The Outer Worlds 2Lucky Engineer build
The Outer Worlds 2
Lucky Engineer
build Level 1 / 30
Perks 15 / 0
Level
1
Based on the skill points spent.
0 skill points (not including specialized skill bonuses)
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.
You can select another positive trait
...if you also select a negative trait
Skills
0 / 2
You have to specialize 2 more skills.
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: 2 / 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: 5 / 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: 3 / 7
1
2
5
6
8
10
15
The selected perks require level 10 to unlock.
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: 1 / 4
1
3
5
20
The selected perks require level 5 to unlock.
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: 0 / 6
1
1
2
5
10
20
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: 1 / 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: 2 / 8
1
2
4
5
6
9
9
10
The selected perks require level 6 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: 1 / 5
1
2
5
9
20
The selected perks require level 2 to unlock.
Perks
15 / 0
Commando
You unlock an additional weapon equipment slot.
melee: 1 or guns: 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
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
Ghost
needs 1+ perks purchased
If you're crouched when an NPC starts investigating you, gain Camouflaged for a short duration. Has a cooldown between activations, which decreases based on Sneak skill.
Invisible to enemies and deal bonus damage.
Cooldown: 3m
sneak: 2
Silent Steps
needs 2+ perks purchased
After leaving stealth, your footsteps are silent for a short duration.
Footsteps are silent for 8s
sneak: 6
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
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
Echoing Blows
needs 4+ perks purchased
Your melee attacks deal a small portion of damage in a large cone in front of you. The damage of the cone is increased for two-handed weapons.
Heavy Melee weapons deal 50% of their weapon damage
Light Melee weapons deal 25% of their weapon damage
melee: 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
Pitch/Tossball Hacker
needs 5+ perks purchased
Your melee attacks ignore a portion of the target's armor.
Ignore 50% of the target's Armor Value when attacking with a melee weapon
melee: 8
Light Step
needs 5+ perks purchased
Walking over traps and mines will never set them off.
sneak: 10
Tit for Tat
needs 7+ perks purchased
A percent of outgoing melee damage is returned as health.
Heal for 25% of damage dealt by melee weapons.
melee: 10
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
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Flaws
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