The Outer Worlds
Build Planner

Level: 1/36
Skills: 0/0
Perks: 0/0
Attribute pts left: 6

Attributes

Strength
+3 to
One-handed melee,
Two-handed melee,
Heavy weapons,
Block,
Inspiration,
Intimidate
average
Dexterity
+3 to
One-handed melee,
Handguns,
Dodge,
Block,
Sneak,
Lockpick
average
Intelligence
+3 to
Long guns,
Persuade,
Hack,
Medical,
Science,
Determination
average
Perception
+3 to
Handguns,
Long guns,
Heavy weapons,
Dodge,
Lockpick,
Engineering
average
Charm
+3 to
Persuade,
Lie,
Intimidate,
Hack,
Science,
Inspiration
average
Temperament
+3 to
Two-handed melee,
Lie,
Sneak,
Medical,
Engineering,
Determination
average

Skills

Melee:
0 pts
One-handed melee
0
0
6
+6 from attribute
20
Unlock Power and Sweep Attacks
40
Unlock TTD Location Hit Effects
60
1-Handed Melee Weapon Reach +30%
80
1-Handed Melee TTD Drain -50%
100
Power and Sweep Attack Chance to Stun +25%
150
1-Handed Melee Critical Hits ignore 100% Armor
1%
1-h-melee-crit-chance
Two-handed melee
0
0
6
+6 from attribute
20
Unlock Power and Sweep Attacks
40
Unlock TTD Location Hit Effects
60
2-Handed Melee Weapon attacks are Unblockable
80
2-Handed Melee Weapon TTD Drain -50%
100
Power and Sweep Attack Chance to Knockdown +25%
150
Power and Sweep Attack Chance to Stun +50%
1%
2-h-melee-crit-chance
Ranged:
0 pts
Handguns
0
0
6
+6 from attribute
20
Unlock TTD Location Hit Effects
40
Handgun Critical Damage +50%
60
Minimum Armor Penetration Damage +10%
80
Debuffed Enemy Critical Chance +20%
100
Handgun Critical Hits ignore 100% Armor
150
Critical Hits ricochet and hit another enemy
1%
handguns-crit-chance
1%
handguns-sway
Long guns
0
0
6
+6 from attribute
20
Unlock TTD Location Hit Effects
40
Long Guns Critical Damage +50%
60
Long Guns Headshot / Weakspot Damage +20%
80
Deadly Focus: No Weapon Sway for 5s after each kill
100
Long Gun Critical Hits ignore 100% Armor
150
Non-Critical Hits ignore 50% Armor
1%
long-guns-crit-chance
1%
long-guns-sway
Heavy weapons
0
0
6
+6 from attribute
20
Unlock TTD Location Hit Effects
40
Heavy Weapons Critical Damage +50%
60
Heavy Weapons Reload Speed +30%
80
Heavy Weapon Frenzy: Critical Hits increase Rate of Fire +30% for 3s
100
Heavy Weapon Critical Hits ignore 100% Armor
150
Heavy Weapons instantly reload after using the last of their ammo
1%
heavy-weapons-crit-chance
1%
heavy-weapons-sway
Defense:
0 pts
Dodge
0
0
6
+6 from attribute
20
Unlock the ability to Leap (dodge forward)
40
Dodge Recovery Speed +100%
60
Dodge Protection: +30% Armor Rating for 5s after every Dodge
80
Dodge Force: After Dodging, your next Melee Attack gains Damage +50%
100
Dodge Penetration: Weakspot Hits have a 50% chance to Ignore Armor for 5s after every Dodge
150
When Dodging, 25% chance to Stun enemies within +3m
1%
dodge-distance
1%
harmful-status-effect-duration
Block
0
0
6
+6 from attribute
20
Perfect Block: Block just before you get hit to Stagger your attacker
40
Weapon Durability Loss from Blocking -25%
60
Walk Speed while Blocking +100%
80
No Weapon Durability Loss on a Perfect Block
100
Perfect Blocks weaken opponents, increasing the damage they take by +100% for 5s
150
Perfect Blocks cause the attacker to take damage instead
1%
Armor-Rating-when-using-a-Melee-Weapon
Dialog:
0 pts
Persuade
0
0
6
+6 from attribute
20
Cower: Humans have a 20% chance to cower in fear for 3s after the first time you hit them
40
Cower Duration +7s
60
Cowered Target's Armor -50%
80
Human Cower Chance + 10%
100
When a Human cowers, you gain +25% Armor for 10s
150
Chance to Cower resets after 10s, allowing a damaged Human to Cower again
Lie
0
0
6
+6 from attribute
20
Scramble: 15% chance Automechanicals will slowly attack other enemies instead of you for 17s
40
Scramble Duration +7s
60
Scrambled Automechanicals attack at their normal speed
80
Automechanical Scramble Chance +10%
100
Scrambled Automechanical Weakspot Damage +30%
150
Chance to Scramble resets 10s after Automechanical attacks you
Intimidate
0
0
6
+6 from attribute
20
Terrify: 20% chance Creatures will become Terrified and flee for 10s after you kill one
40
Terrify's Area of Effect +100%
60
Terrified Creature Movement Speed -30%
80
Creature Terrify Chance +10%
100
Terrifying a Creature gives l Os Crit Chance +5% and Critical Damage +25%
150
20% chance Creatures you strike with Critical Hit will become Terrified
Stealth:
0 pts
Sneak
0
0
6
+6 from attribute
20
Sneak Attack: Attack unaware enemies while crouched to deal bonus damage
40
Pickpocket: Steal from humans while sneaking
60
Crouch Move Speed +25%
80
Sneak Attack Weakspot Damage +20%
100
Sneak Attacks ignore +50% of the target's Armor
150
Sneak Attacks which kill their targets do not alert other enemies
1%
npc-awareness-decay-rate
1%
sneak-attack-damage
Hack
0
0
6
+6 from attribute
20
Unlock the ability to sell goods to Vending Machines
40
Unlock access to Restricted Items in Vending Machines
60
Hack Automechanicals: Turn them off for 10s
80
Automechanical Detection Range -30%
100
Hack Automechanical Distance +2.5m (5m)
150
Hack turned-off Automechanicals to Scramble them
Lockpick
0
0
6
+6 from attribute
20
Doors and Containers requiring 1 Mag-Pick to unlock are free to open
40
Find +25% more Bits in containers
60
Lockpick Preview: See what is inside locked containers
80
Lockpicking speed is increased to be nearly instant
100
Find Pristine Item Chance +100%
150
The first item in every locked container which is free to open can be stolen without consequence
Tech:
0 pts
Medical
0
0
6
+6 from attribute
20
Unlock the 2nd Drug Mixing Slot for the Inhaler
40
Unlock the 3rd Drug Mixing Slot for the Inhaler
60
Hostile Effect Duration on Targets +50%
80
Unlock the 4th Drug Mixing Slot for the Inhaler
100
Damage Bonus vs Humans +20%
150
After using the Inhaler, gain +20% Damage per Consumable Slot used, lasts 10s
1%
heal-amount-granted-by-the-medical-inhaler
1%
effect-duration-from-items-slotted-in-the-medical-inhaler
Science
0
0
6
+6 from attribute
20
Tinker: Improve your weapons and armor in the Workbench
40
Tinkering Cost -50%
60
Corrosion Damage +25%, N-ray Damage +25%
80
Tinkering Cost for Science Weapons is capped
100
Further Reduce Tinkering Cost to -90%
150
Crit Chance and Sway of Science Weapons are determined by Science skill, if higher
1%
plasma-damage
1%
shock-damage
1%
science-weapon-effects
Engineering
0
0
6
+6 from attribute
20
Field Repair: Repair Weapons and Armor in the Inventory
40
Break Down weapons and armor for a 20% Chance to extract a Basic Mod
60
20% Chance items you Repair will become Pristine, increasing Value and Durability
80
Break Down weapons and armor for a 10% Chance to extract a Rare Mod
100
Damage vs Automechanicals +20%
150
Inserting a new Mod has a 100% chance of recovering the existing Mod
Leadership:
0 pts
Inspiration
0
0
6
+6 from attribute
20
Companion Abilities: You can order Companions to do special attacks
40
Companions gain +20% Armor Rating
60
Companion Skill Bonus to Player Skills +100%
80
Inspired Precision: When Companions kill an enemy, the party gains Critical Hit Chance +20% for 5s
100
When Companions kill an enemy, All Companion Ability Cooldowns -20%
150
Companions provide 10% Skill Bonus to Player Skills while on the Unreliable
1%
companion-damage-bonus
Determination
0
0
6
+6 from attribute
20
The Inhaler heals you and your companions, but they get 30% of the healing effect
40
Companion Critical Damage +20%
60
Companions get on additional 25% of the Inhaler's healing effect
80
Resolve: If a Companion is downed, party gains +50% Armor Rating and Damage +50% for 10s
100
When Companions kill an enemy, they gain 50% Health
150
When a Companion is sent back to the Unreliable, a different Companion can replace them
1%
companion-health

Perks

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Companions

[ Add Companion ]

Aptitude

"No Discernible Aptitude"
Determination +1
[ Change Aptitude ]

Flaws

[ Change Flaws ]
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