The Outer Worlds Perks & Flaws information – finest Perks inside every tier, all flaws defined

From the very begin of the game, The Outer Worlds provides you quite a lot of techniques to mess around with to customize and develop your character. Prime amongst them is the Perks system, which supplies you the possibility on each second level-up to provide your character a brand new Perk to assist in giving them (and also you) a barely simpler or extra pleasant journey by means of the game.
With 42 Perks to select from, there’s quite a bit to absorb 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 start out off with, but in addition the game’s distinctive Flaws system and why you might need to make the most 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 record by Dave Irwin
The Outer Worlds Perks defined
If you’ve learn our The Outer Worlds Skills information, you’ll know already that you just start a brand new game by choosing your character’s preliminary attributes and expertise – and also you additionally achieve the possibility to enhance them every time you stage up. However, what you might 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 information on Perks in The Outer Worlds:
- There are 42 Perks accessible to your character all through the game, break up throughout three tiers. Selecting 5 Perks from Tier 1 will unlock Tier 2, and choosing ten Perks whole between Tiers 1 and a couple of will unlock Tier 3.
- You can view your Perks at any time by going into the Character menu and choosing the Perks tab.
- You achieve a brand new Perk level each different Level, and also you’ll obtain a notification when you might have a brand new Perk to assign. You can even settle for Flaws with a purpose to achieve new Perk factors, however we’ll go over this in additional element under.
- Perks present very highly effective single bonuses or results to your character, even inside Tier 1. Read by means of every Perk’s impact fastidiously earlier than you select which Perk to unlock, as you can’t take again your choice 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 to your character. Most of those Perks are designed that will help you in fight, though sure of them are helpful outdoors of fight as properly. Bear in thoughts that the path you need to take your character ought to in fact affect your alternative of Perks – besides, there are a couple of Perks inside every tier which are 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 excellent concept to maximise your XP achieve potential as early as potential.
- Cheetah (+20% Sprint Speed): Seeing as I all the time dash in every single place, Cheetah appeared like a particularly helpful time-saver for me. This is all the time my second choose.
- Toughness (+50% Base Health): Usefulness relies on your issue stage, however definitely on the more durable ranges in opposition to more durable opponents, that 50% HP improve is huge.
- Pack Mule (+50kg Carrying Capacity): I beeline in the direction of something that offers 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 house.
- Lone Wolf (+25% DMG when alone in celebration): Obviously that is just for gamers who like to go away their companions on the ship and enterprise off into hazard alone. But for many who do, a flat 25% harm bonus is big, and can make it easier to make brief work of most enemies.
Best Tier 2 Perks
- Pack of Pack Mules (+40kg Carrying Capacity Bonus from Companions): Again, Carrying Capacity is totally important except you’re extraordinarily good at stock administration and wish to journey forwards and backwards to promote all the pieces earlier than you grow to be encumbered.
- Soliloquy (+10 Dialog expertise): Dialog expertise are Persuade, Lie, and Intimidate, and never solely do they offer you bonus results in fight, however they every additionally offer you quite a few further dialogue choices for nearly each dialog you may have in The Outer Worlds. This Perk provides you a improbable increase on this regard.
- The Collector (+5m Interactable Highlight Range): This is once more for many 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 improbable Perk for upping your survivability. Most of the encounters you’ll come throughout in The Outer Worlds characteristic a number of enemies as a substitute of only one or two, which suggests you’ll be continually making use of this Perk.
Best Tier 3 Perks
- Super Pack Mule (+100kg Carrying Capacity): I imply, do I actually need 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 remember 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 crucial and interconnected system in The Outer Worlds: the Flaws system. Every so usually all through the game, sure occasions could immediate a display screen just like the above to look, asking you if you wish to settle for a personality flaw with a purpose 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 stage you’re taking part in 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, usually reducing your effectiveness in opposition to these issues. But that’s not the one kind that Flaws can take. I had a behavior of breaking into Restricted Areas every time I noticed them, even when they belonged to a pleasant faction. After one too many unlucky encounters, I used to be supplied the Paranoid Flaw, which give me a -1 modifier to all my Personality attributes and associated expertise – however in fact I instantly received 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 excellent most 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 assume?
The Outer Worlds Flaws record
Before we go, right here’s the full record of The Outer Worlds Flaws, learn how to set off them, what the penalties are, and if the reward is definitely worth the danger:
Acrophobia
- How to get it: Take fall harm too many occasions.
- Penalties: -1 Perception, Dexterity, and Temperament
- Should you’re taking it?: Unless you’re centered on fight, this isn’t price taking as every considered one of these is simply too huge a penalty.
Corrosive Weakness
- How to get it: Take corrosive harm too many occasions.
- 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 find yourself close to Canids.
- Should you’re taking it?: These creatures are comparatively widespread, however they’re normally fairly weak. You ought to be capable of deal with Canids simply late-game, that is price taking the hit.
Drug Addiction
- How to get it: Take too many medication.
- Penalties: -1 Perception, Dexterity, and Temperament when struggling withdrawal results of the drug.
- Should you’re taking it?: This may sound very dangerous at first, but it surely’s additionally simply managed. It’s a free perk level should you can deal with it. (Thanks to the person “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 secure to take.
Food Addiction Withdrawal
- How to get it: Eat an excessive amount of and too usually.
- 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 bit of 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 lots more durable than numerous creatures in The Outer Worlds and the debuffs are a bit of extreme. Take at your individual danger.
Paranoid
- How to get it: Get caught too usually wandering round Restricted Areas.
- Penalties: -1 all Personality Attributes when round restricted areas.
- Should you’re taking it?: They’re not that widespread, so should you don’t thoughts not having the best phrases for any given scenario and also you’d slightly communicate with gunfire/a membership to the face, then this might 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 facet of warning when taking this one. It impacts six totally different attributes that can 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 velocity, disables dodging.
- Should you’re taking it?: Absolutely not! This disables one of the vital helpful methods for fight and dramatically reduces your motion velocity. Even should you take the motion velocity 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 of mitigate this with cautious administration of armor scores, see our The Outer Worlds Armor information for extra particulars. This is comparatively secure to take should 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 individual danger.
Plasma Weakness
- How to get it: Hit too many occasions 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 widespread in the direction of the top 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?: A bit extra savage than Canids and able to spitting acid. It might be definitely worth the danger, 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 every single place and will be probably the most annoying enemies to combat. If you do take this, hold SAM on the ship as he counts in the direction of this flaw’s debuff. Fun in order for you a problem although!
Hopefully, now you’ve received a fuller understanding of the facility of Perks in The Outer Worlds, and the way accepting a personality Flaw won’t be the worst concept on the planet. These Perks are a particularly highly effective instrument for additional honing your character’s skillset and focus, and providing you with a better time in opposition to the more durable enemies of The Outer Worlds.



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