The Outer World - Skills Guide and What They Do

The Outer World - Skills Guide and What They Do

Skills are a staple of any role-playing adventure and you can bet they are meaningful in Obsidian Entertainment's upcoming title The Outer Worlds. You will be playing as a citizen in the midst of a sci-fi nightmare where you are forced to watch futuristic corporations engage in scathing tactics to make a quick buck. The adventure is going to rely a lot on what your character can and cannot do. Here is a full and complete list of those skills and details in the game.



The Outer Worlds Skills Guide

The skills are divided into seven different sections. They give another degree of definition to your character. For example, your character might be great in melee, but what kind of melee do they prefer? Are they better with two-handed or one-handed guns? If they have good defense, can they better avoid or block an attack? If they know how to dialogue well, is it because they are persuasive or do they lie mainly?

Related, related, related: The world calendar of the outer worlds unveiled

The first 50 points you put in each skill will increase all skills in the category. For example, Melee is divided into one-handed and two-handed melee weapons. If you choose to specialize in this category, the first 50 points increase those two choices. However, when you are over 50, you can choose to put the points in 1 or 2 hands directly. The first 50 points are a way to get a feel for the technique before you really specialize.

You can use a special passive for every 20 points you put into the skill. So for the first 50 you put in one, you earn the first two passives for everything in that category, but after 50 you have to start by choosing which ones you want to specialize during your game.



The skills section is the time for you to start playing the type of character you want to play during the game. Here's a full list of those seven categories and the additional choices you can make to further define your character.

Dialogue

Intimidate
  • 20: You gain Terrify: You have a 20% chance that an enemy will be terrified and flee from combat for 10 seconds after killing something else
  • 40: You increase the area of ​​effect of terror by 100%
  • 60: Movement speed of terrified creatures is reduced by 30%
  • 80: Creatures have 10% chance to gain Terrified
  • 100: When your character terrifies a creature, they have a 5% success chance and 25% critical strike damage for 10 seconds.
Lie
  • 20: You gain scramble - 15% chance that Mechanics will ride other creatures than you for 17 seconds
  • 40: Scramble duration increases by seven seconds
  • 60: Scrambled automechanics have normal attack speed
  • 80: Increases jamming chance of Auto Machines by 10%
  • 100: Scrambled Auto Mechanics deal 30% more weak point damage
Persuade
  • 20: You're Afraid - Humans have a 20% chance to shake in fear for three seconds after the first attack on them.
  • 40: Cower now lasts an additional seven seconds
  • 60: All human tremors have 50% armor
  • 80: It increases the chances of human growth by 10%
  • 100: When a human curls up, you gain 25% armor for 10 seconds

Defense

Block
  • 20: You Get Perfect Block - When you block right before you get hit it suffocates the enemy
  • 40: Your weapon's durability loss decreases by 25% when blocking
  • 60: Your walking speed increases by 100% when you block
  • 80: When you perfect blocking, you no longer lose your weapon's durability
  • 100: When you perform a Perfect Block, your enemies are weakened and their damage taken is increased by 100% for five seconds.
dodge
  • 20: You can now use the ability to leap
  • 40: After dodging, your recovery increases by 100%
  • 60: You have anti-dodge protection: your armor is rated at 30% five seconds after your dodge
  • 80: You gain dodge forces - After dodging your melee attacks will deal 50% more damage
  • 100: You gain dodge penetration - After dodging, your character's weak spots have the option to ignore all armor for five seconds.

Direction

Determination
  • 20: When your inhaler heals you, your companions get 30% of its healing effects
  • 40: Your companions take 20% more hit damage
  • 60: Companions will receive 25% more healing effects from your inhaler
  • 80: You gain Resolve - When your companions are downed, your party gains 50% armor rating and damage for 10 seconds
  • 100: When your companion kills an enemy, he recovers 50% of his health points
Inspiration
  • 20: You gain Companion Skills - Your character can now order your companions to do special attacks during combat
  • 40: All of your companions have 20 percent more armor.
  • 60: Your companion's skills grant your character's skills a 100% bonus.
  • 80: You gain Inspired Accuracy - When one of your companions defeats an enemy, the entire party gains an increased critical hit chance by 20% for five seconds.
  • 100: When a companion kills an enemy, the cooldowns of all of your companions decrease by 20%.

Melee

1-handed melee
  • 20: You can use power and sweep attacks
  • 40: You Can Use TTD Location Hit Effects With Your Attacks
  • 60: The range of your one-handed weapon increases by 30%
  • 80: Your one-handed weapons use 50% less TTD
  • 100: Your potency and sweep attacks have a 25% chance to stun
2-handed scrum
  • 20: You can use power and sweep attacks
  • 40: You Can Use TTD Location Hit Effects With Your Attacks
  • 60: Your two-handed attacks are unblockable
  • 80: Your two-handed weapons use 50% less TTD
  • 100: Your potency and soft attacks have a 25% chance to knock down your enemy

Remote

Handguns
  • 20: You Can Use TTD Location Hit Effects With Your Attacks
  • 40: Your handguns have a 50% chance to critically pass.
  • 60: Your handguns have a minimum armor penetration of 10% damage to your enemies.
  • 80: Your handguns have a 20% chance to deal critical damage to battered enemies.
  • 100: Critical hits from your handgun ignore 100% of your enemy's armor
Heavy artillery
  • 20: You Can Use TTD Location Hit Effects With Your Attacks
  • 40: Your heavy weapons have a 50% chance to be criticized.
  • 60: The reload speed of your heavy weapons increases by 30%
  • 80: When your heavy weapons have a critical hit, their rate of fire increases by 30% for three seconds
  • 100: Your critical hit with heavy weapons ignores 100% of your enemy's armor.
Long guns
  • 20: You Can Use TTD Location Hit Effects With Your Attacks
  • 40: Your long guns have a 50% chance to critically test.
  • 60: Head damage and weakness of your long weapon increase by 20%
  • 80: After a death, for five seconds, your long weapon is uninfluenced.
  • 100: Critical hits from your long gun ignore 100% of your enemy's armor

Stealthy

To hack
  • 20: You can sell your goods at vending machines
  • 40: You have access to prohibited items in vending machines
  • 60: You can hack mechanical components and disable them for 10 seconds
  • 80: Automatic machines cannot detect you in an additional 30% range
  • 100: You can hack mechanics an additional 2,5 meters, for a total of 5 meters
Lockpick
  • 20: free access to doors and containers requiring at least one Mag-pick
  • 40: You can find 25% more bits in containers
  • 60: Before choosing a lock, you preview the contents of a container.
  • 80: your lock speed increases almost instantly
  • 100: You have a 100% chance of finding immaculate items
Sneak
  • 20: You gain sneak attacks - You can attack oblivious enemies while crouching and deal more damage than usual
  • 40: You can catch the thief - rob the man while you are crouching
  • 60: Your movement speed while crouching increases by 25%
  • 80: The damage of your small dot attacks increases by 20%
  • 100: Your stealth attack will ignore 50% of your opponent's armor.

Technology

Engineering
  • 20: You earn field repairs - You can repair armor and weapons in your inventory
  • 40: You can break down your weapons and armor with a 20% chance to extract a base mod from the materials
  • 60: Your repair has a 20% chance to turn your item into Pristine, increasing its value and durability.
  • 80: You can break down your weapon armor with a 20% chance to extract rare mod from materials
  • 100: You deal 20% more damage to mechanical components.
Medical
  • 20: You unlock the second medicine mixing compartment for your inhaler.
  • 40: You unlock the third medicine mixing slot for your inhaler.
  • 60: Hostile effect duration inflicted on targets increases by 50%
  • 80: you unlock the fourth medicine mixing slot for your inhaler
  • 100: You deal 20% more damage against humans
Science
  • 20: You earn DIY - You can upgrade your weapons and armor on a workbench
  • 40: the cost of your DIY decreases by 50%
  • 60: Corrosion and N-ray damage increased by 25%
  • 80: Your DIY costs are reduced to 90%
  • 100: Science weapons are lightweight, and they are 100% the size of a magazine.

Choose your skills wisely and make sure you define your character type well. The outer worlds. Also, make sure you know what benefits they might gain along the way.



The Outer Worlds releases October 25 for Xbox One, PlayStation 4, Nintendo Switch, and PC through the Epic Games Store.



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