The Ultimate Outer Worlds 2 Perks Guide: All 100+ Perks Explained
Complete list of all 100+ perks in The Outer Worlds 2 with requirements, descriptions, and strategic build advice. Plan your character progression with our comprehensive perk guide.
Character progression in The Outer Worlds 2 just got a massive upgrade. While the first game had a decent perk system, the sequel absolutely explodes with options—we’re talking nearly 100 perks spread across multiple skill trees and categories.
Here’s the catch: you earn one perk point every two levels starting at Level 2, and there’s no respec option. Zero. Nada. Once you commit to a perk, you’re stuck with it for the entire playthrough. That means every choice matters, and planning your build efficiently is crucial if you want to create a character that actually matches your playstyle.
This guide breaks down every single perk in The Outer Worlds 2, including their requirements, what they actually do (in plain English), and strategic insights to help you make informed decisions. Whether you’re building a stealthy assassin, a guns-blazing commando, or a charismatic leader, you’ll find the information you need here.
Before we dive into the full list, make sure you’ve read our best starting builds guide et backgrounds guide to understand how perks fit into your overall character strategy.
Let me break down the basics before we get into the massive perk lists:
Perk Point Progression
You get 1 perk point every 2 levels, starting at Level 2
This means at max level, you’ll have accumulated a significant number of points—but not enough to unlock everything
No refunds, no respecs means careful planning is essential
Perk Requirements & Gating
Different perks have different unlock requirements:
• Skill-based requirements – Many perks require specific skill levels (e.g., Guns 5, Sneak 8)
• Prerequisite perks – Some advanced perks require you to purchase specific earlier perks first
• Total perk investment – High-tier perks often require you to have purchased a certain number of other perks (e.g., “must purchase 8 other perks”)
• Gadget requirements – A few perks require you to have unlocked specific gadgets first
This gating system means you can’t just beeline for the most powerful perks. You’ll need to invest in foundational abilities and meet skill requirements, which naturally encourages more diverse builds rather than min-maxed one-trick ponies.
Build Planning Is Critical
Since there’s no respec, I strongly recommend planning your build before you start spending points. Figure out:
Your primary combat style (guns, melee, stealth, explosives?)
Your secondary skills (crafting, hacking, speech?)
Your late-game goals (which ultimate perks do you want?)
The path to get there (what prerequisites do you need?)
Notre what to do first guide has some early-game perk recommendations to get you started on the right foot.
General Perks: The Foundation of Any Build
General perks have no skill requirements and are available to everyone. These are your universal upgrades that benefit almost any playstyle.
Serial Dabbler
Effet: Companion abilities charge 5% faster
Exigences: Aucun
Worth it? If you’re running with companions regularly (which you should be), this compounds over time for more frequent ability usage.
Bulletshield
Effet: +10% Damage Resistance, +10% Base Health, but enemies target you more
Exigences: Aucun
Worth it? Excellent for tank builds or if you’re struggling with survivability. The aggro increase is actually beneficial if your companions are squishy. Pairs well with health increases.
Ninja
Effet: +10% Evasion in Heavy Armor, +20% in Light/Medium Armor while sprinting or sliding
Exigences: Aucun
Worth it? Fantastic for mobile playstyles. The evasion boost in light armor is substantial and helps offset the lower damage resistance.
Trophy Hunter
Effet: +15% Critical Chance, +30% total against Strong Enemies (Leaders, Bosses) at high health
Exigences: Aucun
Worth it? One of the best general perks period. Critical hits are powerful, and boss fights become noticeably easier with the bonus crit chance.
Brand Enthusiast
Effet: +20% Damage, +10 Armor Rating when all equipped gear shares the same brand
Exigences: Aucun
Worth it? Very strong if you can maintain brand consistency. The problem is you’ll often find superior gear from different brands, making this situational unless you’re specifically farming brand-matched sets.
Psychopath
Effet: +10-40% Damage against factions you have negative reputation with (scales with how much they hate you)
Exigences: Aucun
Worth it? Depends entirely on your playstyle. If you’re planning a chaotic playthrough where you antagonize factions, this becomes incredibly powerful. For diplomatic characters, it’s useless.
Serial Killer
Effet: +5 Max Health per human heart collected (humans drop hearts when killed)
Exigences: Psychopath perk
Worth it? If you’re already taking Psychopath for a violent playthrough, this is solid. The health bonus stacks up over time, especially if you’re murdering your way through the galaxy.
Shrug It Off
Effet: Gain temporary health equal to 50% of max health when combat starts and when companions are downed
Exigences: Must purchase 8 other perks, must have Bulletshield
Worth it? The temporary health buffer is massive for survivability. Great for harder difficulties where you need every advantage.
Hybrid & Multi-Skill Perks: Versatility Rewarded
These perks require investment in multiple skill trees, rewarding players who diversify rather than hyper-specialize.
Commando
Effet: Unlocks an additional weapon equipment slot
Exigences: Melee 1 OR Guns 1
Worth it?ABSOLUTELY YES. This is practically mandatory for combat-focused builds. More weapon slots = more tactical options. Essential perk. Check our guide on getting more weapon slots for the full strategy.
Tireur d'élite
Effet: +30% damage with marksman/assault/sniper rifles beyond 20m, -15% within 20m, +100% sneak attack damage
Exigences: Guns 1 AND Observation 1
Worth it? Incredible for long-range combat builds. The damage bonus is significant, and the sneak attack multiplier makes it devastating for stealth snipers. Just avoid close quarters.
Shiny New Toy
Effet: +20% Damage for a moderate duration after weapon swaps
Exigences: Guns 5 OR Melee 5, must have Commando
Worth it? Encourages active weapon swapping, which you should be doing anyway to exploit enemy weaknesses. The damage bonus is substantial and has good uptime if you swap frequently.
Trick Shot
Effet: Weakspot kills ricochet damage to a second nearby target
Exigences: Guns 1 AND Observation 1
Worth it? Excellent for crowd control. The ricochet helps with action economy—one shot, two kills. Especially good in areas with clustered enemies.
Suppressionist
Effet: Pistols get +100% sneak attack damage and -75% firing noise. Silenced weapons make NO noise
Exigences: Guns 5 AND Sneak 8
Worth it? Mandatory for stealth gun builds. Silent weapons that don’t break stealth are gamechanging. Combine with other sneak attack multipliers for absurd damage.
Lucky Strikes
Effet: +100% Critical Damage. Critical kills cause explosions that deal 20% max health damage to nearby enemies
Exigences: Guns 20 OR Melee 20, must purchase 11 other perks
Worth it? One of the ultimate endgame perks. Doubling crit damage is insane, and the explosion effect creates chain reactions in crowds. Requires significant investment but pays off massively.
Negotiator
Effet: +75% Reputation gain with all factions, -20% companion ability charge time
Exigences: Leadership 9 AND Speech 9
Worth it? For diplomatic playthroughs, this is incredible. Reaching Exalted status with factions unlocks unique rewards and makes the game significantly easier socially. The companion charge reduction is a nice bonus.
Vital Striker
Effet: +100% Sneak Attack damage with light melee weapons, and they always deal 50% sneak attack bonus in combat
Exigences: Melee 15 AND Sneak 15, must purchase 9 other perks
Worth it? Transforms light melee weapons into assassination tools. The persistent 50% bonus in combat means you’re always hitting hard, not just from stealth.
Engineering Perks: Crafting & Modding Mastery
Engineering perks enhance crafting efficiency and weapon/armor modding capabilities. If you’re planning to break down junk items for crafting materials, these perks maximize that investment.
Scrapper
Effet: Automechanicals always drop additional crafting materials
Exigences: Engineering 1
Worth it? Free extra materials from a common enemy type. Low investment, consistent returns.
Makeshift Armorer
Effet: Crafting items grants temporary armor bonus (+1 armor per 25 bits worth of materials crafted)
Exigences: Engineering 3, must purchase 4 other perks
Worth it? If you’re crafting frequently (ammo, consumables, etc.), this provides passive armor that can really add up. More relevant for players who craft constantly.
Tinkerer
Effet: +10% damage with modded weapons, +2.5% per Engineering skill point
Exigences: Engineering 5
Worth it? Since you should be modding your weapons anyway, this is essentially free damage. At high Engineering skill, the damage bonus becomes substantial.
Master Armorer
Effet: Adds a second mod slot to body armor
Exigences: Engineering 20, must purchase 9 other perks including Makeshift Armorer
Worth it? Doubling your armor mod slots is powerful, but requires heavy investment in Engineering perks. Only worth it if you’re building specifically around crafting/engineering.
Explosives Perks: Boom Goes the Strategy
Explosives perks transform grenades and mines from supplementary tools into primary weapons.
Hot Blooded
Effet: Apply Burn 20% faster with plasma damage, heal for 50% of Burn/explosion damage dealt
Exigences: Explosives 1
Worth it? Turns plasma weapons and grenades into sustain tools. The healing helps survivability while dealing damage.
Pitch/Tossball Winger
Effet: +20% Explosives damage, direct grenade hits deal 50 physical damage and stagger
Exigences: Explosives 1
Worth it? Makes grenades more versatile—damage boost plus the ability to stun single targets with direct hits.
Worth it? Similar to Commando but for explosives. More grenade slots = more tactical options. Essential for explosives-focused builds.
Defuser
Effet: Disabling mines adds them to your inventory
Exigences: Explosives 3
Worth it? Free explosives for careful players who take time to disable traps. Nice quality of life for explosives users.
Secret Recipe
Effet: Explosives deal full damage across entire blast zone (no damage falloff)
Exigences: Explosives 6
Worth it? Significantly increases explosives effectiveness. No more enemies surviving at the edge of blasts with a sliver of health.
Incendiary Chef
Effet: Unlocks Volatile Grenades recipe (high damage but can explode in your hands if held too long)
Exigences: Explosives 8
Worth it? High risk, high reward. Great for experienced players who can manage the timing. Free grenades on unlock is nice.
Demolitionist
Effet: +50% explosion radius, explosives can’t damage you
Exigences: Explosives 20, must purchase 8 other perks including Secret Recipe
Worth it? The ultimate explosives perk. Immunity to self-damage removes the biggest downside of explosives, and the radius increase creates massive kill zones.
Guns Perks: Ranged Combat Dominance
The guns skill tree has the most perks because it covers the widest variety of weapon types and playstyles.
Point Blank Artist
Effet: +30% damage with shotguns/SMGs/pistols within 10m, -15% beyond, +100% sneak attack damage
Exigences: Guns 1
Worth it? Essential for close-range gun builds. The sneak attack bonus makes it valuable for stealth characters using these weapon types.
Crabble Rancher
Effet: +10% damage with marksman rifles/pistols/shotguns, +20% crit chance when magazine is half empty
Exigences: Guns 2
Worth it? The conditional crit chance encourages you to not reload obsessively, which is interesting. Good for specific weapon types but not universal.
Serendipitous Slayer
Effet: +10% crit chance with pistols/SMGs, critical hits auto-reload portion of magazine
Exigences: Guns 2
Worth it? The auto-reload on crits creates a nice gameplay loop where critical hits sustain your magazine. Great for pistol/SMG specialists.
Deep Drums
Effet: Machine guns/special weapons/assault rifles auto-reload slowly, +50% magazine size for all weapons
Exigences: Guns 3
Worth it? The magazine size increase alone is worth it. Passive reloading for heavy weapons is gravy on top.
Eden Windage
Effet: +25% range and +25% weakspot damage for marksman/pistols/sniper rifles
Exigences: Guns 3, must have Crabble Rancher
Worth it? Compound bonus for precision weapons. More range means safer engagement distances, and weakspot damage helps with ammo efficiency.
Gun Runner
Effet: Fire while sliding/mantling/sprinting with assault rifles/shotguns/SMGs, -50% spread reduction
Exigences: Guns 4
Worth it? Enables aggressive mobile playstyles. Great for run-and-gun characters who never stop moving.
Hail of Lead
Effet: Automatic/burst fire weapons gain +2% damage per shot (caps at +100%)
Exigences: Guns 5
Worth it? Amazing for sustained fire weapons. The damage ramp-up rewards holding the trigger down, perfect for machine guns and assault rifles.
Penetrating Shots
Effet: Shotguns and SMGs ignore 50% armor
Exigences: Guns 6, must purchase 8 other perks including Point Blank Artist
Worth it? Makes close-range weapons effective against armored enemies. Removes a key weakness of shotguns/SMGs.
Multitasker
Effet: Holstered weapons auto-reload when you manually reload active weapon
Exigences: Guns 14, must purchase 7 other perks including Commando
Worth it? Massive quality of life improvement. Weapon swapping becomes seamless since everything’s always loaded.
Hack Perks: Automech Control & Tech Advantages
Hacking perks give you advantages against robotic enemies and access to restricted areas/inventories.
Manual Reset
Effet: Hack automechs to stun them for 20s, +10% damage to automechs
Exigences: Hack 1
Worth it? Provides crowd control and a damage bonus against a common enemy type. Solid value for minimal investment.
Worth it? Opens up better shopping options. Restricted inventories often have superior items, so this pays for itself quickly.
Bit Transfer
Effet: Hack bounty terminals to drain bank accounts for immediate Credits
Exigences: Hack 2, must have Restricted Access
Worth it? Free money is always good, but there’s a cooldown based on XP earned. Nice bonus income for hackers.
Automech Jammer
Effet: -75% automech detection speed, +5% crit chance against them
Exigences: Hack 5
Worth it? Makes sneaking past robots trivial. The crit bonus helps when you do fight them.
Automech Anatomist
Effet: Weakspot hits on automechs chain 50% weapon damage as Shock to nearby enemies
Exigences: Hack 10, must purchase 5 other perks
Worth it? Turns single-target precision into AoE damage against robot groups. Very strong for automech-heavy areas.
Plug Puller
Effet: Hacked automechs are permanently disabled (grants XP and loot)
Exigences: Hack 20, must purchase 10 other perks including Manual Reset
Worth it? Requires heavy hack investment but essentially gives you XP and loot for hacking instead of fighting. Changes how you approach automech encounters entirely.
Leadership Perks: Companion Synergy
Leadership perks enhance your companions and create powerful teamwork mechanics.
Inspiring Commander
Effet: Party kills charge companion abilities 5% each
Exigences: Leadership 1
Worth it? Companions become more active in combat with faster ability recharge. Good for companion-focused builds.
Busy Bodies
Effet: Companions gather crafting materials while you’re off-ship (based on XP earned)
Exigences: Leadership 2
Worth it? Passive material generation is always nice. Pairs well with crafting builds. Essentially free resources for playing the game normally.
Comradery
Effet: +25% damage resistance for 10s after reviving/being revived, damage doesn’t interrupt companion revival
Exigences: Leadership 5
Worth it? The revival interrupt immunity is clutch in hectic fights. The damage resistance helps you stay alive after risky revives.
On Your Feet
Effet: +10m companion revive range
Exigences: Leadership 20, must purchase 8 other perks including Comradery
Worth it? Removes the risk of running into danger to revive companions. High investment but eliminates a major problem on higher difficulties.
Lockpick Perks: Thievery & Infiltration
Lockpick perks enable pickpocketing and provide combat bonuses for sneaky characters.
Pickpocket
Effet: Unlocks pickpocketing ability (crouch near unaware humans)
Exigences: Lockpick 1
Worth it? Access to NPC inventories for free items and Credits. Essential for thieves and stealth characters.
Through the Keyhole
Effet: View locked container contents before lockpicking, +50% weapon range
Exigences: Lockpick 2
Worth it? Prevents wasting lockpicks on junk-filled containers. The range bonus is surprisingly valuable for positioning.
Bag Check
Effet: View NPC inventory before pickpocketing while crouched, +5% crit chance
Exigences: Lockpick 4, must have Pickpocket
Worth it? Lets you target high-value pickpockets. The crit bonus is a nice statistical improvement.
Sleight of Hands
Effet: -50% pickpocket time, +10% sneak attack damage per Lockpick skill point
Exigences: Lockpick 8, must have Pickpocket
Worth it? Faster pickpocketing reduces risk, and the sneak attack scaling is powerful for stealth builds investing in Lockpick anyway.
Medical Perks: Chemistry, Healing & Status Effects
Medical perks enhance your inhaler system, enable creature taming, and provide damage type bonuses.
Caustic Researcher
Effet: Apply Vulnerable 20% faster with Corrosive damage, +10% crit chance against Dissolved enemies
Exigences: Medical 1
Worth it? Builds Corrosive status faster and rewards finishing off affected enemies. Good for acid-based weapon users.
Connoisseur
Effet: +25% healing from food/drink, +25% inhaler charge from drugs
Exigences: Medical 1
Worth it? Makes consumables more efficient. Particularly valuable on harder difficulties where healing is scarce.
Pharm-Thusiast
Effet: Unlocks second primer slot for multiple simultaneous primer effects
Exigences: Medical 2
Worth it? Doubling up on primers creates powerful combinations. The toxicity reduction helps manage the inhaler system.
Survivalist
Effet: Creatures always drop raw meat (edible food)
Effet: Accumulate Zyranium poisoning 50% slower, removes Light/Heavy poisoning, reduces poisoning on crash end
Exigences: Medical 3
Worth it? Essential for heavy inhaler users. Lets you use the system more aggressively without crippling side effects.
Nature’s Friend
Effet: Tame hostile creatures temporarily (10s duration), +10% damage to creatures
Exigences: Medical 4
Worth it? Turns dangerous creatures into temporary allies. Fun mechanically and tactically useful in creature-heavy areas.
Hungry Guns
Effet: Bio-mass weapons hold 2x ammo, +10% Corrosion damage
Exigences: Medical 4, must have Caustic Researcher
Worth it? Specific to bio-mass weapons but doubles their effectiveness. Great for players using those weapon types.
Inhaler Overload
Effet: Hold Use Inhaler to spend extra charge for massive buffs (+20% damage, +3 armor, +10% evasion, +50% movement speed)
Exigences: Medical 5, must have Pharm-thusiast
Worth it? Creates a powerful “panic button” for tough fights. The buffs are significant but burn through resources faster.
Crash Recovery
Effet: Regenerate 2% health per second while crashing
Exigences: Medical 8
Worth it? Mitigates the downside of inhaler crashes. Makes the system less punishing for aggressive users.
Nature’s Best Friend
Effet: Tamed creatures are permanent (grants XP but can’t be looted)
Exigences: Medical 10, must purchase 7 other perks including Nature’s Friend
Worth it? Turns creature taming into a permanent companion system. Heavy investment but creates unique gameplay possibilities.
Lasting High
Effet: Can use inhaler while crashing (50% reduced effectiveness), crashes last 30% longer
Exigences: Medical 12, must have Crash Recovery
Worth it? Removes the inhaler’s biggest limitation—being locked out during crashes. Trade-off of longer crashes is manageable.
Melee Perks: Close-Quarters Combat
Melee perks enhance both light and heavy melee weapons with various combat mechanics.
Duelist
Effet: Perfect blocking melee attacks stuns attacker for 8s
Exigences: Melee 1
Worth it? Adds a skill-based defensive option. Timing blocks properly creates major openings against melee enemies.
Heavy Handed
Effet: Power attacks knock down enemies (10s cooldown)
Exigences: Melee 1
Worth it? Crowd control for melee builds. Knockdown provides breathing room in hectic fights.
Run and Hitter
Effet: First melee attack after sprinting deals +25% damage (1H) or +50% damage (2H)
Exigences: Melee 2
Worth it? Encourages mobile melee gameplay. The damage bonus for 2H weapons is substantial.
Echoing Blows
Effet: Melee attacks deal 25% (light) or 50% (heavy) weapon damage in a cone
Exigences: Melee 6, must purchase 4 other perks
Worth it? Transforms single-target melee into AoE. Massive upgrade for dealing with groups.
Pitch/Tossball Hacker
Effet: Melee attacks ignore 50% of target armor
Exigences: Melee 8, must purchase 5 other perks
Worth it? Makes melee viable against heavily armored enemies. Removes a key weakness of melee combat.
Tit for Tat
Effet: Heal for 25% of melee damage dealt
Exigences: Melee 10, must purchase 7 other perks
Worth it? Sustain for aggressive melee characters. The healing keeps you in fights longer without consumables.
Observation Perks: Awareness & Precision
Observation perks provide information advantages and enhance precision-based combat.
Treasure Hunter
Effet: Containers occasionally reward bonus bits or crafting materials
Exigences: Observation 1
Worth it? Passive bonus for doing what you’d do anyway (looting). Free extra resources over time. Synergizes with high security lockboxes and thorough exploration.
Tracker
Effet: Hostiles visible on minimap through shroud, shows their facing direction
Exigences: Observation 3
Worth it? Massive information advantage. Always knowing enemy positions and where they’re looking helps with stealth and tactical planning.
Face Reader
Effet: Reputation-reducing dialogue options highlighted, +20% damage to humans
Exigences: Observation 5
Worth it? Prevents accidental reputation loss and provides solid damage bonus against the most common enemy type.
Keen Observer
Effet: +25% weakspot damage when crouched and stationary
Exigences: Observation 8, must have Trick Shot
Worth it? Huge damage multiplier for patient snipers and stealth characters. Rewards positioning and patience.
Science Perks: Gadgets & Elemental Damage
Science perks enhance your gadgets and provide bonuses for elemental damage types.
Electro-Therapist
Effet: Apply Electrocuted 20% faster with Shock damage, Scramble weak automechs (fight for you 5s)
Exigences: Science 1
Worth it? Builds Shock status faster and turns weak robots against their allies. Great for Shock weapon users.
Rapid Recharge
Effet: +500% energy recharge for 5s when dropping below 10% energy (30s cooldown)
Exigences: Science 1
Worth it? Emergency energy recovery for gadget-heavy playstyles. Prevents being completely locked out of abilities.
Slow-more
Effet: +25% evasion in TTD, restore 1 energy per evaded attack
Exigences: Science 3
Worth it? Makes Tactical Time Dilation even more powerful. The energy restoration creates self-sustaining TTD usage.
Contingency Screen
Effet: Gas-Energy Deflection Apparatus auto-activates at 25% health (30s cooldown)
Exigences: Science 3, must have Gas-Energy Deflection Apparatus gadget
Worth it? Automatic defensive activation saves you in emergencies. Requires specific gadget but very strong safety net.
Effet: +100% movement speed for 5s after stealth kills
Exigences: Sneak 1
Worth it? Enables rapid repositioning after kills. Great for stealth characters who need to relocate between assassinations.
Fantôme
Effet: Gain Camouflage when crouched while being investigated (3min cooldown, decreases with Sneak skill)
Exigences: Sneak 2
Worth it? Emergency stealth button when you’re about to be detected. Long cooldown but can save failed stealth runs.
Stalker
Effet: +200% sneak attack damage against enemies investigating you/distractions/corpses
Exigences: Sneak 5, must have Assassin
Worth it? Massive damage multiplier that rewards using distractions strategically. Turns investigations into vulnerability windows.
Silent Steps
Effet: Footsteps silent for 8s after leaving stealth
Exigences: Sneak 6
Worth it? Prevents immediate detection after breaking stealth. Gives you time to reposition or escape.
Light Step
Effet: Never trigger traps or mines while walking over them
Exigences: Sneak 10, must purchase 5 other perks
Worth it? Removes an environmental hazard completely. Nice quality of life but not essential unless you frequently trigger traps.
Speech Perks: Dialogue & Social Manipulation
Speech perks enhance dialogue options, reduce costs, and provide unexpected combat benefits through intimidation and deception.
Space Ranger
Effet: +2.5% damage per Speech skill point
Exigences: Speech 1
Worth it?One of the most efficient perks in the game. At high Speech investment, this becomes a massive damage multiplier. A Speech 40 build gets +100% damage just from this perk alone. Incredibly powerful for dialogue-focused characters who still want combat effectiveness.
Worth it? Makes bribes actually affordable and turns thievery into a profitable enterprise. Essential for criminal characters or players who want to skip content via bribes.
Wholesale Spender
Effet: Trading with vendors builds goodwill for permanent -10% prices and +20% sell value at that vendor
Exigences: Speech 4
Worth it? The discounts compound over time. If you have a “main” vendor you return to frequently, this pays for itself quickly.
Intimidator
Effet: Dealing damage Frightens weak humans/creatures for 8s (2min cooldown, decreases with Speech)
Exigences: Speech 5
Worth it? Free crowd control that scales with a non-combat skill. The cooldown reduction at high Speech makes this very reliable.
Charlatan
Effet: More lies are believable, reduced enemy aggro targeting
Exigences: Speech 6, must purchase 4 other perks
Worth it? Opens up more dialogue options and makes combat safer by redirecting aggro to companions. Double benefit for talkers.
Grim Visage
Effet: Kills Frighten nearby human/creature enemies for 8s (2min cooldown)
Exigences: Speech 9, must purchase 6 other perks including Intimidator
Worth it? Turns every kill into AoE crowd control. Powerful in group fights where you can create cascading fear effects.
Tall Tale Teller
Effet: Only the most outlandish lies are rejected, +20% damage when attacking enemies not targeting you
Exigences: Speech 10, must purchase 7 other perks including Charlatan
Worth it? Maximum dialogue freedom plus a solid damage bonus for tactical positioning. The damage bonus synergizes well with stealth and companion-focused builds.
Strategic Perk Combinations & Build Synergies
Now that we’ve covered every perk, let’s talk about how to combine them effectively. The best builds create synergies where perks amplify each other’s effects.
The Stealth Sniper (Long-Range Assassin)
Core Perks:
Sharpshooter (+30% far damage, +100% sneak attack)
Keen Observer (+25% weakspot damage while crouched)
Stalker (+200% sneak attack against investigating enemies)
Trick Shot (weakspot kills ricochet)
Pourquoi ça marche : These perks stack multiplicatively for absurd sneak attack damage at long range. You’re essentially one-shotting everything from safety while remaining undetected.
Shrug It Off (50% temp health on combat start/companion down)
Comradery (+25% DR after revives)
Ninja (+20% evasion in light/medium armor)
Tit for Tat (heal 25% of melee damage)
Pourquoi ça marche : Maximizes survivability through layered defensive mechanics. You draw fire away from companions while sustaining through temp health, evasion, and lifesteal.
Skill priorities: Melee, Leadership, Medical Idéal pour : Higher difficulties where survivability is crucial
Pourquoi ça marche : Creates a self-sustaining energy economy. Heavy inhaler use feeds Zyranium Scanner, TTD evasion restores energy, and you’re constantly cycling gadget abilities.
Skill priorities: Science, Medical Style de jeu : Aggressive gadget use with inhaler management
Demolitionist (+50% radius, immune to self-damage)
Hot Blooded (heal from Burn/plasma damage)
Pitch/Tossball Winger (direct hit damage/stagger)
Pourquoi ça marche : Turns grenades into primary weapons. Self-damage immunity means you can throw explosives at your feet without consequence, and the massive AoE clears rooms effortlessly.
Skill priorities: Explosives (obviously) Idéal pour : Players who hate aiming and love explosions
Face Reader (highlight bad dialogue, +20% human damage)
Tall Tale Teller (maximum dialogue options, +20% damage)
Pourquoi ça marche : Maximizes both dialogue options AND combat effectiveness. Speech becomes your primary damage stat while unlocking the best conversation outcomes.
Skill priorities: Speech, Leadership Idéal pour : Players who want to talk their way through problems but still handle combat
Perks to Avoid (Or At Least Think Twice About)
Not every perk is created equal. Here are some that underperform or require too much investment for their payoff:
Brand Enthusiast
The +20% damage looks great, but maintaining brand consistency is harder than it seems. You’ll constantly find superior gear from different brands, making this bonus inconsistent. Only worthwhile if you’re specifically farming matched sets.
Serial Killer
Requires Psychopath first, and while the health bonus stacks over time, there are more efficient ways to increase survivability. The “must collect hearts” mechanic is tedious.
Makeshift Armorer
The temporary armor bonus sounds good but degrades quickly in combat. You’d need to craft constantly to maintain the bonus, which isn’t realistic during extended fights or exploration.
Light Step
Traps aren’t common enough to justify a perk slot. Just pay attention and walk around them. This is pure quality of life with no combat benefit.
Survivalist
Creature meat as food source is nice, but food isn’t scarce enough to need a dedicated perk. Better Medical perks exist.
Master Armorer
Requires Engineering 20 AND 9 other perk purchases AND Makeshift Armorer. That’s massive investment for one extra mod slot. Only worthwhile for dedicated Engineering builds.
Sprayer Prayer
Ultra-specific to one gadget and requires 10 perk purchases. Unless you’re building your entire character around that gadget, skip it.
Perk Planning: Early, Mid, and Late Game Priorities
Since you can’t respec, here’s a roadmap for spending perk points at different stages:
Early Game (Levels 2-10): Foundation Building
Priority 1: Commando (if combat-focused) More weapon slots is too valuable to delay. Get this ASAP if you’re using guns or melee.
Priority 2: Core combat style perk
Guns: Point Blank Artist OR Sharpshooter (based on preferred range)
Melee: Duelist OR Heavy Handed
Stealth: Assassin
Explosives: Pitch/Tossball Winger
Priority 3: Utility/Quality of Life
Restricted Access (better shopping)
Pickpocket (for thieves)
Treasure Hunter (passive loot bonus)
Ce qu'il faut éviter : Don’t take perks with heavy prerequisites yet. Focus on immediate value perks that improve your core gameplay loop.
Consultez notre what to do first guide for early game strategy that pairs with these perk choices.
Mid Game (Levels 11-25): Specialization
This is where you commit to your build identity and start working toward high-tier perks.
For Gun Builds:
Deep Drums (magazine size)
Gun Runner (mobile shooting)
Hail of Lead (ramping damage)
Start working toward Lucky Strikes prerequisites
For Stealth Builds:
Suppressionist (silent weapons)
Stalker (massive sneak attack bonus)
Ghost (emergency stealth)
Vital Striker prerequisites
For Tank Builds:
Bulletshield
Comradery
Echoing Blows (for melee)
Start working toward Shrug It Off
For Hybrid/Support:
Negotiator prerequisites (Leadership + Speech)
Space Ranger (Speech damage scaling)
Inspiring Commander
What to focus on: Meeting prerequisites for your ultimate late-game perks while maintaining combat effectiveness. This is the “awkward middle” where you’re investing in perks that enable better perks rather than immediate power spikes.
Late Game (Levels 26+): Ultimate Perks
This is where your build comes together with the most powerful perks:
Tier 1 Ultimate Perks (Most Builds):
Lucky Strikes (Guns 20/Melee 20 + 11 perks)
Demolitionist (Explosives 20 + 8 perks)
N-Radiator (Science 20 + 12 perks)
Plug Puller (Hack 20 + 10 perks)
Tier 2 Build-Specific:
Vital Striker (Melee 15 + Sneak 15 + 9 perks)
Negotiator (Leadership 9 + Speech 9)
Master Armorer (Engineering 20 + 9 perks)
On Your Feet (Leadership 20 + 8 perks)
What matters now: Synergy. Your late-game perks should create multiplicative effects with your earlier choices. A stealth sniper with Sharpshooter + Suppressionist + Keen Observer + Stalker is exponentially more powerful than the sum of those parts.
The “One Perk Every Two Levels” Problem
Abordons le problème qui fâche : the perk point economy is TIGHT.
You get roughly 30-40 perk points total in a playthrough (depending on max level). With nearly 100 perks available, you’ll unlock less than half of them. This creates meaningful choices but also forces painful decisions.
The Math:
Some ultimate perks require “purchase 11+ other perks” as prerequisites
Skill-gated perks require heavy stat investment
Building toward multiple ultimate perks might spread you too thin
The Strategy:
Pick 1-2 ultimate perks as your “destination” and build the entire character around reaching them. Everything else is a stepping stone.
Exemple: If you want Lucky Strikes (the crit explosion perk):
You need Guns 20 OR Melee 20
You need to purchase 11 other perks first
That’s minimum 12 perk points just for this one ultimate perk
You’ll spend the other 20-28 points on prerequisites and complementary perks
This is why planning matters. Randomly picking perks that “sound cool” will leave you with a disjointed mess that doesn’t excel at anything.
How Negative Traits Affect Perk Choices
If you’ve read our negative traits guide, you know that flaws provide extra perk points in exchange for permanent debuffs.
Key consideration: Negative traits can accelerate your build by giving you perk points earlier, but they also might force you to take compensatory perks.
Examples:
Taking a health-reduction flaw? You might need Bulletshield or Shrug It Off sooner
Taking a weapon-type flaw? You’re locked into specific weapon perk trees
Taking the Consumerism flaw? Pairs well with economic perks like Palm-Greaser and Wholesale Spender
Utilisation stratégique : Take flaws that DON’T affect your build’s core mechanics, then use the extra perk points to double down on your strengths. A stealth sniper taking a melee-weapon flaw loses nothing but gains a free perk point.
Common Perk Mistakes to Avoid
After analyzing the entire perk system, here are the biggest mistakes I see players making:
❌ Spreading Too Thin
Taking perks from 5+ different categories creates a generalist who’s mediocre at everything. Specialize in 2-3 synergistic areas instead.
❌ Ignoring Prerequisites
Falling in love with an ultimate perk without checking if you can actually reach it. Always work backwards from your goal perks.
❌ Taking “Cool” Over “Effective”
That unique perk sounds awesome, but does it actually help your build? Be ruthless about cutting perks that don’t contribute to your core strategy.
❌ Neglecting Early Power
Saving all your points for late-game perks leaves you weak during most of the game. Balance immediate power with long-term goals.
❌ Forgetting About Combat
Dialogue and utility perks are fun, but The Outer Worlds 2 is still a combat-heavy RPG. Make sure you can actually win fights.
❌ Not Reading the Fine Print
“Must purchase X other perks” requirements can sneak up on you. Always check the full requirements before committing to a path.
Perk Builds for Different Playstyles
Here are some complete perk roadmaps for common playstyles:
Lvl 16: Face Reader (reputation highlight + human damage)
Lvl 18: Comradery (revive bonuses)
Lvl 20: Charlatan (better lies + reduced aggro)
Lvl 22: Grim Visage (kill = AoE fear)
Lvl 24: Tall Tale Teller (maximum dialogue)
Lvl 26+: Negotiator (faction reputation boost)
Ending Note: Building Your Perfect Character
The perk system in The Outer Worlds 2 is significantly deeper than the first game, offering genuine build diversity and meaningful choices. The lack of respec makes every decision matter, which can be intimidating but also incredibly rewarding when your planned build comes together.
My core advice:
Plan before you play. Know your endgame perks and work backwards.
Commit to a specialization. Jack-of-all-trades builds are masters of none.
Balance immediate and long-term power. Don’t be weak for 20 hours waiting for ultimate perks.
Read the prerequisites carefully. Skill gates and perk prerequisites can block you if you’re not paying attention.
Experiment on subsequent playthroughs. Your first character doesn’t need to be perfect. Learn the system, then optimize later.
The beauty of this system is that there’s no single “best” build. A stealth sniper plays completely differently from an explosive demolitionist or charismatic leader, and all three can be equally effective with proper perk investment.
Now get out there and build something amazing. The galaxy isn’t going to save (or doom) itself.
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Sacheen Chavan
Sacheen Chavan est un passionné de jeux vidéo, créateur de contenu et passionné de technologie, fort de plus de six ans d'expérience dans l'industrie du jeu vidéo. Il a contribué à des plateformes comme BollywoodFever et Buzzing Bulletin, où il a partagé ses analyses sur les tendances du jeu vidéo, l'e-sport et les dernières nouveautés en matière de matériel.
Connu pour ses critiques honnêtes et ses conseils pratiques, Sacheen aide les joueurs à améliorer leur expérience, qu'il s'agisse de dominer la scène e-sport, de s'attaquer aux RPG ou de tester des technologies de pointe. Il allie expérience pratique et passion pour le contenu communautaire.