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The Outer Worlds 2 Perks: All Available & Best Ones

The Outer Worlds 2 Perks: All Available & Best Ones

In The Outer Worlds 2 perk system, focus on the beginning choices to catch the sense of how it works. You gain one perk every two character levels, while many stronger perks sit behind skill thresholds or other perks. Early choices set your combat, stealth, and dialogue ceiling for hours.

This guide shows how The Outer Worlds 2 perks unlock, which ones to grab first, and the full list to map your route.

How To Obtain Perks in The Outer Worlds 2

You receive one perk point at level 2 and every two levels after that. General perks are open immediately, while most others require a minimum skill rank, a prior perk, or a count of total perks purchased. Some perks unlock passively via quest progress and do not cost points. A late respec does not exist, so plan your path and avoid spreading points thin.

The Outer Worlds 2 Perks: All Available & Best Ones 1

Best Perks in TOW2 Beginning

In the opening zones, survivability, economy, and reliable damage beat niche power spikes. Push for perks that raise crit chance, extend weapon range, improve healing, and open money routes. If your build leans guns, secure range, and weakspot damage. If you prefer stealth, prioritize silent movement and pickpocketing for ammo and mats.

  • Trophy Hunter: +5% crit; +15% extra crit vs Strong enemies. No requirements.
  • Connoisseur: +25% healing from food/drink and +25% inhaler charge from drugs. Medical 1.
  • Pickpocket: Enables pickpocketing from stealth. Lockpick 1.
  • Pitch/Tossball Winger: +20% explosives damage; direct-hit stagger. Explosives 1.
  • Manual Reset: Stun automechs; +10% damage to them. Hack 1.
  • Space Ranger: +2.5% damage per Speech level. Speech 1.
  • Through the Keyhole: Preview containers; +50% weapon range. Lockpick 2.
  • Serendipitous Slayer: Pistols/SMGs +10% crit; partial auto-reload on crit. Guns 2.
  • Crabble Rancher: Marksman/pistols/shotguns +10% ranged damage; +20% crit when half empty. Guns 2.
  • Eden Windage: +25% range and weakspot damage for marksman/pistols/snipers. Guns 3, Crabble Rancher.
  • Face Reader: +20% damage vs humans; warns on rep-losing dialogue. Observation 5.
  • Silent Steps: Footsteps are silent for 8 seconds after leaving stealth. Sneak 6.
  • Wholesale Spender: −10% vendor prices; +20% sell value. Speech 4.

These picks compound well. You get early crit reliability, safer engagements, and a stronger economy without cornering yourself into a late-game dead end.

The Outer Worlds 2 Perks: All Available & Best Ones 2

All The Outer Worlds 2 Perks: Complete Table

Below is a consolidated table of every The Outer Worlds 2 perk and how to get it. “How to Obtain” lists skill gates, prerequisites, or notes if it is auto-granted by quests.

NameEffectHow to Obtain
Bulletshield+10% Damage Resistance; +10% Base HealthNone
Ninja+10% Evasion in Heavy; +20% in Light/MediumNone
Trophy Hunter+5% Crit; +15% extra crit vs StrongNone
Brand Enthusiast+20% Damage; +10 Armor RatingNone
Psychopath+10/20/40% damage vs factions with Cautious/Begrudging/Indignant repNone
Serial KillerChance to harvest hearts; +2 Max Health per heart; guaranteed if target not hostileRequires Psychopath
Shrug It OffGain temp HP equal to 50% Max HP at combat start or when a companion is downedRequires Bulletshield; 8+ total perks
ScrapperAutomechs drop extra crafting materialsEngineering 1
Makeshift ArmorerTemporary armor value bonus based on craft spendEngineering 3
Tinkerer+10% damage with modded weapons; +2.5% per Engineering pointEngineering 5
Master Armorer+1 armor mod slotEngineering 20; Makeshift Armorer; 9+ perks
Hot BloodedFaster Burn stacks; heal from Burn/Plasma explosionsExplosives 1
Pitch/Tossball Winger+20% explosives damage; direct-hit deals 50 physical and staggersExplosives 1
Grenadier+10% explosives damage; +1 throwable slotExplosives 2
DefuserDisarmed mines added to inventoryExplosives 3
Secret RecipeFull damage across blast zoneExplosives 6
Incendiary ChefCraft Volatile Grenades; receive several on unlockExplosives 8; 4+ perks
Demolitionist+50% explosive radius; cannot self-damage (hazard caveat in some sources)Explosives 20; Secret Recipe; 8+ perks
Point Blank ArtistShotguns/SMGs/pistols: +100% sneak; +30% near; −15% farGuns 1
SharpshooterMarksman/AR/Sniper: +100% sneak; +30% far; −15% nearGuns 1; Observation 1
Commando+1 weapon slotGuns 1 or Melee 1
Trick ShotWeakspot kill ricochets to second targetGuns 1; Observation 1
Crabble RancherMarksman/pistols/shotguns: +10% ranged; +20% crit when half emptyGuns 2
Serendipitous SlayerPistols/SMGs +10% crit; crit auto-reload portionGuns 2
Deep DrumsSlow auto-reload for MG/Special/AR; +50% magazine size to all weaponsGuns 3
Gun RunnerFire AR/shotgun/SMG while sliding/mantling/sprinting; −50% spread; −50% move accuracy penaltyGuns 4
Shiny New Toy+20% damage after weapon swapGuns 5 or Melee 5; Commando
Eden Windage+25% range; +25% weakspot damage for marksman/pistols/snipersGuns 3; Crabble Rancher; 4+ perks
Hail of Lead+2% damage per shot up to +100%; resets on swap/idleGuns 5–6; 6+ perks
SuppressionistPistols +100% sneak; −75% firing noise; silencers muteGuns 8; Sneak 8; 5+ perks
MultitaskerReloading active gun reloads holstered gunsGuns 14; Commando; 7+ perks
Penetrating ShotsShotguns/SMGs gain +50% armor penetrationGuns 6; Point Blank Artist; 8+ perks
Lucky Strikes+100% crit damage; crit-kill explodes for 20% of nearby hostiles’ HPGuns 20 or Melee 20; 11+ perks
Restricted AccessAccess restricted vendor inventoryHack 1
Manual ResetStun automechs; +10% damage to themHack 1
Bit TransferDrain bits via bounty terminals; refresh after ~7,200 XPHack 2; Restricted Access
Automech Jammer−75% automech detection; +5% crit vs automechsHack 5
Automech AnatomistAutomech weakspot hits chain Shock to nearbyHack 10; 5+ perks
Plug PullerPermanently disable hacked automechs; XP and lootHack 20; Manual Reset; 10+ perks
Inspiring Commander+5% companion ability meter per party killLeadership 1
Busy BodiesCompanions gather mats while you are away; scales with XPLeadership 2
Comradery+25% DR for 10s after revives; damage no longer resets revive progressLeadership 5
Negotiator+75% reputation gain; −20% companion ability charge timeLeadership 9; Speech 9
On Your Feet+10 m companion revive rangeLeadership 20; Comradery; 8+ perks
PickpocketEnables pickpocketingLockpick 1
Through the KeyholePreview locked containers; +50% weapon rangeLockpick 2
Bag CheckSee NPC inventory; +5% critLockpick 4; Pickpocket
Sleight of Hands−50% pickpocket time; +10% sneak damage per Lockpick skillLockpick 8; Pickpocket; 4+ perks
Caustic Researcher+20% Vulnerable stacks with Corrosive; +10% crit vs DissolvedMedical 1
Connoisseur+25% healing from food/drink; +25% inhaler charge from drugsMedical 1
Pharm-thusiast+1 inhaler primer slot; −25% toxicityMedical 2
SurvivalistCreatures always drop raw meatMedical 2
Zyranium Absorption−50% Zyranium accumulation; −35 on crash endMedical 3
Nature’s FriendTemporarily tame creature; +10% damage to creaturesMedical 4
Hungry Guns+100% bio-mass ammo pool; +10% Corrosive damageMedical 4; Caustic Researcher; 5+ perks
Inhaler OverloadSpend extra charge for +20% damage, +3 armor, +10% evasion, +50% move speedMedical 5; Pharm-thusiast
Crash RecoveryRegenerate 2% HP/sec while crashingMedical 8; 4+ perks
Nature’s Best FriendPermanently tame creatures; XP; no loot; do not followMedical 10; Nature’s Friend; 7+ perks
Lasting HighUse inhaler while crashing; −50% heal; −30% crash depletionMedical 12; Crash Recovery; 8+ perks
DuelistPerfect block stuns 8sMelee 1
Heavy HandedMelee power attacks knock down; 10s CDMelee 1
Run and HitterAfter sprinting: next hit +25% (1H) or +50% (2H)Melee 2
Echoing BlowsMelee cone splash: 25% light, 50% heavyMelee 6; 4+ perks
Pitch/Tossball HackerIgnore 50% target armor with meleeMelee 8; 5+ perks
Tit for TatHeal 25% of melee damage dealtMelee 10; 7+ perks
Vital StrikerLight melee +100% sneak; half bonus always applies in combatMelee 15; Sneak 15; 9+ perks
Treasure HunterContainers often grant bonus bits/matsObservation 1
TrackerMinimap shows hostiles beyond FoV and facingObservation 3
Face Reader+20% damage to humans; flags rep-loss dialogueObservation 5
Keen Observer+25% weakspot damage while crouched and stationaryObservation 8; Trick Shot
Electro-Therapist+20% Electrocuted stacks; weak automechs become Scrambled (~5s)Science 1
Rapid Recharge+500% energy recharge for 5s at ≤10% gadget energyScience 1
Slow-More+25% evasion in TTD; +1 energy on evading damageScience 3
Contingency ScreenAuto-triggers Gas-Energy Deflection at 25% HPScience 3; specific gadget
Targeting ScannerMark targets; companions focus; hits regen energyScience 5; N-Ray Scanner
Zyranium PoweredFaster energy recharge as poisoning risesScience 5; Zyranium Absorption; 7+ perks
Weakspot Scanner+20% weakspot damage while using N-Ray ScannerScience 6; N-Ray Scanner
Sprayer PrayerCharge Auntie’s Acidic Dematerializer for distance/damageScience 6; that gadget
Cold Blooded+20% Chilled stacks; shatter Frozen for 20% HP AoEScience 9; 6+ perks
N-RadiatorEvery 3s, duplicate damage as N-RayScience 20; 12+ perks
Assassin+100% move speed for 5s after stealth killSneak 1
GhostWhen investigated while crouched, become camouflaged brieflySneak 2
Stalker+200% sneak damage vs investigating enemies or around corpses/distractionsSneak 5; Assassin
Silent StepsFootsteps silent for 8s after leaving stealthSneak 6
Light StepIgnore traps and minesSneak 10
Space Ranger+2.5% damage per Speech levelSpeech 1
Palm-Greaser−50% bribe costs; +20% vendor buy price for stolen itemsSpeech 2
Wholesale Spender−10% vendor prices; +20% sell valueSpeech 4
IntimidatorDamaging weak enemies frightens them brieflySpeech 5
CharlatanLies more believable; less enemy targetingSpeech 6; 4+ perks
Grim VisageKills frighten nearby humans/creaturesSpeech 9; Intimidator; 6+ perks
Tall Tale TellerLie about more things; +20% damage vs enemies not targeting youSpeech 10; Charlatan; 7+ perks
Serial Fanatic−15% companion ability charge timeQuest “In Pursuit of Purloined Propaganda” (auto)
Art Enthusiast+10% XP from companion killsQuest “The Pursuit of the Partite Pentaptych” (auto)

A few late perks demand both high skills and a minimum number of perks owned. Quest perks are free once you finish their chains.

The Outer Worlds 2 Perks: All Available & Best Ones 3

How To Choose Best Perks in TOW2

Start with a plan. Pick a damage lane, a utility lane, and an economy lane, then stay disciplined. For pure gunplay, open with Trophy Hunter, Crabble Rancher, Eden Windage, and Hail of Lead. For stealth, take Pickpocket, Through the Keyhole, Silent Steps, and Suppressionist, adding Assassin or Stalker when possible. For staying power, combine Connoisseur, Pharm-thusiast, and Inhaler Overload, then fold in Bulletshield. Do not chase every shiny perk. Stack synergy that you can trigger in every fight.

More About The Outer Worlds 2

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The Outer Worlds 2 launched on October 29, 2025, with early access five days ahead for Premium buyers and upgraded Game Pass users. TOW 2 skill system rewards focus, not scattershot leveling. Putting points into a few key abilities unlocks dialogue paths, opens sealed routes, and sharpens combat early, with Speech and Lockpick giving the widest payoffs. Committing to weapons or stealth decides how you control fights, while spreading points thin leaves you underpowered. The sequel leans into sharper writing, denser faction play, and a colder corporate grip across Arcadia’s fractured frontier.

vitaliiD
Vitalii Diakiv

Vitalii Diakiv writes gaming blogs and guides, focusing on the latest announcements and games matched with pop-cultural phenomena. Second, he covers esports events Counter-Strike 2, Marvel Rivals, League of Legends, and others.

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