The Outer Worlds is out today, and to help you get around like a good Halcyon employee, we’ve made this handy guide on in-game Attributes, Skills, Perks and what that all means.
Attributes | Skills | Perks
Attributes
There are six different attribute types within the game, with two attributes forming Body, Mind and Personality. Each attribute affects Skills, which will detail next.
Body | Mind | Personality
Body attributes
- Strength: Affects melee weapon damage and the amount you can carry.
- Affected Skills: 1-Handed Melee, 2-Handed Melee, Heavy Weapons, Block, Inspiration, Intimidate
- Dexterity: Affects melee attack speed and ranged weapon reload speed.
- Affected Skills: 1-Handed Melee, Handguns, Dodge, Block, Sneak, Lockpick
Mind attributes
- Intelligence: Affects critical hit bonus damage.
- Affected Skills: Long Guns, Persuade, Hack, Medical, Science, Determination
- Perception: Affects headshot and weakspot damage bonuses.
- Affected Skills: Handguns, Long Guns, Heavy Weapons, Dodge, Lockpick, Engineering
Personality attributes
- Charm: Affects faction reputation and companion ability cooldowns.
- Affected Skills: Persuade, Lie, Intimidate, Hack, Science, Inspiration
- Temperament: Improves your natural health regeneration.
- Skills: 2-Handed Melee, Lie, Sneak, Medical, Engineering, Determination
Skills
You’ll start off levelling skills and their its sub-skills all at once, up to level 50; from level 51 onwards, points are applied specifically to sub-skills. Different items can also impact skill levels — armour like the Elite Troop Armor Gold will bring Lockpick down by -5, as an example, and you can also gain Perk points through negotiation that will also bring your skill levels down as well.
Melee | Ranged | Defense | Dialog | Stealth | Tech | Leadership
Melee skills
Melee skills improve critical hit chance with handheld weapons.
- 1-Handed Melee
- 20 points: Unlock Power and Sweep attacks
- 40 points: Unlock TTD Location Hit Effects
- 60 points: 1-Handed Melee Weapon Reach +30%
- 80 points: 1-Handed Melee Weapon TTD Drain -50%
- 100 points: Power and Sweep Attack Chance to Stun +25%
- 2-Handed Melee
- 20 points: Unlock Power and Sweep attacks
- 40 points: Unlock TTD Location Hit Effects
- 60 points: 2-Handed Melee Weapon attacks are unblockable
- 80 points: 2-Handed Melee Weapon TTD Drain -50%
- 100 points: Power and Sweep Attack Chance to Knockdown +25%
Ranged skills
Ranged skills improve your weapon sway and critical hit chance with ranged weapons.
- Handguns
- 20 points: Unlock TTD Location Hit Effects
- 40 points: Handgun Critical Damage +50%
- 60 points: Minimum Armor Penetration Damage +10%
- 80 points: Debuffed Enemy Critical Chance +20%
- 100 points: Handgun Critical Hits ignore 100% Armour
- Long Guns
- 20 points: Unlock TTD Location Hit Effects
- 40 points: Long Guns Critical Damage +50%
- 60 points: Long Guns Headshot / Weakspot Damage +20%
- 80 points: Deadly Focus: No Weapon Sway for 5s after each kill
- 100 points: Long Gun Critical Hits ignore 100% Armour
- Heavy Weapons
- 20 points: Unlock TTD Location Hit Effects
- 40 points: Heavy Weapons Critical Damage +50%
- 60 points: Heavy Weapons Reload Speed +30%
- 80 points: Heavy Weapon Frenzy: Critical Hits increase Rate of Fire +30% for 3s
- 100 points: Heavy Weapon Critical Hits ignore 100% Armour
Defense skills
Defense skills improve your ability to avoid damage.
- Dodge
- 20 points: Unlock the ability to Leap (dodge forward)
- 40 points: Dodge Recovery Speed +100%
- 60 points: Dodge Protection: +30% Armor Rating for 5s after every Dodge
- 80 points: Dodge Force: After Dodging, your next Melee Attack gains Damage +50%
- 100 points: Dodge Penetration: After Dodging, your next Weak Spot hit within 5s has a 50% chance to Ignore Armor
- Block
- 20 points: Perfect Block: Block just before you get hit to Stagger your attacker
- 40 points: Weapon Durability Loss from Blocking -25%
- 60 points: Walk Speed while Blocking +100%
- 80 points: No Weapon Durability Loss on a Perfect Block
- 100 points: Perfect Blocks weaken opponents, increasing the damage they take by +100% for 5s
Dialog skills
Dialog skills improve your ability to talk with NPCs, both in and out of combat.
- Persuade
- 20 points: Cower: Humans have a 20% to cower in fear for 10.6s after the first time you hit them
- 40 points: Cower Duration +7s
- 60 points: Cowered Target’s Armor -50%
- 80 points: Human Cower Chance +10%
- 100 points: When a Human Cowers, you gain +25% Armor for 10s
- Lie
- 20 points: Scramble: 15% chance Automechanicals will slowly attack other enemies instead of you for 19s
- 40 points: Scramble Duration +7s
- 60 points: Scrambled Automechanicals attack at their normal speed
- 80 points: Automechanical Scramble Chance +10%
- 100 points: Scrambled Automechanical Weakspot Damage +30%
- Intimidate
- 20 points: Terrify: 20% chance Creatures will become Terrified and flee for 12s after you kill one
- 40 points: Terrify’s Area of Effect +100%
- 60 points: Terrified Creatures Movement Speed -30%
- 80 points: Creature Terrify Chance +10%
- 100 points: Terrifying a Creature gives 10s Crit Chance +5% and Critical Damage +25%
Stealth skills
Stealth skills improve your ability to get thrugh and around security.
- Sneak
- 20 points: Sneak Attack: Attack unaware enemies while crouched to deal bonus damage
- 40 points: Pickpocket: Steal from humans while sneaking
- 60 points: Crouch Move Speed +25%
- 80 points: Sneak Attack Weakspot Damage +20%
- 100 points: Sneak Attacks ignore +50% of the target’s Armor
- Hack
- 20 points: Unlock the ability to sell goods to Vending Machines
- 40 points: Unlock access to Restricted Items in Vending Machines
- 60 points: Hack Automechanicals: Turn them off for 10.6s
- 80 points: Automechanical Detection Range -30%
- 100 points: Hack Automechanical Distance +2.5m (5m)
- Lockpick
- 20 points: Doors and Containers requiring 1 Mag-Pick to unlock are free to open
- 40 points: Find +25% more Bits in containers
- 60 points: Lockpick Preview: See what is inside locked containers
- 80 points: Lockpicking speed is increase to be nearly instant
- 100 points: Find Pristine Item Chance +100%
Tech skills
Tech skills improve your knowledge of bodies, tools, and the universe.
- Medical
- 20 points: Unlock the 2nd Drug Mixing Slot for the Inhaler
- 40 points: Unlock the 3rd Drug Mixing Slot for the Inhaler
- 60 points: Hostile Effect Duration on Targets +50%
- 80 points: Unlock the 4th Drug Mixing Slot for the Inhaler
- 100 points: Damage Bonus vs Humans +20%
- Science
- 20 points: Tinker: Improve your weapons and armor in the Workbench
- 40 points: Tinkering Cost -50%
- 60 points: Corrosion Damage +25%, N-ray Damage +25%
- 80 points: Tinkering cost for Science Weapons is capped
- 100 points: Further Reduce Tinkering Cost to -90%
- Engineering
- 20 points: Field Repair: Repair Weapons and Armor in the inventory
- 40 points: Break Down weapons and armor for a 20% Chance to extract a Basic Mod
- 60 points: 20% Chance items you Repair will become Pristine, increasing Value and Durability
- 80 points: Break Down weapons and armor for a 10% Chance to extract a Rare Mod
- 100 points: Damage vs Automechanicals +20%
Leadership skills
Leadership skills improve companion health and their abilities in combat.
- Inspiration
- 20 points: Companion Abilities: You can order Companions to do special attacks
- 40 points: Companions gain +20% Armor Rating
- 60 points: Companion Skill Bonus to Player Skills +100%
- 80 points: Inspired Precision: When Companions kill an enemy, the party gains Critical Hit Chance +20% for 5s
- 100 points: When Companions kill an enemy, All Companion Ability Cooldowns -20%
- Determination
- 20 points: The Inhaler heals you and your companions, but they get 30% of the healing effect
- 40 points: Companion Critical Damage +20%
- 60 points: Companions get an additional 20% of the Inhaler’s healing effect
- 80 points: Resolve: If a Companion is downed, party gains +50% Armor Rating and Damage +50% for 10s
- 100 points: When Companions kill an enemy, they gain 50% Health
Perks
Just like your Companions, you have the ablility to assign Perk points to tailor your character. Each Perk costs a single Perk point and you’ll need to assign a certain amount of points to Tier 1 to gain access to Tier 2, and so on.
Tier 1 Perks
- Toughness: +50% Base Health
- Slow the World: +25% Tactical Time Dilation Meter Max
- Lone Wolf: +25% Damage when alone in party
- Strider: +25% Walk Speed
- Cheetah: +20% Sprint Speed
- High Maintenance: -25% Weapon / Armor Durability Loss
- Precision: +15% Companion Crit Chance
- The Negotiator: -20% Vendor Prices
- Deadly Demonstrations: +50% XP from Companion kills
- Traveler: Unlock the ability to Fast Travel when Encumbered
- Quick and the Dead: +50% Tactical Time Dilation Recharge Rate
- Pack Mule: +50kg Carrying Capacity
- A Few Bits More: +100% Additional Ammo stock on Vendors, +100% Additional Consumable and General stock on Vendors
- Resilient: +5 Base Armor Rating
Tier 2 Perks
- Run and Gun: -65% Movement Penalty to Accuracy
- The Reaper: +25% TTD Restored per Kill
- Weird Science: +50% Science Weapon Damage
- Speed Demon: +25% Movement Speed during TTD
- Scanner: +20% Bonus to Extra Headshot / Weakspot Damage
- The Collector: +5m Interactable Highlight Range
- Snake Oil Salesman: +20% Vendor Buying Price
- We Band of Brothers: +25% Chance to reset a Companion Ability cooldown on each Critical Hit
- Tag Team: +25% Chance to reset a Companion Ability when using the other Companion’s Ability
- Rolling Thunder: -20% Companion Ability Cooldowns for each of your kills
- Harvester: +15% Health Restored per kill
- Hoarder: -50% Consumable Weight
- Pack of Pack Mules: +40kg Carrying Capacity Bonus from Companions
- Soliloquy: +10 Dialog Skills
Tier 3 Perks
- Wild Science: +50% Science Weapon Damage
- Steady Hand: -110% Ranged Weapon Sway, -100% Movement Penalty to Accuracy
- Confidence: Your next attack after killing an enemy is a guaranteed Critical Hit
- Armor Master: +10% Armor Rating Bonus, +100% Skill Bonus
- Super Pack Mule: +100kg Carrying Capacity
- Tactical Master: +70% Movement Speed during TTD for 5s
- Revenge: +20% Damage
- Last Stand: +30% Damage while under 25% Health
- Boom, Headshot!: Headshot kills deal 25% of their damage to enemies within 2.5m
- Don’t Go Dyin’ On Me!: Revive Companions to 25% Health (Cooldown: 15m)
- Penetrating Shots: +Ranged Attacks inflict -1 Armor Rating for 10s, and can stack up to -10
- Thick Skin: -15% Area of Effect Damage Received, -15% Plasma Damage Received
- Tit for Tat: +15% Melee Damage returned as Health
- Solo Sneaker: -33% Detection Radius of Enemies
The Outer Worlds heads to Windows PC, Xbox One and PS4 on 25 October.
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