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Level 30
Med
10
Gun
13
Hck
20
Spc
20
Sci
1

Puppet Master
The Outer Worlds 2
build
Published

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More: Endgame builds, Mind Control builds

Level 30 / 30
Perks 15 / 15
Level
30
Based on the skill points spent.
58 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

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.
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

3 / 3
5 / 5
Guns
13
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
0
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: 1 / 10
1
1
1
2
5
6
8
10
15
20
Sneak
Locked
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
0
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: 0 / 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
Locked
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: 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: 2 / 11
1
1
2
2
3
4
4
5
8
10
12
Science!
1
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: 1 / 10
1
1
3
3
5
5
6
6
9
20
Observation
Locked
0
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: 0 / 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: 5 / 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
Space Ranger
Your Speech skill also scales damage.
+2.5% Damage per Speech skill
speech: 1
Commando
You unlock an additional weapon equipment slot.
melee: 1 or guns: 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
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
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
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
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
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
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
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
Grim Visage
needs 6+ perks purchased
Scoring a kill will temporarily cause human and creature enemies near the target to be Frightened for a short duration. 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: 9
Has perk: intimidator
Tall Tale Teller
needs 7+ perks purchased
Only your most outlandish lies aren’t believed, with you being able to lie about even more things. Additionally, you gain a bonus to damage when attacking enemies that aren’t targeting you directly.
+20% Damage
speech: 10
Has perk: charlatan
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
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
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Flaws

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