Skills are an essential part of any RPG adventure, and you can bet they’re significant in Obsidian Entertainment’s upcoming title The Outer Worlds. You’re going to be playing as a citizen in the middle of a science fiction nightmare where you’re forced to watch futuristic corporations conduct cut-throat tactics to make a quick buck. The adventure is heavily going to lean on what your character can and cannot do. Here’s a full, comprehensive list of what those skills and details are in the game.
The Outer Worlds Skills Guide
The skills are broken down into seven different sections. They give a further degree of definition for your character. For example, your character might be excellent at melee, but what kind of melee do they prefer? Are they better with two-handed weapons, or using a single hand? If they have a good defense, are they better at dodging or blocking an attack? If they good at handling dialog, is it because they’re persuasive, or do they mostly lie?
The first 50 points you put into each skill is going to increase all of the skills in the category. For example, Melee is broken up into 1-handed melee weapons and 2-handed melee weapons. If you choose to specialize in this category, the first 50 points increase both of these choices. However, when you get past 50, you can choose to put points into 1-handed or 2-handed directly. The first 50 points are a way for you to get an idea of the skill before truly specializing.
You can use a special passive for every 20 points you put into the skill. So, for the first 50 you put into one, you gain the first two passives for everything in that category, but after 50, you have to start picking which ones you want to specialize during your playthrough.
The skills section is the time for you to start roleplaying the type of character you want to play during the game. Here’s a complete list of those seven categories, and the additional choices you can make to define your character further.
Dialog
20: You gain Terrify – You have a 20 percent chance for an enemy to become Terrified and flee from combat for 10 seconds after killing something else
40: You increase terrify’s area of effect by 100 percent
60: The movement speed of terrified creatures goes down by 30 percent
80: Creatures have a 10 percent chance to gain Terrified
100: When your character terrifies a creature they gain five percent critical hit chance and 25 percent critical hit damage for 10 seconds
20: You gain scramble – A 15 percent chance Automechanicals will attach other creatures than you for 17 seconds
40: Scramble’s duration increases by seven seconds
60: Scrambled automechanicals have a normal attack speed
80: Increases the scramble chance of automechanicals by 10 percent
100: Scrambled automechanicals do 30 percent more weak spot damage
20: You gain cower – Humans have a 20 percent chance to cower in fear for three seconds after the initial attack against them
40: Cower now lasts an additional seven seconds
60: Any human cowering has 50 percent armor
80: It increases a human’s chance to cower by 10 percent
100: When a human is cowering, you gain 25 percent armor for 10 seconds
Defense
20: You gain perfect block – When you block right before you get hit, this staggers the enemy
40: Your weapon durability loss goes down by 25 percent when you block with it
60: Your walk speed increases by 100 percent while you’re blocking
80: When you perfect block, you lose none of your weapon’s durability
100: When you perform a perfect block it weakens your enemies, increasing the damage they take by 100 percent for five seconds
20: You can now use the ability to Leap
40: After you dodge, your recovery increases by 100 percent
60: You gain dodge protection – You have 30 percent armor rating for five seconds after you dodge
80: You gain dodge force – After you dodge, your melee attacks are going to do 50 percent more damage
100: You gain dodge penetration – After you dodge, your character’s weak spot hits have the chance to ignore all armor for five seconds
Leadership
20: When your inhaler heals you, your companions get 30 percent of its healing effects
40: Your companions gain 20 percent more critical hit damage
60: Companions are going to receive 25 percent more of your inhaler’s healing effects
80: You gain resolve – When your companions get downed, your party earns 50 percent armor rating and damage for 10 seconds
100: When your companion kills an enemy they gain 50 percent of their health back
20: You gain companion abilities – Your character can now order your companions to do special attacks during combat
40: All of your companions have 20 percent more armor rating
60: Your companion’s skill gives your character’s skills a bonus by 100 percent
80: You gain inspired precision – When any of your companions down an enemy, the entire party gains increased critical hit chance by 20 percent for five seconds
100: When a companion kills an enemy, all of your companions’ ability cooldowns go down by 20 percent.
Melee
20: You can use power and sweep attacks
40: You can use TTD Location Hit Effects with your attacks
60: Your 1-handed weapon reach increases by 30 percent
80: Your 1-handed weapons use 50 percent less TTD
100: Your power and sweep attacks have a 25 percent chance to stun
20: You can use power and sweep attacks
40: You can use TTD Location Hit Effects with your attacks
60: Your 2-handed weapon attacks are unblockable
80: Your 2-handed weapons use 50 percent less TTD
100: Your power and sweet attacks have a 25 percent chance to knock down your enemy
Ranged
20: You can use TTD Location Hit Effects with your attacks
40: Your handguns have a 50 percent chance to crit.
60: Your handguns have a minimum armor penetration of 10 percent damage to your foes
80: Your handguns have a 20 percent chance to cause critical damage to enemies with debuffs on them
100: Your handgun’s critical hits ignore 100 percent of your enemy’s armor
20: You can use TTD Location Hit Effects with your attacks
40: Your heavy weapons have a 50 percent chance to crit.
60: Your heavy weapons reload speed increases by 30 percent
80: When your heavy weapons hit a critical hit it increases their rate of fire by 30 percent for three seconds
100: Your heavy weapons critical hit ignore 100 percent of your enemy’s armor
20: You can use TTD Location Hit Effects with your attacks
40: Your long guns have a 50 percent chance to crit.
60: Your long gun’s headshot and weak spot damage increases by 20 percent
80: After a kill, for five seconds your long gun experiences no weapon sway
100: Your long gun’s critical hits ignore 100 percent of your enemy’s armor
Stealth
20: You can sell your goods to vending machines
40: You gain access to restricted items at vending machines
60: You can hack automechanicals and turn them off for 10 seconds
80: Automechanicals cannot detect you by an additional 30 percent range
100: You can hack automechanicals by 2.5m more meters, for a total of 5 meters away
20: Doors and containers that need at least 1 Mag-pick to open are free to access
40: You can find 25 percent more bits inside of containers
60: Before you pick a lock, you preview what’s inside a container
80: Your lockpicking speed increases to happening almost instantly
100: You have a 100 percent chance to find pristine items
20: You gain sneak attack – You can attack unaware enemies while crouched, dealing more damage than you normally would
40: You can pickpocket – steal from humans while you’re crouched
60: Your crouch movement speed increases by 25 percent
80: Your sneak attack damage to weak spots increases by 20 percent
100: Your sneak attack is going to ignore 50 percent of your opponent’s armor
Tech
20: You gain field repair – You can repair armor and weapons in your inventory
40: You can break down your weapons and armor with a 20 percent chance to extract a basic mod from the materials
60: You have a 20 percent chance for your repair to turn your item into Pristine, increasing its overall value and durability
80: You can break down your weapons armor with a 20 percent chance to extract a rare mod from the materials
100: You deal 20 percent more damage to automechanicals
20: You unlock the second drug mixing slot for your inhaler
40: You unlock the third drug mixing slot for your inhaler
60: Any hostile effect duration done to targets increases by 50 percent
80: You unlock the fourth drug mixing slot for your inhaler
100: You deal 20 percent bonus damage against humans
20: You gain tinker – You can improve your weapons and armor at a workbench
40: The cost of your tinkering decreases by 50 percent
60: Corrosion and N-ray damage increases by 25 percent
80: Your tinkering cost gets reduced to 90 percent
100: Science weapons are weightless to your character, and they have 100 percent more of a magazine size
Choose your skills wisely, and make sure you’re looking ahead at what your type of character you want to play as in The Outer Worlds. Make sure you learn about the perks they could acquire along the way, too.
The Outer Worlds comes out to the Xbox One, PlayStation 4, Nintendo Switch, and the PC through the Epic Games Store and Microsoft Store on Oct. 25.