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The Outer Worlds Guide by gamepressure.com

The Outer Worlds Guide

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Character development, perks and abilities in The Outer Worlds The Outer Worlds guide, walkthrough

Character development and choosing the appropriate build in The Outer Worlds is extremely important. Investing in chosen skills and perks determines your style of play - melee weapons, ranged combat, stealth attacks, or emphasis on persuasion and peaceful conflict resolution. This page covers all aspects of character development in the game. You will find out how many skill points and perks you get for reaching a new level, as well as all the skills and perks available in The Outer Worlds.

Basic information

The most important information about your hero can be found in the character summary screen. - Character development, perks and abilities in The Outer Worlds - Basics - The Outer Worlds Guide
The most important information about your hero can be found in the character summary screen.

The information below will familiarize you with the leveling up system and will tell you what happens when your character reaches the next level.

  1. You gain a level after obtaining a certain number of experience points (the higher the level, the more experience points you need). You earn experience points by killing enemies, discovering locations, completing quests, or using skills in dialogues. More information can be found on "How to gain experience quickly?" page.
  2. The hero's skills are divided into seven groups: melee, ranged weapons, defense, dialog, stealth, tech, and leadership. A detailed list can be found below.
  3. With each new level, you get 10 skill points. Adding points to a skill group (e.g. melee, ranged weapons or defense) improves all the skills of this group. After reaching level 50 in a given skill, you can develop it separately - the maximum skill level is 100. The effectiveness of the skill increases with each point. Every 20 levels, you can unlock an additional bonus.
  4. Every 2 levels, your hero gets 1 perk point. The perks were divided into three tiers. Once you spend five points on one level of a given perk, you gain access to the next.

List of all skills

Skills are divided into several categories. - Character development, perks and abilities in The Outer Worlds - Basics - The Outer Worlds Guide
Skills are divided into several categories.

The table below has detailed descriptions of all skills in The Outer Worlds, along with special rewards:

One-Handed Melee

Increases the chance of a critical hit with a one-handed weapon.

Skill level (in points)

Special bonus

20

Unlocks power and sweep attacks

40

Unlocks TTD location hit effect

60

+30% one-handed weapon reach

80

-50% consumption of TTD bar when using a one-handed weapon

100

+ 25% chance to stun with a power or sweep attack.

Two-Handed Melee

Increases the critical strike chance with two-handed weapons.

Skill level (in points)

Special bonus

20

Unlocks power and sweep attacks

40

Unlocks TTD location hit effect

60

Attacks with two handed weapons cannot be blocked

80

-50% TTD drain while using two-handed weapons

100

+ 25% chance to stun with a power or sweep attack.

Handguns

Reduces weapon sway with handguns and increases the chance of getting a critical hit.

Skill level (in points)

Special bonus

20

Unlocks TTD location hit effect

40

+50% critical damage with a handgun

60

+10% to minimum armor penetration damage

80

+20% chance to get a critical hit on a debuffed enemy

100

Critical hits with a handgun ignore 100% armor

Heavy weapons

Reduces weapon sway with shotguns and other heavy firearms, and increases the chance of getting a critical hit.

Skill level (in points)

Special bonus

20

Unlocks TTD location hit effect

40

+50% critical damage with a heavy weapon

60

Reduces heavy weapon reload speed by 30%

80

Critical hits increase fire rate by 30% for 3 seconds

100

Critical hits with a heavy weapon ignore 100% armor

Dodge

Increases the distance the character travels while dodging and also shortens the duration of harmful state effects.

Skill level (in points)

Special bonus

20

Unlocks the ability to dodge forward

40

+100% to dodge recovery speed

60

+30% armor rating for 5 seconds after each dodge

80

After dodging, your next melee attack deals 50% more damage

100

Weakspot hits have a 50% chance to ignore armor for 5 seconds after every dodge

Block

Increases armor when using melee weapons.

Skill level (in points)

Special bonus

20

Unlocks the perfect block (block an attack right before you get hit to stun the attacker)

40

-25% weapon durability loss from blocking

60

+100% walking speed while blocking

80

Weapons don't lose durability on a perfect block

100

Perfect blocking weakens enemies, increasing the damage taken by them by 100% for 5 seconds

Persuade

Persuade is used in conversations and gives a chance to cause a paralyzing fear in a human enemy after performing a first attack.

Skill level (in points)

Special bonus

20

The first time you hit a person, you have a 20% chance of causing fear in them for 3 seconds

40

Cower duration increases by 7 seconds

60

Weakens the armor of an enemy with Cower effect by 50%

80

Ability to inflict Cower effect increased by 10%

100

When a person is affected by Cower effect, your armor increases by 25% for 10 seconds

Lie

Lying is used in conversations and gives you the ability to cause Scramble effect (enemies attack their allies) onAutomechanicals attacking you.

Skill level (in points)

Special bonus

20

15% chance to cause Scramble effect on a machine - they will slowly attack other enemies instead of you for 10 seconds

40

The duration of Scramble effect is increased by 7 seconds

60

Automechanicals affected by Scramble attack at normal speed

80

Chance of causing Scramble increased by 10%

100

+30% damage dealt when hitting a weak spot of the machine affected by Scramble

Intimidate

Intimidate is used in conversations and gives you a chance to cause Terrify effect (enemies briefly escape) in nearby creatures after killing one of them.

Skill level (in points)

Special bonus

20

After killing a creature, you have a 20% chance to trigger Terrify effect on nearby creatures for 10 seconds

40

Terrify area of effect increased by 100%

60

The speed of movement of creatures with Terrify effect are reduced by 30%

80

A chance to cause Terrify effect is increased by 10%

100

Terrify effect provides a +5% critical hit chance bonus for 10 seconds and +25% critical hit damage

Sneak

It reduces the player's detection range while crouched and makes the NPCs looking for the player to return to normal alertness levels faster.

Skill level (in points)

Special bonus

20

While crouched, your attack inflicts additional damage

40

Allows you to steal from people when you sneak up on them

60

Increases movement speed while crouched by 25%

80

Increases sneak attack damage dealt when hitting a weakspot by 20%

100

Sneak attacks ignore 50% of armor

Hack

Reduces hacking time and the number of bypass shunts needed for hacking.

Skill level (in points)

Special bonus

20

Allows you to sell goods for vending machines

40

Gives access to restricted items in the vending machines

60

Allows you to hack the Automechanicals and disabling them for 3 seconds

80

Reduces the detection range of the Automechanicals by 30%

100

Increases the range of hacking Automechanicals by 2.5 meters (5 meters in total)

Lockpick

Reduces the lockpicking time and the number of required Mag-picks.

Skill level (in points)

Special bonus

20

Allows you to open doors and containers that require 1 Mag-pick without using this item

40

You find 25% more bits in containers

60

Allows you to check the contents of containers before opening them

80

The speed of opening locks becomes nearly instant

100

Chance to find an item in pristine condition is increased by 100%

Medical

Increases the amount of health restored from items in the inhaler, unlocks additional slots in the inhaler, and extends the duration of effects.

Skill level (in points)

Special bonus

20

Unlocks a second drug mixing slot in the inhaler

40

Unlocks the third drug mixing slot in the inhaler

60

The duration of the hostile effects on the target is increased by 50%

80

Unlock the fourth drug mixing slot in the inhaler

100

+20% damage dealt to humans

Science

Increases damage dealt by plasma and shock weapons and enhances science weapons' effects.

Skill level (in points)

Special bonus

20

Allows you to improve weapons and armor in the workbench

40

The cost of improving weapons and armor reduced by 50%

60

Increases Corrosion andN-ray damage by 25%

80

Further reduces the tinkering cost

100

Science weapons are weightless to you

Engineering

Reduces the number of parts, armor and weapon parts needed to repair equipment.

Skill level (in points)

Special bonus

20

Repair weapons and armor in your inventory

40

When you disassemble a weapon or armor, you have a 20% chance of getting a basic mod

60

When you repair something, you have a 20% chance of that item becoming a pristine condition

80

When you disassemble a weapon or armor, you have a 10% chance of getting a rare mod

100

Damage dealt to Automechanicals increased by 20%

Inspiration

Increases damage dealt by companions

Skill level (in points)

Special bonus

20

You can order your companions to do a special attack

40

Companions get + 20% armor rating

60

Companions skill bonus to player skills is increased by 100%

80

When companions kill an enemy, the team gets +20% critical hit chance for 5 seconds

100

When companions kill an enemy, the cooldown of their abilities is reduced by 20%

Determination

Increases the maximum number of strength points of the player and companions.

Skill level (in points)

Special bonus

20

After using the inhaler, companions receive 30% of the healing effect

40

Companions deal 20% critical damage

60

Companions receive an additional 25% of the healing effect of the inhaler

80

When a companion is knocked out, the party gains +50% armor rating and deals +50% more damage for 10 seconds

100

When a companion kills an enemy, they get 50% health

List of all perks

Perks are placed in three tiers. - Character development, perks and abilities in The Outer Worlds - Basics - The Outer Worlds Guide
Perks are placed in three tiers.

The following tables contain all the perks in The Outer Worlds, along with the division into tiers:

Tier 1

Perk's name

Description

Toughness

+50% health points

Slow The World

+25% of maximum Tactical Time Dilation

Lone Wolf

+25% damage dealt when you are without your companions

Strider

+25% walk speed

Cheetah

+20% sprint speed

High Maintenance

Equipment durability loss -25%

Precision

+15% chance of your companion dealing a critical hit

The Negotiator

Prices from traders are reduced by 20%

All For One

+25% experience points for enemies killed by companions

Traveler

Allows you to use fast travel when encumbered.

Quick and the Dead

+50% to Tactical Time Dilation recharge

Pack Mule

+50 carry weight

A Bits Few More

+100% additional ammo sold by vendors; +100% additional consumables sold by vendors

Resilient

+10 base armor factor

Tier 2

Perk's name

Description

Run and Gun

The penalty to accuracy while moving is reduced by 65%

The Reaper

TTD +25 on kill

Weird Science

+50% science weapon damage

Speed Demon

+25% movement speed in TTD

Scanner

+20% bonus damage when hitting an enemy in the head or a weakspot

The Collector

Interactive object highlight increased by 5 meters

Snake Oil Salesman

You get 20% more bits from selling items

We Band of Brothers

25% chance to reset a companion's cooldown when dealing critical damage

Tag Team

25% chance to reset a companion's ability cooldown when another companion uses their ability

Rolling Thunder

Reduces the cooldown of companion abilities by 20% after each kill

Harvester

+15% health restored on kill

Hoarder

The weight of consumables is reduced by 50%

Pack of Pack Mules

Bonus to inventory capacity from your companions is increased by 40

Soliloquy

Dialog +10 points when you aren't with companions

Tier 3

Perk's name

Description

Wild Science

+50% science weapon damage

Steady Hand

Ranged weapons sway and movement penalty reduced by 100%

Confidence

The next attack after killing an enemy is a guaranteed critical hit

Armor Master

+10% armor rating bonus, +100% armor skill bonus

Super Pack Mule

+100 inventory capacity

Tactical Master

+70% movement speed in TTD for 5 seconds

Revenge

Damage dealt increased by 20% during harmful effects

Last Stand

Damage dealt increases by 30% if health drops below 25%

Boom, Headshot!

Headshot kills cause an explosion that damages nearby enemies

Don't Go Dyin' on Me!

The use of the inhaler picks the knocked-out companions up

Penetrating Shots

Ranged attacks reduce the target's armor rating by 1 point per hit

Thick Skin

Reduces area damage and plasma damage by 15%

Tit for Tat

15% of melee damage is returned as health points

Solo Sneaker

Reduces enemy detection radius by 33%

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