General Skills in Wasteland 3 are Skills that helps the player improve their interactions towards characters. There is a total of 5 General Kills available, and they are Animal Whisperer, Explosives, First Aid, Sneaky Shit, and Weird Science.
This page covers a list of all the General Skills that you can discover and learn throughout the game.
General Skills
Animal Whisperer
Allows you to tame friendly animals to follow you, and temporarily tame hostile animals in combat (level 3 and above)
Additional Bonus:
- Tame animals (Difficulty 1 or less) to (Difficulty 10 or less)
- Animal Companion Damage +5% to +50%
Perks available:
- Animal Training at level 3
- Spirit Animal at level 5
- Vengeful Bond at level 7
Explosives
Allows you to deal more damage with explosives, defuse bombs, and avoid losing your digits when they go off.
Additional Bonus:
- Explosive Resistance +3% to +30%
- Explosive Damage Bonus +5% to +50%
- Disarm Land and Mines and Traps (Difficulty 1 or less) to (Difficulty 10 or less)
Perks available:
- Duck and Cover at level 2
- Bomb Recovery at level 3
- Minesweeper at level 4
- Mortar Blast at level 5
- High Impact at level 7
- Blast Radius at level 10
First Aid
Makes you more effective when using healing items and reviving squad members.
Additional Bonus:
- Healing Item Effectiveness +3% to +30%
- Healing When reviving Allies +10% to +100%
- Use Healing Items requiring 1 to 10 First Aid
Perks available:
- Emergency Response at level 1
- Overhealing at level 5
- Physical Therapy at level 7
- Hypocritic Oath at level 10
Sneaky Shit
Makes it easier to disarm alarms, evade detection, spot hidden objects, and damage unaware enemies.
Additional Bonus:
- Perception +1 to +10
- Initiative +4% to +40%
- Detection Time 0.3 Seconds to 3 Seconds
- Detection Attack Damage 0.3% seconds to 3.0% seconds
- Disarm Alarms (Difficulty 1 or less) to (Difficulty 10 or less)
Perks available:
- Second Chance at level 4
- Close Call at level 7
- Lights Out at level 10
Weird Science
Increases the damage you deal with unconventional types of weapons, and serves as a requirement for exotic, high-tech equipment.
Additional Bonus:
- Energy Damage Bonus +3% to +30%
- Fire Damage Bonus +3% to +30%
- Cold Damage Bonus +3% to +30%
- Use items requiring 1 to 10 weird science
Perks available:
- Overcharge at level 3
- Microwave Research at level 6
- Conductive Beams at level 9
All General Skills Table
Name |
Effect |
Perks |
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Animal Companion Damage +5% to +50% |
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Explosive Resistance +3% to +30% Explosive Damage Bonus +5% to +50% Disarm Land and Mines and Traps (Difficulty 1 or less) to (Difficulty 10 or less) |
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Healing Item Effectiveness +3% to +30% Healing When reviving Allies +10% to +100% Use Healing Items requiring 1 to 10 First Aid |
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Reception +1 to +10 Initiative +4% to 40% Detection Time 0.3 Seconds to 3 Seconds Detection Attack Damage 0.3% seconds to 3.0% seconds Disarm Alarms (Difficulty 1 or less) to (Difficulty 10 or less) |
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Energy Damage Bonus +3% to 30% Fire Damage Bonus +3% to 30% Cold Damage Bonus +3% to 30% Use items requiring 1 to 10 weird science |
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