Fallout new vegas sunglasses.
The first thing a player encounters in FNV is character generation. First, you will need to distribute the available SPECIAL points according to characteristics.
Actually, here I will describe the characteristics themselves, and try to reveal some aspects of the game related to them.
The name of the SPECIAL system itself is derived from
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck
The system has undergone minimal changes compared to Fallout 3.
So,
Strength- Affects carried weight and melee damage. One of the most important stats in the game. Simply put, the more Strength you have, the more things you can carry and the better you are at hand-to-hand combat. Unlike Fallout 3, strength also affects weapon handling. Some weapons require a high strength rating, such as the Ballistic Fist or Minigun. You can view the requirements for weapons directly in the inverter by hovering the cursor over the weapon. If there is not enough strength to use a weapon, accuracy (in the case of firearms/energy weapons) or attack speed (in the case of melee or melee weapons) will suffer.
Strength also affects the damage dealt by melee weapons. Initial damage with melee weapons = STR − 5, minimum - 1.
I don't recommend it from the very beginning of the game, create a character with a very high strength indicator, because... with the help of implants and two abilities from Old World Blues, you can increase strength by 3. Also, some types of armor, usually power ones, increase strength. A value of 6, in my opinion, is optimal.
Perception- a parameter that affects the appearance of enemy marks on the compass, as well as the Courier’s ability to handle energy weapons, explosives and door locks. In fact, this is not the most useful stat in SPECIAL. As a rule, even with a low Perception value, enemies can still be noticed, and having ED-E in your companions will allow you to notice opponents long before you get within shooting range of them. In my opinion, the optimal value is 5.
Endurance- in FNV quite an important parameter. It’s important because the higher your endurance, the more implants you can install for yourself. Also affects starting hit points, resistance to poisons and radiation. I do not recommend lowering the value below five. With a value of 9, you will already be able to install all available implants (as well as for endurance itself).
Charisma- I think many will agree with me. Useless parameter for FNV. In previous parts of the game, it influenced the chance to come to an agreement with someone, but here the chance to come to an agreement is directly influenced by Skillcheck (checking skill in dialogue). The perks that you can get with high charisma are simply ridiculous. However, the higher your charisma, the more damage your companions deal, 10% for each point of charisma. However, I personally felt that Fallout was the story of one man, not a small army. I recommend always setting it to 1 (yep, one).
Intelligence- perhaps the most important parameter. Affects the number of points received upon reaching a new level, as well as medicine, science and repair. A character with INT above 7 has a 95% chance of gaining all skills developed by 100 by level 50. For every 0.5 INT you will receive a bonus skill point upon gaining a level.
As a rule, I take INT equal to 7 at the beginning of the game, so that later I can raise it to 8. Of course, there is also a very funny option for playing as a fool character, INT<3.
Agility- an important parameter. Affects the amount of AP in VATS mode, and also allows you to take some very strong perks. In FNV, unlike F3, VATS ceased to be a divine power. Now in VATS you deal more damage, and you can fire fewer shots. Personally, I never liked this system, but still... I don’t recommend taking it below 5, for me the optimal value is 6.
Luck- a parameter that, at first glance, does not particularly affect anything. But! This is one of the most powerful parameters in the game. Luck affects the chance of inflicting critical damage on an enemy, the success of winning in a casino, and some checks in dialogues. With luck of 10, the slots will give out the jackpot on ~20 attempts, and in blackjack your losses will be kept to a minimum. Usually I used to take Luck equal to 8. There is also an implant for luck (sic!). I will describe below how luck directly works in battle.
As the subtitle suggests, here I will try to describe the skills, their application and share my observations (as if they are interesting to anyone).
I will describe them not in this order: combat, auxiliary in battle and peaceful.
Combat:
Weapon: Unlike F3, some heavy weapons, such as the minigun, fall into this category. The initial skill value depends on dexterity, and the skill itself helps you handle gunpowder weapons like pistols, rifles, and machine guns.
As is right, a good firearm requires remarkable strength from the shooter, but the cartridges for such weapons cost little and weigh little (but not all). There is such a parameter as the skill requirement when using a weapon. It only affects accuracy, and even without the proper skill level or strength indicator, you will still be able to fire a weapon. From about the beginning to the middle of the game, firearms will prevail over other types, and you will be forced to use them.
Also, there are different types of ammunition for many types of firearms, for example:
Armor-piercing (reduces the target's PU, but deals less damage).
Expansive (poorly penetrates PU, but deals more damage).
Incendiary (sets the target on fire when hit).
Military (they break weapons faster, but cost less).
There are other types of ammunition, but I really don’t want to describe them. Maybe later somehow.
In general, firearms are a very good skill, because very powerful examples fall under the category of gunpowder murder weapons.
Energy weapons- Following the style of the game, this weapon represents the stereotypical ideas of American people of the 50s and 60s. Various light bulbs, red laser beams, green plasma and more.
As a rule, such weapons are very expensive, and ammunition for them is also expensive. It has low durability, but deals (usually) a lot of damage.
There are some fun guns in this category, such as the rechargeable pistol (infinite ammo). Towards the end of the game, these weapons will be found everywhere. Also, it is worth noting that the flamethrower and its derivatives are energy weapons.
Just like firearms, energy weapons have several types of ammunition (their creation is influenced by the Science skill).
Without weapons- the ability to fight with fists, brass knuckles and their derivatives. An underrated skill by many, it has simply lethal power. There are many perks for it, such as those that increase penetration or knockout (and these perks, as a rule, share space with melee weapons). Also, as the game progresses, you will be able to learn several special techniques for unarmed combat, such as:
Ranger Throw - When moving backwards, you knock over the target.
Khan's move - when moving sideways, you throw sand in the target's face, disorienting it.
Scribe's move - when blocking, you can launch a counterattack.
Legionnaire's Strike - When moving forward, you deal increased damage and the movement itself is faster.
My comment: fortunately, in FNV the arsenal of weapons for unarmed combat (strangely enough) is very large. From simple brass knuckles to high-tech ballistic fists. In a small room, a fighter with high unarmed combat skill and good equipment can paint the walls red in a few seconds.
Steel arms- the ability to swing axes, wave a knife, or cut opponents with a chainsaw with an evil laugh. A very interesting skill for melee fighters. Some types of melee weapons ignore the enemy's control system/launcher, which allows you to cut where a bullet cannot penetrate. There are also very useful (and some even cheating) abilities for this weapon.
It is worth noting that when you reach skill levels of 50 and 75, new attacks will open up in VATS mode (as is the case with unarmed combat).
Explosives- another skill underestimated by many. Affects the damage of grenades, rockets, the detonation time of enemy mines and the lethality of mines placed by you, and is also useful in a couple of places in the game.
Firstly, this category includes the most powerful weapon in the game - Fat Man (and his friend Esther). Secondly, grenades don't care about the chance of hitting VATS. If the chance in VATS shows more than 10%, then you are already in, because... explosives have radius actions. A great way to cripple your opponent before he gets to you. And an equally great way to kill a bunch of people with one shot/throw. With the help of perks, you can increase the damage dealt by 60%.
Medicine- everything is simple here. The higher the skill, the better healing substances (not food) work for you. Some perks related to medicine will give you the ability to vaporize more drugs, so that it takes longer to insert. It will also come in handy in some places while passing through.
Stealth- the ability to sneak, steal and not get caught while stealing. However, in FNV, as in F3, stealth is implemented poorly, and it will only become useful if you have the “Silent Running” perk and a stealth skill above 80. Why? Don't know.
The chance of your detection is affected by: lighting, enemy perception, and whether you are running or moving slowly.
A good ability, thanks to it you can slaughter entire settlements without anyone telling you anything (this makes it a bit of a cheat).
Breaking- allows you to pick locks. There are several types of locks - very easy (can be picked with the starting skill value), light (25), medium (50), heavy (75), and very heavy (100). There are only 10 locks in the game that are closed to a “very difficult” level, but the ability should not be neglected. But also download it from the very beginning.
The science- the level of your scientific knowledge. Allows you to hack terminals and sometimes program robots. Difficulty levels are the same as in hacking (point above). There are quite a few science checks in the game, but you will only need level above 70 towards the end of the game, and in the Old World Blues DLC (in fact, everything is tied to science there).
Repair- A VERY useful skill. Allows you to repair your own equipment, some quest items and participate in some events. With a skill value of 90 at level 14, you can get a frankly cheating ability in which you will not need money at all. It will be described below. I advise you to upgrade immediately after you upgrade barter to 70 (more on that below).
Eloquence- your chance to come to an agreement with some character. This could be to make the quest easier or to resolve a problem peacefully. There are no other reasons to upgrade this skill in the game. But as a rule, in all DLC or important storylines, having a high skill in this skill is recommended for a good ending. However, in the first half of the game you should not raise it higher than 60.
Barter- this skill is underestimated by many. And in vain. With a skill of 70, you will be able to carry a lot more things (by gaining the appropriate ability), and also sell things for a much higher price. There are quite a few skill checks for barter (as well as for eloquence).
Survival- the ability to create things at the camp fire, stove and successfully interact with some characters. There are not very many perks related to survival, and those that even exist are virtually useless. However, you can craft interesting things, and food will heal you better (in hardcore mode). The skill may seem useless, but don't underestimate it.
Peculiarities
When generating a character, after allocating points, the good doctor will ask you to “fill out a medical record” in order to record your medical history. Why he needs this is unclear, but oh well.
Filling consists of selecting features - there can be one, two, or zero. As a rule, they provide benefits, but at the same time they bring significant harm. But not all.
Here is the list:
Wild Heath- This feature brings an element of madness to the game, which Fallout 2 fans will appreciate. So, for example, you can get an alien blaster or take part in a special event with Rex. Typically, a feature replaces some locations in the game, so be careful (for example, you won't be able to get YCS-186 with it).
kind soul- you get +5 to peaceful skills, but lose 5 to combat skills. Nothing special, just a slight redistribution of ability points.
Kamikaze- you have more AP (by 10) but a lower damage threshold (by 2). If you do not plan to get into the thick of combat and prefer to use VATS, you should consider taking this feature.
Unpredictable- you throw throwing weapons faster (these are not only spears and knives, but also grenades, dynamite and other explosives), but the range is reduced by a quarter. Basically, nothing special.
Designed to destroy- you have a higher chance of a critical hit (+3%), but the weapon wears out faster (by 15%). Some weapons are not affected by wear, but also do not have a critical hit chance (for example, dynamite). Overall, there are more pros than cons to this trait.
Shooting offhand- you fire weapons 20% faster, but shooting accuracy drops by 20%. In VATS, all your shots will require 20% less AP, but your accuracy will drop. When shooting outside of VATS you will shoot any weapon faster (even the minigun. I wonder how that is).
Descent technique- the antipode of the “Shooting offhand” feature, the accuracy is higher, the rate of fire is lower.
Heavy hand- an interesting feature. All your normal hits with melee weapons or brass knuckles deal 20% more damage, but critical hits are 60% weaker. There are weapons whose critical hit chance tends to zero (chainsaw, Ripper), which means the negative effect of the ability actually does not apply.
Four eyes- in my opinion, one of the most useful traits for any character. The fact is that power armor in the game is turned into a “mobile coffin”, and is more suitable for melee fighters. The rest of the characters are forced to wear takes the first reconnaissance battalion, in order to increase the chance of a critical hit. With this ability, you can add glasses to your beret (or other headdress), which will increase your perception by an additional +1 ( or by +2 if you find Lucky Sunglasses). In game, the multiplier is shown as +2 when wearing glasses, but in reality your perception after taking the trait will permanently drop by 1 (and you will have to increase it to take the abilities associated with it). Recipe for success: 6 starting perception + implant + headdress + lucky sunglasses = 10 perception.
Shustrik- agility is 1 higher, but limbs break more often. This feature is good outside the "hardcore" mode, and harmful in it. Most likely, you won’t have many doctor’s bags or “hydra” for frequent treatment of injuries... a consequence, either we play as a sniper, to whom enemies do not approach at all, or we stock up on a huge amount of medicine. In general, you can still compensate for the penalty from the feature with the help of the “Diamond Skeleton” perk and the “Tough Guy” test perk (partially).
Hot blood- when your health falls below 50%, damage increases by 15%, but agility and perception drop by 2. Penalties can be compensated by clothing, and when playing without using VATS they will not be noticeable at all. However, oddly enough, you won’t notice a difference in damage either - by FNV standards, 15% is not too much.
Claustrophobia- Additional +1 to all SPECIAL stats outdoors, and -1 indoors. According to game mechanics, premises also include the STRIPS and several other places. I don’t know what to say about this feature; I haven’t played with it myself. But the penalty to STR and INT should be very frustrating.
Early bird- from 6 am to noon you get +2 to all SPECIAL parameters, but from 6 pm to 6 am they are reduced by 1. Penalties can be partially compensated using the Night Creature ability (+1 INT and +1 VSP), and the ability to be strengthened with the help of “Solar Battery” (another +2 strength during the day). In general, a strange feature.
Trained- one of the truly useful features. All your skills are higher by 5, but the number of experience points you receive is reduced by 10%. And considering that this feature can be taken 3 times during the entire game, the skills will become higher by as much as +15 (however, this was not intended, so the method is not “fair”).
How to do it? And like this: when creating a character, we take this feature, after leaving Goodsprings we change the character, taking this feature again, and in the Old World Blues Autodoc we take it again.
Thrifty- you receive a penalty of 1 to all SPECIAL parameters if your carried cargo weighs less than 160 units, but you can carry 25 more cargo. This is also a useful feature; you will hardly notice any penalty to it. The maximum carryable amount of cargo in the game is 350 (with a strength of 10, the perks “Strong Ridge” and “Bear’s Burden”), however you can raise it up to 400, using this feature and the Courier's duster (taking the NCR side in Lonesome Road).
Logan Loophole- the chemicals act on you twice as long, and you will never get used to them. But the maximum level is limited to 30. Well, this is a real ambush for all traits. You can take it if you are not going to level up above level 30 (most skills can be leveled up to 80-90 already), or if you don’t lose interest in the game after reaching the level cap.
Capabilities
Level 2
Black Widow/Wife Killer- you deal 10% more damage to male characters, and sometimes you have special dialogue options. This ability is not very useful as you won't notice a 10% difference during combat ( the weapons in the game are either too weak or too powerful).
Cherche la femme/Convinced Bachelor- analogue of Black Widow (above). You deal 10% more damage to women and sometimes have new dialogue options. I also can’t call this ability useful, since most opponents die equally quickly/slowly and there aren’t too many female opponents in the game.
Friend of the night- you see brighter in dark caves. The effect is comparable to "Cat Eye", a useless skill. I have nothing more to say.
Scope- your thrown weapons fly further and faster (by 50%), and this applies not only to spears and grenades. The speed of shots from the "Fat Man" and some other weapons also increases. Useful for fans of explosives in the early game, as it allows you to hit targets more effectively.
Hunter- a perk that allows you to deal more critical damage to animals, such as brahmins or geckos. Considering that animals will pose a danger (and then minimally) only in the first third of the game, the ability is useless. And you don't always deal critical damage. is not it?
Intense workout- a useless waste of points. If you allocated your points correctly at the beginning, this is an ability you will never look at. I have nothing to say.
Fast recharge- if you've watched a lot of westerns and like to play a cowboy, this is the place for you. As one of the FNV characters said: there are two types of people: those who load their guns as usual, and those who load them like the devil. Adds 25% to reload speed. Not a very important choice, but interesting.
Good memory- also not the most interesting ability. The magazines will last three times longer on you, but nothing more. It is unlikely that you will need to increase your skill using the magazine for more than a minute. Another unnecessary ability, in my opinion.
Diligent student- you gain 10% more experience, which can compensate for the penalty from the Skilled trait. But in my opinion, you will reach the last level too quickly, and many players lose interest in the game after reaching the level cap. It's probably not worth spending money on this ability.
Abilities added in DLC:
In shining armor- you get +2 PU against energy weapons if you wear sunglasses, and +5 PU if you are wearing armor made of metal (for example, Metal Armor, T51 Power Armor). I don’t know about the latest patch, but this ability didn’t work before. This is due to a bug. and the ability itself, even if it worked, is not very useful, in my opinion.
Joys of the old world- the chance of becoming addicted to all types of drugs (any type of alcohol, buffat, mentats, etc.) is reduced by 25%. The ability adds a modifier, i.e. if your chance of resistance to substances was 10%, then after taking the ability it will become 7.5%. The ability also adds a 50% healing effect to some types of food and most alcoholic products, mainly those found in the Dead Money addon. I can't call this ability very useful.
Bullets from junk- slightly buggy ability. The bug is that it can unlock all possible types of ammunition for equipment at the workbench (perhaps this should be the case. But then it is not clear why the “hand equipment” ability is needed). Also allows you to craft cartridges from scrap metal and tin cans. However, the consumption of reagents is simply idiotic; 1 cartridge requires 5 (five!) cans. In the same Contreras quest, gunsmiths could create an entire arsenal from 100 cans. This ability is useless.
Light touch- an interesting ability. Your enemies critically hit you 25% less often, and you gain an additional 5% critical strike chance while wearing light armor or wearing nothing at all. This ability is the best choice at level 2 if you take it for free (more on that in the next paragraph). However, it is worth considering that it does not add +5 to the luck modifier, and critical damage from it will be calculated as follows: (Your LUCK * weapon critical multiplier) + 5% of the ability. Simply put, this ability does not add a multiplier to the chance to hit with a crit, but only a small percentage on top.
ATTENTION!
Dead Money abilities can be obtained for free at the beginning of the game. You just need to level up to the second level without leaving Goodsprings, take one of the abilities, and then go on a journey. When the character change menu appears, agree to change the parameters and select a different ability. Voila! The ability from Dead Money has been retained, and another one has been added - the one you chose.
Level 4
Run and gun- an ability that reduces the penalty to shooting accuracy while running if you are using a one-handed firearm or energy weapon. It also affects one-handed melee weapons and grenades (this is not indicated in the description). Not a very useful ability, only useful for those who don't like VATS.
Child of radiation- increases the speed of your health recovery based on the level of radiation exposure. You will receive 2 points of health regeneration for every 200 points of radiation, maximum 8 per second (of course, maximum 10, but with such a dose of radiation the character dies). It may seem that the ability is not very useful, since with high irradiation the penalties to the parameters are very high, however, with irradiation of 800+ units, the speed of health restoration negates virtually all damage incoming to the character (from bullets, for example), and makes it virtually immortal. The ability also works when you are sleeping/waiting.
Cannibal- the ability to eat human corpses while in stealth mode. It doesn't restore too much health, and the eating animation takes a few seconds. I am sure that by the 10th use you will get tired of this skill. There is also an interesting hidden ability related to cannibalism - after killing and eating four NPCs (Caesar, The King, President Kimball and Mr. House), you will receive +1 to INT, LIGHT, STR and CHA each time you eat corpses. Later, you can learn to eat the corpses of not only people, but also some other creatures.
Educated- after taking this ability you will receive two additional skill points per level. This ability is mandatory , it is strictly not recommended to ignore it. You can get 90 additional skill points if you have all the DLCs (after all, each DLC increases the level cap by 5).
Understanding- a good ability at the beginning of the game, which does not pay for itself with a level cap of 50. Gives +1 skill point when reading a textbook (permanently), and +10 skill point (temporarily) when reading a magazine. It is very cool to have this ability at the beginning, since you will be able to go through many skill checks in advance, hack difficult terminals and open many locks. Works great with the Logan's Loophole trait.
Travel light- when you wear light armor, or do without armor at all, you run 10% faster (and also sneak). This ability can compensate for the penalty to running speed when wearing a two-handed weapon, but in general you should not pay attention to it - at the fourth level there are much better abilities.
Entomologist- you deal 50% more damage to insects and creatures that evolved from them due to mutation. There are 6 creatures in total: a praying mantis, an ant, a puffin, cazador, radscorpion, radcockroach. Of the entire group, only the casador and the radscorpion pose a serious danger (but only at the beginning of the game), so the ability is not worth taking.
Level 6
Selfless devotion- if your health level drops below half, your companions fight better. In practice, this means that he receives +50% SS. When playing in normal mode, the ability is not much use, and on hardcore too.
Two guns- when firing a shotgun, you ignore 10 units of the enemy’s SS. An interesting choice if you like shotguns (it's a shame that there are only 6 types in the game, not counting the unique ones). Pairs well with the “stay away” ability, which sometimes allows you to throw back enemies with a shot.
Duelist- accuracy of shooting from one-handed weapons in VATS mode increases by 25%. The bonus is multiplicative, i.e. Similar effects from other abilities will stack on top of each other, rather than simply adding up. A good choice if you like VATS and like one-handed weapons. There are not very many powerful models in the pistol category, but those that exist are sometimes more powerful than two-handed weapons.
Treasure hunter- you find more caps in containers that have not yet been opened. The usefulness of this ability is extremely insignificant, because if you know how to play caravan and have the “crazy hands” ability, you will always have a lot of money.
Blood bath- an ability that was a feature in Fallout 1-2. Enemies will sometimes die horribly (or rather, be torn to pieces), and you deal 5% more damage with any weapon. There is an aesthetic choice here - to take or not to take this ability. If you like killing everyone you see (and I do) then go for it, if not then don’t. The 5% damage bonus isn't particularly significant, since weapons are either too weak or too powerful, so you won't notice the difference.
Impenetrability- you get +3 DS for each rank of the ability taken (2 ranks in total). With the implant you will receive +10 DS along with the ability taken. Impenetrability can be recommended for melee fighters, because... they get hit more often than shooters.
Professional- You deal 20% more critical damage with pistols when in stealth mode. Due to an oversight by the developers, you deal more damage even when you're not sneaking. Pairs well with other pistol perks.
Thrifty owner- you know new schemes for creating ammunition for energy weapons, and more often save “empty” batteries. You can craft very powerful ammunition, I advise you to take this ability if you are interested in energy weapons.
Hand equipment- an analogue of the “zealous owner”, but this time for firearms. I think everything is clear - it’s worth taking for those who love gunpowder and lead.
Lead belly- you get 50% less rad if you drink contaminated water or eat contaminated food. Do not take. Never.
Sapper Expert- for each rank of the ability, explosives deal an additional +20% damage (+60% with all ranks). 60% is not 10%, and certainly not 5% ( Yes its true?). Therefore, if you like explosions, be sure to take all 3 ranks. Pairs well with the following ability:
Crazy Bomber/Raging Terrorist is the only ability added to GRU. You can create many new types of explosives. The requirements for creating a truly powerful explosive are high, but it's worth it. Here's what you can create:
Nuka Grenade, Tin Grenade, Cap Mine (economical recipe), Fat Man Mine (strange thing), Powerful Time Bomb, Bunch of MNA (very cool thing), Nuka Grenade.
I advise everyone to take this ability, regardless of build.
Level 8
Flea dealer- one of the most useful abilities in hardcore mode. If an item's weight is 2 or less, it is reduced by 50%. This ability will allow you to carry a whole cache of ammo, food, and crafting items.
I advise you to take it in every playthrough.
Fast reaction- you grab your weapon twice as fast and sheath it. I never took this ability because it's useless.
Stone wall- you are less likely to be knocked down, and you get +5 to your damage threshold when you are attacked in melee. The ability also works on monsters that can knock you down. A good ability for a melee fighter, useless for everyone else.
Cowboy- damage from dynamite, hatchets, knives and revolvers, as well as from lever-action rifles increases by 25%. A very interesting ability, you can play as a cowboy, and revolvers are one of the most powerful pistols in the game. I recommend it if you want new sensations.
Commando- additional 25% chance of hitting VATS. You'll likely be using two-handed weapons more often than one-handed weapons in your playthrough, so pick it up (if you're into VATS. Otherwise, don't pick it up).
Strong ridge-you carry 50 units more weight. An ability that is best taken by everyone without exception - after all, lack of space in a backpack is the most common problem, isn’t it? (in general, the weight can be increased to 400 (!!!) units).
Practical anatomy- 5% damage to ghouls (not wild ones) and people, you will also be able to see the digital values of the character’s HP, and how you penetrated the armor with a shot. Interesting, but nothing special.
Rad resistance- 25% additional radiation resistance. Truly one of the most useless abilities (after all, you have Rad-X!).
Scary man- in some dialogues you can intimidate your opponent. There are few of them, so it is better to take another ability.
Superkick- oh yeah, guy. This is the trump card of a melee fighter. Take this ability and you will kill everyone you see. When triggered, the target will be paralyzed for 5 seconds, and you can finish it off. Thanks to weapons with a high attack speed (Greased Lightning, Saturnite Brass Knuckles), you can kill even enemies of unprecedented strength (attention! Some NPCs and creatures are immune to paralysis, for example Ulysses).
Freeloader- you find more ammunition in containers. The ability was good in Fallout 3, but in NV it no longer has those advantages - after all, ammunition is not too expensive and is widely available. You can take it if you want something weird.
Abilities from Honest Hearts:
Both the table and the house- you will be able to sleep near the fire (even in an area where there is radiation). Not the most useful ability, but can be useful in hardcore mode.
Imperialist- additional 15% damage to raiders and other savages. You also get a x1.25 multiplier to your critical chance in VATS mode. 15% is a ridiculous figure if we talk about raiders (they die very quickly even without this ability). I wouldn't take it unless for role-playing reasons.
Tribal Wisdom- you receive 2 times less damage to limbs from animals and insects, as well as an additional 25% protection from poisons. And you can also eat mutated insects in stealth mode. I can’t really comment on this ability, I’ve never taken it - but judging by the description, it’s useless.
Infantryman- you deal 25% more damage from weapons that use .45, 9mm, 5mm caliber, as well as when using 40mm grenade launchers, combat knives and grenades.
This ability would be especially great if it could work in conjunction with Gun Runners Arsenal. And so in the list of weapons that are affected by the perk, there are powerful examples (for example, Light in the Darkness, All-American and light machine gun.)
Level 10
Nerd Rabies- An interesting ability for the early game. Once your health drops to 20% or below, your strength increases to 10, and your damage threshold increases by 15. A good use of the ability is to carry loads.
Animal Friend- an ability that no one takes (because charisma is needed). You will no longer be attacked by animals (i.e. dogs, bighorns, geckos (not fire), rats and some others). At the second level of the ability, they will come to your aid when they are nearby. It is useless - the animals are too weak to provide any assistance in battle.
Here and now- you lose the chance to choose a normal ability, but you immediately gain the next level. In the game, the last level is filled quite quickly, and the number of useful abilities to choose from is limited. Do not take. Never.
Mathlogic- shots and actions in VATS mode require 10% less AP costs. Fans of the aiming system should like this, because in fact you will save more AP, which means you will shoot more. Pairs perfectly with the Death on Takeoff perk.
Miss luck- sometimes in VATS mode a girl dressed as a stripper will appear to “give you a helping hand.” The target she fires at may be stunned, exploded, or crippled. Miss Fortune has a 10% chance of appearing, but only if you haven't killed the target while VATS is active. Does not exclude the ability "mysterious stranger", but the appearance of both of them is impossible.
Night creature- after sunset you get +2 to intelligence and perception (not higher than 10). Works both indoors and outdoors.
Sandman- you can kill silently kill people when they are sleeping. Nothing interesting - how often have you killed sleeping people?
Plasma hello- the amount of AP required to use plasma weapons (as well as grenades) is reduced by 20%. Take it only if you really like plasma weapons.
A mysterious stranger- sometimes, during the VATS mode, an immortal man in a cloak may appear and, with a characteristic melody, open fire on your enemies. He inflicts 9000 damage from each shot, but the enemy's health must be below 150 HP. It is believed that the Mysterious Stranger is the father of guitarist Lonesome Drifter.
Accuracy- you get an additional 5% chance of a critical hit, which counts as Luck. That is, during the battle your luck can be 15, and a critical hit will be calculated from it. I advise all characters to take it.
Anarchist - when fighting the NKR, Legion or Brotherhood of Steel you get +2 PU and +5% critical strike chance. Not the most useful ability, even though you will have to kill people from the NKR/Legion very often.
Stay away - you can knock over an enemy by hitting him with a shotgun. The enemy will lose combat effectiveness for 5-7 seconds, works on all creatures except three NPCs. An interesting ability for shotgun lovers. The chance of knocking down is calculated as follows: 10% for each pellet that hits the target.
Level 12
Silent running- useful ability. Enemies will be less likely to notice you when you are running in stealth mode. It also removes the noise produced by heavy armor and equipment (they won’t hear you, even if you’re wearing power armor and you’re carrying a skinny person).
Long journeys- even when overloaded, you can travel using "fast travel". You can try to play the role of a caravan (Attention! possible cases of robbery).
Affected area- your explosives have a 25% larger damage radius. Extremely I recommend taking the following with this ability: adamite skeleton, lie down!(some explosives can severely cripple even a well-equipped hero, for example special ammunition for the “Fat Man”).
Irresistible force- The game does not have a very clear explanation for this ability. It works as follows: when you strike an enemy who is “blocked,” the power of your strike is multiplied by 4. There are not very many enemies who block your attacks, so the ability is not worth taking.
Carrion- having the “Cannibal” ability, you will be able to eat the corpses of super mutants and wild ghouls. If you lose karma, the act is considered a crime.
Pyromaniac- You deal 50% more damage when using fire-related weapons, as well as some ammo. (There are 11 such types of weapons, and 4 ammunition). The ability does not affect the signal pistol (apparently a flaw). The usefulness is average, but you can take it if you really like to burn all living things.
Penetrating Strike- all your attacks with melee weapons/unarmed combat items ignore the enemy’s 15 PU. A must-have ability for a melee soldier, useless for everyone else.
Roboticist- you deal 25% more damage to any robot, and robots can also be turned off (if you sneak up unnoticed). There are not very many robots in the game, and most of those that exist are located in the Big Mountain. So decide for yourself whether this perk is worth taking.
Sniper- the chance to hit the enemy in the head is increased by 25%. If you like VATS, take it, because most of the shots are made in the head. In Fallout/Fallout 2 the ability was incredibly powerful, but in New Vegas its value has been significantly reduced.
Accelerated Metabolism- you restore 20% more health when using stimulants. Not the most useful ability, but you can take it if for some reason you are constantly being beaten.
Fountain of Life- additional 30 health points. If your stamina is less than 9, it is better to take the “intensive training” ability (you will receive 10 less health, but bonuses to poison and radiation resistance).
Vigilance - You gain +2 to perception while not moving in stealth mode.
Heavyweight - weapons weighing more than 10 units will weigh half as much. Does not affect modified weapons if the modifications have lowered the weight below 10. Very useful for people who like really big guns.
Trapman - the chance to damage the enemy's legs increases by 25% in VATS mode. A good choice if you have to always run away from everyone.
Level 14
Diamond Skeleton- your limbs take 50% less damage. In fact, the translation of the ability is somewhat incorrect, in the original it was adamanite skeleton. Diamond is just a fragile stone. The ability is good for those who play with the "Nimble" trait or use explosives, but have not yet taken the perks to reduce the damage from them.
Fighter for purity- you deal 50% more damage in battles with monsters using melee weapons or brass knuckles. By monsters we mean wild ghouls, centaurs, death claws, ghost people, night hunters, spore bears, super mutants, shadows, carnivorous plants and aliens (Wild Wasteland). I know that most likely there will be a schoolchild who mowed down a quarry or other places of death claws, posted it on Youtube and is now happy. In reality, this ability is of little use (in my personal opinion).
Easy step- you will not trigger mines and floor traps by touching them. Useless feature. It's better to spend money on the following ability:
crazy hands- perhaps the most imbued ability. You can repair weapons with everyone its varieties. The advice on the loading screen says that plasma weapons can be repaired with laser weapons, but this is not true. I will try to describe how this perk works and why it is so good:
Let's imagine that you found a hunting rifle, but you are not going to use it, because... download energy weapons. You can sell it at a price of, say, 300 caps, because... it is in poor condition. With this ability, you can do something different - buy a varmint rifle for 100 caps, completely repair a hunting rifle with its help, and sell it with the help much more money.
There are several categories of weapons - and with weapons in the "one-handed pistols" category, only one-handed pistols can be repaired ( logics). There are the following categories:
- brass knuckles
-one-handed melee weapon
-two-handed melee weapon
-energy pistols
-laser two-handed weapon
-energy weapons of other types
-heavy energy weapons (plasma killer, incinerator, flamethrower)
-pistols and PP
-two-handed automatic
-weapons with lever-type reloading
-machine guns
- grenade launchers
-rocket launchers
Essentially, weapons are divided by type of fire.
Take this ability when you upgrade your repairs to 90. Absolutely.
Chemist- chemicals last twice as long on you. These are not only drugs, but also healing/beneficial substances. Such as food, radiant and water. Not a bad ability for hardcore mode.
Center of gravity- you deal 15% more damage when shooting at the torso in VATS mode. I don't think you (yes, specifically you) shoot torsos in VATS. Everyone shoots in the head, or in the legs, or in the right hand. So the ability is not very useful.
Level 16
Zinger- adds 15 AP to you. You can take it twice. Moderately useful for those who love VATS. However, for a rank 2 ability, it is better to take either both consequences, or not take them at all.
Critical Damage- a mandatory ability that will be useful to everyone. You deal 50% more damage when you critically hit an enemy. When using sniper rifles, you will be able to deal massive damage while shooting from stealth.
Weapon handling- weapon strength requirements reduced by 2. This ability was good in vanilla, but after OWB it lost its cool.
PS: if you don't have enough strength, your attack speed (melee) or accuracy (range) will suffer.
Prize!- you get +15 to any skill you choose. A useless ability after all 4 DLCs are released. Never take it.
Decay- ambiguous ability. When you kill an enemy with an energy weapon, it explodes like a plasma grenade, damaging everyone nearby. A chain reaction is possible.
Pros:
-With the right shot you can kill an entire crowd.
Minuses:
-It is not recommended to shoot at enemies closely, as you will most likely get hurt.
Chemistry resistance- the chance of becoming addicted to chemistry is halved.
Level 18
Burglar
An ability that allows you to try again to pick a lock that you failed using STR. NO.
Traveler's instinct
Outdoors, you gain +1 Dexterity and +1 Perception. Only useful if you intend to cancel the penalty from traits. Let me remind you that the Strip is also considered closed locations.
Massive fire
Every time you mark a body part on a target in VATS mode (in other words, aim for the leg, for example), the chance for each shot increases by 5%. Regardless of whether you hit the target or not, the chance will increase with each shot.
Of course, it is only useful for those who use VATS, but in the late game the relevance of the ability is lost.
Paralyzing Palm- with a 30% chance you can paralyze the target you are attacking, provided that you use unarmed combat tools in VATS mode. The chance is high, but this ability only helps against single targets. If you have 5-6 strong opponents against you, and you only have enough action points to hit each of them on the head, most likely only 1-2 of them will fall paralyzed. The ability, in general, is quite doubtful. But if you like VATS, it will suit you just fine.
Hacker- analog Burglar, but associated with terminals. Actually, the SAVE/LOAD mechanism exists not just for beauty. And if you, my friend, play hardcore, without using saves before each terminal, then just try not to screw up the hack. Please.
Level 20
An eye for an eye- you will deal 10% more damage for each damaged limb. Another ability that shouldn't be taken. Considering that when the head is damaged, the character's eyes constantly "swim"; when the legs are damaged, he walks like slopok, if his hands are damaged, he shoots the same way as I do in real life after three bottles of whiskey... NO.
Serpentokynologist- You are getting minor bonuses to perception, poison resistance and stealth when consuming night hunter body parts. NO.(in general, it feels like at levels after 18 the number of useless abilities begins to prevail over useful ones).
Researcher- not the most useful ability, it simply opens up all locations on the map (but this does not mean that you can fast travel to them). In fact, it marks places you have not explored. Does not open locations associated with some quests (for example, the quest to find the body of Ranger Morales). Add-on locations will only become open if the ability was taken before installing the add-ons. In principle, you can take it if you cannot understand where this or that location is, and then load before taking the ability.
Great dish- when killing a living creature, you have a 50% chance of receiving from one to three units of liquid red paste or blood sausage. I would not take this ability, because I have never experienced problems with healing substances, but:
1) this is a good way to earn money, because this loot has relatively good value.
2) it treats really well.
3) useful in the Dead Money addon, where healing agents are in short supply.
Ninja- You deal 20% more damage on a critical hit when using a melee weapon, and your critical strike chance increases by 15%. This ability is not worth taking. Let me explain: 20% critical damage is good, but not too much. After all, in fact, a critical hit at any stage of the game is either too strong or too weak. Also, the formula for calculating the chance of a crit doesn’t work correctly.: You'd probably expect that after taking this ability you'll have an extra 15% crit chance, even with a 1% crit chance. But no. If you have a 1% chance to crit, then with this ability it will become 1.15%. Very useful, isn't it?
Atomic- your Strength, attack speed and movement speed increase when you are in a radioactive zone. The speed of AP recovery also increases. Not very useful (in my opinion), because... There are not too many places in the game where there is an increased level of radiation. Only take it for role-playing reasons.
Death on takeoff - NERF! In Fallout 3, the ability was simply devilishly cool, because it gave 1000 AP after killing in VATS mode. In Vegas, it gives 20 AP, which is hardly enough even for one shot. But if you are leveling up a character with priority in using VATS, it’s worth taking.
Solar battery- when you are in open spaces during the day (from 6 am to 6 pm), you get +2 to strength and slowly restore your health (1 HP per 1 second). In fact, it is only needed to cancel the penalty from traits.
Level 22
Friendly banter- your damage to partners will be only 25% of normal.
Let me digress a bit and say that companions in hardcore mode are more trouble than they're worth. There are several reasons for this:
1) If you are not playing on easy difficulty, you will encounter that they Very They often die if you don’t equip them with the best equipment and don’t go into the thick of things.
2) Their tactics are too stupid, in fact your partner is just an ordinary raider with increased stats, so you shouldn’t expect any tactical decisions other than whining like “I need a different caliber” from them.
3) When they die, you have to load again (of course, if you don’t use save/load on principle).
4) Partially related to the third point (above): when teammates die, it’s very sad for them. For me personally.
In short: the ability to take is not worth it, because... you will see the death of your “friends” more than once in the entire game in any case.
Lazerov chief- any laser weapon deals 15% more damage, and the chance of a critical hit increases by 10%. If you've read what was written above (many, many lines up), you know that 15% damage doesn't actually affect anything. However, the crit chance is calculated correctly, and therefore the ability is very good for laser lovers. With a Gatling laser you can create real miracles.
Voracious reader- I’ll say right away, friends, I NEVER took this ability, and I will be VERY glad if you tell me its pros and cons. Thank you in advance.
Irradiated beauty- normally removes all your radiation when you go to bed. In hardcore it only removes 100 units. For me personally it is useless.
Yader chemist- you can create Nuka Cola at the workbench. The only advantage of this ability is that you can create nuke grenades using quartz nuka cola, because its quantity in the game is limited.
Does not apply.
Lessons Learned - for each level you get 1% more experience gained (for example, +46% at level 46). Not the most useful ability, since you will get level 50 quite quickly.
Level 28
Rad absorption- your radiation level will decrease over time (for every 20 seconds - 1 RAD). If your radiation level is 999, then you will need 167(!) game hours to reset it. The ability also works when you are sleeping/waiting/fast traveling.
The sky above - when you sleep on any bed you get a charge of vivacity (+10% to the experience gained). But this is not the main thing. In fact, any unoccupied bed begins to be considered the player's, and even after an hour of sleep you will be fully healed from injuries. In Lonesome Road you can find a sleeping bag, and, in fact, heal at any time (outside of combat). A very strong ability, but the requirements for it are very high (survival: 100).
The “SPECIAL” system, consisting of seven attributes, is responsible for the development of the basic characteristics of a character in Fallout: New Vegas: Strength(force), Perception(perception), Endurance(endurance), Charisma(charisma), Intelligence(intelligence), Agility(dexterity), Luck(luck). Each attribute consists of ten levels, and is also directly or indirectly related to and. The first steps will be taken at Dr. Mitchell's house in Goodsprings, through the Vit-o-matic, when the main character comes to his senses after returning from the afterlife. The energy tester will offer to distribute 40 points among 7 attributes (all manipulations occur with the [←], , [↓], [→] keys). The more points invested in a certain attribute, the more effective the skills associated with it become. It is impossible to upgrade all attributes to level 10, as well as cancel or redistribute a character’s characteristics in “SPECIAL” during the main plot of Fallout: New Vegas, only using the console or third-party modules. In the future, a slight improvement in the main characteristics of the character occurs due to the development of the “Intense Training” ability, the appearance of “”, the use of unique things and receiving rewards for some tasks. Therefore, the choice made at the beginning is very important and greatly influences the style of playing the game.
Strength bonuses in Fallout: New Vegas:
Strength determines physical capabilities. The stronger the character, the more things he can carry without a penalty to speed, the more effective melee attacks will become, the more varied the choice of weapons will be: weak ones, for example, cannot use heavy machine guns and grenade launchers. An increase in melee damage is awarded only when the character attacks the enemy with bare hands, gloves or brass knuckles.
Strength (STR) | Carryable weight | Increase in damage (units) | Increase in skills (%) |
---|---|---|---|
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 Skills | Without weapons, Cold steel. | ||
Associated abilities | Swipe / Heave, Ho! (STR: 5, UR: 2); Stonewall / Stonewall (STR: 6, UR: 8); Strong Ridge / Strong Back (STR: 5, UR: 8); Super Slam (STR: 6, UR: 8); Irresistible force / Unstoppable (STR: 7, UR: 12); Weapon Handling (STR: |
Perception bonuses in Fallout: New Vegas:
Well-developed perception allows you to automatically identify enemies and dangers at a great distance (red markers appear on the compass), and also increases the accuracy of attacks.
Perception (VSP) | Increase in skills (%) |
---|---|
1 | Energy weapons +2, Explosives +2, Lockpicking +2 |
2 | Energy weapons +4, Explosives +4, Lockpicking +4 |
3 | Energy weapons +6, Explosives +6, Lockpicking +6 |
4 | Energy weapons +8, Explosives +8, Hacking +8 |
5 | Energy weapons +10, Explosives +10, Hacking +10 |
6 | Energy Weapons +12, Explosives +12, Hacking +12 |
7 | Energy weapons +14, Explosives +14, Hacking +14 |
8 | Energy Weapons +16, Explosives +16, Hacking +16 |
9 | Energy Weapons +18, Explosives +18, Hacking +18 |
10 | Energy weapons +20, Explosives +20, Hacking +20 |
Related Skills | Hacking, Explosives, Energy Weapons. |
Associated abilities | Friend of the Night (GSP: 6, UR: 2); Sniper / Sniper (VSP: 6, UR: 12); Light Step (VSP: 6, UR: 14); Critical damage / Better Critical (VSP: 6, UR: 16); Burglar / Infiltrator (VSP: 7, LV: 18). |
Stamina bonuses in Fallout: New Vegas:
Endurance determines the degree of physical fitness, the degree of resistance to harmful influences and the maximum level of health of the character.
Endurance (VNS) | Amount of health | Resistance to poisons/radiation | Increase in skills (%) |
---|---|---|---|
1 | 120 | 0%/0% | Survival +2, Unarmed +2 |
2 | 140 | 5%/2% | Survival +4, Unarmed +4 |
3 | 160 | 10%/4% | Survival +6, Unarmed +6 |
4 | 180 | 15%/6% | Survival +8, Unarmed +8 |
5 | 200 | 20%/8% | Survival +10, Unarmed +10 |
6 | 220 | 25%/10% | Survival +12, Unarmed +12 |
7 | 240 | 30%/12% | Survival +14, Unarmed +14 |
8 | 260 | 35%/14% | Survival +16, Unarmed +16 |
9 | 280 | 40%/16% | Survival +18, Unarmed +18 |
10 | 300 | 45%/18% | Survival +20, Unarmed +20 |
Related Skills | Unarmed, Survival. | ||
Associated abilities | Lead Belly (VNS: 5, UR: 6); Rad resistance / Rad Resistance (VNS: 5, UR: 8); Stonewall / Stonewall (VNS: 6, UR: 8); Strong ridge / Strong Back (VNS: 5, UR: 8); Fountain of Life / Life Giver (VNS: 6, UR: 12); Long Journeys / Long Haul (VNS: 6, UR: 12); Solar battery / Solar Powered (VNS: 7, UR: 20); Rad absorption / Rad Absorption (VNS: 7, UR: 28). |
Charisma bonuses in Fallout: New Vegas:
Charisma improves the attitude of others towards the character, affects the fortitude of companions, allows you to gain trust, receive secret information, find third-party ways to solve problems and sometimes avoid armed conflicts.
Charisma (CHAR) | Impact on companions (%) | Increase in skills (%) |
---|---|---|
1 | Defense +5, Damage +5 | Barter +2, Speech +2 |
2 | Defense +10, Damage +10 | Barter +4, Speech +4 |
3 | Defense +15, Damage +15 | Barter +6, Speech +6 |
4 | Defense +20, Damage +20 | Barter +8, Speech +8 |
5 | Defense +25, Damage +25 | Barter +10, Speech +10 |
6 | Defense +30, Damage +30 | Barter +12, Speech +12 |
7 | Defense +35, Damage +35 | Barter +14, Speech +14 |
8 | Defense +40, Damage +40 | Barter +16, Speech +16 |
9 | Defense +45, Damage +45 | Barter +18, Speech +18 |
10 | Defense +50, Damage +50 | Barter +20, Speech +20 |
Related Skills | Barter, Speech. | |
Associated abilities | Selfless devotion / Ferocious Loyalty (CHAR: 6, LV: 6); Animal Friend (CHAR: 6, LV: 10). |
Intelligence bonuses in Fallout: New Vegas:
Intelligence is responsible for the character’s mental abilities, affects the receipt of additional skill points when increasing levels, allows you to use more implants to increase the main characteristics of “SPECIAL” and manipulate stupid interlocutors.
Intelligence (INT) | Skill points (units) | Increase in skills (%) |
---|---|---|
1 | 10,5 | Medicine +2, Repair +2, Science +2 |
2 | 11 | Medicine +4, Repair +4, Science +4 |
3 | 11,5 | Medicine +6, Repair +6, Science +6 |
4 | 12 | Medicine +8, Repair +8, Science +8 |
5 | 12,5 | Medicine +10, Repair +10, Science +10 |
6 | 13 | Medicine +12, Repair +12, Science +12 |
7 | 13,5 | Medicine +14, Repair +14, Science +14 |
8 | 14 | Medicine +16, Repair +16, Science +16 |
9 | 14,5 | Medicine +18, Repair +18, Science +18 |
10 | 15 | Medicine +20, Repair +20, Science +20 |
Related Skills | Medicine, Science, Repair. | |
Associated abilities | Diligent student / Swift Learner (INT: 4, LV: 2); Good memory / Retention (INT: 5, LV: 2); Understanding / Comprehension (INT: 4, LV: 4); Educated (INT: 4, LV: 4); Entomologist / Entomologist (INT: 4, LV: 4); Fleabag / Pack Rat (INT: 5, LV: 8); Nerd Rage! (INT: 5, LV: 10); Hacker / Computer Whiz (INT: 7, LV: 18). |
Agility Bonuses in Fallout: New Vegas:
Dexterity is responsible for the character’s reflexes and mobility, determines the available number of action points in the “VATS” mode during battles with enemies and the recovery time, affects the speed of weapon reloading, the stealth of movement and the effectiveness of attacks from a long distance.
Agility (DEX) | Action points (units) | Increase in skills (%) |
---|---|---|
1 | 68 | Weapon +2, Stealth +2 |
2 | 71 | Weapon +4, Stealth +4 |
3 | 74 | Weapon +6, Stealth +6 |
4 | 77 | Weapon +8, Stealth +8 |
5 | 80 | Weapon +10, Stealth +10 |
6 | 83 | Weapon +12, Stealth +12 |
7 | 86 | Weapons +14, Stealth +14 |
8 | 89 | Weapon +16, Stealth +16 |
9 | 92 | Weapons +18, Stealth +18 |
10 | 95 | Weapon +20, Stealth +20 |
Related Skills | Weapons, Stealth. | |
Associated abilities | Fast reload / Rapid Reload (DEX: 5, UR: 2); Quick reaction / Quick Draw (DEX: 5, LV: 8); Silent Running (DEX: 6, LV: 12); Sniper / Sniper (DEX: 6, UR: 12); Light Step (DEX: 6, LV: 14); Zhivchik / Action Boy/Girl (DEX: 6, LV: 16); Quick Strike / Slayer (DEX: 7, LV: 24); Nerves of Steel (DEX: 7, LV: 26). |
Luck bonuses in Fallout: New Vegas:
Luck affects all skills, increases the chance of causing critical damage to enemies during a battle in the “VATS” mode and the likelihood of them making a mistake, and increases the chances of winning in the casino.
Luck (UDCH) | Increase in skills (%) |
---|---|
1 | Critical Chance +1, All Skills +1 |
2 | Critical Chance +2, All Skills +1 |
3 | Critical Chance +3, All Skills +2 |
4 | Critical Chance +4, All Skills +2 |
5 | Critical Chance +5, All Skills +3 |
6 | Critical Chance +6, All Skills +3 |
7 | Critical Chance +7, All Skills +4 |
8 | Critical Chance +8, All Skills +4 |
9 | Critical Chance +9, All Skills +5 |
10 | Critical Chance +10, All Skills +5 |
Related Skills | All skills. |
Associated abilities | Treasure Finder / Fortune Finder (UDC: 5, UR: 6); Freeloader / Scrounger (UDC: 5, UR: 8); Miss Fortune (UDC: 6, UR: 10); Mysterious Stranger (UDC: 6, UR: 10); Critical damage / Better Critical (UDC: 6, UR: 16). |
Introduction
In this guide, I will show my example of developing the ideal, in my opinion, sniper. Its main feature will be that it is completely tailored to stealth game, and is designed to use the mode V.A.T.S. to the fullest. In addition, in stealth mode, the movement speed will be almost the same as standing. It is worth noting that in open battle our hero will be very weak, and many even not very strong enemies will be able to kill him, so the style of play will be secretive. I’ll say right away that leveling up such a character will be quite difficult, especially at the beginning, and there will be practically no variations in development. But in the end, we will get a truly powerful character who will be able to kill absolutely any enemy with one shot. In addition, the speed of movement in stealth mode will be almost the same as when running.
It is worth noting that, unlike "Fallout 3", V "Fallout: New Vegas" It will not be possible to create a build that does not depend on equipment. Actually, any character will be very dependent on the elements of the armor that he is wearing, so you will have to spend a fair part of the gameplay on getting it. Moreover, none of the RPG games, I try, if possible, not to use partners, so this guide will be compiled without taking into account the bonuses that can be received from them. Moreover, after completing one of the add-ons, we can get a useful ability that increases damage and accuracy in V.A.T.S. if we are traveling alone. But first things first.
Weapons and equipment
Weapon:
Basics- the one with which we will destroy the most powerful enemies.
It won't hurt to pump Eloquence by 70, and Hacking by 80 units. There will be a lot of checks for the first skill, failing which in most cases it will not be possible to solve the quest peacefully. Well, as for hacking, it’s already clear that you will often come across containers and doors containing useful things.
Don't forget that the game has such a thing as magazines, which temporarily raise certain skills by 10 (and when you take the ability Understanding by 20) units. In addition to them, skills can be increased thanks to certain types of equipment. For example: (jacket+cap gives +10 to barter), (eloquence+10) and (+10 to Medicine and +10 k Science).
Peculiarities
From the features we take:
Kamikaze (+10 OD(Action Points) and -2 PU (Damage Threshold)) - ideal for the build, since we will actively use the mode V.A.T.S., and we will receive practically no damage.
Four eyes(+2 to Perception with Sunglasses on, and -1 to Perception in the absence of Sunglasses on our character) - most useful for sniper feature, since glasses can be picked up right at the starting location, in Dr. Mitchell’s house, and they are found very often.
P.S.- if you don’t want to bother with mining, then instead Kamikaze you can take the feature Shustrik(+1 to Dexterity and -25% strength of our character’s limbs). In this case, when creating a character, you need to put Good luck for 8 units, Dexterity at 9, and Perception by 8. But at the same time, we will have by 10 OD less, which is not very pleasant.
Naturally, I don’t presume to say that this build will be absolutely correct and the strongest, I just provided my version of development sniper. I hope this guide will seem interesting to at least someone, in any case, I will be glad to see any comments and criticism.