The Outer Worlds: Difference between revisions

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* Don't sell stuff to Vending machines, the merchant skill/faction bonus doesn't apply, vending machines can't haggle, so you'll lose money if you do this. Go for it if your over encumbered but just so you can move again, don't sell your whole stash.
* Don't sell stuff to Vending machines, the merchant skill/faction bonus doesn't apply, vending machines can't haggle, so you'll lose money if you do this. Go for it if your over encumbered but just so you can move again, don't sell your whole stash.
* The best 1st level perk hands down is the Deadly Demonstrations perk, which is +50% XP from companion kills. Now that may not sounds like much, but actually your companions' kills already give you 100% experience before the perk, so the perk enables you to get 1.5x experience for the rest of the game as long as you let your companions finish off stuff. May be too micromanagey though.
* 1 of the most effective skill threshold is Inspiration 60, since for just an additional 10 points from 50, you'll get so many more additional "free" points from your companions & even the armor they wore. You can even 100% some stuff with only 50 hard skill points invested.
* Companions's skills gotten from armor will grant you 25% of their bonus only for the skills which they naturally grant. Eg, Persuade for Parvati. This armor bonus increases to 50% with Inspiration 60.
* High lockpick means lots of containers being lockpicked for free due the "1 = free" skill threshold, hence saving you lots of Mag Picks over time.
* Perception is the most checked attribute in dialog ever, so keep it High if possible even with a non-combative character.
* You literally don't lose anything (karma/reputation etc) from stealing stuff, as long as nobody sees you.


[[Category:Games]]
[[Category:Games]]