Right now is 16 hrs, I'm sending him back right now. I gave him 4 health packs and 6 radways
He's high strength naturally so I gave him formal gear for the +7 luck. He's mainly collected rusted weapons and handyman gear
Right now is 16 hrs, I'm sending him back right now. I gave him 4 health packs and 6 radways
He's high strength naturally so I gave him formal gear for the +7 luck. He's mainly collected rusted weapons and handyman gear
My level 45 Jericho had been out eighteen hours before I called him back to collect what he had. I wanted the advanced lab coats! He only used two stimpacks the whole time, and none until hour sixteen. Next time I'm gonna send him out with power armor and a laser gatling gun!
Same here, seems like Confessor is pretty awesome for this job! Mine lvl 36 was out for 28 hours - used 2 steampacks and was down to half health, but got himself a lazer rifle and around 20 other items along wth 3000 caps or something like that. I am now levelling all his low stats up to 5 and sending him again with 10 steampacks - that should cover him for a week i guess
Did anyone achieve the maximum amount of time now? My Confessor Cornwell was out for 3 weeks, i just kept reviving him over and over again
Is there any benefit to staying out that long if you die ... I thought the game reset the legendary time counter when you died ... and with the 100 inventory limit you could never pick anything up unless it was better than the item you were wearing (assuming it would swap them out)
longest one I've done so far was sending Three Dog and a home-bred dweller for roughly 40 hours. They ran out of stimpacks at that point and had radiation poisoning, so I recalled them. They had nothing worth mentioning in terms of items sadly. They had okay weapons like laser rifles and such, stuff dealing 6-8dmg.. but NOTHING useful. However, my dweller didnt have high luck and Three Dog had his base luck (I think it was 4?), so maybe the rng was against him.
I trained a bunch of dwellers on luck and so far they've already had much better lootruns, with railway guns and plasma guns being found.
my highest one so far is 8 hours and 38 minutes and 2nd explorer only did for 3 hours.
I do believe luck is also based on what items you will get.
I send out a lvl 43 and has better luck, its got a lot of weapons and out fit. The 2nd explorer that did 3 hours didn't really got any good weapons.
I could not access my highest vault until last patch to to crashing, and I had just sent out 2 people so their death was expected. A Confessor Cromwell and a lunchbox Rare dweller both with some training. Confessor had a Gauss rifle and the Rare had a Hardened Fatman both had 15 stims and 10 rads. I can't remember the exact times death times, but Confessor took 1 day 19 hours to return and the one armed with a fatman took 2 days 1 hour to return. So about 4 days for me?
My longest was Tenpenny at 3 days. I trained him up to 10s in every SPECIAL stat, gave him the best weapon I had (focused Alien Blaster), 25 Stimpacks, 25 Rad-Aways, and sent him out the door once he hit level 50. He died, of course, but resurrecting him is only 1,000 caps and he brought in 18,000. So, net gain of 17,000? I'm good with that.
I have sent one of my dwellers who is very high in some stats. I had to recall her after 1 day+2hours. She has a saw-off shottie and a lot of other weapons that my vault needs to defend itself from furballs (molerats) and raddies (radroaches). I did send Jericho out and he has so far gotten another saw-off shottie. I am going to us those shotties to take those furballs out. Jericho is now at lvl 47. I am going to try to keep Jericho out longer since he has the best powerarmor and weapon.
I'm running several vaults, and one of them got a Lv 42 Preston Garvey AND a Fat Man out of the first lunchboxes. Early on he had to return after about a day an a half (before I got access to the medbay). Now he simply wanders for 60h for national Depot runs (based on the https://docs.google.com/spreadsheets/d/1Nai09D_aM2syl3iPP5hkveDcOUwhsoUDR6s1lwC0e8c/htmlview?usp=docslist_api&sle=true# spreadsheet) before I recall him.
I have Gary 42 out most times now. Hes got 10's on all Stats and is level 50. Hes wearing power armor that gives him 12 END ( well 10 +2) and actually managed to beat a Behemoth. He still finds lots of BB guns but I got get Plasma guns and even a minigun out of him once. Gary 88 have 9's across the board and is level 40. I need to train him up more but he actually found me a suit of power armor once.
You can revive them as long as your caps hold out. Basically, there is no counter on reviving a Dweller. It should be noted that the higher the Dweller's level, the more caps it takes to revive them.
But there is also a 1000 cap limit on the cost so a level 50 dweller only costs 1000 caps to revive ... very cheap
Heh, I have two vaults right now. One I started on Android release day and it has over 100 Dwellers, five of which are legendary. I have one (Butch) that I keep sending to the National Guard Depot (he just started his third trip there) and the other four I have in the training rooms. So far I have picked up a lot of standard loot and rares but no legendary loot yet.
My second vault I just started yesterday and only has about 25 Dwellers in it. I have not gotten any dwellers from the lunchboxes earned in game yet. I do send one of my dwellers out on some three hour trips, on his second trip he picked up the Elder Robes in the Broadcast Tower. So I know legendaries can be found just about anywhere. The odds of picking a legendary up almost immediately after leaving the vault are probably so small that I have must have used up all my luck for the next three centuries.
There was some strange "official bug" during the update to 1.1. Seems that some "abandoned" wanderers that where left for dead (IOS vaults people abandoned and then returned to much later on) after more than one month or so were found alive and kicking, and their inventory full of rares. There are screenshots around.
Seems, past XXh of wander time, rare chances kept increasing till they reached 100% after a loooong time. Probably it's already fixed.
= = = = = =
About gear. Every 90 seconds or so (said values vary) "something" happens to each wanderer, and there are four diferent kinds of events:
1-. Commentary events: Wanderer points something, usualy funny. "Should I go north or south?, this way... no, that one". Essentially, nothing happens
2-. Random battle: You'll fight something. You'll get xp and sometimes caps
3-. Random loot: "I found a closed locker...". You may get caps or items.
4-. Fixed, timed event: These are events that may randomly happen once X amount of time has been spent in a wasteland run, may only happen once per run, and seem to have a fixed time window of about 15 minutes (so, if a timed event starts at 30h in the wasteland, it will end at 30h15m). Currently, the most "wanted" one is the National Guard Depot, starting at 60:00h of wander time, that may net a legendary if successful. Later than this one, a 75:00h Mr Handy one seems to have been found.
Currently, unless a new legendary event past the Depot is found (or the 75:00h Handy event actually grants you a Mr. Handy if successful, currently the only confirmed event result is getting caps), seems that the most profitable run is to shoot for 60:15h (National Depot), then send your wanderer back with the loot and try again for the Depot.
Feeding the spreadsheet should be incredibly helpful to all Shelter players.
ive had level 50 characters with near maxed special and legendary items out exploring for 5 days