The Outer Worlds - All Character Perks

The Outer Worlds - All Character Perks

The Outer Worlds - All Character Perks image 0

More The Outer Worlds Guides:

  • Tips and Tricks.
  • How to Find Every Disguise.
  • How to Use the Holographic Shroud.
  • How to Reset Character Skills and Perks.
  • Complete Science Weapon Guide (How to Find It).

All Character Perks In The Outer Worlds

The Outer Worlds features a total of 42 different perks that are spread across three different tier levels. What makes perks so special, is the fact that they hold unique benefits that both players and companions can ultitise to their advantage by purchasing the likes of skills, can be purchase to help increase skills or receive a buff.

Players will receive one perk point every 2 levels and given that the level cap is set to 30, you will only being able to unlock a total of 15 perks through this method. If you happen to be looking for additional points, you can receive one perk point for every Flaw that you except.

Listed below is the complete list of all character perks in The Outer Worlds.

Tier 1 Perks

  • Toughness:+50% Base HealthYou've grown healthier in your time outside of stasis.
  • You've grown healthier in your time outside of stasis.
  • Slow the World:+25% Tactical Time Dilation Meter MaxTactical Time Dilation lasts longer. Surely this is normal.
  • Tactical Time Dilation lasts longer. Surely this is normal.
  • Lone Wolf:+25% Damage when alone in partySometimes you are the only person you can trust, and that's ok. You deal increased damage when traveling alone.
  • Sometimes you are the only person you can trust, and that's ok. You deal increased damage when traveling alone.
  • Strider:+25% Walk SpeedYears of Adrena-Time use have left a permanent pep in your step.
  • Years of Adrena-Time use have left a permanent pep in your step.
  • Cheetah:+20% Sprint SpeedThey're not slow, you're just fast.
  • They're not slow, you're just fast.
  • High Maintenance:-25% Weapon/Armor Durability LossYou take better care of your weapons and armor than most people.
  • You take better care of your weapons and armor than most people.
  • Precision:+15% Companion Crit ChanceAfter some unsanctioned adjustments, the Workbench's sight alignment tool is much more accurate.
  • After some unsanctioned adjustments, the Workbench's sight alignment tool is much more accurate.
  • Resilient:+10 Base Armor RatingYou have a base armor rating which adds to any armor you're wearing.
  • You have a base armor rating which adds to any armor you're wearing.
  • A Few Bits More:+100% Additional Ammo stock & Consumable stock on VendorsVendors and Vending Machines have additional Ammo and Consumables available.
  • Vendors and Vending Machines have additional Ammo and Consumables available.
  • Pack Mule:+50kg Carrying CapacityIncrease your carrying capacity.
  • Increase your carrying capacity.
  • Quick and the Dead:+50% Tactical Time Dilation Recharge RateYour Tactical Time Dilation Meter recharges much faster.
  • Your Tactical Time Dilation Meter recharges much faster.
  • Traveler:Unlocks the ability to fast travel when encumberedYou've become very efficient at transporting goods. Maybe you should have been born as a cargo hauler.
  • You've become very efficient at transporting goods. Maybe you should have been born as a cargo hauler.
  • All For One:+50% XP from Companion KillsYour companions have a lot to teach you about killing.
  • Your companions have a lot to teach you about killing.
  • The Negotiator:-25% Vendor SurchargesBeing a shrewd negotiator may cost you some friends, but you make up for it in bits.
  • Being a shrewd negotiator may cost you some friends, but you make up for it in bits.

Tier 2 Perks

You will need to have 5 perks added to unlock the ability to acquire the tier three perks.

  • Run and Gun:-65% Movement Penalty to AccuracyReduce the penalties to Accuracy while moving.
  • Reduce the penalties to Accuracy while moving.
  • The Reaper:+25% Tactical Time Dilation MeterGain some Tactical Time Dilation when you kill an enemy.
  • Gain some Tactical Time Dilation when you kill an enemy.
  • Weird Science:+50% Science Weapon DamageIncreased damage dealt by Science weapons.
  • Increased damage dealt by Science weapons.
  • Speed Demon:+25% Movement Speed during TTDIncrease your movement and action speed when Tactical Time Dilation is active.
  • Increase your movement and action speed when Tactical Time Dilation is active.
  • Scanner:+20% Bonus to Extra Headshot / Weakspot DamageWhile using Tactical Time Dilation, you deal increased Weak Spot damage.
  • While using Tactical Time Dilation, you deal increased Weak Spot damage.
  • The Collector:+5m to Interactable Highlight RangeIncrease the range at which all interactable objects around you highlight without requiring you to look directly at them.
  • Increase the range at which all interactable objects around you highlight without requiring you to look directly at them.
  • Snake Oil Salesman:+20% Vendor Buying PriceYou have a way of convincing vendors to pay you more Bits than they should.
  • You have a way of convincing vendors to pay you more Bits than they should.
  • Soliloquy:+10 Dialog SkillsBonus to Dialog skills when you have no Companions in your party.
  • Bonus to Dialog skills when you have no Companions in your party.
  • Pack of Pack Mules:+40kg Carrying Capacity Bonus from CompanionsIncrease the Carrying Capacity bonus from your Companions.
  • Increase the Carrying Capacity bonus from your Companions.
  • Hoarder:-50% Consumable WeightSignificantly reduces the Weight of Consumables.
  • Significantly reduces the Weight of Consumables.
  • Harvester:15% Health Restored per KillRestore some Health whenever you kill an enemy.
  • Restore some Health whenever you kill an enemy.
  • Rolling Thunder:-20% Companion Ability Cooldowns for each of your killsKilling an enemy reduces the remaining cooldown time of Companion Abilities.
  • Killing an enemy reduces the remaining cooldown time of Companion Abilities.
  • Tag Team:25% Chance to reset a Companion Ability cooldown when using the other Companion’s AbilityUsing a Companion Ability has a chance to reset the other Companion's ability cooldown.
  • Using a Companion Ability has a chance to reset the other Companion's ability cooldown.
  • We Band of Brothers:25% Chance to reset a Companion Ability cooldown on each Critical HitWhen you critically hit a target, you have a chance of immediately resetting the cooldown of a companion ability.
  • When you critically hit a target, you have a chance of immediately resetting the cooldown of a companion ability.

Tier 3 Perks

You will need to have 10 perks added to unlock the ability to acquire the tier three perks.

  • Wild Science:+50% science weapon damageFurther increases the damage dealt by Science weapons (stacks with Weird Science)
  • Further increases the damage dealt by Science weapons (stacks with Weird Science)
  • Boom, Headshot!:Headshot kills deal 25% of their damage to enemies within 2.5mHeadshot kills explode, damaging nearby enemies.
  • Headshot kills explode, damaging nearby enemies.
  • Steady Hand:-100% Steady Hand: Ranged Weapon Sway / -100% Movement Penalty to AccuracyAfter killing an enemy, your Weapon Sway and Accuracy penalties to moving are reduced to zero for a short time.
  • After killing an enemy, your Weapon Sway and Accuracy penalties to moving are reduced to zero for a short time.
  • Confidence:Confident: your next attack is a guaranteed Critical Hit.Killing an enemy makes your next shot a guaranteed Critical Hit.
  • Killing an enemy makes your next shot a guaranteed Critical Hit.
  • Don’t Go Dyin’ On Me:Revive Companions to 25% Health / Cooldown: 15mWhen you use the inhaler, any downed Companions are revived with a small amount of Health.
  • When you use the inhaler, any downed Companions are revived with a small amount of Health.
  • Penetrating Shots:-10 Ranged Attacks inflict -1 Armor Rating for 10 seconds, and can stack up toYour ranged attacks reduce the target's Armor Rating by 1 point per hit. This effect lasts a short time, and can stack multiple times.
  • Your ranged attacks reduce the target's Armor Rating by 1 point per hit. This effect lasts a short time, and can stack multiple times.
  • Armor Master:+10% Armor Rating Bonus / +100% Skill BonusIncrease the Armor Rating and Skill bonuses from any armor you wear.
  • Increase the Armor Rating and Skill bonuses from any armor you wear.
  • Last Stand:+30% Last Stand: Damage while under 25% HealthWhen you are at low Health, you deal increased damage.
  • When you are at low Health, you deal increased damage.
  • Super Pack Mule:+100kg carrying capacity.Further increases your carrying capacity.
  • Further increases your carrying capacity.
  • Thick Skin:-15% Area of Effect Damage Received / -15% Plasma Danage ReceivedAll Area of Effect and Plasma damage dealt to you is reduced.
  • All Area of Effect and Plasma damage dealt to you is reduced.
  • Tit for Tat:+15% Melee Damage returned as HealthA small amount of Melee damage you deal is returned as healing.
  • A small amount of Melee damage you deal is returned as healing.
  • Tactical Master:+70% Tactical Master: Movement Speed during TTD for 5sWhen you activate Tactical Time Dilation, you continue to move at normal speed for a short time. This effect only occurs when your TTD meter is full at the time of activation.
  • When you activate Tactical Time Dilation, you continue to move at normal speed for a short time. This effect only occurs when your TTD meter is full at the time of activation.
  • Revenge:+20% Revenge: DamageWhenever you are affected by a harmful status effect, you deal increased damage.
  • Whenever you are affected by a harmful status effect, you deal increased damage.
  • Solo Sneaker:-33% Detection Radius of EnemiesReduce the detection radius of enemies when you have no companions in your party.
  • Reduce the detection radius of enemies when you have no companions in your party.

FLAWS

  • Plasma Weakness: Plasma Damage Received +25%Cause: Getting burned too many timesGetting burned too many times has made you susceptible to Plasma damage.
  • Cause: Getting burned too many times
  • Getting burned too many times has made you susceptible to Plasma damage.
  • Corrosive Weakness:Corrosion Damage Received +25%Cause: Getting burned too many timesSuffering too many corrosive burns has made you weak against Corrosive damage.
  • Cause: Getting burned too many times
  • Suffering too many corrosive burns has made you weak against Corrosive damage.
  • Paranoid:Personality Attributes -1Cause: Repeatedly getting caught by guards in Restricted AreasRepeatedly getting caught by guards in Restricted Areas has made you jittery, doubly so when roaming around Restricted Areas or sneaking.
  • Cause: Repeatedly getting caught by guards in Restricted Areas
  • Repeatedly getting caught by guards in Restricted Areas has made you jittery, doubly so when roaming around Restricted Areas or sneaking.
  • Herpetophobia:Dexterity -1, Perception -1, Temperament -1Cause: Repeated encounters with MantisaursAfter too many encounters with Mantipillars and Mantisaurs, you're not quite yourself when any of the Manti-family of creatures are attacking your party.
  • Cause: Repeated encounters with Mantisaurs
  • After too many encounters with Mantipillars and Mantisaurs, you're not quite yourself when any of the Manti-family of creatures are attacking your party.
Source: https://gameplay.tips/guides/5616-the-outer-worlds.html					

More The Outer Worlds guilds