Welcome to Perk Selection. On this screen you can choose which Perks to buy with your Perk Points.
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You get a new Perk Point to spend every 2 levels. You can also acquire Perk Points through gameplay, such as by accepting a Flaw. Acquiring 5 new perks makes the next tier of perks available to you!
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Perks and Companion Perks are permanent buffs that are applied to the Stranger or Companion. They allow the player to customize the Stranger and the companions to fit the players playstyle.
A perk point is earned every even level for the Stranger and ever five levels for companions. The stranger can also earn a perk point by accepting Flaws, which are permanent debuffs that affects the Stranger.
The Stranger has three tiers of perks with 14 perks per tier. The companions have five tiers with the first three tiers having 4 perks, one being companion exclusive and the remaining tiers have 3 perks each.
Tier 1 perks require 0 previous perks to be unlocked and cost 1 perk point.
Icon
Name
Description
Effect
Game
Toughness
You've grown healthier in your time outside of stasis.
Base Health +50%
The Outer Worlds
Slow the World
Increase the Carrying Capacity bonus from your Companions.
Tactical Time Dilation Meter Max +25%
The Outer Worlds
Lone Wolf
Sometimes you are the only person you can trust, and that's okay. You deal increased damage when adventuring alone.
Damage when alone in party +25%
The Outer Worlds
Strider
Years of Adrena-Time use have left a permanent pep in your step.
Walk Speed +25%
The Outer Worlds
Cheetah
They're not slow, you're just fast.
Sprint Speed +20%
The Outer Worlds
High Maintenance
You take better care of your weapons and armor than most people.
Weapon / Armor Durability Loss -25%
The Outer Worlds
Precision
After some unsanctioned adjustments, the Workbench's sight alignment tool is much more accurate.
Companion Crit Chance +15%
The Outer Worlds
The Negotiator
Being a shrewd negotiator may cost you some friends, but you make up for it in Bits.
Vendor Prices +20%
The Outer Worlds
Deadly Demonstrations
Your companions have a lot to teach you about killing.
XP from Companion kills +50%
The Outer Worlds
Traveler
You've become very efficient at transporting goods. Maybe you should have been born as a cargo hauler.
Fast Travel when Encumbered
The Outer Worlds
Quick and the Dead
Your Tactical Time Dilation meter recharges much faster.
Tactical Time Dilation Recharge Rate +50%
The Outer Worlds
Pack Mule
Increase your maximum Carrying Capacity.
Carrying Capacity +50kg
The Outer Worlds
A Few Bits More
Vendors and Vending Machines have additional Ammo, Consumables, and General items available. This effect will happen the next time a Vendor or Vending Machine restocks.
Additional Ammo stock on Vendors +100% Additional Consumable and General stock on Vendors +100%
The Outer Worlds
Resilient
You have a base Armor Rating which adds to any armor you wear.
Base Armor Rating +5
The Outer Worlds
Applied Science
Increase the magazine size of Science Weapons.
Science Weapon Magazine Size +25%
Peril on Gorgon
Nietzsche's Reward
You deal increased damage based on the number of Flaws you have.
Tier 2 perks require 5 previous perks to be unlocked and cost 1 perk point.
Icon
Name
Description
Effect
Game
Run and Gun
Reduce the penalties to Accuracy when moving.
Movement Penalty to Accuracy -65%
The Outer Worlds
The Reaper
Gain some Tactical Time Dilation meter when you kill an enemy.
TTD Restored per Kill +25%
The Outer Worlds
Weird Science
Increases damage dealt by Science Weapons.
Science Weapon Damage +50%
The Outer Worlds
Speed Demon
Increase your movement and action speed when Tactical Time Dilation is active.
Movement Speed during TTD +25%
The Outer Worlds
Scanner
While using Tactical Time Dilation, you deal increased Weak Spot damage.
Bonus to Extra Headshot/Weakspot Damage +20%
The Outer Worlds
The Collector
Increase the range at which all interactable objects around you highlight without requiring you to look directly at them.
Interactable Highlight Range +5m
The Outer Worlds
Snake Oil Salesman
You have a way of convincing Vendors to pay you more Bits than they should.
Vendor Buying Price +20%"
The Outer Worlds
We Band of Brothers
When you critically hit a target, you have a chance of immediately resetting the cooldown of a Companion Ability.
Chance to reset a Companion Ability cooldown on each Critical Hit + 25%
The Outer Worlds
Tag Team
Using a Companion Ability has a chance to reset the other Companion's Ability cooldown.
Chance to reset a Companion Ability cooldown when using the other Companion's Ability +25%
The Outer Worlds
Rolling Thunder
Killing an enemy reduces the remaining cooldown time of Companion Abilities.
Companion Ability Cooldowns for each of your kills - 20%
The Outer Worlds
Harvester
Restore some Health whenever you kill an enemy.
Health Restored per Kill +15%
The Outer Worlds
Hoarder
Significantly reduces the Weight of Consumables.
Consumable Weight -50%
The Outer Worlds
Pack of Pack Mules
Increase the Carrying Capacity bonus from your Companions.
Carrying Capacity Bonus from Companions +40kg
The Outer Worlds
Soliloquy
Bonus to Dialog Skills when you have no Companions in your party.
Dialog Skills +10
The Outer Worlds
Assassin
Quiet weapons deal more damage. A weapon is considered Quiet if its Noise Range is 2.5m or less.
Quiet Weapon Damage +25%
Peril on Gorgon
Lone Master
While having no companions in the party, but still having some back on the ship, gain a bonus to all skills. Double the bonus if no companions have been recruited.
All skills +5, if no Companions in party All skills +10, if no Companions recruited
Tier 3 perks require 10 previous perks to be unlocked and cost 1 perk point.
Icon
Name
Description
Effect
Game
Wild Science
Further increase the damage dealt by Science weapons (stacks with Weird Science).
Science Weapon Damage +50%
The Outer Worlds
Steady Hand
After killing an enemy, your Weapon Sway and Accuracy penalties while moving are reduced to zero for a short time.
Ranged Weapon Sway -100% Movement Penalty to Accuracy -100%
The Outer Worlds
Confidence
There's something about blood and violence that helps you focus. That's not disturbing at all.
Your next attack after killing an enemy is a guaranteed Critical Hit.
The Outer Worlds
Armor Master
Increase the Armor Rating and Skill bonuses from any armor you wear.
Armor Rating Bonus +10% Skill Bonus +100%
The Outer Worlds
Super Pack Mule
Further increase your maximum Carrying Capacity.
Carrying Capacity +100kg
The Outer Worlds
Tactical Master
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 time of activation.
Movement Speed during TTD for 5s +70%
The Outer Worlds
Revenge
Whenever you are affected by a harmful Combat Effect, you deal increased Damage.
Damage +20%
The Outer Worlds
Last Stand
When you are at low Health, you deal increased damage.
Damage while under 25% Health +30%
The Outer Worlds
Boom, Headshot!
Headshot kills explode, damaging nearby enemies.
Headshot kills deal 25% of their damage to enemies within 2.5m
The Outer Worlds
Don't Go Dyin' On Me!
When you use the Inhaler, any downed Companions are revived with a small amount of Health.
Revive Companions to 25% Health Cooldown: 15m
The Outer Worlds
Penetrating Shots
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.
Ranged Attacks inflict -1 for 10s, and can stack up to -10
The Outer Worlds
Thick Skin
All Area of Effect and Plasma damage dealt to you is reduced.
Area of Effect Damage Received -15% Plasma Damage Received -15%
The Outer Worlds
Tit For Tat
A small amount of Melee damage you deal is returned as healing.
Melee Damage returned as Health +15%
The Outer Worlds
Solo Sneaker
Reduce the detection radius of enemies when you have no Companions in your party.
Detection Radius of Enemies -33%
The Outer Worlds
Improvisation Warrior
Improvised Weapons deal vastly more damage and degrade slower than usual. Tossball equipment is not considered improvised.
Tier 1 perks require 4 previous perks to be unlocked and cost 1 perk point.
Icon
Name
Description
Effect
Companion
Game
Long Winter
Combat Effects inflicted by this companion's Ability last longer.
Duration of Status Effects incflicted by Companion Abilities +20%
All
The Outer Worlds
Stand Your Ground
When this companion takes damage, they gain some Armor for a short time. This effect stacks up to 3 times.
Armor Rating +3 for 10s
All
The Outer Worlds
Second Wind
When this companion is downed during combat, they heal back some Health and continue fighting. This effect has a long cooldown.
Healed to 25% Health when downed Cooldown: 15m
All
The Outer Worlds
Magic Bullets
Shots from Ellie's Ability ricochet to a second, nearby enemy
None
Ellie
Peril on Gorgon
Antagonistic Fury
Felix deals increased damage to anyone who has a Negative Reputation which you which is higher than their Positive Reputation.
Negative Faction Damage +20%
Felix
Peril on Gorgon
Cunning Strikes
When Nyoka is in the party, you deal increased Sneak Attack damage.
Sneak Attack Damage +20%
Nyoka
Peril on Gorgon
Chrono-Harmony
When Parvati kills and enemy, you regain some of your Tactical Time Dilation meter
Tactical Time Dilation Meter +25%
Parvati
Peril on Gorgon
Planned Intervention
If an enemy hits you, dropping you to low health, Max will taunt nerby enemies to focus their attacks on him instead. This only works if Max is already fighting, still conscious and able to be attacked by the enemy.
Max will taunt enemies within +20m when you drop below 25% Health
Max
Peril on Gorgon
Bedazzle Automechanicals
SAM's Ability always stuns Automechanicals.
Stun: Stuns the target, leaving them unable to act for a short time.