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After Reading
Character Creation Guide by evilbob65535 Version 1.02
Character Building Guide by TungstenMonk Version 1.10
AND
Statistics/Skills/Perks Guide by Absolute Steve Version 1.00
----------------------------------------------------------------------
I Like to make my own Version and Hopefully your own version in Distributing the S.P.E.C.I.A.L. statistics from 1 - 10.
S = Strength
P = Perception
E = Endurance
C = Charisma
I = Intelligence
A = Agility
L = Luck
There are PERKS that Require you to have a specific amount of S.P.E.C.I.A.L. (usually 4+) BUT IF your not Going to select one of the PERKS that needs the requirements then you need not to worry to make sure you have that S.P.E.C.I.A.L. at a minimum value.
----------------------------------------------------------------------
I HIGHly suggest you browse thru
Bobblehead FAQ by SunsThirdStone
http://www.gamefaqs.com/computer/doswin/file/918428/55245
Now that you know about the Bobble Heads Give at Least +1 IN all of the S.P.E.C.I.A.L.
AND +10% on Each SKILL.
THEREFORE : You should NEVER Max out to 10.
FACT : it doesn't go to higher than 10 even with bonus.
S.P.E.C.I.A.L. = 9 MAX
----------------------------------------------------------------------
From : ShadowsDieAway Mike Merin
e.s.p. faq@shillatime.org Absolute Steve
Remember the VAULT TEC Bobble heads
+-----------------+
¦ S T R E N G T H ¦
+-----------------+
+-----------------------------------------------+
¦ ¦Max Carry¦ Melee ¦ Skill ¦
¦Strength¦ Weight: ¦Damage:¦ Modifiers: ¦
¦--------+---------+-------+--------------------¦
¦ 1 ¦ 160 ¦ 0.5 ¦ Melee Weapons +2 ¦
¦ 2 ¦ 170 ¦ 1.0 ¦ Melee Weapons +4 ¦
¦ 3 ¦ 180 ¦ 1.5 ¦ Melee Weapons +6 ¦
¦ 4 ¦ 190 ¦ 2.0 ¦ Melee Weapons +8 ¦
¦ 5 ¦ 200 ¦ 2.5 ¦ Melee Weapons +10 ¦
¦ 6 ¦ 210 ¦ 3.0 ¦ Melee Weapons +12 ¦
¦ 7 ¦ 220 ¦ 3.5 ¦ Melee Weapons +14 ¦
¦ 8 ¦ 230 ¦ 4.0 ¦ Melee Weapons +16 ¦
¦ 9 ¦ 240 ¦ 4.5 ¦ Melee Weapons +18 ¦
¦ 10 ¦ 250 ¦ 5.0 ¦ Melee Weapons +20 ¦
+-----------------------------------------------+
related PERK {INTENSE TRAINING}
LEVEL = +10 Inventory & +0.5 Melee Damage & +2 Melee Weapons.
@ Level 20 {SOLAR POWERED} +2 Strength.
< Endurance ~ 7 >
{NINJA} +15% Critical Hit on Melee
@ Level 10 {NERD RAGE!} STR = 10 @ 20%HP.
< Intelligence ~ 5 >
@ Level 9 {STRONG BACK} +50 Inventory.
< Strength ~ 5 Endurance ~ 5 >
@ Level 2 {LITTLE LEAGUER} +5~ Melee skill.
< Strength ~ 4 >
+---------------------+
¦ P E R C E P T I O N ¦
+---------------------+
USEs = Able to Spot Hostiles in your Compass. (High number Longer distance?)
NOTE : MAX = 8 +Headgears
+---------------------------------------+
¦Perception¦ Skill Modifiers: ¦
¦----------+--------------------------------------------+
¦ 1 ¦ Energy Weapons & Lockpick & Explosives +2 ¦
¦ 2 ¦ Energy Weapons & Lockpick & Explosives +4 ¦
¦ 3 ¦ Energy Weapons & Lockpick & Explosives +6 ¦
¦ 4 ¦ Energy Weapons & Lockpick & Explosives +8 ¦
¦ 5 ¦ Energy Weapons & Lockpick & Explosives +10 ¦
¦ 6 ¦ Energy Weapons & Lockpick & Explosives +12 ¦
¦ 7 ¦ Energy Weapons & Lockpick & Explosives +14 ¦
¦ 8 ¦ Energy Weapons & Lockpick & Explosives +16 ¦
¦ 9 ¦ Energy Weapons & Lockpick & Explosives +18 ¦
¦ 10 ¦ Energy Weapons & Lockpick & Explosives +20 ¦
+-------------------------------------------------------+
related PERK {INTENSE TRAINING}
LEVEL = +2 Energy Weapons & Lockpick & Explosives.
@ Level 18 {INFILTRATOR} = LockPick Retries.
@ Level 12 {PYROMANIAC} +50% Damage on fire-based weapons.
@ Level 10 {NIGHT PERSON} +2 Perception & Intelligence.
@ Level 6 {DEMOLITION EXPERT} +20% damage on Grenades, Mines and Missiles
@ Level 2 {LITTLE LEAGUER} +5~ Explosives skill.
< Strength ~ 4 >
{THIEF} +5~ Lockpick skill.
< Agility ~ 4 Perception ~ 4 >
+-------------------+
¦ E N D U R A N C E ¦
+-------------------+
NOTE : Unarmed weapons uses Lower AP; More (Rate of Fire / Hits per AP).
Compared to Melee Weapons for Close quarters combat.
Unarmed Damage is 25% of your Unarmed Skill #
(Unarmed Skill = 100 ; Damage = 25)
+------+ +---------+
+-------------------+Poison+--+Radiation+-------------------------+
¦Endurance¦Max H.P¦Resistance¦Resistance:¦ Skill Modifiers: ¦
¦---------+-------+----------+-----------+------------------------¦
¦ 1 ¦ 120 ¦ 0 ¦ 0 ¦ Big Guns & Unarmed +2 ¦
¦ 2 ¦ 140 ¦ 5 ¦ 2 ¦ Big Guns & Unarmed +4 ¦
¦ 3 ¦ 160 ¦ 10 ¦ 4 ¦ Big Guns & Unarmed +6 ¦
¦ 4 ¦ 180 ¦ 15 ¦ 6 ¦ Big Guns & Unarmed +8 ¦
¦ 5 ¦ 200 ¦ 20 ¦ 8 ¦ Big Guns & Unarmed +10 ¦
¦ 6 ¦ 220 ¦ 25 ¦ 10 ¦ Big Guns & Unarmed +12 ¦
¦ 7 ¦ 240 ¦ 30 ¦ 12 ¦ Big Guns & Unarmed +14 ¦
¦ 8 ¦ 260 ¦ 35 ¦ 14 ¦ Big Guns & Unarmed +16 ¦
¦ 9 ¦ 280 ¦ 40 ¦ 16 ¦ Big Guns & Unarmed +18 ¦
¦ 10 ¦ 300 ¦ 45 ¦ 18 ¦ Big Guns & Unarmed +20 ¦
+-----------------------------------------------------------------+
related PERK {INTENSE TRAINING}
LEVEL = +20 Hit Points & +5 Poison Resistance & +2 Radiation Resistance & Big Guns & Unarmed
@ Level 20 {NINJA} +15% Critical Hit on UnArmed attacks.
{SOLAR POWERED} +1 HP/10sec.
< Endurance ~ 7 >
@ Level 18 {PARALYZING PALM} < Unarmed~70+ >
@ Level 14 {CYBORG} +10 to Damage Resistance.
@ Level 12 {LIFE GIVER} +30 Hit Points.
< Endurance ~ 6 >
@ Level 10 {NERD RAGE!} DR +50% @ 20%HP.
< Intelligence ~ 5 >
@ Level 8 {RAD RESISTANCE} +25 Radiation Resistance.
{SIZE MATTERS} +15~ Big Guns.
@ Level 6 {TOUGHNESS} +10 Damage Resistance
< Endurance ~ 5 >
@ Level 4 {IRON FIST} +5 unarmed damage
< Strength ~ 4 >
+-----------------+
¦ C H A R I S M A ¦
+-----------------+
NOTE : It's the SKILL that allows you to People; Charisma just increases that Skill %.
You can always Save the Game Before any Conversation and Load them back up to try out other combinations and avoid Lock out and Failures.
Disposition
+------------------------------+
¦Charisma¦ Skill Modifiers: ¦
¦--------+---------------------¦
¦ 1 ¦ Barter & Speech +2 ¦
¦ 2 ¦ Barter & Speech +4 ¦
¦ 3 ¦ Barter & Speech +6 ¦
¦ 4 ¦ Barter & Speech +8 ¦
¦ 5 ¦ Barter & Speech +10 ¦
¦ 6 ¦ Barter & Speech +12 ¦
¦ 7 ¦ Barter & Speech +14 ¦
¦ 8 ¦ Barter & Speech +16 ¦
¦ 9 ¦ Barter & Speech +18 ¦
¦ 10 ¦ Barter & Speech +20 ¦
+------------------------------+
related PERK {INTENSE TRAINING}
LEVEL = +2 Barter & Speech
@ Level 14 {MASTER TRADER} 25% Discount.
@ Level 10 {ANIMAL FRIEND}
< Charisma ~ 6 >
@ Level 8 {IMPARTIAL MEDIATION} +30 Speech.
< Charisma ~ 5 >
@ Level 4 {CHILD AT HEART} @ Little Lamplight
{SCOUNDREL} +5~ Speech & Barter skill
< Charisma ~ 4 >
+-------------------------+
¦ I N T E L L I G E N C E ¦
+-------------------------+
+-----------------------------------------------+
¦Intel¦Skill/LVL¦ Skill Modifiers: ¦
¦-----+---------+---------------------------------+
¦ 1 ¦ +11 ¦ Medicine & Repair & Science +2 ¦
¦ 2 ¦ +12 ¦ Medicine & Repair & Science +4 ¦
¦ 3 ¦ +13 ¦ Medicine & Repair & Science +6 ¦
¦ 4 ¦ +14 ¦ Medicine & Repair & Science +8 ¦
¦ 5 ¦ +15 ¦ Medicine & Repair & Science +10 ¦
¦ 6 ¦ +16 ¦ Medicine & Repair & Science +12 ¦
¦ 7 ¦ +17 ¦ Medicine & Repair & Science +14 ¦
¦ 8 ¦ +18 ¦ Medicine & Repair & Science +16 ¦
¦ 9 ¦ +19 ¦ Medicine & Repair & Science +18 ¦
¦ 10 ¦ +20 ¦ Medicine & Repair & Science +20 ¦
+-------------------------------------------------+
related PERK {INTENSE TRAINING}
LEVEL = +2 Medicine & Repair & Science; OVERALL +19 from every Level 1 to 20
@ Level 18 {COMPUTER WHIZ} = Science Retries
@ Level 10 {NIGHT PERSON} +2 Intelligence & Perception.
@ Level 4 {COMPREHENSION} +2 on Skill Books.
{EDUCATED} +3 Skill/LVL.
With this Perk you don't need to PRIORITIZE this Stat.
@ Level 2 {DADDY'S BOY/GIRL} +5 Medicine & Science skill.
< Intelligence ~ 4 >
{GUN NUT} +5 Repair skill.
< Agility ~ 4 Intelligence ~ 4 >
{SWIFT LEARNER} Experience +10%~
< Intelligence ~ 3 >
+---------------+
¦ A G I L I T Y ¦
+---------------+
USEs = V.A.T.S. ~ (Bullet Time/Matrix) There are No other ways to increase this Permanently; only Temp Boost
One can argue to Just carry 10 more Nuka's that has MORE +AP.
Sneaking around Helps you to avoid monsters.
NOTE: Max = 7 +Hats,Clothes
Power Armor -2
+------+
+--------+Action+-------------------------+
¦Agility¦ Points ¦ Skill Modifiers: ¦
¦-------+--------+------------------------¦
¦ 1 ¦ 67 ¦ Small Guns & Sneak +2 ¦
¦ 2 ¦ 69 ¦ Small Guns & Sneak +4 ¦
¦ 3 ¦ 71 ¦ Small Guns & Sneak +6 ¦
¦ 4 ¦ 73 ¦ Small Guns & Sneak +8 ¦
¦ 5 ¦ 75 ¦ Small Guns & Sneak +10 ¦
¦ 6 ¦ 77 ¦ Small Guns & Sneak +12 ¦
¦ 7 ¦ 79 ¦ Small Guns & Sneak +14 ¦
¦ 8 ¦ 81 ¦ Small Guns & Sneak +16 ¦
¦ 9 ¦ 83 ¦ Small Guns & Sneak +18 ¦
¦ 10 ¦ 85 ¦ Small Guns & Sneak +20 ¦
+-----------------------------------------+
related PERK {INTENSE TRAINING}
LEVEL = +2 A.P. & +2 Small Guns & Sneak
@ Level 20 {GRIM REAPER'S SPIRIT} FULL V.A.T.S.
{NINJA} +25% more Damage on Sneak.
{ACTION BOY/GIRL} +25 V.A.T.S.
< Agility ~ 6 >
@ Level 18 {CONCENTRATED FIRE} {+0% ~ +5% ~ +10%}
GUNSLINGER
@ Level 12 {SILENT RUNNING} +10% bonus to {Sneak}
{SNIPER} +25% hit on headshots in V.A.T.S. mode.
< Agility ~ 6 >
@ Level 10 {MYSTERIOUS STRANGER} V.A.T.S. assist kill.
< Luck ~ 6 >
@ Level 6 {GUNSLINGER} +25% hit in V.A.T.S. one-handed weapon.
@ Level 2 {GUN NUT} +5~ Small Guns skill.
< Agility ~ 4 Intelligence ~ 4 >
{THIEF} +5~ Sneak skill.
< Agility ~ 4 Perception ~ 4 >
+---------+
¦ L U C K ¦
+---------+
NOTE : PRIORITY MAX = 6 +Ranger Battle Armor +Lucky 8 Ball +Three Dog's Head Wrap & Lucky Shades
+-------------------------------+
¦Luck¦ Skill Modifiers: ¦
¦----+-----------------------------------+
¦ 1 ¦ Critical Hit +1%, All Skills +1 ¦
¦ 2 ¦ Critical Hit +2%, All Skills +1 ¦
¦ 3 ¦ Critical Hit +3%, All Skills +2 ¦
¦ 4 ¦ Critical Hit +4%, All Skills +2 ¦
¦ 5 ¦ Critical Hit +5%, All Skills +3 ¦
¦ 6 ¦ Critical Hit +6%, All Skills +3 ¦
¦ 7 ¦ Critical Hit +7%, All Skills +4 ¦
¦ 8 ¦ Critical Hit +8%, All Skills +4 ¦
¦ 9 ¦ Critical Hit +9%, All Skills +5 ¦
¦ 10 ¦ Critical Hit +10%, All Skills +5 ¦
+----------------------------------------+
related PERK {INTENSE TRAINING}
LEVEL = +1% Critical HitS & +% on ALL Skills.
@ Level 16 {BETTER CRITICALS} +50% Damage in Critical hits.
< Perception ~ 6 Luck ~ 6 >
@ Level 10 {FINESSE} +5% critical hit
< Luck ~ 6 >
----------------------------------------------------------------------
20 GRIM REAPER'S SPIRIT
19 LIFE GIVER, ROBOTICS EXPERT, PYROMANIAC
18 PARALYZING PALM
17 ACTION BOY/GIRL Agility = 6
16 BETTER CRITICALS Luck = 6 Perception = 6
15 CHEMIST, ENTOMOLOGIST
14 CYBORG
13 SILENT RUNNING Agility = 6.
12 SNIPER Perception = 6, Agility = 6.
11 NIGHT PERSON, NERD RAGE!, BLOODY MESS, DEMOLITION EXPERT, IRON FIST
10 FINESSE Luck = 6.
09 STRONG BACK Strength = 5 Endurance = 5
08 COMMANDO
07 GUNSLINGER
06 TOUGHNESS Endurance = 5.
05 COMPREHENSION Intelligence = 4
04 EDUCATED Intelligence = 4
03 INTENSE TRAINING Agility +1
02 INTENSE TRAINING Endurance +1
----------------------------------------------------------------------
+-----------------------+
¦ O T H E R P E R K S ¦
+-----------------------+
So you may want to LOWER the Cap on the MAX of S.P.E.C.I.A.L. -1
Besides the VAULT TEC Bobble heads there are other Items and QUESTs that will add a Permanent Points to your S.P.E.C.I.A.L. statistics. So this means it will Lower the MAX cap points for each stat; as to not waste those benefits of adding extra points where you could be using it for some other Stat.
----------------------------------------------------------------------
» ["Those!" Quest] Adds +1 to either Strength or Perception.
Since you have MAXed the Strength or has the Higher (B) Priority than the Perception. You won't need the ...
Ant Might +1 in Strength.
and you Have to Select ...
Ant Sight +1 in Perception.
» [Barkskin Quest] Adds +1 to Endurance.
Reduce the MAX cap of ENDURANCE to 8.
Wasteland Wanderer Outfit:
+1 to Endurance and Agility BUT there are better armors out there.
» (INTENSE TRAINING) @ Level 2 Endurance +1
Reduce the MAX cap of ENDURANCE to 7.
@ Level 3 Agility +1
Reduce the MAX cap of AGILITY to 8.
» {Lucky 8 Ball} Adds +1 to LUCK.
It is in effect as long as it remains in your inventory.
Reduce the MAX cap of LUCK to 8.
» Ranger Battle Armor Adds +1 to LUCK. and a 2nd HIGHEST DR=39
Reduce the MAX cap of LUCK to 7.
Stats: Small Guns +10, AP +5, Luck +1
Location: Reilly's Rangers Compound.
Quest: Reilly's Rangers. (Possible reward)
HEADGEAR: MAX DR: 10
Judge for yourself IF it's worth the TRADE (Opportunity Cost).
and also Include the STAT Perk; you Lowered the LUCK Points and It gets Distributed to the LAST Remaining Points in the STATS like: Intelligence
So include additional +19 Skill points Overall in the consideration OR
Agility = +2 A.P. & +2 Small Guns & Sneak.
» {Crow's Eyebot Helmet} & {Lucky Shades}
+1 to LUCK and Perception DR:7
Trading DR +3 for a +1% Critical HitS. ( & +19 Skill Points)
Reduce the MAX cap of LUCK to 6. ( +2 A.P. )
» {Three Dog's Head Wrap} & {Lucky Shades}
+2 to LUCK & +1 Charisma DR:4
Trading DR +6 for a +2% Critical HitS. ( & +38 Skill Points)
Reduce the MAX cap of LUCK to 5. ( +2 A.P. )
DR: is also an Important STAT that is RARELY increased and PLENTY of skill points in the GAME anyways so Critical HIT is the deciding Factor.
[It's the LAST Stat that you would Place the Point if you plan to decrease your CAP on the LUCK and the point will go to the LEAST Prioritized STAT.]
----------------------------------------------------------------------
http://www.bethsoft.com/bgsforums/index.php?showtopic=911922
----------------------------------------------------------------------
Best Helmets to Increase S.P.E.C.I.A.L. Stats
----------------------------------------------------------------------
T-51b Power Helmet
Location: Fort Constantine, bomb storage, experimental chamber.
DR: 10 Stats: Radiation Resistance +8%, Charisma +1
Note: CAN NOT! be used in combination with Lucky Shades.
Crow's Eyebot Helmet
Location: Wasteland Mini-Encounter: Merchant Trader Caravan. Freeform Quest: Merchant Empire. Reward from Crow.
DR: 5 Stats: Perception +1
Note: CAN be used in combination with Lucky Shades.
DR: 7 Stats: Perception +1, Luck +1
----------------------------------------------------------------------
Best Hat to Increase S.P.E.C.I.A.L. Stats
----------------------------------------------------------------------
Three Dog's Head Wrap DR: 2 Stats: Charisma +1, Luck +1
Location: Galaxy News Radio, worn by 'Three Dog'.
----------------------------------------------------------------------
Other Accessories That Increase S.P.E.C.I.A.L. Stats
----------------------------------------------------------------------
Lucky Shades DR: 1 Stats: Luck +1
Location: Lucky's Grocer, inside the store.
Lucky 8 Ball Stats: Luck +1
Location: Complete the quest 'Big Trouble in Big Town' and it will be given to you by the NPC 'Timebomb'.
----------------------------------------------------------------------
You can only wear either a (Helmet or a Hat) on your head,
and (Armour or Clothing) on your body at any one time.
The Lucky Shades can be used in combination with most hats, but only a few helmets (as noted).
----------------------------------------------------------------------
+----------------------+
¦ S. P. E. C. I. A. L. ¦
+----------------------+
S = Strength = 5 + B Priority.
@ Level 9 {STRONG BACK} +50 Inventory.
MAX=9
P = Perception = 6-1=5
@ Level 16 {BETTER CRITICALS} +50% Damage in Critical hits.
-1 Ant Sight use the Point to other Stat;
Since you won't need it to be 6 till Level 16.
E = Endurance = 5 + C Priority MAX=7.
@ Level 2 (INTENSE TRAINING) ENDURANCE +1
[Barkskin Quest] ENDURANCE +1
@ Level 9 {STRONG BACK} +50 Inventory.
C = Charisma = 1
I = Intelligence = 4 + D Priority.
@ Level 4 {COMPREHENSION} +2 on Skill Books.
{EDUCATED} +3 Skill/LVL.
A = Agility = 6 + c Priority.
@ Level 12 {SNIPER} +25% hit on headshots in V.A.T.S. mode.
{ACTION BOY/GIRL} +25 V.A.T.S.
+1 (HeadGear), +1 Clothes
Power Armor reduces AGI -2 MAX=8
L = Luck = 5~7 MAX A Priority.
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