Explosives
Turn a hallway into a crater and call it diplomacy.
Explosives is one of the seven skill trees in Obsidian Studios' 200-level-free RPG *The Outer Worlds*, representing a character's proficiency with grenades, explosive ammunition, and other blast-based weaponry. It is the go-to tree for players who want to turn a tight corridor on the Halcyon station into a spectacular demolition zone, rewarding aggressive, area-denial playstyles over precision single-target kills.
Unlike a pure ranged or melee tree, Explosives emphasizes splash damage, crowd control, and environmental interaction—making a well-leveled character a walking (or floating) hazard for any group of Monarch soldiers, cultists, or rogue AI drones that cluster together.
- Type
- Skill Tree (passive progression)
- Category
- Combat / Damage
- Max Level
- 12
- Primary Effect
- Increases damage dealt by explosive weapons and ammunition
- Affects Weapons
- Grenades, explosive rounds, blast-based sidearms and rifles
- Game
- The Outer Worlds (2019, Obsidian Studios)
Lore & Background
On the Halcyon, the Monarch Corporation treats explosives as both a tool of industry and a weapon of control. The station's engineering bays, cargo holds, and manufacturing floors are riddled with fuel lines, chemical vats, and pressurized conduits—any of which a well-aimed grenade can set off in a chain reaction that the station's AI, EDI, will log with clinical disapproval. Crew members who spent years in the Monarch's mining and construction divisions on the outer colonies grew up around shaped charges and demolition charges, and that practical knowledge seeps into the station's culture: a back-pat and a muttered 'good blast' is as common a greeting as a handshake.
The Monarch's own security doctrine, however, views uncontrolled explosives as a threat to the station's structural integrity and, by extension, to the Monarch's investment. EDI frequently reminds the player character that 'station damage is a billable offense,' and several quest-givers—particularly those aligned with the Monarch or the station's corporate management—will react with visible alarm if you go about detonating things in public corridors. This tension between the practical, almost folk-art tradition of demolition and the corporate fear of property damage gives the Explosives skill a thematic weight: it is the skill of the working crew, the person who fixes the reactor by blowing out the cracked housing rather than filing a maintenance ticket.
In the wider Edgewater system, the scarcity of refined propellants and high-grade explosives means that every grenade is a finite resource. Characters who invest in this tree are, in a very real sense, spending the station's economic capital on their personal survival, which is why the Monarch's leadership—particularly the Monarch herself—treats unauthorized use of heavy ordnance as an act of insubordination bordering on sedition.
In Their Own Story
The cargo bay smelled of ozone and burnt polymer. You crouched behind a stack of Monarch-branded crate lids, your thumb resting on the pin of a fragmentation grenade. Three security drones hovered in a lazy triangle above the loading dock, their sensor arrays sweeping the floor in slow, overlapping arcs. EDI's voice crackled through the overhead speakers, calm and faintly disappointed: 'I must remind you that the structural rating of Bay 7-C is not designed to accommodate repeated detonation events.'
You pulled the pin. Threw. The world turned white, then orange, then a ringing silence. The drones' chassis hung in the air for a half-second, spinning, before clattering down in a shower of sparks and shattered circuit boards. You exhaled, checked your remaining grenades—two left—and walked past the wreckage toward the airlock. Somewhere behind you, a fuel line hissed, and you decided, on principle, not to look back.
Reader's Guide
Explosives is a 12-level skill tree. Each level grants a flat increase to damage dealt by explosive weapons and ammunition, making grenades, explosive rounds, and blast-based firearms progressively more lethal. Talents unlock at set level thresholds and provide meaningful mechanical shifts.
Early talents tend to boost raw damage output and may increase the effective splash radius of your blasts, letting a single grenade threaten a wider cluster of enemies. Mid-tier talents often improve your utility—think increased carry capacity for grenades, reduced cooldown between throws, or a bonus to damage when explosives are used against grouped targets. These are where the skill starts to feel like a crowd-control tool rather than just a damage bump.
The highest-tier talents are where Explosives truly shines: expect bonuses that reward aggressive, close-quarters demolition play, such as increased damage when you are within a short range of the blast, or a significant multiplier on splash damage. These synergize well with a build that mixes explosive sidearms (for one-shotting isolated targets) with grenades (for clearing rooms), and they pair naturally with high Strength or Dexterity builds that already favor close-range or fast-firing weapons.
For quest solutions, a few encounters on the Halcyon become dramatically easier—or solvable without a single conventional shot—when your Explosives level is high enough to one-shot clustered enemies or trigger chain reactions in engineering bays. If a quest requires you to disable a group of locked-down drones or clear a fortified position, a well-timed grenade often does more than a magazine of bullets. That said, EDI will not be pleased, and some Monarch-aligned NPCs will lower your reputation if you go overboard.
Did You Know?
- Explosive damage in The Outer Worlds scales with the Explosives skill level, meaning a single grenade at max level can deal dramatically more splash damage than the same grenade at level 1—making the skill a force multip
- The Halcyon station's corridors and rooms are designed with enough structural cover and tight chokepoints that a well-placed grenade can clear an entire room, a design choice that rewards the Explosives build with satisf
- EDI, the station's AI, tracks and comments on structural damage caused by the player, including explosions, adding a layer of in-world consequence to using the skill aggressively in public areas.
- The Monarch Corporation's economic model on the Halcyon treats fuel and propellant as scarce, high-value resources, which is why the lore frames unauthorized use of heavy explosives as both a safety hazard and a corporat
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