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Lvl
STR
DEX
INT
+++
PER
CHA
+++
TEM

Jeanioz
The Outer Worlds
build
Published

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More: Endgame builds

Level: 36 / 36
Skills: 350 / 350
Perks: 23 / 23

Attributes

Strength
+3 to
One-handed melee,
Two-handed melee,
Heavy weapons,
Block,
Inspiration,
Intimidate
average
Dexterity
+3 to
One-handed melee,
Handguns,
Dodge,
Block,
Sneak,
Lockpick
average
Intelligence
+15 to
Long guns,
Persuade,
Hack,
Medical,
Science,
Determination
very high (+++)
Perception
+3 to
Handguns,
Long guns,
Heavy weapons,
Dodge,
Lockpick,
Engineering
average
Charm
+15 to
Persuade,
Lie,
Intimidate,
Hack,
Science,
Inspiration
very high (+++)
Temperament
+3 to
Two-handed melee,
Lie,
Sneak,
Medical,
Engineering,
Determination
average
35%
critical-damage
40%
companion-ability-refresh
35%
positive-faction-reputation-reaction
-35%
negative-faction-reputation-reaction

Skills

Melee:
44 pts
One-handed melee
0
5
6
+6 from attribute
+44 from group
+6 from skill
20
Unlock Power and Sweep Attacks
40
Unlock TTD Location Hit Effects
60
1-Handed Melee Weapon Reach +30%
80
1-Handed Melee TTD Drain -50%
100
Power and Sweep Attack Chance to Stun +25%
150
1-Handed Melee Critical Hits ignore 100% Armor
1.1818%
1-h-melee-crit-chance
Two-handed melee
0
6
0
+6 from attribute
+44 from group
+10 from skill
20
Unlock Power and Sweep Attacks
40
Unlock TTD Location Hit Effects
60
2-Handed Melee Weapon attacks are Unblockable
80
2-Handed Melee Weapon TTD Drain -50%
100
Power and Sweep Attack Chance to Knockdown +25%
150
Power and Sweep Attack Chance to Stun +50%
1.303%
2-h-melee-crit-chance
Ranged:
14 pts
Handguns
0
2
0
+6 from attribute
+14 from group
20
Unlock TTD Location Hit Effects
40
Handgun Critical Damage +50%
60
Minimum Armor Penetration Damage +10%
80
Debuffed Enemy Critical Chance +20%
100
Handgun Critical Hits ignore 100% Armor
150
Critical Hits ricochet and hit another enemy
1%
handguns-crit-chance
1%
handguns-sway
Long guns
0
3
2
+18 from attribute
+14 from group
20
Unlock TTD Location Hit Effects
40
Long Guns Critical Damage +50%
60
Long Guns Headshot / Weakspot Damage +20%
80
Deadly Focus: No Weapon Sway for 5s after each kill
100
Long Gun Critical Hits ignore 100% Armor
150
Non-Critical Hits ignore 50% Armor
1%
long-guns-crit-chance
1%
long-guns-sway
Heavy weapons
0
2
0
+6 from attribute
+14 from group
20
Unlock TTD Location Hit Effects
40
Heavy Weapons Critical Damage +50%
60
Heavy Weapons Reload Speed +30%
80
Heavy Weapon Frenzy: Critical Hits increase Rate of Fire +30% for 3s
100
Heavy Weapon Critical Hits ignore 100% Armor
150
Heavy Weapons instantly reload after using the last of their ammo
1%
heavy-weapons-crit-chance
1%
heavy-weapons-sway
Defense:
14 pts
Dodge
0
2
0
+6 from attribute
+14 from group
20
Unlock the ability to Leap (dodge forward)
40
Dodge Recovery Speed +100%
60
Dodge Protection: +30% Armor Rating for 5s after every Dodge
80
Dodge Force: After Dodging, your next Melee Attack gains Damage +50%
100
Dodge Penetration: Weakspot Hits have a 50% chance to Ignore Armor for 5s after every Dodge
150
When Dodging, 25% chance to Stun enemies within +3m
1%
dodge-distance
1%
harmful-status-effect-duration
Block
0
2
0
+6 from attribute
+14 from group
20
Perfect Block: Block just before you get hit to Stagger your attacker
40
Weapon Durability Loss from Blocking -25%
60
Walk Speed while Blocking +100%
80
No Weapon Durability Loss on a Perfect Block
100
Perfect Blocks weaken opponents, increasing the damage they take by +100% for 5s
150
Perfect Blocks cause the attacker to take damage instead
1%
Armor-Rating-when-using-a-Melee-Weapon
Dialog:
2 pts
Persuade
0
3
2
+30 from attribute
+2 from group
20
Cower: Humans have a 20% chance to cower in fear for 3s after the first time you hit them
40
Cower Duration +7s
60
Cowered Target's Armor -50%
80
Human Cower Chance + 10%
100
When a Human cowers, you gain +25% Armor for 10s
150
Chance to Cower resets after 10s, allowing a damaged Human to Cower again
Lie
0
2
0
+18 from attribute
+2 from group
20
Scramble: 15% chance Automechanicals will slowly attack other enemies instead of you for 17s
40
Scramble Duration +7s
60
Scrambled Automechanicals attack at their normal speed
80
Automechanical Scramble Chance +10%
100
Scrambled Automechanical Weakspot Damage +30%
150
Chance to Scramble resets 10s after Automechanical attacks you
Intimidate
0
2
0
+18 from attribute
+2 from group
20
Terrify: 20% chance Creatures will become Terrified and flee for 10s after you kill one
40
Terrify's Area of Effect +100%
60
Terrified Creature Movement Speed -30%
80
Creature Terrify Chance +10%
100
Terrifying a Creature gives l Os Crit Chance +5% and Critical Damage +25%
150
20% chance Creatures you strike with Critical Hit will become Terrified
Stealth:
44 pts
Sneak
0
6
0
+6 from attribute
+44 from group
+10 from skill
20
Sneak Attack: Attack unaware enemies while crouched to deal bonus damage
40
Pickpocket: Steal from humans while sneaking
60
Crouch Move Speed +25%
80
Sneak Attack Weakspot Damage +20%
100
Sneak Attacks ignore +50% of the target's Armor
150
Sneak Attacks which kill their targets do not alert other enemies
0.85%
npc-awareness-decay-rate
1.07586%
sneak-attack-damage
Hack
0
6
0
+30 from attribute
+20 from group
+10 from skill
20
Unlock the ability to sell goods to Vending Machines
40
Unlock access to Restricted Items in Vending Machines
60
Hack Automechanicals: Turn them off for 10s
80
Automechanical Detection Range -30%
100
Hack Automechanical Distance +2.5m (5m)
150
Hack turned-off Automechanicals to Scramble them
Lockpick
0
6
0
+6 from attribute
+44 from group
+10 from skill
20
Doors and Containers requiring 1 Mag-Pick to unlock are free to open
40
Find +25% more Bits in containers
60
Lockpick Preview: See what is inside locked containers
80
Lockpicking speed is increased to be nearly instant
100
Find Pristine Item Chance +100%
150
The first item in every locked container which is free to open can be stolen without consequence
Tech:
44 pts
Medical
0
8
0
+18 from attribute
+32 from group
+30 from skill
20
Unlock the 2nd Drug Mixing Slot for the Inhaler
40
Unlock the 3rd Drug Mixing Slot for the Inhaler
60
Hostile Effect Duration on Targets +50%
80
Unlock the 4th Drug Mixing Slot for the Inhaler
100
Damage Bonus vs Humans +20%
150
After using the Inhaler, gain +20% Damage per Consumable Slot used, lasts 10s
1.303%
heal-amount-granted-by-the-medical-inhaler
1.15%
effect-duration-from-items-slotted-in-the-medical-inhaler
Science
0
8
0
+30 from attribute
+20 from group
+30 from skill
20
Tinker: Improve your weapons and armor in the Workbench
40
Tinkering Cost -50%
60
Corrosion Damage +25%, N-ray Damage +25%
80
Tinkering Cost for Science Weapons is capped
100
Further Reduce Tinkering Cost to -90%
150
Crit Chance and Sway of Science Weapons are determined by Science skill, if higher
1.0906%
plasma-damage
1.0906%
shock-damage
1.1515%
science-weapon-effects
Engineering
1
5
0
+6 from attribute
+44 from group
+100 from skill
20
Field Repair: Repair Weapons and Armor in the Inventory
40
Break Down weapons and armor for a 20% Chance to extract a Basic Mod
60
20% Chance items you Repair will become Pristine, increasing Value and Durability
80
Break Down weapons and armor for a 10% Chance to extract a Rare Mod
100
Damage vs Automechanicals +20%
150
Inserting a new Mod has a 100% chance of recovering the existing Mod
Leadership:
2 pts
Inspiration
0
2
0
+18 from attribute
+2 from group
20
Companion Abilities: You can order Companions to do special attacks
40
Companions gain +20% Armor Rating
60
Companion Skill Bonus to Player Skills +100%
80
Inspired Precision: When Companions kill an enemy, the party gains Critical Hit Chance +20% for 5s
100
When Companions kill an enemy, All Companion Ability Cooldowns -20%
150
Companions provide 10% Skill Bonus to Player Skills while on the Unreliable
1%
companion-damage-bonus
Determination
0
2
0
+18 from attribute
+2 from group
20
The Inhaler heals you and your companions, but they get 30% of the healing effect
40
Companion Critical Damage +20%
60
Companions get on additional 25% of the Inhaler's healing effect
80
Resolve: If a Companion is downed, party gains +50% Armor Rating and Damage +50% for 10s
100
When Companions kill an enemy, they gain 50% Health
150
When a Companion is sent back to the Unreliable, a different Companion can replace them
1%
companion-health

Perks

Tier 1 (8 perks)
Tier 1
Toughness
You've grown healthier in your time outside of stasis.
50%
base-health
Tier 1
Slow the World
Tactical Time Dilation lasts longer. Surely this is normal.
25%
tactical-time-dilation-meter-max
Tier 1
Strider
Years of Adrena-Time use have left a permanent pep in your step.
25%
walk-speed
Tier 1
Cheetah
They're not slow, you're just fast.
20%
sprint-speed
Tier 1
Resilient
You have a base armor rating which adds to any armor you're wearing.
5
base-armor-rating
Tier 1
Quick and the dead
Your Tactical Time Dilation Meter recharges much faster.
50%
tactical-time-dilation-recharge-rate
Tier 1
Applied Science
Increase the magazine size of Science Weapons.
Tier 1
Nietzsche's Reward
You deal increased damage based on the number of Flaws you have.
Tier 2 (6 perks)
Tier 2
Run and Gun
Reduce the penalties to Accuracy while moving.
-65%
movement-penalty-to-accuracy
Tier 2
The Reaper
Gain some Tactical Time Dilation when you kill an enemy.
25%
tactical-time-dilation-meter
Tier 2
Weird Science
Increased damage dealt by Science weapons.
50%
science-weapon-damage
Tier 2
Speed Demon
Increase your movement and action speed when Tactical Time Dilation is active.
25%
movement-speed-during-ttd
Tier 2
Scanner
While using Tactical Time Dilation, you deal increased Weak Spot damage.
20%
Headshot / Weakspot Damage
Tier 2
Assassin
Quiet weapons deal more damage. A weapon is considered Quiet if it Noise Range is 2.5m or less.
Tier 3 (9 perks)
Tier 3
Wild Science
Further increases the damage dealt by Science weapons (stacks with Weird Science)
50%
science-weapon-damage
Tier 3
Penetrating Shots
Your ranged attacks reduce the target's Armor Rating by 1 point per hit. This effect lasts a short time, and can stack multiple times.
Tier 3
Armor Master
Increase the Armor Rating and Skill bonuses from any armor you wear.
10%
armor-rating-bonus
100%
armor-skill-bonus
Tier 3
Super Pack Mule
Further increases your carrying capacity.
100kg
carrying-capacity
Tier 3
Thick Skin
All Area of Effect and Plasma damage dealt to you is reduced.
-15%
area-of-effect-damage-received
-15%
plasma-damage-received
Tier 3
Tit for Tat
A small amount of Melee damage you deal is returned as healing.
15%
melee-damage-returned-as-health
Tier 3
Tactical Master
When you activate Tactical Time Dilation, you continue to move at normal speed for a short time. This effect only occurs when your TTD meter is full at the time of activation.
Tier 3
Solo Sneaker
Reduce the detection radius of enemies when you have no companions in your party.
-33%
detection-radius-of-enemies
Tier 3
Concentrate Fire
Any subsequent attack made on the same target while in TTD deals increased damage. This effect is cumulative. Leaving TTD resets the damage increase.
[ Change Perks ]

Companions

Ellie
lie, medical, engineering
Ability: Quick Draw
Ellie Quickly draws her pistol and fires off a series of precision shots at her target.
[ Add Companion Perk ]
Tier 1
Healthy
Increase this companion's maximum Health.
30%
base-health
Tier 2
Fine Aim
Increase the damage dealt by this companion when using Ranged weapons.
10%
ranged-damage
Tier 2
Battle Hardened
Increase this companion's base Armor Rating. This effect stacks with any armor they wear.
5
armor-rating
Tier 3
Spec Ops
Chance of immediately resetting this companion's Ability cooldown when they perform their Companion Ability.
20%
chance-to-reset-ability-cooldown-on-ability-use
Tier 3
Stonebreaker
Increase the damage dealt by this companion's Ability.
30%
companion-ability-damage
Tier 5
Stand Your Ground
When this companion takes damage, they gain some Armor for a short time. This effect stacks up to 3 times.
Tier 5
Magic Bullets
Shots from Ellie's Ability ricochet to a second, nearby enemy.
Felix
persuade, sneak, lockpick
Ability: Dropkick
Felix charges his target, leaps into the air and slams into the target with both feet.
[ Add Companion Perk ]
Tier 1
Healthy
Increase this companion's maximum Health.
30%
base-health
Tier 2
Fine Aim
Increase the damage dealt by this companion when using Ranged weapons.
10%
ranged-damage
Tier 2
Battle Hardened
Increase this companion's base Armor Rating. This effect stacks with any armor they wear.
5
armor-rating
Tier 3
Spec Ops
Chance of immediately resetting this companion's Ability cooldown when they perform their Companion Ability.
20%
chance-to-reset-ability-cooldown-on-ability-use
Tier 3
Stonebreaker
Increase the damage dealt by this companion's Ability.
30%
companion-ability-damage
Tier 5
Stand Your Ground
When this companion takes damage, they gain some Armor for a short time. This effect stacks up to 3 times.
Tier 5
Antagonistic Fury
Felix deals increased damage to anyone who has a Negative Reputation which you which is higher than their Positive Reputation.
Nyoka
lie, sneak, medical
Ability: Barrage
Nyoka uses her personally modified LMG to deal damage to her target and set enemies near it ablaze.
[ Add Companion Perk ]
Tier 1
Healthy
Increase this companion's maximum Health.
30%
base-health
Tier 2
Fine Aim
Increase the damage dealt by this companion when using Ranged weapons.
10%
ranged-damage
Tier 2
Battle Hardened
Increase this companion's base Armor Rating. This effect stacks with any armor they wear.
5
armor-rating
Tier 3
Spec Ops
Chance of immediately resetting this companion's Ability cooldown when they perform their Companion Ability.
20%
chance-to-reset-ability-cooldown-on-ability-use
Tier 3
Stonebreaker
Increase the damage dealt by this companion's Ability.
30%
companion-ability-damage
Tier 5
Stand Your Ground
When this companion takes damage, they gain some Armor for a short time. This effect stacks up to 3 times.
Tier 5
Cunning Strikes
When Nyoka is in the party, you deal increased Sneak Attack damage.
Parvati
persuade, lockpick, engineering
Ability: Overload
Parvati Slams down her hammer creating a blast wave that shocks enemies and stuns automechanicals.
[ Add Companion Perk ]
Tier 1
Healthy
Increase this companion's maximum Health.
30%
base-health
Tier 2
Fine Aim
Increase the damage dealt by this companion when using Ranged weapons.
10%
ranged-damage
Tier 2
Battle Hardened
Increase this companion's base Armor Rating. This effect stacks with any armor they wear.
5
armor-rating
Tier 3
Spec Ops
Chance of immediately resetting this companion's Ability cooldown when they perform their Companion Ability.
20%
chance-to-reset-ability-cooldown-on-ability-use
Tier 3
Stonebreaker
Increase the damage dealt by this companion's Ability.
30%
companion-ability-damage
Tier 5
Stand Your Ground
When this companion takes damage, they gain some Armor for a short time. This effect stacks up to 3 times.
Tier 5
Chrono-Harmony
When Parvati kills an enemy, you regain some of your Tactical Time Dilation meter.
Max
intimidate, hack, science
Ability: Trickshot
Max Examines and evaluates his targets and spiritually enlightens them with a blast from his shotgun.
[ Add Companion Perk ]
Tier 1
Healthy
Increase this companion's maximum Health.
30%
base-health
Tier 2
Fine Aim
Increase the damage dealt by this companion when using Ranged weapons.
10%
ranged-damage
Tier 2
Battle Hardened
Increase this companion's base Armor Rating. This effect stacks with any armor they wear.
5
armor-rating
Tier 3
Spec Ops
Chance of immediately resetting this companion's Ability cooldown when they perform their Companion Ability.
20%
chance-to-reset-ability-cooldown-on-ability-use
Tier 3
Stonebreaker
Increase the damage dealt by this companion's Ability.
30%
companion-ability-damage
Tier 5
Stand Your Ground
When this companion takes damage, they gain some Armor for a short time. This effect stacks up to 3 times.
Tier 5
Planned Intervention
If an enemy hits you, dropping you to low health, Max will taunt nerby enemies to focus their attacks on him instead. This only works if Max is already fighting, still conscious and able to be attacked by the enemy.
Sam
intimidate, hack, science
Ability: Decontaminate
SAM jumps in the air and slams down near his target sweeping out caustic cleaning fluids all around to get out those really tough stains.
[ Add Companion Perk ]
Tier 1
Healthy
Increase this companion's maximum Health.
30%
base-health
Tier 2
Fine Aim
Increase the damage dealt by this companion when using Ranged weapons.
10%
ranged-damage
Tier 2
Battle Hardened
Increase this companion's base Armor Rating. This effect stacks with any armor they wear.
5
armor-rating
Tier 3
Spec Ops
Chance of immediately resetting this companion's Ability cooldown when they perform their Companion Ability.
20%
chance-to-reset-ability-cooldown-on-ability-use
Tier 3
Stonebreaker
Increase the damage dealt by this companion's Ability.
30%
companion-ability-damage
Tier 5
Stand Your Ground
When this companion takes damage, they gain some Armor for a short time. This effect stacks up to 3 times.
Tier 5
Bedazzle Automechanicals
SAM's Ability always stuns Automechanicals.
[ Add Companion ]

Aptitude

Medical Technician, Junior Class
Medical +1
[ Change Aptitude ]

Flaws

Tier
Compulsive spender
After having spent so many Bits, you're likely to offer more Bits when making a purchase.
Tier
Food Addiction
You can't seem to stop yourself from eating, even food that's bland or horribly flavored. Not eating often will cause withdrawals.
Tier
Impediphobia
After being encumbered one too many times, you no longer function well while encumbered.
Tier
Paranoid
Repeatedly getting caught by guards in Restricted Areas has made you jittery, doubly so when roaming around Restricted Areas or sneaking.
Tier
Plasma Weakness
Getting burned too many times has made you susceptible to Plasma damage.
[ Change Flaws ]
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