The Outer Worlds skills and how to improve them. Everything you need to know in character creation (and leveling up). We’ll also help you with some advice about the most useful (or just our favorite) stats and skills. For example, investing one point into intelligence would raises long guns, persuade, hack, medical, science and determination by 3 each. Skills: melee and defense; Flaws are triggered by the ways that you suck at the game, giving you a permanent debuff in the relevant area. For some more specific help, I’ve got you covered. The aptitude you choose will give you a minor bonus to one of your stats. As we mentioned in our beginner’s tips, lockpicking, hacking, and dialog will make the early game a lot easier — and they’re skills you’ll use throughout The Outer Worlds. It can be a real bummer to try to hack a terminal only to realize that you’re one point shy of being able to, so make sure to check out what is influencing your stats before you embark on a quest. For persuade, put +3 to Intelligence, for lie – +3 to temperament, for intimidate – +3 to strength; Ranged weapon reload speed, Long guns Block and one handed melee are near 28 points, while a decent (18) amount is invested in: heavy weapons, lie, intimidate, sneak (two handed rogue here we come), medical, engineering, inspiration and determination. Sneak Intimidate, 1-handed melee The Outer Worlds Companions Guide to all party members for Outer Worlds. Poor melee, with only the starting six points. Lack of dialog points (6). It’s a little more simple and nuanced, and you need to make (what feels like) big decisions about your character really early in the game. Sneak
They both impact your companions in some way, but this build tries to focus on something between these two worlds.
Gosu Noob Copyright © 2012-2020 All Rights Reserved. Home » Outer Worlds » Outer Worlds Best Starting Builds, Attributes & Skills Starting builds are a big issue when starting to play Outer Worlds. While making your character, you have six attribute points to assign to these stats.
For lockpicking, your skill level determines if you can unlock a door, how many mag-picks you’ll need, and how long it will take. Cigarettes will reduce your weapon sway, but a nicotine low will make your aim more worse. Attribute: +3 points to strength and temperament; You can’t change your assignments later, so these choices are permanent. Skills: melee and defense; The final step in character creation doesn’t happen at the beginning of the game. Nothing like a companion leaving cover to take a swipe at an enemy that has wandered over to the patch of grass you’re hiding in, thereby alerting all the rest of the enemies. Positive faction reputation reactions It’s easy enough to pick up better guns or armor, but a silver tongue is indispensable. Later in the game you’ll meet a lot of enemies with Shock Cannons, huge guns that electrocute and kill you very quickly, and ordering your companions to get these dudes off your back will be very helpful. Those choices are all dexterity- and stealth-heavy, but they also won’t leave you overly vulnerable. Skills: Leadership is a priority, melee a good secondary if you chose Temperament, or ranged if intellect is your thing; Skills are abilities that provide both passive and active bonuses to the player that heavily affects their gameplay in combat and interactions with NPCs and Companions that affects the player's reputation. The lockpick is much like the hacking ability, in that you need a combination of items and skills to open locked chests. 2-handed melee If you do, though, think about opting for the Weird and Wild Science perks to further boost your weapon damage.
And while there’s plenty of that, approaching the game like it’s a shooter might not be the best strategy. Go to Gameplay, and uncheck the box that’s just below the game difficulty. In the image above, you can see that we have robophobia because automechanicals give us the willies. Sugary drinks raise your body related skills, and caffeinated drinks raise your mind related skills, so grab a Lemon Slap for combat and a Trip Teaz for hacking. Put your skill points into stealth (or stealth and one other skill group). You can invest up to 3 points in any one attribute, since 9 is the cap. The attribute points are the most important part of the build, since you can’t improve them afterwards. Players can have two Companions at once, and they have their own Perks and alignments.
Like we said, it’s a safe build, but it’ll teach you a lot about how the game works. These are things like increasing your health, speed, carrying capacity, or the damage you deal with certain weapons.
We’ve also listed them in the table below. At a high enough level, you won’t need any mag picks and it’ll only take a second to unlock a door, which can make being stealthy a walk in the park. By going to your companion’s name in the menu screen, then going to the last screen in that sub menu, you can adjust all three behaviors. Secondary skill points investment gives you a bit of freedom.
Engineering In The Outer Worlds there are some boxes and chests that you won;t be able to get in without a lockpick. Now, since there’s more than one attribute that has an impact on some skills, you can boost these numbers up to 30 by maxing out attributes. Determination, Handguns
And there you have it, the best Outer Worlds builds. For example, you can do this for two handed melee with investing into strength and temperament. You can spend hours reading the descriptions and in-game tool tips, or you can just check out our Outer Worlds best starting builds guide, which will suggest the best choices for every style of play. The two skills points you can spend at the start can increase a skill by 10 each. If you’re not sure what to break down or what to sell, you can use the sorting tools in your inventory screen to help you decide. Lie
The character creation and leveling up system in The Outer Worlds probably doesn’t work quite like you’d expect from a role-playing game. Determination. Lockpick in The Outer Worlds is a specialized skill found under the Core Skill: Stealth. You’ll really have to fight your way through. Lockpick
This raises the bar to 40, if you’ve maxed out an attribute or two. Don’t forget about using companion special abilities, either, which have your companion say a fun quip and then use a special attack that does more damage. Dialog options start with 18 points – if you go melee, you get to lie better, if you go ranged, you get to persuade better. It’s pretty easy to sell the things you don’t need, but you should also consider breaking down weapons and armor you don’t need for parts. They all start out as average. The Outer Worlds skills are one of the first things you’ll come across when creating your character. Presenting precise and clear guidelines that readers can easily comprehend is the goal he strives for. The Outer Worlds is out today, and while it’s easy to be wowed by Halcyon, you might need a couple tips to make the most of your time there. Unlocked 40-points handgun bonus: critical damage +50%, Lockpick and dodge at 30, long guns and heavy weapons at 28, engineering, sneak, blocking and one handed at 18 (all without a secondary skill chosen).