From the very begin of the game, The Outer Worlds provides you quite a lot of methods to mess around with to customize and develop your character. Prime amongst them is the Perks system, which supplies you the prospect on each second level-up to present your character a brand new Perk to assist in giving them (and also you) a barely simpler or extra gratifying journey by 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 can clarify not solely how Perks work and a few nice ones to begin off with, but additionally the game’s distinctive Flaws system and why you might wish to benefit from 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 checklist 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 achieve the prospect 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 talents. Here’s the need-to-know information 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 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 deciding on the Perks tab.
- You achieve a brand new Perk level each different Level, and also you’ll obtain a notification when you have got a brand new Perk to assign. You may also settle for Flaws with a view to achieve new Perk factors, however we’ll go over this in additional element beneath.
- Perks present very highly effective single bonuses or results on your character, even inside Tier 1. Read by every Perk’s impact rigorously earlier than you select which Perk to unlock, as you can’t take again your resolution after confirming it.
Now, let’s go over the best possible Perks on supply in The Outer Worlds.
The Outer Worlds greatest Perks in every tier
As I discussed above, The Outer Worlds Perks are all extraordinarily highly effective, offering substantial bonuses and results. Most of those Perks are designed that will help you in fight, though sure of them are helpful outdoors of fight as effectively. Bear in thoughts that the course you wish to take your character ought to after all affect your selection of Perks – besides, there are a number of 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 at all times a fantastic concept to maximise your XP achieve potential as early as potential.
- Cheetah (+20% Sprint Speed): Seeing as I at all times dash in all places, Cheetah appeared like a particularly helpful time-saver for me. This is at all times my second decide.
- Toughness (+50% Base Health): Usefulness relies on your problem stage, however definitely on the harder ranges towards harder opponents, that 50% HP enhance is very large.
- Pack Mule (+50kg Carrying Capacity): I beeline in 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 additional backpack house.
- Lone Wolf (+25% DMG when alone in social gathering): Obviously that is just for gamers who like to depart their companions on the ship and enterprise off into hazard alone. But for many who do, a flat 25% harm bonus is large, and can assist you make brief 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 prefer to journey backwards and forwards to promote every thing earlier than you grow to be encumbered.
- Soliloquy (+10 Dialog expertise): 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 additional dialogue choices for nearly each dialog you possibly can have in The Outer Worlds. This Perk provides you a incredible enhance 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 incredible 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 continuously 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 you then’re reliant on Armor, well-timed Blocks, and excessive tanking energy to remain alive. This Perk provides you that additional little bit of survivability for conditions which 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 look, 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 problem stage you’re enjoying at, and extra. Flaws typically occur throughout or after specific encounters, and may be right down to particular harm varieties or enemy varieties, typically lowering your effectiveness towards 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 after all I instantly obtained a Perk level to spend, making all of it very worthwhile.
Generally, I’ve discovered the Perks are simply so highly effective that it’s typically price taking a fantastic lots of the Flaws you come throughout throughout your travels. While some Flaws are too potent to take (Permanently Crippled springs to thoughts…), others are very simply ignored relying in your character focus and playstyle. And actually – flawed characters are at all times extra entertaining.
The Outer Worlds Flaws checklist
Before we go, right here’s the full checklist of flaws in The Outer Worlds, tips on how to set off the immediate to simply accept them, what the penalties are, and if it’s price risking taking it:
Acrophobia
- How to get it: Take fall harm too many occasions.
- Penalties: -1 Perception, Dexterity, and Temperament
- Should you are 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 occasions.
- Penalties: +25 corrosive harm taken.
- Should you are taking it?: Even although there are many enemies that deal corrosive harm and a good variety of areas with acid pits, the elevated harm may be mitigated and isn’t important.
Cynophobia
- How to get it: Too many encounters with Canids.
- Penalties: -1 Temperament, -2 Perception if you end up close to Canids.
- Should you are taking it?: These creatures are comparatively widespread, however they’re normally 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 are taking it?: This may sound very dangerous 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 person “monktwo” for the correction)
Farsighted
- How to get it: Repeated use of scoped weapons.
- Penalties: -10 Melee Weapon Skills
- Should you are 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 typically.
- Penalties: -1 Perception, Dexterity, and Temperament
- Should you are taking it?: This one is similar to the Drug Addiction flaw, although I’d argue that it’s just a little tougher 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 are taking it?: Mantisaurs are so much harder than a whole lot of creatures in The Outer Worlds and the debuffs are just a little extreme. Take at your individual danger.
Paranoid
- How to get it: Get caught too typically wandering round Restricted Areas.
- Penalties: -1 all Personality Attributes when round restricted areas.
- Should you are taking it?: They’re not that widespread, so in the event you don’t thoughts not having the proper phrases for any given state of affairs and also you’d somewhat communicate with gunfire/a membership to the face, then this could possibly 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 are taking it?: I’d err on the facet of warning when taking this one. It impacts six completely 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 pace, disables dodging.
- Should you are taking it?: Absolutely not! This disables probably the most helpful methods for fight and dramatically reduces your motion pace. Even in the event you take the motion pace perks, you do not need this.
Physical Damage Weakness
- How to get it: Too a lot bodily harm taken.
- Penalties: +25 bodily harm acquired.
- Should you are taking it?: You ought to be capable to mitigate this with cautious administration of armor rankings, see our The Outer Worlds Armor information for extra particulars. This is comparatively secure 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 are 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 acquired.
- Should you are taking it?: Like corrosive harm, this may be mitigated and may be price taking. It is extra widespread 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 are taking it?: A bit extra savage than Canids and able to spitting acid. It could possibly be well 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 are taking it?: Robots are in all places and may be essentially the most annoying enemies to battle. If you do take this, maintain SAM on the ship as he counts in direction of this flaw’s debuff. Fun if you would like a problem although!
Hopefully, now you’ve obtained a fuller understanding of the ability 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 neater time towards the harder enemies of The Outer Worlds.