The Outer Worlds 2My build
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)
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
Innovative
You are inventive and crafty, always able to find unique solutions to complex problems. You've found numerous ways to be more efficient when crafting.
Crafting recipes for ammo, throwables, and resources create up to twice as many of those items for the same amount of crafting materials.
Suave
You have a way with words, getting you discounts at vendors and talking your way out of minor crimes.
10% discount at all vendors and bounty must be two times higher than normal to be seen as an Outlaw.
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
You have to specialize 2 more skills.
0 / 5
You have to lock 5 more skills.
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
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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
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1
1
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5
6
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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
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2
5
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8
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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
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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: 3 / 4
1
3
5
20
The selected perks require level 20 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: 6 / 7
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1
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8
20
The selected perks require level 20 to unlock.
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
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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
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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
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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
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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
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9
9
10
The selected perks require level 9 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
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2
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9
20
Perks
15 / 0
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
Grenadier
You unlock an additional throwable equipment slot. You also gain a small bonus to explosives damage.
+10% Explosives Damage
explosives: 2
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
Defuser
Whenever you disable a mine, it is added to your inventory so you can place it yourself.
explosives: 3
Treasure Hunter
Searching through containers can occasionally reward you with bonus bits or crafting materials.
observation: 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
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
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
Secret Recipe
needs 3+ perks purchased
Your explosives deal full damage across their entire blast zone.
explosives: 6
Makeshift Armorer
needs 4+ perks purchased
Whenever you craft items, your armor gains a temporary bonus to its armor value that degrades from incoming attacks. The amount of armor added is based off the total value of the materials used. The bonus armor can take more hits before degrading as your Engineering skill increases.
+1 Armor Value to your equipped armor for every 25 bits crafted
engineering: 3
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
Demolitionist
needs 8+ perks purchased
All of your explosives have increased area of effect and can no longer deal damage to you.
+50% Damage Radius
explosives: 20
Has perk: secret-recipe
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
Master Armorer
needs 9+ perks purchased
Your body armor gains an additional armoring mod slot, allowing you to add a second mod to your armor.
engineering: 20
Has perk: makeshift-armorer
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