The Perfect Character Guide

Post » Sat Jul 03, 2010 5:56 pm

The Perfect Character Guide

This character is designed to have 100 in all skills, and 10 in all attributes, along with perks that will genuinely make your
character stronger in combat. In this character construction only one perk is not put towards end game perfection, and
the genuine reason for that is it is necessary since a filler is needed. Remember DO NOT get any attribute bobbleheads
before taking almost perfect.

Level\ Perk\ Requirements\ Info

Level 1 ST 6 PE6 EN 6 CH 1 IN 8 AG 7 LK 6
Tag Explosives, Repair, Speech None

Level 2 \Lady Killer/Black Widow\ \None \+10% damage against opposite six, more useful if your character is a girl but still this perk isn't too bad.

Level 3 \Swift Learner- \IN 4\ Filler

Level 4 \Comprehension\ IN 4 \Books will give 2 points instead of 1. Read them as you collect them. This will allow for 100 in all skills.

Level 5 \Entomologist\ IN 4\Science 40\ +50% damage against all insects. More useful a perk than it first sounds. Especially with albino radscorpions from BS.

Level 6 \Toughness\ EN 5\ More damage resistance, you don't even have to think about this one peeps.

Level 7 \Bloody Mess\ None\ Now before you go and judge this perk, I have chosen it not for aesthetics, the +5% damage boost is its sole purpose.

Level 8 \Strong Back\ ST 5 EN 5\ Able to carry 50lbs more equipment. A useful perk.

Level 9 \Commando\ None\ Improved accuracy in V.A.T.S. with two handed weapons such as rifles.

Level 10 \Finesse\ None\ An added 5% chance of a critical hit. This is another no brainer.

Level 11 \Rad Resistance\ EN 5\ +25% radiation resistance

Level 12 \Life Giver\ EN 5\ +30 Health, what possible reason could anyone have for not choosing this?

Level 13 \Sniper\ AG 6 PE 6\ Increase chance to hit opponents head in V.A.T.S. by 25%

Level 14 \Adamantium Skeleton\ None Limbs only receive 50% of the damage they normally would.

Level 15 \Pyromaniac\ Explosives 60\ +50% damage with any weapon using fire. So thats increased damage with Heavy incinerator, Flamer, Shishkebab.....

Level 16 \Action Boy/Action Girl\ AG 6\ Adds 25 points to V.A.T.S.

Level 17 \Better Criticals\ PE 6 LK 6\ 50% more damage when you land a critical hit on your opponent.

Level 18 \Cyborg\ Medicine 60, Science 60\ Added 10% Damage, poison and radiation resistance. Adds 10 points to the Energy Weapons skill. One of the best.

Level 19 \Robotics\ Expert Science 50\ +25% damage to robots, plus you can sneak up to a robot and deactivate it, personally I picked it for the damage.

Level 20 \Grim Reaper's Spirit\ None\ Instantly replenish V.A.T.S. after killing an enemy in V.A.T.S.

Level 21 \Silent Running\ Agility 6, Sneak 50\ With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt. The second bit is the reason its here. Pretty handy for getting those sneak attack criticals we all love.

Level 22 \Light Step\ PE 6, AG 6\ Never set off a floor based trap, pretty handy.

Level 23 \Paralyzing Palm\ Unarmed 70\ Chance to paralyze in VATS when you're unarmed (power fists work)

Level 24 \Ninja\ Melee Weapons 80, Sneak 80\ When attacking with Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.

Level 25 \Puppies\ None\ Unlimited dogmeats. Plus ups his health to 1000, Dogmeat is like a tank pretty much, attracting all the attention while you annihilate, this perk means you don't have to keep worrying about him dying. Plus he is an amazingly convenient companion.

Level 26 \Iron Fist\ ST 4\ +5 unarmed damage

Level 27 \Iron Fist\ ST 4\ +5 unarmed damage

Level 28 \Iron Fist\ ST 4\ +5 unarmed damage

Level 29 \Nerves of Steel\ AG 7\ Action Points regenerate faster.

Level 30 \Almost Perfect\ None\ SPECIAL stats raised to 9. Collect all attribute bobbleheads now.


Important Quest Perks/DLC Perks:

* Rad Regeneration
* Survival Guru (+3% Critical Chance)
* Ant Sight
* Wired Reflexes
* Barkskin
* Hematophage
* Covert Ops
* Auto Axpert
* Booster Shot
* Pitt Fighter
* Ghoul Ecology
* Punga Power!
* Superior Defender
* Xenotech Expert


At end game this character will have 100 in all skills and 10 in all attributes, along with 85% damage and radiation resistance.
All of the perks save one are aimed at making him the strongest combatant, in all fields. The perk demolition expert has been
missed out, and if you are heavily reliant on explosives then feel free to customize this character to fit your needs.
Also I would like to point out that this is not the order I chose these perks in, so feel free to do things in whatever
order you want. But the filler perk (+10% exp) is best taken as early as possible. Feel free to make suggestions.
Peace Comments/Suggestions:If you're playing on very easy,I highly recommend you don't take Life Giver, because
on very easy it's pretty much impossible to get killed.


Rad Regeneration

When under the effects of Advanced Radiation Poisoning (400+ Rads)
any crippled limbs will automatically regenerate.

This perk is gained by exposing yourself to Critical Radiation Poisoning (600+ rads) for Moira's Wasteland Survival Guide.
This mutation is a result of Moira's experimental radiation treatment.

Survival Guru

Survival Expert is a perk that gives you different rewards. You get this perk from Moira as a reward for completing
The Wasteland Survival Guide sidequest.

You can see what you can get from this table. The one you receive will be based on how many optional bonus objectives you've
done, and your answers. Answer Moira's questions in one of five different ways to obtain one of the five different variants
to this perk. You get different answer choices depending on your stats that are equal to or greater than 7. Note that not
all of them will appear after a given task; answers change from objective to objective. "Perk itself" means you get this
by default, with bonuses on the right depending on the style of your answers. The perk you get is determined by the
type of answer you picked most, and how many optional objectives you complete.

Ant Sight

Ant Sight is a Fallout 3 perk. It is one of two possible perks you can get from Doctor Lesko for helping him get rid of the
fire ant nest guardians during the Those! quest, Ant Might is the other.

Wired Reflexes

Wired Reflexes is a Fallout 3 perk. It cannot be taken on level-up, but is available through The Replicated Man quest.
Advanced technology from the Commonwealth has increased your reaction speed, giving you a higher chance to hit in V.A.T.S..
This perk increases your chance to hit by 10%. As with all perks that increase your chance to hit in V.A.T.S., this bonus is
multiplicative, not additive.

To obtain this perk, side with Dr. Zimmer in the The Replicated Man, and report A3-21. It's possible to get this perk
while siding with A3-21; tell Dr. Zimmer who A3-21 is, and you will be awarded the perk. Before he and his bodyguard
leave the room to reset A3-21, immediately kill them both. If you first tell A3-21 you'll kill Dr. Zimmer for him before
revealing his identity to Zimmer, he'll give you A3-21's Plasma Rifle, which may outclass your current weapons and make
the job easier.

Barkskin

Barkskin is a Fallout 3 perk which is rewarded at the end of the Oasis quest if the player chose to destroy Harold's heart.
You've been exposed to Harold's mutation and your skin is now as hard as tree bark. As a result, you've gained
a permanent +5% to Damage Resistance.

The Fallout 3 Official Game Guide gives this perk's benefit as being +1 Endurance and +10 Damage Resistance.
This information was based on an early build of the game, and does not reflect the final version of the perk in
the released Fallout 3. The final version of this perk only gives +5 Damage Resistance.

Hematophage

Hematophage is a Fallout 3 perk. It can only be gained through the Blood Ties quest, it is not possible to take it on level-up.
Blood packs heal 20 Hit Points instead of 1 point.

To obtain this perk, convince Vance to enter into a deal with the town of Arefu by passing a Speech check, a Medicine skill
check, or an Intelligence check at the conclusion of the Blood Ties quest. Then return to Vance and ask to be shown
the ways of the vampire.

Covert Ops

Throughout the Anchorage Reclamation simulation you will come across a number of suitcases labeled as "Intel". Activating
these will give you a message congratulating you on finding the enclosed intelligence. There are 10 of these intel suitcase
in total - most behind 'easy' and 'very easy' locked doors. They are relatively easy to find as the simulation is quite linear.
Like all obtainable items in this simulation, you can be aware of the presence of these Intel suitcases by a distinctive
electronic noise. If you manage to find all 10 of these by the end of the simulation, General Chase will congratulate you
for finding all of the intelligence. It is important to note that you must find all of the intel suitcases in the quest
The Guns of Anchorage before completing that part of the DLC, or you will not be able to receive the perk.
You will NOT be able to return to the Guns of Anchorage area once you leave it.

The Covert Ops perk increases your level in science, small guns, and lockpick by 3 points each. Once
the simulation is complete, it will appear in your Pip-Boy 3000 with the message: "You've recovered all of the
hidden Intel from Operation: Anchorage. Good work, soldier!"

Link to all of the Intel Locations: http://fallout.wikia.com/wiki/Covert_Ops

Auto Axpert

Auto Axpert is a perk added to Fallout 3 in the The Pitt add-on.
As the description states, this perk boosts the Lone Wanderer's damage by 25% when using the Auto Axe or one of its
variants (steel saw, the Mauler, man opener).

This perk is automatically added to your list of perks as soon as you collect your tenth steel ingot.

Booster Shot

Booster Shot is a perk added to Fallout 3 in the The Pitt add-on. The perk is given upon completion of the
final quest of The Pitt, Free Labor. Medical research from the Pitt has improved your life. Just try not to think of
what it may have cost others. Your radiation resistance is improved by 10%.

Pitt Fighter

The vicious fights in the Hole have left you stronger. Both your damage and radiation
resistance have been increased by +3%. You will get this for completeing the arena in The Pitt add-on.

Ghoul Ecology

The perk is gained by reading Plik's journal inside the Coastal Grotto. The book itself is located on a table
inside Plik's bedroom next to a Mini Nuke and a Chessboard.

Punga Power!

The perk is obtained by finishing the Walking with Spirits quest. In the Point Lookout add-on.

Superior Defender

The Superior Defender perk is earned upon completion of The Local Flavor quest. In the Point Lookout add-on.

Xenotech Expert

To get this perk you must find a "shooting range" in the Weapons Lab (a room with an alien atomizer and an alien
disintegrator next to a switch). Activating the switch closest to the door summons Brahmin, while activating the
far switch teleports abductee enemies to a second range. Raiders, Deathclaws, Giant/Albino Radscorpions, Yao Guai
and Sentry Bots are available. Killing, or simply watching the enemies kill each other, will unlock the perk. It may be
necessary to hit the switch multiple times before the trigger is fulfilled for the perk.

NOTE: All of the "Imporatant DLC/Quest perk guides are taken from the Official Fallout 3 Wiki

At end game this character will have 100 in all skills and 10 in all attributes, along with 85% damage and radiation resistance.
All of the perks save one are aimed at making him the strongest combatant, in all fields. The perk demolition expert has
been missed out, and if you are heavily reliant on explosives then feel free to customize this character to fit your needs.
Also I would like to point out that this is not the order I chose these perks in, so feel free to do things in whatever order
you want. But the filler perk (+10% exp) is best taken as early as possible. Feel free to make suggestions.
Peace Comments/Suggestions:If you're playing on very easy,I highly recommend you don't take Life Giver, because
on very easy it's pretty much impossible to get killed

Skill Books (Taken from the Official Fallout 3 Wiki)

Also so patient and perhaps 'tactical' players, getting the Comprehension perk and then finding all the
skillbooks will add 50 points to every skill once they're all found and read. And then collecting the Bobbleheads
will add an extra 10, so for untouched skills 15+50+10=75 and for tagged skills 30+50+10=90, which then concludes
that all stats can be maxed out with 25 points being put onto each skill that hasn't been tagged and with 10 points
for those that have.

Link to the location of the skill books: http://fallout.wikia.com/wiki/Fallout_3_books

Have Fun! and remember to post any questions.

If I have done anything wrong by posting this post then please close it. I don't want to do anything against the rules on this forum.

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Jason Wolf
 
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Post » Sun Jul 04, 2010 4:50 am

Is this guide so good that you guys don't need to complain?
Or is it so bad that you guys don't care about replying?
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dav
 
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Post » Sat Jul 03, 2010 6:59 pm

Is this guide so good that you guys don't need to complain?
Or is it so bad that you guys don't care about replying?


The guide is great if you want that uber power character... You have some good pointers in there. But I actually don't. God-like, while fun for about five minutes, gets very boring. Power-gaming, for me, is not my cup of tea, and all that writing and calculating... kinda ruins the immersion, ya know what I mean? At level 30, I can kick serious ass... as can all of us who play the game. It started getting really boring for me.

So, I started gimping my characters. Here are some of my play restrictions, to name a few:

1. No fast-travel
2. Ammo has weight
3. One big gun, one mid-range weapon, one "up close and personal" weapon, some nades, couple of mines.
4. 5 stims, two radaways, two radx
5. You can pop one stim only, during combat, and no spamming of any health items.
6. No Educated, Comprehension, Grim Reaper's, Light Step, Finesse, etc : basically any perk that makes you too powerful.
7. You cannot carry ammo for a weapon you are not carrying. Honestly, you cannot carry 40 missiles. You can carry one, but since this is all fiction, I say you can carry two.
8. No sleeping in the wastes unless you have a companion.
9. I have to go to the doctor to cure radiation poisoning and crippled limbs. Sometimes meaning that I must walk my crippled ass all over the Wasteland looking for a doctor.
10. Every transaction must equal zero. Which means that I am basically trading, instead of selling. My barter is unchanged from the beginning = 13 for skill.
11. I can make money by scavenging, finding Quantums, and selling sugar bombs.
12. You cannot repair unless you are standing next to a workbench. You cannot be over-encumbered, ever. If you can't carry it, dump it.
13. If a weapon breaks on you out in the wastes, you must drop it, no matter what it is.
14. My character has been addicted to alcohol since level 4 or so.

My SPECIAL is designed for the character I created, not for being master of the universe. And it's the most fun I've had in FO3, since my first play through.
I'm not knocking the power gaming, it's just not for me. After playing this game a number of times, too many times :whistling: , I want harder, not easier. My two caps.
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suzan
 
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Post » Sat Jul 03, 2010 2:55 pm

I want to talk about this guide!

I dig what Big Daddy said, but c'mmon.. You say that you don't like power gaming (i dont like either) but you then point a list of several restritions to play that make the game harder, then.. you'll need to power play anyway.

I wish I could have a guide for PS3's GOTY edition for a well balanced character.

On FO3 without expansions I could have 10 of STR early on the game.. and it was really fun.

With Broken Steel its possible to make a 10 / 100 character.. which I'm not sure if i want to.

I didn't finish the game yet, not even started.. I keep looking for these guides. But you know what? They took the fun out of my game.
OK, i want a guide, but nothing too serious.
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Brandon Bernardi
 
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Post » Sat Jul 03, 2010 6:15 pm

I tought of this build:
ST 9 PE 6 EN 6 CH 1 IN 3 AG 9 LK 6
GOAT TAG: Small Guns, Medicine, Science.
-I run to rivet city for bobblehead (endgame = INT 9 (almost perfect))
-I get STR bubblehead on Megaton (STR = 10 soon in the game)
-I get AGL bubblehead (AGL = 10 soon in the game)
-14 skills per LVL + Comprehension perk + Books + Lvl Cap 30 should max my skills

PERKS:
Level 2 --- Lady Killer/Black Widow (Even if you're MALE, cuz there is nothing better here)
*You could also start with SPECIAL is 8 6 6 1 3 9 7. It give a LUCK boost. This way you use Internse Training for STRIt would give a boost for Luck and STR would be 10 soon (with bobblehead)

Level 3 --- Swift Learner OR Intense Training (?)
*Really tough choice. If you choose Intense training on LVL 2, choose Lady Killer here. I dont like swift learner (this game already lvl up too fast)

Level 4 --- Comprehension. No comments.

Level 5 --- Entomologist

Level 6 --- Toughness. No comments

and so on..


please comment.






It would turn the game easier for begginers. The only thing would not be perfect is INT. Endgame = INT 9
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Danger Mouse
 
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Post » Sat Jul 03, 2010 10:12 pm

I don't need to power play that character at all. I never do. Each to his own I say.
I noticed one of your perk choices, trying to decide between Swift Learner and Intense Training. You might find as you progress, that you gain levels quite rapidly, a little too fast imo. I never pick perks that increase my experience, or add points to skills. If you have the INT bobblehead, plus educated and comprehension, you will max out several skills by level 30 (provided you find all the skillbooks). I have often found myself with all skills getting to 100 except two or three this way. Between those two, I 'd choose Intense Training, and put a point into Agility myself.

EDIT: You might also find that having a little CHR, is a good thing. I can never get the combination to Theo's ammo box unless I pass that speech check. And since I roll with Eugene, I need all the 5mm ammo I can get my hands on, at least in the early levels.
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Laura Cartwright
 
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Post » Sun Jul 04, 2010 4:19 am

i dont know 'bout this Theo ammo box yet.. but even with 1 Charisma you could load/reload till you pass the speech tests. It may be sux for those who want harder challenges in the game (like you), but for begginers like me, its ok CHR = 1.

but which one of these starter SPECIAL you do preffer?
S P E C I A L
9 6 6 1 3 9 6 - INT Bobble // STR Bobble // Lady Killer // Intense Training (to PER) // Comprehension // AGL Bobble // Ant Sight // 8 Ball or Lucky Shades // Then 10 8 6 1 4 10 7 (At Lvl 10 maybe) // Almost Perfect + other Bobbles = 10 10 10 10 9 10 10
8 6 6 1 3 9 7 - INT Bobble // STR Bobble // Lady Killer // Intense Training (to STR) // Comprehension // AGL Bobble // Ant Sight // 8 Ball or Lucky Shades // Then 10 7 6 1 4 10 8 (At Lvl 10 maybe) // Almost Perfect + other Bobbles = 10 10 10 10 9 10 10

*Can you review this timeline, please? I'm not a advanced player. I collectected these information from reading, not from playing (which would be better).

In the end I will have the same SPECIAL either the build I make.
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Lavender Brown
 
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Post » Sun Jul 04, 2010 5:51 am

Then I'd go with the second option.
FYI, the Lucky Shades and Lucky 8 Ball increase your luck with critical hits and crap like that, but you shouldn't count them as a hard base on your luck, the game looks at your Luck level, without any additional add-ons like those things, before deciding whether you qualify for a perk or not.
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mike
 
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Post » Sun Jul 04, 2010 4:21 am

There are no perks that requires LCK = 7
and 8 ball increases the LCK as a ''hard base'' - that's what i read on Fallout Wiki.
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Catherine N
 
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Post » Sat Jul 03, 2010 5:03 pm

There are no perks that requires LCK = 7
and 8 ball increases the LCK as a ''hard base'' - that's what i read on Fallout Wiki.


True about luck at 7. Don't believe the wiki. At least for me on the 360, it doesn't count towards the hard base, as I have been unable to choose perks requiring a level 6 luck, with 5 luck and the 8 Ball. Or the Shades for that matter. Perhaps it is different for you guys on PS3.
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x_JeNnY_x
 
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Post » Sat Jul 03, 2010 2:12 pm

True about luck at 7. Don't believe the wiki. At least for me on the 360, it doesn't count towards the hard base, as I have been unable to choose perks requiring a level 6 luck, with 5 luck and the 8 Ball. Or the Shades for that matter. Perhaps it is different for you guys on PS3.


Nah, if you say so.. it cannot be different between system. Why should it be?

but anyways, as i said, there is no Perk that requires 7 LCK. Am I rite?
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Sweets Sweets
 
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Post » Sun Jul 04, 2010 5:39 am

Nah, if you say so.. it cannot be different between system. Why should it be?

but anyways, as i said, there is no Perk that requires 7 LCK. Am I rite?


Correct. Max you need is 6 for Mysterious Stranger.
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NAkeshIa BENNETT
 
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Post » Sat Jul 03, 2010 3:01 pm

Correct. Max you need is 6 for Mysterious Stranger.


Or Better Criticals. A pretty sweet perk.
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Chenae Butler
 
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Post » Sun Jul 04, 2010 6:10 am

I just posted this build for fun and I have heard all over the internet that people are asking how to make the "Perfect Character" So I posted it.
If you want the game harder then you can try "Very Hard" with some custom settings. For example some of the things that "Big Daddy" posted,
but I would at least have changed 1 thing on his list and that is the "If your weapon break on you in the Wasteland" thing. I would have said
if you make a character background of you character then you could say that the "10mm" gun you get in the vault by "Amata" could mean
something to him and if it breaks out in the wasteland then he kept it seens it meant something to him. I mean a human being would
be able to carry a little handgun, right? I'm not sure if "Big Daddy" said this,but if you want it to become harder then you say that
you can only carry what a real human could. For example....

Can a normal human carry "2 fat mans,4 10mm pistols and 3 Chinese assult rifles?" No he couldn't.
So lets say this. This will sound a little like "CoD", heck either. You can only carry...........

1 main weapon
1 secondary weapon
1 melee weapon
2 grenades
2 special grenades (Pulse or mines)
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Chloe Yarnall
 
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Post » Sun Jul 04, 2010 2:38 am

In the end, it's all about having fun. As long as you are having a good time, then it's good. I'm on my 13thish? character... I'm not cracking out everyday, but I do work on him. I've just found that with the other characters, I get so powerful that it becomes boring and tedious. And having 70K+ worth of caps near endgame for my characters... was too much. All that money and nothing to spend it on. And as I'm on the 360, I don't have mods. So I started making the game harder, I want that feeling when playing, as if you were playing for the first time, and was scrounging for a handful of .32 ammo. Knowing that you could die around the next corner, instead of knowing that I could nuke whatever was around the next corner, or if that didn't work, fire off 60 missiles...

I've added a new rule: you're not allowed to look at the map, and cannot make a quest active until you have arrived at the quest startpoint. You wouldn't believe how many times I've missed my objective, and end up in who knows where valley. And then I find new things, and forget about the quest lol.
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Jack Moves
 
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Post » Sat Jul 03, 2010 2:20 pm

this game is really immersive and complex. people wanna make it harder and harder..
one word i could use to describe this game is ''intriguing''.
all those special/perks combinations.. really cool stuff

Big daddy, why won't you buy New Vegas? Did you get all the trophies/achievements for FO3?
13 characters could yield a lot of these.

and yeah. I'll play not looking into the perfect character stuff.. just make my own plan and follow it (obviously aiming a top notch char)

About Cale. Now that im reading your guide again, ive noticed something

Level 26 \Iron Fist\ ST 4\ +5 unarmed damage
Level 27 \Iron Fist\ ST 4\ +5 unarmed damage
Level 28 \Iron Fist\ ST 4\ +5 unarmed damage

is this serious? there are some heavy downsides here..
if its a waste adding points to skills with Perks.. you did this ''mistake'' thrice.
and, damn, you spent perks adding points to unarmed! there is a bug that let you take ''unarmed skill book'' unlimited. the book keep respawin' at the bethesda ruins.. thats right?
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Jamie Moysey
 
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Post » Sun Jul 04, 2010 4:12 am



Big daddy, why won't you buy New Vegas? Did you get all the trophies/achievements for FO3?
13 characters could yield a lot of these.
Yes, I've "completed" the game for all achievements. That's not why I play though.... I've been reading the Hardware and Software Section for NV. Doesn't look good. I so wanted to get NV, but I'm just going to wait for the GOTY, when all the bugs are gone, at least I hope they will be gone. If not, I don't need the headache.


About Cale. Now that im reading your guide again, ive noticed something

Level 26 \Iron Fist\ ST 4\ +5 unarmed damage
Level 27 \Iron Fist\ ST 4\ +5 unarmed damage
Level 28 \Iron Fist\ ST 4\ +5 unarmed damage

is this serious? there are some heavy downsides here..
if its a waste adding points to skills with Perks.. you did this ''mistake'' thrice.
and, damn, you spent perks adding points to unarmed! there is a bug that let you take ''unarmed skill book'' unlimited. the book keep respawin' at the bethesda ruins.. thats right?


There are three levels of the Iron Fist Perk. Having all three levels, plus the Paralyzing Palm Perk, pretty much means you own the Wasteland. I am a Big Guns/Unarmed Character at the moment. I can kill Reavers and Behemoths with my fists....

The respawning book at Bethesda Ruins is a Big Gun skill book. I get it once.... never to return. (Although I currently have crazy spawns there, with Reavers, Glowing Ones, Roamers, the usual crowd, and an Enclave Patrol. So it's nuts.... and fun.)
The other respawning book is a Science Book at Shalebridge. Though this is a pain to get to.
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Emily Martell
 
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Post » Sun Jul 04, 2010 4:06 am

There are three levels of the Iron Fist Perk. Having all three levels, plus the Paralyzing Palm Perk, pretty much means you own the Wasteland. I am a Big Guns/Unarmed Character at the moment. I can kill Reavers and Behemoths with my fists....

The respawning book at Bethesda Ruins is a Big Gun skill book. I get it once.... never to return. (Although I currently have crazy spawns there, with Reavers, Glowing Ones, Roamers, the usual crowd, and an Enclave Patrol. So it's nuts.... and fun.)
The other respawning book is a Science Book at Shalebridge. Though this is a pain to get to.


I'm not denying the value of unarmed skill, but isn't a waste of perks to add 15 points on a single skill when you could do that by reading books or lvling?

im deciding between Small Guns and Meelee Weapons.
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Darian Ennels
 
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Post » Sat Jul 03, 2010 3:37 pm

It was not a mistake Boechat, I was focusing on making his character good with all attacks.
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emma sweeney
 
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Post » Sat Jul 03, 2010 5:16 pm

I see. well, i guess there are only two options

you can follow Absolute Steve perfect character guide and get 10 on special and 100 on skills at lvl 30, starting with high INT, mediocre combat special and no Intense trainings or comprehension perks, which turns the game a lot harder and maybe boring

or

you create your own special build with int 3 + 1 (booble head) and get more stats to str, agl, etc. turning the game easier and even tastier to play. You'll need comprehension thou, and maybe you can spend 1-2 Intense trainings to get 10 on some specials early in the game. this way you get almost perfect special at lvl 30, with all special in 10 but inteligence, with 9.

your call. I'd rather follow the second option
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louise fortin
 
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