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Level 30
Med
7
Exp
14
Hck
9
Lck
11
Spc
13
Sci
9

Boom
The Outer Worlds 2
Minimums needed to pass important checks, explosives edition
build
by TheDm
Published

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Level 30 / 30
Perks 12 / 15
Level
30
Based on the skill points spent.
57 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

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.
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

3 / 3
0 / 0
Guns
0
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: 0 / 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: 0 / 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
11
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: 2 / 4
1
2
4
8
Engineering
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
14
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: 5 / 7
1
1
2
3
6
8
20
Hack
9
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
7
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: 1 / 11
1
1
2
2
3
4
4
5
8
10
12
Science!
9
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
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
13
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
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

12 / 15
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
Grenadier
You unlock an additional throwable equipment slot. You also gain a small bonus to explosives damage.
+10% Explosives Damage
explosives: 2
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
Defuser
Whenever you disable a mine, it is added to your inventory so you can place it yourself.
explosives: 3
Rapid Recharge
After dropping to 10% or less gadget energy, energy recharges faster for a few seconds.
Energy Recharge Rate +500% for 5s
Cooldown: 30s
science: 1
Zyranium Absorption
needs 1+ perks purchased
You accumulate zyuranium poisoning much slower and can no longer receive Light and Heavy Zyuranium Poisoning penalties after accumulating too much. Additionally, if you enter a drug crash from using the medical inhaler, when the crash ends a portion of your zyuranium poisoning is removed.
Zyuranium poisoning is accumulated 50% slower
-35 Zyuranium poisoning on drug crash end
medical: 3
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
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
Secret Recipe
needs 3+ perks purchased
Your explosives deal full damage across their entire blast zone.
explosives: 6
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
Incendiary Chef
needs 4+ perks purchased
Unlocks the recipe to craft Volatile Grenades. Volatile Grenades deal significant damage, but holding them for too long can cause them to explode in your hands! On selection, immediately gain several Volatile Grenades for use.
+20% Explosives Damage
Deal 50 physical damage on direct hit with a grenade or mine and staggers
explosives: 8
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
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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
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
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