Unlock the full potential of your character in The Outer Worlds 2 with our comprehensive Perks guide. Learn about Tier 1, Tier 2, and Tier 3 perks, their effects, and the best strategies for each build.
Perks are awarded on every even level number. You'll get additional perks by accepting Flaws. You need to unlock five tier 1 perks before you can take tier 2 ones and five tier 2 perks before you can advance to tier 3.
| Name | Effect |
| Tier 1 | |
| Toughness | +50% Base Health |
| Slow the World | +25% Tactical Time Dilation Meter Max |
| Lone Wolf | +25% Damage when alone in party |
| Strider | +25% Walk Speed |
| Cheetah | +25% Sprint Speed |
| High Maintenance | -25% Weapon / Armor Durability Loss |
| Precision | +15% Companion Crit Chance |
| The Negotiator | -20% Vendor Prices |
| Deadly Demonstrations | +50% XP from Companion kills |
| Traveler | Fast Travel when Encumbered |
| Quick and the Dead | +50% Tactical Time Dilation Recharge Rate |
| Pack Mule | +50kg Carrying Capacity |
| A Few Bits More | +100% Additional Ammo stock on Vendors +100% Additional Consumable and General Stock on Vendors |
| Resilient | +5 Base Armor Rating |
| Tier 2 | |
| Run and Gun | -65% Movement Penalty to Accuracy |
| The Reaper | +25% TTD Restored per Kill |
| Weird Science | +50% Science Weapon Damage |
| Speed Demon | +25% Movement Speed during TTD |
| Scanner | +20% Bonus to Extra Headshot / Weakspot Damage |
| The Collector | +5m Interactable Highlight Range |
| Snake Oil Salesman | +20% Vendor Buying Price |
| We Band of Brothers | +25% Chance to reset a Companion Ability cooldown on each Critical Hit |
| Tag Team | +25% Chance to reset a Companion Ability cooldown when using the other Companion's Ability |
| Rolling Thunder | -20% Companion Ability Cooldown for each of your kills |
| Harvester | +15% Health Restored per Kill |
| Hoarder | -50% Consumable Weight |
| Pack of Pack Mules | +40kg Carrying Capacity Bonus from Companions |
| Soliloquy | +10 Dialog Skills when travelling alone |
| Tier 3 | |
| Wild Science | +50% Science Weapon Damage; stacks with Weird Science |
| Steady Hand | -100% Ranged Weapon Sway -100% Movement Penalty to Accuracy |
| Confidence | Guaranteed Critical Hit after killing an enemy |
| Armor Master | +10% Armor Rating Bonus +100% Skill Bonus |
| Super Pack Mule | +100kg Carrying Capacity |
| Tactical Master | +70% Movement Speed during TTD for 5s |
| Revenge | +20% Damage when under the effects of a harmful Combat Effect |
| Last Stand | +30% Damage while under 25% Health |
| Boom, Headshot! | Headshot kills deal 25% of their damage to enemies within 2.5m |
| Don't Go Dyin' On Me! | Inhaler revives downed Companions with 25% Health Cooldown 15m |
| Penetrating Shots | Ranged Attacks Inflict -1 Armor for 10s; stacks to -10 |
| Thick Skin | -15% AOE Damage Received -15% Plasma Damage Received |
| Tit for Tat | +15% Melee Damage returned as Health |
| Solo Sneaker | -33% Detection Radius of Enemies when alone |
Buffs
Toughness
This is one of the best perks for any build on any difficulty. If you're playing a solo build, you might take Lone Wolf first, but otherwise this is the one to get at level 2.
Resilient
This is a modest but solid boost that will last you the whole game. A good one to take if there's nothing better.
Run and Gun
I guess that if you actually run and gun, this is useful.
Weird Science
This is essential if you're playing a 2-handed melee build, since the best 2-handed melee weapon is the Prismatic Hammer and this perk will greatly increase your lethality. Otherwise, Science Weapons are not that awesome since they primarily inflict status effects rather than killing enemies efficiently.
Scanner
Good on a combat-focused build and a solid bonus. Since it's not a very interesting perk, there isn't much else to say.
Harvester
Essential on any combat build. The more you kill, the longer you can go on killing.
Wild Science
Essential or garbage, just like Weird Science.
Steady Hand
I can't say that I ever really noticed the problem of weapon sway. Therefore, I can't really see why you'd spend a perk to fix it.
Confidence
This is good but, paradoxically, better if you don't invest heavily in combat skills. This is because you can get an 80% critical hit rate by taking a weapon skill to 100.
Armor Master
This is essential on any build. This basically gives you three levels worth of skill points for any set of skills you care to mention; all you need to do is carry a set of clothing with Tech Skills +5, Stealth Skills +5, Speech Skills +5 and so forth and change your clothes as required. The increase to armour rating is icing on the cake.
Revenge
Harmful status effects are not that uncommon and this perk makes them sort of beneficial. Not bad.
Last Stand
Why wouldn't you have used your Inhaler before you reach 25% health. I can't see how making use of this perk wouldn't lead to a frequent game-over screen.
Boom, Headshot!
Seems kinda situational. After all, another enemy has to be within 2.5m of your target in the first place and 25% is not that great. Nice visual effect, though.
Penetrating Shots
Yeah, you'd probably take this on a combat-focused build. Dedicated snipers would probably be hoping to kill in one shot which would make this less useful.
Thick Skin
Decent enough, but 15% is kinda low for a tier 3 perk.
Tit for Tat
Essential for a melee build. Useless on any other build.
Tactical Time Dilation
Slow the World
A bigger TTD bar is always a good thing. When you take it will depend on your build focus, but you'll generally want this at some point.
Quick and the Dead
There are better TTD perks that you can take, but this is solid enough
The Reaper
This is the better TTD perk that you can take. With the right attributes and skills, you can stay in TTD pretty much permanently. Combine it with Confidence for extreme mayhem.
Speed Demon
OK on a melee build, but obsoleted by Tactical Master. An option is to take this and respec when you unlock ti
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