Perks in The Outer Worlds 2 are permanent passive bonuses that enhance the abilities of both the Player and Companions, making them an essential part of character progression and build customization. Players earn Perk Points every two levels, while Companions gain a Perk Point every five levels. Additional Perk Points can also be obtained by completing certain Quests or taking on Flaws, allowing players even greater specialization throughout their playthrough. Choosing the right Perks can improve the player's overall experience in combat and exploration. This page features a complete list of Perks in The Outer Worlds 2, including each Perk's effect and unlock requirements to help players create the best build for their preferred playstyle.
Selecting Perks: While playing the game, players gain a perk point every 2 levels, which can then be spent to unlock powerful perks that can enhance combat and other gameplay mechanics like dialogue or exploration. Most perks have specific Skill requirements, and others require the purchase of specific prerequisite perks or the acquisition of a powerful item. More powerful perks are only available after you've acquired a certain number of total perks; this requirement can be fulfilled by the purchase of any available perks.
The Outer Worlds 2 All Perks Guide
The Outer Worlds 2 Best Perks Guide
Character Creation Guide
How Do Perks Work in The Outer Worlds 2?
Perks in The Outer Worlds 2 shape and expand the player character's abilities. Influencing what they can do during combat, exploration, and while interacting with NPCs. Perks are unlocked by spending Perk Points that are earned through leveling up, which can then be used to unlock the powerful bonuses that complement the players' preferred playstyle. Players must meet specific Skill thresholds before certain perks can be unlocked.

With more than 90 perks available, players can customize their character's playstyle according to how they want it. However, they will have to keep in mind the skill requirements for each. While there are general perks that can be taken advantage of, some perks will require a minimum skill level or will have a prerequisite perk before unlocking them. Additionally, it's also importnat to keep in mind that only one perk can be unlocked every two levels.
Unlocking Perks can offer a more unique playstyle. For those seeking to fulfill evil and sinister characters, The Outer Worlds 2 added Serial Killer (requires Psychopath), which grants a unique effect, causing killed human targets to drop their hearts, and lets the player collect them. In return, this causes the player to earn additional health for every heart they have collected.
Companion Perks in The Outer Worlds 2
Companion Perks are unique passive upgrades that enhance each companion's combat abilities while also providing buffs and bonuses that support the player.

As companions gain experience and level up alongside the player, they unlock new Perk Tiers, each offering a choice between two distinct upgrades that shape their role in the party. These perks can increase damage output and improve survivability. It can also enhance support capabilities and grant unique effects such as healing and crafting benefits. Since companions earn XP whenever the player gains experience, they continue to scale throughout the game and remain effective allies during later stages of the story.
Every Companion will also have their own corresponding perks, allowing their combat role and utility to be customized based on the selected upgrades. Every five levels, players will be able to choose one of the two traits unlocked. Players do need to be careful when choosing a companion perk, as they are permanent and cannot be changed later on. Additionally, players can unlock an extra perk for their companions by completing their respective Companion Quests. These are usually unlocked upon finishing the final quest for that companion. The choices made during the quest will determine what companion perk they will get.
An example would be for Inez's companion quest, A Most Extraordinary Specimen, where players will have to choose between sparing or killing Dr Giles Rasmussen's life. Choosing to spare his life will grant Inez the ability to gain a bonus to her defense and armor or gain a crowd control perk. Killing Rasmussen, however, will grant her the Graft Stabilization Matrix perk, which provides Inez with two ability charges.
All Perks in The Outer Worlds 2
Perks Gallery in The Outer Worlds 2
Perks Comparison Table in The Outer Worlds 2
Quick Search of All Perks in The Outer Worlds 2
Name |
Description |
Bonus Effects |
How to Unlock |
|---|---|---|---|
![]() Art Enthusiast |
Some learn best by doing. You learn best by watching. For finding the tram murals on Golden Ridge, you gain a small bonus to experience earned when your companions score a kill. | XP from Companion kills +10% |
|
![]() Assassin |
After scoring a kill from stealth, your movement speed is dramatically increased for a short time. | Assassin: Movement Speed +100% for 5s | |
![]() Automech Anatomist |
Your weakspot hits against automechanicals cause shock damage to chain to nearby enemies. | Automechanical weakspot hits deal 50% of your weapon's damage as Shock to nearby enemies. | |
![]() Automech Jammer |
You passively jam automechanicals, reducing the speed at which they detect you and making it easier to sneak by them. You also gain a small bonus chance to critically hit against automechs. | -75% Automech Awareness Detection Rate +5% Critical Chance |
|
![]() Bag Check |
While crouching, you can see the contents of a person's inventory before pickpocketing them. You also gain a small bonus to critical chance. | +5% Critical Chance |
|
![]() Bit Transfer |
Bounty terminals now have an option to immediately cash out bits by hacking into bank accounts. Once an account is drained, you'll need to earn 7,200 Experience Points to access the accounts again. | N/A |
|
![]() Brand Enthusiast |
While all of your equipped armor and weapons share the same brand, gain bonus damage and armor. | +20% Damage Armor Rating +10 |
|
![]() Busy Bodies |
Your companions will gather crafting materials and items for you while you're away from the ship. The amount gathered is based off XP earned while away. | N/A |
|
![]() Bulletshield |
You gain a bonus to damage resistance and max health, but enemies are more likely to target you over your companions. | +10% Damage Resistance +10% Base Health |
|
![]() Caustic Researcher |
You now apply Vulnerable faster when dealing Corrosive damage. Additionally, your critical hit chance against Dissolved foes is increased. | +20% more stacks of Vulnerable applied when dealing Corrosion damage +10% Critical Chance against enemies afflicted by Dissolved |
|
![]() Charlatan |
Many of your lies are more believable and will more likely be accepted as true. Additionally, the likelihood that enemies will target you is reduced. | N/A | |
![]() Cold Blooded |
You can now apply Chilled faster when dealing Frost damage, and enemies killed while Frozen will shatter, dealing frost damage to hostiles in the area. | +20% more stacks of Chilled applied when dealing frost damage Deal 20% of nearby hostile's health in damage on killing a Frozen target |
|
![]() Commando |
You unlock an additional weapon equipment slot. | N/A | |
![]() Connoisseur |
Consumed food and drinks heal for more. Additionally, drugs add additional inhaler charge. | +25% healing from Food and Drink +25% inhaler charge from Drugs |
|
![]() Contingency Screen |
When your health hits 25%, the Gas-Energy Deflection Apparatus gadget automatically activates without spending energy. Has a cooldown between automatic activations. | Cooldown: 30s | |
![]() Crash Recovery |
While crashing, you continuously regenerate a small amount of health. | 2% Health per second | |
![]() Crabble Rancher |
Marksman rifles, pistols, and shotguns deal increased damage. While the magazine of one of these weapons is half empty, also gain a bonus to critical hit chance. | +10% Ranged Damage +20% Critical Chance |
|
![]() Deep Drums |
Machine guns and special weapons have larger magazines and slowly reload automatically. Currently this appears to give +50% magazine to all weapons (even the revolvers) and stacks with gear for some insane results! |
+50% Magazine Size | |
![]() Demolitionist |
All of your explosives have increased area of effect and can no longer deal damage to you. WARNING: Hazards left by explosives are still dangerous! |
+50% Damage Radius |
|
![]() Defuser |
Whenever you disable a mine, it is added to your inventory so you can place it yourself. | N/A |
|
![]() Duelist |
You gain the ability to perform a perfect block with melee weapons. Timing your blocks against incoming melee attacks will stun the attacker. | Duelist: On Perfect Block, stun the target for 8s | |
![]() Echoing Blows |
Your melee attacks deal a small portion of damage in a large cone in front of you. The damage of the cone is increased for two-handed weapons. | Heavy Melee weapons deal 50% of their weapon damage Light Melee weapons deal 25% of their weapon damage |
|
![]() Electro-Therapist |
You now apply Shocked faster when dealing Shock damage, and automechs become Scrambled rather than Paralyzed when reaching max stacks. Scrambled automechs will attack their allies for a duration. | +20% more stacks of Shock applied when dealing Shock damage Scramble: Will fight for you for 10s |
|
![]() Eden Windage |
Marksman rifles, pistols, and sniper rifles have increased range and weakspot damage. | +25% Weapon Range +25% Weakspot Damage |
|
![]() Face Reader |
In conversations, options that reduce reputation with a faction are highlighted before choosing them. Additionally, gain a bonus to damage against humans. | +20% Damage to Humans |
|
![]() Ghost |
If you're crouched when an NPC starts investigating you, gain Camouflaged for a short duration. Has a cooldown between activations, which decreases based on Sneak skill. | Invisible to enemies and deal bonus damage Cooldown: 3m |
|
![]() Grenadier |
You unlock an additional throwable equipment slot. You also gain a small bonus to explosives damage. | +10 Explosives Damage |
|
![]() Grim Visage |
Scoring a kill will temporarily cause human and creature enemies near the target to be Frightened for a short duration. Strong enemies, such as leaders and bosses, cannot be Frightened this way until their health has been sufficiently reduced. |
Frightened: The target flees from combat for 8s. Does not affect automechanicals. |
|
![]() Gun Runner |
You can now fire while sliding, mantling, and sprinting with assault rifles, shotguns, and SMGs. Additionally, the spread for these weapon types is reduced. | -50% Ranged Weapon Spread Movement Penalty to Accuracy -50% |
|
![]() Hail of Lead |
Guns with automatic or burst fire deal increasing damage the more you fire. This bonus resets after swapping weapons or not firing for a few seconds and has a cap of +100%. | +2% Damage per Shot | |
![]() Heavy Handed |
Melee power attacks knock down the enemies hit. Has a cooldown between activations. | Cooldown: 10s | |
![]() Hot Blooded |
You now apply Burn faster and heal whenever Burn deals damage or reaches max stacks. | +20% more stacks of Burn applied when dealing Plasma damage Heal for 50% of damage dealt by Burn and plasma explosions |
|
![]() Hungry Guns |
Guns that use bio-mass as ammo can hold twice as much before needing to be fed (reloaded). Additionally, you deal more corrosive damage in general. | +100% Bio-mass Ammo Pool Size +10% Corrosion Damage |
|
![]() Incendiary Chef |
Unlocks the recipe to craft Volatile Grenades. Volatile Grenades deal significant damage, but holding them for too long can cause them to explode in your hands! On selection, immediately gain several Volatile Grenades for use. | N/A |
|
![]() Inhaler Overload |
Gain the ability to take a deeper breath when using the Medical Inhaler, using an extra inhaler charge, increasing toxicity cost, but also granting a large amount of bonuses for a moderate duration. You can activate this overload by holding down Use Inhaler while in combat. |
+20% Damage +3% Armor Rating +10% Evasion Chance +50% Movement Speed |
|
![]() Inspiring Commander |
Kills scored by either you or the party charge each companion's companion ability a small amount. | Companion Command meters fill 10% each time the party scores a kill. |
|
![]() Intimidator |
Dealing damage to humans or creatures automatically Frighten them a short duration. Has a cooldown between activations, which shortens with your Speech skill. | Frightened: The target flees from combat for 8s. Does not affect automechanicals Cooldown: 2m |
|
![]() Keen Observer |
You gain increased weakspot damage when crouched and not moving. | Keen Observer: +25% Weakspot Damage |
|
![]() Lasting High |
You can now use your medical inhaler while crashing, but at reduced efficacy. Crashes now last longer. | -50% Inhaler Heal Effectiveness while Crashing -30% Crash Depletion Rate |
|
![]() Light Step |
Walking over traps and mines will never set them off. | N/A | |
![]() Lucky Strikes |
Critical hits do significantly more damage. Critical hits that kill cause the target to explode and deal damage to nearby hostiles. | +100% Critical Damage Deals 20% of nearby hostile's health in damage on killing with critical hit |
|
![]() Makeshift Armorer |
Whenever you craft items, your armor gains a temporary bonus to its armor value that degrades from incoming attacks. The amount of armor added is based off the total value of the materials used. The bonus armor can take more hits before defrading as your Engineering skill increases. | +1 Armor Value to Equipped Armor for Every 25 Bits Crafted |
|
![]() Mentally Refreshed |
You've been mentally refreshed! | N/A |
|
![]() N-Radiator |
Once every few seconds, when you deal damage, you will deal the damage again as N-Ray. | 100% additional damage done as N-Ray Cooldown: 3s |
|
![]() Negotiator |
Your companion abilities charge faster and you immediately gain positive Reputation with all factions. This bonus is given for all factions already met upon selecting this perk and granted immediately when you meet a new one. As long as a faction doesn't already dislike you, you will become Exalted with them, gaining max positive bonuses. WARNING: Having the Abrasive trait still prevents your Reputation from ever rising above Neutral. On selection, this perk will repair negative Reputation, but some of the benefits may be wasted. |
+75 Reputation gained with all factions -20% Companion Ability Charge Time |
|
![]() Nature's Best Friend |
Tamed creatures are now permanently tamed, rewarding XP, but can't be looted. Tamed creatures will not follow you but will fight other enemies nearby. |
N/A |
|
![]() Nature's Friend |
You can temporarily tame hostile creatures, having them fight by your side for a moderate duration. You can tame unaware hostile creatures by sneaking up to them and having enough Medical skill. Tamed creatures will not follow you but will fight other enemies nearby. Also gain a bonus to damage against all creatures. |
Tamed: Will fight for you for 10s +10% Damage to Creatures |
|
![]() Ninja |
While sprinting or sliding, incoming attacks against you have an increased chance to be outright avoided, increasing your Evasion. This is increased further when in light or medium armor. | Ninja: +10% Evasion Chance in Heavy Armor Ninja: +20% Evasion Light and Medium Armor |
N/A |
![]() On Your Feet |
You can revive your companions from a distance. | +10m Companion Revive Range |
|
![]() Palm-Greaser |
Bribes now cost less and stolen items sell for more. | -50% Bribe Costs +20% Vendor Buying Price for Stolen items |
|
![]() Penetrating Shots |
Your shotguns and SMGs ignore a portion of armor, making them more effective against armored enemies. | +50% Armor Penetration |
|
![]() Pharm-thusiast |
You unlock an additional primer slot, allowing you to use the effects of multiple primers at once. Additionally, toxicity gained from using the inhaler is decreased. Using the inhaler with multiple primers equipped applies the effects of both on use, but combines the total toxicity of all primers when used. |
-25% Toxicity received from the Medical Inhaler | |
![]() Pickpocket |
Gain the ability to pickpocket others. Pickpocketing can be activated by crouching up to an unaware human and having enough Lockpick skill. | N/A | |
![]() Pitch/Tossball Hacker |
Your melee attacks ignore a portion of the target's armor. | Ignore 50% of the target's Armor Value when attacking with a melee weapon | |
![]() Pitch/Tossball Winger |
Directly hitting anyone with a grenade or mine will deal damage and stagger them. Explosives also deal more damage. | +20 Explosives Damage Deal 50 physical damage on direct hit with a grenade or mine and staggers. |
|
![]() Point Blank Artist |
Damage with shotguns, SMGs, and pistols is increased against targets within 10m, but less above that distance. Those weapons also gain increased sneak attack damage. | +100% Sneak Attack Damage +30% Damage to near enemies -15% Damage to far enemies |
|
![]() Plug Puller |
Hacked auto-mechs are permanently disabled rather than temporarily disabled. Permanently disabled auto-mechs reward XP and can be looted. | N/A |
|
![]() Psychopath |
Gain bonus damage against any faction you have negative Reputation with. This bonus is greater the worse your Reputation is. | Damage increased by +10%, +20%, or +40% against enemies with Cautious, Begrudging, or Indignant factions respectively |
|
![]() Rapid Recharge |
After dropping to 10% or less gadget energy, energy recharges faster for a few seconds. | Energy Recharge Rate +500% for 5s Cooldown: 10s |
|
![]() Restricted Access |
You can access the restricted inventory of vending machines. | N/A | |
![]() Run and Hitter |
After sprinting for a short duration, the first melee attack performed gains bonus damage. This damage increase is larger for 2-handed melee weapons. | +25% damage on your next hit with a 1-handed melee weapon +50% damage on your next hit with a 2-handed melee weapon |
|
![]() Scrabbles |
Scrabbles grants you some luck, helping you find some more bits in containers. | +5% Bits found in containers |
|
![]() Scrapper |
Automechanicals always drop some additional crafting materials. | N/A |
|
![]() Serial Killer |
Humans you kill drop their heart. Gain a +2 bonus to max Health for each of these trophies you've collected. The chance to drop is 100% if the target wasn't hostile with you. | +2% Max Health per heart collected |
|
![]() Secret Recipe |
Your explosives deal full damage across their entire blast zone. | N/A |
|
![]() Serial Dabbler |
Learning from the serials of Commander Zane & Buddy, you better lead your crew. Companion abilities charge somewhat faster. | +5% Companion Ability Charge Time |
|
![]() Sharpshooter |
Marksman and sniper rifles deal increased damage at distances >20m, but less below that distance. Sneak attack damage for marksman rifles is also increased. | +100% Sneak Attack Damage +30% Damage to far enemies -15% Damage to near enemies |
|
![]() Shiny New Toy |
You gain a bonus to damage for a moderate duration after swapping weapons. | +20% Damage | |
![]() Shrug it Off |
When combat starts and whenever one of your companions is downed, immediately gain temporary health equal to 50% of your max health. | Gain 50% of Max Health as Temporary Health |
|
![]() Silent Steps |
After leaving stealth, your footsteps are silent for a short duration. | Footsteps are silent for 8s | |
![]() Sleight of Hands |
Pickpocketing is significantly faster and you gain a bonus to sneak attack damage based on your Lockpick skill. | -50% Pickpocket Interaction Time +10% Sneak Attack Damage per Lockpick skill |
|
![]() Slow-more |
While using the Tactical Time Dilation gadget, you gain an increased Evasion chance, ignoring more incoming attacks. Additionally, anytime you evade an attack, you restore a small amount of gadget energy. This can occur regardless of whether Tactical Time Dilation is active or not. | +25% Evasion Chance while in TTD +1 Energy on evading damage |
|
![]() Space Ranger |
Your speech skill also scales damage. | +2.5% Damage per Speech skill | |
![]() Stalker |
You gain increased sneak attack damage against hostiles that are investigating you, a distraction device, or a corpse you've left behind. | +200% Sneak Attack Damage | |
![]() Survivalist |
Creatures always drop raw meat, which can be eaten as food | N/A | |
![]() Suppressionist |
Pistols gain increased sneak-attack damage and are quieter. Guns of any type with Silencers make no noise whatsoever. | -75% Firing Noise +100% Sneak Attack Damage |
|
![]() Tall Tale Teller |
Only your most outlandish lies aren't believed, with you being able to lie about even more things. Additionally, you gain a bonus to damage when attacking enemies that aren't targeting you directly. | +20% Damage | |
![]() Targeting Scanner |
Focusing on a target with the N-Ray Scanner will mark them. Marking targets prioritizes them for companions and causes the party's attack against them to regenerate your energy. | N/A | |
![]() Tit for Tat |
A percent of outgoing melee damage is returned as health. | Heal for 25% of damage dealt by melee weapons. | |
![]() Tinkerer |
Your modded weapons now deal bonus damage, increasing with your Engineering skill. | +1.5% Damage with modded weapons. Increases by 2.5% per Engineering skill point |
|
![]() Through the Keyhole |
The contents of a locked container can be viewed before lockpicking. Also, you gain an increased range bonus with guns. | +50% Weapon Range | |
![]() Trophy Hunter |
You gain a small innate chance to land a critical hit. This bonus is increased against bosses. | +5% Critical Chance +20% Critical Chance against Bosses |
|
![]() Trick Shot |
Weakspot kills silently ricochet, dealing damage to a second nearby target. | N/A |
|
![]() Treasure Hunter |
Searching through containers can occasionally reward you with bonus bits or crafting materials. | N/A |
|
![]() Vital Striker |
Sneak Attack damage with light melee weapons is increased. Additionally, in combat your light melee weapons always deal half of their sneak attack bonus. | +100% Sneak Attack Damage | |
![]() Weakspot Scanner |
Weakspots are highlighted and damage dealt to them is increased when using the N-Ray Scanner. | +20% Weakspot Damage | |
![]() Wholesale Spender |
Buying or selling items with a vendor accrues goodwill. After accruing enough, you gain a permanent discount and sell bonus with that vendor. | -10% Vendor Prices +20% Sell Value at Vendors |
|
![]() Zyranium Absorption |
You accumulate zyranium poisoning much slower and can no longer receive Light and Heavy Zyranium Poisoning penalties after accumulating too much. Additionally, if you enter a drug crash from using the medical inhaler, when the crash ends a portion of your zyranium poisoning is removed. Warning: Maxing out your zyranium poisoning will still kill you! |
Zyranium poisoning is accumulated 50% slower -35 Zyranium poisoning on drug crash end |
|
![]() Zyranium Powered |
Your energy recharges faster based on the amount of zyranium poisoning you have accumulated. | Up to 10 energy per 1s as Zyranium poisoning increases |
|
All Companion Perks in The Outer Worlds 2
Niles Companion Perks
Val Companion Perks
Marisol Companion Perks
Aza Companion Perks
Inez Companion Perks
Tristan Companion Perks
Companion Perks Comparison Table
Name |
Companion |
Description |
Bonus Effects |
How to Unlock |
| I Got Em | Niles | Niles puts himself in the enemy's line of fire to protect his comrades. Enemies are more likely to target him and he will occasionally fire at enemies not targeting him, taunting them. | N/A |
|
| I'm Taking Em Down | Niles | Niles ignores a portion of his target's armor and will target enemy weakpoints to deal more damage. | +25% Armor Penetration |
|
| Scrap Engineering | Niles | While Niles is in the party, containers have a small chance to contain a large cache of Scrap Metal. | N/A |
|
| Spotter | Niles | While exploring, Niles periodically calls out enemies he spots, revealing them on the mini-map. He also makes it more difficult for enemies to spot you. | -20% NPC Awareness Detection Rate |
|
| Self Repairing Armor | Niles | Niles builds self-repairing armor plates that protect him from damage. These plates are destroyed after taking moderate damage, but are automatically repaired every few seconds as long as he doesn't take damage. | +9 Armor Rating |
|
| Ghost Array | Niles | Niles constructs a cloaking device for his armor, granting himself Camouflaged when he drops to half health. While Camouflaged, enemies will have trouble targeting Niles and his attacks deal bonus damage. | Invisible to enemies and deal bonus damage. Cooldown: 30s |
|
| Self Repairing Armor Mod | Niles | Gain the ability to craft Self-Reparing Armor mods at workbenches. When slotted into your armor, gain a bonus to your armor's defenses, which break after taking moderate damage. After a short period of not taking any damage, the armor repairs itself. Grants a single copy of the mod on selecting the perk. | N/A |
|
| Ghost Array Mod | Niles | Gain the ability to craft a Ghost Array utility mod. While applied to a helmet and you drop to half health, you gain Camouflaged. This makes it difficult for enemies to target you and causes your attacks to deal sneak attack damage. Grants a single copy of the mod on selecting the perk. | N/A |
|
| Dumb Aggression | Niles | Niles' companion ability now Goads rather than Taunts. In addition to targeting Niles, Goaded enemies have reduced attack speed, step out of cover, and do not use cover for the duration of the effect. | N/A |
|
| Full Cylinder | Niles | Niles' companion ability now fires 6 shots intstead of 3, doublng the total damage he'll deal. Additionally, enemies killed by Niles as part of this ability, explode dealing damage to other enemies in the area. | N/A |
|
| Force Emitter | Niles | When an enemy gets within melee range of Niles, he activates a sonic shockwave in an area around himself, dealing damage and knocking all enemies down. Has a cooldown. The force emitter also slows down incoming attacks slightly, granting Niles additional Damage Resistance. |
+10% Damage Resistance |
|
| Smokescreen Emitter | Niles | Niles releases a cloud of smoke on his current piece of cover or position, granting Camouflaged to party members in the area. While Camouflaged, the party is invisible and deals bonus sneak attack damage. | Invisible to enemies and deal bonus damage |
|
| Armor Operation | VALERIE | Party members affected by VALERIE's Life Injection Module trait receive a moderate armor bonus for a moderate duration. | Armor Rating +10 |
|
| Restoration Operation | VALERIE | Whenever VALERIE uses her Life Injection Module trait, all other party members (including herself) are also healed for a moderate amount. | Heals 20% Health instantly |
|
| Integrated Mag-Pick Repair | VALERIE | VALERIE grants your mag-picks a chance to be preserved on use, letting you use them again. | N/A |
|
| Salvaging Tools | VALERIE | Gain a chance to gain additional crafting resources when breaking down items with VALERIE in the party. | 20% chance to double items on Breakdown |
|
| Strength Supplement Module | VALERIE | VALERIE will fire a syringe containing a powerful stimulant at you when in melee range of an enemy, healing you for a small amount and temporarily increasing your melee damage and movement speed. Has a cooldown between uses. | +20% Melee Damage and Movement Speed for 8s Heals 10% Health instantly Cooldown: 15s |
|
| Fortitude Supplement Module | VALERIE | VALERIE will fire a syringe containing a powerful drug at you when suffering a hostile effect, immediately clearing all hostile status effects and healing you a small amount. Has a cooldown between uses. | Clear all active hostile status effects Heals 10% Health instantly Cooldown: 15s |
|
| Enhanced Emergency Protocols | VALERIE | After being healed by VALERIE's companion ability, you are immune to all damage for the duration, rather than gaining a bonus to damage reduction. | N/A |
|
| Preparation Protocols | VALERIE | While you are at full health, VALERIE's companion ability recharges significantly faster. | N/A |
|
| Vitality Catalyst | VALERIE | While VALERIE is in the party, all over-healing you receive is converted into temporary health that degrades slowly. This includes healing from VALERIE, your medical inhaler, and any other source of healing. | N/A |
|
| Preservation Catalyst | VALERIE | While VALERIE is in the party, you and your companions will automatically heal, regenerating up to 50% of their max health. | N/A |
|
| Prolonged Defenses | VALERIE | When the player is healed by VALERIE's companion ability, the player also gains a buff to armor for the remainder of combat. (Does not stack if applied multiple times). | Armor Rating +20 |
|
| Prolonged Restoration | VALERIE | When the player is healed by VALERIE's companion ability, the player also gains a regeneration effect for the remainder of combat. (Does not stack if applied multiple times). | 1% Health per second |
|
| Automech Scrapper | Marisol | While Marisol is in the party, automechanicals have a small chance to provide additional crafting materials. | N/A |
|
| Chain Paralysis | Marisol | If an enemy affected by Marisol's companion ability is killed, the effect jumps to all enemies in a moderate range, applying the effect to them. This can jump multiple times. | N/A |
|
| Combatant Analyzer | Marisol | Marisol analyzes an enemy in the combat, marking them. While active, your attacks against the target apply effects depending on the location of their body you hit. Legs - Knocked Down Head - Stunned Torso/Arms - Bleed |
N/A |
|
| Mind Discombobulater | Marisol | Marisol occasionally throws a gadget near you that confuses all enemies in an area around it. While confused, enemies wander aimlessly. | N/A |
|
| Dispersed Glare | Marisol | Marisol's companion ability now affects an area around the target, applying it affects to all nearby enemies. | N/A |
|
| Elemental Weapon Specialist | Marisol | Marisol collects and recycles your shock rods, plasma cells, and biomass ammo, giving you a small chance to be recovered when used. | N/A |
|
| Energy Relay | Marisol | Marisol throws a gadget that emits energy to all allies in a radius. While within the radius that party's weapons are electrified, dealing bonus shock damage and gradually recharging your gadget energy. | N/A |
|
| Linked Charge | Marisol | Whenever you spend gadget energy in combat, Marisol's companion ability charges a portion of the energy spent. | N/A |
|
| N-Ray Scanner Analyzer | Marisol | Marisol upgrades your N-Ray Scanner, allowing it to automatically analyze enemies. While wearing the N-ray Scanner, your attacks apply effects to targets depending on the location of their body you hit. Legs - Knocked Down Head - Stunned Torso/Arms - Bleed |
N/A |
|
| Portable Capacitor Distributor | Marisol | Marisol occasionally tosses small, portable capacitors near you. Walking over them automatically activates them, restoring gadget energy. Attacking them causes them to explode, dealing Shock damage in an area around them. Has a cooldown between uses. | N/A |
|
| Recharge Paralysis | Marisol | Your attacks against targets affected by Marisol's companion ability restore gadget energy. | 10% of damage dealt restored as gadget energy |
|
| Shield Generator Reflector | Marisol | Marisol upgrades your Gas-Energy Deflection Apparatus while she's in the party, causing damage against the shield to reflect a portion of the damage taken back to the attacker. | N/A |
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| Assisted Takedowns | Aza | Aza increases the damage dealt by your stealth attacks while she's in the party. | +50% Sneak Attack Damage |
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| Explosive Recycling | Aza | While Aza is in the party, disabling mines gives you crafting materials. | N/A |
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| Flurry of Blades | Aza | Aza will occasionally perform a flurry of attacks with her knife, stunning the target for the duration of the attack and dealing incredible damage. | +400% Melee Damage |
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| From the Shadows | Aza | Aza chooses discretion over aggression and attempts to flank weak targets in combat. | N/A |
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| Frost Charge | Aza | Aza's companion ability now deals Frost damage and leaves a hazard that rapidly applies Chilled to enemies. | N/A |
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| N-Ray Charge | Aza | Aza's companion ability now deals N-Ray instead and deals significantly increased damage overall. | N/A |
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| Mine Layer | Aza | Aza upgrades your mines and explosives, making them more potent while she's in the party. Your explosives all deal more damage and your mines will automatically knockdown enemies when triggered. | +25% Damage |
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| Relentless | Aza | Every third melee attack by Aza will automatically inflict Stagger and deals bonus damage. | N/A |
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| Shorten the Fuse | Aza | Aza automatically gains 1 charge of her companion ability when combat starts. | N/A |
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| Strike from Smoke | Aza | After using her companion ability, Aza deals bonus damage for a duration. | +25% Damage for 20s |
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| Stunning Explosion | Aza | Aza's companion ability now inflicts Stun rather than Stagger. | N/A |
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| Volatile Bombs | Aza | The explosion caused by Aza's companion ability covers a larger area, allowing it to hit more enemies. | N/A |
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| Surgical Strike | Inez | Inez's training as a doctor gives her a good understanding of the anatomy of combatants. Inez's accuracy is increased significantly and she will actively target enemy weak spots. Additionally, her weapon's shots will periodically stun her target. | -50% Ranged Weapon Spread Stun: Stuns the target, leaving them unable to act for a short time. Cooldown: 15s |
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| Drug Diffusion Modification | Inez | Activating Inez's companion ability refreshes and re-applies her drugs, also applying the drug's bonuses to the entire party. | +25% Rate of Fire +25% Ranged Weapon Reload Speed -50% Ranged Weapon Spread |
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| Extra-Strength Injector | Inez | Inez adjusts the injection speed of her auto-injector, allowing it to be applied over a longer time with no efficiency lost. Her drug buff lasts for a significantly longer duration. | +100% Drug Effect Duration |
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| Emergency Procedures | Inez | Activating Inez's companion ability immediately clears your toxicity and crash. It also causes the party to automatically regenerate health for a long duration. | Emergency Procedures: Heals 400 Health over 10s |
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| Experimental Biomass Conversion | Inez | Eating food or drink while Inez is in the party has a chance to give you Crude Biomass for crafting. | N/A |
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| Experimental Drug Conversion | Inez | Eating food or drink while Inez is in the party grants a small amount of inhaler charge in addition to the normal healing. | N/A |
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| Experimental Primer Research | Inez | Inez crafts a custom primer for you. Equipping it into your inhaler and using it applies a buff for a long duration. While the buff is active, kills caused by the party heal you for a small amount. The primer has a very low toxicity usage. | N/A |
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| Field Medicine | Inez | Inez occasionally tosses medicine packs near you. Walking over them automatically uses them, reducing your Toxicity build-up or Crash duration. Medicine packs break apart on their own after a moderate duration. | N/A |
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| Self Betterment | Inez | While in the party, your inhaler heals for more and prevents the party from taking damage for a short period of time. | +25% Health restored by the Medical Inhaler Undamageable for 3s after using the inhaler |
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| Lethal Graft Research | Inez | Inez improves the lethality of her companion ability. Depending on which graft she has, the effects of this perk are different. If she has the Raptidon graft, the healing mists placed via her ability now grant heightened accuracy and damage for party members in the area. If she has the Crabble graft, her first shot with her ability now leaves a pool of plasma that deals damage to enemies in the area. |
N/A |
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| Medical Graft Research | Inez | Inez improves the restorative abilities of her companion ability. Depending on which graft she has, the effects of this perk are different. If she has the Raptidon graft, the healing mists placed via her ability clings to friendlies, continuing the heal even after leaving the mist. If she has the Crabble graft, she now drops a cannister of healing mist at her position when using her companion ability, healing friendlies that stand in the mist. |
N/A |
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| Potent Biomass | Inez | Inez heightens the potency of your party's biomass weaponry. Inez will always deal a small amount of corrosive damage, and your corrosive damage is increased and stacks its side-effects faster. | +20% Corrosion Damage +10% more stacks of Vulnerable applied when dealing Corrosion damage |
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| Aggressive Challenge | Tristan | Enemies taunted by Tristan's companion ability are goaded instead. Goaded enemies do not use cover and take additional damage. | N/A |
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| Beg for Mercy | Tristan | When choosing to start a fight using dialog, Tristan will always frighten enemies in addition to any other Speech Attack effects. | Frightened: The target flees from combat for 8s. Does not affect automechanicals. |
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| Demoralizing Entry | Tristan | After killing a target Tristan terrifies human and creature enemies around him. Has a cooldown between activations. | Frightened: The target flees from combat for 8s. Does not affect automechanicals. Cooldown: 30s |
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| Explosive Strikes | Tristan | Every 3 melee attacks by Tristan activate his hammer's grenade, dealing bonus physical damage in an area around his target. | 45 Physical Damage in an area around the target |
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| Frenzied Charge | Tristan | After using his companion ability, Tristan is frenzied for a duration. While frenzied he deals bonus melee damage, attacks more often, and moves faster. | +25% Melee Weapon Attack Speed +20% Movement Speed +25% Damage |
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| Groundshaker | Tristan | When performing his companion ability, rather than knocking the target down, he instead slams the ground, dealing damage and knocking everyone down in an area around him. | N/A |
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| Juggernaut | Tristan | Enemies are more likely to target Tristan and hostile effects on him last half as long | Harmful Status Effect Duration -50% |
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| Propulsion Rocket | Tristan | Tristan's grenade launcher attachment gains support for a rocket, propelling him forward during his companion ability. His companion ability now deals considerably more damage and knocks the targets down for longer. | N/A |
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| Shield of the Law | Tristan | When choosing to start a fight using dialog, Tristan will always taunt enemies in addition to any other Speech Attack effects. | Taunted: Causes aggression, forcing the afflicted to attack the applier. |
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| Steel Wall | Tristan | Tristan gains temporary health at the start of combat doubling his total health. | N/A |
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| Zyranium Energy | Tristan | While Tristan is in Zyranium, his companion ability recharges considerably faster. | N/A |
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| Zyranium Regeneration | Tristan | While Tristan is exposed to Zyranium, he rapidly regenerates health. | Heal 2.5% every 0.5s |
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