Fallout 1 Character Building: Skills #fallout

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outdoorsman is good in fallout 2 tho so that's cool
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Repair and Science can be increased with caps, making Gambling or Barter (if you abuse gambling, don't waste points in barter, you'll have more than you can spend in a short time) clear winners over either skill for being tagged.

Picking Small Guns gives you extra starting ammo, Unarmed gives you brass knuckles, (no other weapon skill gives starting gear) Lockpick gives you lockpicks (as does steal, doesn't stack though) First aid kits for an extra 2 stimpacks, and the near useless outdoorsman gives you 3 water bottles. Might be one or two I missed.

Prof_Bort_Yammy
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My only addition to this is Small Guns is kind of a trap skill in that you come across people that use this skill very effectively. You can also train this skill to really high levels using drugs and skill books.

If you want more weapons used in the playthrough, you can Melee Weapons as well.

francis
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ty for breaking this down! makes a lot more sense

heretic_lily
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Nothing here to argue with, good stuff

Masta_Chief
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For endgame you just need children of the cathedral robe, big and you are set.

jindrichburian
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Energy and lockpick run go to hub and around the hub little scanning nuca cola (caps) and fallen spaceship (unique laser weapon 🔫). Go to deathclaws because free XP. Here we go

Giray.
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Just have high luck gambling isn’t necessary

atwilliux
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My man forgot to diss the barter skill. It sucks.

badbreakingbadvideos
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Now, if only the controls weren't so terrible.

davidvanderven
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I think they just need to reboot 1, 2 and tactics so it plays like fallout 3 even if they make the game harder so the stories dont feel so short i just dont think many modern gamers can stand the old game play its like witcher 1 its unplayable .

gavinchilders
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