The Outer Worlds 2
My
build

Level 1 / 30
Perks 15 / 0
Level
1
Based on the skill points spent.
0 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

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
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

0 / 2
0 / 5
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: 6 / 15
1
1
1
1
2
2
3
3
4
5
5
6
8
14
20
The selected perks require level 20 to unlock.
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
The selected perks require level 20 to unlock.
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
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: 1 / 4
1
2
4
8
The selected perks require level 1 to unlock.
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
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
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: 2 / 6
1
1
2
5
10
20
The selected perks require level 10 to unlock.
Medical
0
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: 0 / 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
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: 2 / 6
1
1
1
3
5
8
The selected perks require level 1 to unlock.
Speech
0
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
The selected perks require level 1 to unlock.
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

15 / 0
Trophy Hunter
You gain Critical Hit Chance with all weapons against all enemies. The chance is increased against Strong enemies, such as Leaders and Bosses that aren't heavily damaged.
+5% Critical Chance
+15% additional Critical Chance against Strong enemies
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
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
Bulletshield
You gain a bonus to damage resistance and max health, but enemies are more likely to target you over your companions.
+10% Damage Resistance
+10% Base Health
Treasure Hunter
Searching through containers can occasionally reward you with bonus bits or crafting materials.
observation: 1
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
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
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
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
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
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
Automech Anatomist
needs 5+ perks purchased
Your weakspot hits against automechanicals cause shock damage to chain to nearby enemies.
Automechanical weakspot hits deal 50% of your weapon’s damage as Shock to nearby enemies.
hack: 10
Shrug It Off
needs 8+ perks purchased
When combat starts and whenever one of your companions is downed, immediately gain temporary health equal to 50% of your max health.
Gain 50% of Max Health as Temporary Health
Has perk: bulletshield
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

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
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