From the very begin of the game, The Outer Worlds provides you a wide range of programs to mess around with to customize and develop your character. Prime amongst them is the Perks system, which provides you the possibility on each second level-up to offer your character a brand new Perk to assist in giving them (and also you) a barely simpler or extra pleasurable journey via the game.
With 42 Perks to select from, there’s rather a lot to soak up right here; so we’ve put collectively this The Outer Worlds Perks and Flaws information, which is able to clarify not solely how Perks work and a few nice ones to begin off with, but in addition the game’s distinctive Flaws system and why you could wish to reap the benefits of it.
The Outer Worlds Perks & Flaws information
- The Outer Worlds Perks explained
- Best Perks in each tier
- The Outer Worlds Flaws system
- The Outer Worlds Flaws list
Guide by Ollie Toms, Flaws listing by Dave Irwin
The Outer Worlds Perks defined
If you’ve learn our The Outer Worlds Skills information, you’ll know already that you simply start a brand new game by deciding on your character’s preliminary attributes and expertise – and also you additionally acquire the possibility to enhance them every time you degree up. However, what you could not realise is that Perks are each bit as essential in fleshing out and growing your character’s skills. Here’s the need-to-know data on Perks in The Outer Worlds:
- There are 42 Perks out there to your character all through the game, cut up throughout three tiers. Selecting 5 Perks from Tier 1 will unlock Tier 2, and deciding on ten Perks complete between Tiers 1 and a pair of will unlock Tier 3.
- You can view your Perks at any time by going into the Character menu and deciding on the Perks tab.
- You acquire a brand new Perk level each different Level, and also you’ll obtain a notification when you’ve a brand new Perk to assign. You may settle for Flaws with a view to acquire new Perk factors, however we’ll go over this in additional element beneath.
- Perks present very highly effective single bonuses or results in your character, even inside Tier 1. Read via every Perk’s impact fastidiously earlier than you select which Perk to unlock, as you can’t take again your determination after confirming it.
Now, let’s go over the best possible Perks on provide in The Outer Worlds.
The Outer Worlds finest Perks in every tier
The Outer Worlds Perks are all extraordinarily highly effective, offering substantial bonuses and results in your character. Most of those Perks are designed that can assist you in fight, though sure of them are helpful outdoors of fight as properly. Bear in thoughts that the course you wish to take your character ought to, after all, affect your selection of Perks – besides, there are just a few Perks inside every tier which might be going to be tremendously helpful it doesn’t matter what:
Best Tier 1 Perks
- Deadly Demonstrations (+50% XP from Companion Kills): This is how I’ve began off every of my playthroughs in The Outer Worlds. More XP? That’s a no brainer. It’s all the time an awesome thought to maximise your XP acquire potential as early as attainable.
- Cheetah (+20% Sprint Speed): Seeing as I all the time dash in all places, Cheetah appeared like a particularly helpful time-saver for me. This is all the time my second decide.
- Toughness (+50% Base Health): Usefulness relies on your issue degree, however actually on the harder ranges in opposition to harder opponents, that 50% HP enhance is very large.
- Pack Mule (+50kg Carrying Capacity): I beeline in direction of something that provides me elevated carrying capability. If you’re something like me you’ll be spending a lot of the game exploring each nook and cranny and hoovering up each final little bit of loot. You’re gonna want that further backpack area.
- Lone Wolf (+25% DMG when alone in occasion): Obviously that is just for gamers who like to go away their companions on the ship and enterprise off into hazard alone. But for individuals who do, a flat 25% harm bonus is big, and can make it easier to make quick work of most enemies.
Best Tier 2 Perks
- Pack of Pack Mules (+40kg Carrying Capacity Bonus from Companions): Again, Carrying Capacity is completely important except you’re extraordinarily good at stock administration and wish to journey backwards and forwards to promote the whole lot earlier than you develop into encumbered.
- Soliloquy (+10 Dialog expertise when not utilizing companions): Dialog expertise are Persuade, Lie, and Intimidate, and never solely do they give you bonus results in fight, however they every additionally give you quite a few further dialogue choices for nearly each dialog you’ll be able to have in The Outer Worlds. It’s nice for “Lone Wolf playthroughs” and offers you a implausible increase on this regard, although it’s not suitable with perks that depend on having companions with you. (Thanks to the consumer “Dave Mongoose” for pointing this out).
- The Collector (+5m Interactable Highlight Range): This is once more for individuals who, like me, spend time interacting with each final thing in an space. This Perk is simply very helpful for ensuring nothing goes unnoticed.
- Harvester (+15% Health Restored per Kill): This siphon/lifesteal impact on every enemy killed makes for a implausible Perk for upping your survivability. Most of the encounters you’ll come throughout in The Outer Worlds function a number of enemies as a substitute of only one or two, which implies you’ll be consistently making use of this Perk.
Best Tier 3 Perks
- Super Pack Mule (+100kg Carrying Capacity): I imply, do I really want to clarify this once more?
- Tit for Tat (+15% Melee Damage returned as Health): If you’re a melee-oriented character then you definately’re reliant on Armor, well-timed Blocks, and excessive tanking energy to remain alive. This Perk provides you that further little bit of survivability for conditions that may in any other case have turned bitter.
- Boom, Headshot! (Headshot kills explode, dealing 25% of their harm to enemies inside 2.5m): This Perk is a pure extension of the Tier 2 Perk Scanner, and works wonders for any character who (like my first character) specialised in Long Guns and insane Weak Point harm.
- Penetrating Shots (Ranged Attacks inflict -1 Armor Rating for 10s, and may stack as much as -10): Armor is a particularly essential issue to keep in mind throughout fights. A really closely armoured enemy can show near-insurmountable except you’re well-equipped for such an encounter. This Perk makes you well-equipped certainly – so long as you’re utilizing a fast-firing weapon.
The Outer Worlds Flaws system
But we’re forgetting about one essential and interconnected system in The Outer Worlds: the Flaws system. Every so typically all through the game, sure occasions might immediate a display screen just like the above to seem, asking you if you wish to settle for a personality flaw with a view to be rewarded with an additional Perk level to spend instantly.
What are these Flaws, then, and are they price it? That relies on a number of issues, out of your character focus to the issue degree you’re enjoying at, and extra. Flaws typically occur throughout or after explicit encounters, and will be all the way down to particular harm varieties or enemy varieties, typically reducing your effectiveness in opposition to these issues. But that’s not the one type that Flaws can take. I had a behavior of breaking into Restricted Areas at any time when I noticed them, even when they belonged to a pleasant faction. After one too many unlucky encounters, I used to be provided the Paranoid Flaw, which give me a -1 modifier to all my Personality attributes and associated expertise – however after all I instantly bought a Perk level to spend, making all of it very worthwhile.
I’ve discovered the Perks are sometimes simply so highly effective that it’s typically price taking an awesome lots of the Flaws you come throughout throughout your travels. While some Flaws are far too potent to ever justify taking (Permanently Crippled springs to thoughts…), others are very simply ignored relying in your character focus and playstyle. And truthfully – flawed characters are all the time extra entertaining anyway, don’t you suppose?
The Outer Worlds Flaws listing
Before we go, right here’s the full listing of The Outer Worlds Flaws, tips on how to set off them, what the penalties are, and if the reward is well worth the threat:
Acrophobia
- How to get it: Take fall harm too many instances.
- Penalties: -1 Perception, Dexterity, and Temperament
- Should you’re taking it?: Unless you’re centered on fight, this isn’t price taking as every one in all these is simply too large a penalty.
Corrosive Weakness
- How to get it: Take corrosive harm too many instances.
- Penalties: +25 corrosive harm taken.
- Should you’re taking it?: Even although there are many enemies that deal corrosive harm and a good variety of areas with acid pits, the elevated harm will be mitigated and isn’t important.
Cynophobia
- How to get it: Too many encounters with Canids.
- Penalties: -1 Temperament, -2 Perception when you’re close to Canids.
- Should you’re taking it?: These creatures are comparatively frequent, however they’re often fairly weak. You ought to be capable to deal with Canids simply late-game, that is price taking the hit.
Drug Addiction
- How to get it: Take too many medicine.
- Penalties: -1 Perception, Dexterity, and Temperament when struggling withdrawal results of the drug.
- Should you’re taking it?: This would possibly sound very unhealthy at first, however it’s additionally simply managed. It’s a free perk level in the event you can deal with it. (Thanks to the consumer “monktwo” for the correction)
Farsighted
- How to get it: Repeated use of scoped weapons.
- Penalties: -10 Melee Weapon Skills
- Should you’re taking it?: If you don’t usually use melee weapons, then that is one flaw that’s very protected to take.
Food Addiction Withdrawal
- How to get it: Eat an excessive amount of and too typically.
- Penalties: -1 Perception, Dexterity, and Temperament
- Should you’re taking it?: This one is similar to the Drug Addiction flaw, although I’d argue that it’s a little bit more durable to handle than Drug Addiction. Exercise warning right here.
Herpetophobia
- How to get it: Too many encounters with Mantisaurs and/or Mantipillars.
- Penalties: -1 Perception, Dexterity, and Temperament when close to Mantisaurs or Mantipillars.
- Should you’re taking it?: Mantisaurs are rather a lot harder than loads of creatures in The Outer Worlds and the debuffs are a little bit extreme. Take at your personal threat.
Paranoid
- How to get it: Get caught too typically wandering round Restricted Areas.
- Penalties: -1 all Personality Attributes when round restricted areas.
- Should you’re taking it?: They’re not that frequent, so in the event you don’t thoughts not having the precise phrases for any given scenario and also you’d somewhat converse with gunfire/a membership to the face, then this may very well be price contemplating.
Permanent Concussion
- How to get it: Receive an excessive amount of harm to your head.
- Penalties: -1 to all thoughts attributes
- Should you’re taking it?: I’d err on the aspect of warning when taking this one. It impacts six totally different attributes that may badly have an effect on how your character offers with non-combat conditions.
Permanently Crippled
- How to get it: Receive an excessive amount of harm to your legs. Jumping off issues counts.
- Penalties: -30% motion pace, disables dodging.
- Should you’re taking it?: Absolutely not! This disables one of the helpful strategies for fight and dramatically reduces your motion pace. Even in the event you take the motion pace perks, you don’t want this.
Physical Damage Weakness
- How to get it: Too a lot bodily harm taken.
- Penalties: +25 bodily harm obtained.
- Should you’re taking it?: You ought to be capable to mitigate this with cautious administration of armor scores, see our The Outer Worlds Armor information for extra particulars. This is comparatively protected to take in the event you’re assured.
Pithecophobia
- How to get it: Too many encounters with Primals.
- Penalties: -1 Perception, Dexterity, and Temperament when close to Primals.
- Should you’re taking it?: These enemies can pack a punch, burying themselves underground. Take this one at your personal threat.
Plasma Weakness
- How to get it: Hit too many instances with plasma harm.
- Penalties: +25 plasma harm obtained.
- Should you’re taking it?: Like corrosive harm, this may be mitigated and is likely to be price taking. It is extra frequent in direction of the tip of the game.
Ratiphobia
- How to get it: Too many encounters with Raptidons.
- Penalties: -1 Perception, Dexterity, and Temperament when close to Raptidons.
- Should you’re taking it?: Somewhat extra savage than Canids and able to spitting acid. It may very well be well worth the threat, however guarantee your corrosion resistances are as much as snuff and don’t take alongside Corrosion Weakness.
Robophobia
- How to get it: Too many encounters with Auto-mechanicals.
- Penalties: -1 Perception, Dexterity, and Temperament when close to Auto-mechanicals.
- Should you’re taking it?: Robots are in all places and will be probably the most annoying enemies to combat. If you do take this, hold SAM on the ship as he counts in direction of this flaw’s debuff. Fun if you need a problem although!
Hopefully, now you’ve bought a fuller understanding of the facility of Perks in The Outer Worlds, and the way accepting a personality Flaw won’t be the worst thought on the planet. These Perks are a particularly highly effective device for additional honing your character’s skillset and focus, and providing you with a neater time in opposition to the harder enemies of The Outer Worlds.