guides
Last update:11 May 2016
Skills determine the mastery of a given field, by a character, e.g.
bartering or machine guns.
Unlike attributes, this knowledge can be increased with each next experience level.
Skills have been divided into three categoriesGeneral, Weapon and Knowledge.
A skill can be passive or may need to be activated manually.
Weapons are passive skills (weapon handling), knowledge - activated (e.g.
cracking a safe).
The general ones refer to both types.
Animal Whisperer- the ability to tame wild (and not only) beasts.
Such animals won’t attack and in some cases can even join the team and fight by your side.
Barter- each point decreases prices on goods by 1%.
It is a value that is shared by the entire party.
After the game enters a more advanced stage, money will not be a problem anymore.
Brute Force- allows you to ram though blockades and severed walls.
It is a useful skill and it is recommended that one character has it, around level 5.
However, this does not need to be a member of the initial party.
Smart Ass, Hard Ass, Kiss Ass- three separate skills that work in the same way.
It is a good idea to reach, at least level 3 in each of these.
Leadership- a character with this skill increases the chances of hitting the target, to the party members.
Be initial four rangers are the hard core of the party, who you might always rely on.
High Leadership levels prevent that from happening.
Outdoorsman- allows you to avoid random fights, while exploring the wastes.
And you will be attacked quite often.
The upside is that you gain additional experience and loot.
It suffices that only one of party members has this skill.
If some item can be used, it will be highlighted.
Sometimes, you will discover traps, for example in some safe.
As you play the game, you should be able to quickly achieve 10 points.
Weaponsmithing- the ability to dismantle weapons to obtain modifications that can be later used in other weapons.
Assault Rifles- versatile and useful.
Deal decent damage with decent penetrability and range.
Unfortunately, they use expensive ammo and lots of AP.
This weapon should better not be used by more than two rangers.
Ammo being the first reason and there are better alternatives at higher levels, being the other.
Bladed Weapons- weak base damage, but frequent critical hits .
Almost useless against armors.
More of an alternative weapon, when you run out of ammo.
Blunt Weapons- very high critical damage, even against thick armors.
Works excellent as a weapon over short distance, for someone with heavy gear.
Multiple attacks in one turn.
Energy Weapons- perfect against armored enemies.
The damage is scaled depending on the armor, doing little harm to unarmored targets.
Moreover, it cannot block nor deal critical hits.
Handguns- short distance weapon, for example for a medic.
They use cheap ammunition and have a low cost of shots.
Their biggest disadvantage is low armor penetration.
Heavy Weapons- the biggest toys, like grenade launchers and heavy machine guns.
Very high damage, often AoE.
Their disadvantages are: high AP cost and additional vulnerability to melee damage.
A character carrying such weapon should have something for close fights in the other hand.
Remember not to give any Heavy Weapons to NPCs that join you.
Shotguns- short distance weapon.
Sniper Rifles- tremendous damage and long range.
In return for high AP and ammo cost, and low damage to nearby targets.
However, it is important that he has an alternative weapon, which he can use well, e.g.
A sniper should be the one to start a fight, due to the long range.
Then, the opponents first need to run up to your characters.
Submachine Guns- they use cheap ammo, but they burn it out very fast and deal mediocre damage.
Short range and low penetration speak to are also their downsides.
This skill is worth developing if you plan to sometimes depend on stealth tactics, instead of open fights.
Computer Science- computer hacking.
One of the basic skills, which is worth developing from the very beginning.
Demolitions- the ability to use thrown weapons, such as grenades, and bomb disarming.
Grenades are a rarity and you will be saving them up for special occasions.
Disarming is useful to, e.g.
cross a mine field or disarm a trap.
An useful item, but not a priority.
Field Medic- allows you to use healing objects.
It should be developed in one character, as quickly as possible.
They will then be healing the entire party.
A character without this skill, can only use weak painkillers.
Pick Lock- another “must have”.
You open a door, behind which you open lockers with treasures inside.
Mechanical Repair- the skill of fixing various machinery in the wastes.
Useful mainly in specific quests, e.g.
to fix a well with drinking water.
Useful, but it’s possible for you to do well without it.
Safecracking- Opening of safes.
The more safes you open, the more valuable items.
Toaster Repair- Wasteland 2 developers have of course put something peculiar in the game.
Generally speaking, this peculiar thing is… opening some Toasters.
You will find them spread around the game world.
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