Level 30
Med
10
Eng
20
Gun
1
Hck
20
Ldr
2
Lck
1
Mel
1
Obs
13
Spc
20
Jeanioz
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More: Endgame builds
Level 30 / 30
Perks 21 / 21
Level
30
Based on the skill points spent.
84 skill points (not including specialized skill bonuses)
84 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.
Resilient
You can power through even the deadliest of injuries. It requires more than usual to take you down in combat.
Death is prevented for 3s the first time you would have died each combat.
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
Easily distracted gained on level:
4
Guns
1
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: 3 / 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: 2 / 10
1
1
1
2
5
6
8
10
15
20
Sneak
0
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: 0 / 7
1
2
5
6
8
10
15
Lockpick
1
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
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
0
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: 0 / 7
1
1
2
3
6
8
20
Hack
20
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: 3 / 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: 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
13
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: 3 / 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: 3 / 8
1
2
4
5
6
9
9
10
Leadership
2
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
21 / 21
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
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
Heavy Handed
Melee power attacks knock down the enemies hit. Has a cooldown between activations.
Cooldown: 10s
melee: 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
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
Duelist
You gain the ability to perform a perfect block with melee weapons. Timing your blocks against incoming melee attacks will stun the attacker.
Duelist: On Perfect Block, stun the target for 8s
melee: 1
Treasure Hunter
Searching through containers can occasionally reward you with bonus bits or crafting materials.
observation: 1
Space Ranger
Your Speech skill also scales damage.
+2.5% Damage per Speech skill
speech: 1
Ninja
While sprinting or sliding, incoming attacks against you have an increased chance to be outright avoided, increasing your Evasion. This is increased further when in light or medium armor.
Ninja: +10% Evasion Chance in Heavy Armor
Ninja: +20% Evasion Chance in Light and Medium Armor
Nature's Friend
needs 1+ perks purchased
You can temporarily tame hostile creatures, having them fight by your side for a moderate duration. You can tame unaware hostile creatures by sneaking up to them and having enough Medical skill.
Tamed creatures will not follow you but will fight other enemies nearby.
+10% Damage to Creatures
medical: 4
Restricted Access
needs 1+ perks purchased
You can access the restricted inventory of vending machines.
You can access the restricted inventory of vending machines.
hack: 1
Brand Enthusiast
needs 1+ perks purchased
While all of your equipped armor and weapons share the same brand, gain bonus damage and armor.
+20% Damage
Armor Rating +10
Busy Bodies
needs 2+ perks purchased
Your companions will gather crafting materials and items for you while you're away from the ship.
The amount gathered is based off of XP earned while away.
leadership: 2
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
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.
Frightened: The target flees from combat for 8s. Does not affect automechanicals.
Cooldown: 2m
speech: 5
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
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
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
Nature's Best Friend
needs 7+ perks purchased
Tamed creatures are now permanently tamed, rewarding XP, but can’t be looted.
Tamed creatures will not follow you but will fight other enemies nearby.
medical: 10
Has perk: nature-s-friend
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
Plug Puller
needs 10+ perks purchased
Hacked auto-mechs are permanently disabled rather than temporarily disabled. Permanently disabled auto-mechs reward XP and can be looted.
Hacked auto-mechs are permanently disabled rather than temporarily disabled. Permanently disabled auto-mechs reward XP and can be looted.
hack: 20
Has perk: manual-reset
Add Perks
Flaws
Flawed
Life hasn’t been easy for you, but you’ve learned to power through any of your disadvantages and come out better for it.
You gain an extra perk point every 5 levels. This bonus is retroactive.
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
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.
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.
Easily Distracted
Your skills are erratic to say the least, but a jack of all trades is often times better than a master of one. You can raise more skills faster, though it’ll be harder to ever maximize any particular one.
When leveling, you can only add skill points into your lowest non-zero Skill or any Skill you have no points in already.
+1 Skill Points Gained per Level
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
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
Profligate Spender
You’re not particularly good with money and it has been noticed by your crew. VALERIE has opened a savings account in your name. A portion of acquired bits are automatically stored for later. Each level you receive a dividend of those bits, with larger payouts every 5 levels. At level 30 your account is closed and you receive a payout in full with interest.
75% of all bits received are stored by VALERIE until level 30.
Earn 25% of stored bits on level up as interest.
Earn an additional 25% interest every 5 levels.
At level 30, receive 150% of your total stored bits.
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
N-Radiated
Travel through the N-Ray Range has left you fundamentally changed. Whenever you take damage of any type, you have a chance to take additional N-Ray damage and automatically become camouflaged.
Whenever you take damage, there is a 5% chance you become camouflaged automatically, but take an additional 5% of your max health as N-Ray damage.
Camouflaged: Invisible to enemies and deal bonus damage.
Cooldown: 30s
Dependent
Some lead from the front; you tend to lead from the back as much as possible, becoming dependent on your allies. You deal less damage in general but gain a large bonus to damage if attacking an enemy your companions recently attacked.
-10% Damage
+25% Damage to enemies recently damaged by a companion
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
Sungazer
You couldn’t help but stare into the gentle glow of Arcadia’s stars. Your eyesight has been permanently damaged, increasing your spread with ranged weapons, but you’ve created a lasting connection with the daylight.
+100% Ranged Weapon Spread
Continually heal while outside during the day up to 50% health
Dangerously Curious
our curiosity often gets the best of you. When hacking into terminals or other pieces of tech, you'll often waste Bypass Shunts to learn an extra thing or two.
+1 Bypass Shunts Required to Hack
+100% Experience from Hacking
Luddite
New technology confuses and frustrates you. Your max gadget energy is reduced and recharges slower, but as long as your energy is full you gain bonus damage resistance.
Technophobia
Automechanicals chill you to your core. They deal more damage to you, but you deal more damage to them.
Wasteful
Conserving and preparing for the future are overrated. You can be careless, but sometimes things just work out. You'll always find ammo when scavenging things you kill, but your reckless demeanor makes you an easy target for vendors.
Add Flaws