The Outer Worlds Viability of Unique Weapons/Armor

The Outer Worlds Viability of Unique Weapons/Armor 1 - steamsplay.com
The Outer Worlds Viability of Unique Weapons/Armor 1 - steamsplay.com
In this guide I’ll be giving a subjective opinion on how useful (or worthless) every unique weapon or armor available in the game is. I’ll also be giving my thoughts on the various science weapons as well.

Please keep in mind that this is 100% my personal opinions and I wasn’t able to obtain all of the weapons/armor in my playthroughs. If you have your own personal experiences with the item in question, I’ll be sure to add your opinion to the item and properly credit you! Feedback is also appreciated!

Lastly, the images and information on the whereabouts of the items will either be uploaded by myself, kind contributors, or the wiki itself. (https://theouterworlds.wiki.fextralife.com/The+Outer+Worlds+Wiki)

 
 

Table of Contents & Formatting

 
I’ll be going through the unique weapons and armor by regions you visit first. For example, you start the game on Terra 2’s Emerald Vale then proceed to Groundbreaker… visit Monarch or make a detour in Roseway, etc. 
 
The formatting of the items will look like this: 
 
[image] 
Name: The name of the unique item goes here. (Specify if the weapon is either Science or Improvised.) 
Unique variant of: Brand, Weapon Name, (Skill associated with the weapon or if the armor is Clothing, Light, Medium or Heavy) 
Where to get it: General information on the whereabouts or method to obtaining the weapons/armor based on experience and consulting the wiki. Will add pictures if the items are too difficult or obscure to find. 
Notes: Where my general thoughts and opinions on the item go. 
 
Some items will be one-of-a-kind and have no generic variant. All of the Science Weapons and a very select few Unique items will be like this. Another thing to note is that Unique Weapons/Armor and Science Weapons can not be modified. That means no adding or removing the mods that come built into them. This will impact their usefulness as I write this guide. However, the items can still be tinkered to improve their effectiveness. 
 
Update Log: 
11/27/2020 – Created guide 
11/28/2020 – Added in Phineas’ Orbital Lab location; minor edits and changes 
11/29/2020 – Added in incomplete Groundbreaker section; minor edits and changes 
12/6/2020 – Completed Groundbreaker section 
12/7/2020 – Added in Roseway section; Added classification on whether unique apparel is clothing, light, medium or heavy armors 
12/8/2020 – Added in Monarch section 1; Numbered first sections with Roman Numeral I for better clarity 
12/9/2020 – Added in Monarch sections 2 and 3 fully completed; minor edits and changes 
12/11/2020 – Added in Byzantium, Gorgon sections 1 – 4 and guide has been completed! Will add in a Eridanos section when the DLC comes out! Thank you for reading my thoughts! Oh and minor edits and changes 
12/26/2020 – Minor edits and changes 
1/3/2021 – Added in Widget’s ( https://steamcommunity.com/profiles/76561198000853010 ) submission of a Pristine Ol’ Reliable! 
1/8/2021 – Added in missing Grinder unique 
3/10/2021 – Added Eridanos section in preparation for the upcoming DLC 
3/19/2021 – Eridanos section has been filled with first playthrough discoveries but is still incomplete 
3/23/2021 – Eridanos section has been updated 
 
 

Terra 2 – Emerald Vale I

 
I want to make a small footnote here by saying the weapons/armor found in Emerald Vale are of low level. While this does not detract from their uniqueness, it will be EXTREMELY expensive to level them up all the way to the max level cap of 38 (As of Peril on Gorgon). 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Adelaide’s Gardening Shears (Improvised) 
Unique variant of: Spacer’s Choice Shears (1-Handed Melee) 
Where to get it: Found on the Unreliable after killing Adelaide 
Notes: An odd weapon you get from murdering an old lady. The weapon benefits from having an increase to critical hit damage and the ability to debuff enemies with Bleed. However, in return the weapon suffers from a small hit to DPS due to the slightly slower swing speed. Do not recommend due to the weapon being found at level 1 and improvised weapons being a niche concept in the game. 
 
*From this point onward, I will point out that most improvised weapons in the game are found at level 1 and upgrading them to do more damage will drain your bits faster than you can blink. I will probably be advising against using improvised weapons unless you want to do an improvised melee build thanks to the Improvisation Warrior Perk being added by Peril on Gorgon. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Blad on Stik 
Unique variant of: Spacer’s Choice Trip-Blade (2-Handed Melee) 
Where to get it: Kill Doc Maybell during the quest Fistful of Digits 
Notes: A good 2-Handed Melee weapon for melee characters. At least for early game. The weapon benefits with increased critical hit damage and does slightly more base damage overall. Only real “downside” is that the weapon is in poor condition when looting Maybell’s corpse during the quest. I’d say this weapon is fairly competent for use due to it being a literal upgrade to an unmodified Trip-Blade. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Fiver 
Unique variant of: Spacer’s Choice Revolver (Handguns) 
Where to get it: Purchase from Stefan Garcia in the Botanical Labs 
Notes: Your first true unique. The weapon uses Heavy rounds instead of Light rounds to deal way more damage. Also comes with an Extend-O-Sight mod that increases the weapon’s effective range by 25%. The only drawback to the weapon is that you lose 1 bullet per mag, making reloads slightly more frequent. A solid pistol for any character, really. You won’t need to rely on the weapon for the entire game, but it’ll definitely be enough to get through Emerald Vale. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Landing Pad Cutter 
Unique variant of: T&L Tremor Cleaver (2-Handed Melee) 
Where to get it: Edgewater’s Landing Pad; You can find it by taking a path under the actual landing pad where it’s next to two dead corpses 
Notes: A slightly faster swinging Tremor Cleaver that has a Mr. Power mod attached to it. Honestly, there’s not much to this one but considering you just need to find it without killing anything, the weapon is a neat find. The Plasma damage mod might be its only saving grace considering the scarcity of Plasma weapons available to you this early in the game, but it does have much higher durability compared to the Blad on Stik. I guess it just falls on preference on whether or not you prefer extra critical damage with a flimsy weapon or plasma damage on a durable weapon overall. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Long Ranger 
Unique variant of: T&L Hunting Rifle (Long Guns) 
Where to get it: Kill Grace Romero in the Botanical Labs 
Notes: I highly recommend doing her quest before deciding to off her for this weapon. But even so, this weapon is extremely underwhelming. The only difference that sets it apart from the generic Hunting Rifles in Emerald Vale is that it’s several levels higher and it’s fitted with a Super Scoper 2000 (A mod that increases the zoom of the scope by 6x). The huge turn-off of this weapon for me is the scope on it. Why would you need 6x zoom when sniping? If you shoot from too far away, your damage will suffer. The Extend-O-Sight mod is way better for Hunting Rifles AND it’s pre-modded into generic ones! Hard pass on this weapon. I only killed Grace and got this for the sake of collecting it. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Maxwell 
Unique variant of: Spacer’s Choice Impact Hammer (1-Handed Melee) 
Where to get it: Purchase from Julius Moreau in Edgewater 
Notes: This one was a head scratcher. The description implies that the weapon deals increased headshot/weakspot damage with a downside of less smoother swings? Honestly, this weapon doesn’t seem to be any different from generic Impact Hammers but I could be wrong. I guess I should also mention that Impact Hammers are one of the best 1-Handed Melee weapons in the game when modded, but feel free to leave a comment or feedback on this unique version. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Ol’ Reliable 
Unique variant of: Spacer’s Choice Light Machine Gun (Heavy Weapons) 
Where to get it: Primal Nest; You’ll need to fight through a brood of Primals to get through to this weapon 
Notes: I’m so sad that this weapon isn’t in late game. It’s pretty much identical to a generic Light Machine Gun, except with a staggering 20,000 condition stat! There’s literally NO weapon in the entirety of The Outer Worlds with this much durability! The only bad thing about it is the negligible slower firing speed but that pales in comparison to its ridiculous sturdiness. You also have to go through some nasty Primals (especially at a low level) to get it. It’s seriously a shame this weapon is at a low level but being the nearly unbreakable weapon in the entirety of The Outer Worlds is an achievement in of itself. 
Much thanks to Widget ( https://steamcommunity.com/profiles/76561198000853010 ) for sharing a screenshot of a Pristine Ol’ Reliable! 
The Outer Worlds Viability of Unique Weapons/Armor 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Peacekeeper 
Unique variant of: Spacer’s Choice Sawed-Off Shotgun (Long Guns) 
Where to get it: Kill or Pickpocket Constable Reyes in Edgewater 
Notes: Compared to a generic variant, you’re trading slightly less pellets per shot for a slightly faster firing speed; raising your overall DPS. Not a bad weapon compared to the Long Ranger but I also wouldn’t say it’s fantastic either. I can recommend it if you’re running a sniper build but need a backup weapon when things get way too close to you. However, it’ll be outclassed by the time you leave Emerald Vale. Also, you can pickpocket this without killing Reyes yet you can’t pickpocket Romero to get the Long Ranger? *sigh* 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Reed’s Hat 
Unique variant of: Ports of Call Bowler, Business Formal (Clothing) 
Where to get it: Found on the Unreliable after killing Reed 
Note: The counterpart to Adelaide’s Gardening Shears, except really good even into late game. While the hat won’t do much in the ways of protection, it does provide a substantial boost to all three of your dialogue skills by a whopping 7 points. Or 14 if you have the Armor Master Perk. This is a fantastic hat for all you dialogue oriented characters who can talk your way out of any fight. Plus it’ll look better on you than Reed. Guaranteed. 
 
 

Terra 2 – Emerald Vale II

 
There’s no way I’ll fit all the weapons and armor into one section. So, I’ll be making extra parts if the sections get too long. There’s really only one weapon left in Emerald Vale and that’s… 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Shock-Stick 
Unique variant of: T&L Stun Baton (1-Handed Melee) 
Where to get it: Reward for completing the quest Die, Robot 
Notes: A Stun Baton with some fairly good mods attached to it when getting it. Having higher swing speed and more power attack damage never hurts. Not to mention having Shock damage is always handy for dealing with automechanicals. Though, you probably would of gotten way more use out of this weapon if Ludwig actually gave this thing to you before storming the Geothermal Plant… 
 
 

Phineas’ Orbital Lab

 
So you’re fresh out of Emerald Vale and realized you wanted to stop by to say hi to Phineas. Unfortunately, there’s only one weapon available to you on your first visit and the other can’t be obtained until near the end of the game. Spoilers ahead for the second weapon. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Shrink Ray (Science) 
Unique variant of: N/A (Handguns) 
Where to get it: On a table next to Phineas; you’re free to take it without consequence 
Notes: Your first Science Weapon you’re likely to get your hands on. It does exactly as it says: It shrinks enemies down to where it weakens their armor rating and damage output proportionate to how high your Science skill is. The higher your Science is, the more potent the armor and damage reduction on your enemies becomes. The caveat of inflicting this debuff to your enemies requires you to focus fire one target and keep the beam on that target to ensure they stay shrunk. If you aren’t able to keep the beam on them, your enemy will grow back to normal size in seconds. This is a weapon I don’t advise actively trying to kill your enemies with. Instead, this weapon is more of a support tool to weaken your enemies rather than murdering them. The best use of this weapon is to either give it to a companion so they can provide you support by debuffing the enemies you’re attacking or use it yourself if you’re running a companion build where YOU can support your friends. The latter enjoys the final little benefit to this weapon: It will not lock on to your companions. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Phin’s Phorce 
Unique variant of: Spacer’s Choice Light Assault Rifle (Long Guns) 
Where to get it: At the very end of the main quest Kept Secret But Not Forgotten; It’s on a table in Phineas’ living quarters near the Tartarus Nav Key 
Notes: Another truly unique item. The weapon uses Energy rounds instead of Heavy rounds compared to its generic counterpart and fires in three-round bursts instead of being fully automatic. It also comes equipped with Mag-2-Ray (N-Ray damage) and FunTimes Barrel (+25% Critical Damage) mods to sweeten the deal. It’s a great weapon for anyone specializing in Long Guns that I personally used myself. However, as much as I enjoyed this weapon, it’s only obtained near the very end of the game. You will likely not be able to use this weapon outside of Tartarus much and will probably only see use with it on the Peril on Gorgon and Murder on Eridanos DLC. The final nail in the coffin is that Peril on Gorgon adds in the generic Light Assault Rifle Mk 3; which is highly modifiable and superior to Phin’s Phorce. RIP 
 
 

Groundbreaker, Scylla and GB-23 Relay I

 
Alright, things start to ramp up a bit by the time you dock on Groundbreaker. But don’t fret: Plenty of unique items for you to get your dirty colonist hands on. Since there’s three new areas involving quests during the Groundbreaker arc, I’ll be listing the items under Groundbreaker or Scylla. (GB-23 only has one unique to obtain.) 
 
Groundbreaker– 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Defective MoonMan Helmet 
Unique variant of: Spacer’s Choice MoonMan Helmet (Clothing) 
Where to get it: On a shelf behind a locked door in the back of Martin Callahan’s shop 
Notes: Who doesn’t love the mascot of Spacer’s Choice? Haters, that’s who. Anyhow, compared to the generic versions sold by Martin, this unique version has a rare +1 attribute bonus to Temperament. That means skills under this attribute will gain a small increase to all associated skills! Not to mention a nice health regeneration boost, too. This is another excellent piece of headgear for characters who rely more on skill bonuses rather than protection. However, the boosts will be smaller and spread evenly to all Temperament skills compared to Reed’s Hat and other headgear. If you want more protection instead, Peril on Gorgon adds the Defaced MoonMan Helmet with a +10 Intimidate and +5 Lie skill bonus. (Attribute bonus unaffected by the Armor Master perk.) 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Discharge 
Unique variant of: Joch Plasma Rifle (Long Guns) 
Where to get it: Peril on Gorgon exclusive! Kill Dr. Marion Blakeslee during the quest A Clockwork Mock Apple 
Notes: All in all, a modified Plasma Rifle with Mag-2-Zap and Extend-O-Sight mods including a Stun debuff as well. You would think that killing her would get you something good but you’re in for a disappointing time I’m afraid. This just proves you can get way better results if you just mod a generic Plasma Rifle to your liking instead. The Pauper Popper is a way better unique, too. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Electrician’s Gear 
Unique variant of: N/A? The unique variant’s name eludes me, but will update this when recalled (Clothing) 
Where to get it: Peril on Gorgon exclusive! Found in the Auxiliary Maintenance Bay of the Groundbreaker; During the quest A Clockwork Mock Apple, the item is found inside a locker in the room next to the Mantipillar observation room 
Notes: This is an underwhelming piece of clothing. Its two unique attributes being it has a substantial resistance to shock damage and a Nightingale Step mod. The +5 Defense bonus that this provides is negligible at best and provides as much protection as standard clothing items in the game. The item tries too hard to cater to various playstyles with its random benefits and utterly fails in that regard. If you end up missing this item, you won’t be missing much. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Montag 
Unique variant of: T&L Shock Cannon (Heavy Weapons) 
Where to get it: Kill MacRedd during the quest Who Goes There? 
Notes: This one’s pretty simple. It’s a Shock Cannon with a Mag-2-Power mod and it shoots 5 shots per second compared to the generic’s 4 shots. Although the Shock Cannon in general suffers from the same caveat as the Shrink Ray: The weapon fires a beam that requires you to focus fire one target. While the mod is nifty and the fire rate being slightly higher helps its DPS, it’s not enough for the weapon to save you when you’re dealing with multiple enemies. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Prismatic Hammer (Science) 
Unique variant of: N/A (2-Handed Melee) 
Where to get it: Climb up the set of lockers to your left inside the break room near Security, defeat the outlaws for a key and the item is located inside a safe behind the door you unlock 
Notes: Without a doubt, the BEST melee weapon in the entire game. This weapon, with the sufficient investment into Science, the perks Confidence, Weird and Wild Science (which stack while Confidence gives you a guaranteed critical hit after each kill), Vicar Max’s Mad Max companion perk, the relative cheapness of tinkering Science weapons (200 bits per level with 80 Science), the neat ability to switch damage types on the fly per swing (In this order: Physical -> Plasma -> Corrosion -> Shock -> N-Ray) and to top it all off, you have a ranged attack when doing Power Attacks while having Sweep Attacks doing all 5 damage types at the same time! I will only say one thing about this science weapon: THIS WEAPON WILL MAKE THE GAME LOOK LIKE A JOKE. If you’re a melee character, use this as soon as you can get it. If not, give it to a companion. I literally cannot stress how good this hammer is. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Salvager’s Helper 
Unique variant of: Spacer’s Choice Light Pistol (Handguns) 
Where to get it: Purchase from Gladys in her room at the Rest-N-Go 
Notes: A pistol that shoots six pellets per shot not unlike a shotgun. As a drawback, the weapon takes longer to reload compared to a standard Light Pistol. The Mag-2-Melt mod it comes with is pretty nice considering not a lot of enemies in the game resist Corrosion damage. It’s such an odd and gimmicky pistol, but I can recommend it for Handgun users who need a shotgun in pistol form. Just be mindful of tinkering it to high levels and shooting it haphazardly to avoid a long reload. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: SubLight VP Armor 
Unique variant of: Aramid Ballistics Protective Clothing w/ Safety Harness (Light) 
Where to get it: Reward for completing the quest The Chimerist’s Last Experiment by killing Dr. Eva Chartrand (Requires access to Byzantium) 
Notes: SubLight Armor usually isn’t very protective which is the norm for most generic Light armors in the game. However, the +10 Intimidate bonus is quite nice and pairing it with the Defaced MoonMan Helmet from Peril on Gorgon gives you a massive +20 Intimidate boost when worn together. +40 if you have the Armor Master Perk. If you want to be the most intimidating son of a gun in the entirety of Halcyon, you can easily hit the 150 skill cap if you got Vicar Max and SAM with you. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: The Negotiator 
Unique variant of: Joch Bolter Pistol (Handguns) 
Where to get it: Found on the Unreliable after completing all SubLight faction quests in Lilya Hagen’s favor 
Notes: Comparing it to the generic version, it fires in 2-shot bursts instead of three. I haven’t noticed anything else setting it apart when consulting the wiki and I haven’t had any personal experiences with the weapon, so I definitely need some feedback on this one. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Welder’s Goggles 
Unique variant of: N/A? The unique variant’s name eludes me, but will update this when recalled (Clothing) 
Where to get it: Reward for completing the quest Happiness is a Warm Spaceship 
Notes: You’re sacrificing one vital attribute point for a significant boost to Engineering. While I’d advise against wearing this in a gunfight, it will most certainly come in handy in reducing the parts needed to repair your weapons and armor especially with Parvati. The bonus is doubled from the Armor Master Perk and will reduce the needed parts even further. Not much else to these specs. 
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Groundbreaker, Scylla, and GB-23 Relay II

 
-Scylla- 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Irion’s Flintlock 
Unique variant of: T&L Auto-Mag Pistol (Handguns) 
Where to get it: Given to you by Captain Irion during the quest Solution Vital 
Notes: This pistol fires 2 bullets with one pull of the trigger while dishing out extra headshot/weakspot damage to your targets. This comes with the downside of halving your rate of fire, so accuracy is more important than ever. While extra headshot/weakspot damage and shooting 2 rounds per shot maybe appealing, the weapon is unfortunately lackluster at best. It might serve some niche use for a stealth build that relies on crits and headshot/weakspot damage to kill your enemies without them noticing but those builds are way more efficient when using Long Guns like the Hunting Rifle. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Mandibular Rearranger (Science) 
Unique variant of: N/A (1-Handed Melee) 
Where to get it: Inside a safe at the Abandoned Mining Outpost; Near the Hermit’s house 
Notes: Compared to the absolute power of the Prismatic Hammer, this Science melee weapon is unfortunately mediocre. Consider this weapon like ice damage in certain games; you slow down your enemies per hit and completely freeze them when striking them enough times. As usual, your Science skill determines how long your enemies stay frozen from your repeated hits. It may have some use to get someone off of you or give you room to breathe but considering that creatures in Halcyon tend to rush you down, attack in groups, and it takes repetitive hits on them to actually freeze them… well, you’d probably be dead before you get some respite in battle. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Primal Tamer’s Baton 
Unique variant of: Spacer’s Choice Tossball Blocker (1-Handed Melee) 
Where to get it: Head east from Captain Irion’s location during Solution Vital; the weapon will be lying next to an Outlaw’s corpse near a rock 
Notes: Like Maxwell, the weapon description implies that it deals extra headshot/weakspot damage but having “smoother swings.” Unfortunately, I really can’t determine the attributes of the weapon that sets it apart from its generic brethren. It doesn’t even mention or actually do extra damage to Primals in general, so I’m gonna have to pass on this weapon and see if anyone found use for this weapon. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Safecracker’s Jacket 
Unique variant of: N/A (Light) 
Where to get it: Only obtainable during the quest Friendship’s Due; When you arrive at Harlow’s Base, the item will be inside of a chest in front of an Outlaw 
Notes: Serves an extremely similar use when compared to the Welder’s Goggles. This jacket gives you a nice +10 to your Lockpick skill while reducing both the time and Magpicks needed to unlock doors or containers. +20 if you have the Armor Master Perk. Unfortunately, it’s found at a low level and its protection is lackluster. However, simply keeping it in your inventory to be ready for unlocking anything you come across is absolutely beneficial to you no matter where you go or what build you’re running. I highly recommend having this on you at all times! 
 
-GB-23 Relay- 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Silencer 
Unique variant of: T&L Vortex Mace (1-Handed Melee) 
Where to get it: During the quest Silent Voices; this item is found on the corpse of Frey 
Notes: True to its name, the mace is extremely quiet when swung. It can only be heard within 0.5m, making it an ideal assassination weapon for stealth builds relying on melee weapons. Peril on Gorgon added the Assassin perk which the weapon benefits from thanks to its tiny noise radius. I would of recommended against using this but since Peril on Gorgon added a perk that increases the damage (+25%) you do with “silenced” weapons, I believe this mace has some good viability and can really shine if you build your character around using it. The SpeedGrip mod that it comes with is negligible for stealth attacks but may serve some practicality when your sneak attack attempt fails. 
 
 

Terra 2 – Roseway

 
Don’t have enough bits to go to Stellar Bay on Monarch? No problem, Gladys will send you to Roseway to look for “secrets” worth selling. However, most of the unique items in this section will require you to return the “secrets” back to their original owners if you want the goods. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Anarchist’s Cookbook 
Unique variant of: Hammersmith Grenade Launcher (Heavy Weapons) 
Where to get it: Reward for completing the quest Journey Into Smoke 
Notes: The description on this weapon is fairly straight-forward: You shoot smaller, faster, and more damaging plasma projectiles. While I wouldn’t say it’s outstanding, I don’t believe it’s lacking either. You will need to be more accurate with your shots since the blasts from this launcher will be smaller but you still have a slightly faster rate of fire to make up for it. 
A warning about obtaining this weapon. You will miss out on receiving this weapon if you choose to ask favor with Cassandra O’Malley during the Roseway quests. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Raptidon Handler’s Armor 
Unique variant of: Aramid Ballistics Ordinance Control Armor (Medium) (Auntie Cleo’s) 
Where to get it: Roseway Luxury Apartments; It will be found sitting on a container inside one of the first floor’s rooms 
Notes: Considering the nature of what you’ll be dealing with in Roseway upon arriving, this armor will come in extremely handy. The armor has some nice built-in mods to help you deal with those pesky Raptidons. For one, the armor has higher than average Corrosion damage resistance compared to generic armors. Next, is the Electro-Charged Surface mod that shocks and stuns melee attackers when struck. It will give you some room to breathe but has a significant cooldown before shocking melee attackers again. Lastly, it has the Nightingale Step mod to hush your movement; Helping stealth characters move around more quietly. The +5 dialogue bonus it provides will help dialogue-oriented characters as nice bonus. This is a huge step up from the Electrician’s Gear I talked about earlier and will serve you well even into Monarch if invested in properly. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Rapti-prod 
Unique variant of: Spacer’s Choice Tossball Stick (2-Handed Melee) 
Where to get it: During the quest the Amateur Alchemist; It’s lying on a table inside a lab full of Raptidon blood and corpses 
Notes: Unlike the Primal Tamer’s Baton, this weapon actually does more damage against Raptidons. Comes with a Mr. Zap mod to really shock your enemies to death as a bonus. Unfortunately, those are the only two benefits the weapon comes with. The weapon is pretty underwhelming and despite doing bonus damage against Raptidons, you probably shouldn’t let a group of them swarm and kill you faster than you kill them. It’s a losing battle of attrition. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Researcher’s Scrubs 
Unique variant of: Spacer’s Choice Laboratory Outfit, Splash-Resistant (Clothing) 
Where to get it: Given to you as a reward for returning Auntie Cleo’s Research Data back to Anton Crane 
Notes: For recovering the recipe of diet toothpaste, this is just a disappointment. The unique effect this provides increases the burn debuff duration you inflict on enemies by 30%. However, lab outfits in Halcyon provide the least amount of protection you’ll ever wear in the game. You might as well be walking around wearing absolutely nothing than wear this if you think you’ll survive without any armor rating. If this outfit protected you more significantly, I would say it would fit into a niche character build… but this is just something you should never wear for practicality. Ever. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Ultimatum 
Unique variant of: N/A (Handguns) 
Where to get it: Found during the quest Vulcan’s Hammer 
Notes: This is a very strange pistol. Its main gimmick is that shots you fire will ricochet off of walls and surfaces like a pinball. While I’m not 100% sure if these flailing projectiles will harm you if they come into contact with you after firing, this weapon is definitely an oddball. You will also need to rely on luck and hope your projectiles bounce off of a surface or object to hit your enemies. If you want something fun, try it out. If you want something practical, pass on using it. 
The wiki incorrectly uses the image of the Ulti-Nature instead of the correct image so I uploaded a screenshot of it instead. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Ulti-Nature 
Unique variant of: FORCE Ultimatum (Handguns) 
Where to get it: Given to you by Orson Shaw upon completion of Vulcan’s Hammer in his favor after some time has passed 
Notes: Literally just a Corrosive variant of the Ultimatum. Everything else is functionally identical to how the normal Ultimatum works. That’s it. 
 
 

Monarch I

 
Technically, you don’t need to buy the Stellar Bay Nav Key from Gladys to proceed the story. If you’re broke as hell or want to save the bits for tinkering your gear, you can land in Cascadia. However, be warned you’ll have to kill the local fauna of Monarch en route to Stellar Bay. You even have to go through 2 Mega Raptidons named Stheno and Euryale, so be prepared to either sneak past them or murder them to proceed the story. There’s a vast amount of unique items here to cover, so let’s get cracking. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Anti-Manti Ray 
Unique variant of: T&L Plasma Carbine (Long Guns) 
Where to get it: Mantisaur Lair on a pile of skeletons and bones; Not far from Fallbrook’s Crossroads to the northwest. Be aware you will need to defeat a small hive of Mantisaurs, including a tough Mega Mantisaur, to get this item. 
Notes: You shoot 3 blasts of corrosive goo per pull of the trigger. The trade-off is that you’re unable to charge the weapon like a generic Plasma Carbine and fire much more slowly as well. This one is a bit of a mixed bag: The lack of charging means the weapon will not benefit stealth characters who rely on damage rather than DPS to kill targets in one shot whereas the 3 shot burst per trigger pull will suit you better in more direct combat. Keep in mind, you have a slower rate of fire to contend with so make those shots count! 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: A Nice Hat 
Unique variant of: Jolicouer The Oxonian (Clothing) 
Where to get it: Inside an abandoned church near Stellar Bay; It is resting on top of a skeleton’s head free for the taking 
Notes: Wearing this with the Chimera unlocks a neat achievement! Similar yet different to Reed’s Hat, this gives you a nice +7 (only) to your Persuade skill on top of a +5 to both Leadership skills: Inspiration and Determination. A must have for any companion/dialogue build. Leadership skill boosts on armor and clothing are very few and far between and aren’t usually viable so having a top hat that increases both the health companions have and the damage they do is absolutely beneficial to have. Obviously, the protection is very poor but that won’t really matter if your companions are doing most of the work, eh? I don’t think I even need to mention that this hat enjoys the benefits of the Armor Master perk either. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Clive’s Cleaver 
Unique variant of: Spacer’s Choice Sentry Sabre (1-Handed Melee) 
Where to get it: Given to you from Clive Lumbergh for completing the quest A Cysty-Dance with Death 
Notes: A sentry sabre with an increased critical damage bonus. Otherwise, it’s underwhelming. I personally have zero experience with the weapon so I can’t judge it too harshly but considering how dangerous the Mantisaurs, Raptidons, and Marauders you gotta deal with on top of this weapon being severely outclassed by other melee weapons like the Prismatic Hammer, this pigsticker won’t be killing well enough. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Euthanasia Kit 
Unique variant of: Hammersmith Tactical Shotgun (Long Guns) 
Where to get it: During the quest Pay for the Printer, it can be found on the dead Iconoclast you’re supposed to find along with the associated trauma kit 
Notes: A shotgun built to end its mediocrity? Ha, I wish. Aside from the cool name, this shotgun is no different from its generic brothers except completely unable to be modded. The description implies, once again, that headshot/weakspot damage is increased but I have not seen any evidence of this being proven for or otherwise. Just… please get a normal Tactical Shotgun. Or better yet, find a Tactical Shotgun III added in by Peril on Gorgon. Way better. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Hemlock’s Eyepatch 
Unique variant of: Spacer’s Choice Eye Covering, Standard (Clothing) 
Where to get it: Found on the corpse of a SubLight Thug inside the Abandoned Relay Station during the Iconoclast faction quest Sucker Bait 
Note: This item will be unobtainable if you don’t side with Zora during the Iconoclast quests so be aware. This eyepatch grants a nice +10% increase in damage to sneak attacks; making it essential for any stealth character relying on efficient takedowns. Unfortunately, the two things that set it back are the pitiful protection and the Cat’s Eye Pressure Helm added in by Peril on Gorgon being vastly superior in every way. It’s one of my favorite items in the game but I’m deeply saddened the eyepatch is now outclassed… oh, and the item does NOT benefit from the Armor Master perk. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Gloop Gun (Science) 
Unique variant of: N/A (Heavy Weapons) 
Where to get it: Inside a heavily secured container at the UDL Lab during the quest Errors Unseen; You will either need 55 Hack or answer security questions correctly to get the weapon: “Protect the Chairman.”, “Berate him relentlessly to defend the Chairman’s honor.”, and “Arrest your spouse and admit your children to a reeducation program.” 
Notes: This weapon takes a lot of work to get but I believe it’s worth it. This fun little toy fires, true to its name, blue gloop which shocks and weakens your targets. It even levitates them into the air for a brief period of time! I want to stress how useful that is by saying enemies take time to get up after being levitated before continuing to attack you. This weapon was designed to be a crowd control tool and it serves that purpose down to the very letter. It’s pretty much a better Shrink Ray in every regard on top of being decently efficient in slaying your foes. The cherry on top is that even if you can’t utilize it yourself, companions can make competent use of it whether you’re running a companion build or not! Oh and your Science skill determines how long your targets stay weakened from the gloop. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Iconoclast Apostle Helmet 
Unique variant of: Hephaestos Full Cranial Helmet (Heavy) 
Where to get it: Given to you as a reward for completing the quest The Commuter 
Notes: The best heavy helmet in the game for melee characters. No other piece of gear directly increases the damage you do with melee weapons since increasing your Melee skills only increases your critical hit chances with said weapons. When you’re swinging around a giant science hammer, the +5% melee weapon damage may not seem like much but will go a long way. If you’re a melee character, you MUST get this! Sadly, like Hemlock’s Eyepatch, the melee weapon damage bonus is unaffected by Armor Master. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Iconoclast Apostle Armor 
Unique variant of: Hephaestos Brawny Construction Gear (Heavy) 
Where to get it: Given to you as a reward for completing the quest Pay for the Printer 
Notes: Goes hand in hand with the Helmet; This gear benefits the melee weapon guru in you. The mods aren’t too shabby either with Augmented Grounding, Improved Thug Kit, and Backpack mods already built in. You basically have the base armor’s +5 bonus to all melee weapon skills, a higher resistance to Shock damage, +10 to both Melee and Defense skill groups and a small increase to carrying capacity. It’s absolutely fantastic for anyone relying on melee to survive and wearing this with the Iconoclast Apostle Helmet is a match made in heaven. 
 
 

Monarch II

 
Still a ways to go folks. Here comes part two! 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Marauder Survivalist Helmet 
Unique variant of: Hephaestos Reconditioned Exo-Helmet (Light) 
Where to get it: Marauder River Camp near Terra One Publications; It is found behind a locked door in a safe 
Notes: It reduces the armor rating of your enemies by 10% when doing sneak attacks. Unfortunately, that benefit is mediocre at best and completely useless at worst. There are tons of items, both in base game and Peril on Gorgon, that can better suit a stealthy playstyle. Hell, there’s even the 100 Long Guns skill bonus where crits ignore 100% of your enemies’ armor and if you rely on the Confidence perk to score kills, the effect of this item is null and void. Just use the Cat’s Eye Pressure Helm or Cell Stability Mono-Lens from Peril on Gorgon if you want to amp up your stealth build. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Marauder Survivalist Armor 
Unique variant of: Hephaestos Cobbled Exo-Suit (Light) 
Where to get it: Marauder River Camp; It’s lying on a container guarded by a group of Marauders 
Notes: Not as worthless as the Helmet. The armor has Augmented Insulation to reduce Plasma damage (which is absolutely handy for resisting Plasma attacks from the whole Manti-Family), Nightingale Step to make you quieter when sneaking and a lovely Chrono-Field Aggregator mod to recover some of your Tactical Time Dilation meter per critical hit. It definitely suits stealthy characters compared to the Iconoclast and MSI unique sets. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Mind Control Ray (Science) 
Unique variant of: N/A (Long Guns) 
Where to get it: During the quest Space-Crime Continuum; you’ll need to jump very carefully among platforms near the terminal to progress the quest. It’s found inside a safe near a scientist’s corpse 
Notes: Basically the same as the Shrink Ray but controls your enemies into fighting for you instead. Your Science skill determines how fast they move and how fast they attack when under your control. Unfortunately, just like the Shrink Ray, it requires you to maintain your beam on the enemy to keep them under your control. However, it’s a bit more useful in that you can control one of the group of enemies about to attack you and take control of them to turn things around into your favor. Once again, it’s a tool meant to affect your enemies rather than killing them. So if you want to murder them, try giving this to a companion for backup support. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: MSI Elite Helmet 
Unique variant of: Aramid Ballistics Advanced Defensive Helmet (Heavy) (Monarch Stellar Industries) 
Where to get it: Reward for completing the quest BOLT to His Name 
Notes: The firearm counterpart to the Iconoclast Apostle Helmet. It reduces your ranged weapon spread by a decent 10%. While the Apostle set caters specifically to melee weapon builds only, this one covers all 3 ranged weapon types: Handguns, Long Guns and Heavy Weapons. This is a solid piece of armor for anyone using guns in general but I will note that Heavy Weapons builds will probably benefit from this the most since it makes their bulky weapons more accurate. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: MSI Elite Armor 
Unique variant of: Aramid Ballistics Elite Troop Armor (Heavy) (Monarch Stellar Industries) 
Where to get it: Reward for completing the quest Errors Unseen 
Notes: Once again, goes hand in hand with the MSI Elite Helmet. The mods are a bit lacking compared to the Iconoclast Apostle Armor but will still benefit anyone using any kind of gun or firearm. Not much else to it. Oh, and the mods are Augumented Toughened, Skeletar-Muscular Adreno-Stimulator and Geographic Scanner. (+5 extra Physical damage resistance, increased move time when activating Tactical Time Dilation and highlighted objects being visible farther away by 5m.) 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: MSI Saltuna Searer 
Unique variant of: Joch Flamethrower (Heavy Weapons) 
Where to get it: Complete Canid’s Cradle by siding with Sanjar’s MSI 
Notes: Literally the only thing setting it apart from its generic counterparts is that it has a larger magazine size. There’s nothing else noteworthy about this flamethrower. It’s honestly a disappointment for siding with Sanjar and his handsome mug. You can live without this and get a much better (and moddable) flamethrower later in the game that will serve you better. I guarantee it. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Purpleberry Launch 
Unique variant of: Joch Plasma Launcher (Heavy Weapons) 
Where to get it: Cascadia; It’s found behind a locked door, climb a ladder to reach it 
Notes: Another unique weapon wherein the charge is completely removed and has a slightly higher rate of fire compared to generic versions. You also got N-Rays to dish out to your enemies that will help you immensely since you’ll be fighting way more humans and creatures than Automechanicals on Monarch. If you wish to use the Purpleberry Launch, make sure you keep a very large distance from your foes to avoid the spread of N-Rays. As for its use in viability? Typically, you want faster firing weapons to infect your enemies with N-Rays quickly and hastily dispatch them before they can get close to you. This weapon does have a faster firing speed but it just cannot infect and kill your enemies fast enough compared to other N-Ray weapons like Phin’s Phorce. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Purpleberry Police Helmet 
Unique variant of: Aramid Ballistics Riot Control Helmet (Light) (Rizzo’s) 
Where to get it: Cascadia Landing Pad; it’s found inside a lone building lying inside a container for you to grab 
Notes: Considering how often you are able to bribe NPCs, this helmet won’t offer any help on your playthrough. Riot Control Armor also tends to be very lacking in protection despite it being a tier of corporate armors in the game. Sure, it’s not too difficult to find and grab it but the helmet will be outclassed in both protection and armor effect by literally anything else you come across. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Purpleberry Police Armor 
Unique variant of: Aramid Ballistics Riot Control Armor (Light) (Rizzo’s) 
Where to get it: Cascadia Landing Pad; In the larger structure you can enter, there will be a locked door with a significant 150 (as of Peril on Gorgon) Lockpick skill requirement. The armor is behind that door. 
Notes: Bah, this armor just irritates me. It’s behind an excruciatingly hard door to pick and on top of that, it’s not even that good. Its protection is poor, the mods are lackluster, and depending on your skill investment, you’ll probably have to make a trip to your Vocational Competence Respecification Machine on the Unreliable just to get this thing. Only recommend getting it for the sake of getting it and being angry at yourself for actually getting it. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Rapti-don’t 
Unique variant of: Hammersmith Heavy Machine Gun (Heavy Weapons) 
Where to get it: Hero’s Last Stand; From the Sulfur Pools, travel to the north and defeat a Mega Raptidon named Chimera. The weapon will be found next to a dead Rizzo’s Corporate Commander named Big Damn Hero (Amen!) 
Notes: It’s just a Heavy Machine Gun with a Mag-2-Power mod and uses Energy ammo instead of Heavy rounds. It might of been a bit more useful if it actually did more damage to Raptidons in a similar vein to the Rapti-prod but I guess beggars can’t be choosers. I can safely say this will get the job done competently. 
 
 

Monarch III

 
I wasn’t kidding when I said Monarch had a plethora of uniques for you to grab, huh? 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Soft Speaker 
Unique variant of: Spacer’s Choice Telescoping Staff (2-Handed Melee) 
Where to get it: Complete Canid’s Cradle by brokering peace between MSI and the Iconoclasts; You must side with Zora during the Iconoclast side quests or this weapon will be unobtainable 
Notes: This weapon comes with a one-of-a-kind mod that reduces its swing noise by -90% (which makes it just as quiet as the Silencer; benefiting from the Assassin perk) and increases your Intimidate skill by 10. Since this is a weapon, it will obviously not benefit from Armor Master. This is a weapon that not just caters to stealthy melee characters but dialogue ones as well and what it lacks in power it makes up for in sheer utility. Probably the only weapon in the game that increases a skill. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: SubLight Contracter Helm 
Unique variant of: N/A? Unable to find a generic variant at this time; Will add one later when able to 
Where to get it: Given as a reward for completing the quest Slaughterhouse Clive in Catherine’s favor 
Notes: The bane of every monster on Monarch. That being said, this helmet lacks protection and the +25% bonus damage against creatures is useless against everything that isn’t a Canid, Primal, a member of the Manti-Family, Raptidon or Sprat. I’m afraid I’m gonna have to recommend against using this helmet for practicality. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: SubLight Plasma Knife 
Unique variant of: Aramid Ballistics Plasma Cutter (1-Handed Melee) 
Where to get it: Purchase it from Lyanna Reed in Fallbrook 
Notes: If we were to, again, go by the weapon’s description… It allegedly does increased sneak attack damage but there’s no concrete evidence from what I’ve seen that this weapon actually does so. If it’s lacking that, then this weapon is no different from its generic counterparts and you’d be better off modding a Plasma Cutter to your liking instead. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: SubLight Sniper Rifle 
Unique variant of: Hammersmith Dead-Eye Assault Rifle (Long Guns) 
Where to get it: Purchase it from Lyanna Reed in Fallbrook (Again..) 
Notes: Armed with Exact-O-Sight and Whisper Quiet Muzzler mods, this weapon wants to support the stealth assassin that you are (or aren’t) for quiet takedowns. Unfortunately, the Whisper Quiet Muzzler mod doesn’t silence the weapon enough to benefit from the Assassin perk and you should be using Hunting Rifles over Dead-Eye Assault Rifles for sniper builds since raw damage is more important than DPS. The weapon’s stats aren’t that much different from generic versions either, so it’s pretty much mediocre. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: SugarOps Helmet 
Unique variant of: Aramid Ballistics Advanced Defensive Helmet (Heavy) (Rizzo’s) 
Where to get it: Found inside a safe in the main Rizzo’s corporate building in Cascadia 
Notes: Fantastic to wear when you’re relying on Plasma and N-Ray damage to destroy your foes. It’s one of the best heavy helmets alongside the Iconoclast Apostle Helm and MSI Elite Helm for actually providing you with a benefit. But keep in mind you will need to have a weapon that does Plasma damage and one that does N-Ray damage to fully enjoy the perks this helmet provides for obvious reasons. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: SugarOps Armor 
Unique variant of: Aramid Ballistics Elite Troop Aromor (Heavy) (Rizzo’s) 
Where to get it: Cascadia; Take an elevator on the bridge between the two halves of the town and kill the man wearing this 
Notes: Herbert? I think that’s the name of the guy you gotta murder to get this. He also drops the unique 2-Handed Melee weapon, The Candy Cane, as well. However, when taking a closer look on this armor, it’s passable. It provides a boost to both Defense skills and has two mods that are its only saving graces: Improved Hunter Kit and Reactive Kinematic. The Defense skill boost is absolutely useless considering the Helmet’s bonuses and the mods obviously support a ranged playstyle. Still, it’s better than nothing and it provides the best protection without hurting your Stealth skills. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Supper Time 
Unique variant of: Aramid Ballistics Officer’s Spine (1-Handed Melee) 
Where to get it: Found during the quest The Secret People; It’s found jammed into Braxton’s corpse behind a locked room 
Notes: Seems to be a thing now that we got weapons that imply benefits but doesn’t actually use them. This weapon is no different from generic Officer’s Spines you find in the game and I seriously wonder why this one is even unique at all. It can’t even benefit from the Assassin perk either due to the weapon being noisy at 3m when the perk requires 2.5m or less! If you somehow miss this weapon during the quest, you won’t be missing much. Ugh. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: The Candy Cane 
Unique variant of: Aramid Ballistics Inferno Scythe (2-Handed Melee) 
Where to get it: Cascadia; Take an elevator on the bridge between the two halves of the town and kill the man holding this 
Notes: Under no circumstances should you EVER have to use a melee weapon that does N-Ray damage. Period. N-Rays spread from person to person when infected enough with them and since this is a melee weapon, which requires you to be right next to your enemies to hurt them, you’ll be soaking up the N-Ray damage you’re dealing to them yourself. This weapon isn’t just useless. It’s a literal detriment to yourself and your companions. Seriously, screw this weapon. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: The Good Word 
Unique variant of: Spacer’s Choice Light Machine Gun (Heavy Weapons) 
Where to get it: Complete Canid’s Cradle by siding with Graham’s Iconoclasts 
Notes: Like the MSI Saltuna Searer but better. It’s got a significant magazine size (150 compared to the generic’s 90) to keep on firing for days. It’s definitely one of the better Heavy Weapons in the game but unfortunately, it will be outclassed by higher leveled and modifiable weapons. Some folks say its the best weapon in the game alongside the Prismastic Hammer but I’m gonna have to say that the weapon’s magazine size is really the only thing that its got going for it and everything else holds it back. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: The Hammer of Olympus 
Unique variant of: Aramid Ballistics Pulse Hammer (2-Handed Melee) 
Where to get it: Sundered Rock; Northeast of Devil’s Peak Summit, just follow the path to reach and find it 
Notes: A Pulse Hammer but with inflicting Stun debuffs instead of Knockdowns that its generic counterparts do. Also comes with, to no surprise, a Mr. Zap mod to do Shock damage instead of Plasma. Other than that, it’s really the only thing this weapon has going for it. Need I also mention that the Prismatic Hammer outclasses it in every regard? 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Thunder 
Unique variant of: T&L Assault Rifle (Long Guns) 
Where to get it: Either steal it or receive a keycard from Berthold Fox as a reward for saving him upon completing the quest Mandibles of Doom 
Notes: Simply a T&L Assault Rifle with a Mag-2-Zap mod and a supposed increased critical damage multiplier. Other than that, it’s a pretty underwhelming unique and you’d be better off modding a generic variant to your liking. Kinda sad there’s quite a decent number of mediocre uniques… 
 
And with that, Monarch is finally done! 
 
 

Terra 2 – Byzantium

 
Depending on your choices on Groundbreaker, you’ll either come here after finishing up Monarch or come here immediately if you choose to turn in Phineas. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Certified Explorer’s Hat 
Unique variant of: N/A (Clothing) 
Where to get it: Reward for completing the quest All Halcyon in a Day 
Notes: The snazzier brother to the Defective Moonman Helmet which increases your Perception rather than the Temperament attribute. The protection is, not surprisingly, pitiful. However, Perception increases the headshot/weakspot damage you do (up to the maximum total of 50% if you have very high Perception) making this is the more combat oriented counterpart to the DMH. It will obviously benefit characters who are stealthy snipers or TTD gunslingers to score maximum damage by aiming for heads or weakspots. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Chimera 
Unique variant of: N/A (Light) 
Where to get it: Reward for completing the quest Makes Space Suits, Won’t Travel 
Notes: I’ve been waiting to talk about this. Everyone who’s played The Outer Worlds knows exactly what this is: It is one of the best armors in the entire game. It provides substantial protection for a light armor while weighing only 1.00kg AND boosts all dialogue skills by +10 (+20 if you have Armor Master). The bonuses obviously suit a dialogue character yet literally any other character build can enjoy the benefits this “attire” provides. It may not be able to be modded or modified but there’s no question that this armor will slot into any character build of your choosing solely for its protection alone. If you have to tinker something to maximize your protection, dump all your bits on this and only this. Fantastic armor. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Ionized Paper Knife 
Unique variant of: Aramid Ballistics Plasma Cutter (1-Handed Melee) 
Where to get it: Inside the Maintenance Tunnels; Found among dead postal workers in an abandoned mail sorting room 
Notes: Just a Plasma Cutter with a SpeedGrip mod. That’s it. Nothing else unique about it except in name. Moving on. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Latinus 
Unique variant of: T&L Security Blade (2-Handed Melee) 
Where to get it: Purchase from Percival Platt at Akande’s Landing Pad 
Notes: A faster swinging and sneak attack bonus applying Security Blade. Very much a straight upgrade to a generic unmodded Security Blade. According to the wiki (which I’m not sure about), the weapon has a 2.0m noise radius so it will benefit from the Assassin perk. Another good and silent melee weapon for stealth builds relying on such weaponry but will enjoy the increased Shock damage that a very high Science skill provides. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Most Dangerous Game 
Unique variant of: T&L Hunting Rifle (Long Guns) 
Where to get it: Peril on Gorgon exclusive! During the quest Mostly Harmless, this weapon can be found inside a particularly hard (100) locked safe 
Notes: Catering to every sniper by crippling the legs immediately when shooting at the target’s legs. Unfortunately, the mods that it comes with are lacking and the weapon’s benefit serves a niche role when a sniper build aims to take down enemies with only one shot. It also tries to provide you a way to slow down targets who survive your shots that come after you but considering Hunting Rifles do insane damage per shot that are more than capable of crippling targets when aimed for, this weapon is mediocre and you’d be better off modding a generic Hunting Rifle to your liking instead. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Nightfall Squad Helmet 
Unique variant of: Aramid Ballistics Advanced Defensive Helmet (Heavy) (UDL) 
Where to get it: Purchase from Percival Platt at Akande’s Landing Pad with a 100% positive Board reputation 
Notes: I have zero experience with this item and the wiki doesn’t list any noteworthy benefits this helm provides. It’s a disappointment when you compare it to the (lackluster) body armor. Although, I have way more to say about the armor than the helmet… 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Nightfall Squad Armor 
Unique variant of: Aramid Ballistics Elite Troop Armor (Heavy) (UDL) 
Where to get it: Purchase from Percival Platt at Akande’s Landing Pad with a 100% positive Board reputation 
Notes: Unlike the helmet, this armor comes with a unique benefit: -50% Equip Time. You’re probably wondering what that means, right? Well, as you know, it takes time to ready or holster your weapons. What this armor does is cuts the time it takes to do so by half. So you’ll, in theory, never be caught without your pants down when engaging enemies. However, most weapons in The Outer Worlds don’t usually have trouble coming out when you need them, so this benefit isn’t very helpful. The final nail in the coffin is the fact you’ll always know when enemies attack you because they’ll have red blips over their heads on your HUD and their locations will be shown on the compass when approaching an area full of them. You will always have the game sense to ready your weapons at those times. Ultimately, this armor provides no benefit to you and is just as disappointing as the helmet. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Pauper Popper 
Unique variant of: Joch Plasma Rifle (Long Guns) 
Where to get it: Purchase from Percival Platt at Akande’s Landing Pad 
Notes: Oh boy! Another weapon that has been deprived of its charging mechanic in return for a faster rate of fire! The wiki says its fully automatic but I don’t have personal experience with the rifle to confirm this myself. However, unlike the ones found on Monarch, this one seems fully competent enough and can really help you out should you grab it. Sure, it can’t be modded but at least the weapon has a competent rate of fire with decent damaging Plasma projectiles. Even if it doesn’t fit into your build, your companions can make good use of it. Just remember that the Manti-Family resists Plasma damage, so switch to another weapon. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Pink Slip 
Unique variant of: Hammersmith Dead-Eye Assault Rifle (Long Guns) 
Where to get it: Purchase from Winston Forscythe in the plaza of Byzantium 
Notes: Extra headshot/weakspot damage? On a Dead-Eye Assault Rifle? Useless for stealthy snipers and pointless for loud assault builds who literally don’t care where they shoot. Plus, you’d be doing more work to actually land your shots in those areas in the heat of battle even with TTD. If you want an actual assault rifle, just use the Light Assault Rifle or T&L Assault Rifle instead. Dead-Eye Assault Rifles are trying to cater to both sniper and assault rifles while failing miserably at both. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: The Exterminator 
Unique variant of: Hammersmith The Vermin (Handguns) 
Where to get it: Purchase from Winston Forscythe in the plaza of Byzantium 
Notes: Knockback debuff instead of Knockout debuff with a slightly increased rate of fire. Otherwise, it’s really freakin’ mediocre and you’d be way better off modding a generic Vermin instead. Shame the weapons from Forscythe are mediocre while Platt has more viable weaponry. 
 
 

HRS-1084

 
This section is gonna be super short and sweet. This place is only visited during the quest The Ice Palace. And there’s only one unique you can find here: 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Researcher’s Mask 
Unique variant of: Spacer’s Choice Lab Protective Monocle (Clothing) 
Where to get it: Behind a locked door where you access the main terminal to complete the quest; Either pick the lock on the door or hack your way in via to get this 
Notes: The missing headpiece to go with your pitiful Researcher’s Scrubs you got back in Roseway. Guess what? This item is just as useless as the Scrubs! +30% extra duration to the Bleed debuff is so situational due to a handful of weapons actually capable of inflicting Bleed AND the headpiece is, shockingly, pitiful in terms of protection. I’ll give this set one thing: It looks cool when worn together. But in terms of practicality? Absolutely useless. 
 
 

Gorgon I (DLC)

 
Alright, this will most likely be the final section of this guide until Murder on Eridanos comes out. Gorgon has an incredible amount of uniques to cover and, in my opinion, are some of the best. Here we go! 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: A Spade (Improvised) 
Unique variant of: Spacer’s Choice Spade (1-Handed Melee) 
Where to get it: Only accessible after the conclusion of the quest The Ambrose Connection; take a door to an underground area and the tool will be inside a decently locked container 
Notes: An improvised weapon with a bleed debuff and nothing else? Yeah, no. Do not use this for practicality. Even for an improvised melee weapon build. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Adoring Fan 
Unique variant of: N/A (Clothing) 
Where to get it: Synthesis and Manufacturing Center (SMC); It is found hanging on the edge of a planning table in the manufacturing level 
Notes: Getting TES IV: Oblivion flashbacks from this thing’s name alone… Ahem, this is basically a worse version of the Iconoclast Apostle Helmet. While the skill bonuses from this hat are substantial, especially with Armor Master, keep in mind that increasing the melee skills only increases the chances of doing critical hits while the helm flat out increases the damage you do with melee weapons instead. I’m afraid this hat is completely outclassed by the Apostle Helmet. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Aqua Regia 
Unique variant of: Aramid Ballistics Plasma Cutter (1-Handed Melee) 
Where to get it: Compound Harvesting, Enrichment & Molecularization Lab (CHEM Lab); found on a table past a locked storage door with Toxic Primals guarding it 
Notes: Comes with the Mr. Acid and SpeedGrip mods. The weapon weakens your targets in a similar fashion to the Shrink Ray minus a beam needing to be kept on the victim to stay weakened. This is probably one of the better melee weapons that, despite being outclassed by the monstrous titan that is the Prismatic Hammer, can still hold its own. I’m not 100% sure if the Weakened debuff duration resets per hit but this is definitely one weapon you can’t turn down if you need a nice and speedy dagger to defend yourself at close range. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Aerial Assault 
Unique variant of: Spacer’s Choice Trip-Blade (2-Handed Melee) 
Where to get it: Purchase it from Probably Carl near the Gorgon Security Checkpoint 
Notes: This weapon requires you to do a VERY specific action to do guaranteed Knockdown debuffs. You have to jump into the air and attack to get the most out of this weapon. Considering how impractical and inconsistent these actions can be during the heat of battle, this weapon fails to offer any practicality. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Agony 
Unique variant of: Hammersmith Dead-Eye Assault Rifle (Long Guns) 
Where to get it: Human Inquiry & Auditing (HIA); It’s in a combat testing chamber on the 3rd floor next to a table with chairs 
Notes: This is more of an assault variant to this hybrid of a sniper and assault rifle. You also poison your targets with each shot; adding to this weapon’s DPS. The Exact-O-Sight mod increases the damage you deal after armor calculation and the SpeedyMate barrel ups your rate of fire by a fair amount. This is probably the one Dead-Eye Assault Rifle I can actually recommend since it wants you to use it like a proper Assault Rifle and the poison damage can rack up to make kills easier. Make sure to keep them at range since the scope still forces you to zoom in slightly when aiming down sights. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Burnout 
Unique variant of: T&L Plasma Carbine (Long Guns) 
Where to get it: Kill Wilhemina Ambrose at the conclusion of The Ambrose Connection quest 
Notes: A better version of the Anti-Manti Ray with a significantly higher rate of fire over it. It’s still unable to be modded and the charge feature was, once again, removed. However, it’s far more useful than any other Plasma Carbine out there thanks to its speedy fire rate. It’s a shame that, just like Phin’s Phorce, you’re pretty much near the end of the game to get any practical use out of it besides Tartarus. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Cat’s Eye Pressure Helm 
Unique variant of: Aramid Ballistics Low Pressure Helm (Clothing) 
Where to get it: Purchase it from Lex at the Sprat Shack 
Notes: A must-have for all stealth characters. The 25% increase to sneak attacks will make one-shot kills that much easier and it doesn’t matter if you’re using a gun or melee weapon to do so. It also comes with a +5 to Hack to sweeten the already beneficial effects this helmet has. I can’t exaggerate how much this helmet benefits your sneaky playstyle. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Cell Stability Mono-Lens 
Unique variant of: Spacer’s Choice Precision Spectrum Magnification Mono-Lens (Clothing) 
Where to get it: During the quest The Man in High Orbit on Olympus, offer a lift to Receptionist Kelly and she will reward you with this item 
Notes: Also benefits stealth characters but more suited towards snipers and gunslinger builds relying on Tactical Time Dilation to score headshot/weakspot damage bonuses. The benefits from this are far more substantial compared to the Certified Explorer’s Hat and the protection isn’t totally mediocre. I personally use this item myself so I can say, with confidence, that this is definitely a must-have for sniper builds if you know what to aim for. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Chrono-Adaptive Outfit 
Unique variant of: N/A (Light) 
Where to get it: Reward for completing the quest Rendezvous at Llama 
Notes: This is probably my favorite outfit in the entire game. It’s amazing to wear when you’re relying on Tactical Time Dilation to get things done and it doesn’t matter if you’re using Handguns or Long Guns. Obviously, Handguns use up less of your TTD meter and serves gunslinger builds incredibly well. But the real sweet treat of this apparel is the Chrono-Field Aggregator mod that comes installed into it. Combined with the Confidence perk and getting kills consistently in TTD, you can stay in TTD almost indefinitely! Now, this is just my bias opinion but I personally find the visual aesthetic of this piece of clothing to be quite appealing. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Contraband 
Unique variant of: T&L Auto-Mag Pistol (Handguns) 
Where to get it: Gorgon Security Checkpoint; It’s behind a locked door and you can either pick the lock to get inside or use a nearby terminal to print out a keycard to unlock it 
Notes: It deals increased sneak attack damage but unfortunately, the weapon isn’t quiet enough to benefit from the Assassin perk. Plus, Long Guns are much more suited for sneak attacks due to those weaponry having much longer range than Handguns. I would of recommended this pistol despite that and if Assassin affected it but alas, this is a handgun that is unfortunately not so great. 
 
 

Gorgon II (DLC)

 
The Outer Worlds Viability of Unique Weapons/Armor - Gorgon II (DLC) 
Name: Coolant Distributor 
Unique variant of: Hammersmith Grenade Launcher (Heavy Weapons) 
Where to get it: Abandoned Mining Area; It’s near the corpse of a dead Marauder but be aware of the Mega Ice Queen roaming around near it 
Notes: The only weapon in the entire game that does Cold damage. It also inflicts Chilled debuffs on direct hits. Now, the frosty versions of the Manti-Family on Gorgon are obviously immune to Cold damage since they deal Cold damage as a means of attacking you and I’m sure Automechanicals are unaffected as well. Despite all that, this weapon is a superior version to the Mandibular Rearranger in every way. A weapon that slows down your targets before they can reach you is what ice damage is supposed to do. A fun weapon and definitely the only one of its kind. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Doctor’s Orders 
Unique variant of: Joch Bolter Pistol (Handguns) 
Where to get it: Ambrose Manor; It’s behind a locked door to the bedroom which you can either lockpick or find a keycard for via a small pathway leading from the kitchen 
Notes: This is hardly what I’d call practical but could have an insane fun factor as well if you have the know-how to do it. This weapon deals increased (N-Ray) damage the lower your health is. Combine this with the Last Stand perk for even more damage and make this pistol the foundation of your low health build. But when taking practicality seriously, you typically want to avoid being at low health in combat situations due to being able to die very easily from enemies. N-Ray mods also reduce the base damage of a weapon by 50% too. So with that being said, I believe this weapon is the epitome of fun yet impractical. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Employee Benefits (Science) 
Unique variant of: N/A (Handguns) 
Where to get it: Given to you from Jasper Low for completing the quest The Man in High Orbit on Olympus 
Notes: Remember how I said the Prismatic Hammer is the best melee weapon in the entire game? Say hello to the best companion weapon in the entire game! This little gun heals instead of harms and how fast you heal depends on your Science skill. You can even revive downed companions (outside of Supernova difficulty) once per fight! Before Peril on Gorgon, companion builds really only had you sitting near the front lines watching your companions do most of the work. Now, you actually can do something to make sure your companions keep fighting! Just keep a healing beam on one of your friends when injured to make sure they can keep murdering enemies and you can be the dedicated healer of your team! The beam functions extremely similar to the Shrink Ray in that it can only lock onto one of your companions at any time and will not lock onto anyone that isn’t your companion. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Equilibrium 
Unique variant of: Spacer’s Choice Light Assault Rifle (Long Guns) 
Where to get it: Kill Olivia Ambrose at the conclusion of The Ambrose Connection quest 
Notes: A Light Assault Rifle with a Mag-Num mod. That’s literally it. There’s nothing else setting this weapon apart from generic versions. Quite a disappointment after what the woman you just killed put you through… 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Flurry 
Unique variant of: Hammersmith Heavy Machine Gun (Heavy Weapons) 
Where to get it: Fourth floor of OCI; It can be found lying on a countertop near the terminal you activate to proceed the Gorgon questline 
Notes: Now THIS is a fun weapon! It starts off super slow at first but the longer you hold down the trigger, the faster this weapon becomes! It does merit some practicality but you will need to start shooting as soon as you enter combat if you want to shred your enemies quickly enough. It’s pretty much Halcyon’s very own minigun: Slow to rev up but absolutely deadly when getting those bullets out! 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Gravedigger (Improvised) 
Unique variant of: Spacer’s Choice Shovel (2-Handed Melee) 
Where to get it: Lobby of SMC; Take a left from PAM and it’ll be in a storage area near PAM’s battery 
Notes: Add this to the trash pile of crappy Improvised weapons. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Hall of Famer Tossball Stick 
Unique variant of: Spacer’s Choice Tossball Stick (2-Handed Melee) 
Where to get it: During the quest Starship Hunters, it’s inside one of the crewmate rooms hanging on a wall (Missable!) 
Notes: You push your enemies back with each combo swing of this weapon. However, pushing them away to give yourself some room to breathe also means pushing them away from your melee range. Unless you can somehow push enemies into corners, which isn’t always possible, this weapon actively harms you and I wouldn’t recommend using it. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Handy Deconstruction Tool (Improvised) 
Unique variant of: Spacer’s Choice Pickaxe (2-Handed Melee) 
Where to get it: Purchase it from Khaleel Chakroun near the Gorgon Landing Pad 
Notes: Haha! You honestly thought extra damage to Automechanicals would make you more viable? Nice try, but you’re trash. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Infested Flechette Gun 
Unique variant of: Spacer’s Choice Sawed-Off Shotgun (Long Guns) 
Where to get it: Gorgon Security Checkpoint; Either find or print out a Dealer’s Stash keycard to unlock the safe or pick open the safe with sufficient Lockpick skill 
Notes: A solid pick if you’re looking for a reliable shotgun this late into the game. It reduces the armor rating of enemies for a short duration. While I’m unsure if it simply resets the armor reduction duration or stacks the armor reduction per shot, the weapon uses Corrosion as its main damage type and we all know how helpful Corrosion can be in any situation. The armor reduction is just a cherry on top. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Lucky 
Unique variant of: Spacer’s Choice Revolver (Handguns) 
Where to get it: Outside of the North Entrance to CHEM Lab, there will be a small path leading up to this weapon to the west 
Notes: I’d lump this weapon in with Flurry. Its fun factor being for every time you fail to land a critical hit, the critical damage increases and this keeps on going until you inevitably land a critical hit. The FunTimes Barrel mod it comes with cements this little mechanic in even further. This is definitely a weapon of pure luck. While it maybe fun, its practicality suffers due to the sheer randomness of critical hits in this game and the dependability on its luck factor to really shine. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Medal of Honor 
Unique variant of: T&L Assault Rifle (Long Guns) 
Where to get it: Reward upon completing the quest Love is The Plan The Plan is Death 
Notes: Literally just a heavily modified T&L Assault Rifle. Which, by the way, you can mod a generic one to your liking and actually get it tailored to your own personal use? Bah. This weapon’s pointless but not useless. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Night Light 
Unique variant of: Spacer’s Choice Mining Helmet, Grade 1 (Clothing) 
Where to get it: Abandoned Mining Area; It’s near the clue you need for obtaining the P.E.T. 
Notes: A straight upgrade to the Certified Explorer’s Hat. There’s no reason to wear that garish hat over this little helm. It has +1 to your Perception on top of +5 to Tech skills. This is for all you gunslingers who rely on Tactical Time Dilation to get those headshots and weakspots! 
 
 

Gorgon III (DLC)

 
The Outer Worlds Viability of Unique Weapons/Armor - Gorgon III (DLC) 
Name: Overheat 
Unique variant of: Spacer’s Choice Light Machine Gun (Heavy Weapons) 
Where to get it: Sprat Shack; This one’s tricky, you need to climb up a conveyor build near Clanton Roscoe and do some small platforming to reach it. The weapon will be lying next to a broken terminal 
Notes: Inflicting burns has never been more brain-dead to do. Just hold down the trigger and watch your enemies burn to cinders. That’s literally all this weapon does. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Perfect Game 
Unique variant of: Spacer’s Choice Tossball Blocker (1-Handed Melee) 
Where to get it: Office of Creative Incubation (OSI); It’s sitting in a showcase amongst other valuables 
Notes: Perfect Blocks = Faster Swings. It’s that simple. But is it any good? Absolutely not. Outclassed by a majority of powerful melee weapons that actually have practicality over relying too heavily on a mechanic. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Prototype Hibernation Helmet rev3. 19f 
Unique variant of: Spacer’s Choice Hibernation Helmet (Light) 
Where to get it: Found alongside the suit on your way to Olivia Ambrose in SMC in a small storage room 
Notes: A massive improvement over the iconic Hope Hibernation set. This helmet boosts both your Science and Block skills by 5. Not much else noteworthy about this item but I guess if you want to rock the Hope colonist look the game identifies you as, wear it. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Prototype Hibernation Suit rev4. 7d 
Unique variant of: Spacer’s Choice Hibernation Suit (Light) 
Where to get it: Found alongside the helmet on your way to Olivia Ambrose in SMC in a small storage room 
Notes: Once again, a massive improvement over the iconic outfit you start out with in Emerald Vale. This one has a built-in Reactive Kinematic Shield Projector mod as a fail-safe in case you get overwhelmed. But the real benefit that this piece of equipment does is that it reduces the cost of moving around in Tactical Time Dilation by a significant amount! Unfortunately, the helmet doesn’t pair too well with this. But the Night Light and Cell Stability Mono-Lens will complement it very well. I can also see that it purely comes down to preference when deciding to either wear this or the Chrono-Adaptive Outfit… 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Prototype Light Pistol 
Unique variant of: Spacer’s Choice Light Pistol (Handguns) 
Where to get it: On Olivia Ambrose’s desk at the very peak of SMC near her journal 
Notes: I sincerely hate Spacer’s Choice for not making any of their weapons this reasonably durable. And to remind you that this is a PROTOTYPE, not the final product. Anyhoo, aside from its respectable durability, the weapon is fairly accurate thanks to the Sure N’ Straight barrel mod it comes with. Unfortunately, that’s where all the good things end and as much as I loathe to say this, you’d be better modding a Light Pistol to your liking instead while enduring the horrendous durability of generic ones. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Shock and Awe 
Unique variant of: T&L Stun Baton (1-Handed Melee) 
Where to get it: Inside a safe in HIA; It’s near the terminal you need to activate to continue the questline 
Notes: Makes Ludwig’s Shock-Stick look like a wimpy taser. A straight upgrade to the Shock-Stick in Emerald Vale, this weapon is modded exactly like its inferior brother but with the chance to Stun enemies per hit. Power and Sweep attacks have a much higher chance as well. I admit, I’ve never seen a case of a unique completely overshadowing an early game version of it so hard. This weapon deserves an award for literally being the chad to Shock-Stick’s virgin. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Special Delivery (Science) 
Unique variant of: N/A (Heavy Weapons) 
Where to get it: Kill Charles From Accounting at the Marauder Camp 
Notes: Definitely more offensive compared to the Gloop Gun. And that’s not even mentioning you don’t need to aim with this weapon at all. You just shoot and your projectiles will home in on targets from a distance. How far your rockets will begin tracking enemies depends on your Science skill. Now, I’m not entirely sure this weapon can compete with its brethren like the Prismatic Hammer or Employee Benefits, but one thing’s for sure: You just look in the general direction of your enemies and just keep shooting. Constantly. Until they’re dead. A simple weapon for a simple you. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Storm Cannon 
Unique variant of: Joch Plasma Launcher (Heavy Weapons) 
Where to get it: On a table in the main observation area of Olympus; you will need to look around a bit to spot its location 
Notes: You shoot projectiles that split into smaller projectiles: The epitome of carpet bombing. However, the charge mechanic is still intact so you could increase the damage of your bombing projectiles. While I’m not sure if this is totally viable, I can safely say that wiping out a group of Automechanicals will be a breeze with this in your hands thanks to the Shock damage mod attached to it. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Tanaka’s Peacekeeper 
Unique variant of: T&L Security Blade (2-Handed Melee) 
Where to get it: CHEM Lab; Resting on a pedestal near a hole after surviving a booby trapped hallway 
Notes: Synergizes extremely well with Employee Benefits. That gun is the healing support while this spear is the offensive buff to help make your companions even better in combat. The weapon actually increases your Leadership skills while straight up increasing the damage your companions dish out! To effectively use this in a companion build, simply ready the spear but switch to your Employee Benefits as soon as a companion hits low health. Luckily, the weapon doesn’t actually require you to attack enemies to reap its benefits, so this is another must-have for companion builds. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: The P.E.T. (Science) 
Unique variant of: N/A (2-Handed Melee) 
Where to get it: Reward for successfully answering and completing the quest A Dialogue Between Dead Men 
Notes: Archibald Excelsior fans rejoice! For every time you charge up a Power or Sweep attack, you pull enemies to you for brutal beatdowns! That’s… really all it does. And compared to the Prismatic Hammer, this weapon is far more suited for utility than raw damage. Don’t get me wrong, it definitely helps to pull in your victims when you devote yourself to pure melee. However, you need to realize that there are some enemies you don’t want to pull towards you and that the damage, combined with the swing speed of the weapon, ultimately pales in comparison to the might of the Prismatic Hammer. That being said, it’s far from useless. Just not phenomenally strong. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Wall of Swords 
Unique variant of: Spacer’s Choice Sentry Sabre (1-Handed Melee) 
Where to get it: Return the phonographs to Clanton Roscoe during The Electric Fling quest 
Notes: This weapon is already bad on paper due to N-Rays on melee weapons being an absolutely terrible idea. The unique ability of this sword is that your armor rating goes up as you strike more enemies with it, but not even that can save this weapon from actively being a detriment to you. Oh and did the game forget that N-Rays bypass armor? Huh. 
 
 

Gorgon IV (DLC)

 
The Outer Worlds Viability of Unique Weapons/Armor - Gorgon IV (DLC) 
Name: Wilderness Ops Helmet 
Unique variant of: Aramid Ballistics Advanced Defensive Helmet (Heavy) (Auntie Cleo’s) 
Where to get it: Trash Dump area near the CHEM Lab; it’s sitting on a shelf inside a trash filled building 
Notes: Maximum protection for maximum sneaking. Because of the stealth bonuses that this helmet provides, its durability has suffered for it. Shouldn’t matter when stealth characters are trying to avoid getting hit at all. With that being said, if you’re a stealth character looking for a bit more protection in case things go bad, don this helmet with pride. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Wilderness Ops Armor 
Unique variant of: Aramid Ballistics Elite Troop Armor (Heavy) (Auntie Cleo’s) 
Where to get it: Return the phonographs to NVTUR during The Electric Fling quest 
Notes: Infinitely more useful than Roscoe’s hellish reward. This armor, like its helmet, traded its durability to suit stealthy characters a bit better while providing maximum protection. However, the armor’s +5 to Block is absolutely useless for anyone relying on sneaking and kinda neuters the benefits this provides. It’s still waaaay better than the Wall of Swords in practicality and usefulness. So please, just return the phonographs to NVTUR for a properly justified reward. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Yellow-Belly Suit 
Unique variant of: Aramid Ballistics Standard Troop Armor (Medium) (Spacer’s Choice) 
Where to get it: Inside a chest near the apex of SMC; climb up a set of stairs leading up to some computers and this item will be lying in a chest ready for pickup 
Notes: The wiki doesn’t have this listed as a unique armor, yet it has every right to be on this list I’m writing. The final armor I’m going to cover is one I won’t let fade into obscurity. This unique item is medium corporate armor with a respectable +10% damage bonus to both humans and creatures. It also releases a gas when you’re struck within melee range that puts fear into enemies and forces them to run away from you. While there are some armors that better suit certain playstyles, this one caters to everyone. It provides decent protection and gives you a damage bonus against two of the most common enemy types you’ll face in Halcyon. It’s not the best armor in the game, but I’m sure it’ll serve some form of practicality. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Grinder 
Unique variant of: T&L Vortex Mace (1-Handed Melee) 
Where to get it: Inside a safe near the room where you confront Wilhemina Ambrose during the climax of The Ambrose Connection 
Notes: First off, I’d like to apologize that this unique completely slipped my mind and I failed to add it to this guide proper… until now. That aside, let’s talk about this not-so-quiet mace. This unique variant permanently reduces the armor rating of enemies you hit with Power or Sweep attacks. The Mr. Ouch mod it comes with cements this gimmick quite nicely as well. Obviously, this mace was designed to shred through heavily armored enemies such as humans, creatures or even automechanicals. Due to the nature of literally everything in the game having some level of armor rating, this mace will serve you quite well in any combat scenario. It will be severely outclassed by the Prismatic Hammer as usual but like its brother, the Aqua Regia, it’s not completely useless either. As a final note, the mace expects you to constantly use Power and Sweep attacks to get the most out of it where the Aqua Regia simply requires normal attacks. 
 
 

Eridanos I (DLC)

 
Alright, folks. This is it. The final DLC to close out The Outer Worlds. It’s been a helluva trip but I’m gonna give my absolute all to tell you which of the fine goodies in Murder on Eridanos is game-breaking or absolute trash. Let’s do this! (Also, this list will not be in alphabetical order. It will be based on the order I obtained the items.) 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Discrepancy Amplifier 
Unique variant of: N/A (Handguns) 
Where to get it: Practically given to you by Constable Keene during the beginning of the DLC’s questline 
Notes: Alright, let’s set the record straight here: This is a tool, not a weapon. This item was made to help you progress through the quests by snooping for clues. Basically, a glorified magnifying glass that lights up and very audibly informs you of clues in certain areas on Eridanos. That being said, it also refuses to function anywhere else outside of Eridanos so its use immediately expires upon your departure from the planet. If you happen to lose this item, you can get another one from Dr. Goodnight who will probably condemn your carelessness of handling her device. Please, for the love of God, do not use this as a practical weapon. It’s level 1, does pitiful damage, and it will not keep you alive in a fight. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Signed Tossball Stick 
Unique variant of: Spacer’s Choice Tossball Stick (2-Handed Melee) 
Where to get it: It is found within Bertie “Black Hole” Holcomb’s room in the Guest VIP rooms of the Grand Colonial Hotel 
Notes: Compared to the Hall of Famer’s Tossball Stick from Peril on Gorgon, there’s really no unique ability that this version possesses. However, this weapon is already better than the Hall of Famer’s due to the fact it doesn’t push enemies away from you per swing. It comes with SpeedGrip and Mr. Power mods that, while underwhelming and not much different from modding a generic Tossball Stick, is pretty nice to get. If you have Felix’s unique Tossball perk, you can make good use of this by simply giving this one to him. (Lord knows he’d fanboy so hard.) On a final note, the weapon is found at a particularly high level (31) so tinkering its effectiveness to max will be relatively cheap if you have 100 Science. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Spatial Acuity Sensor Apparatus 
Unique variant of: Aramid Ballistics Enclosed Padded Helmet (Light) 
Where to get it: It’s sitting on a table in your Penthouse suite in the Grand Colonial Hotel 
Notes: Alright, this is gonna be tricky to explain but let’s break it down. This helmet does a lot for you. It increases your Perception by 1, increases the highlight range for interacting with the world by 2.5m, AND a 15% bonus to Headshot/Weakspot damage. Is it better than the Cell Stability Mono-Lens from Peril on Gorgon? Let’s do the math. My character has Very High Perception. This is a base 35% damage bonus to Headshot/Weakspot hits. The Mono-Lens adds 25% extra to that so that makes it 60% extra damage total. HOWEVER, the Apparatus increases my Perception by 1. This makes it so that my Perception attribute is at the absolute max and I’m doing 50% base damage. Finally, add the 15% to that and I’m at 65% bonus damage to Headshot/Weakspot hits. And that’s that, folks. This helmet is literally a straight upgrade to the Mono-Lens with a quality of life feature to sweeten the deal. (Not to mention protects your head better.) Ditch the lens and put on the apparatus for the win! 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Concierge Livery, 3rd Class 
Unique variant of: Rizzo’s Grand Colonial Hotel Uniform (Light) 
Where to get it: Purchase this from Amita’s Reclaimed Goods 
Notes: The biggest things that stand out compared to generic variants is that it’s UDL branded and it’s Light instead of Medium armor. It also has +10 to Sneak and +1 to both Personality attributes. Comes with Reinforced and Cushioned Soles mods that… don’t really do much more for it. It definitely has some use for stealthy characters since the +10 to Sneak can’t be found on any other piece of armor and it benefits from the Armor Master perk. The personality bonuses aren’t as significant for dialogue builds compared to the beautifully crafted Chimera you get in Byzantium, so I’d say this piece of attire suits stealthy builds way better than dialogue ones and could pair really well with the Cat’s Eye Pressure Helm for more delicious sneak attack damage bonuses. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Ranger Mascot’s Noggin’ 
Unique variant of: N/A (Clothing) 
Where to get it: During the quest Prince of Tossball, you’ll find clues that lead you to a dead Rizzo’s Rangers mascot. The head is located near his body. 
Notes: Finally, a worthy opponent. The battle between Spacer’s Choice and Rizzo’s Rangers mascots will be legendary! Now that I got that out of my system, let’s talk about what Rizzo’s Rangers can do for you over Spacer’s Choice. This noggin’ increases your Block and Inspiration skills by +10 each. Obviously doubled with Armor Master. The Inspiration is very much appreciated for any companion build while the Block will benefit melee builds the most… or so you would think. In my humble opinion, this headgear is way better suited towards companion builds. Why? The Inspiration bonus is obviously a no-brainer but the Block can actually come in handy even without running a melee build since simply holding a melee weapon with high Block will increase your armor rating. And remember how I said that Tanaka’s Peacekeeper can give you benefits by simply holding it? Well, with the Noggin’, you can boost your defense while holding the Peacekeeper which greatly improves your survivability while your companions do the dirty work. This mascot headgear completes the trifecta by combining with Employee Benefits and Tanaka’s Peacekeeper for the ultimate companion build gear! 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Burst Ambulation Cap 
Unique variant of: N/A (Clothing) 
Where to get it: In the employee underground area of Grand Colonial; it’s behind the inaccessible door of room A3. You’ll hear a ghostly voice coming out from the door and to reach it you must go behind to the back of the room and jump inside. You’ll find a dead Bellhop with the hat on her corpse. 
Notes: This hat’s benefits are ludicrous. It gives you a whopping 110% bonus to your movement speed in TTD AND it regenerates how fast your TTD meter recovers by 20%! It doesn’t stop there: The benefits, presumably, stack with the perks Quick and the Dead and Speed Demon while completely invalidating the Tactical Master perk! It may look like a silly and stupid hat, but it literally benefits ANY build running TTD. However, I tested this myself not long after writing this… I didn’t really feel much of a difference. Maybe the hat is bugged? I’ll need to look into this later. But in the meantime, have my character dressed up as a bellhop: 
The Outer Worlds Viability of Unique Weapons/Armor 
 
The Outer Worlds Viability of Unique Weapons/Armor 
 
End my suffering. 
 
 

Eridanos II (DLC)

 
The Outer Worlds Viability of Unique Weapons/Armor - Eridanos II (DLC) 
Name: Thunderclap 
Unique variant of: Spacer’s Choice Impact Hammer (1-Handed Melee) 
Where to get it: Behind a locked yet easily accessed door in room B1 of the underground employee area of the Grand Colonial 
Notes: This weapon inflicts the Concussed debuff to enemies around the victim you just murdered. As you know, being concussed lowers all your attributes by 1 and you attack much slower than usual. Whether this is practical enough to help you win fights easier or is just underwhelming can be up to debate. I will say with confidence that there’s no other weapon I’ve found so far that can reliably inflict concussions to your enemies, so it’s very much a true unique. Oh and its the only Impact Hammer found at a very high level so tinkering is, once again, relatively cheap. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Named: Frigidaraitor (100% Doofenshmirtz approved!) 
Unique variant of: T&L Plasma Carbine (Long Guns) 
Where to get it: On the path to the Purpleberry Orchards, there’s a checkpoint filled with marauders. Climb down to the terraformed part of the island and you’ll find a dead guard with a recorder next to him. If you head to the right of him, you’ll find a small cove in the industrial structure and the weapon will be lying on a table near containers of blue coolant 
Notes: The lost brother to the Coolant Distributor from Peril on Gorgon but in Plasma Carbine/Long Guns form. Surprisingly, the charge mechanic has been kept intact so you could wrack up some serious Cold damage with this thing. Aside from the Chilled debuff you can inflict on enemies, there’s really not much else this carbine has going for it. To be fair, you do have a weapon that inflicts Cold damage and not a lot of weapons can do that. The weapon does look quite unique in appearance due to its Cold damage element though: 
The Outer Worlds Viability of Unique Weapons/Armor 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Piledriver 
Unique variant of: Aramid Ballistics Pulse Hammer (2-Handed Melee) 
Where to get it: It’s in a garden shed near the picnic of tragedy in the Purpleberry Orchards during the quest A Momentary Taste of Purpleberry 
Notes: This weapon pales in comparison to Thunderclap. Its niche ability being that you damage enemies directly behind the target you’re whacking to death. And the damage isn’t even that significant. It would of been better if it, you know, affected enemies around the target rather than just behind them? Would of made this hammer infinitely more interesting and useful, but alas… mediocrity. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Rizzo’s Rangers Tosser Uniform 
Unique variant of: Ports of Call Armored Tossball Uniform (Light) 
Where to get it: It’s found on a shelf near Bellhop Sullivan. Take a left after speaking to her through a glass window and you’ll find it among with a clue and a severed Automechanical head you can examine 
Notes: Okay, this outfit isn’t just weird looking. It provides weird benefits. First off, +10 Dodge. Doubled with the you-know-what perk. It also reduces the accuracy penalty of moving while firing by 15%. Lastly, it increases the Area of Effect (AoE) of explosive projectiles by 20%. Now, this one is a bit of a head scratcher. It’s light armor yet I feel like it benefits Heavy Weapons above all else. Particularly Plasma Launchers or Grenade Launchers. (Maybe even Special Delivery from Peril on Gorgon?) I suppose it wants to support the niche playstyle of running and gunning with explosive and heavy weaponry, but I don’t know if I’d see it as being practical. Do let me know if you fine spacers out there can find a use for this one. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Captain Robin’s Spine 
Unique variant of: Aramid Ballistics Officer’s Spine (1-Handed Melee) 
Where to get it: It’s lying on a bench in the middle of the Purpleberry Orchard’s maze during the associated quest to reach it 
Notes: Normally, Officer’s Spines do Corrosive damage unmodified but this one is oddly Physical damage based. Which, unfortunately, hurts its overall damage potential. The main draws this particular spine gives you is that all attacks with it ignore some of the opponents armor but in a less extreme case compared to Grinder. It also has a chance to Terrify your enemies per critical hit. Notice how I said “chance” and not “guaranteed.” Unfortunately, despite the unique attributes this weapon possesses, it is ultimately a lackluster option for viability. But hey, it’s better than Supper Time. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Spectrum Gatling (Science) 
Unique variant of: N/A (Long Guns) 
Where to get it: Inside a case in the RR&DD labs near the (late) Dr. Blossom. You need all 8 colors of Spectrum Vodka to unlock it: Red, Orange, Yellow, Green, Blue, Indigo, Violet and Black 
Notes: Oh my God. This weapon. THIS WEAPON. I have literally never fallen in love with a weapon so quickly from simply obtaining it. Where do I even start with this beautiful gun? First off, the weapon cycles through damage types (Physical, Plasma, Corrosive, Shock and N-Ray in that order) per shot which is just like the Prismatic Hammer. Obviously, having a high Science skill will give you access to all 5 damage types. The Gatling also has the ability to “slowly” build up its rate of fire. Except the gun only takes a few seconds to fully rev up and start showering your victims in a hailstorm of rainbow bullets. And the game doesn’t even tell you that you can rev up the Gatling without firing by simply aiming down your sights! (I think you can even rev it up in TTD which will help you rev up your gun faster before your enemies can react!) I can’t believe I’m going to say this but this is the best weapon in the entire game. Yes, even better than the Prismatic Hammer. The Prismatic Hammer can hit hard, of course. But its DPS absolutely pales in comparison to the Spectrum Gatling. There’s literally no weapon in the entirety of The Outer Worlds that can dish out this much damage in such a short span of time. Take the perks Weird, Wild and Applied Science to literally double this monstrous weapon’s damage even further and increase the clip size to 100. On a fun little side note: The weapon has a meter on it which visibly shows how much ammo is remaining in the clip before you need to reload. 
The Outer Worlds Viability of Unique Weapons/Armor 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Onslaught 
Unique variant of: Aramid Ballistics Inferno Scythe (2-Handed Melee) 
Where to get it: Access Joseph Dempsy’s contraband stock to purchase it during The Two Rogues quest. DO NOT KILL HIM OR THIS ITEM WILL BE UNAVAILABLE! 
Notes: The biggest thing that stood out to me about this scythe is that it’s actually modifiable. Whether this is a bug or a deliberate feature of this scythe, I do not know. What I do know is that this weapon rewards you for landing consecutive hits against a group of enemies with more damage. So, it’s already quite appealing to a melee build. While I don’t think it can compare to the Prismatic Hammer, this unique’s ability is not something to overlook. I’m sure that if you can keep landing hits, you’ll start doing more reliable damage overtime. The two advantages I can think of that this weapon has over the Hammer is that it requires less perk investment and is modifiable but that’s really it. Kinda have to work for that extra damage, though. 
 
 

Eridanos III (DLC)

 
The Outer Worlds Viability of Unique Weapons/Armor - Eridanos III (DLC) 
Name: Exploration Authority Helm 
Unique variant of: Hephaestos Cranial Helm (Medium) 
Where to get it: Before you take the lift to the Wilderness Exploitation Reserve, look inside a cart near the lift; the helm is resting inside one of them 
Notes: This helmet gives +1 to Dexterity and Charm. That’s really it. However, the helmet is quite defensive despite its looks and can be tinkered with relative cheapness to maximize protection. While this headgear doesn’t quite cater to specific builds but it’s certainly good slot filler if you need some reliable head protection and got nothing else better to wear. Solid B+ 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Udder Buddy (Science) 
Unique variant of: N/A (1-Handed Melee) 
Where to get it: Reward for completing the quest Lost Little Milkmech 
Notes: This weapon has a chance to magnetize your enemies per hit. When magnetized, nearby enemies will be pulled towards the one you just hit. The chance of this occurring depends on your Science skill, of course. It’s extremely similar to the P.E.T. from Peril on Gorgon except it clumps up enemies together rather than pulling them towards you. And this isn’t guaranteed either so this ability falls short on the practicality scale. While the damage from this thing can be quite high with sufficient Science and perk investment, I don’t think bringing enemies together is as useful as bringing them towards you. Sure, it’ll group them together so you can beat them all down easier but you also have to remember that the game painfully reminds you that it takes a second or two for your victim to start pulling its cohorts to them. And there’s also the chance you will kill your victim which could cancel the magnetic pull and render this ability useless. (Need to test this out.) All in all, a medicore addition to the Science arsenal. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Honor Guard’s Headwear 
Unique variant of: Aramid Ballistics Advanced Defensive Helm (Heavy) (Rizzo’s) 
Where to get it: On a shelf inside the Prophet of Profitability’s tent; you will have to steal it so be wary of witnesses 
Notes: Okay, screw what I said about the Noggin’. THIS is the best companion build headgear in the entire game. It gives +10 to both Inspiration and Determination while increasing your critical hit damage by 25%. Obviously, if you’re running a companion build, the critical hit damage bonus is negligible but both Leadership skill bonuses will be doubled up quite nicely if you have Armor Master. This helmet is a must-have for any build relying on companions. And the skill bonuses aren’t even the best part! This is the best protection for headgear in the game! You’ll have both the survivability and the buffs you need to make your companion build really shine! This will truly complete your trifecta with Tanaka’s Peacekeeper and Employee Benefits! 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: All In 
Unique variant of: Spacer’s Choice Light Machine Gun (Heavy Weapons) 
Where to get it: SubLight Freight Storage and Shipping; It’s inside a hidden gambling den found within the building itself 
Notes: A simple LMG for a simple you: You have a faster fire rate and you can stagger enemies with it. That’s it. Unfortunately, it’s completely overshadowed by the Spectrum Gatling and that gun isn’t even classified as a Heavy Weapon. Know when to fold ’em, guys. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: The Needler (Science) 
Unique variant of: N/A (Handguns) 
Where to get it: Pass a 45 Persuade skill check with Halcyon Helen in your Penthouse Suite of the Grand Colonial after completion of the Escape! quest (Side with her.) 
Notes: Halcyon Helen’s iconic sidearm! Finally in your hands! Okay, this gun does A LOT for you so let’s break it down. First of all, the weapon doesn’t use conventional ammunition. It comes loaded with three types of poisonous rounds that can be switched at any time by reloading. 
-Rid O’ Life is the go-to green poison round that slowly but surely drains away the victim’s health. 
-Caustolerene happens to be a yellow acid that eats away at a target’s armor. 
-Debilerol is a purple liquid that slows down targets. 
Your Science skill determines how potent these debuffs are on opponents. Now, in terms of practicality: This pistol fires a bit slow (2.5 shots per second) compared to generic Light or Auto-Mag Pistols. This was probably done to compensate for its poisons doing most of the work. However, as an upside, the weapon can fire continuously without needing to reload since the ammo is constantly being refilled. You can also switch between your poisons on the fly very quickly to inflict all 3 debuffs on one enemy if you’re quick enough and/or use TTD. Now, I don’t believe the poisons stack on top of each other as you accumulate more hits on your victim but it should at least reset the debuff duration inflicted on them. I’d confidently say that this pistol can be quite handy and practical to defend yourself with but you will have to be mindful of spreading out your poisons effectively to get the most out of this iconic pistol. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Hand Cannon 
Unique variant of: Hammersmith The Vermin (Handguns) 
Where to get it: It’s found on Sedrick Kincannon’s desk in the Piraeus Spaceport 
Notes: Best to grab this one near the climax of the DLC’s questline when he isn’t around. This pistol fires explosive slugs that deal damage around the area of impact. So it’s basically a mini grenade launcher but with the firing speed and kick of a revolver. I’d hardly compare this to the likes of the gargantuan beasts known as Spectrum Gatling and Prismatic Hammer so it belongs with the mediocrity club alongside All In. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Rizzo’s Rangers Hacker Uniform 
Unique variant of: Ports of Call Armored Tossball Uniform (Medium) 
Where to get it: It’s tucked away in a corner inside the museum of the Pilothouse 
Notes: +10% to Melee Damage. ‘Nuff said. If you’re running a melee build, you must get this. It pairs extremely well with the Iconoclast Apostle Helm from Monarch and together, you’ll literally crush anything that dares to stand in your way in Halcyon. The only real downside to this uniform is that its mods aren’t that great to your swinging and hacking playstyle but the increased Melee Damage more than makes up for it. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Nova Burst 
Unique variant of: T&L Assault Rifle (Long Guns) 
Where to get it: Looted from the skeletal remains of Administrator Ludovico at the conclusion of the quest The Beast That Shouted Love at the Heart of the World 
Notes: This is essentially a shotgun with the appearance of an assault rifle. However, it only fires five “pellets” in a fixed “+” pattern, takes 5 rounds per shot and shoots rather slowly. Combining the fact that this gun fires really slow and there’s just not enough pellets to pump your enemies full of holes with, this gun just doesn’t cut it. It also doesn’t help that the pellets are way too far apart from each other to hit all 5 shots unless you’re REALLY close to your enemies. I think you’d be better off modding a shotgun to your liking instead. Here’s what the fixed bullet spread looks like: 
The Outer Worlds Viability of Unique Weapons/Armor 
 
 

Eridanos IV (DLC)

 
Name: Administrator’s Finery 
Unique variant of: N/A (Clothing) 
Where to get it: Looted from the skeletal remains of Administrator Ludovico at the conclusion of the quest The Beast That Shouted Love at the Heart of the World 
Notes: Bah, another piece of gear that’s just as insignificant as the Electrician’s Gear. +5 to Defense skills with rather poor protection stats make this a rather sad excuse for armor. At least it looks nicer on you than Ludovico’s remains. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Honor Guard’s Uniform 
Unique variant of: Aramid Ballistics Elite Troop Armor (Heavy) (Rizzo’s) 
Where to get it: Inside a chest in the room beyond the arena where you fight The Queen; you can unlock it rather easily with Ludovico’s keycard 
Notes: The armor portion of the Honor Guard set. This part of the set focuses on the Dodge skill and that’s really about it. +5 to Dodge ain’t that much and the two mods that come with it really only increase your dodging distance and companion ability refresh speed. Still, it’s Heavy armor with no drawbacks so feel free to wear this if you got nothing else better to wear. The Helmet is still far better suited towards companion builds. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Recharge 
Unique variant of: T&L Shock Cannon (Heavy Weapons) 
Where to get it: Rizzo’s Distillation Station; Venture behind a locked (105) door near the lobby area, crouch past a hole in the way, and make your way to a Spectrum Brown display case where this weapon lies 
Notes: This weapon could offer some interesting practicality if you need some TTD meter back in a pinch. Just switch to this weapon and start hurting people with it when you really need your TTD back. It can be a practical killing weapon, too. But be aware that firing this weapon costs 8 rounds out of your 50 clip. Firing it haphazardly can result in a 3.5 second reload time and if you’re caught without any TTD meter to reload in, you’re pretty screwed. I’d suggest using this weapon as a backup rather than a main weapon for when you REALLY need TTD in an emergency. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Eureka 
Unique variant of: Joch Bolter Pistol (Handguns) 
Where to get it: Rizzo’s Distillation Station; It’s found inside a locked (105) safe in one of the rooms before confronting Ludovico 
Notes: It’s just like the Doctor’s Orders but worse! This pistol inflicts a random debuff to organic enemies. Note the word “organic.” Because that means this pistol does NOTHING to Automechanicals. I mean, N-Rays are typically useless against Automechanicals anyways so that caveat makes sense. Still, this pistol lacks the fun factor that the Doctor’s Orders provides. 
 
The Outer Worlds Viability of Unique Weapons/Armor 
Name: Short Circuit 
Unique variant of: Spacer’s Choice Sawed-Off Shotgun (Long Guns) 
Where to get it: Inside a safe at the checkpoint to the Wilderness Exploitation Reserve 
Notes: The bane of all Automechanicals. It also has a chance to Scramble them per hit. Obviously, like Eureka, the benefits really only kick in when you’re dealing with Automechanicals. However, perhaps these two weapons can be used in tandem? Use the Eureka against humans and creatures while reserving the Short Circuit for those pesky robots. Can be an interesting and somewhat practical use if you rely on them both. 
 
The End? 
Not quite. I may have recently finished Murder on Eridanos but I have no doubt I’ve missed some uniques that were made available in the DLC. I need to both play the game and look into videos or the wiki for anything I might have missed. Until I’ve confirmed that I’ve reviewed every single unique available to you in The Outer Worlds, this guide will remain incomplete. However, I want to thank each and every one of you for taking the time to read my stupid opinions on these items. This guide has been a massive undertaking and takes hours to not only review information from various sources but also proof-read any mistakes or grammar errors I may make. By reading this guide, you help me by acknowledging the work I put into this. From the bottom of my heart, thank you! 
 

Written by SparksKitsune

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