![]() Your Aptitude determines whatever resistances you have against weapons and their negative buffs. Persuade, Lie, Intimidate, Hack, Science, InspirationĢ-Handed Melee, Lie, Sneak, Medical, Engineering, Determination +/- Companion Ability Refresh, Positive Faction Reputation and Negative Faction Reputation reaction Handguns ,Long Guns, Heavy Weapons, Dodge, Lockpick, Engineeringįaction Reputation and Companion Ability Cooldown affected Headshot and Weakspot damage bonuses affected ![]() Long Guns, Persuade, Hack, Medical, Science, Determination +/- Melee Weapon Attack speed, Ranged Weapon Reload speedġ-Handed Melee, Handguns, Dodge, Block, Sneak, Lockpick These are represented by six different stats, each with a definite effect on your character: AttributeĪffects Melee Weapon damage and amount of Items your character can carryġ-Handed Melee, 2-Handed Melee, Heavy Weapons, Block, Inspiration, IntimidateĪffects Melee Attack speed and Ranged Weapon Reload speed I never spent a single point in the defense tree and didn’t die in combat, on normal difficulty.In The Outer Worlds, Character Stats are the same Attributes that you set for your character during Character Creation. ![]() As you level throughout, unless you are really struggling to survive, I would ignore defense entirely. They open up additional opportunities, quests, rewards, experience points, they are vital. Persuasion, Lie, and Intimidate are used in a lot of conversations. With a single remaining Skill point, I would invest into Dialog. I found guns to be far more viable throughout the game. Ranged is safer and easier, Melee allows for a higher critical hit chance and small attacks that can hit multiple targets. So when choosing your skills, choose your weapon of choice. All Skills are useful depending on play style and personal preference but if you’re looking for a little more guidance, there’s some core elements that work well. You place a single Skill Point into Melee, and both skills increase by 10. So, at the start of the game, you will be increasing all skills within a set.įor example, if you want to improve 1-Handed Melee, you must improve 2-Handed Melee at the same time. You cannot level up skills individually until over 50% of the skills in that tree are level 50. For example level 20 Sneak unlocks Sneak Attack. Every 20 levels (20,40,60,80,100) unlocks a new perk for that skill. The player character is also silent, but NPC dialogue is fully acted in English. Players will be able to change a variety of things about their character, though they will rarely be able to see him/her, as there is no third-person option. As mentioned previously, all Skills start at level 6. Character Creation in The Outer Worlds occurs at the beginning of the game. This includes combat, quests, dialog options, it’s all here. Skills determine a characters primary method of dealing with problems. As an example, Intelligence doesn’t influence Sneak at all, but it does offer a +35% Critical Damage buff, so an Intelligence/Dexterity based character would benefit from Thief like abilities – huge critical attacks from Sneak, pick pocketing, etc. Pay attention to the bonuses applied by each Attribute. Using the Skills bonuses, it is possible to push that limit to 40. If you use two Attributes that have the same Skills, for example Strength and Dexterity both have 1-Handed Melee, you can increase a Skill at the start to a maximum of 30 using Attributes. Increasing Attributes above Average has the following effects on stats:īased on this information, you can increase a maximum of two Attributes to Very High, granting a total of +12 to a Skill. For example, an Average Dexterity puts all skills under Dexterity at level 6. All Attributes begin at Average, an Average Skill begins at 6. Each Attribute has 5 different states, Below Average, Average, Good, High, and Very High. There are six attributes (Strength, Dexterity, Intelligence, Perception, Charm, & Temperament) put into three different categories (Body, Mind, & Personality). Your Attributes are the first part of creating a character.
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