Character development, perks and abilities in The Outer Worlds The Outer Worlds guide, walkthrough
Last update: 30 October 2019
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 information below will familiarize you with the leveling up system and will tell you what happens when your character reaches the next level.
- 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.
- 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.
- 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.
- 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
The table below has detailed descriptions of all skills in The Outer Worlds, along with special rewards:
- One-Handed Melee
- Two-Handed Melee
- Handguns
- Heavy weapons
- Dodge
- Block
- Persuade
- Lie
- Intimidate
- Sneak
- Hack
- Lockpick
- Medical
- Science
- Engineering
- Inspiration
- Determination
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) on Automechanicals 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 and N-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
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% |