The Outer Worlds Wiki
(added info for companion perks. need to add the perks still.)
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! class="unsortable" | Effect
 
! class="unsortable" | Effect
 
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| || Wild Science || Further increase the damage dealt by Science weapons (stacks with Weird Science). || Science Weapon Damage +50%
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| || {{RDL|Wild Science}} || Further increase the damage dealt by Science weapons (stacks with Weird Science). || Science Weapon Damage +50%
 
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| || 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%<br/>Movement Penalty to Accuracy -100%
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| || {{RDL|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%<br/>Movement Penalty to Accuracy -100%
 
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| || 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.
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| || {{RDL|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.
 
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| || Armor Master || Increase the Armor Rating and Skill bonuses from any armor you wear. || Armor Rating Bonus +10%<br/>Skill Bonus +100%
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| || {{RDL|Armor Master}} || Increase the Armor Rating and Skill bonuses from any armor you wear. || Armor Rating Bonus +10%<br/>Skill Bonus +100%
 
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| || Super Pack Mule || Further increase your maximum Carrying Capacity. || Carrying Capacity +100kg
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| || {{RDL|Super Pack Mule}} || Further increase your maximum Carrying Capacity. || Carrying Capacity +100kg
 
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| || 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%
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| || {{RDL|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%
 
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| || Revenge || Whenever you are affected by a harmful Combat Effect, you deal increased Damage. || Damage +20%
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| || {{RDL|Revenge}} || Whenever you are affected by a harmful Combat Effect, you deal increased Damage. || Damage +20%
 
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| || Last Stand || When you are at low Health, you deal increased damage. || Damage while under 25% Health +30%
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| || {{RDL|Last Stand}} || When you are at low Health, you deal increased damage. || Damage while under 25% Health +30%
 
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| || Boom, Headshot! || Headshot kills explode, damaging nearby enemies. || Headshot kills deal 25% of their damage to enemies within 2.5m
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| || {{RDL|Boom, Headshot!}} || Headshot kills explode, damaging nearby enemies. || Headshot kills deal 25% of their damage to enemies within 2.5m
 
|-
 
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| || 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<br/>Cooldown: 15m
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| || {{RDL|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<br/>Cooldown: 15m
 
|-
 
|-
| || 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
+
| || {{RDL|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
 
|-
 
|-
| || Thick Skin || All Area of Effect and Plasma damage dealt to you is reduced. || Area of Effect Damage Received -15%<br/> Plasma Damage Received -15%
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| || {{RDL|Thick Skin}} || All Area of Effect and Plasma damage dealt to you is reduced. || Area of Effect Damage Received -15%<br/> Plasma Damage Received -15%
 
|-
 
|-
| || Tit For Tat || A small amount of Melee damage you deal is returned as healing. || Melee Damage returned as Health +15%
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| || {{RDL|Tit For Tat}} || A small amount of Melee damage you deal is returned as healing. || Melee Damage returned as Health +15%
 
|-
 
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| || Solo Sneaker || Reduce the detection radius of enemies when you have no Companions in your party. || Detection Radius of Enemies -33%
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| || {{RDL|Solo Sneaker}} || Reduce the detection radius of enemies when you have no Companions in your party. || Detection Radius of Enemies -33%
 
|}
 
|}
   

Revision as of 06:25, 28 July 2020

Welcome to Perk Selection. On this screen you can choose which Perks to buy with your Perk Points.

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!

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.

Stranger Perks

Tier 1

Tier 1 perks require 0 previous perks to be unlocked and cost 1 perk point.

Icon Name Description Effect
Toughness icon Toughness You've grown healthier in your time outside of stasis. Base Health +50%
Slow the world icon Slow the World Increase the Carrying Capacity bonus from your Companions. Tactical Time Dilation Meter Max +25%
Lone wolf icon 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%
Strider icon Strider Years of Adrena-Time use have left a permanent pep in your step. Walk Speed +25%
Cheetah icon Cheetah They're not slow, you're just fast. Sprint Speed +20%
High maintenance icon High Maintenance You take better care of your weapons and armor than most people. Weapon / Armor Durability Loss -25%
Precision icon Precision After some unsanctioned adjustments, the Workbench's sight alignment tool is much more accurate. Companion Crit Chance +15%
The negotiator icon The Negotiator Being a shrewd negotiator may cost you some friends, but you make up for it in Bits. Vendor Prices +20%
Deadly demonstrations icon Deadly Demonstrations Your companions have a lot to teach you about killing. XP from Companion kills +50%
Traveler icon Traveler You've become very efficient at transporting goods. Maybe you should have been born as a cargo hauler. Fast Travel when Encumbered
Quick and the dead icon Quick and the Dead Your Tactical Time Dilation meter recharges much faster. Tactical Time Dilation Recharge Rate +50%
Pack mule icon Pack Mule Increase your maximum Carrying Capacity. Carrying Capacity +50kg
A few bits more icon 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%
Resilient icon Resilient You have a base Armor Rating which adds to any armor you wear. Base Armor Rating +5

Tier 2

Tier 2 perks require 5 previous perks to be unlocked and cost 1 perk point.

Icon Name Description Effect
Run and Gun Reduce the penalties to Accuracy when moving. Movement Penalty to Accuracy -65%
The Reaper Gain some Tactical Time Dilation meter when you kill an enemy. TTD Restored per Kill +25%
Weird Science Increases damage dealt by Science Weapons. Science Weapon Damage +50%
Speed Demon Increase your movement and action speed when Tactical Time Dilation is active. Movement Speed during TTD +25%
Scanner While using Tactical Time Dilation, you deal increased Weak Spot damage. Bonus to Extra Headshot/Weakspot Damage +20%
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
Snake Oil Salesman You have a way of convincing Vendors to pay you more Bits than they should. Vendor Buying Price +20%"
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%
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%
Rolling Thunder Killing an enemy reduces the remaining cooldown time of Companion Abilities. Companion Ability Cooldowns for each of your kills - 20%
Harvester Restore some Health whenever you kill an enemy. Health Restored per Kill +15%
Hoarder Significantly reduces the Weight of Consumables. Consumable Weight -50%
Pack of Pack Mules Increase the Carrying Capacity bonus from your Companions. Carrying Capacity Bonus from Companions +40kg
Soliloquy Bonus to Dialog Skills when you have no Companions in your party. Dialog Skills +10

Tier 3

Tier 3 perks require 10 previous perks to be unlocked and cost 1 perk point.

Icon Name Description Effect
Wild Science Further increase the damage dealt by Science weapons (stacks with Weird Science). Science Weapon Damage +50%
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%
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.
Armor Master Increase the Armor Rating and Skill bonuses from any armor you wear. Armor Rating Bonus +10%
Skill Bonus +100%
Super Pack Mule Further increase your maximum Carrying Capacity. Carrying Capacity +100kg
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%
Revenge Whenever you are affected by a harmful Combat Effect, you deal increased Damage. Damage +20%
Last Stand When you are at low Health, you deal increased damage. Damage while under 25% Health +30%
Boom, Headshot! Headshot kills explode, damaging nearby enemies. Headshot kills deal 25% of their damage to enemies within 2.5m
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
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
Thick Skin All Area of Effect and Plasma damage dealt to you is reduced. Area of Effect Damage Received -15%
Plasma Damage Received -15%
Tit For Tat A small amount of Melee damage you deal is returned as healing. Melee Damage returned as Health +15%
Solo Sneaker Reduce the detection radius of enemies when you have no Companions in your party. Detection Radius of Enemies -33%

Companion Perks

Tier 1

Tier 1 perks require 0 previous perks to be unlocked and cost 1 perk point.

Tier 2

Tier 1 perks require 1 previous perks to be unlocked and cost 1 perk point.

Tier 3

Tier 1 perks require 2 previous perks to be unlocked and cost 1 perk point.

Tier 4

Tier 1 perks require 3 previous perks to be unlocked and cost 1 perk point.

Tier 5

Tier 1 perks require 4 previous perks to be unlocked and cost 1 perk point.

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