VejitaSS4 5 years ago#1 i have all DLC. by optimal i mean the closest to maxing everything taking into account all the + SPECIAL items and implants since the level cap is 50 now can you max all skills even without the +skill at level up perks? is a high INT still needed? http://na.finalfantasyxiv.com/lodestone/character/3994445/ http://us.battle.net/d3/en/profile/Lazarus-1896/hero/24997933
User Info: Rampagingwalrus
Rampagingwalrus 5 years ago#2 You can (fairly) easily max out all skill, with an Intelligence of 4. Possibly even lower. As for optimal starting SPECIAL, that is all dependant upon what perks you want to take. S – no higher than 7. P – at least 5 if you are going for a critical build, otherwise it is irrelevant. E – at least 6. C – irrelevant, unless you want a perk associated to it. I – no higher than 4, unless you want Voracious Reader, in which case it should be at most 6. A – 9 if you want a VATS build, otherwise largely irrelevant, except for some specific perks. L – if you are going for a critical build, then at most 8*, otherwise, it is irrelevant. *9 and 10 Luck essentially provide the same bonus, skill wise. 10 obviously provides 1% more crit, but that is expendable if you need a point for another stat. Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.
User Info: omega_dog
omega_dog 5 years ago#3 My SPECIAL usually looks like this regardless of the type of weapon I use: S=6 P=6 E=8 C=1 I=6 A=6 L=7 With this set up I can use items to temporary raise my specials to 10 it also allows you to take any perk expect for perks that uses charisma as a requirement.
User Info: Zero IX
Zero IX 5 years ago#4 Rampagingwalrus’s response is pretty much perfect. “An Incandescent Revelation in a World of Darkened Forms” The bird of Hermes is my name, eating my wings to make me tame
User Info: Kevageit
Kevageit 5 years ago#5 Rampagingwalrus’s starting stats are great. I usually have I at 7 and A at 7. I like to get a bunch of points fairly early so I can do DM early and get the infinite vending machine and to get that you should have lockpick and science at 75. I remember you.
User Info: DEV1ANTGAMER
DEV1ANTGAMER 5 years ago#6 Strength: There’s no need to put this too high, especially with all the DLC. With a starting strength of 5, you can get to 6 with the implant, 8 with the Old World Blues spine perk, and essentially 10 with weapon handling. That being said, strength does add 0.5 damage PER HIT to melee weapons, so if you’re doing a melee build (especially with a fast weapon) then Strength can increase your DPS quite alot. On most other builds, you’re fine leaving this at 5… maybe even lower than that if you’re not using heavy weapons or if you’re planning on using chems, power armor, explosives, energy weapons, ect. Perception: Literally has almost no use outside of the “Better Criticals” perk and a few speech checks. Consider this a “dump stat” unless you’re going for critical builds. Endurance: Get to at least 7. Each point spent in Endurance is an implant you can get for another stat, you;re literally not losing anything with this investment unless you had a stat you were gonna leave at 1 anyway. Get to 9 if you want the subdermal plates and phoenix monocyte thing. Charisma: Worthless unless you want companion perks. Used in maybe 2 speech checks in the whole game. 100% “dump stat”. Intelligence: Arguably the most important stat in the game as it increases how many skill points you get each level. I always leave this at 9 then get the implant at the lowest level I possibly can. Personally I like having a TON of skill points to throw around and max out multiple skills… although depending on your build, this may not be necessary. 50 levels is alot of points to allocate, especially if you;re astute about hunting down skill magazines or only use a few main skills. If you don’t have the DLCs though and your level cap is stuck at 30 (or you just wana max out the majority of your skills), definitely invest heavily in intelligence. Agility: I usually get this to 6 (7 after implant), but I usually play light-armor builds. The tunnel Runner and Travel Light perks are amazing (as is Light Touch), and more AP to spend is never a bad thing. That being said, the usefulness of this stat diminishes on builds that are gonna be using heavier armor or won’t be very dependent on VATS. Luck: Either you’re built for critical hits or you’re not. You either set this stat to 9 (10 after implant) or 1. There’s really not much reason to go anywhere in-between. Anyway, there is no “optimal” starting special for any and all characters. It depends alot on what kind of “build” you;re going to use. A sneaky glass-cannon sniper trying to make every bullet a kill is gonna benefit from different SPECIAL stats than a power-armored juggernaut spamming explosives or a minigun.
User Info: Ryan-06
Ryan-06 5 years ago#7 Zero IX posted… Rampagingwalrus’s response is pretty much perfect. How is that perfect? You like having low intelligence and fewer skill points to use when leveling up? In FO3 I set INT to 9, then grab the bobblehead right after leaving the vault, then I’m at 10 for the rest of the game. http://i.imgur.com/40W5r.jpg 0=Rei. Pronounced Rei-six. Born New England. Lived in Japan. Citizen of Earth. Want to move to Canada. Xboner sucks ^_^
User Info: Damiand77
Damiand77 5 years ago#8 DEV1ANTGAMER posted… Strength: There’s no need to put this too high, especially with all the DLC. With a starting strength of 5, you can get to 6 with the implant, 8 with the Old World Blues spine perk, and essentially 10 with weapon handling. That being said, strength does add 0.5 damage PER HIT to melee weapons, so if you’re doing a melee build (especially with a fast weapon) then Strength can increase your DPS quite alot. On most other builds, you’re fine leaving this at 5… maybe even lower than that if you’re not using heavy weapons or if you’re planning on using chems, power armor, explosives, energy weapons, ect. Perception: Literally has almost no use outside of the “Better Criticals” perk and a few speech checks. Consider this a “dump stat” unless you’re going for critical builds. Endurance: Get to at least 7. Each point spent in Endurance is an implant you can get for another stat, you;re literally not losing anything with this investment unless you had a stat you were gonna leave at 1 anyway. Get to 9 if you want the subdermal plates and phoenix monocyte thing. Charisma: Worthless unless you want companion perks. Used in maybe 2 speech checks in the whole game. 100% “dump stat”. Intelligence: Arguably the most important stat in the game as it increases how many skill points you get each level. I always leave this at 9 then get the implant at the lowest level I possibly can. Personally I like having a TON of skill points to throw around and max out multiple skills… although depending on your build, this may not be necessary. 50 levels is alot of points to allocate, especially if you;re astute about hunting down skill magazines or only use a few main skills. If you don’t have the DLCs though and your level cap is stuck at 30 (or you just wana max out the majority of your skills), definitely invest heavily in intelligence. Agility: I usually get this to 6 (7 after implant), but I usually play light-armor builds. The tunnel Runner and Travel Light perks are amazing (as is Light Touch), and more AP to spend is never a bad thing. That being said, the usefulness of this stat diminishes on builds that are gonna be using heavier armor or won’t be very dependent on VATS. Luck: Either you’re built for critical hits or you’re not. You either set this stat to 9 (10 after implant) or 1. There’s really not much reason to go anywhere in-between. Anyway, there is no “optimal” starting special for any and all characters. It depends alot on what kind of “build” you;re going to use. A sneaky glass-cannon sniper trying to make every bullet a kill is gonna benefit from different SPECIAL stats than a power-armored juggernaut spamming explosives or a minigun. This guy knows his stuff. Rampagingwalrus is a idiot.
User Info: BushidoEffect3
BushidoEffect3 5 years ago#9 ^ Thanks! Good post. I was looking for that. Guess walruses can’t make guides as well. =( We’ll bang okay? http://i.imgur.com/TUf4vEL.gif Miley, learn from this girl. Modern, good sound, no twerking BS.
User Info: BushidoEffect3
BushidoEffect3 5 years ago#10 And what is this stuff about the implant? Is it the one from the clinic in the north? How would DEV1ANT say he gets it right after making a new character- doesn’t it cost like 12,000 caps? We’ll bang okay? http://i.imgur.com/TUf4vEL.gif Miley, learn from this girl. Modern, good sound, no twerking BS.
Fallout New Vegas – Special Stats Building Guide by FatherMyles This is a guide for new Fallout New Vegas players who want to maximize their characters effectiveness right from the start of the game. Hopefully it also helps older players try new and perhaps more effective things. Here you will learn what stats will most effect your desired playstyle, and what you could do without. Your SPECIAL stats all start at 5, with 5 points to add to any stats. You may also add/deduct points from any stat when creating your character VIA the Vigor Tester (The machine you edit your SPECIAL stats with at the beginning of the game). SPECIAL stats are: Strength (Governing stats: Melee Weapons. Also determines which weapons you can effectively use, inventory carry weight, and melee combat damage.) Perception (Governing stats: Energy Weapons, Lockpick, Explosives. Also determines compass range.) Endurance (Governing stats: Unarmed, Survival. Also determines hit points and radiation resistance, and number of implants obtainable.) Charisma (Governing stats: Speech, Barter. Also determines companion nerve.) Intelligence (Governing stats: Medicine, Science, Repair. Also determines the number of skill points gained upon levelling up.) Agility (Governing stats: Guns, Sneak. Also determines action point regeneration.) Luck (Luck governs all skills slightly, affects your critical hit chance, the chance of enemy mishaps and your luck with gambling.) Note: Never start with more than 9 in any given stat; implants (+1 to any SPECIAL stat) may be bought to increase your desired stat from 9 to 10. Each added SPECIAL stat will raise the governing stats by 2. Intelligence Let’s start with the most fun stat to explain: Intelligence. The number of skill points gained each level is based on the formula 10 + (0.5 * INT per level, including level 1). This means you will be gaining 10.5 skill points (every level up) at 1 INT, and 15 at level 10. The half skill points do cross over, meaning you will gain 10.5 points upon reaching level 2 with 1 INT, and 11 points when you reach level 3, then back to 10.5 for level 4. The highest perk requirement for INT is 7, but if you want a lot (not all) of perk options, 5 is all you need. The perk “Educated” (obtainable at level 4) will boost your amount of skill points gained per level by 2, making the maximum number of skill points earned per level 17. On a personal note, I believe the absolute highest INT you need is 5, 4 being a better option. With 4 INT, you gain 404 skill points from level 2 to 30 (with educated taken at level 4), as apposed to 10 INT where you gain 491 skill points (with educated at level 4). So at level 4 INT, you can max out 4-5 stats and also have higher alternative SPECIAL attributes (most perks only require 4 INT anyway). The extra 87 points will allow you to max out one more stat, but is that necessary? You can just replay the game with a different character build, and max out a different 4-5 stats if you want to experiment with everything. It is possible to get the INT implant before you reach level 2, making a starting INT level of 3 acceptable. (Stealthboy past deathclaws from Goodsprings to Camp McCarren on Very Easy, take NCR uniform and board the monorail into New Vegas [Free!], give Mr. House 2 snowglobes for 4,000 caps, buy implant!) If you accidentally get a level with 3 INT before you buy the implant, make sure you wait on buying it until you get one more level (Otherwise you waist the .5 points you gained from the first level!) Strength This stat is slightly easier to understand, and is much less debatable. The highest perk requirement for Strength is 7, but most perks that require you to have 6-7 strength boost melee effectiveness. Each STR point gives you an extra 10 pounds of carrying capacity (from 160 to 250), an extra .5 damage with melee weapons (.5 to 5), and increases your melee weapons skill by 2 (+2 to +20). If you’re playing a melee/tank character, strength will be important for holding all that extra weight in armor (Notably power armor) and dealing extra damage with your weapons. I suggest starting with 9 STR if you’re a melee/tank character, or 5 if you’re anything else. Weapons handling perk (Decrease all weapons STR requirements by 2) and the STR implant will be enough to hold most weapons, and for the mini-gun (STR requirement of 10), you could start at 6, use the implant and weapons handling, and wear power armor (Power armor increases STR by 1 for as long as you’re wearing it). Perception Perception is mostly used to see ticks on your compass from certain distances away, short distances if low perception and long if high. Perception also makes the use of energy weapons more effective, increasing their damage. The highest perk requirement for perception is 7, and contrary to what designers said pre-release, perception has no independent effects on ranged weapon accuracy. Instead it effects the distance at which the computer draws AI. A character with 1 perception will not be able to see as far as a character with 10 perception. A perception of 5 (6 with implant) is suggested, as it mostly works for spotting red ticks on your compass before the baddies spot you. You will also be able to wear a hat (very commonly found) to increase your perception by 1 for as long as you wear it (Caution: not every hat in the game has this effect). The “Four eyes” trait you can pick at the beginning of the game will also increase your perception by 1 as long as you’re wearing glasses, which is good because you can wear a hat and glasses at the same time. (Glasses can be found in the room you start the game in, on the desk) If you choose a starting perception of 7, take the implant making it 8, and wear glasses and a hat (Assuming you took the “Four eyes” trait), you will have the max of 10 perception. Alternatively, if you don’t care about the perks that require perception, you may decrease it all the way to 1 at the beginning and pick up the companion ED-E as soon as you can (Found in Primm). ED-E adds the “Enhanced Censors” Perk when ever he’s with you, making your compass range as good, or better, than it would be with 10 perception. So, with ED-E and 1 perception, you can enjoy the perks of having an outstanding compass range while having all those SPECIAL points utilized in a different stat. Careful though, if you’re playing on Hardcore mode, ED-E can die and you won’t be able to get him back. Endurance The highest perk requirement for Endurance is 7. This skill also adds to your total number of health points, your natural RAD resistance, and the number of implants you can take on (with 1 END, you can only get 1 implant, with 9 END you can get every implant available). The END implant does not effect the total number of implants you can take on. A high END is suggested on any character build, as you do get attacked a lot in this game and you will most likely want a lot of implants. I suggest 5 or 6 END for most character builds (6 or 7 with implant – the perk “Rad Absorption” requires 7 END and is very helpful) however if you’re planning on being a melee/tank character, starting with 9 END is recommended. Charisma The SPECIAL stat Charisma determines companion nerve as well as the barter and speech stats. The highest perk requirement for charisma is 6. Each point in charisma boosts your companions damage and armor by 5, up to a maximum of +50 at 10 CHR. If you’re not planning on relying on your companions for support in combat (Which you will likely do on “Very Hard”, not Hardcore), it is perfectly ok to have a CHR of 1. You may raise your speech level very high without having a high CHR (Pretty important in this game, I suggest getting speech to 50). Regardless of barter or speech level, some interactions will not be available if your CHR is too low, however these interactions are mostly cosmetic and have no adverse effect on your gameplay. Agility Agility increases the number of action points you have, and contrary to popular belief, has no effect at all on the speed of your characters walk/run. Instead it effects the speed at which you draw/holster your weapon, and the damage you do with Guns. The highest perk requirement for AGI is 7. AGI is most important for builds that utilize guns as their main instrument of death, and I suggest starting it off at 9 if you like lead based weapons. On the other hand, if you’re an energy weapons guy, 5 perception (6 with implant) is all you need as it unlocks some nice perks and perception will be more important to you (Perception governs energy weapons). If you want to be a guns guy, a ninja, a sniper, or all three, AGI is your best friend. Luck Luck determines enemy mishaps (I don’t notice them, don’t increase luck just for this), gambling effectiveness (Also undesirable, there are much better ways to get money than gambling) and critical chance (I personally LOVE critical chance. Every two luck points increases all stats by 1. So with a luck of 1 or 2, all stats are increased by 1. With a luck of 3 or 4, all stats are increased by 2, etc. I suggest 9 luck [10 with implant] just for the critical chance it gives). The highest perk requirement for luck is 6. Each point in luck gives a 1% critical chance boost. With 10 luck, most weapons you use will have a 10% (Or 15% with the perk “Finesse”, which gives +5% critical chance) chance of critically hitting your opponent. That’s 1 in every 10 shots being a critical hit (Or 1 in every ~7 shots with Finesse)! It is also possible to get a 100% critical chance with some weapons such as the sniper rifle or unique varmint rifle, the “Ratslayer” because of these weapons having a x5 critical multiplier. This is doable by having 10 luck (+10%), the Finesse perk (+5%), and Boones 1st Recon Beret (+5%) (Obtainable from Boone’s quest “One for my baby”, also able to equip with glasses on at the same time in case of the “Four eyes” trait). 10% + 5% + 5% = 20%, 20 x 5 = 100%. Even without useing a sniper rifle, a 20% critical chance means you’ll be scoring a critical on average every one in five shots. This is very important to have while playing on the harder difficulties. Even though I like luck, I believe you should either stick with either 1 luck or 10. If you don’t care about critical chance, your SPECIAL points are better spent on a different stat. Here I’m going to list a couple character builds you may want to refer to. I hope this has helped some people be a little smarter about their character builds, I hope you have a great time playing this excellent game! …Scout Sniper… – Starting stats – STR: 5 PER: 4 END: 9 CHR: 1 INT: 4 AGI: 8 LCK: 9 Traits: Four eyes (+1 PER), Small frame (+1 AGI) All stats boosted +1 with implants – Final stats – STR: 6 PER: 6 END: 10 CHR: 2 INT: 5 AGI: 10 LCK: 10 …Melee/Tank… – Starting stats – STR: 9 PER: 1 END: 9 CHR: 7 INT: 4 AGI: 1 LCK: 9 All stats boosted +1 with implants – Final stats – STR: 10 PER: 2 END: 10 CHR: 8 INT: 5 AGI: 2 LCK: 10 Sources: Fallout wiki, My own experiences. Guide created: November 3rd, 2010 Created by: FatherMyles
I’m a completionist. I love to collect every item, finish every quest and max out all of my characters’ stats and abilities. This was easy enough in Fallout 3 – you practically tripped over skill books everywhere you went and with the Almost Perfect perk, it was easy to raise your SPECIAL to 9 across the board, then collect all of the Bobbleheads in order to bring them all up to 10. Unfortunately, Fallout: New Vegas made maxing out your SPECIAL quite a bit more difficult. I’ve heard people say that it’s impossible even. Well it’s not. I’ve done it. On the Xbox 360 version, so I can guarantee there were no console commands involved. If you wish to max out your character’s SPECIAL, follow my simple guide below: (You will NEED to buy 3 of the 4 DLCS – Dead Money, Old World Blues and Lonesome Road.)
First off, when you first interact with the Vigour Tester machine in Doc Mitchell’s office – set your starting stats as follows: Strength – 7 (This MUST be 7!) Perception – 6 (This MUST be 6!) Endurance – 9 Charisma – 1 Intelligence – 9 Agility – 1 (The lower, the better!) Luck – 7 (This MUST be 7!) Following this, you need to take the Four Eyes trait and another trait of your choice, if you wish. You can take the Small Frame trait if you need an initial boost to your Agility. I chose Wild Wasteland, which doesn’t affect SPECIAL. This is just the way I personally did it, but there are different ways to do it – I chose to raise my Intelligence to 9 to make it easier to max out all of your skills, which is fairly easy to do providing you take the Comprehension perk and collect the extra skill books hidden in the DLCs. In order to max out your Perception, you will need to get the Lucky Shades item, which is located at the Caesar’s Legion Safehouse – so try and stay on their good side until you’ve gotten the keys to the safehouse if you intend to work against them. 🙂 You will also need to take the Intense Training perk 9 times, so remember to make allowances with your level-up perks. You will also need to wear glasses, so you may not be able to wear Power Helmets. Now I’ll go into detail on how to max out each individual stat:
Strength – Take the implant from Dr. Usanagi at the New Vegas Medical Centre to increase it to 8. – Take the Reinforced Spine perk included in the Old World Blues DLC to increase it to 10.
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User Info: VejitaSS4
VejitaSS4 5 years ago#1
i have all DLC.
by optimal i mean the closest to maxing everything
taking into account all the + SPECIAL items and implants
since the level cap is 50 now can you max all skills even without the +skill at level up perks? is a high INT still needed?
http://na.finalfantasyxiv.com/lodestone/character/3994445/
http://us.battle.net/d3/en/profile/Lazarus-1896/hero/24997933
User Info: Rampagingwalrus
Rampagingwalrus 5 years ago#2
You can (fairly) easily max out all skill, with an Intelligence of 4. Possibly even lower.
As for optimal starting SPECIAL, that is all dependant upon what perks you want to take.
S – no higher than 7.
P – at least 5 if you are going for a critical build, otherwise it is irrelevant.
E – at least 6.
C – irrelevant, unless you want a perk associated to it.
I – no higher than 4, unless you want Voracious Reader, in which case it should be at most 6.
A – 9 if you want a VATS build, otherwise largely irrelevant, except for some specific perks.
L – if you are going for a critical build, then at most 8*, otherwise, it is irrelevant.
*9 and 10 Luck essentially provide the same bonus, skill wise. 10 obviously provides 1% more crit, but that is expendable if you need a point for another stat.
Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.
User Info: omega_dog
omega_dog 5 years ago#3
My SPECIAL usually looks like this regardless of the type of weapon I use:
S=6
P=6
E=8
C=1
I=6
A=6
L=7
With this set up I can use items to temporary raise my specials to 10 it also allows you to take any perk expect for perks that uses charisma as a requirement.
User Info: Zero IX
Zero IX 5 years ago#4
Rampagingwalrus’s response is pretty much perfect.
“An Incandescent Revelation in a World of Darkened Forms”
The bird of Hermes is my name, eating my wings to make me tame
User Info: Kevageit
Kevageit 5 years ago#5
Rampagingwalrus’s starting stats are great. I usually have I at 7 and A at 7. I like to get a bunch of points fairly early so I can do DM early and get the infinite vending machine and to get that you should have lockpick and science at 75.
I remember you.
User Info: DEV1ANTGAMER
DEV1ANTGAMER 5 years ago#6
Strength: There’s no need to put this too high, especially with all the DLC. With a starting strength of 5, you can get to 6 with the implant, 8 with the Old World Blues spine perk, and essentially 10 with weapon handling.
That being said, strength does add 0.5 damage PER HIT to melee weapons, so if you’re doing a melee build (especially with a fast weapon) then Strength can increase your DPS quite alot. On most other builds, you’re fine leaving this at 5… maybe even lower than that if you’re not using heavy weapons or if you’re planning on using chems, power armor, explosives, energy weapons, ect.
Perception: Literally has almost no use outside of the “Better Criticals” perk and a few speech checks. Consider this a “dump stat” unless you’re going for critical builds.
Endurance: Get to at least 7. Each point spent in Endurance is an implant you can get for another stat, you;re literally not losing anything with this investment unless you had a stat you were gonna leave at 1 anyway. Get to 9 if you want the subdermal plates and phoenix monocyte thing.
Charisma: Worthless unless you want companion perks. Used in maybe 2 speech checks in the whole game. 100% “dump stat”.
Intelligence: Arguably the most important stat in the game as it increases how many skill points you get each level. I always leave this at 9 then get the implant at the lowest level I possibly can. Personally I like having a TON of skill points to throw around and max out multiple skills… although depending on your build, this may not be necessary. 50 levels is alot of points to allocate, especially if you;re astute about hunting down skill magazines or only use a few main skills. If you don’t have the DLCs though and your level cap is stuck at 30 (or you just wana max out the majority of your skills), definitely invest heavily in intelligence.
Agility: I usually get this to 6 (7 after implant), but I usually play light-armor builds. The tunnel Runner and Travel Light perks are amazing (as is Light Touch), and more AP to spend is never a bad thing. That being said, the usefulness of this stat diminishes on builds that are gonna be using heavier armor or won’t be very dependent on VATS.
Luck: Either you’re built for critical hits or you’re not. You either set this stat to 9 (10 after implant) or 1. There’s really not much reason to go anywhere in-between.
Anyway, there is no “optimal” starting special for any and all characters. It depends alot on what kind of “build” you;re going to use. A sneaky glass-cannon sniper trying to make every bullet a kill is gonna benefit from different SPECIAL stats than a power-armored juggernaut spamming explosives or a minigun.
User Info: Ryan-06
Ryan-06 5 years ago#7
Zero IX posted…
Rampagingwalrus’s response is pretty much perfect.
How is that perfect? You like having low intelligence and fewer skill points to use when leveling up?
In FO3 I set INT to 9, then grab the bobblehead right after leaving the vault, then I’m at 10 for the rest of the game.
http://i.imgur.com/40W5r.jpg
0=Rei. Pronounced Rei-six. Born New England. Lived in Japan. Citizen of Earth. Want to move to Canada. Xboner sucks ^_^
User Info: Damiand77
Damiand77 5 years ago#8
DEV1ANTGAMER posted…
Strength: There’s no need to put this too high, especially with all the DLC. With a starting strength of 5, you can get to 6 with the implant, 8 with the Old World Blues spine perk, and essentially 10 with weapon handling.
That being said, strength does add 0.5 damage PER HIT to melee weapons, so if you’re doing a melee build (especially with a fast weapon) then Strength can increase your DPS quite alot. On most other builds, you’re fine leaving this at 5… maybe even lower than that if you’re not using heavy weapons or if you’re planning on using chems, power armor, explosives, energy weapons, ect.
Perception: Literally has almost no use outside of the “Better Criticals” perk and a few speech checks. Consider this a “dump stat” unless you’re going for critical builds.
Endurance: Get to at least 7. Each point spent in Endurance is an implant you can get for another stat, you;re literally not losing anything with this investment unless you had a stat you were gonna leave at 1 anyway. Get to 9 if you want the subdermal plates and phoenix monocyte thing.
Charisma: Worthless unless you want companion perks. Used in maybe 2 speech checks in the whole game. 100% “dump stat”.
Intelligence: Arguably the most important stat in the game as it increases how many skill points you get each level. I always leave this at 9 then get the implant at the lowest level I possibly can. Personally I like having a TON of skill points to throw around and max out multiple skills… although depending on your build, this may not be necessary. 50 levels is alot of points to allocate, especially if you;re astute about hunting down skill magazines or only use a few main skills. If you don’t have the DLCs though and your level cap is stuck at 30 (or you just wana max out the majority of your skills), definitely invest heavily in intelligence.
Agility: I usually get this to 6 (7 after implant), but I usually play light-armor builds. The tunnel Runner and Travel Light perks are amazing (as is Light Touch), and more AP to spend is never a bad thing. That being said, the usefulness of this stat diminishes on builds that are gonna be using heavier armor or won’t be very dependent on VATS.
Luck: Either you’re built for critical hits or you’re not. You either set this stat to 9 (10 after implant) or 1. There’s really not much reason to go anywhere in-between.
Anyway, there is no “optimal” starting special for any and all characters. It depends alot on what kind of “build” you;re going to use. A sneaky glass-cannon sniper trying to make every bullet a kill is gonna benefit from different SPECIAL stats than a power-armored juggernaut spamming explosives or a minigun.
This guy knows his stuff.
Rampagingwalrus is a idiot.
User Info: BushidoEffect3
BushidoEffect3 5 years ago#9
^ Thanks! Good post. I was looking for that. Guess walruses can’t make guides as well. =(
We’ll bang okay? http://i.imgur.com/TUf4vEL.gif
Miley, learn from this girl. Modern, good sound, no twerking BS.
User Info: BushidoEffect3
BushidoEffect3 5 years ago#10
And what is this stuff about the implant? Is it the one from the clinic in the north? How would DEV1ANT say he gets it right after making a new character- doesn’t it cost like 12,000 caps?
We’ll bang okay? http://i.imgur.com/TUf4vEL.gif
Miley, learn from this girl. Modern, good sound, no twerking BS.
Fallout New Vegas – Special Stats Building Guide
by FatherMyles
This is a guide for new Fallout New Vegas players who want to maximize their
characters effectiveness right from the start of the game. Hopefully it also
helps older players try new and perhaps more effective things. Here you will
learn what stats will most effect your desired playstyle, and what you could do
without. Your SPECIAL stats all start at 5, with 5 points to add to any stats.
You may also add/deduct points from any stat when creating your character VIA
the Vigor Tester (The machine you edit your SPECIAL stats with at the beginning
of the game).
SPECIAL stats are:
Strength (Governing stats: Melee Weapons. Also determines which weapons you can
effectively use, inventory carry weight, and melee combat damage.)
Perception (Governing stats: Energy Weapons, Lockpick, Explosives. Also
determines compass range.)
Endurance (Governing stats: Unarmed, Survival. Also determines hit points and
radiation resistance, and number of implants obtainable.)
Charisma (Governing stats: Speech, Barter. Also determines companion nerve.)
Intelligence (Governing stats: Medicine, Science, Repair. Also determines the
number of skill points gained upon levelling up.)
Agility (Governing stats: Guns, Sneak. Also determines action point regeneration.)
Luck (Luck governs all skills slightly, affects your critical hit chance, the
chance of enemy mishaps and your luck with gambling.)
Note: Never start with more than 9 in any given stat; implants (+1 to any
SPECIAL stat) may be bought to increase your desired stat from 9 to 10. Each
added SPECIAL stat will raise the governing stats by 2.
Intelligence
Let’s start with the most fun stat to explain: Intelligence. The number of
skill points gained each level is based on the formula 10 + (0.5 * INT per
level, including level 1). This means you will be gaining 10.5 skill points
(every level up) at 1 INT, and 15 at level 10. The half skill points do cross
over, meaning you will gain 10.5 points upon reaching level 2 with 1 INT, and
11 points when you reach level 3, then back to 10.5 for level 4. The highest
perk requirement for INT is 7, but if you want a lot (not all) of perk options,
5 is all you need. The perk “Educated” (obtainable at level 4) will boost your
amount of skill points gained per level by 2, making the maximum number of
skill points earned per level 17.
On a personal note, I believe the absolute highest INT you need is 5, 4 being a
better option. With 4 INT, you gain 404 skill points from level 2 to 30 (with
educated taken at level 4), as apposed to 10 INT where you gain 491 skill
points (with educated at level 4). So at level 4 INT, you can max out 4-5 stats
and also have higher alternative SPECIAL attributes (most perks only require 4
INT anyway). The extra 87 points will allow you to max out one more stat, but
is that necessary? You can just replay the game with a different character
build, and max out a different 4-5 stats if you want to experiment with everything.
It is possible to get the INT implant before you reach level 2, making a
starting INT level of 3 acceptable. (Stealthboy past deathclaws from
Goodsprings to Camp McCarren on Very Easy, take NCR uniform and board the
monorail into New Vegas [Free!], give Mr. House 2 snowglobes for 4,000 caps,
buy implant!) If you accidentally get a level with 3 INT before you buy the
implant, make sure you wait on buying it until you get one more level
(Otherwise you waist the .5 points you gained from the first level!)
Strength
This stat is slightly easier to understand, and is much less debatable. The
highest perk requirement for Strength is 7, but most perks that require you to
have 6-7 strength boost melee effectiveness. Each STR point gives you an extra
10 pounds of carrying capacity (from 160 to 250), an extra .5 damage with melee
weapons (.5 to 5), and increases your melee weapons skill by 2 (+2 to +20). If
you’re playing a melee/tank character, strength will be important for holding
all that extra weight in armor (Notably power armor) and dealing extra damage
with your weapons. I suggest starting with 9 STR if you’re a melee/tank
character, or 5 if you’re anything else. Weapons handling perk (Decrease all
weapons STR requirements by 2) and the STR implant will be enough to hold most
weapons, and for the mini-gun (STR requirement of 10), you could start at 6,
use the implant and weapons handling, and wear power armor (Power armor
increases STR by 1 for as long as you’re wearing it).
Perception
Perception is mostly used to see ticks on your compass from certain distances
away, short distances if low perception and long if high. Perception also makes
the use of energy weapons more effective, increasing their damage. The highest
perk requirement for perception is 7, and contrary to what designers said
pre-release, perception has no independent effects on ranged weapon accuracy.
Instead it effects the distance at which the computer draws AI. A character
with 1 perception will not be able to see as far as a character with 10
perception. A perception of 5 (6 with implant) is suggested, as it mostly works
for spotting red ticks on your compass before the baddies spot you. You will
also be able to wear a hat (very commonly found) to increase your perception by
1 for as long as you wear it (Caution: not every hat in the game has this effect).
The “Four eyes” trait you can pick at the beginning of the game will also
increase your perception by 1 as long as you’re wearing glasses, which is good
because you can wear a hat and glasses at the same time. (Glasses can be found
in the room you start the game in, on the desk) If you choose a starting
perception of 7, take the implant making it 8, and wear glasses and a hat
(Assuming you took the “Four eyes” trait), you will have the max of 10 perception.
Alternatively, if you don’t care about the perks that require perception, you
may decrease it all the way to 1 at the beginning and pick up the companion
ED-E as soon as you can (Found in Primm). ED-E adds the “Enhanced Censors” Perk
when ever he’s with you, making your compass range as good, or better, than it
would be with 10 perception. So, with ED-E and 1 perception, you can enjoy the
perks of having an outstanding compass range while having all those SPECIAL
points utilized in a different stat. Careful though, if you’re playing on
Hardcore mode, ED-E can die and you won’t be able to get him back.
Endurance
The highest perk requirement for Endurance is 7. This skill also adds to your
total number of health points, your natural RAD resistance, and the number of
implants you can take on (with 1 END, you can only get 1 implant, with 9 END
you can get every implant available). The END implant does not effect the total
number of implants you can take on. A high END is suggested on any character
build, as you do get attacked a lot in this game and you will most likely want
a lot of implants. I suggest 5 or 6 END for most character builds (6 or 7 with
implant – the perk “Rad Absorption” requires 7 END and is very helpful) however
if you’re planning on being a melee/tank character, starting with 9 END is
recommended.
Charisma
The SPECIAL stat Charisma determines companion nerve as well as the barter and
speech stats. The highest perk requirement for charisma is 6. Each point in
charisma boosts your companions damage and armor by 5, up to a maximum of +50
at 10 CHR. If you’re not planning on relying on your companions for support in
combat (Which you will likely do on “Very Hard”, not Hardcore), it is perfectly
ok to have a CHR of 1. You may raise your speech level very high without having
a high CHR (Pretty important in this game, I suggest getting speech to 50).
Regardless of barter or speech level, some interactions will not be available
if your CHR is too low, however these interactions are mostly cosmetic and have
no adverse effect on your gameplay.
Agility
Agility increases the number of action points you have, and contrary to popular
belief, has no effect at all on the speed of your characters walk/run. Instead
it effects the speed at which you draw/holster your weapon, and the damage you
do with Guns. The highest perk requirement for AGI is 7. AGI is most important
for builds that utilize guns as their main instrument of death, and I suggest
starting it off at 9 if you like lead based weapons. On the other hand, if
you’re an energy weapons guy, 5 perception (6 with implant) is all you need as
it unlocks some nice perks and perception will be more important to you
(Perception governs energy weapons). If you want to be a guns guy, a ninja, a
sniper, or all three, AGI is your best friend.
Luck
Luck determines enemy mishaps (I don’t notice them, don’t increase luck just
for this), gambling effectiveness (Also undesirable, there are much better ways
to get money than gambling) and critical chance (I personally LOVE critical
chance. Every two luck points increases all stats by 1. So with a luck of 1 or
2, all stats are increased by 1. With a luck of 3 or 4, all stats are increased
by 2, etc. I suggest 9 luck [10 with implant] just for the critical chance it
gives). The highest perk requirement for luck is 6. Each point in luck gives a
1% critical chance boost. With 10 luck, most weapons you use will have a 10%
(Or 15% with the perk “Finesse”, which gives +5% critical chance) chance of
critically hitting your opponent. That’s 1 in every 10 shots being a critical
hit (Or 1 in every ~7 shots with Finesse)!
It is also possible to get a 100% critical chance with some weapons such as the
sniper rifle or unique varmint rifle, the “Ratslayer” because of these weapons
having a x5 critical multiplier. This is doable by having 10 luck (+10%), the
Finesse perk (+5%), and Boones 1st Recon Beret (+5%) (Obtainable from Boone’s
quest “One for my baby”, also able to equip with glasses on at the same time in
case of the “Four eyes” trait). 10% + 5% + 5% = 20%, 20 x 5 = 100%. Even
without useing a sniper rifle, a 20% critical chance means you’ll be scoring a
critical on average every one in five shots. This is very important to have
while playing on the harder difficulties. Even though I like luck, I believe
you should either stick with either 1 luck or 10. If you don’t care about
critical chance, your SPECIAL points are better spent on a different stat.
Here I’m going to list a couple character builds you may want to refer to. I
hope this has helped some people be a little smarter about their character
builds, I hope you have a great time playing this excellent game!
…Scout Sniper…
– Starting stats –
STR: 5
PER: 4
END: 9
CHR: 1
INT: 4
AGI: 8
LCK: 9
Traits: Four eyes (+1 PER), Small frame (+1 AGI)
All stats boosted +1 with implants
– Final stats –
STR: 6
PER: 6
END: 10
CHR: 2
INT: 5
AGI: 10
LCK: 10
…Melee/Tank…
– Starting stats –
STR: 9
PER: 1
END: 9
CHR: 7
INT: 4
AGI: 1
LCK: 9
All stats boosted +1 with implants
– Final stats –
STR: 10
PER: 2
END: 10
CHR: 8
INT: 5
AGI: 2
LCK: 10
Sources: Fallout wiki, My own experiences.
Guide created: November 3rd, 2010
Created by: FatherMyles
I’m a completionist. I love to collect every item, finish every quest and max out all of my characters’ stats and abilities. This was easy enough in Fallout 3 – you practically tripped over skill books everywhere you went and with the Almost Perfect perk, it was easy to raise your SPECIAL to 9 across the board, then collect all of the Bobbleheads in order to bring them all up to 10.
Unfortunately, Fallout: New Vegas made maxing out your SPECIAL quite a bit more difficult. I’ve heard people say that it’s impossible even. Well it’s not. I’ve done it. On the Xbox 360 version, so I can guarantee there were no console commands involved. If you wish to max out your character’s SPECIAL, follow my simple guide below:
(You will NEED to buy 3 of the 4 DLCS – Dead Money, Old World Blues and Lonesome Road.)
First off, when you first interact with the Vigour Tester machine in Doc Mitchell’s office – set your starting stats as follows:
Strength – 7 (This MUST be 7!)
Perception – 6 (This MUST be 6!)
Endurance – 9
Charisma – 1
Intelligence – 9
Agility – 1 (The lower, the better!)
Luck – 7 (This MUST be 7!)
Following this, you need to take the Four Eyes trait and another trait of your choice, if you wish. You can take the Small Frame trait if you need an initial boost to your Agility. I chose Wild Wasteland, which doesn’t affect SPECIAL.
This is just the way I personally did it, but there are different ways to do it – I chose to raise my Intelligence to 9 to make it easier to max out all of your skills, which is fairly easy to do providing you take the Comprehension perk and collect the extra skill books hidden in the DLCs.
In order to max out your Perception, you will need to get the Lucky Shades item, which is located at the Caesar’s Legion Safehouse – so try and stay on their good side until you’ve gotten the keys to the safehouse if you intend to work against them. 🙂
You will also need to take the Intense Training perk 9 times, so remember to make allowances with your level-up perks.
You will also need to wear glasses, so you may not be able to wear Power Helmets.
Now I’ll go into detail on how to max out each individual stat:
Strength
– Take the implant from Dr. Usanagi at the New Vegas Medical Centre to increase it to 8.
– Take the Reinforced Spine perk included in the Old World Blues DLC to increase it to 10.
player.setAV [skill] [1-100] – установить очки умений
Barter, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Repair, Science, Small Guns, Sneak, Speech, Unarmed
————————————————————-
player.additem [ID] – добавить указанную вещь
00014C08 – Шлем силовой брони
00014E13 – Силовая броня
00018DE5 – Одежда из шкуры брамина
0001B5BD – Костюм ученого Анклава
0001BA00 – Одежда бродяги пустошей
0001C295 – Очки “хамелион”
0001CBDC – Лабораторный халат убежища
0001CBDD – Броня охраны убежища 101
0001DC1C – Маска гуля
0001EA6D – Довоенная повседневная одежда
00020420 – Боевая броня
00020423 – Кожаная броня
00020426 – Шлем боевой брони
00020429 – Плащ шерифа
0002042E – Прикид Туннельных змей
0002042F – Шипастая броня рейдеров
00020432 – Шлем психо-рейдеров
00023030 – Боевая броня рейнджеров
000239CB – Шлем охраны Ривет-сити
000239CC – Униформа охраны Ривет-сити
00028EAD – Шлем разведброни
00028FF8 – Детский праздничный колпак
00028FF9 – Довоенная бейсболка
00028FFA – Бейсболка с очками
0002B385 – Одежда вольного торговца
0002D11B – Шлем Мак-Криди
0002DD80 – Шляпа шерифа
0002F563 – Рабский ошейник
0003064D – Разведброня
00033078 – Антирадиационный костюм
0003307A – Улучшеный антирадиационный костюм
0003307C – Броня рейдеров-садистов
0003307D – Броня рейдоров с бесплодных земель
0003307E – Броня рейдоров взрывников
0003307F – Металлическая броня
00033080 – Металлический шлем
00033598 – Хоккейная маска
000340C1 – Детская бейсболка
000340C3 – Довоенная детская одежда
000340C4 – Грязная довоенная детская одежда
000340C8 – Довоенная шляпа
000340CD – Довоенная шляпка
000340CF – Грязная довоенная повседневная одежда
000340D0 – Довоенная весенняя одежда
000340D1 – Грязная довоенная весенняя одежда
000340D2 – Китайский комбинезон
000340D7 – Халат лаборанта
000340D9 – Халат ученого
000340DA – Одежда доктора Ли
000340DE – Униформа офицера Анклава
000340E1 – Детская полицейская фуражка
000340E4 – Детский костюм пещерной крысы
000340E7 – Одежда мэра Мак-Криди
000340E8 – Балахон Оазиса
000340E9 – Балахон древена из Оазиса
000340EA – Комбинезон Рыжей
000340EB – Бандана Рыжей
000340ED – Комбинезон убежища 87
000340EF – Комбинезон убежища 112
000340F2 – Детский комбинезон убежища 101
000340F8 – Наряд беспризорника
000340F9 – Одежда младшего офицера
000340FA – Униформа разведчика пустошей
000340FB – Спортивный костюм пустошей
000340FC – Маска крохотного Убивца
000340FD – Очки
000340FE – Одежда врача пустошей
000340FF – Одежда хирурга пустошей
00034105 – Боевой шлем рейнджеров
00034119 – Униформа охраны Темпенни
0003411A – Комбинезон “РобКо”
0003411B – Комбинезон “Ред Рейсер”
0003411C – Шлем охраны убежища 101
0003411D – Костюм НеМирмики
0003411E – Костюм Механиста
0003411F – Шлем НеМирмики
00034120 – Шлем Механиста
00034121 – Бронекомбинезон убежища 101
00034122 – Одежда наемника-заклинателя
00034123 – Одежда наемника-смутьяна
00034124 – Одежда наемника-авантюриста
00034126 – Шляпа Гробовщика Джонса
0003E54A – Пыльник Регуляторов
0003E591 – Маска хирурга
000425BA – Рабочий комбинезон убежища 101
0004443E – Силовая броня Анклава
0004445B – Цилиндр Линкольна
0004E6A0 – Робо-шлем
00050E44 – Праздничный колпак
0005157E – Плащ полковника Отема
0005A6CA – Балахон Липы
0005A6CB – Капюшон Сирени
0005B6E8 – Шлем рейдеров-взрывников
0005B6EA – Пижама “Взлет”
0005B6EB – Шлем охраны Темпенни
0005BB63 – Довоенная одежда для отдыха
0005BB6F – Грязная довоенная одежда для отдыха
0005BB70 – Грязная довоенная прогулочная одежда
0005C682 – Грязный довоенный деловой костюм
0005C99F – Солнечные очки
0005C9A0 – Очки доктора Ли
0005C9A1 – Очки в черепаховой оправе
0005DC82 – Детские очки для чтения
00060C70 – Силовая броня Изгоев
00060C72 – Силовой шлем Изгоев
00061A72 – Армейская силовая броня
00061A73 – Силовая броня Львиного Прайда
000645ED – Шлем разведброни Изгоев
0006696D – Костюм Таинственного незнакомца
00066C71 – Грязный довоенный весенний наряд
0006B464 – Силовая броня “Тесла”
0006B465 – Шлем силовой брони “Тесла”
0006B467 – Шляпа Таинственного незнакомца
00070877 – Силовая броня Клена
00073D57 – Бандана
00073FEC – Головная повязка Тридогнайта
0007401C – Хоккейная маска Леду
00074296 – Головная повязка
0007494C – Шлем “Взлет”
00074950 – Шляпа беспризорника
00074952 – Головной убор разведчика
00075201 – Слиловая броня Батства
00075203 – Силовой шлем Братства
0007836E – Прототип медицинской силовой брони
00078643 – Детская шапочка крота Мюррея
00078644 – Щиток рейдеров
00078645 – Шлем рейдеров-псов
00078646 – Головной убор китайского коммандо
00078647 – Фуражка офицера Анклава
00078648 – Головной убор вольного торговца
00079F09 – Отцовский костюм
0007C109 – Космо-шлем
0007C17C – Модифицированный рабочий комбинезон
0007C17D – Шляпа с полями
0007CFF0 – Больничная маска
0008198C – Довоенная одежда и часы
00083C5C – Плащ Вэнса
000854CF – Ряса писца Братства
00087274 – Ряса старейшины Лайонса
00089B52 – Нижнее белье
0008A6DD – Парик Баттона
0008C83C – Одежда наемника-ветерана
0008F775 – Капюшон буки
00096CB7 – Костюм Тенпенни
0009B185 – Детская шапочка с очками
0009B186 – Мотоциклетный шлем
0009B188 – Мотоциклетные очки
0009B189 – Шляпа с ветрозащитными очками
0009B18A – Капюшон древена из оазиса
000A3045 – Одежда наемника-борца
000A6F76 – Боевая броня Когтей
000A6F77 – Силовая броня Т-51Ь
000A6F78 – Силовой шлем Т-51Ь
000AB491 – Полицейская фуражка
000ACDA4 – Очки Тридогнайта
000B0278 – Шлем боевой брони Когтей
000B1056 – Засаленый довоенный деловой костюм
000B17A0 – Шлем Ворона
000B73F1 – Комбинезон убежища 108
000B73F2 – Комбинезон убежища 106
000B73F3 – Комбинезон убежища 92
000B75E2 – Праздничный колпак Стенли
000BF6FD – Комбинезон разнорабочего
000C09D4 – Защитный костюм
000C111A – Самодельный противогаз
000C24F9 – Лабораторный халат Леско
000C5D34 – Одежда наемника-потрульного
000C71E1 – Лабораторный халат хирурга
000C72FB – Кепка младшей лиги Такома-Парк
000C7C4E – Щиток сварщика
000C7C54 – Кожаная броня путешественника
000C8E07 – Откровеная пижама
000C942D – Капюшон изгнанника из Оазиса
000CAFBE – Комбинезон убежища 77
000CB543 – Броня защитника
000CB544 – Броня коммандо
000CB549 – Снаряжение первопроходца
000CB54B – Счастливые солнечные очки
000CB5EF – Боевая броня контуженного
000CB5F0 – Шлем боевой брони контуженного
000CB5F1 – Шлем боевой брони Когтей
000CB5F2 – Боевая броня Когтей
000CB5F3 – Броня штурмовика Анклава
000CB5F4 – Шлем штурмовика Анклава
000CB5F5 – Кожанная броня бандита с большой дороги
000CB5F6 – Броня гладиатора Апокалипсиса
000CB5F7 – Шлем гладиатора Апокалипсиса
000CB5F8 – Шлем “Робо-Тор”
000CB5FA – Композитная броня разведчика
000CB5FB – Шлем композитной брони разведчика
000CB5FD – Чертовы хвостики
000CB5FE – Ношеная броня рейдеров
000CB5FF – Дорожная броня
000CB600 – Пирошлем
000CB603 – Грязный китайский комбинезон
000CB604 – Народный головной убор
000CB605 – Универсальный костюм для экспериментов
000CB606 – Одежда наемника-щеголя
000CB609 – Одежда Легенды Пустошей
000CB60C – Темный деловой костюм
000CB60E – Пижама
000CB60F – Довоенная прогулочная одежда
коды к fallout 3 – Помощь:
0003C345 – Муравьиное мясо
00033068 – Феромоны муравьиной матки
00015197 – Пиво
000BF7C6 – Ягодные ментаты
0008C556 – Макароны с сыром
0007C10D – Мясо дутня
00034051 – Пакет крови
00015198 – Стейк из брамина
0008C560 – Жевательная резинка
00015163 – Баффаут
00038E0C – Пещерный гриб
0008C552 – Готовый обед
00031948 – Беличьи сухарики
0001519C – Хрустящий мутафрукт
0008C554 – Наливные яблоки
000151A4 – Грязная вода
00034050 – Собачье мясо
0008C55A – Кексы
00085ABB – Нектар огненного муравья
00015196 – Свежее яблоко
00015199 – Свежая морковь
0001519F – Свежая груша
000151A0 – Свежая картофелина
000BF7C5 – Виноградные ментаты
0008C564 – Жевательные пастилки
00065175 – Мясо детёныша болотника
0003404F – Человечина
00040DCB – Ледяная ядер-кола
0001519A – Кусочки игуаны
0001519B – Шашлык из игуаны
0008C558 – Пюре быстрого приготовления
00015164 – Винт
0003359C – Чипсы
00050F8F – Мед-Х
00015165 – Ментаты
0003404D – Кексы из болотника
0003404E – Мясо болотника
00049076 – Миссисипский пирог
0003404C – Мясо кротокрыса
000ABD17 – Чудо-мясо кротокрыса
00034049 – Мутафрукт
0001519D – Вермишель
0001519E – Ядер-кола
000284F9 – Квантовая ядер-кола
00095F48 – Мясо ядерника
000BF7C7 – Апельсиновые ментаты
0008C55E – Свинина с бобами
0008C562 – Картофельные чипсы
00015166 – Психо
00015167 – Антирадин
00015168 – Рад-Х
00015169 – Стимулятор
000151A3 – Очищенная вода
0009C957 – Мясо радтараканов
000293A9 – Солсбери-стейк
000151A1 – Скотч-виски
000552CE – Мясо болотника с мягким панцирем
00031949 – Шашлык из белки
0003194A – Жаркое из белки
0002E376 – Странное мясо
0007E173 – Пирог из странного мяса
0008C551 – Сахарные бомбы
00030A23 – Рулет
000C9CF4 – Ультра-винт
00032C74 – Водка
00032C75 – Виски
0003404A – Вино
0003404B – Мясо яо-гая
0008C55C – Перчёные яйца
00043E94 – Стелс-бой
коды к fallout 3 – Книги:
0003403C – Наука для всех
00034045 – Боевой устав китайского спецназа
00034043 – Терапевтический журнал округа Колумбия
0003403D – Починка электроники
0006A80C – В укрытие! Ложись!
00034040 – Грогнак-варвар
0003403E – Пистолеты и пули
00034044 – Ложь: учебник для конгрессмена
0002D3A3 – Мотивационные секреты звёзд
00034041 – Никола Тесла и вы
000BACFE – Потерянный рай
0003403F – Кулачный бой в иллюстрациях
0002D3B2 – Руководство по выживанию
00034042 – Торговец из Джанктауна. Рассказы
00034046 – Современные замки
00034048 – Армия США: 30 рецептов зажигательных смесей
000C5634 – Руководство по выживанию на пустошах
коды к fallout 3 – Прочее:
0000000A – Заколка
0000000F – Бутылочные крышки
0002210D – Медицинская шина
000604DE – Палец
коды к fallout 3 – Оружие:
0000080A – Револьвер калибр .32мм
00050F92 – “Магнум” калибр .44мм
0000434F – Пистолет калибр .10мм
0006F210 – Пистолет калибр .10мм [урон 58]
0006E7CC – Пистолет пулемет “Ультра” Сидни .10мм
00004321 – Пистолет пулемет .10мм
0006B539 – Плазменная винтовка А3-21
000B8793 – Кислотный плевок
0006E8CE – Кислотный плевок [урон 43]
00004322 – Бластер Чужих
000C553E – “Жало муравья”
0001FFEC – Штурмовая винтовка
0000421C – Крышко-мина
000C0327 – Пневматическое ружье
0006B535 – “Проклятье Черного Брата”
000303A2 – Револьвер “Блэкхок”
000C310F – “Классная доска”
00004324 – Кастет
000CB546 – “Разрушитель”
00078440 – Зубочистка Буча
0003BC6F – Циркулярная пила
0000080B – Китайский автомат
0006415D – Китайский офицерский меч
00004325 – Китайский пистолет
00060C2C – Китайский пистолет “Зу-Рон 418”
000C80B8 – Тесак кловер
0006B531 – Пистолет полковника Отема .10мм
000ABBE4 – Лазерный пистолет полковника Отема
00004326 – Боевой нож
0003713D – Боевой дробовик
00004327 – Боевой дробовик [урон 32]
000C80BB – “Разрушитель проклятий”
0000432A – Дротикомет
0000432B – Перчатка когтя смерти
00022FF1 – Электрошокер
0006B538 – “Юджин”
000C80BC – Экскалибита
0003422B – Эксперементальный Многозарядный Ядерный Гранатомет
0000432C – “Толстяк”
0007843F – Суперкувалда Фокса
00021367 – Пожарный гидрант
000C80BA – “Огнестрел”
000CB601 – “Кулачище!”
00078C60 – Огнемет
0000432D – Огнемет [урон 62]
00004330 – Осколочная граната
0000433C – Противопехотная мина
00028172 – Противопехотная мина [урон 102]
000001F6 – Газовая ловушка
0000432E – Гатлинг-лазер
00018B9E – Наручный лазер
00078442 – “Друг дальнобойщика”
00004333 – Охотничье ружье
000C6E5B – “Джек”
00004334 – Нож
00050ED0 – Лазер
0007B23A – Лазер [урон 27]
00063E8A – Лазерный пистолет
00074795 – Лазерная винтовка
0006B532 – “Законник”
00004337 – Свинцовая труба
00033FE2 – Лазер “Либерти”
0005932F – Бомба “Либерти”
0003C07A – Винтовка Линкольна
000C80B9 – “Поцелуй”
00004339 – Гипнотрон
0000433F – Миниган
00030664 – Граната-приманка
000B2644 – “Гранато-Мед”
00004340 – Гранатомет
000A01DD – Доска с гвоздями
00004342 – Молотов-кола
0007843D – “Миротворец О’Грейди”
000CB602 – “Бритва Оккама”
00066C76 – “Наркоз”
00004332 – Плазменная граната
0007C10C – Плазменное ружье
0000433D – Плазменная мина
00004343 – Плазменный пистолет
00004344 – Плазменная винтовка
000CAFA9 – “Доводы Планкетта”
00004345 – Полицейская дубинка
00004346 – Кий
00004347 – Силовой кастет
000C553F – “Взгляд протектрона”
00004331 – Импульсная граната
0000433E – Импульсная мина
00058717 – Радеоактивный плевок
00004348 – Железнадорожная винтовка
0002D3B7 – Репеллент
00092966 – Винтовка резервиста
00004349 – “Потрошитель”
0000434B – “Ракетка”
000B2943 – Скалка
0000434C – Обрез
0000434D – “Магнум” с оптическим прицелом калибр .44
000389AF – Гатлинг-лазер робота-охранника
00057E8E – Миниган робота-охранника
0000434E – “Шиш-кебаб”
0007F598 – “Вопль”
00004350 – Пистолет с глушителем калибр .10мм
0002869C – Нож Крохотного Убивца
00004351 – Кувалда
0006B536 – “Гроза контрабандиста”
00004353 – Снайперская винтовка
00004354 – Шипованный кастет
000C80BE – “Кровопийца”
000B0E7C – Суперкувалда
0006407F – Выкидной нож
0005DEEE – Ракетница
00066C77 – “Залом”
0006B53A – “Костедробитель”
000BFF62 – Шокер
000A874B – “Размягчитель”
0006B534 – “Ужасный” дробовик
00004328 – Монтировка
00078441 – “Клык вампира”
0003E5E2 – Вертолетный бомбомет
00089C51 – Вертолетная пушка
000CB548 – Винтовка “Виктория”
00061793 – Лезерное лузье
коды к fallout 3 – Патроны:
00029364 – Энергоячейка чужих
00020799 – Ядерный выстрел
0006B53C – Патроны калибр .308мм
000207F7 – Патроны калибр .32мм
0002937E – Патроны “Магнум” калибр .44мм
00004241 – Патроны калибр .10мм
00004240 – Патроны калибр 5.56мм
0006B53D – Патроны калибр .5мм
0002935B – Шарик для пневматического ружья
00047419 – Дротик
000615AF – Электронный заряд
00020772 – Батарея
00029371 – Топливо для огнемета
0006A80D – Аккумулятор для гипнотрона
00004485 – Микроядерная батарея
000B8791 – Снаряд
00078CC5 – Гранатаметный выстрел
00029383 – Железнодорожные костыли
00028EEA – Пастрон с картечью
00056634 – Энергия звуковой волны
———————————————————————————-
Где можно получить статистики в fallout 3:
– Strength – Сила : Megaton, в доме шерифа Lucas Simm’a.
– Perception – : Republic Of Dave, на полочке справа в Музее Дейва
– Endurance: Deathclaw Sanctuary, у входа на столе рядом с гниющим трупом Брамина
– Charisma: Убежище 108, В лабаратории Колина.
– Intelligence: Rivet City, На столе доктора Ли.
– Agility: Greener Pastures Disposal, в маленьком офиссе зараженым радиацией.
– Luck: Arlington Cemetery North, в шкафу на полке непосредственно ниже лестницы северной хижине.
Скилы в fallout 3:
– Barter: Evergreen Mills, в тыльной части Market Bazaar на полке в верху справа, сзади Рейдера-Торговца, который не нападает.
– Big Guns: Fort Constantine, в основании CO Quarters, в сейфе в стене.
– Energy Weapons: Ravenhold
– Explosives: WKML Broadcast Station. включите свою карту местности. Пройдите через дверь к запечатанной цистерне и пупс там.
– Lockpick: Bethesda Ruins, in Bethesda Offices на восток на верхнем этаже около двери к мосту.
– Medicine: Vault 101, в кабинет отца на столе.
– Melee Weapons: Dunwich Building, непосредственно перед тем, как Вы оставляете Virulent Underchambers на полу рядом с дверью.
– Repair: Aerefu, В доме Evan King’s.
– Science: Vault 106, на столе в середине жилых помещений второй уровень главных комнат.
– Small Guns: National Guard Depot, пройдите учебную комнату и офисы, дойдите до двери к главной комнаты. Используйте выключатель питания на стене слева от Вас и войдите на Склада оружия, затем обыщите полки.
– Sneak: Yao Guai Tunnels, вверху металла которым отделан Den, справа на карте около небольшого количества воды
– Speech: Paradise Falls, на столе внутри Euology’s pad (В доме Slave Master’s).
– Unarmed: Rockopolis, Обойдите с запада Casey Smith’s garage. Ищите изодранные баннеры, которые натянуты. Используйте карту, чтобы найти его.