Outer Worlds 2 best build: Best traits, skills, and perks to pick

A rundown of all the best traits, skills, and perks for your character in The Outer Worlds 2 so you can make the build that's right for you
The Outer Worlds 2
The Outer Worlds 2 / Background screen

The many character-building opportunities in The Outer Worlds 2 is arguably the best thing about it. However, it means that when you’re setting your character up at the start of the game, you might feel a little paralyzed with all of the choices you can make. We’ll break down the traits, skills, and perks on offer so you can work out which ones will be best for the kind of character you want to make.

The best traits in The Outer Worlds 2

The traits screen
The Outer Worlds 2 / Obsidian Entertainment

Positive traits

Trait

Bonus 1

Bonus 2

Brawny

Sprinting into enemies knocks them down

Can opened jammed doors without Engineering skill

Brilliant

Specialize in 1 extra skill

Occasionally get extra dialogue checks

Heroric

-20% Companion ability charge time

N/A

Innovative

Craft double ammo, throwables, and resources

N/A

Lucky

+5% Critical Chance

More skill checks are available to perform certain difficult feats

Nimble

+25% Crouch speed

+25% Combat sprint speed

Resilient

Become innvulnerable for 3s the first time you take lethal damage in combat

N/A

Suave

10% discount at stores

Double bounty threshold before you become an outlaw

Witty

Faction reputation never drops below neutral

Occasionally get extra dialogue checks

Out of these, Lucky is by far the best trait. While specialized builds will benefit from specific traits, there's really no reason not to take Lucky regardless of what kind of character you're going for. The boosted critical chance is always nice, but it's the extra skill check options that you want more than anything else, as the Lucky skill will keep coming in handy throughout critical moments in the game's story.

As for a second trait, there are a few good options. Resilient is good for a run-and-gun build as it will stop you from getting instantly shredded if you're caught out in combat, while Brawny will help get you into a lot of extra secret areas without needing to invest in Engineering or Lockpicking skills. Stealth builds should be looking mainly at Nimble, and Innovative can be helpful too, as you'll be able to craft lots of distraction devices and the like.

Negative traits

If you want to take two positive traits in character select, then you'll also need to take one of the following negative traits:

Trait

Effect

Abrasive

Faction reputation never grows above neutral

Dumb

Must lock 5 of the 12 skills, making them unavailable for the whole playthrough

Sickly

-15% Base health, -15% Toxcitiy crash threshold

All of these sound like big downsides, but depending on your build, you can avoid needing any of these. As long as you don't plan on being a criminal, Abrasive is really a very minor downside. Not getting vendor discounts is a shame, but there are other ways to get shop discounts, like investing in the Speech skill.

Similarly, stealth players will rarely need to worry about the downsides of Sickly. If you're not getting into combat very often, then you won't need extra health, nor will you need to heal as often, so it's not a problem.

Even though Dumb is definitely the worst of the three, even that's not as bad as it seems. You don't get a huge amount of skill points in The Outer Worlds 2, and you are heavily encouraged to specialize as much as possible. So consider your build, and you'll quickly realize that there are several skills that don't matter to you.

The best skills in The Outer Worlds 2

At the start of the game, you’ll get a few skill points to invest in a selection of your choice. Here is a list of all the skills, what bonuses they confer, plus what extra things they do out in the field:

Skill

Stat bonus

Field abilities

Engineering

+1% Damage resistance

Can fix broken machines/systems

Explosives

+10% Explosive damage, +1% Explosive damage resistance

Can blast through some obstacles and locks

Guns

+10% Ranged damage, +1% Armor penetration

Can attempt to intimidate in dialogue

Hack

+5% Damage to automechanicals

Can hack locks, machines, and computers

Leadership

+8% Companion damage, +4% Companion health

Can occasionally pass extra skill checks when talking to companions

Lockpick

+1% Evasion chance

Can pick locks

Melee

+10% Melee damage, -2% Damage recieved while blocking

Can attempt to intimidate in dialogue

Medical

+7% Toxicity crash threshold, +5% damage to creatures

Can craft unique chemicals and medicines at certain stations

Observation

+15% Weakspot damage

Will be prompted to spot certain hidden items in the world

Science

+7% Gadget energy, +10% more stacks of non-physical damage types

Can occasionally pass science speech checks and craft unique items at certain stations

Sneak

+35% Sneak attack damage, -2% NPC awareness detection

N/A

Speech

+5% Damage to humans

Can pass skill checks to convince key characters of the outcomes you want during major quests

Of these, Lockpick and Hack are two that you’re going to want regardless of your build. There will always be safes or doors leading to hidden goodies that you’ll need your lockpicking skills to get through. The same goes for hacking, although often it’s important quest information that is locked behind this, so you’ll want a reasonable degree of investment in one or both of them. Engineering also falls into this category, but less so, as very few things locked behind Engineering checks don’t have some sort of alternative solution.

As for the rest, it depends on what kind of build you're going for. We recommend you choose one out of Gun and Melee fairly early on and stick to it, rather than trying to balance them both. Meanwhile, some are very niche, for example, Sneak is vital for a stealth build, but basically useless for everyone else. Similarly, if you intend to try and solve all of your problems peacefully, Speech should be your biggest investment, but if your plan is to shoot all your problems away, it’s not necessary.

The rest are all nice to have in different ways, but none are central to a build. The unique opportunities Science and Medicene are nice, but you won’t be hugely missing out if you skip them. The same goes for things like Leadership.

Ultimately, you need to remember that The Outer Worlds 2’s system isn’t designed for you to be a jack of all trades. You should pick about 3 main skills to focus on, and only invest in any others when you really need to.

The best perks in The Outer Worlds 2

Here are our picks for the best perks in The Outer Worlds 2, along with the skill requirements to unlock them:

Perk

Effect

Requirement

Trophy Hunter

+5 Critical chance, +15% Critical chance against strong enemies

None

Pickpocket

Gain the ability to pickpocket characters when undetected

Lockpick 1

Commando

Unlocks an additional weapon slot

Guns 1 OR Melee 1

Restricted Access

Unlocks restricted goods at vending machines

Hack 1

Connoisseur

+25% health from food and drink, +25% Inhaler charge from drugs

Medical 1

Space Ranger

+2.5% damage for every skill point in Speech

Speech 1

Through the Keyhole

See what's in a locked container before opening it

Lockpick 2

Wholesale Spender

+10% discount and +20% sell value from vendors

Speech 4

Assassin

+100% move speed for 5s after stealth killing an enemy

Sneak 1

Tinkerer

+10% bonus damage to modded weapons, +2.5% more for every Engineering skill point.

Engineering 5

Face Reader

Conversation options that reduce reputation are highlighted, +20% damage to humans

Observation 5

Busy Bodies

Companions will gather crafting materials while you're away from the ship, based on how much XP you earn

Leadership 2

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