 30 / 37
Level
74
Based on the skill points spent.
146 skill points (not including specialized skill bonuses)
Background:
Professor
You were a prominent voice in your field until your penchant for “full contact” archaeology and your colleagues’ jealousy at your success rate for retrieving artifacts long thought to be lost cost you both your tenure and position. Fortunately, your talent for dealing with the more unsavory elements of artifact trafficking will serve you well in the Earth Directorate.

Traits

Lucky
You're lucky, things tend to go your way.
+5% Critical Chance
Certain opportunities are just accessible to you.
Brawny
You're able to perform great feats of strength. In combat, you're an unstoppable force.
Sliding or sprinting into hostiles will knock them down
Cooldown: 5s
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

2 / 2
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: 12 / 15
1
1
1
1
2
2
3
3
4
5
5
6
8
14
20
Melee
20
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: 2 / 10
1
1
1
2
5
6
8
10
15
20
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
20
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
2
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
0
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
8
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: 2 / 11
1
1
2
2
3
4
4
5
8
10
12
Science!
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
20
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
20
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: 1 / 8
1
2
4
5
6
9
9
10
Leadership
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

30 / 37
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
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 and having enough Lockpick skill.
lockpick: 1
Space Ranger
Your Speech skill also scales damage.
+2.5% Damage per Speech skill
speech: 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
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
Grenadier
You unlock an additional throwable equipment slot. You also gain a small bonus to explosives damage.
+10% Explosives Damage
explosives: 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: 1s
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
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
Face Reader
needs 2+ perks purchased
In conversations, options that reduce reputation with a faction are highlighted before choosing them. Additionally, gain a bonus to damage against humans.
+20% Damage to Humans
observation: 5
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
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
Silent Steps
needs 2+ perks purchased
After leaving stealth, your footsteps are silent for a short duration.
Footsteps are silent for 8s
sneak: 6
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
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
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
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
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
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
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
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
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
Vital Striker
needs 9+ perks purchased
Sneak Attack damage with light melee weapons is increased. Additionally, in combat your light melee weapons always deal half of their sneak attack bonus.
+100% Sneak Attack Damage
melee: 15 and sneak: 15
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
Add Perks

Flaws

Hermit
Your self-reliance has made you an outcast. Vendors are less eager to sell to you and prices are increased but you gain a chance to receive double resources when you break down items.
+50% Vendor Prices
25% chance to double items on Breakdown
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
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
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
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
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
Tunnel Vision
You have your favorite and don't see much use in branching out from it. You lose your second weapon slot but gain a bonus to armor penetration as long as you don't swap weapons.
Add Flaws
Share