Creating and leveling up a character. A complete guide to the characteristics of SPECIAL in Fallout Shelter


The Magnificent Six and the Hero

He who does not look for friends is his own enemy.

Shota Rustaveli


Let me make a reservation right away about the name. I do not encourage you to recruit 6 travel companions. The game can be completed by the hero alone, without involving NPCs in your affairs. And the fourth and fifth companions, not to mention the sixth, only get in the way. But the phrase is beautiful!

Studio Black Isle has been developing the Van Buren project for a long time. And every day it became more and more clear: this is Fallout 3! And a real one, and not some Tactics Brotherhood of Steel. Alas, the studio is closed today; but this does not mean that the project itself is closed and abandoned forever. We will probably see him again - in a different performance.

In order to prepare for this significant event, I recommend speeding up the game at a Stakhanov pace! Why haven’t you passed it yet?! Hurry up - you still have a chance to become a worthy member of a post-apocalyptic society. If you passed, this is not a reason not to pass it again.

I don’t know if this is a mistake or a joke by the developers: drink 10-20 bottles of jet and wash it all down with anti-jet, then rest for 5 days and repeat the procedure again. After these shenanigans you will gain one action point and increase your strength and perception. Thus, their number can be increased to 99, 10, 10!!!. Jet Antidote is sometimes sold by tanker. And you can get them for free thanks to the doctor in the eighth shelter. 2 months after you bring him the jet, he will give you a jar (you don’t need any more). But to do this you must be a citizen.

IN good RPGs a lot depends on the choice of character. And Fallout II is one of those! There is no division into classes in the game. But problems can be solved with your head (diplomat) or by shooting at it (action film). I also advise both of them to sometimes “pick change in their pockets”, since you won’t get particularly rich by completing quests.

On the compact: Several GCD files have been posted (records of the characters I created are completely different classes: from “assassin” to “karateka”).

Basic skills

You will have to enter the barter window more than a dozen times.

Of the eighteen skills, you have to choose three, which will be twice as easy to learn. This number can then be increased using the Tag perk. I would recommend /Texts/Masters/Fallout/0402/Small Guns and Stealing. What to take third? The diplomat, of course, will need Speech, and the warrior will have to choose between Heavy Guns and Energy Weapons. Personally, I choose machine guns, since the enclave's armor resists energy well.

Main characteristics

    Strength

    I recommend leaving it at level five. There will be less - expect problems with carrying the necessary things in your backpack. There is no point in betting more, since there is Advanced Power Armor (increases strength by 4) and a red chip (another +1).

    Perception

    In peaceful life, observation helps you get some quests and find random locations, and in battle it increases your shooting accuracy. if you love distant battle- 8 will be just right, if not, you can save.

    Endurance

    Determines the number of Hit Points and the level of resistance to poisoning, including radioactive ones. The thing is, of course, useful, but 6 is the ultimate dream. It's better to choose an even number, because the formula for counting lives gained per level is: "3 + whole part from dividing endurance by two."

    Charisma

    Determines the maximum size of your brigade and affects how NPCs treat you. I recommend 4 for fighters. You can get sunglasses in hand (+1) and a champion title in New Reno (+2). You can use mentat (+1 per piece). As for me, the four satellites are “the very thing”.

    Intelligence

    I advise you to use your brains by 9-10 points - the character will learn better, and the possibilities of conversation will increase. You can complete the game with a very stupid hero (intelligence below four), but it is difficult and uninteresting. For the first time, don’t even think about setting this indicator to 3. You can try later (for comparison).

    This is interesting: Just for fun, try setting your intellect to 2 or, after eating a dozen or two mentat tablets, become seriously addicted to drugs. Then try to talk to someone. And when you open the safe, you will have the opportunity to knock on it and ask: “Who’s there?” True, this is unlikely to help you.

    Agility

    Dexterity increases the number of Action Points (action points) and armor class, and also affects the order of actions. There is no more useful stat for warriors, so set your agility to maximum.

    Luck

    Luck determines how enjoyable your time will be on the way from one city to another. You can save money the first time. Do not set agility above 8 - it can be increased by two units from the hubologist in NCR (I strongly recommend saving before doing this - the operation does not always go well).

Capabilities

From everything listed below, you will have to choose two abilities. At first, your eyes widen, but later you will understand that most of them are useless, and some are even harmful. My advice: “take it while it lasts.” To the question: “What should I take?”, unfortunately, I cannot answer unequivocally. To each his own: a “fast shooter” is harmful to a sniper, and “accuracy” is useful, but for those who like larger weapons, it’s the opposite. There is only one universally useful ability - talent.

Advice: If your agility is below 8 (which I really don’t recommend), then you can choose the “crusher”. Transfer the resulting two forces to agility: the number of moves will remain the same, but the armor class and all skills that depend on agility will increase significantly.

    Fast Metabolism

    Resistance to poisoning and radiation disappears, but in return you get +2 to life restoration. You are not poisoned very often, but you have to deal with radiation almost every day. Since nothing depends on the time spent on recovery, no one needs such an ability. True, this will save several tens of minutes if you often go to PIP-BOY in order to heal.

    Bruiser

    In exchange for two action points, you will gain +2 strength. I can’t imagine why this ability is needed? After all, the number of action points is the most necessary characteristic in battle!

    /Texts/Masters/Fallout/0402/Small Frame

    Guess which shelter.

    +1 Dexterity, but the weight of your bag is reduced by almost a quarter (strength times 10). A tempting offer, but how many inconveniences will arise!

    One Hander

    You are friends with one-handed weapons and do not respect two-handed weapons, but in vain. Another anti-useful property. It might be a little easier at the beginning of the game, but by the end you'll be cursing the day you didn't listen to my advice. After all, Gauss Rifle, Turbo Plasma Rifle and Bazar are all two-handed weapons.

    Finesse (Accuracy)

    Increases the chance to land a critical hit at the cost of reduced damage. As popular wisdom says: “Better a bird in the hand than a pie in the sky.” Let's not contradict her. But there are exceptions to every rule: as I already noted, this ability is quite useful for a sniper.

    Kamikaze

    You lose your natural armor in exchange for faster reactions. I believe that armor class is more important in combat than Sequence. Especially at the beginning. You'd better forget that such an ability exists.

    Heavy Handed

    You deal more damage in melee» , but critical hits don't do as much damage as before. You could say the opposite of Finesse. But this “bird in hand” only helps in close combat. For the crazy people who have gathered with bare hands go through all of Fallout, it'll do. For the rest - for the sake of two hand-to-hand fights (Boxing Championship in New Reno and Chinatown) there is no need to take the ability.

    Fastshot

    Reduces the amount of AP per attack by 1, but you can forget about the “squirrel in the eye”. If you don't waste time when choosing guns, then this is your ability. True, the same thing can be obtained using the “Bonus Rate of Fire” perk and without the disadvantages, but more on that below.

    Bloodymess (Crusher)

    The game doesn't help, but the death animation becomes more sadistic - enemies often lose arms and legs, not to mention holes in their stomachs. If you have already completed this action game several times, I advise you to try it again with this feature.

    Jinxed (Evil Eye)

    Everyone around you often makes mistakes, the downside is that you do too. Lonely Dog has the same property, but more on that later. Taking it costs more. If you're a bad fighter, this ability will slightly improve your chances of getting out of a random encounter in the desert alive.

    Good Natured

    Military skills are reduced by 10%, and civilian skills are increased by 15%. Even for a fighter who is even slightly interested in peaceful life, this is a necessary ability. After all, he needs two, at most three out of six combat skills, and since you include them among your favorite ones, it will be twice as easy to develop them. So you lose 20-25(102) ability boost points, gaining 153=45 (3 since Doctor is much superior to First Aid). But are 15-20 ability boost points worth it? Everyone has the right to decide this for themselves.

    Sex Appeal

    The opposite sex is delighted with you, but the rest of humanity is jealous with black envy. Since patriarchy reigns in the world of Fallout II, it is better to use women, and even in this case, life is not too simplified (don’t think that everyone will immediately start taking you to restaurants)...

    Chem Reliant/Chem Resistant

    Abilities designed for those who often indulge in doping, but even for them are completely useless. Instead, two magic keys labeled “save” and “load” work much better.

    Skilled

    +5 skill points per level, but perks are given less frequently: only once every four levels. In my opinion, the perk is worth much more than a dozen or two skill points. There is one scenario in which you can take it - you are going to go through the game very quickly.

    You can increase some characteristics using the Brotherhood of Steel computer in San Francisco, after inserting the corresponding multi-colored chip into it. Red, which increases strength, can be found on the second floor of the eighth shelter, located on the territory of the city of the same name. In Navarro, a blue chip awaits you, which will have a beneficial effect on your charm. The green one, which increases your perception, is hidden on the third floor of the Military Base. To get the latter, you will have to deal with the army department's automatic security system "Sierra".

    Gifted (Talent)

    To all parts SPECIAL +1, but skills are reduced by 10 and the number of skill points per level will be reduced by 5. At first glance, it doesn’t seem much, but this is only at first... Skill points per level are partially paid off by increasing the number of conventional brain units, non-linearly expressing the activity of the cerebral cortex.

Comment: You can change already selected abilities using the Mutant perk. But I categorically do not recommend doing this; there are much more worthy uses for perks.

Featured Perks

(The numbers in brackets indicate how many times you can take the perk)

Perks are somewhat similar to abilities. But, firstly, perks are given during the passage (every three levels), and abilities are given when creating a character. Secondly, perks do not carry anything negative with them.

This is interesting: Most perks require some level of basic stats. The easiest way to achieve this is by using doping in advance. But before using these substances it is better to preserve. Drug addiction is not a very pleasant thing.

Combat Perks

    Bonus Rate of Fire (Increasing fire power) (1)

    You shoot faster. The best perk in the entire game. Without it, it is difficult to shoot twice accurately or in bursts. In terms of efficiency, it is equal to two, or even three Action boys. Now you know which perk to choose at level 15. To do this, you need dexterity>7, intelligence and perception of at least 6.

    Action boy (Errand Boy) (2)

    Increases action points by one. Pretty good too. But firepower does not always increase significantly. For example, if you have 12 movement points and your weapon is Bazar, a shot from which takes 6 action points, and reloading takes 2, then selecting this perk once will not increase firepower. But if you take this perk twice, you will be able to shoot twice each turn. Of course, you can take a weapon in each hand, but this option has its drawbacks. The bad thing is that the second time (at level 15) you will be offered a choice between this perk and Bonus Rate of Fire. The second requirement is irrelevant. I think that after my advice, everyone will have 5 dexterities.

    Advice: If you didn’t listen to me and set your agility to an odd level, it’s better to choose the Gain Agilty perk.

    Quick Pockets (1)

    Hands rummage through pockets twice as fast. Very helpful. While reloading your weapon, you can shoot stimpaks at the same time, changing armor and weapons. It does not require anything other than 5 dexterity and is available already at the first “distribution of elephants” (read, perks).

    Bonus Move (2)

    2 additional MovePoints appear. There is a small bug here that allows you to escape from any enemy. When saving and then loading, movement points are restored (of course, at least one action point must remain). For this perk to appear on the list, you must have five agility points and level six.

    Sniper (1)

    More critical hits when shooting at enemies. Especially good if your weapon of choice is Gauss and sniper rifle. The only negative is that it requires level 24, 8 each in agility and observation. And why the last requirement - I can’t imagine: how can someone at level 24 have rifle proficiency below 80%?

    Sharpshooter (1)

    This perk increases observation when shooting by two, ignoring the 10 point barrier. A good perk, but in the end it’s not needed - the chance of hitting is 95%. If it required the third or sixth level, but not the ninth, it would be very useful. You also need 7 observation and 6 intelligence.

    Living Anatomy (Animal Morphology) (1)

    You know better how living things work (+20% to Doctor) and therefore turn them dead faster (+5 damage) If you had been born at another time in another country, you would have made a career in the Central Committee or the OGPU, not to mention the KGB and the NKVD. You can apply for this perk if you have level 12 and are armed with good knowledge of medicine (>80%).

    Lifegiver ( Life force) (2)

    +4 hit points when gaining each new level. It's better to take it at the beginning but without level 12 and 4 stamina, you don’t have to think about this perk.

    Toughness (3)

    +10% to damage resistance level. There are rare cases when this 10 percent will save your life. But 30% is already a significant claim to invulnerability. At the end of the game it loses its relevance. And is it worth spending three “paychecks” on this? If you have six Luck and Stamina each, this perk is immediately available.

    Night Vision (Night Vision) (1)

    This ability allows you to fight more effectively in the dark. Requires: perception -6, level 3.

    Awareness (1)

    If you have always wondered how long your enemy has left to live in this world, and what weapons he has, then this is your choice. It’s not a very useful ability, but it will help a young fighter. This will require a level above third and 5 observation.

    Better Criticals (1)

    Critical damage increases by 20%. Everyone except snipers may not expect a significant increase in damage. The requirements are considerable: perception and luck of 6, 4 dexterity and level 9.

    Silent Death (1)

    If you are sneaking, hitting you in the back with a fist or melee weapon will deal double damage. In my opinion, there are too many ifs. Now, if the developers had spent a couple hundred extra man-days creating a ninja class character, this ability would have been very useful. And if you only have one level, almost no one needs this perk, especially with its requirements: agility 10, Sneak 80%, Unarmed 80% and level 18.

    Cautious Nature (Paranoid) (1)

    Increases perception by 3 in random locations. This perk is very useful at the beginning of the game, but completely useless at the end. And is it worth choosing a perk for the sake of alterations in the desert? Requires: perception 6 and 3 level.

    This is interesting: The Cautious Nature perk has another property: during battles in the desert, you walk right after friendly creatures. Almost the same can be achieved by pressing the "A" key while loading the desert encounter map.

    Dodger (1)

    Your armor class increases by 5, making you harder to hit. Even the Toughness perk will protect you better. Of course, at the beginning, 5 armor is a lot, but compared to 35, these are the little things in life. And it requires a lot: 6 agility and level 9.

    Entrance inside military base This is how it is cleared: you need to lift the pole from the ground and take it in your hands. After that, use it on the cart. Then the cart needs to be filled with dynamite. This is done like this: hold the cursor with your palm on the ill-fated cart, select inventory (drawing of a bag) from the pop-up menu, and then dynamite. Now all that's left to do is push the cart and entry is free!


    Mysterious Stranger (1)

    When you select this perk, you will have a chance to acquire a temporary ally from random encounters. The chance is calculated using the formula (30% chance of getting + 2 x luck). The coolness of your partner depends on your characteristics. But if he is killed, do not expect that he will rise again. This perk is not particularly useful, but requires little: 4 luck and level 9.

    Bonus Ranged Damage (2)

    Damage at a distance increases by two units. This is the most useless perk among the useful ones. Choose it if there is nothing else. Requirements: agility and luck at level 6 and 6.

Diplomatic Perks

These perks, in addition to those described below, include: Karma Beacon (increases the influence of karma on relationships with NPCs), Negotiator (+20% to speaking and trading skills), Presence Master Trader and Smooth Talker (I highly recommend Gain Intelligence instead).

    Cult of Personality (1)

    If you have this perk, then the war between good and evil does not concern you: both sides treat you equally well. If those couple hundred bad guys were killed by a “ridiculous accident” (the trigger of a Gauss rifle stuck), feel free to press the “Apply” button. This perk will also partially repair your weapon. Any sane diplomat picks this skill as soon as he reaches level 12. True, for this you will have to bring your charm to the maximum.

    Speaker (1)

    You speak 40 units better. Like all similar perks (I mean those that add +40 to one of the Skills) it is better to use it at the end. Requires level 9 and eloquence at 50%.

    Magnetic Personality (1)

    Allows you to carry another “drinking buddy” with you. If you lack charm, you should eat a mentat before replenishing your squad. Five squad members are more than acceptable (three is enough for me). The question is, why do you need a seventh? He will only get in the way.

    Presence (3)

    Improve NPC's attitude towards you by 10%. Common diplomatic skill. For the life of me, I don’t know what exactly these percentages mean. During the dialogues, I did not see signs like “Frank treats you 30%.”

    Empathy (1)

    You know how the NPC will react to a particular phrase. Your answers glow, imitating a traffic light. Generally speaking, this is a good perk, especially when you play through the game for the first time as a diplomat. But in the vast majority of cases, everything is clear. For example, if you say “I’ll kill you now,” the character will be very offended at you (I would say mortally), and after the phrase “I completed your quest,” he will respect you. Required: perception above 7, intelligence 5, level 6.

Neither fish nor fowl

    Tag (1)

    Additional ability. If a skill you need isn't included in your top three, you'll have to wait until level 12 to correct that misunderstanding.

    Strong Back (3)

    You can throw another 50 “stones” down your collar. Of course, you can hire porters in the amount of your charm divided by two. But you will have to go through the Poseidon drilling rig alone or arrange a “new 37th” for the enclaves. Why waste extra ammo? “Peaceful Atom” will do its job anyway. In addition, if you do not come alone, you will have to destroy all the cannons, and they will not interfere with you when destroying Frank. The perk is available immediately if you are strong and have a little more endurance than normal.

    Harmless (1)

    +40% to theft skill. Quite useful. It is better to use it at the end, when the cost of increasing the thief skill increases significantly. You need a sixth level and a theft level above fifty percent (it’s better to wait until at least a hundred). It also requires 49 reputation points. I wonder why a thief needs karma?

    Gain... (1)

    Adds 1 to one of the main characteristics. These perks are not that difficult to figure out, it will be your homework. Naturally, the characteristic cannot be raised above ten. Available only after level 12.

    Pickpocket (1)

    The chance of it being stolen does not depend on the size of the item. This perk will not help you “shop” in San Francisco (the merchants there only keep money in their pockets), but you can steal a Gauss rifle there. Requires: agility 8, theft 80% and level fifteen.

    Mr. Fixit (1)

    One-time increase in Repair and Science by 20%. There are several dozen places in the game where these skills will be useful to you. So keep this perk in mind. Needed: Repair 40%, Science 40%, level 12.

    Pack Rat (1)

    Things fit better in the back of a car. You won't be able to get to the oil platform by car. This fact sharply, almost to zero, reduces the usefulness of this perk. Requires only level six.

    Silent Running (1)

    Thanks to this perk, you can run and hide at the same time. In the game Skill Sneak is needed like a hare needs a stop sign. The requirements are small: agility 6, Sneak 50%, level 6.

Do you want to feel like a super-mega-hyper-cool hacker? To do this, when creating a character, set the first characteristic to 9, the number of unused points will be 7. Save your hero (Options->Save) to a file. After that, open your file with some non-standard editor (Far or NC), copy the first visible character and replace the next six visible characters with it. Save and load this file in the game. If you did everything correctly, all your characteristics will be 9 and there will be 7 free points left.

Your retinue.

    Sulik (200)

    He trashed a bar in Klamath, and you'll have to shell out 350 coins for his prank. Excellent swings of melee weapons. He owns machine guns, but other members of the squad may suffer from his bursts. Depending on the level, it has 85, 93, 103, 113, 123 or 134 lives.

    Vic (150)

    He is being held captive by the Den slavers' guild. They demand 1000 credits for his release. But one day the world can be cleared of Merzger's gang. He has good repair skills and pistols. Lives for two levels in a row hang at the same level: 70, 78, 78, 102, 111, 117. When he becomes more experienced, he can be equipped with an Alien Blaster.

    Cassidy (175)

    The best of companions. Runs a bar in the suburb of Vault City. He needs to be convinced to break away from his habitual place. He is excellent with rifles. His lives increase as follows: 80, 92, 104, 116, 128. Just don't give him drugs.

    Markus (275!)

    Super mutant. Sheriff of Broken Hills. If you do all the work for him, he will join your squad. Prefers big guns. High HP: 130, 145, 165, 175, 190, 205 somewhat compensates for the lack of armor of his size. In addition to his lives, his AC/DT/DR also increases: 20/4/30 (1), 10/4/30 (2-4), 20/5/40 (5-6). In order for my followers to live a little longer, I equip him with a turbo plasma rifle, otherwise the machine gun in his hands becomes fatal not only for enemies...

    Miria/Devon (100/125)

    In Modoc you can get married or get married. By doing this you will acquire a completely useless squad member. If you realize your mistake, you can get a divorce in the New Reno church or shoot your life partner in a darker corner. You can also make a few pennies from this by selling your spouse to slave traders. The level does not increase, the number of lives will never rise above 35.

    Lenni (125)

    Lives in Gecko. Having a well-spoken tongue, you can attract him to the team. He's good with knives. I usually equip him with a .223 Pistol, otherwise he will often get killed in close combat. The only doctor who wants to join you, but a bad fighter. Distribution of lives by level: 129, 154, 181, 206.

    Goris (225)

    DeathClaw is gray. You can find him on the third floor of Vault13. When he leaves you, you can get him back at your place of registration. But do you need it at the end of the game? Doesn't wear armor, doesn't own weapons. True, he is not deprived of lives: 125, 134, 145, 155, 166, 175. And the indicators are not bad: 20/5/40 (1-4), 25/6/40 (5-6).

    Advice: You can almost always avoid an unwanted conversation using the '0' key. For example, in order not to strain yourself and not go to the thirteenth bomb shelter behind Goris, you can press the magic key during a conversation in which he will “delight” you with the news that he is leaving.

    Xarn(-)

    Locked in the Navarro base near the scientist's room. If you quietly release it, you will receive karma and experience. But if you talk to him after a quarrel with the base guards, he will join your squad, and you will gain an excellent melee fighter. Naturally, you will not be able to attach armor to it, nor will you be able to control it. And then he will leave you to inform his brood about the enclave’s insidious plans.

    DogMeat (-)

    This is a dog familiar to us from the first part of the game. You can pick it up in Cafe of Broken Dreams (random location). In order to purchase this dog, you must show a T-shirt with the number 13 on the back. This is only advisable at the beginning of the game, since in terms of combat qualities it is significantly inferior to most of your companions (HP: 98, 108, 118, 128, 141, 151).

    Bad Luck Dog (-)

    If in the desert you come across a massacre, in the middle of which there will be a dog, run away from there before this creature becomes attached to you. She reduces her luck to two. Even if you kill her (and it's hard - she has 750HP!), she (that is, her ghost) will haunt you forever, “granting” you the Jinxed perk (you and your enemies are constantly unlucky).

    Brain Bot (225)

    Sierra Army Depot offers a build-your-own-robot game. He can be awarded a cybernetic (if science allows), human or monkey brain. In any case, except the last one, he will wield small guns. You can also sacrifice one of your squad members for this good cause. Then the robot will inherit the abilities from the previous owner of the gray cells. Its characteristics greatly depend on what kind of brain is built into it. For cybernetic: 115, 143, 155, 179, 197, 210 HP; 20/8/40.

    Robodog (-)

    In NCR, a scientist will ask you to test the antimutagen on a super mutant. The nearest one is having fun in a suburban bar. For the work done, you will be given this miracle of technology. Unlike hit points (97, 107, 107, 127, 137), AC, DT and DR indicators are level invariants (10/4/30). As you guessed, dog armor has not been produced for a long time. Also cannot carry things.

    K9 (-)

    The cute cyberdog K9 bit the evil genius, part-time doctor, Navarro, for which he removed the motor from her. You can kill him with impunity, since the walls are soundproof, and return the motor to its place (it can be found on the surface of the base), after which the dog will follow you. It is far superior to its Robodog counterpart. Judge for yourself: AC/DT/DR: 10/25/30 (1), 10/30/30 (2-5). Hit Points: 127, 129, 131, 133, 137

    This is interesting: Cyber ​​dogs can be treated both with the help of folk remedies (Doctor, First Aid) and by tightening the nuts once an hour. Tool or Super Tool Kit will help you with this. With more developed speech, you will treat them more effectively. Just don't ask why.

    Myron (125)

    He can be found in the stables, the location of which is known to the Mordino family. He loves to abuse his creation - jet (drugs do not stay in his pockets for long). Sometimes he tries to shoot. If you don't mind 2mm ammo, give him a Gauss pistol. Good abilities scientific worker. His lives grow like this: 70, 77, 92, 107, 122. Using alchemy, turns Scorpion Tail into Antidote. Broc Flower + Xander Root + Empty Hypodermic = Stimpak (raw materials are much rarer than ready-made drugs). In his in capable hands Fruit, Nuka-Cola and Stimpak will easily turn into Super Stimpak.

This is interesting: Forty thousand people have already signed the “We want Fallout-3” petition. You can join them too. Website address: www.petitiononline.com/fallout3/petition.html .

S.P.E.C.I.A.L. system is an abbreviation for capital letters names of the seven main character attributes (in English), Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. You can determine their values ​​in Vault 101 when your character is one year old. The choice occurs while reading the book "S.P.E.C.I.A.L." (You"re S.P.E.C.I.A.L.), quest First Steps (Baby Steps). By default, all seven attributes are assigned a value of 5 and you have another 5 free points to distribute, and you can lower the value of any attribute to 1 or increase it up to 10 A little later, when leaving Vault 101, you will have another opportunity to change attributes.

Each attribute has a base value and a current value. The base value of an attribute is its value without any active effects, bad habits or other temporary changes. The current value is the value of the attribute taking into account all the above actions. If the current value differs from the base value, then next to its value in Pipboy ("STAT" menu) there will be (+) for an increase or (-) for a decrease. Increasing an attribute above 10 is not taken into account and is not shown, however, if for some reason it turns out to be lowered, then this plus will play a role, for example, if your character’s agility is actually 11, then after putting on power armor (Strength +2, Dexterity -2, Radiation resistance +10%), you will still get an agility value of 9, not 8.

The impact of the main attributes of S.P.E.C.I.A.L. on derived attributes and skills:
  • Strength:
    • Carry Weight,
    • Melee Weapons.
  • Perception:
    • Time of appearance of red marks on the compass (Compass Markers),
    • Energy Weapons, Explosives, Lockpick.
  • Endurance:
    • Health, Resistances,
    • Heavy weapons (Big Guns), Without weapons (Unarmed).
  • Charisma:
    • Disposition
    • Barter, Speech.
  • Intelligence:
    • Number of skill points when reaching a new level (Skill Points per Level),
    • Medicine, Repair, Science.
  • Agility:
    • Number of action points (Action Points),
    • Small Guns, Sneak.
  • Luck:
    • Critical Chance,
    • All skills.
Impact of S.P.E.C.I.A.L. Attribute Values to the values ​​of dependent skills:
S.P.E.C.I.A.L. value: 1 2 3 4 5 6 7 8 9 10
Increase to all skills due to luck: +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Increase in dependent skills: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Increasing S.P.E.C.I.A.L attributes.

In addition to the initial addition of 5 points to the main attributes, the game offers the following opportunities to increase them:

  • The "Intense Training" perk allows you to increase any attribute by 1 when switching to new level(10 times in total)
  • Complete the quest They! (Those!) and increase either the character's strength or perception by 1,
  • Find 10 bobbleheads that add +1 to each of the S.P.E.C.I.A.L. attributes. (where to find them),
  • While the character is equipping special items and armor, as well as having items in the inventory that increase attributes,
  • For the duration of the effects of alcoholic beverages and chemicals.

Basic Attributes

Strength

Affects maximum amount load carried by the character, on the skill of melee weapons (Melee Weapons) and on the damage inflicted by them. Oddly enough, it has no effect on damage from fists (tested using the console). Strength also increases damage from brass knuckles.

Perception

Changes Energy Weapons, Explosives, and Lockpick skills. Also determines the timing of the appearance of red marks on the compass (i.e. how quickly you can sense the presence of an enemy).

Endurance

Affects the character's health, his resistance to radiation and poisons, and also changes the skills of heavy weapons (Big Guns) and without weapons (Unarmed).

1 2 3 4 5 6 7 8 9 10
Initial health: 120 140 160 180 200 220 240 260 280 300
Heavy weapon skill increase: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Unarmed skill increase: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Radiation Resistance: 0 2% 4% 6% 8% 10% 12% 14% 16% 18%
Poison Resistance: 0 5% 10% 15% 20% 25% 30% 35% 40% 45%
Charisma

Increases the disposition of all NPCs towards your character, which makes it more likely to be able to peacefully persuade someone to say something important. Charisma also provides advantages when using Barter and Speech skills.

1 2 3 4 5 6 7 8 9 10
Barter skill bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Increase in eloquence skill: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Intelligence

Changes the number of skill points a character receives for distribution when reaching a new level, affects Medicine, Repair and Science skills. Obviously, to get more skill points, intelligence needs to be increased as early as possible.

1 2 3 4 5 6 7 8 9 10
Number of skill points: 11 12 13 14 15 16 17 18 19 20
Medicine skill bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Repair skill bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Science skill bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Agility

Determines your character's speed and agility. Affects the number of action points that are used for attacks in V.A.T.S. mode, as well as the light weapon and stealth skills.

Luck

Affects all skills, in addition, successful characters have a greater chance of a critical hit with all types of weapons.

1 2 3 4 5 6 7 8 9 10
Critical hit chance: 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
Increase to all skills: +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Note: You can raise and lower attributes using the console (attribute names in English are given above):

~player.modav strength 1
~player.modav perception -1

Derived attributes

Health reflects the amount of damage your character can take until he dies. Health increases with each new level obtained according to the formula:

Health Value = (90 + (Stamina x 20) + (Level x 10))

Action Points used only in V.A.T.S mode. in order to aim and hit selected parts of the enemy's body. The number of possible attacks in this mode is limited by the current value of AP, since each hit inflicted reduces their supply. For different types weapons require a certain number of APs (the smaller the weapon, the less AP needed). The total number of APs available depends on your character's Agility stat and can be increased temporarily by some food, drink, and other items.

Action Points = (65 + (2 x Dexterity))

Critical Chance- This is a chance to cause critical damage to the enemy’s health. It is equal to double normal damage, and the probability of inflicting it depends on the character’s luck, as well as on the presence of the “Accuracy” and “Ninja” perks. A successful sneak attack (if the enemy did not notice you) automatically scores a critical hit.

Carry Weight- this is the total weight of items that the character can carry, it depends on the current strength value. If an overload occurs, the character will move extremely slowly. Equipped power armor also affects movement speed. The amount of weight carried can be increased after taking the “Strong Backbone” perk or temporarily due to some food, drink, and other things.

Radiation Resistance- shows how much your character can ignore the effects of radiation emanating from the surrounding world. Resistance depends on endurance, it can be temporarily increased with the help of Rad-X or protective suits, and the accumulated radiation can be removed from the body with anti-radin. Complete immunity to radiation cannot be obtained in the game (85% limit). A small amount of radiation will not harm the character, but as radiation accumulates in the body, radiation sickness will begin.

Effects of radiation sickness in Fallout 3:

  • 200 rad: -1 Stamina,
  • 400 rad: -2 Stamina, -1 Agility,
  • 600 rad: -3 Stamina, -2 Dexterity, -1 Strength,
  • 800 rad: -3 Stamina, -2 Dexterity, -2 Strength,
  • 1000 rad: Death.

Poison Resistance- reduces the effect of poison on the character. Since armor is ignored for poisonous injections of some enemies (radscorpions) and weapons, this resistance is the only protection against poison. Directly depends on endurance.

Damage Resistance- reduces damage dealt to the character (except for damage from poison). This resistance does not depend on any attributes, it can be increased by equipping armor, or temporarily using Med-X. You cannot get complete immunity to damage in the game (85% limit).


The operating principle of the characteristics in Fallout Shelter is very similar to the original game, however, some aspects usually remain unclear and now we will try to figure them out. What affects what, what to pump first - read on:

Strength

  • Refuge:
    • Reduces the time it takes to obtain energy (for the “Power ganerator” and “Nuclear Reactor” rooms)
  • Wasteland:
    • Needed to open closed containers, and can also affect weapon damage (if the level is insufficient, the containers will not be opened and the resident will not receive rewards)

Perception

  • Refuge:
    • Chance to hit target in battle
    • Chance to deal the most damage when using a weapon that has inaccurate damage
    • Reduces the time it takes to obtain water (for the “Water Treatment” and “Water Purification” rooms)
  • Wasteland:
    • Increases the chance of finding abandoned buildings and the like (if the level is insufficient, a resident can also find abandoned buildings, but fail to find the entrance, without receiving a reward)

Endurance

  • General:
    • Number of lives
    • Damage and Radiation Resistance
  • Refuge:
    • Reduces the time it takes to get water and food (for the Nuka-Cola bottler room)

Charisma

  • Refuge:
    • Increases attractiveness to the opposite sex (reduces the time required to conceive a child)
    • Increases the chance of summoning a new resident from the Wasteland (for the “Radio Station” room)
    • Reduces the time required for the next summon (for the Radio Station room)
  • Wasteland:
    • Increases the chance of making friends with Wasteland dwellers (this is an event where you can get experience and caps, but not take damage)
    • Needed when meeting a group of ghouls (if their level is insufficient, they will not want to talk to you and the resident will not receive a reward)

Intelligence

  • Refuge:
    • Reduces the time it takes to receive Stimpack (restores lives) and RadAway (removes the effects of radiation)
  • Wasteland
    • Needed to provide first aid to people encountered (if the level is insufficient, the resident will simply pass by and remain without a reward).

Agility

  • Refuge:
    • Reduces the time it takes to receive food (for “Diner” and “Garden” rooms)
    • Increases attack speed
  • Wasteland:
    • Reduces damage taken when running away from combat

Luck

  • Refuge:
    • Increases the number of caps received upon completion of a job
    • Increases the chance of receiving caps upon completion of a job
    • Reduces the chance of a crash when starting Rush mode
  • Wasteland
    • Increases the number of items found
  1. Make sure that training rooms are always occupied.
  2. Raise all the characteristics of all residents of the shelter to the minimum useful level (at first by at least 2, in the late game you can raise it to 3) - this will allow them to more easily endure emergency situations.
  3. Try to keep the luck level of all workers at least 3 - this will make Rush mode much safer and increase the total income of caps when collecting resources
  4. Pump up the endurance of the residents of the upper floors to level 4-5 - this will increase their survival against attacks from raiders and death claws
  5. The time spent on leveling up a characteristic depends on the level to which it needs to be raised. Leveling from 1 to 2 takes less than 30 minutes, and leveling from 9 to 10 takes almost 20 hours of real time! Remember this when you go into the game before going to bed - if you put a weak resident to train at night, then in a matter of an hour he will stop developing and will wait for the player’s intervention.
  6. Despite the importance of characteristics, do not forget about the levels and equipment for shelter residents! A level 1 resident without equipment, but with maximum characteristics, will live less against the same claws of death than a dressed level 50 resident whose all characteristics are 2-3.

This article will offer you practical advice on creating your character and its further development (covered Main characteristics/Stats Skills/Skills, Basic Skills/Taged Skills and Peculiarities/Traits). However, first we need to deal with less global issues.

So, age. It has no meaning because it is not checked in any of the scripts. And here floor may slightly affect some dialogues. Male characters will be able to sleep with Cynthia(Sinthia) and maybe with Keri(Keri). They may also be mistaken for Hand of Death(Death Hand) in the raider camp, which in fact does not always turn out to be an advantage. For a woman, with the development of the parameter Charm(Charisma) above 5 will be easier to get from Michael's(Michael) systolic motivator(systolic motivator). Presumably, playing as a female character would allow you to launch a surprise attack on Harry(Harry), but in fact nothing like that is provided. By the way, a funny detail - the guard in Vault 13(Vault 13) always of the opposite sex to you.

As for directly generating character characteristics, it is strongly not recommended to use those provided by the developers - they all have serious drawbacks (for example, Max Stone/Max Stone is a Skill "Thug"/Bruiser, y Natalia/Natalia - "Owl Man"/Night Person, and Alberta/Albert - "Experience"/Skilled and "Trade"/Barter). Remember that one of the most exciting things about role playing games is about creating your own character...

At the beginning of the game, you are given 5 points, which you can spend on developing any of the Main Characteristics. When allocating these points, consider the following:

Force (ST, Strength): necessary for carrying things and the ability to use heavy weapons. During the game, it is possible in one way or another to increase this parameter by 4 additional units, so when generating your character, it does not make much sense to raise the Strength value above 6;

Perception (P.E., Perception): an important but not required characteristic for snipers. When creating a character, it is recommended to set the value of this characteristic to at least 5 - with this situation, it becomes possible to receive Mindfulness Skill(Awareness);

Endurance (EN, Endurance): the number of Life Points(Hit Points) of your character. If you are not going to get involved in close combat, it is not recommended to raise the Stamina value above 4;

Charm (CH, Charisma): not as useful a stat as it might seem. Charm directly affects development Trade Skill(Barter), but, at the same time, does not in any way limit the maximum available number of companions who can join your group. Even with a Charisma of 1, your character will do quite well;

Intelligence (IN, Intelligence): Unless you plan to rely on brute force for everything, Intelligence will be perhaps the most significant stat for your character, as it directly affects the number of dialogue options, as well as the number of points your character receives when acquiring new levels of development (they can be spent on upgrading Skills). An Intelligence score of 7 is a good place to start;

Dexterity (A.G., Agility): the development parameter of this characteristic determines the amount Action Points(Action Points) of your character, so in this case the rule works - the more, the better. The strongly recommended minimum is 6;

Luck (L.K., Luck): in case you want to receive Sniper Skill(Sniper), and also, if you are eager to find all the special random encounters - Luck is exactly the characteristic that is worth paying attention to. At the same time, if you want to increase the likelihood of inflicting critical damage on enemies, you don’t have to worry too much about this. However, if you still want to master Improved Critical Damage Skill(Better Criticals), you should not reduce the parameter value of this characteristic below 5.

The value of the Basic Characteristics cannot be raised above ten. The parameter of each of the Main Characteristics can be increased by 1 during the game (the only exception is Strength, the value of which can be increased up to 4), therefore, starting the game with a value of 10 of any of the Basic Characteristics is irrational. As a matter of fact, the Intelligence and Luck stats can be raised by as much as 2 values ​​instead of 1 by taking advantage of loopholes in the scripts, so if you are not disdainful of such methods, you should not set the parameter of any of the Basic Characteristics to more than 8.

Endurance and Agility also have some peculiarities - they function in such a way that an odd number of parameter development is no better than the previous even number, that is, for example, Agility values ​​of 6 and 7 give you 8 Action Points each. Don't forget this. In addition, keep in mind that in this situation, if you choose between high values ​​​​of this characteristic, it would be wiser to choose the number 9, and not 8, or, say, 10. According to the manual for the first part of the game, with each new level of development of your character, you get an additional number of Life Points, the total amount of which is calculated using the formula Endurance/3. Actually this is not true. The actual amount is calculated using the formula Endurance/2+2 (rounded down).

If your character’s Intelligence parameter is below four, then he will only be able to communicate with interjections, and will not be able to conduct a normal dialogue by definition. I think there is no need to remind you that this will significantly reduce your chances of receiving in-game tasks, not to mention solving them. However, in order to temporarily increase the value of your Intelligence parameter, you can always use Mentats(don't forget that these tablets can be used the other way around; if you want to experience the “advantages” of low Intelligence (4‹) - take one or two doses, wait one hour, and the value of your Basic Characteristics, including Intelligence, will drop below normal level; a more effective drug that can be used for this purpose is Psycho).

A Strength parameter with a value of 5 is quite enough to allow you to use the entire arsenal of the so-called Light Weapons(Small Guns), that is, pistols, rifles and shotguns. A parameter of this Main Characteristic with a value of 7 will be enough for everything Heavy(Big Guns) and Energy Weapons(Energy Guns), the only exception is a portable machine gun Rockwell СZ53(collarly called simply "Minigun"). However, when you are finally lucky enough to get your hands on Power Armor(Powered Armour) you can safely forget about all the difficulties associated with this parameter.

Small-da-deleted(Small Frame): if you have at least one companion ( NPC - N on- P laying C character), there will definitely be no harm from this Feature. And even if you travel alone, there won’t be much harm, since there is no need to constantly carry a lot of junk with you;

One-armed(One Hander): by majority best weapons can only be used in the game using both hands. Nevertheless, this Feature definitely useful for those who prefer to fight hand-to-hand (I think it’s clear that “one-armed” does not mean your character lacks one of the upper limbs), because this bonus has a beneficial effect on weapons that fall under Hand to Hand Combat Skill/ Unarmed (you only need one hand to use brass knuckles, knives and similar weapons), and has absolutely no negative impact on the likelihood of a successful attack with hands and feet;

Metkach (Finesse): a good compromise;
Rapid fire(Fast Shot): A good choice if you like to fire five shots at a time. Turbo Plasma Rifle(Turbo Plasma Rifle) in one turn. This Trait is also good for Heavy Weapons and any automatic weapon that fires in bursts. Be that as it may, if you are a dedicated sniper, this is unlikely to suit you (Sniper Skill or Assassin Skill/Slayer). This Trait also affects the number of hits per turn in melee combat;

Gifted(Gifted): This Trait is almost universally considered the best choice in any scenario, since the Primary Ability bonuses neutralize all of its negative aspects (especially if you don't regret a few extra points for the development of Intelligence). However, many consider this Feature to be almost a scam. In the end, it simply spoils the pleasure of painstakingly balancing the Main Characteristics. If you raise your Main Stats using Features "Thug"(Bruiser) "Small-da-deleted"(Small Frame) or "Gifted"(Gifted), then you can subsequently distribute the received Distribution Points manually, since they can be considered additional, although technically they are not (this fact is confirmed by the fact that it is impossible to reduce the values ​​of already raised Skill parameters below a certain number, nevertheless, in essence , this should not pose much of a problem).

Potentially useful, but not worth it Features:

Ambal(Heavy Handed): Adds additional damage in melee combat. This is useful early in the game, but becomes a real liability if you plan to get Improved Critical Damage Skill(Better Criticals) or Assassin Skill(Slayer);

Damn(Jinxed): This Trait could be useful in a purely melee (and rather strange) game. Not a good choice if you or your partners use firearms, otherwise every battle will become completely unpredictable (although in a battle with stronger opponents the situation will most likely turn out more than funny - good way have fun);

Darling(Good Natured): This Trait should only be chosen if you plan to develop only one combat Skill (for example, Light Weapons), or, of course, if you are going to ignore them altogether. Otherwise, it is better to opt for something else.

Features to avoid:

Accelerated Metabolism(Fast Metabolism): both effects brought by this Feature are extremely ineffective;

Bruiser(Bruiser): Your character's Strength stat increases by 2 points. This is, of course, good. But do not forget that at the same time you also lose a certain number of Action Points, and this would be equivalent to if the value of your Dexterity parameter decreased by 4 points (absolutely unacceptable for fans of melee combat);

Kamikaze(Kamikaze): Exchange Natural Damage Resistance for 5 additional secondary stat points Procedure(Sequence) that only matters at the beginning of the fight? No thanks;

Bloody Mess(Bloody Mess): This Ability doesn't actually provide anything useful, although it does lead to some funny fatal consequences (relative to your enemies, of course). However, in most cases, you will still see these bloody animations, and then they will at least look like a certain reward, and not like an annoying triviality (even at the end of the game, using certain actions you can get the result guaranteed by this Feature for players with positive reputation);

Owl Man(Night Person): not the best the best choice, especially considering the fact that not many people will want to talk to you at night;

Experience(Skilled): With a sufficiently developed Intelligence parameter, you will still simply be swimming in Distribution Points. In addition, by a fatal coincidence, this Feature does not fulfill its function, that is, your character will not receive the promised additional 5 Distribution Points for each new level of development (to simulate this effect, you can add 2-3 ranks using any suitable character editor Educational Skills/Educated). In short - a terrible Trait, avoid it like the plague (well, only if your character has an Intelligence value of 1);

Drug addict(Chem Reliant): Despite the description of this Trait, the average length of time your character will stay for a specific drug will still not change. So why all this? Pills are of little use, and most players simply reboot if they become addicted;

Steady Drug addict(Chem Resistant): A good, but still useless choice for a drug addict (you just won't have to reboot as often).

Light Weapons(Small Weapons): the main combat Skill that can be used until the end of the game;
Breaking(Lockpick): There are a lot of locked containers in the game, and you'll probably want to know what's inside them without fanfare. 70-80% of the development of this Skill may be quite enough if you have master keys. Of course for more convenience it is possible to achieve 100% of the indicator;

Conducting a Dialogue(Speech): many consider this Skill to be almost central, since almost everyone wants other game characters to like their character, and so that the latter do not disdain to give tasks and generally do what you need from them. Mark the above Skills as Basic and don't be greedy about developing them to 100% in the early stages of the game (the only exception may be Light Weapon Skill in case you are going to get more benefit from magazines "Guns & Bullets") - it will pay off. It is quite possible that over time you will want to develop one of the combat Skills to, say, 150%. If it is not the Light Weapon Skill, then it is recommended to choose from the following options:

Energy Weapons(Energy Weapons): the best combat Skill at the end stages of the game;
Hand to Hand Combat(Unarmed): This Skill is often a slightly higher priority for some players compared to the Mastery Skill. Edged Weapons(Melee Weapons) mostly because Power Fist(Power Fist) never knocks enemies back when attacking;

Steel arms(Melee Weapons): A skill that synergizes well with Improved Blacksmith Hammer(Super Sledge). At the beginning of the game it is somewhat ineffective.

Skills that are not worth special attention:

Heavy Weapons(Big Guns): This Skill is mostly used only in the late game, and also the weapons that fall under this Skill are not as powerful as you might think;

Throwing(Throwing): Pebbles and grenades, unfortunately, do not play a big role in the world of Fallout 1;
First aid(First Aid): if we take into account that this Skill is initially developed higher than the Skill The doctors(Doctor), you may need to use it in the early stages of the game. However, when you get to Huba(Hub), you can increase the value of this Skill to 91% by reading books. You are unlikely to need more;

Doctor(Doctor): ineffective Skill. Broken limbs can be healed even with a fairly low level of development of this Skill, using first aid kits, stimulants and the natural restoration of your character’s health;

Sneak Skill(Sneak): Not always applicable, and often doesn't work in many situations where it would be useful. Of course, many players prefer to develop this Skill, because in some cases it allows you to kill people unnoticed (but, nevertheless, it does not always work), or sneak up behind the enemy before using the Hand-to-Hand Combat Skill in full. Unfortunately, most distance scripts don't bother to check whether you're sneaking or not. For example, this Skill turns out to be absolutely useless when trying to steal from shelves Killian(Killian);

Theft(Steal): Essentially, to be successful, you won't have a mortal need to steal anything, even for the purpose of selling it later. Of course, sometimes it's easier to steal from your opponents before attacking them, but you're above that, aren't you? However, here are a couple of notes for you just in case:

1 . When you steal from someone's back or side, your character automatically receives a certain bonus (or at least reduces the likelihood of being noticed), while Sneak Skill does not play any significant role in this. As you know, the success of stealth theft is also affected by the size of the item (not the same as its weight), although if your character has the Skill Pickpocket(Pickpocket), this ceases to be a problem. Regardless of the level of development of this Skill, you can always use it to see what is in the inventory of humanoid creatures. However, you will not be able to see objects that are in the hands of the creature, as well as those that “appear” in the process of completing a particular task;

2 . If you manage to steal and/or toss an item two or more times in a row (without leaving the steal window), your character will receive more and more Experience Points for each attempt. It appears that the number of Experience Points gained in this way is in no way limited by the level of your character's Thievery Skill;

3 . in most cases, you will not be able to rob store clerks because their goods are stored inside or on hidden containers. Mrs Stapleton(Mrs Stapleton) is the only exception, although she usually does not keep books with her. Also, if you kill Beth(Beth) Mitch(Mitch) or Jake(Jake) in Habe(Hub), then their product will appear on the bodies;

4 . With the help of the Stealing Skill, you can throw various objects to people. This can be used to speed up the transfer/take away of things from your companions, as well as murder through ignited explosives, etc.

Traps(Traps): There are not many traps in the game and they are unlikely to kill you. Of course, you can spend a couple of dozen Distribution Points on developing this Skill in order to feel confident in your abilities, but, nevertheless, it is not recommended to spend a lot;

The science(Science): similar to the First Aid Skill, the value of this Skill can be raised to 91% by reading books (as mentioned above, for this you need to get to the Hub);

Ability to Repair Items(Repair): similar to the previous Skill;
Trade(Barter): It is unlikely that you will need to trade with anyone that often. In addition, for successful trading (manifested in prices), Charisma is more important, and not this Skill;

Ability to Play Gambling(Gambling): There is no need to make a living from gambling;
Traveler(Outdoorsman): Same with First Aid and other similar Skills. The number of Distribution Points that your character receives when reaching the next level of development is limited to 99. You can accumulate more than 99 (for example, after receiving a Skill that gives a one-time increase to a specific Skill), but only until you receive the next level. It is possible to lower the difficulty level of the game if you need to temporarily increase the development of non-combat Skills to perform a specific action. As a rule, you should not develop Skills above 100%. This only makes sense in the case of combat Skills (this way you can increase accuracy), and then only until you reach the point where you always have a 95% hit rate from any reasonable distance (of course, if you practice the art of targeted shots/strikes, you will have to spend a little more Distribution Points to develop the desired Skills). As for the Sneak and Steal Skills, even if the values ​​of the parameters of these Skills reach maximum values, you will still be caught often, which should already lead to a certain thought (the chance of success is limited to 95% - after this mark, penalty modifiers begin to take effect). By the way, practice shows that there is not much difference between the development parameters of the Theft Skill of 30% and 200%. However, please note that developing any Skills with initially high values ​​will not require any additional Distribution Points.

Three best Skills:

Observation Awareness: A very useful Skill. It is recommended to choose at the first opportunity;
Hand to Hand Combat Bonus(Bonus HtH Attacks): a choice for fans of close combat;
Fire Rate Bonus(Bonus Rate of Fire): This Skill works great in combination with a Feature “Rapid Fire”(Fast Shot). However, it works great in any situation. If the development of the Basic Characteristics necessary to obtain certain Skills does not meet the required level, you can use tablets (if you take several doses at once, their effect will add up). However, this does not work with Skills that require, for example, a high Luck score. Yes, and do not forget to choose new Skills when you receive each third level of your character’s development, otherwise, when you receive the next three, you will lose the opportunity to use this opportunity (a new list of proposed Skills will appear).

Fidget(Action Boy - 3): This Skill is suitable for almost all characters. The advisability of obtaining this Skill depends on your character's current number of Action Points, as well as what weapon you plan to use;

Improved Critical Damage(Better Criticals): yum yum;
Extra Move(Bonus Move - 3): this Skill is much preferable for fans of hand-to-hand combat than the "Fidget" Skill, since enemies are often knocked back 2-8 hexagons(hexes), and you almost always have to spend all the points intended for “walking only” (even if you received several ranks of the Fidget Skill). In addition, you can take the “Extra Move” Skill already at the sixth level of your character’s development, while the “Fidget” Skill becomes available only at the twelfth. In addition to all this, additional Action Points can be used when shooting to hide behind obstacles (the “Extra Move” skill is a little buggy - if you save and load the game in battle, you can again use the already spent Action Points, which allows you to cover any distance in one turn, but, on the other hand, if you spend all the “normal” Action Points, the turn will end regardless of whether you have additional Points or not);

More Critical Damage(More Criticals - 3): 5% isn't that much, but still not bad;
Murderer(Slayer): the dream of any fighter (unlike the “Sniper” Skill, this Skill does not check your character’s Luck parameter). However, most likely you simply will not have time to obtain this Skill during the game;

Sniper(Sniper): Sniper Skill. Surprised? The only problem is that if you get it, it will only be towards the end of the game.

Useful but not required Skills:

Dodger(Dodger - 2): defense is always good;
Nimble Hands(Quick Pockets - 3): this Skill is similar to the limited “Fidget” Skill, although it is already available at the third level of your character’s development;

Prize for the Studio!(Tag!): when you use this Skill in relation to a specific Skill, the level of development of this Skill doubles, and another 20% is added to this figure (for example, your character’s Skill in using Heavy Weapons is developed by 40% - after using this Skill, the level of development of the Skill becomes 100%). The trick is that after using the “Prize to the Studio!” Skill, the value of the Skill can be lowered to its original value (but not less than the base amount and taking into account the additional 20%), and spend the freed Distribution Points on some other Skill. Basically, this Skill gives you 20 Distribution Points + nth a number of points equal to the level of your most developed Skill (which is not included in the Basic Skills), and is much better than any other Skill that increases the level of development of any particular Skill, since such Skills allow you to redistribute the received Distribution Points only within that level , to which you have already raised your Skill (due to Distribution Points received for the next level of development of your character, as well as due to books read and other bonuses). In short, with the Distribution Points obtained with the help of this Skill, you can well develop the Skill of using Energy Weapons at the end of the game;

Steepness(Toughness - 3): defense is, of course, good, but spending precious points on Endurance is not, so it’s better to accept Buffout.

Skills whose usefulness is somewhat questionable:

Additional Melee Damage(Bonus HtH Damage - 3): no matter how you look at it, it’s still not enough damage. You will have to obtain all three ranks of this Skill to feel any significant difference. Additionally, please note that this Skill only increases the maximum damage dealt to an enemy;

Additional Ranged Weapon Damage(Bonus Ranged Damage - 2): rather weak for a bonus, unless you use Minigun;

Researcher(Explorer): this Skill increases the chances of discovering special random encounters (may be useful if your character’s Luck parameter is low, although this is unlikely);

Zinger(Lifegiver - 2): when your character reaches level 12 of his development, the number of Life Points will no longer play such an important role, and after that, most likely, he/she will not have time to gain so many levels (this Skill gives you get an additional 4 Life Points for each new level of your character’s development, plus another 4 simply for choosing this Skill);

Pickpocket Thief(Pickpocket): Apparently a good choice for thieves, but if you get caught, isn't it easier to reboot?;

Silent Death(Silent Death): guess which Skill is better to choose at level eighteen - this or "Murderer"(Slayer)? You really won’t develop the Sneak Skill after reaching level 21 of character development, only to one(first) of the attacks caused double damage? Although, in fact, with the help of this Skill you can inflict double damage on more than one enemy if you are lucky enough to position yourself behind two (or more) of them, without leaving stealth mode (meaning the use of the Sneak Skill);

Silent Running(Silent Running): of course, it can be assumed that if you use the Sneak Ability often enough, this Skill will make this process much more convenient, but, nevertheless, it is not worth it;

Eloquence(Smooth Talker - 3): A skill very similar in its properties to the Skill Intelligence Boost(Gain Intelligence). Not a bad thing, but it would be more rational to initially spend money on developing your character’s Intelligence parameter;

Strong Back(Strong Back - 3): It's hard to argue that being able to carry around a lot of items is a bad thing, but nevertheless, in circumstances where you have to choose between Skills, it is. especially if you have companions;

Useless skills that you should only take if there is nothing better suited(or if you really want to):

Animal Friend(Animal Friend): next please;
Cult of personality(Cult of Personality), Impressiveness(Presence - 3): the potential capabilities of these Skills are negligible;

Fast reaction(Earlier Sequence - 3): it's not worth it;
Education(Educated - 3), Professional Thief (Master Thief), Doctor(Medic) Crazy hands(Mr. Fixit) Speaker(Speaker): All these Skills give nothing but Distribution Points, which you don't need. Remember - you need Skills. As for the “Education” Skill, if you choose it at level 6 of your character’s development and after that get ten more levels, then in total you will be given only 20 additional Distribution Points;

Empathy(Empathy): At first glance this may seem like a pretty good choice, but in fact the essence of this game is that you are unlikely to have to tell people very often what they really want to hear;

Accelerated Recovery(Faster Healing - 3), Healer (Healer - 3): Recovery Rate(Healing Rate) never played a big role;

Hippie(Flower Child): Should be drug-friendly, but you're not a drug addict, are you?
Treasure hunter(Fortune Finder) Trader-Professional(Master Trade): You won't have much need for money. The “Professional Trader” Skill is not as useless as the “Treasure Hunter” Skill, but, nevertheless, this is still not a reason to choose it (the actual amount of discounts guaranteed by the “Professional Trader” Skill varies, roughly speaking, within 15-30% - most likely this happens because trade modifiers act cumulatively, not sequentially);

Friend/Enemy(Friendly Foe): forget it;
Ghost(Ghost): This Skill is somewhat similar to Skills like “Education”, “Professional Thief”, “Doctor”, “Crazy Hands” and “Speaker”, but there is one big difference - you will not receive any additional Distribution Points. At all;

Throw!(Heave Ho!): strictly for grenade fans, and passionate ones at that;
Mental Defense(Mental Block): There is no need for this Skill;
Mutation!(Mutate!): It is somewhat unreasonable to change the Features in the middle of the game instead of choosing the right ones at the beginning (of course, it would be nice to swap the places of the “Marksman” and “Rate of Fire” Skills at the twenty-first level, after receiving the “Sniper” Skill, but , if you reached this level of development of your character, then you clearly had nothing better to do). Oh, and by the way, if when generating your character you chose only one Feature, then when using the “Mutation!” Skill, you will be forced to change it to a new one, that is, you will not have the opportunity to choose an additional Feature, keeping the old one (they say what versions 1.0 could have been changed Feature "Gifted"(Gifted) to something else, while retaining the additional points added by this Feature, which increased the parameters of the Main Characteristics);

Mysterious Stranger(Mysterious Stranger): absolutely useless Skill;
Cat Vision(Night Vision - 3): the success of using this Skill depends on the lighting and the number of ranks of this Skill received by your character. Any severe penalty to damage when using the Cat's Vision Skill (with three ranks) increases the probability of hitting the enemy by 15-30% in conditions of absolute darkness. However, there are situations where the number of digits does not make any significant difference (although, in the end, this Skill can help people with dim monitors). It is unlikely that you will have an urgent need to use this Skill very often. Better develop one of the weapon Skills, or even choose a Skill "Accurate shooter"(Sharpshooter);

Pathfinder(Pathfinder - 2): time doesn't matter... well, maybe it does, but not to the same extent!;
Confronting Radiation(Rad Resistance - 3), Snake Eater(Snakeater): poison and radiation are quite rare, and when it does happen, such a Skill is unlikely to save you;

Scout(Ranger - 3): random encounters won't cause you too much trouble;
Scout(Scout): pointless;
Grabber(Scrounger): You won't need this;
Accurate shooter ( Sharpshooter - 2): the game is not worth the candle - better take care of developing one of your priority weapon Skills (especially considering the fact that this Skill is buggy and does not do what the manual says - instead of 2 additional points added to the value parameter of Perception, it gives only 1);

Master of Survival(Survivalist - 3): oh! If your character becomes the lucky owner all three categories of this Skill, then the probability that you will hit collapse during his travels across the Wasteland, in fact goes to zero and you won't lose precious 2 Life Points! You just obliged choose this Skill!

Grasping on the fly(Swift Learner - 3): This Skill will help your character gain new levels of development faster. What is the main purpose of gaining levels? Getting Skills. So why choose Skills to gain levels? But seriously, your character will still not be able to get a development level higher than 21. At first glance, this Skill may indeed seem like a good solution, but since the amount of experience for each new level grows linearly, even if you have If you have all three ranks of the Flying Grasp Skill, you will receive a very dubious advantage - several additional Life Points and a couple of free Distribution Points. In short... never, hear, never choose this Skill!

So, it's time to replay fallout one more time, try other methods of passing. Or I wanted to be a terminator with a machine gun, or a sniper, or just go quietly and peacefully. Well, or something else. We begin to create the desired character, suitable for a certain leveling.

Creating or changing a character

Choose a name. By the way, you can’t write your name in Russian letters for some reason. You can try to write a similar name in English, say, MARAT, ANNA, MAX, etc. Just something that would look nice in the dialogues.

S.P.E.S.H.I.A.L system

This is such a cunning system at first glance. This is an abbreviation for S trength (Strength), P erception (Wisdom or Perception), E ndurance (Endurance), C charisma (Charisma or Charm), I ntelligence (Intelligence), A gility (Dexterity), L uck (Luck). In total, 7 fundamental characteristics that affect all other skills and characteristics, but nothing affects them. At the same time, these same characteristics can be changed during the game. In general, this system is quite extensive, so I will not describe it all here. If, at the time of character creation, you click on some skill, say, melee, then the tooltip will contain a formula for the dependence of this skill on the main characteristics. And so on for each element. The best thing is, first of all, you need to look through it all, read it, understand what relates to what and what depends on what. It's a long time. It’s worth spending 15 or even 30 minutes understanding the general concept of the character. Fortunately, the tips there are quite decent.

Main characteristics

Of course, they are different for each character. But the main ones, I think, can be identified as follows. First of all intelligence (IN). Thanks to this, more skill points will be available for each level, which means that we will improve our skills faster. Also the quality of dialogues, more and more more problems can be resolved peacefully. Can be improved with a memory module, perk and mentat.

Further agility (DX). High number of action points (AP) per turn. Necessary for everyone who participates in battles (that is, not a pacifist). Can be increased with a perk, buffout, stone from a stone head, psycho.



Wisdom (MD) she's the same perception (VS) All shooters need it, especially snipers. It also affects the order of action (reaction). It is very unpleasant to always be the last one to go. During this time, everyone beats us. Increases with the help of a module, perk, temporarily mentat.

Charisma (CP) she's the same charisma (XP) necessary for those who rely on partners, and just want to communicate normally with people. It seems to me that it will be especially useful for hand-to-hand fighters, so that good team compensated for some shortcomings of close combat. Increased by module, perk, Mason's sunglasses. Temporary mentat. Decreased when using subcutaneous armor.

Strength (ST), perhaps a lot and not necessarily, given that there will be power armor giving +4. Needed by melee fighters. And for some weapons. For example, if we want to shoot from a bozar, then the minimum strength should be 6. The strength requirements for weapons can be found here. Increased by module, perk. Temporary buffout, jet, head stone.



Endurance (VN) also not the most necessary characteristic. Needed by those who want to have a high increase in lives for each level. It also affects the likelihood of losing consciousness. Increased by perk. Temporarily buffed.



Luck (UD)- the only parameter that can be set to 1. But it is not advisable. It increases or decreases among hubologists in NKR and San Francisco when undergoing a zeta scan. Also a perk.


What should you remember when distributing characteristics? Many perks are only available under certain conditions. For example, "Life Force" will only appear with stamina 4 or more. This means that if we want this perk, then we don’t need to make our stamina less than 4.

Skills

Most of the skills are already clear, but I would like to highlight a few of them. Hand weapons increases with the books "Guns and Bullets", but only up to 100%. This is a derived skill from dexterity. This means that if we reduce agility, then the skill will decrease. Agility is temporarily reduced by buffout and head stone. This means that during your withdrawal from these funds you can read books and your skill will grow. By the way, all sorts of chemicals also affect skills. For example, if you can’t repair something, you can eat the mentat. Because it will increase intelligence, and intelligence will increase repair skill. Energy weapon rises from the 5th issue of the Cat's Paw magazine, which is given to Miss Kitty in New Reno. Melee rises from Lucas's tribesman in Arroyo, who stands near the stone head. From old John Sullivan in Klamath. By winning every boxing match in New Reno. Using two punching bags in Sierra. After training with the Dragon in San Francisco. Steel arms can be promoted from fellow Jordan in Arroyo. First aid from medical books. Doctor increases in Vault City from Doctor Troy during the excursion. In New Reno, using PipBoy's medical booster. Steal. One of the interesting and underrated skills. On easy level the game doesn't need it. He came, shot everyone and left. But on difficult, when the enemies are dangerous and shoot accurately, it helps. It is better to use in the dark. Many enemies do not attack, but run away in bewilderment in different directions. The main battle occurs only with the one we attack. This is very useful against crowds of opponents. The science is enhanced by scientific books. Repair increases with textbooks. Talk is increased by the PipBoy linguistic amplifier, which can be obtained from Miss Bishop's safe in New Reno. Wanderer increases with scout books. If you improve your skill games up to 130-150%, then you can win a lot of money in the casino. To do this, you need to hold down the desired number on the keyboard and go drink some tea.

Where and how to swing

The main leveling comes from tasks and kills. From the use of the skills of a doctor, theft and others - very little. Assignments, of course, must be completed. Best places for assassinations are random encounters on the plain between Navarro, Redding and the abandoned Military Base. The most dangerous creatures live there, but they also give you the most experience. From one meeting you can get up to 6000 points. In the vicinity of Navarro there are patrolmen with less experience, but a lot of pistols that can be sold.

It is reliably known that if you move around the world map, let’s say, in small sections, then the likelihood of encounters increases. With the help of saves, we can ensure that we had many productive meetings on the way between cities. This is both experience and junk. You should also look into caves on rocky terrain. All sorts of different animals run around there, for which they give very good experience. And sometimes there are bandits in caves, armed depending on our level. Also very good.

There is an interesting perk “Diligent Student”, available from level 3. Increases experience points by 5%. That is, for example, we killed a rat and received 100 experience. With this perk we get 105.

Terminator (aka machine gunner)

As the name suggests, the main weapons will be machine guns, rocket launchers, and flamethrowers. And the first weapon that we will encounter will be the bozar in the toxic caves. To use it successfully, you need strength, so we set it to 6. You can also set it to 5, considering that in the future there will be a module and power armor. But in this case, the efficiency of the bozar will decrease by 20%. This means that you will need to invest in the “heavy weapons” skill from the very beginning. What else? More wisdom is needed. It may not be the highest, but it should be 7-8. Otherwise, even from medium distances there will be problems. Intelligence, of course, is needed by any character, you can put it at 9 or just 10. Dexterity is a must. Otherwise it won't be a terminator. You need high luck, because there will be a “sniper”. It’s good to give it 8, and then increase it by 2 from hubologists.

Which character traits should you choose? I think that “talent” will be very useful. The “fast shooter” looks just as tempting. In this case, you can’t shoot accurately, but we don’t need to. Subsequently, it will be possible to fire three bursts from a machine gun, which is very good. But “accuracy” will not work here. Because even though the chance of a critical one increases, in the future there will be a “sniper” perk that does not take this chance into account. I think I'll focus on "talent" and "quick shooter."

We don’t take any hand-to-hand fighters from our partners. I think that you won’t get a lot of charisma, so there will be 1-2 companions. Vic, Cassidy, Skynet, Marcus to choose from. What perks are a must have? There is nothing worthwhile at the third level, so we take whatever we like. For example, “impenetrability” (“steepness”). You need to carefully look at the requirements for perks and take this into account when creating your character. For impenetrability you need 6 stamina and 6 luck. In general, it’s suitable. Therefore, we take this into account when creating. You can take “diligent student” to level up faster. You need intelligence 6, that's fine too. Or anything else, whoever wants what. Required "sniper" at level 24. You need agility 8 and perception 8, as well as “hand weapons” 80%, this means pumping up with books or something like that. Necessarily "bonus damage at range". Available from level 6, you need to take two pieces. The damage for each bullet increases by 2, which is amazing for machine guns. For the same reason "anatomy expert"- increases damage to living targets by 5. "Best Critical" is also necessary. Increases critical damage by 20%. With luck 10 and "sniper", count every bullet. "Zinger", aka the "man of action" is available twice. "Rate of Fire Bonus" take it too. It is the two “live”, “rate of fire”, “fast shooter” and agility 10 that allow you to fire three bursts of machine guns in one turn. No one can resist. Except Uncle Frank. The main leveling will be completed at level 27. But, I would still take it at level 12 "life force" for greater health. Otherwise, the terminator with 100 lives never ceased to exist. If patience allows, then take the “power of life” a second time at level 15. However, one will be enough. In total, we consider it to be level 30.

It can be useful "move bonus". Because with it you can choose a more convenient position for firing bursts. "Pyromaniac" It’s also a good idea to avoid wasting ammo. "Nimbleness" will come in handy, but that's all after level 30.

In total, the bare minimum, taking into account subsequent modifications: strength 5, perception 7, agility 10, luck 4, intelligence 6. I did the following: strength 5, perception 7, endurance 4, charm 4, intelligence 9, agility 10, luck 8. With such characteristics, “steepness” is not available, well, you’ll have to without it. From additional skills I took “heavy weapons”, “conversation”, but the third is optional. I settled on "science" because Vic knows how to repair, and hacking computers is sometimes useful. In general, who likes what. I plan to take Vic and Cassidy into the company and give them Gaussians.

Robin Hood (aka sniper)

Robin Hood doesn't mean he helps everyone, but he means he's a good shooter. Everyone needs help anyway. He's a sniper, but Robin Hood sounds better. In my opinion, this is one of the simplest and most accessible rocking methods for beginners. Nevertheless, it is very effective, pleasant to play, and easy to complete. There remain opportunities for peaceful resolution of problems. From the very beginning of the game, the “hand weapon” skill is upgraded and is immediately useful, unlike “heavy” weapons. To solve problems peacefully, you should take “eloquence” and some third skill. For example, science or a game. Among character traits, “talent” may be useful. It would seem that “accuracy” was made specifically for snipers, but no. There will be a “sniper” perk and the chance of a critical one is no longer taken into account. And in this case the damage is dealt 30% less, which is bad. It makes sense to take a closer look at the “one-armed” one. In this case, with a pistol +20% damage, but with a rifle -40%. It would seem nothing special, a rifle would be better. But with proper build-up, you can fire three aimed shots from a gauss pistol versus two from a gauss rifle. The base damage of the rifle is 32-43 and from two shots it will be 64-86. The pistol has 22-32, but after three shots it will be 66-96. Plus, the pistol has the bonus of being “one-handed”. The availability of pistols from the very beginning of the game makes this combination very attractive. An acceptable option is already found in Den - a magnum revolver. In addition, we can handle submachine guns quite well too.

The perks needed are almost the same as for the terminator. The "Damage Bonus at Range" is controversial. Total +4 damage for two perks. For a submachine gun, of course, it’s very good, but not so good for single shots. It is possible to take something else. Although you can leave it. Next are “improved critical”, “zhivik” two pieces, “rate of fire”, “sniper”. You can also take “life force” at level 12. It follows from this that the main characteristics are the same. Strength 5, perception 7, endurance 4, charm 4, intelligence 9, agility 10, luck 8. You can take anyone as your partner.

Conan the Barbarian (aka melee)

As the name suggests, he is a melee fighter. I must say, for gourmets. The main drawback of such a character is running up to the target, which sometimes takes more than one turn. By using certain tactics, this inconvenience can be avoided. For example, stand around the corner and wait for the enemies to run up. The main weapon will be a mega powerful fist. This is the best melee weapon in the second fallout. Due to the saving of skill points, I think it is not advisable to upgrade “melee weapons”. Let's focus only on “hand-to-hand combat”. The remaining two are optional. The powerful fist can be found in Broken Hills from the mutant Francis, having won the duel. We don't need wisdom, because we don't shoot at all. However, if you set it to minimum, there will be a bad reaction, that is, we will be the last to go. Problems may also arise with detecting traps. You don't need maximum luck because the butcher makes all hits critical. Of the additional skills, “talent” is, of course, suitable. It would seem that it is “heavy on the hand” specifically for hand-to-hand combat and was created, however, the damage during critical hits is reduced. When we have a “butcher” (“deadly blow”) and every hit is a critical one, then this trait will hinder us. You don't have to take anything else. You can take the “small” one. In this case, +1 to agility, but a penalty to the maximum load to carry. In principle, it is possible, given that you don’t need a lot of cartridges, you will have a trunk and several partners. I'll focus on "talent" and "small".

What perks to take? "Melee Damage Bonus" available already at level 3. There are three of them in total. In general, not the best perk. The fact is that 2 damage is added to the maximum. The result is, in fact, plus one damage. For three perks, only 3 damage, well, that's like fi. It will be much more useful "coolness". Available at level 6 "move bonus", is also useful - to run faster. At level 9 there is nothing worthwhile, you can take “steepness” again. Next two "live", Can "Source of Life" for greater health. Useful for melee combat "anatomy expert", because not only does the “doctor” increase, but also the damage to living creatures by 5. "Melee Attack Bonus"- We’ll definitely take it, we’ll hit it more often. "Butcher" Available at level 24, each hit becomes a critical hit, which is extremely useful. Also suitable "agility"- it's harder to hit us.

Pacifist

He doesn’t kill anyone at all and solves all problems only peacefully. At the end of the game there should be only one entry about Horrigan's death. As a result, no one is needed combat skill. As a character trait, the “evil eye” would be suitable, so that random enemies make more mistakes. There is no need for partners because they might kill someone by accident. It doesn't take a lot of strength or wisdom. “Movement bonus” perks are suitable to help you run away faster in unfavorable situations. “The power of life”, so that it would be more difficult to kill us, “agility”, “steepness”.

Child

This is done only for fun. For example, with the help of art-money, all characteristics are set to 1. And the game is played.

Complications

You can complicate the path of the chosen one in order to feel very cool. Never save, except when exiting the game. Although, you need to save in case the game crashes. The main thing is not to load. Do not have any trade relations with anyone, use only what is found. Of course high level difficulty and combat. Do not improve performance in any way, including using power armor. Do not use any substances, including stimulants. Don't take a single perk. Do not improve any skills when leveling up. Well, in general, everything that comes into the head of the chosen one.

Well, actually, this is where character creation ends. After this, the Chosen One finds himself in the Temple of Trials and the passage begins.

Perks

Next is a list of perks, organized by character level. If suddenly we set luck to 1 and want to see what perks we lost, then we can use the standard browser search. Usually called Ctrl+F.

Level 3

Melee Damage Bonus

Agility 6, Strength 6, Level 3, 3 pieces

Damage when hit in melee combat increases by 2 units for each ability level. At first glance, a tempting perk for melee combat. However, the increase goes to the maximum value. Therefore, in essence, the total damage increases by only one. If there is nothing else worthwhile, then you can take this perk.

Fast reaction

Perception 6, level 3, 3 pieces

Reaction (order) increases by 2. Thus, the character will more often be ahead of the enemy in battle. This can be useful if the character has low wisdom.

Fast treatment

Stamina 6, level 3, 3 pieces

The speed of health regeneration increases by 2 HP for each ability level. This means that during rest we will heal faster. Considering that there are stimulants, doctors in cities are not the most necessary perk. There are more worthy ones.

Quick access (Neatist)

Agility 5, level 3, 1 piece

It only costs 2 AP to get into your inventory during a fight, instead of 4. Sometimes it’s convenient. For example, reloading a weapon costs two APs. With this perk, we can charge weapons in the inventory and, in addition to everything, use stimulants.

Imposing (Important)

Charisma 6, level 3, 3 pieces

Characters' reactions when meeting you increase by 10% for each ability level.

Thief

Level 3, 1 piece

The skill level of stealth, hacking, theft and traps increases by 10% at a time.

Talker

In dialogues, the character receives additional answer options. His intelligence increases by 1 during a conversation.

Cat's Eye (Night Vision)

In the dark we see better and, accordingly, it’s a little easier to play. By the way, don’t forget that you can increase the brightness by pressing “+”. Reduce brightness - "-". The fine for night time is also reduced, meaning we shoot better.

Strong Ridge (Carrying)

Strength 6, Stamina 6, Level 3, 3 pieces

The character's carrying capacity increases by 50 pounds per ability level.

Master of Survival

Stamina 6, intelligence 6, naturalist 40%, level 3, 3 pieces

The naturalist (wanderer) skill level increases by 40% at a time.

Master (Sex Monster) Kama Sutras

Stamina 5, Agility 5, Level 3, 1 piece

The character gains amazing endurance and wonderful skills in bed pleasures. This means that we can now have sex with anyone who consents. Until this moment, due to insufficient endurance, dexterity or charm, they could not work with everyone.

Observation (Caution)

Perception 5, level 3, 1 piece

When examining a creature, information about its health and weapons is displayed. Still, not the most important perk, but interesting.

Impenetrability (Steepness)

Stamina 6, luck 6, level 3, 3 pieces

Damage resistance increases by 10 points per ability level. Everyone needs it, especially hand-to-hand fighters. Although it is not possible to take all three at once. Considering the usual power armor enclave (55%), subcutaneous armor (5%), bonus from battles in New Reno (10%), then up to 90% it remains to take two of these perks. If we take into account the improved enclave armor (60%) and improved subcutaneous armor (15%), then you will only need to take one such perk. Therefore, there is no point in doing it a third time.

Provident Nature

Perception 6, level 3, 1 piece

If the Chosen One gets into a hostile random encounter, then when calculating the distance to the enemy before the start of the meeting, 3 units are added to the level of the main characteristic “perception” of the Chosen One.

Understanding

Intelligence 6, level 3, 1 piece

When reading books, the character receives 50% more skill points.

Self-taught (Diligent student)

Intelligence 4, level 3, 3 pieces

The number of experience points acquired increases by 5% for each ability level. And yes, self-taught and understanding have the same pictures. It can be useful to take it at the beginning of the game, because we will level up faster.

Scout

Perception 7, level 3, 1 piece

Your character sees more squares on the world map. Special random encounters also occur a little more often.

Stone wall

Strength 6, level 3, 1 piece

The chance of being knocked down in combat is halved. May be useful if you have low stamina. Because the time spent lying on the ground depends on it.

Healer (Healer)

Perception 7, Agility 6, Intelligence 5, First Aid 40%, Level 3, 2 pieces

The effectiveness of the "first aid" and "doctor" skills increases by 4-10 health points for each ability level.

Level 6

Adrenaline rush

Strength no more than 9, level 6, 1 piece

When a character's health is reduced to 50% of their maximum, their strength increases by 1 until the end of the battle. The magnitude of the force cannot exceed 10.

Flea dealer (Packager)

Level 6, 1 piece

The character's carrying capacity increases by 50 pounds.

Harmless

Theft 50%, karma 49, level 6, 1 piece

Theft skill level increases by 40%. The character takes on such an innocent appearance that it is more difficult to suspect him of being a thief.

Silent running

Agility 6, stealth 50%, level 6, 1 piece

The character can run stealthily. Which is very convenient if the stealth skill is actively used. By the way, stealth should be included in any battles. By default, if we click on a field cell, we will go there on foot. If you hold down Shift or double-click, you’ll run. But Shift and double click have no effect during combat. Therefore, in the settings you can set the option “influence character speed”. Now we will still only walk during the battle, but we will do it very quickly.

More critical hits

Luck 6, level 6, 3 pieces

Critical hit chance increases by 5% per ability level. The perk is useless if we plan to take a “sniper” or “butcher”.

Move Bonus

Agility 5, level 6, 2 pieces

For each level of this ability, the character receives an additional 2 AP, which can only be spent on movement. Useful for hand-to-hand combat to quickly reach enemies. Or for pacifists, to quickly escape from them.

Bonus damage at a distance (range)

Agility 6, luck 6, level 6, 2 pieces

Damage on hits from small arms increases by 2 points per ability level. Extremely useful for machine gunners. And not so useful for snipers, however, you can also take it.

Vanka-stanka (Quick recovery)

Agility 5, level 6, 1 piece

Knocked down, the Chosen One gets up in just 1 AP, instead of the required 3.

Snake-eating (Snakeswallower)

Stamina 3, level 6, 2 pieces

Poison resistance increases by 25%.

Player

Gambling 50%, level 6, 1 piece

Skill level " gambling" increases by 40%.

Treasure Hunter (Lucky)

Luck 8, level 6, 1 piece

Random encounters bring the character more money. Of course, to get them, you will have to search the pockets of lifeless enemies.

Magnetic personality

Charisma 1-9, level 6, 1 piece

The character can take one more companion with him. As you know, with two charm points you can invite one companion. That is, 4 charms - 2 partners. 6 charm - 3 partners. But in any case, a team cannot have more than five people (robots, animals).

Education

Intelligence 6, level 6, 3 pieces

When moving to a new level, the character receives an additional 2 skill points for each level of this ability. It will be useful for those who chose “talent” when creating a character. Also the Chosen Ones with low intelligence.

Pathfinder (Pathfinder)

Stamina 6, naturalist 60%, level 6, 1 piece

Movement time on the world map is reduced by 25% for each ability level. In the first fallout, where there was no car and there was a time limit, this perk could have been useful. But not so much in the second one.

Negotiator

Barter 50%, eloquence 50%, level 6, 1 piece

The level of the “speech” and “barter” skills increases by 20% at the same time.

Ghost

Stealth 60%, level 6, 1 piece

In the shadows, as well as at night, the stealth skill increases by 20%.

Swing (Throwing)

Level 6, 3 pieces

When calculating the maximum throw range, 2 units are added to the character's strength for each ability level.

Lead Skin (Radiation Resistance)

Stamina 6, intelligence 4, level 6, 2 pieces

Radiation resistance increases by 15% per ability level.

Ranger

Perception 6, level 6, 1 piece

The naturalist skill level increases by 20%. Additionally, special random encounters occur a little more frequently.

Dealer

Barter 50%, level 6, 1 piece

Your character becomes a hardened merchant. Barter skill level increases by 40%.

Empathy

Perception 7, Intelligence 5, level 6, 1 piece

Options for lines in the dialogue are highlighted in color depending on the possible reaction of the interlocutor.

Level 9

Great Trader

Charisma 7, barter 60%, level 9, 1 piece

The value of your goods increases when bartering.

Dodge

Agility 6, level 9, 1 piece

The character's armor class increases by 5 points for each ability level. Thus, the likelihood of getting hit is reduced. In general, it is useful for everyone, even pacifists.

Mysterious stranger

Luck 4, level 9, 1 piece

In random encounters, a temporary ally will occasionally fight on your side. The probability of its appearance is 30% + (2% * luck). Sometimes some strange guy comes out of nowhere, does all sorts of crap, and after the fight runs away in an unknown direction. But this is at the beginning. Then a pretty good fighter emerges with a heckler, and as they say, in power armor (this is not visible). He has a couple of stimulants, and even shoots accurately. But only during random encounters. And, anyway, combat support from him is not significant. Due to the irregular appearance of a stranger, you have to rely on your own strength.

Here and now

Level 9, 1 piece

Your character immediately gains another level of experience.

Tripping

Agility 5, luck 5, level 9, 1 piece

Characters with this ability are less likely to fall into traps.

Beacon (beacon) of karma

Charisma 6, level 9, 1 piece

In dialogues and when calculating the reactions of other characters, your karma is doubled.

Accuracy

Perception 7, Intelligence 6, level 9, 1 piece

When calculating the effective firing range, 2 units are added to perception. Not a bad thing for shooters if you couldn’t put wisdom on 10 or 9.

Mutation

Level 9, 1 piece

By choosing this ability, you can discard one of the traits and take another instead.

Speaker

Speech 50%, level 9, 1 piece

The level of the Speech skill increases by 40% at a time.

Pyromaniac

Heavy weapons 75%, level 9, 1 piece

You love and know how to play with fire. When using flamethrowers, the character deals 5 points more damage.



Preference