![]() If you put 10 points into a stat now and find a bobblehead of the same stat later, the bonus from the bobblehead will end up being wasted. stat as you will find bobbleheads later in the game that can boost each stat by 1. Never put 10 points into a single S.P.E.C.I.A.L. Intelligence will give you extra skill points to spend every time you level up and with only 30 levels and a bunch of skills to increase, you will want as many as you can get. Every point of Endurance will give you +20 HP and +2% to poison and radiation resistances so investing 9 points in this stat at the start of the game will give you a big boost. This isn’t worth the investment as they can all be easily acquired through other methods.Įndurance and Intelligence, on the other hand, are far more useful. The slightly more useful Charisma will give you a higher percentage to pass speech checks, giving you a small amount of XP, caps or general information. requirements to unlock but since we are focusing purely on the usefulness of each stat in general gameplay, set Perception and Charisma to 1 and Endurance and Intelligence to 9.Ī higher Perception stat will increase the range that enemies are shown on the compass which is pretty much useless as you can just use your own eyes to see in the distance. Some perks in Fallout 3 have certain S.P.E.C.I.A.L. ![]() Either flip through each page individually or skip to the end to set your stats. stats by reading the ‘You’re S.P.E.C.I.A.L.’ book on the floor. Perception and Charisma – borderline irrelevant, almost always set to 1ġ year later, after disobeying Dad and breaking free from your playpen, you will be able to choose your S.P.E.C.I.A.L.Endurance and Intelligence – extremely useful, almost always set to 9.
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