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Character Creation Guide by Haeravon

Version: v1.01 | Updated: 06/29/14

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|								       |
|			        Fallout				       |
|		        Character Creation Guide		       |
Version 1.01
Written by: Nathan Garvin
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
"FALLOUT" in the title, or I'll probably end up deleting it as

Guide Information
This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work... if not with the intended aesthetics

Note that this is an incredibly large FAQ, and depending on your 
computer, internet speed, and the restlessness of computer gremlins,
you may have to refresh this file several times to get the whole thing
to load. Look for the ***END OF FILE*** line at the bottom to ensure
you've got the whole thing.

I have no affiliation with Bethesda, Black Isle, Interplay, or any other
parties involved with this game. This is a not-for-profit fan-made
guide. If you wish to post, mirror, or quote this guide, feel free to do
so. Credit would make me happy, an email would make me feel good. Let
your conscience be your guide, just like all good people.

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Table of Contents
I. Introduction				{INT001}
	1. Using this FAQ		{INT002}
	2. Items			{INT003}
	3. Karma			{INT004}
	4. Manipulating Difficulty	{INT005}
	5. Mods and Windows 7		{INT006}
	6. Rewards			{INT007}
	7. Fallout Version Information	{INT008}

>>>>>>>>>>>>>>>CHARACTER CREATION<<<<<<<<<<<<<<<

II. Character Creation			{CHR001}
	1. Name				{CHR002}
	2. Age				{CHR003}
	3. Gender			{CHR004}
III. S.P.E.C.I.A.L. Attributes		{SPC001}
	1. The Gifted Trait		{SPC002}
	2. Upgrading SPECIAL Attributes {SPC003}
	3. Skill Point Bonuses from	{SPC004}
	   SPECIAL Attributes
	4. Strength			{SPC005}
	5. Perception			{SPC006}
	6. Endurance			{SPC007}
	7. Charisma			{SPC008}
	8. Intelligence			{SPC009}
	9. Agility			{SPC010}
	10. Luck			{SPC011}
	11. My Personal Build,		{SPC012}
IV. Statistics				{DST001}
	1. Levels and Experience	{DST002}
	2. Hit Points			{DST003}
	3. Armor Class			{DST004}
	4. Action Points		{DST005}
	5. Carry Weight			{DST006}
	6. Melee Damage			{DST007}
	7. Damage Resistance		{DST008}
	8. Poison Resistance		{DST009}
	9. Radiation Resistance		{DST010}
	10. Sequence			{DST011}
	11. Healing Rate		{DST012}
	12. Critical Chance		{DST013}
V. Traits				{TRT001}
	1. Fast Metabolism		{TRT002}
	2. Bruiser			{TRT003}
	3. Small Frame			{TRT004}
	4. One Hander			{TRT005}
	5. Finesse			{TRT006}
	6. Kamikaze			{TRT007}
	7. Heavy Handed			{TRT008}
	8. Fast Shot			{TRT009}
	9. Bloody Mess			{TRT010}
	10. Jinxed			{TRT011}
	11. Good Natured		{TRT012}
	12. Chem Reliant		{TRT013}
	13. CHem Resistant		{TRT014}
	14. Night Person		{TRT015}
	15. Skilled			{TRT016}
	16. Gifted			{TRT017}
	17. My Personal Build, Traits	{TRT018}
VI. Skills				{SKL001}
	Tag!				{SKL002}
	Leveling			{SKL003}
	Books				{SKL004}
	Difficulty and Skill Levels	{SKL005}
	Weapon Skills			{SKL006}
	Small Guns			{SKL007}
	Big Guns			{SKL008}
	Energy Weapons			{SKL009}
	Unarmed				{SKL010}
	Melee Weapons			{SKL011}
	Throwing			{SKL012}
	First Aid			{SKL013}
	Doctor				{SKL014}
	Sneak				{SKL015}
	Lockpick			{SKL016}
	Steal				{SKL017}
	Traps				{SKL018}
	Science				{SKL019}
	Repair				{SKL020}
	Speech				{SKL021}
	Barter				{SKL022}
	Gambling			{SKL023}
	Outdoorsman			{SKL024}
	Skills I Tag! (and why)		{SKL025}
VII. Perks				{PRK001}
	1. Drugs and Attribute		{PRK002}
	2. Level 3 Perks		{PRK003}
	3. Level 6 Perks		{PRK004}
	4. Level 9 Perks		{PRK005}
	5. Level 12 Perks		{PRK006}
	6. Level 15 Perks		{PRK007}
	7. Level 18 Perks		{PRK008}
	8. Additional Perks		{PRK009}
	9. My Personal Build, Perks	{PRK010}
VIII. Game Mechanics			{GMC001}
	1. Controls			{GMC002}
	2. Cursor Modes			{GMC003}
	3. Left-Click Action Toggle	{GMC004}
	4. HUD				{GMC005}
IX. Combat				{CMB001}
	1. Accuracy			{CMB002}
	2. Action Points		{CMB003}
	3. Armor Class			{CMB004}
	4. Critical Hits		{CMB005}
	5. Damage			{CMB006}
	6. Damage Threshold/		{CMB007}
	   Damage Resistance
X. The Wasteland Run			{TWR001}
XVI. Updates/Thanks			{UPD001}

|								       |
|			 Introduction {INT001}			       |
|								       |
I wrote a guide for Fallout 3 and a Character Creation FAQ for Fallout:
New Vegas... so it only seemed appropriate for me to go back and touch
on the original Fallout games, as well. Unfortunately, I get easily
distracted, and part-way through the walkthrough, I stopped working on
the Fallout 1 FAQ to write about the Enhanced Editions of the Baldur's
Gate games. Not being satisfied with a half-done FAQ, I decided to
present the illusion of work by cannibalizing what I had already
wrote and turning my complete guide into a Character Creation guide.
It's not THAT bad of an idea... I still plan to complete the full
walkthrough, and to be fair, my Fallout 3 guide started out as a
Character Creation guide, too. Anyways, enjoy what is essentially the
character creation portion of my upcoming Fallout 1 guide.

Using this FAQ							{INT002}
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up the various chapters and 
organizational components of the guide with a large heading:

|								       |
|		              Large Heading  			       |
|								       |

During the FAQ, I'll break up different areas with a thick line:

Thick line

Multiple parts of a mission in the same area will be broken up with a 
thin line. This breaks up the missions into a series of steps, and 
limits how much unbroken text you'll have to read at once. Nobody likes

Thin line

Of course, I reserve the right to break my own rules during the FAQ..
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.
I'll sometimes substitute the thick area transition line for a thin
line. I usually do this when entering and leaving the same areas
multiple times in a short time frame, or when we briefly enter-or pass
through-an area, but do not explore it in detail at that time. Or if I
consider the area somehow minor or insignificant.

Sequence of Events
Unlike some of my other guides, this FAQ does hold your hand through the
game. As I go through areas I will list what I do sequentially. To help
streamline the guide and make your life easier, I've included a list of
steps at the beginning of each section, so you can see in what order I
am about to do things. Each different Sequence of Events is separated by
a large heading, while each step is divided by a thick line (if we
travel to a different area) or a thin line (if we don't.)

Items								{INT003}
When you find items in a container, on the ground, or generally in some
static location, I'll record said items found each step under the
***ITEMS*** heading.

Karma								{INT004}
When you do good things, you gain Karma, when you do bad things, you
lose Karma. Just like in reality... some superstitious twits believe.
When something during the walkthrough raises or lowers Karma, it will
be noted under the heading ***KARMA***. I will not record every such
instance where this is possible, so you'll just have to accept some
blanket statements. For example, killing innocents reduces your Karma.
I will not point this out every time you can do so. If you kill a
specific NPC as part of a quest, however, it will be mentioned.

Manipulating Difficulty Levels					{INT005}
Difficulty settings aren't anything new to most gamers by now, I would
hope, but Fallout's difficulty settings are... a little odd, and since
they lead to a few interesting exploits, I'll make mention of them.
First, note that we're talking about Game Difficulty here, not Combat
Difficulty. The latter supposedly makes enemies hit more often, use
Targeted Shots more, and deal more damage. Whatever. The Game
Difficulty, however, raises (or lowers skills). At the normal difficulty
your Skills are all at their proper levels. On Easy, all your Skills get
a +20% bonus, and on Hard they all get a -10% penalty. The uses of the
Easy mode are obvious... you see that locked crate over there defying
your 60% Lockpicking skill? Drop the game to Easy and you've got an
80% to work with. Cheap, but effective. The real interesting part,
however, is Hard mode. You can get skill books that increase First Aid,
Science, Repair, and Outdoorsman up to a maximum score of 91% (per
skill). These books increase your skills depending on what your score
is when you read the book-lower scores get you more Skill Points when
you read a book. It's obviously a good idea, then, to increase the
game difficulty when reading skill books to make greater gains. Also,
if you increase a skill to 91% while playing on Hard difficulty, when
you switch back to Normal you'll regain the lost 10%-allowing you to
raise skill scores to 101% by manipulating the difficulty level. So
the lesson is clear-when using skill books to boost your skills, switch
the game to Hard mode. It might be cheap... but hey, they could have
programed the game better. I mean, there's no reason why they couldn't
have had the skills read your base value (which books would modify) and
just have a difficulty adjustment that wouldn't mess with how high you
could raise the base skill value using books.

Mods and Windows 7						{INT006}
As computers get better and better, older games have more trouble
working. I'll share a little bit of my own experiences with this
game in case it helps anybody else. First, it worked fine on Windows XP,
which is a surprise in and of itself. On Windows 7, however, there was
a bit of graphical color corruption. This was easily fixed by going
into the .exe's properties and setting compatability to Windows XP
(Service Pack 2), forcing the game to run in 256 colors, and forcing it
to run in 640 x 480 resolution. Later, however, for the purpose of
writing this FAQ it became more expedient to play the game in a window.
For this I used the mod Sfall (made by Timeslip), along with the
unofficial US v1.2 (made by TeamX)... the latter being required for the
former to work. For these and other great mods, I suggest checking on
No Mutants Allowed (link below). If it was good enough for me to use,
it's good enough for you.


Rewards								{INT007}
When you complete a quest, or otherwise gain some story award, I will
list it in the ***REWARDS*** section in the appropriate step in the FAQ.
I wont go out of my way to label the start and end of quests, as some
quests have long stretches of game in between their assignment and 
completion. I will tell you to go activate the quest (even if you don't
need to activate it to complete), but I typically include the reward
upon the quests conclusion, occasionally requiring you to go back to
the assigner on your own.

Fallout Version Information					{INT008}
I bought my copy of Fallout 2 prior to the release of Fallout 3-so there
was no Interplay 'Fallout Trilogy' going around, only the White Label
version which I purchased online. Apparently, however, it's the
European release, meaning I have v1.02 installed. This means a number
of things. First, apparently the original version had a much more
strict time limit. Normally you have 150 days to find the Water Chip,
which can be expanded to 250 days if you pay the Water Merchants in the
Hub to deliver water to the Vault. Afterwards, there's a 500-day limit
to defeat the Super Mutant threat... or 400 days, if you sent the Water
Merchants to deliver water to Vault 13. In the patched versions, the
400/500 day limit was removed and replaced by a much more generous 13-
year time limit. Also, there are no children in the version I'm
playing... which I can only assume means that children in the original
US version of Fallout just got in the way. All this means as far as I
can tell is that I can't get the negative Karma trait 'Child Killer'.
Doesn't seem like much of a loss to me. In any event, I suggest that
everybody get v1.2, if not to reduce the likelihood of patch differences
causing confusion, then simply for the bug fixes. 

On that note, if you E-mail me with a game problem (not a guide problem,
that's different), please be sure to tell me what version you're using,
and where you got it from. I have in the past used what feeble computer
knowledge I possess to troubleshoot some issues with Baldur's Gate 2,
so perhaps I can help out here, too. Don't expect wonders, however. I'm
just not that good.

|								       |
|		       Character Creation {CHR001}		       |
|								       |
In this section of the guide, I'll discuss building your character in...
well, perhaps an over-abundance of detail. I'll mostly be making value
judgements on the various aspects of character creation-telling you how
I build characters, and defending my choices. This section is rather
large compared to the overall guide length, and it always is-I consider
creating a good character to be half the game.

We'll get into the various attributes, skills, perks, and traits that
make up your character shortly, but first, for those of you who want a
big picture, I'll discuss in general how I go about building a character
in Fallout, and why. This information will be parroted elsewhere in the
guide, but it'll be more concise here.

First, lets take a step back and consider our goals. We are trying to
survive in a post-nuclear-apocalyptic world and save good old Vault 13
while we're at it. There are generally three ways to go about doing
these things-combat, conversation, and-failing those two options-
skulduggery. I'll risk making a few following assumptions, and if at
any point you disagree, quit reading. First, you'd rather be able to
fight your way out of problems, if necessary, than be forced to run
away or... well, die. Second, you'd prefer to be able to complete quests
and communicate more intelligibly instead of grunting at every NPC in
the game. Third, if both those fail, you aren't adverse to being able to
sneak, steal, bypass locks, and generally get around by using your
skills. Still with me? Good. Fallout is great because you really can
do things how you want... and in my case, I prefer to be able to do
everything. Now that we've got the groundwork laid out, lets look at
these three methods a little closer.

There are really two good ways to succeed at combat-killing things with
ranged weapons, and killing them in melee. Both actually work pretty
well, and despite how different they seem, this build can handle both.
You don't need a whole lot of Strength to pick up a Super Sledge and
bash everything to death, especially if you get Fast Shot and Bonus HtH
Attacks, you'll be making ten attacks per round (assuming, of course,
you don't have a stroke at some point and get inadequate Agility).
Still, I prefer guns for a variety of reasons. First, you can boost
Small Guns to 91% at the beginning of the game without wasting a single
skill point doing so. Second, the best Energy Weapon in the game out-
damages the best melee weapon in the game three times over. Third,
although it might seem tempting to ignore Perception (a luxury afforded
by going with melee weapons), there's really no good reason to do so,
especially since Better Criticals is a good perk for either build, and
it requires six Perception. Finally... it just makes sense tactically.
You're at a disadvantage against every enemy in the game that uses a gun
if you have to run up to them to attack. Conversely, if you have the
luxury of attacking at a range, any melee enemies will have to come up
to you-and shooting and retreating is a great way to make the enemy
waste their own Action Points fruitlessly chasing you down while you
shoot them to pieces... again, assuming you have high Agility. Last but
not least, if you get into a ranged shoot-out, the enemy is much more
likely to miss if they have to shoot at you over a distance instead of
having to shoot you point-blank. Sure, it's a double-edged sword, but
you can build a better character than the game can easily kill-I'll put
this build in a shooting contest with anything in the game (in fact, I
already have!) I start the game out letting Small Guns carry me for the
first few levels and raise the skill up to 91% courtesy of 'Guns and 
Bullets' magazines. After I obtain a few levels and the Alien Blaster,
I switch to Energy Weapons and proceed to destroy anything in my path
(while using a Turbo Plasma Rifle as my substitute weapon for the rare
foe who is out of the Alien Blaster's range). This build calls for high
Agility and high Perception, which is funded by dropping Strength a
bit, and Endurance more than a bit.

Now, for the nuanced art of influencing NPCs in the world. This is a
game you really can beat without having to kill anything, but where's
the fun in that? Still, diplomacy allows you to complete more quests,
and get better results from interacting with others. The two important
SPECIAL stats here are Charisma and Intelligence. Intelligence, in this
context, is useful for getting the best dialogue options. If your
Intelligence is one, you won't be able to communicate intelligibly
with other NPCs... this makes accepting their quests impossible, in most
cases, and doesn't come highly suggested. Having both a high
Intelligence and Charisma will ensure we'll be able to pick all the
optimal dialogue options, and having a good Speech score will allow us
to convince people to do what we want.

Finally, the less-than-noble arts of sneaking, stealing, disarming
traps, and so forth. Some of these are useful for avoiding combat,
some are required to complete quests (or at least, complete them in
optimal ways). Sneak, Lockpick, Steal, Traps, they're all skills, and
that being the case, we'll only be as successful at them as our skill
points allow us to be. Since we're putting big points into Intelligence,
we should have plenty of skill points to spend. Some of these skills
won't be useful very often... but honestly, what else are you going to
spend your skill points on? Science, Repair, and Outdoorsman can all
be raised to the maximum necessary level (or very near it) with books,
allowing you to peruse scientific inquiries, hack computers, and get
broken mechanics working again. Being able to pick a lock-or a pocket-
disarm traps, and sneak past enemies will pretty much be the best way
to spend your skill points, and when mixed with our combat prowess and
diplomatic finesse, it'll open up pretty much every quest (and every
way to finish every quest) there is.

In summary, I'll be making a fast, perceptive, intelligent, charismatic,
lucky character. They won't be terribly strong, but some upgrades will
put them at average, and they'll have less-than-average Endurance.
I'll be able to kill everything with Energy Weapons and Small Guns,
influence others, and sneak and steal when necessary.

Name								{CHR002}
Your name is... well, why am I even mentioning this, really? Oh right,
if you don't pick a name, people will refer to you as 'None'. If you're
going to do that, you might as well just be anachronistic and clever and
name your character 'Nameless One'... except it won't fit. Ah well.

Age								{CHR003}
Your starting age can be as young as 16 or as old as 35, although it's
pretty inconsequential, regardless. It is amusing to note that you can
have sex as a 16-year old in this game, but hey, as far as I know that's
the age of consent in most states. And really, in post-nuclear
armageddon, I don't think anybody is checking. The game supposedly has
a 13-year time limit, although I've never bothered playing long enough
to confirm it, so keep in mind that your character will end up a bit
older by the end of everything... which again, doesn't matter.

Gender								{CHR004}
The differences between genders in this game are fairly limited. A few
NPCs will adress you differently, depending on your gender, and there
are more opportunities to get laid if you're male (although the sequel
really makes up for it in favor of the ladies). It's ultimately not a
big deal as SPECIAL Attributes don't change, there are no skill
differences, or anything else. I have heard that male characters are
more affected by targeted shots to the groin, but honestly, it's a
statistics thing, and I never really bothered to check. If it's true...
wonderful, I still prefer to shoot for the eye once I'm stronger
(dead is better that prone) and avoid targeted shots entirely until I
can pull them off reasonably often. If it's not true... again, who

|								       |
|		   S.P.E.C.I.A.L Attributes {SPC001}		       |
|								       |
Your seven attributes are cleverly formed into the anagram 'SPECIAL',
which stands for Strength, Perception, Endurance, Charisma,
Intelligence, Agility, Luck.

Nothing determines more about your character than your SPECIAL
allocation-it determines various derived statistics, give bonuses to
skills, serve as prerequisites for perks, and are often checked during
the game to determine NPC reactions, random encounters, among other
things. Since this is kind of supremely important, we'll cover it in a
bit of detail. Before we get into the specifics, however, a few general
things to keep in mind:

The Gifted Trait						{SPC002}
The Gifted trait gives a one-point bonus to all SPECIAL attributes at
the cost of a 10% penalty to all skills. Seems brutal, but it's worth
the trade-off (check the Traits section [TRT017] of the guide for more

Upgrading SPECIAL Attributes					{SPC003}
Every single attribute can be raised, but ten is still the maximum
score. Simply put, there is no reason to start any attribute out at
ten. You're just wasting an upgrade. Most of these upgrades are obtained
via operations that can be performed at the Brotherhood of Steel. The
sooner we get there and go under the knife, the stronger we'll be
(the earlier we boost Intelligence and Endurance, the more Hit Points
and Skill Points we'll have). The early part of the guide will thus be
dedicated towards getting into the Brotherhood of Steel headquarters.

Note: If you increase a SPECIAL Attribute to ten then pick a Trait that
further increases that Attribute, you can end up with scores higher than
ten. This has no effect, however, as you won't get more Hit Points per
level from having an eleven Endurance, and you won't get more Action
Points by having an eleven Agility. You will, however, recieve a few
Hit Points if your Strength or Endurance exceeds ten. For all real
intents and purposes, ten is the highest useful score for any SPECIAL

Skill Point Bonuses from SPECIAL Attributes			{SPC004}
For the Skills part of each Attribute, the number behind the name of the
skill (x.5, x1, x2, x3) represents how much the skill will increase by
increasing the attribute it's under. For example, four points of
Strength (x.5) will increase Unarmed and Melee Weapons by 2%.

Strength 							{SPC005}
Skills: Unarmed (x.5)
	Melee Weapons (x.5)

Raw phsyical strength. A high Strength is good for physical characters.
Modifies: Hit Points, Melee Damage, and Carry Weight.

For some reason I just can't fathom, people love Strength. I hate it.
In my Fallout 3 and Fallout: New Vegas guides, I suggest a pretty paltry
Strength score. Now, if Strength actually was useful in this game, I'd
change my tune... but it's not. First, lets look at what Strength does.
It increases your melee damage, which adds points to the maximum damage
of any melee weapon you use, be they your humble fists, Spiked Knuckles,
a Super Sledge, or a Power Gloves. Decent, if you're into melee weaopns.
Second, it gives you Hit Points... a whopping one Hit Point per point of
Strength. We'll discuss the futility of high Hit Points later, but for
now, just keep in mind that if you get critically hit with a Minigun, a
handful of Hit Points isn't going to matter. Finally, it increases your
Carry Weight. I'm a pack rat, and running back to store stuff isn't a
great idea in a time-sensitive game. But you can always drag NPCs around
and have them serve as mules, or you can be frugal. Either way, I'm not
impressed by Carry Weight. Strength seems like a bust then, right?
Well... not entirely. Every weapon requires you to have a certain
Strength score to use adequately. If you don't have a high enough
Strength, you take an accuracy penalty of about 20%, which is no small
thing. Fortunately, most weapons have a Strength requirement of four,
five, or six, meaning we don't need a whole lot of Strength. The biggest
thing against Strength, however, is Power Armor. Wearing Power Armor is
great because... well, besides making you nearly invincible, it gives
you a three-point bonus to Strength while you wear it. See how a
mediocre starting Strength score of four can suddenly become a
respectable seven? See also how starting with nine or ten Strength is a
complete waste? Also, you can get an operation to improve you Strength
by one... so if you start out with six Strength, you'll end up with the
maximum of ten. I suggesting starting out with four Strength. You can be
hardcore, drop your Strength to one, get the operation, then strap on
Power Armor to end up at a decent five... but it's not necessary.
Besides, running around in Brotherhood Armor (Combat Armor) keeps the
game at least a little challenging, something you can't afford to do if
you don't have a decent Strength score (although to be fair, you DO only
need two Strength to use the Alien Blaster..) Besides, I do get tired of
walking around in that Power Armor from time to time. The super power-
gamey build would stick to one Strength, and put the extra three points
into something else... but it's not a significant improvement.
		|Score|  Hit	| Melee	| Carry |
		|     | Points	|Damage	|Weight |
		|  1  |   +1    |   1	|   25	|
		|  2  |   +2    |   1	|   50	|
		|  3  |   +3    |   1	|   75  |
		|  4  |   +4    |   1	|  100  |
		|  5  |   +5    |   1	|  125  |
		|  6  |   +6    |   1	|  150  |
		|  7  |   +7    |   2	|  175  |
		|  8  |   +8    |   3	|  200  |
		|  9  |   +9    |   4	|  225  |
		| 10  |  +10    |   5	|  250	|

My build: I start out with *FOUR* Strength.

  -->	You can upgrade Strength at the Brotherhood of Steel
	Headquarters. The surgery costs 2000 caps and takes three weeks
	to recover from.

  -->	Wearing Power Armor will increase your Strength by three.

Rating: **

Perception 							{SPC006}
Skills: First Aid (x.5)
	Doctor (x.5)
	Lockpick (x.5)
	Traps (x.5)

Perception has one major function; it determines your accuracy with
ranged attacks. Don't care for guns and would rather smash everything to
hell with a Super Sledge? Ignore Perception, and put your points
elsewhere. But guns rule, and if you plan to shoot anything, you'll want
a good bit of Perception to do it well. The difference in accuracy
between a character with one Perception and ten Perception is about
73%-that's a HUGE difference, and it evens out at about 8% accuracy per
point of Perception. Of course, our SPECIAL attributes aren't unlimited,
and we can get accuracy from other sources-namely, investing in weapon
skills. Still, perks aren't as easy to work around (unless you pop
Mentats, of course). The Sniper perk, one of the prime perks this build
is... well, built around requires a hefty eight Perception. Secondary
purposes of Perception includes increasing your Sequence (when you get
to take your turn during a combat round, aka initiative), and
determining how much information you get from examining things. Both
of which are worthy considerations, and welcome bonuses for having a
high Perception, but not in themselves worth expending points into

			|Score|Sequence |
			|  1  |    2    |
			|  2  |    4    |
			|  3  |    6    |
			|  4  |    8    |
			|  5  |   10    |
			|  6  |   12    |
			|  7  |   14    |
			|  8  |   16    |
			|  9  |   18    |
			| 10  |   20    |

My build: I start out with a base of *SEVEN* Perception.

  -->	You can upgrade Perception at the Brotherhood of Steel
	Headquarters. The surgery costs 4000 caps and takes a week to
	recover from.

Rating: ***

Endurance							{SPC007}
Skills: Outdoorsman (x.5)

Stamina and physical toughness. A character with a high Endurance will
survive where others may not. Modifies: Hit Points, Poison & Radiation
Resistance, Healing Rate, and the additional Hit Points per level.

Endurance gives you two Hit Points, 2% Radiation Resistance, and 5%
Poison Resistance per point. It also improves the amount of Hit Points
you earn each level, easily making it the single greatest source of Hit
Points in the game. For all that, however, Endurance sucks. First, Hit
Points are great. Everybody loves Hit Points. But Fallout is a fickle
bastard of a game, and combat is usually either feast or famine. That's
right, folks. Bad luck will kill you more often than anything save
picking fights against opponents who severely out-class you. Put on some
Power Armor, get a decent weapon and a level or two, and the only thing
you need to fear is getting critcally hit. If you do get critically hit,
fifty Hit Points or a hundred and fifty Hit Points, it's probably not
going to matter. As for your resistances, almost nothing in the game
will poison you, and if it does, it's usually not too dangerous.
Radiation exposure will be rare, and we'll prepare for it ahead of time
with RadX and RadAway... in fact, this is another case where Endurance
just simply doesn't matter. If you're exposed to a little radiation...
whatever, go back to town, use some drugs, visit a doctor, get it fixed.
If you go into a place that was the target of a direct tactical nuclear
strike... your 20% resistance isn't going to be enough to keep you safe.
For exploring highly irradiated zones, it's drugs or nothing. The last
thing that Endurance does is increase your Healing rate-the Hit Points
you recover naturally every day, or every six hours, if you're resting.
This is somewhat handy, as traveling takes a lot of time, but it won't
save you in a fight. Again, drugs make Endurance useless-just take some
Stimpaks. Just keep one thing in mind regarding Endurance; the best
thing this SPECIAL attribute offers is Hit Points per level. One Hit
Point per level equals 21 Hit Points by the end of the game... but this
only upgrades when your Endurance score is even. So... start out with
some odd value, get the Brotherhood of Steel as early as possible, and
enjoy the Hit Points for the rest of the game.

|Score|  Hit	|  Hit Points	|Healing|  Poison  |Radiation |
|     | Points	|   per Level	| Rate	|Resistance|Resistance|
|  1  |   +2    |	2	|   1	|    +5%   |	+2%   |
|  2  |   +4    |	3	|   1	|   +10%   |	+4%   |
|  3  |   +6    |	3	|   1	|   +15%   |	+6%   |
|  4  |   +8    |	4	|   1	|   +20%   |	+8%   |
|  5  |  +10    |	4	|   1	|   +25%   |   +10%   |
|  6  |  +12    |	5	|   2	|   +30%   |   +12%   |
|  7  |  +14    |	5	|   2	|   +35%   |   +14%   |
|  8  |  +16    |	6	|   2	|   +40%   |   +16%   |
|  9  |  +18    |	6	|   3	|   +45%   |   +18%   |
| 10  |  +20    |	7	|   3	|   +50%   |   +20%   |

My build: I start out with a base of *THREE* Endurance.

  -->	You can upgrade Endurance at the Brotherhood of Steel
	Headquarters. The surgery costs 3000 caps and takes a week to
	recover from.

Rating: **

Charisma							{SPC008}
Skills: Speech (x2)
	Barter (x2)

A combination of appearance and charm. A high Charisma is important for
characters that want to influence people with words. Modifies: NPC
reactions, and barter prices.

Charisma has absolutely no combat benefit, but plenty of conversation
benefits. It's not a hugely important attribute, and it can usually be
substituted by having a decent Speech score. Still, there are a few
instances where characters will check for Charisma, and having better
NPC reactions will actually affect a few conversations in this game.

My build: I start out with a base of *EIGHT* Charisma.

  -->	You can gain a point of Charisma during a random encounter with
	Patrick the Celt. He usually can be found in mountainous terrain
	(the south-eastern area of the map is a prime spot to look for
	him). Talk to Patrick the Celt and say "Just wandering.", then
	say "So what's your story?", followed by "What kind of music do
	you sing?". You're looking for the dialogue option "Would you
	happen to know "Na Gheala Mbeadh", as I think it's called?". If
	you don't get it, pick "I see. What else do you do?", then pick
	"What kind of music do you sing?" until it comes up. When it
	does, pick it, and he'll ask if you want to hear it. Agree and
	you'll get the following text:

	[Patrick sings songs and the two of you reminisce for several
	hours. You feel invigorated.]

Intelligence							{SPC009}
Skills: First Aid (x.5)
	Doctor (x.5)
	Science (x2)
	Repair (x2)
	Outdoorsman (x.5)

Knowledge, wisdom and the ability to think quickly. A high Intelligence
is important for any character. Modifies: the number of new skill points
per level, dialogue options, and many skills.

Intelligence is perhaps one of the most important attributes in the
game, it significantly affects gameplay at all scores. First of all, it
determines how many skill points you get per level, one point of
Intelligence equals two Skill Points per level. The more Skill Points
you get, the better your character can do.. well, whatever skills you
boost. It also affects a fair number of skills (although almost all of
them can be increased by reading books.. funny thing that, you can
improved Intelligence-based skills by.. learning.) Most importantly,
however, Intelligence determines what dialogue options you'll get. If
your character has an Intelligence of one, most of the NPCs will not be
able to understand you. Apparently shouting "Runk!" isn't good enough
English for them. If your Intelligence is moderate, you should at least
be able to get most of the quests in the game and deal with NPCs..
passably well. High Intelligence gives you the best dialogue options,
allows you to complete most of the quests in the game (and better yet,
high Intelligence tends to allow you to get the best results.) If you
want to complete quests-and complete them well-having a high
Intelligence is essential.. or failing that, you could always pop some
Mentats before talking to anybody, but I'd rather just have the
			|Score|Skill Points|
			|     |  per Level |
			|  1  |     +2     |
			|  2  |     +4     |
			|  3  |     +6     |
			|  4  |     +8     |
			|  5  |    +10     |
			|  6  |    +12     |
			|  7  |    +14     |
			|  8  |    +16     |
			|  9  |    +18     |
			| 10  |    +20     |

My build: I start out with a base of *NINE* Intelligence.

  -->	You can upgrade Intelligence at the BoS Headquarters. The
	surgery costs 6000 caps and takes three weeks to recover from.

Agility								{SPC010}
Skills: Small Guns (x1)
	Big Guns (x1)
	Energy Weapons (x1)
	Unarmed (x.5)
	Melee Weapons (x.5)
	Agility (x1)
	Sneak (x1)
	Lockpick (x.5)
	Steal (x1)
	Traps (x.5)

Coordination and the ability to move well. A high Agility is important
for any active character. Modifies: Action Points, Armor Class,
Sequence, and many skills.

Many skills is right, just look at that list. Every point of Agility
gives you-on average-eight Skill Points. More skills are improved by
Agility than by any other attribute. But that's not why we're looking
at Agility, is it? I mean, skills, by themselves, are not sufficient
reason for us to boost an attribute (especially when each point of
Intelligence will give us 42 Skill Points to spend by the time we hit
level 21). Don't worry though, Agility has much more going for it than
skill-boosting. Each point of Agility also increases your Armor Class,
although one should keep in mind that Armor Class in Fallout is not as
important as those of us who were weaned on Dungeons and Dragons might
expect. The big winner for Agility is Action Points. Every even point of
Agility (please don't make me give you examples of what an even number
is...) increases your Action Points by one. The more Action Points you
have, the more you can do in a combat round... Action Points are
absolutely essential for anybody who might ever find themselves in
combat. That means you. It's easily the best attribute in the game, and
deserves to be pampered thusly.

			|Score|  Armor	|Action	|
			|     |  Class	|Points	|
			|  1  |    1    |   5	|
			|  2  |    2    |   6	|
			|  3  |    3    |   6	|
			|  4  |    4    |   7	|
			|  5  |    5    |   7	|
			|  6  |    6    |   8	|
			|  7  |    7    |   8	|
			|  8  |    8    |   9	|
			|  9  |    9    |   9	|
			| 10  |   10    |  10	|

My build: I start out with a base of *NINE* Agility.

  -->	You can upgrade Agility at the Brotherhood of Steel
	Headquarters. The surgery costs 5000 caps and takes three weeks
	to recover from.

Luck								{SPC011}
Skills: Gambling (x3)

Fate. Karma. An extremely high or low luck will affect the character -
somehow. Events and situations will be changed by how luck (or unlucky)
your character is.

It's like the description says-an extremely high or low Luck will
affect things. Moderate amounts will do very little. The two things that
Luck visibly does is increase your Gambling skill (not a great skill,
but it has a very important roll to play in the begining of the game)
and increase your Critical Chance by 1% per point of Luck. This becomes
obsolete later on, but Luck is still very useful for any combat build.
Either get the Slayer or Sniper perks and you'll score a critical hit
essentially 10% of the time per point of Luck you have. If you get a
Luck score of ten, you'll have a 100% Critical Chance. This destroys
everything that dares to get in your way, and this attribute would be
worthwhile enough for that alone. As an added bonus, however, characters
with high Luck will get special random encounters, some of which are...
just weird, others of which are quite lucrative. How lucrative, the
voice in my head asks to set up my response? How about the best gun in
the game lucrative? Wow! That's pretty lucrative! It sure is! Thanks,
voice in my head! No problem, Haeravon! What a great guy.

			|Score|Critical |
			|     | Chance  |
			|  1  |    1    |
			|  2  |    2    |
			|  3  |    3    |
			|  4  |    4    |
			|  5  |    5    |
			|  6  |    6    |
			|  7  |    7    |
			|  8  |    8    |
			|  9  |    9    |
			| 10  |   10    |

My build: I start out with a base of *EIGHT* Luck.

  -->	You can upgrade Luck at the Boneyard, in Adytum. Talk to
	'a dark-skinned man adorned with bright scarves and trinkets'
	and ask him "Why do you assume that I need anything?", then say
	"Now that you mention it, perhaps you could give me some
	advice." Chuck will draw a Tarot card and 'read' it for you.
	Pick "Hmm. Thanks for the advice." and talk to him again and say
	"I'm looking for a little advice" and he'll draw another card.
	Thank him again, talk to him again, and ask for advice another
	time. This time he'll draw 'The Fool' and you'll get a permanent
	increase to your Luck score. Finally, talk to him one more time
	and pick "May I ask what you do around here?" and then say "What
	kind of advice" and he'll draw 'The Fool' card again, giving you
	another point of Luck. I think this is supposed to be some kind
	of bug, since if you ask what he does earlier he'll only draw
	'The Fool' once-hence only one point of Luck. Still, if you do
	things exactly as presented here, you should get a permanent
	two-point boost to your Luck.

My Personal Build, Attributes 					{SPC012}
This, then, is my build, and after reading the SPECIAL attribute
descriptions above, it should make sense to you. Strength is just high
enough to be passable (without Power Armor) or downright decent (with
Power Armor). Endurance is low, but it's a worthy sacrifice. Perception
is just high enough to get the Sniper perk, and good enough to be worth
quite a bit of accuracy, too. Charisma and Intelligence are both very
high, for questing, and the latter for Skill Points, too. Agility will
end up maxed, making this a very combat-competent character. Finally,
Luck will ensure that we can make the most of our Sniper perk, as well
as get some interesting (and valuable) random encounters. Anyways, the
normal number represents my starting attributes, the numbers in
parentheses shows my final attributes, after surgeries and random

  -->	A Strength score of *FOUR* allows me to get an upgrade to bring
	myself to five-just good enough to use... well, most weapons in
	the game.

  -->	A Perception score of *SEVEN* allows me to shoot pretty damn
	well, and get the Sniper Perk at level 18 (you can start out
	lower and pop some Mentats to raise your Perception if you don't
	want a base of seven... but I'd rather just have the high
	Perception and the accuracy that it grants).

  -->	An Endurance of *THREE* is pretty low, but if I get the implant
	early (as early as level two, in fact) I'll get another Hit
	Point per level. I don't care about Poison Resistance, Radiation
	Resistance, or Healing Rate, and with good armor, I'll survive
	having mediocre Hit Points... as for Perks, Endurance-requiring
	Perks aren't necessary, but if I want one, I can just take some
	Buffout beforehand.

  -->	A Charisma of *EIGHT* ensures my character will get a good
	reaction from most NPCs, and will help in dialogue in general.
	It's really more of a vanity thing, but there are a few
	interesting things you can do with a high Charisma, especially
	if you're male.

  -->	An Intelligence of *NINE* can be upgraded after hitting level
	two without causing me to lose any potential Skill Points-so
	long as I don't check my character screen after hitting level
	two. It'll give me the best dialogue options and plenty of
	Skill Points.

  -->	An Agility of *NINE* will give me nine Action Points, and it can
	be upgraded to ten later. Action Points are good. They make you
	good at killing things, which makes enemies bad at killing you.
	Plus, you'll need eight Agility for the Sniper/Slayer Perks, so
	you'll want high Agility regardless.

  -->	A Luck of *EIGHT* will allow me to upgrade it to ten, which will
	get me some good random encounters (where I'll score the best
	gun in the game) and more importantly, a high Luck score makes
	Sniper/Slayer much stronger. Don't disregard Luck, even if you
	can't see its effects much on your character screen.

Strength		4 (5) (8 with Power Armor)
Perception		7 (8)
Endurance		3 (4)
Charisma		8 (9)
Intelligence		9 (10)
Agility			9 (10)
Luck			8 (10)

Alternatively, I have a melee-based build you can also use. The goal
is pretty simple-I'll still be very quest-capable, and when ranged
attacks are necessary, I can always rely on Small Guns. Most of the
time, however, I'll be smashing things into a bloody pulp with my
Super Sledge. The only differences are more Strength, less Perception,
and less Charisma, as I'll be favoring the Fast Shot trait over Small
Frame with this build.

Strength		6 (7) (10 with Power Armor)
Perception		5 (6)
Endurance		3 (4)
Charisma		7 (8)
Intelligence		9 (10)
Agility			9 (10)
Luck			8 (10)

|								       |
|		       Derived Statistics {DST001}		       |
|								       |
Derived Statistics are various values that are determined by your
SPECIAL Attributes. They are, in fact, what makes your SPECIAL
Attributes so special. 

Level and Experience						{DST002}
Your general competency of the player character. A measure of your
experience and abilities.

A reward for completing specific tasks, or defeating enemies in combat.
More experience points are required to attain higher Levels.

You complete quests, kill things and generally do RPG-type stuff, and
you gain experience. You gain experience until you level up. You level
up, and all kinds of good things happen-you get more Hit Points
(depending upon your Endurance score), you get more Skill Points
(largely depending upon your Intelligence), and if you've been an
especially good boy or girl, you'll get a Perk. Hooray! Below are the
various experience requirements per level, and descriptive flavor, as
provided by the manual.

| Level | EXP Required	|	     Title		| Perks |
|    1	|	  0	|         Vault Dweller         |	|
|    2	|      1000	|          Vault Scion		|	|
|    3	|      3000	|         Vault Veteran		|   1	|
|    4 	|      6000	|          Vault Elite		|	|
|    5	|     10000	|           Wanderer		|	|
|    6	|     15000	|        Desert Wanderer	|   2	|
|    7	|     21000	|    Wanderer of the Wastes 	|	|
|    8	|     28000	|        Elite Wanderer         |	|
|    9	|     36000	|    	     Strider		|   3	|
|   10	|     45000	|        Desert Strider		|	|
|   11	|     55000	|    Strider of the Wastes 	|	|
|   12	|     66000	|        Strider Elite		|   4	|
|   13	|     78000	|          Vault Hero   	|	|
|   14	|     91000	|        Wandering Hero		|	|
|   15	|    105000	|        Striding Hero		|   5	|
|   16	|    120000	|      Hero of the Desert	|	|
|   17	|    136000	|      Hero of the Wastes	|	|
|   18	|    153000	|   Hero of the Glowing Lands	|   6	|
|   19	|    171000	|	    Paragon		|	|
|   20	|    190000	|        Living Legend		|	|
|   21	|    210000	|  Last, Best Hope of Humanity  |   7	|

Hit Points (15 + ENx2 + ST + Levelx[2 + EN/2] + Perks)		{DST003}
How much damage your character can take before dying. If you reach 0 HP
or less, you are dead.

Hit Points are your friend-except the ones your enemies have. They are
bad Hit Points. They park too close to your car in the parking lot,
double-dip chips, and borrow your video games and scratch them up.
Seriously though, Hit Points shouldn't need any introduction or real
explanation. They are, however, deceptive. Building up a strong
defensive character just isn't a good idea, because critical hits
dominate battles... or at least, they add just enough potential to every
attack to make battles interesting. Why does this reduce the importance
of Hit Points? Well, if you do everything within your power to get as
many Hit Points as possible you can end up with over 250 Hit Points...
which is all well and good fine, until a Super Mutant critically hits
you with a Minigun for 150~ points of damage. A lot of SPECIAL stats
will have to suffer to get you that many Hit Points, and honestly, it's
just not worth it. I'm more than happy with the just-over 100 Hit Points
my build gets me... and I just accept that if I get shot in the eye by
a Gatling Laser, I just need to reload and try again.

Armor Class (AG + Armor + Perks)				{DST004}
Modifies the chance to hit this particular character.

Fallout was ahead of its time. Notice the Armor Class that goes UP,
instead of DOWN? Also note that 3rd Edition Dungeons and Dragons uses
the exact same experience scaling for levels (1000 per level). A
warning, however, for all of us nerds who were weaned on the d20 system;
Armor Class in Fallout is just not as potent as we may be used to. Each
point of Armor Class represents only a 1% chance to avoid an attack,
instead of the 5% it represents in a d20 system. Having a base Armor
Class of ten, then, isn't nearly as good as it sounds. Still, every
little bit helps, especially when fighting foes who are using ranged
weapons. Your largest source of Armor Class will invariably be your

Action Points (5 + 1/2AG + Perks)				{DST005}
The number of actions that the character can take during one combat

Actions Points are the single greatest statistic in the game, which goes
a long way towards making Agility the best SPECIAL attribute. 
A character who has ten Action Points has twice the offensive potential
of a character who has five. Perks like 'Bonus Rate of Fire' and Traits
like 'Fast Shot' further improve this potential. It's possible to-with
three ranks of 'Action Boy', 'Bonus HtH Attacks', and 'Fast Shot' to
create a character who can perform 13 melee attack per round... or a
character who-with two ranks of 'Action Boy', 'Bonus Rate of Fire' and
'Fast Shot'-can fire off six shots a round with the Alien Blaster. Of
course, Action Points can be used for more than just brute damage.
Accessing your inventory (where you can use as many Stimpaks as you wish
and reload all your guns) and simply moving away from enemies are also
good uses for Action Points. Enemies who have significantly fewer Action
Points than you might be hampered or even prevented from engaging you in
melee combat at all! Retreat from an encroaching foe, attack as many
times as you can, and laugh as they spend all their Action Points
futilely trying to catch up to you. And of course, it's always popular
to use corners and doorways to prevent ranged attackers from getting
shots off on you-walk around a corner, pop off a few shots, walk back,
and let them waste their Action Points trying to reach you.

Carry Weight (25 + STx25 + Perks - Traits)			{DST006}
The maximum amount of equipment your character can carry, in pounds.

Who can carry 250 pounds of stuff? Anyways, carrying stuff is good.
There's nothing that sucks more than having to run back to down because
you can't pick up a key component due to being over-encumbered. Still,
it's not essential if you are frugal and travel light.

Melee Damage (ST - 5, minimum 1 + Perks)			{DST007}
The amount of bonus damage your character does in hand-to-hand combat.

A melee character will want to get as much of this as possible... which
is easy enough to do, just start with six Strength, and with some
surgery and Power Armor, you'll hit the magic ten.

Damage Resistance (Armor + Perks)				{DST008}
Any damage taken is reduced by this amount. Damage Resistance can be
increased by wearing armor.

You'll get most of this from armor, which displays the amount of
'Normal' damage your armor resists. The rest will come from any
'Toughness' perks you take, if any. Note that there are two forms of
Damage Resistance-first a brute amount of damage resistance, represented
by a number, then a percentage (which is what is shown in the character
screen). For exmaple, Combat Armor has a Damage Resistance of 5/40% for
Normal damage. Every attack that hits you loses 5 points of damage
immediately, then whatever damage is left over is reduced by 40%. 
Whatever remains (if anything) after those two cuts damages your Hit
Points. It's an overly generous system that favors heavy damage weapons
and resistant, bulky armor over anything else. In addition to 'Normal'
Damage Resistance (what this Derived Statistic shows) you also have
'Laser', 'Fire', 'Plasma', and 'Explode', which are shown in your
inventory screen.

Poison Resistance (ENx5% + Perks - Traits)			{DST009}
Reduces poison damage by this amount.

You'll very rarely be poisoned, and if you ever get poisoned, it's only
terribly lethal early on in the game. You can ignore this statistic.

Radiation Resistance (ENx2% + Armor + Perks - Traits)		{DST010}
The amount of radiation you are exposed to is reduced by this
percentage. Radiation Resistance can be modified by the type of armor
worn, and anti-radiation chems.

Another statistic you can ignore. Radiation is fairly rare, and when
exposure is unavoidable, you can always prepare for it ahead of time.
Really, some RadX makes worrying about radiation silly. Also, the more
advanced armors in the game will give a bonus to your Radiation
Resistance, often far exceeding what Endurance will get you. Radiation,
when it occurs, is more worrisome than poison simply because it will not
go away without being attended to. It is silent, insidious, and it can
be fatal, although the only time I've ever died from radiation was when
I was... well... trying to do so for the purposes of talking about it in
this guide. A Geiger Counter when used will show your current level of
Radiation Poisoning. Severe radiation poisoning (a REM reading in the
hundreds) can lower your SPECIAL Attributes, and a REM reading of over
1000 will be fatal. Of course, keep in mind that using a Geiger Counter
in an area where there's radiation will cause the game to irradiate you
further, making a Geiger Counter all but useless.

Sequence (PEx2 + Traits + Perks)				{DST011}
Determines how soon in a combat turn your character can react.

Pretty self-explanatory, in Dungeons and Dragons we know this as
Initiative. Going sooner in a combat round is always better, and with
the Perception my build suggests, we should almost always go before the

Healing Rate (EN/3, minimum of 1 + Traits + Perks)		{DST012}
At the end of each day, your character will heal 1 HP fo each point of
Healing Rate. When you rest, you heal every six hours.*

What more is there to say? It's your passive healing abilities. Of
course, given the time constraints in the early game, it's not suggested
that you wait around to heal, and it won't do a damn bit of good in
combat-when you need to be healing... so... I just write this off

*The game says you heal every six hours when resting. The readme in the
installation folder says every three hours. I found that when resting a
full 24 hours with four Endurance, I gained seven Hit Points, without
fail. Resting three, I gained absolutely nothing. Resting six, I
gained one. Your guess is as good as mine.

Critical Chance (LK + Traits + Perks)				{DST013}
The chance to cause a critical hit in combat is increased by this

Everybody loves critical hits! Except for when they occur on your own
eyeball. Anyways, this is a good statistic to have... but for power-
gamers, just note that it'll be replaced by Slayer or Sniper's rate
when you get those perks... effectively, for melee or ranged weapons
(respectively) your critical chance will be 10% per point of Luck,
instead of 1%. Note that this determines your chance of causing a
critical hit, not the severity of the critical hits themselves. There's
a hidden roll that determines the potency of critical hits-which can be
improved by... hitting enemies in vulnerable areas (again, like their
eyes) or by picking the Better Criticals perk.

|								       |
|		            Traits {TRT001}			       |
|								       |
Traits are optional characteristics that add a bit of flavor to your
character. They provide various benefits, but always have a drawback...
Well, almost always. You can pick up to two Traits at character
creation, but unless you're willing to blow a Perk later on, you can't
change Traits after starting the game. Note that you don't have to pick
two Traits if you don't want-you don't have to pick any, but there are
quite a few Traits that are more beneficial than detrimental.

Fast Metabolism							{TRT002}
Your metobolic rate is twice normal. This means that you are much less
resistant to radiation and poison, but your body heals faster.

The +2 Healing Rate is decent enough, since you'll be wandering around
alot... but it won't save you in a fight. On the other hand, you won't
really ever need radiation and poison resistance. You'll only rarely
fight poisonous critters, and radiation can be mitigated with RadX and
RadAway. As far as I'm concerned, however, it's just easier to use
Stimpaks to heal yourself.

Rating: **

Bruiser								{TRT003}
A little slower, but a little bigger. You may not hit as often, but
they will feel it when you do! Your total Action Points are lowered, but
your Strength is increased.

With this Trait, you get a +2 bonus to Strength, but lose two Action
Points. Strength sucks, Action Points are awesome. There is no
circumstances under which I would ever suggest you pick this trait.

Rating: *

Small Frame							{TRT004}
You are not quite as big as the other Vault-Dwellers, but that's never
slowed you down. You can't carry as much, but you are more agile.

This trait is actually pretty good-an extra point into Agility is
nothing to ignore... although lets be honest, we're starting with a nine
Agility anyways, so really, this just allows us to put another SPECIAL
point somewhere else. Still, I can live with that, especially since
you just lose some carrying capacity. It... kind of sucks, especially
considering how much of a pack rat I am, but we can live with a lower
carrying capacity. With this perk, your Carry Weight drops from 25 +
25 per point of Strength to 25 + 15 per point of Strength, as the chart
below indicates.

			|Strength|Carry	|
			|	 |Weight|
			|    1	 |  40  |
			|    2   |  55  |
			|    3   |  70	|
			|    4   |  85	|
			|    5   | 100	|
			|    6   | 115	|
			|    7   | 130	|
			|    8   | 145	|
			|    9   | 160	|
			|   10   | 175	|

Rating: ****

One Hander							{TRT005}
One of your hands is very dominant. You excel with single-handed
weapons, but two-handed weapons cause a problem.

The manual states that this Trait drops your accuracy by 40% when using
two-handed weapons, but increases your accuracy by 10% when using one-
handed weapons. It's... survivable, considering that one of the best
weapons in the game is a one-handed weapon. Still, many are not, and
the +10% bonus just isn't a huge bonus. In fact, it's only a little more
than a single point of Perception provides. It's a mediocre trait, and
really, you can find better.

Rating: **

Finesse								{TRT006}
Your attacks show a lot of finesse. You don't do as much damage, but you
cause more critical hits.

All your attacks deal 30% less damage, but you get a +10% chance to
cause critical hits. Do you smell that? In case you don't, let me point
out what should be obvious. If you do 30% less damage all the time,
that means your critical hits also cause 30% less damage. 30% less
damage all the time is NOT a good offset for 10% Critical Chance,
especially when you consider Perks like Sniper or Slayer, which will
raise your Critical Chance to 10% per point of Luck. Picking this Trait
is just shooting yourself in the foot... but at least it'll hurt only
2/3 as much as if you shot yourself in the foot without this Trait.

Rating: *

Kamikaze							{TRT007}
By not paying attention to any threats, you can react faster in a turn.
This lowers your armor class to just what you are wearing, but you
sequence much faster in a combat turn.

Ah yes... let that divine wind flow.. and sink that Mongol fleet! Stupid
Mongols! Don't know what I'm talking about? Learn some history. Anyways,
This gives you a five-point bonus to your Sequence (Initiative), but
eradicates the Armor Class bonus you recieve from Agility entirely.
Since Agility is a great Attribute, this means we are, in practice,
dropping our Armor Class by ten points. This is not a good trade. With
a decent Perception score, you'll already Sequence fast enough.

Rating: *

Heavy Handed							{TRT008}
You swing harder, not better. Your attacks are very brutal, but lack
finesse. You rarely cause a good critical, but you always do more melee

You do four more points of damage (only in melee), but you suffer a 30%
penalty on your critical hit table modifier (which determines the
potency of your critical hits). Eh... Depending on your Luck and if you
get the Slayer Perk, this might not be a terrible Trait. After all, if
you aren't performing many critical hits, you don't need to sweat the
penalty, and the +4 damage per hit is actually decent for a melee-
heavy character. Still, at the end of the day you're probably better off
with a high-Luck Slayer build.

Rating: **

Fast Shot							{TRT009}
You don't have time to aim for a targeted attack, because you attack
faster than normal people. It costs you one less action point to use
a weapon.

Fast Shot is a killer... but its drawback can also be pretty
significant, depending on your build. First, the upside-with the
standard ten Agility character and the absolutely indispensible 'Bonus
Rate of Fire' Perk, you could have ten Action Points a round and shots
that only cost two Action Points per shot... five shots a round with the
Alien Blaster is absurd. On the other hand, without this Trait you can
perform targeted shots and-with high Luck and the 'Sniper' perk-using a
Targeted Shot to shoot something in the eye tends to deal brutal damage.
I've done both builds before, and they're both pretty lethal, but I do
prefer Targeted Shots to the eye. With 'Better Criticals', high Luck,
and Sniper, as every successful Targeted Shot on the eye tends to do
pretty well on the critical hit table. On the other hand, if you're
going for a melee build, this trait is absolutely indispensible, as it
will (along with the 'Bonus HtH Attacks' Perk) make your melee attacks
with... say... a Super Sledge cost one Action Point per attack.
Attacking ten times or more per round with a Super Sledge is just

Rating: *****

Bloody Mess							{TRT010}
By some strange twist of fate, people around you die violently. You
always see the worst way a person can die.

I'm not even going to hide my absurd love of this Trait. Blow them all
to hell! I don't want them to just die, I want to blow chunks off of
them and see them fall into messy piles of gore! I'm an American,
dammit, so any amount of violence is acceptable. Just as long as I don't
see any nipples, lest my little American eyes melt out of my skull.
If you're like me, you might want this Trait. It has no real downsides,
and vastly improves the ending of the game if you're a good character.

Rating: ***

Jinxed								{TRT011}
The good thing is that everyone around you has more critical failures
in combat, the bad thing is so do you!

According to the manual, this Trait increases the likelihood that
failures in combat will become critical failures... you know, the
opposite of a critical hit? There's an old rule of thumb in gaming,
however. Your character will suffer more attacks, critical hits, and
critical failures than any other single character. Anything that
increases the global rates of these things will affect the player more
often than any enemy you face. At the end of the day, it's really just
not worth it. Nobody needs to hit themselves and fall down, or to have
a weapon explode in their hands.

Rating: *

Good Natured							{TRT012}
You studied less-combative skills as you were growing up. Your combat
skill start at a lower level, but First Aid, Doctor, Speech and Barter
are substantially improved.

You gain a +15%* bonus to First Aid, Doctor, Speech, and Barter, but
suffer a -10% penalty to Small Guns, Big Guns, Energy Weapons, Unarmed,
and Melee Weapons. Technically, it's a win overall, with a bonus of
60% over four skills, and a penalty of 50% over five skills. Plus, you
can boost Small Guns and First Aid up with books, making this initial
decrease completely unimportant. Since you only really need one weapon
skill, this is even more beneficial. It's a decent Trait, I'll give it
a pass.

*The manual says that you gain a +20% bonus to First Aid, Doctor,
Speech, and Barter, but you really only get a +15% bonus.

Rating: ***

Chem Reliant							{TRT013}
You crave chems more easily. Your chance to crave chems is twice normal,
but you recover faster from their ill effect.

Okay, this is simple-I don't use chems very often, and when I do, I
save beforehand. If I get addicted, I reload. Simple, right? No
addiction, no need for this trait.

Rating: *

Chem Resistant							{TRT014}
Chems only affect you half as long as normal, but your chance to crave
them is also only 50% of normal.

Read Chem Reliant, above. Still, this one deserves special notice, since
it's extra assey. Benign chems like RadX and RadAway will also suffer
from the duration hit, even though they don't cause addication. Lame.

Rating: *

Night Person							{TRT015}
As a night-time person, you are more awake when the sun goes down. Your
Intelligence and Perception are improved at night, but dulled during
the day.

Ultimately a neutral effect, you gain a point of Intelligence and
Perception at night, but lose a point during the day. It's easier to
hit during the day, so the Perception hit might not be so bad, and the
bonus at night might help mitigate some of the darkness penalties to
your accuracy at night. Still, the Intelligence is a bit counter-
productive, considering many NPCs will become unwilling to talk to you
at night. Since you can only deal with many NPCs during the day, why
potentially stunt your dialogue options?

Rating: **

Skilled								{TRT016}
Since you spent more time improving your skills than a normal person,
you start with better skill levels. The tradeoff is that you do not gain
as many extra abilities. You will gain a perk every four level.

Essentially you're trading two potential perks for a +10% bonus to all
your skills. The only time I find this useful is on a speed playthrough,
where I don't intend to hit a very high level, but need high skills
early. For a power-gamey playthough, however, this Trait isn't very
good. First, since Small Guns, First Aid, Science, Repair, and
Outdoorsman can all be raised up to 91% with books-they won't benefit
from this Trait at all. Also, you're likely to focus on only one weapon
skill, so the other four aren't going to be very useful. That's a lot
of gain that's simply going to waste. Ultimately, it's not worth it to
trade two perks for a +10% bonus to a handful of skills.

Grade: **

Gifted								{TRT017}
You have more innate abilities than most, so you have not spent as much
time honing your skills. Your primary statistics are each +1, but you
lose -10% on all skills to start, and receive 5 less skill points per

First, the obvious downsides. A -10% per skill is a loss of 180 Skill
Points, and the five points per level will total another lost 100 Skill
Points by the end of the game. Losing 280 Skill Points is nothing to
laugh at. On the other hand, five of those skills have books that raise
them up to 91%, so this loss is entirely meaningless. Also, a number of
skills just aren't that useful. Honestly, most skills work fine with a
score of 100%, and since there's a good chance you won't care about
most of the weapon skills in the game anyways (just a favored one or
two) you'll end up ignoring half the Skill Point losses this Trait
imposes. On the other hand, a +1 bonus to all your SPECIAL Attributes
is a whopping bonus. In fact, the only way to make a character as
versatile and potent as the one I suggest for this guide is by using
this Trait. The bonus SPECIAL Attribute points will mitigate the lost
Skill Points somewhat, and my high Intelligence just allows me to
ignore the lost five Skill Points per level. The only time I don't
suggest getting this perk is if you're playing a quick, low-level
game, where you'll need those Skill Points.

Note: If you begin the game with the Gifted Trait you will not start out
with two Buffouts and two Mentants.

Grade: *****

My Personal Build, Traits					{TRT018}
My Trait picks are fairly simple. Since I'm power-gamey, I pick the
Gifted Trait-it's by far the best Trait to pick if you plan to get all
the surgeries and level up to 21. The second Trait has always given me
a bit of trouble, and I always choose either Small Frame, since it's
essentially a free SPECIAL Attribute with incredibly bearable downsides,
or Fast Shot. Honestly, however, high-accuracy targeted shots to the
eye (or other vulnerable body parts) are just as good as two unaimed
shots, but Fast Shot really does make the early-going much, much easier.
If you're uncertain about what to pick-you really don't want to suffer
the carrying capacity loss or lose the ability to make Targeted Shots,
just pick Bloody Mess. It's gory fun that'll make the ending more

|								       |
|		            Skills {SKL001}			       |
|								       |
Skills determine how good you are at various activities, anything from
picking locks, hacking computers, attacking with various weapons,
sneaking, interacting with NPCs and so forth. Your skills are every bit
as important as your S.P.E.C.I.A.L. attributes and your perks. I'll
rate the various skills (as I tend to rate everything in Fallout games,
it seems) based upon their overall usefulness in the game. Note that
their usefulness doesn't necessarily determine how many Skill Points
you must invest in them, some of the best skills in the game require
little or no Skill Point expenditure.

*	Horrible	This skill is useless. You'll probably never use
			it during the game, and if you do, you're
			probably losing.
**	Bad		This skill has some merits, but there are better
			skills that can be used to accomplish the same
***	Average		An skill of mediocore usefulness. It comes in
			handy solving some quests more easily, scoring
			some loot, or otherwise making life easier.
****	Good		A good skill that will be used frequently
			throughout the game, or to great effect in
			certain circumstances. Players who neglect these
			skills will have a harder time than those who
*****	Great		An essential skill that absolutely dominates

Tag!								{SKL002}
When creating your character you must choose different three skills to
Tag! as favored skills. Each of these skills will get an immediate 20%
bonus and will increase twice as much when you increase them with Skill
Points (every Skill Point spent will increase the skill by 2% instead of
1%). Also, you'll get various bits of bonus gear depending upon what
skills you Tag!, minor though they may be.

Small Guns:	10mm JHP x24
Unarmed:	Brass Knuckles
Throwing:	Throwing Knife x2

Leveling							{SKL003}
You gain five Skill Points per level, plus two points for every point of
Intelligence you have. If you're being very power-gamey (like I tend to
be) you'll start out with nine Intelligence (or anything less than ten)
and try to get to the Brotherhood of Steel Headquarters to get the
Intelligence upgrade as soon as possible to ensure you have as many
Skill Points as possible. If you level up with a lower Intelligence
than you'd wish to have (before you get your upgrade), just don't
check the character screen until you have upgraded your Intelligence.
If you do so, you'll get Skill Points as if you had a higher
Intelligence when you leveled up. For example, I start out with nine
Intelligence, but unavoidably get enough experience to hit level two
before getting the upgrade (normally this would get me 18 Skill Points,
since I have the Gifted Trait). I get the Intelligence upgrade without
checking my character screen after leveling up. Once done, I check my
character screen, and lo and behold, I have 20 Skill Points (as if I
had ten Intelligence all along).

Books								{SKL004}
Civilization might have been destroyed, but some of it's knowledge has
survived in the form of books. Specific types of books raise specific
skills and fortunately for all aspiring Vault Dwellers, they're not
terribly rare-just expensive. You can find books hidden about, but the
simplest way to get them is to simply buy them from Mrs. Stapleton, in
the Hub. We.. can discuss how to get enough money somewhere else, but
here, we'll just focus on the books and leave getting them for the
walkthrough. The books that can be found (purchased) and the skills they
improve as are follows:

Big Book of Science	(Science)
Deans Electronics	(Repair)
First Aid Book		(First Aid)
Scout Handbook		(Outdoorsman)
Guns and Bullets	(Small Guns)

First, let me point out (again) that all of these skills have
Intelligence as a contributing SPECIAL Attribute save Small Guns-
reading makes you smart, kids. Also, your Intelligence score determines
how long it takes to read each copy of each book. Since you'll typically
want to read these books early on-when the game is under a strict time
limit-this can be a rather important consideration. If your Intelligence
is ten, it'll take one hour to read one book. If your Intelligence is
nine, it'll take two hours.. and so on. With a starting of Intelligence
of nine, it'll take about two days to read enough copies of each book
to max each skill at 91%, give or take a few hours, but note that a
great deal of this time is spent raising the skill the final 20%. This
is because the higher the skill in question is, the less increase each
book will give you.. for the most part. By the time your skill is in the
80% range, you'll only be getting a 1% increase per book read. Finally,
if you increase the difficulty of the game to Hard it'll lower all your 
Skills by 10%, meaning you'll increase the amount your skills are raised
(remember, lower Skill scores = higher gains per book), and allow you
to raise each skill to 91% in Hard mode. Then, if you switch the
difficulty back to Normal, all your skill will be a tidy 101%. The last
thing you want to do while reading books is set the difficulty to Easy-
you're just wasting books. Is messing with the difficulty levels cheap?
Sure, whatever. I advocated it in The Elder Scrolls IV: Oblivion and
The Elder Scrolls V: Skyrim. If it helps to make a better character in
the long run, I'll do it. That's what being power-gamey is all about,

Difficulty and Skill Levels					{SKL005}
Depending on what difficulty you play the game on, you'll recieve either
a +20% bonus to your skills (on 'Easy' mode) or a -10% penalty ('Hard'
mode). For the sake of this guide, I play the game on 'Normal' mode.
Keep in mind that all the Skill Point allocations below refer to their
base levels on Normal difficulty-you'll need to invest more or less
depending on what difficulty you prefer to play the game on.

Weapon Skills							{SKL006}
Since all weapon skills work the same way, I figure it's easier to just
make a section devoted to them than repeat the same information five
times over. The higher your skill level (%) in a weapon skill, the more
accurate you will be with said weapon. Your percentage in a weapon skill
translates directly into accuracy for that weapon. For example, somebody
with a Small Guns skill of.. say.. 91%, will have a base accuracy of
91% with all Small Guns (modified, of course, by the range of the
target, your Perception Score, and the base accuracy of each individual
type of gun, and darkness modifiers, see [CMB002] for more information
about accuracy). Your weapon skill does not affect damage, critical hit
rate, or anything else. A good rule of thumb for weapons is to have a
skill score of at least 100% in the weapon type you prefer the most.
This will not directly translate into a 100% chance to hit, mind you
(yes, I know the cap is 95%). You also have to take into account range
and the opponent's Armor Class. Melee weapon skills can afford to stay
at 100% by virtue of the relative lack of range modifiers, but you'll
want to consider putting more than 100% into a weapon skill if you plan
to make use of long-ranged weapons (Sniper Rifles, Turbo Plasma Rifles,
Rocket Launchers, etc), targeted shots, or if your Perception isn't
stellar. with a Perception of eight, the short-ranged Alien Blaster,
and a decent Energy Weapons skill score of 120%, I'm able to shoot
anything within range in the eyes with a 95% chance to hit. With a skill
score of 150%, you should be able to be able to shoot most enemies in
the eyes at a range of 20 hexes with 95% accuracy... and really, how
much more and do you really need? All weapon skills are passive skill-
they modify your accuracy with weapons. No active use is possible, nor
required, for that matter.

Small Guns							{SKL007}
Base: 35% + AG

The use, care and general knowledge of small firearms. Pistols, SMGs,
and rifles.

What the description says, this skill represents your aptitude with
various conventional firearms, from pistols, to rifles, to shotguns,
and yes, even a 10mm SMG. It's a diverse bunch of weapons that defy
simple classification, but perhaps the three best weapons to look at
in the group-in terms of power and diversity-are the Sniper Rifle,
the Combat Shotgun, and the .223 Pistol. The Sniper Rifle deals 14-34
damage, has a huge range (50 hexes), and take a relatively high number
of Action Points per shot (6 single, 7 targeted). You'll need pretty
good Perception and a high Small Guns score to use this weapon at its
fullest potential. For more modest gamers, the Combat Shotgun is nearly
as strong, dealing 15-25 damage, has a fair range of 22 hexes, uses
5 Action Points for a single shot and 6 Action Points for burst-fire.
The .223 Pistol is a good middle ground between the two-it deals 20-30
damage, has a modest range of 30 hexes, and costs the same Action Points
per shot as the Combat Shotgun, but isn't capable of burst-fire.
Ultimately, it's a decent weapon set, but it's out-classed by Energy
Weapons in nearly every category. The one saving grace of Small Guns
which makes it a favorite for low-level gamers is the fact that most of
the weapons are easy to find and the skill can be boosted to a healthy
91% with books. You don't need to spend a single point in it, and so I
don't. It's also not worth a Tag!, in my mind. Tag! skills should be
ones you'll want to sink a lot of points into, and since you can do most
of the work with books, the only reason you'd ever want to consider
making it a Tag! skill is if you got it up to 200%... which is
unecessary, even if it is your primary weapon skill. Also... I did
mention that Energy Weapons were better, right?

Suggested Skill Level: You should get this skill to 91% by reading
Guns and Bullets no matter what your build (unless you have a paltry
Perception score, in which case... what's wrong with you?). This will
ensure that you'll be able to fight adequately with the most common
ranged weapons in the game. For casual use, you don't need more than
this, but if you plan on getting married to Small Guns, consider
boosting it to 120% or more. This will let you get the most out of the
Sniper Rifle.

Rating: ****

Big Guns							{SKL008}
Base: 10% + AG

The operation and maintenance of really big guns. Miniguns, Rocket
Launchers, Flamethrowers and such.

Big Guns are uncommon, and only comprise three-count them, three-weapon
types, Rocket Launchers, Flamers, and Miniguns. Despite that, however,
they aren't terribly hard to get-you can buy all of them from the Gun
Runners in the Boneyard. In any event, talking about Big Guns as a skill
means, in effect, talking about these three guns... so here we go.
People seem to love these guns, but honestly, I think they all suck,
albeit in different ways. Flamers have horrible range (only 5 hexes) and
carry very little fuel (5 shots for a full tank) and its ammo weighs a
ton-well... not really, but at a pound per shot, it's still an awful
lot. It can deal brutal damage, but at that range, you might as well be
using the Alien Blaster or a melee weapon. The Rocket Launcher deals
good damage, and at a good range, but it's ammo is absurdly heavy.
Finally, there's the Minigun, which has a good range of 35 hexes, and
deals 4-10 damage per bullet, firing... oh... fourty bullets per burst.
Yeah, that's right, it turns light-armored enemies into mulch, but
against anything with heavy armor... well, that Minigun becomes pretty
useless. You'll see this in action first hand, when Super Mutants try to
blast you with one while wearing Power Armor. You'll take no damage most
of the time (save the odd critical hit). Even worse, that fourty-bullet
per burst only funds three bursts-a Minigun only holds 120 rounds of
ammo. So, this thing will guzzle ammo, which requires you to carry a ton
of it, and it does nothing against heavily armored foes. This skill can
be useful, I suppose, but it's easily the weakest of the three ranged
skills in terms of overall versatility. In fact, it can't do anything
that Energy Weapons can't do better, cheaper, and with less strain on
your back.

Suggested Skill Level: 100% if you plan to use it regularly, leave it
at base if not. You only really need decent accuracy with it if you
intend to use the Rocket Launcher or Minigun at a range, and even if
you do, they're not capable of targeted shots, so you never really need
more than 100%.

Rating: **

Energy Weapons							{SKL009}
Base: 10% + AG

The care and feeding of energy-based weapons. How to arm and operate
weapon that use laser or plasma technology.

Energy Weapons are where it's at in Fallout 1. They're generally
comparable to Small Guns-they tend to come in pistol and rifle forms,
although whenever comparisons can be made, Energy Weapons do much more
damage. Range, clip size/ammo consumption, and Action Point usage are
all relatively similar, although most Energy Weapons are incapable of
burst-fire. I disregard Laser weapons outright, however, as any decent
suit of armor will have 60%+ Damage Resistance versus Lasers, making
them less potent than their numbers might suggest. Plasma, then, is the
way to go, and a good case-in-point is the Plasma Rifle, the standard-
bearer of Energy Weapons. It deals a hefty 30-65 damage (nearly twice
what the Sniper Rifle does) and has a moderate range of 25 hexes. It's
ammo capacity is a passable ten shots per clip, although it does use
the somewhat heavy and very expensive Micro Fusion Cell... still, money
isn't an object, and you shouldn't need too much of this ammo to get by.
Best of all, you can upgrade a Plasma Rifle into a Turbo Plasma Rifle,
which improves.,. well, everything. It's one of the best weapons in the
game... and certainly the best long-ranged weapon in the game, with a
range of 35 hexes, a slightly boosted 35-70 damage, and lower Action
Point costs (4 for a single shot, 5 for a targeted shot). Compare that
to a Sniper Rifle and... well, you'll find that there just is no
comparison. That's not all, however, as we haven't even discussed the
best weapon in the game-the Alien Blaster. With very high Luck you may
come across a crashed UFO in the wasteland... and since Luck is such a
good attribute for the Sniper Perk, I expect people following this guide
to have a good Luck score... and hence, this weapon. Snatch the weapon
from the skeletal remains of an alien, and marvel at it. It deals a
whopping 30-90 damage, carries 30 shots of relatively light (40 rounds
of ammo weighs three pounds... much better than the pound-per-shot
Flamer), cheap Small Energy Cells per clip, and costs a measly 4 Action
Points per shot (Single, Targeted costs 5 Action Points per shot). The
only downside is that it has a short range of ten hexes... but anything
that gets in this range is toast. Keep the Alien Blaster for anything
that dares to get too close to you, and the Turbo Plasma Rifle for
everything further away, and laugh as you leave the zorched corpses of
your foes behind in heaps.

Suggested Skill Level: 120%+ if you plan to use it regularly, leave it
at base if not. This skill comes highly recommended (I mean, look at the
rating I gave it!).

Rating: *****

Unarmed								{SKL010}
Base: 65% + (AG +ST)/2

A combination of marrtial arts, boxing, and other hand-to-hand martial
arts. Combat with your hands and feet.

Of the two melee skills, well... it's a wash. I'll readily admit that
the Power Fist isn't as good as the Super Sledge, although the former's
12-25 damage makes it the class act of Unarmed weapons. It doesn't have
the range of the Super Sledge, and also-unlike the Super Sledge-it uses
up a Small Energy Cell every attack (although it has a generous 'clip'
of 25 cells). Still, Unarmed is worthy of consideration simply for the
fact that it starts out at a base of 65% and the almighty Slayer perk
requires an Unarmed skill of 80%. For a melee character, it might be
more worthwhile just to go with Unarmed rather than waste skill points
boosting Unarmed just to get Slayer, then boosting Melee Weapons too.

Suggested Skill Level: 100% if you plan to use it regularly, or 80% if
you're just trying to get to Slayer. If you prefer ranged weapons, leave
it at its base level.

Rating: ***

Melee Weapons							{SKL011}
Base: 55% + (AG + ST)/2

Using non-ranged weapons in hand-to-hand, or melee, combat. Knives,
sledgehammers, spears, clubs, and so on.

The best weapon in the Melee Weapons category is-in my opinion, the
Super Sledge. This also makes it the best non-ranged weapon in the
entire game. It's superior in damage, range, and economy (it doesn't
require ammo) to the Viroblade Ripper. It deals a base damage of 18-37,
can strike at a distance of two hexes, and costs a measely three
Action Points for a normal attack. The only reason I don't suggest
using Melee Weapons is that you'll have to boost the skill up to 100%
(ideally) to make it worthy of using as a primary weapon skill, but
you'll also have to get Unarmed up to 80% to get the Slayer perk... so
weigh the merits of the Super Sledge versus the Power Fist and decide
if it's worth the Skill Points.

Suggested Skill Level: 100% if you plan to use it regularly, leave it
at base if not.

Rating: ***

Throwing							{SKL012}
Base: 40% + AG

The skill of muscle-propelled ranged weapons. Throwing knives, spears
and grenades.

Throwing is... such a stupid skill.. it's probably the worst skill in
the entire game, and that's saying a lot. I won't even talk about the
Throwing weapons save the grenades, because everything else is so
embarassingly bad... well, if you can't figure out that lugging around
a bunch of Spears isn't worth it, then there's just no hope for you.
About the grenades, then, I have the following complaints; they weigh
too much per shot, their range sucks, and save the Plasma Grenade, their
damage just isn't good enough. Frag grenades don't do anything that a
Sniper Rifle can't do, but better, and Pulse Grenades only work on
machines. As for the Plasma Grenade, I'd rather just use a Rocket
Launcher. At least that has some range. Overall, when compared to decent
weapons like the Plasma Rifle, Sniper Rifle, and Combat Shotgun,
Throwing Weapons are nothing special. I just can't imagine chucking
grenades at everything when Small Guns and Energy Weapons are so much
better, and I can't imagine dumping points into this skill so I could
make use of them once in a while.

Suggested Skill Level: None. This skill sucks.

Rating: *

First Aid							{SKL013}
Base: 30% + (PE + IN)/2*

General Healing skill. Used to heal small cuts, abrasions, and other
minor ills. In game terms, the use of first aid can heal more hit
points over time than just rest.

You can use First Aid three times per day. The higher your score, the
more likely you are to succeed at healing any damage.. although you'll
typically only heal 1-5 points of damage per success. Each time you use
the First Aid skill, it takes half an hour (game time). Honestly, just
use a damn Stimpak. At least you'll never have to waste any points into
this skill, as you can just read a First Aid book to raise it. On the
plus side, you get 25 EXP for successfully healing something and
'honing your skills'... provided you actually heal some lost Hit Points,
anyways. First Aid is an active-use skill. Press the '5' key and click
on whomever you wish to use the skill on.

Suggested Skill Level: Not a point. You can raise it to 91% with books,
which is more than it needs already.

*The in-game text says "Base: 30% + (PE + IN)". It's wrong. The manual
has it right, however. It's really the average of Perception and
Intelligence, as a little testing will show.

Rating: **

Doctor								{SKL014}
Base: 15% + (PE + IN)/2

The healing of major wounds and crippled limbs. Without this skill, it
will take a much longer period of time to restore crippled limbs to use.

The Doctor skill is much like the First Aid skill... but better. First,
you can still only use it three times per day, but it heals for about
twice as much, and takes twice as long (one hour, instead of half an
hour) each use. What makes it better, then? It care heal various,
persistent injuries, such as crippled limbs. It sure beats waiting for
it to heal naturally. Oh... and when you use the Doctor skill (and
actually heal some Hit Points) you get 50 EXP instead of 25 EXP... wee.
It's all about the limb-healing, really. With my low-Endurance build,
spending a few points into Doctor helps make up for my lackluster
Healing Rate. Doctor is an active-use skill. Press the '6' key and
click on whomever you wish to use the skill on.

Suggested Skill Level: I wouldn't suggest raising Doctor above 70%, even
if it is a decent skill. First, you can always drop the difficulty to
boost it when you need it. Second, you can always save/load until it
works. Third.. you can use Doctor's Bags to help improve your skill.

Rating: ***

Sneak								{SKL015}
Base: 25% + AG

Quiet movement, and the ability to remain unnoticed. If successful, you
will be much harder to locate. You cannot run and sneak at the same

This skill sucks for two reasons. First, my build is strong enough that
I never need to use it. But Haeravon, just because YOU don't use it
doesn't mean that it's a bad option! Okay, sure, fine. Here's another,
better reason. Enemies will usually only detect you in real-time. If you
enter combat mode and run past them (starting behind cover where they
can't see you and ending behind cover where they can't see you) you
won't get detected, no matter what your Sneak score. So, most of the
time you might want a high Sneak score, you won't need one. Also, if an
enemy is, say, guarding a door or generally looking somewhere where you
will need to pass, even a Sneak score of over 100% wasn't enough to
avoid detection. On the other hand, during an assassination quest in the
Hub I was able to avoid killing anybody but the targets with a pathetic
Sneak score of 15%-a little patience, timing, and common sense makes
this skill nearly useless. I avoid giving it a one-star rating simply
because there are some instances where having a high Sneak score makes
things simpler... even if they are rare and you can achieve the same
results other ways... and I want to preserve the sanctity of the one-star
skill rating by only having it on Throwing, just to make clear how much
it sucks. It's in a class of its own.. on the other hand, I won't be
nearly as nice when it comes to Perks. But hey, Skill Points are easy
to obtain-Perks are precious. Sneak is an active-use skill that is
toggled, instead of aimed. Hit the '1' button to enter/exit Sneak Mode.
While in Sneak Mode, be sure not to run (unless you have the Silent
Running perk), so keep your hands off (or on) that 'Shift' key.

Suggested Skill Level: Not a point. If you find that your build is
giving you Skill Points to burn, and you REALLY want Sneak... you're
going to need a high score. I just prefer to enter combat mode and run
past enemies, but it's really an all-or-nothing skill.

Rating: **

Lockpick							{SKL016}
Base: 20% + (PE + AG)/2

The skill of opening locks without the proper key. The use of lockpicks
will greatly enhance this skill.

Sometimes other people have things that you want. Also, sometimes these
people are wise enough to realise that you want them, and have taken
measures to lock them up. Bastards! This skill keeps greedy people from
keeping places and objects secure from you. Some locked objects-like
normal doors-can simply be blown up with Dynamite, but that's not always
an option (for example, when an NPC is standing nearby and you'd rather
not blow them up, too). And really, it's just simpler to invest some
points into Lockpick than it is to carry around Dynamite. This skill is
pretty handy, and some quests require it, so ignore it at your peril.
Lockpick is an active-use skill. Use the skill by pressing '2' and
clicking on the locked object. Most character don't seem to mind if you
unlock things-they get all bent out of shapen when you go to open
things. Successfully lockpicking an object will get you 25 EXP.

Suggested Skill Level: I suggest boosting Lockpick to a healthy 100%.
At that score, and with Electronic Lock Picks in hand, nothing should
be able to keep you out.

Rating: ****

Steal								{SKL017}
Base: 20% + AG

The ability to make the things of others your own. Can be used to steal
from people or places.

Steal is a decent skill that allows you to.. well, steal from people and
containers. Since money is unimportant in this game (see Gambling),
Steal isn't a very necessary skill, and there isn't anything great that
can only be obtained by stealing. Steal is somewhat interesting because
it can be used to effectively disarm some enemies before the fighting
starts. If you steal an enemy's weapon, they obviously can't hurt you
with it... although this only applies to enemies who aren't using
natural weapons, who aren't hostile already, and who don't have their
weapon equipped. Honestly, the only time I use this skill is when I'm
feeling cheap and choose to steal Micro Fusion Cells from Brotherhood
members. Steal is an active-use skill. Use the skill by pressing '3' and
clicking on whomever or whatever you wish to steal from. Remember the
golden rule of stealing, from Fallout all the way up until Skyrim-
looking is free, actually taking something is where people tend to start

Suggested Skill Level: Since you can pretty much save/load until you
succeed, your Steal skill spending should be inverse to your patience.
For me... eh, I have Skill Points to burn, so I raise it to 70% in case
I feel the need to steal Micro Fusion Cells from the Brotherhood of

Rating: ***

Traps								{SKL018}
Base: 20% + (PE + AG)/2

The finding and removal of traps. Also the setting of explosives for
demolition purposes.

Traps suck, everybody knows that (especially my anachronistic veterans
of the Baldur's Gate games.. have traps ever sucked worse than in those
games?) Still, traps in Fallout are fairly rare, and usually weak. Traps
have to respect your armor. Still, if you don't want to look like an
idiot with crap exploding under foot from time to time, you might want
to invest some Skill Points into Traps.. or just save/load and either
avoid them (when possible) or take the lowest damage you can. Traps is
used both passively and actively. If you have a high enough Traps score
you'll automatically detect nearby traps when you get close. Use the
skill by pressing '4' and clicking on the offending object.

Suggested Skill Level: I'm not a huge fan of this skill, given how
easily traps can be weathered, but if you plan to invest in this skill,
be sure to boost it high. Some Traps require a 90% skill to
detect/disarm, so raising this skill to 100%~ is not out of the

Rating: **

Science								{SKL019}
Base: 25% + (2 x IN)

Covers a variety of hi-technology skills, such as computers, biology,
physics and geology.

Science is a useful skill that will allow you to retrieve data from
computers. It.. sounds limited, but it comes up a few times. Lets just
say being able to decipher encrypted computer commands of a hostile
main-frame is a GOOD thing. Science is an active-use skill. Press the
'7' key and click on whatever you wish to use the skill on. This
typically means computer terminals.

Suggested Skill Level: Since you can read Big Books of Science, this is
a no-brainer. Get it up to 91% and you're good to go.

Rating: ****

Repair								{SKL020}
Base: 20% + IN

The practical application of the Science skill. The fixing of broken
equipment, machinery and electronics.

Making mechanical things work again. The world of Fallout was more
advanced than ours before the apocalypse, and all this technology has
been lying around for eighty years, with no one to love it. Repair is
like Science-it doesn't come up all that frequently, but it's kind of
important when it does. Repair is an active-use skill. Press the '8' key
and click on whatever you wish to use the skill on.

Suggested Skill Level: Another Intelligence-based skill, and another
skill that gets better if you read about it. Get it up to 91% by reading
Dean's Electronics and you should be fine.

Rating: ***

Speech								{SKL021}
Base: 25% + (2 x CH)

The ability to communicate in a practical and efficient manner. The
skill of convincing others that your position is correct. The ability to
lie and not get caught.

Having a high Intelligence to get dialogue options is a good thing. Not
having enough Speech to succeed at using those dialogue options sucks.
A lot of quests and interactions are made easier if you have a good
Speech score, and therefore I suggest this skill to anybody who wants
to get the most out of the story as possible.. and if you have a decent
Charisma and Intelligence (like my build), you might as well have a high
Speech skill to go along with it. Speech is a passive skill, it'll be
checked automatically during conversation.

Suggested Skill Level: I like completing quests, getting the best
dialogue options, and generally having things go my way.. hence the
high Charisma/high Intelligence build. I raise this skill up to 120%,
which should make you smooth-tongued enough to handle anything.

Rating: ****

Barter								{SKL022}
Base: 20% + (2 x CH)

Trading and trade-related tasks. The ability to get better prices for
items you sell, and lower prices for items you buy.

Barter is a handy little skill that has some merit... save for the fact
that a pathetic Gambling score makes money a non-issue throughout the
whole game. Still, based upon what little research I did, raising the
score from 50% to 100% reduced prices by about 33% (at the Gun Runners,
anyways). The difference in buying price was-to be exact-8333 Caps with
a score of 50% and 5882 Caps with a score of 100%... not an
insignificant discount. Against less skilled merchants, like Jacob, the
arms dealer in the Hub, going from 50% to 70% was sufficent to drop the
price of his items by nearly half. If it wasn't for Gambling, I'd rate
it higher, but as it stands, there's just no reason to invest any Skill
Points into Barter. Barter is a passive skill, it'll be checked against
the Barter score of whatever NPCs you're bartering with. The better your
skill is compared to theirs, the better prices you'll get.

Suggested Skill Level: Bartering is all about having more Caps at the
end of the day, and seeing as how Gambling does the job just fine, I
see no reason to invest a single point into Barter.

Rating: **

Gambling							{SKL023}
Base: 20% + (3 x LK)

The knowledge and practical skills related to wagering. The skill at
cards, dice and other games.

Gambling is an absolutely wonderful skill that can-and should-lead to
infinite wealth. Of course, it's so wonderful that with a high-Luck
build like mine you shouldn't need many-if any-points into it at all!
That's right, you can play roulette at the Maltese Falcon in the Hub
and with a measly Gambling score of 40% enjoy a positive cash flow. No,
you won't win every time you play, but you will win more than you lose,
and that translates to infinite money. Just sell off some junk you left
the Vault with, save your game before talking to the Roulette Dealer,
and gamble the minimum amount (5 Caps) by holding the '1' button. With a
little luck you'll see enough positive cash-flow (although if the game
is mean you could end up broke due to hot and cold streaks). Once you
have several hundred caps, save again and switch to playing for 50 Caps
per bet. Hold down '4', then '1', and in a few minutes, with any luck,
you'll have thousands of Caps. A very handy trick, and a character with
ten Luck doesn't need to spend a single Skill Point to pull it off.
Gambling is a passive skill that's checked... when you're gambling.

Suggested Skill Level: A Gambling score of 40% is all you need to see
a profit (over time) while gambling. Higher scores marginally improve
your returns and make the process faster, but honestly, with my ten-
Luck build, I'm fine without having to spend a single point. Just make
sure to play Roulette and not slots-those machines aren't as generous
without a dealer to keep them honest.

Rating: *****

Outdoorsman							{SKL024}
Base: 5% + (EN + IN)/2

Practical knowledge of the outdoors, and the ability to live off the
land. The knowledge of plants and animals.

Outdoorsman serves to make life easier for you as you travel the
wasteland. It generally keeps you from suffering damage or delay due to
unfavorable terrain. Stumbling over rocks, landslides, having to search
for water are all events I've experienced. Also, characters with a
higher Outdoorsman skill will travel across the overworld map faster.
Going from a skill score of 21% to 121% reduced my travel time in half.
For players trying to do a speed run (or just trying to get all the
best endings) will be well-served by having a higher Outdoorsman. Of
course, for more casual gamers, it doesn't matter. You're not likely to
spend 13 years in the game anyways. Also, this skill can be increased by
reading Scout's Handbooks. The two days or so it takes to boost your
skill with books is easily less time than it'll take traveling around
the wastes with a lower skill.. which is why I advocate reading skill
books, even if you're in a rush... then again, my high starting
Intelligence gives me that luxury. Outdoorsman is a passive skill. It's
presumably checked while wandering around the over-world map.

Suggested Skill Level: I don't care so much about the ending, so I'm
usually in no real rush to beat the game on the average play-through...
and since Outdoorsman is mostly about saving time and staying safe in
the wastes, I could care less about it. Still, since there are books
that raise it, and since I'm overly power-gamey, I get it up to 91%
anyways... It doesn't waste a single Skill Point, and makes my character
sheet smile.

Rating: **

Skills I Tag! (and Why)						{SKL025}
There are plenty of skills I could choose to Tag!, but with Tag! skills
I'm looking for two things; 1) Skills I might want to increase a lot,
and 2) skills that will be useful early in the game. This pretty much
cancels out any and all skills that can be improved by reading skill
books, since the 91% cap from books pretty much covers all Skill Point
expenditure. This also allows me to ignore skills like Traps, Steal,
and Doctor, which are all fair skills, but they're also skills I can
wait a bit to increase. My three Tag! skills are therefore Energy
Weapons, Lockpick, and Speech.

  -->	Energy Weapons might not be useful right out of the gate, but
	you can get the Alien Blaster very, very early into the game.
	Having even a few more points in Energy Weapons early can allow
	you to rely on the Alien Blaster to win fights that might
	otherwise be quite tricky (fighting off the Super Mutants in
	Necropolis is a good example). Also, since I tend to raise the
	skill to 120% or higher, selecting Energy Weapons as a Tag!
	skill will save me... oh... about 50 Skill Points.

  -->	Lockpick is immediately useful for getting into all kinds of
	places, therefore it gets a Tag!, even though I don't tend to
	raise it very high.

  -->	Speech allows you to get the best results out of quests as
	possible, and since I tend to jump right into quests at a low
	level (after my Brotherhood of Steel run) being able to raise
	this skill quickly to 100% is a good idea.

If for some reason you have the intellect of a grapefruit and didn't
understand that my high Luck + Sniper/Slayer build is as lethal as a
second nuclear holocaust, then you might want to Tag! Gambling to get
it up to the golden 40% mark... or you could just drop the difficulty.
Also, if you decide you like something other than Energy Weapons, you
should Tag! your prefered weapon skill instead. My melee character picks
Melee Weapons as a Tag! skill instead of Energy Weapons.

|								       |
|		            Perks {PRK001}			       |
|								       |
In Fallout you gain a perk every three levels (you gain your first at
level three, then six, etc., up to seven possible perks at level 21),
or every four levels if you picked the Skilled Trait. Perks are.. well,
Perks. They're beneficial abilities your character has picked up
throughout their travels in the wastes.. meaning they're like Traits,
but always beneficial.. in varying degrees. In large part your Perks
determine what kind of character you are-whether they shore up SPECIAL
Attributes, Derived Statistics, Skills, or change the way various
aspects of gameplay work (Silent Running allowing you to run while
sneaking, or Awareness allowing you to see the statistics of enemies,
for examples). Of course, they're secondary to SPECIAL Attributes and
Skills because most require you to have SPECIAL Attributes and Skills
at certain levels before you can purchase them-this is, in large part,
why my build looks the way it does. After all, Perception is fine and
all, but why not seven, or nine, instead of eight? Well, because of
Perks, that's why. 

All the Perks you can obtain by leveling are described below (as
opposed to Perks you earn from various actions and interactions), sorted
by level, and rated (sometimes brutally). I prefer to be blunt and
honest with my rating, and if user feedback is any indication, this
section of my guide is something of a comedic favorite for some.. I
guess calling Perks worthless is good humor? I certainly think so, or
else I wouldn't write like this to amuse myself. Like a monkey eating
it's own feces! Mmm.. Fiber. Okay, I apologize for that (but not enough
to erase it!). Moving on.. your Perk choices should follow your build,
and should help you specialize in certain areas depending upon your
Skills. Note that some perks are also rated by availability.. For
example, some perks might only be decent, but are rated higher simply
because there's just no good competition at lower levels, while better
perks might be rated lower because they have to compete with truly
game-winning high-level Perks. Such is life, Perks, like people, are
judged by the company they keep.

*	Horrible	Nobody should pick this perk.
**	Bad		Generally this is a low-end perk. Sometimes
			they provide just enough of a benefit specific
			to a character to be worth it, but most
			characters will not find this perk useful.
***	Average		This perk is good simply because of the
			lack of competition, or there is a good, but
			not overwhelmingly good reason to pick it. It
			might look good on its own merit, but compared
			to truly great perks, it doesn't measure up.
****	Good		A good perk for anybody to pick, or a perk
			that is absolutely essential to a specific
*****	Great		A perk everybody should get. Period.

Drugs and Attribute Requirements				{PRK002}
Do you really want Toughness at level three instead of Awareness, but
are sad in the pants because some stupid FAQ-writer told you to tank
your Endurance? Or perhaps your mother dropped you on your head and
you want to get Cult of Personality, but you created a gremlin? Good
news! If you do drugs, all Perk doors open to you. That's right, the
SPECIAL Attribute boosts gained from chems count towards Perk
requirements. Better yet, multiple doses of the same chem stack! This
allows pretty much anybody to pick pretty much any Perk. The only thing
to consider is that many Perks work better if you have the attribute
innately. There's no point in picking Sharpshooter if your Perception
naturally sucks, after all-you probably won't be able to chem up all
the time, and there's no remedy for having poor Luck. I'm just as
happy building my character to get the Perks without chems, but I'd
be remiss if I didn't mention the option. Buffout increases your
Strength by three, Agility by two, and Endurance by three. Mentats
increase your Intelligence by two, Perception by two, and Charisma
by one.

Level 3 Perks							{PRK003}
Req: Level 3, Perception 5
Ranks:	1

You are more likely to notice details. Buying one level* of Awareness
will give more detailed information when you perform an Examine. Each
level of Awareness will add to your Perception for purposes of Examines.

Awareness allows you to see the exact Hit Points, weapon type, and
ammo of any target. Might not seem like much, but its tactical benefits
are quite significant. If you know how many Hit Points an enemy has left
you can gauge how aggressive you need to be, whether it's worth it to
just shoot it down, or whether you need to duck behind a corner and pop
some Stimpaks. It's also handy to see what weapons creatures have.
That jerk with the Plasma Rifle is probably more dangerous than the
other guy with the Hunting Rifle. 

*The in-game text and the game manual both say this, but in the readme,
they correct it, as follows; "Awareness: This Perk only has one rank. 
It will give detailed information about any critter that you Examine. 
You can see their exact hit points, and information about any weapon
they are equipped with."

Rating: ****
Bonus HtH Damage
Req: Level 3, Agility 6, Strength 6
Ranks: 3

Experience in unarmed combat has given you the edge when it comes to
damage. You cause +2 points of damage with punches and kicks for each
level of this Perk.

This Perk is only worthy of consideration if you're really into melee
weapons, in which case it will function like Strength and add two points
of damage potential to your maximum damage. This makes hand-to-hand
attacks... well, suck a little less, and improves upon what a Power Fist,
Super Sledge, and other good melee weapons already do. I'd still pick
Awareness at level three, and other Perks later, but I can see that this
Perk isn't utterly useless... to melee characters, anyways. Even for
them, though, there are too many other superior perks to fit into my
build. I'd rather have Bonus Move and Awareness at low levels, and by
the time you end up at higher levels... well, Bonus HtH attacks, Slayer,
Better Criticals, and Action Boy just blow this out of the water.

Rating: ***
Earlier Sequence
Req: Level 3, Perception 6
Ranks: 3

You are more likely to move before your opponents in combat, since your
Sequence is +2 for each level of this Perk.

Perception is a decent Attribute, but Sequence is not on its own a
stellar statistic. You have have a decent Perception you don't need
this Perk, and even if you don't have a decent Perception, +2 Sequence
per rank is a paltry bonus. There are better things for you to buy.
Especially since you probably won't notice much of a difference with
just one rank anyways.

Rating: *
Faster Healing
Req: Level 3, Endurance 6
Ranks: 3

With each level of this Perk, you will get a +1 bonus to your Healing
Rate. Thus you heal faster.

Healing Rate has the be the least useful thing Endurance does, and a
+1 Healing Rate is something you will only notice if you're not smart
enough to just use a Stimpak. Seriously people, Stimpaks are good. Use
them. Waiting around to heal is not good. Sure, it's free, and if you
don't care about time constraints, and are resting, you can always
just... rest more! The only thing this is good for is to speed up your
innate healing as you travel from place to place, and this is just
incidental healing. It won't save you in combat, and it's just not a
good way to heal in general. Even using First Aid and Doctor are better!

Rating: *
Req: Level 3, Perception 7, Agility 6, Intelligence 5, First Aid 40%
Ranks: 3

The healing of bodies comes easier to you with this Perk. Each level
will add 2-5 more hit points healed when using the First Aid or Doctor

This Perk is more proof that the developers of this game think we're all
idiots. Use Stimpaks. It heals more and wastes less time, and Caps are
easier to find than Perks. The fact that they offer three ranks of this
nonsense just mean they have no sense of restraint, either. Nothing's
worse than a bad joke taken too far.

Rating: *
Night Vision
Req: Level 3, Perception 6
Ranks: 3

With the Night Vision Perk, you can see in the dark better. Each level
of this Perk will reduce the overall darkness level by 10%.

The game manual has this to say about darkness: "If your target is in
the dark, they will be harder to see. Targets that are hard to see are
also harder to hit. The light level of the target will therefore modify
your chance to hit. If the target is in the shadows, there will be a
penalty for attacking it. Partial darkness is a -10% to hit, medium
darkness is a -20% to hit, and full darkness is a -40% to hit penalty.
The light around your character represents your ability to see closer
objects better in the dark. It does not modify an opponent’s chance to
hit you in combat. Your opponents are subject to the standard darkness
modifiers." So essentially, in dark places you have an accuracy penalty
of -10% to -40%. Not insignificant, but you won't always be in the
dark, and -10% to -40% is not insurmountable, especially if you pump
your main weapon Skill. Reducing this by 10% per level is just a joke.
It's worth less than one point of Perception (7% to hit-all the time).
There is no instance in which I would suggest buying this Perk... unless
you had the Night Person Trait, but even then, you can do better.

Rating: *
Req: Level 3, Charisma 6
Ranks: 3

You command attention by just walking into a room. The initial reaction
of another person is improved by 10% for each level of this Perk.

Or... just have a decent Charisma and/or a good Speech score. People
will like you well enough. Still, since I don't know exactly how much
of a reaction adjustment you have, on average, it's hard to gauge how
useful this perk really is... but +10% doesn't sound like a whole lot.
If you ignored Charisma, then you obviously don't care about NPC
reactions too much, so why bother now? If you have a good Charisma
score, you'll probably get a good enough reaction from most NPCs. If
you sat in the middle... there's still better to spend your Perk pick
on. Since this Perk requires six Charisma, however, chances are your
Charisma is already high enough not to worry about.

Rating: *
Quick Pockets
Req: Level 3, Agility 5
Ranks: 3

You have learned to better store your equipment on your person. With
each level of this Perk, the AP cost to access Inventory in combat
is reduced by one.

This Perk... well, it's actually okay. It costs four Action Points to
access your inventory, wherein you can do as much as you wish. You can
reload every gun, switch out guns, use Stimpaks and other items... a
trip to the inventory screen in combat is like a visit to a prostitute.
You already paid for it, so you'd better get as much out of it as you
can. Wait.. you have to pay prostitutes for their time, and the more
they do.. okay, so bad analogy, but the point remains, entering your
inventory in combat can be a life-saver. It costs two Action Points to
reload, so with two ranks in this Perk, you can essentially do all kinds
of good stuff every time you'd normally just reload. With three ranks,
you only pay one Action Point to enter your inventory (hence lowering
your reloading costs). Still, many fights can be won without reloading
at all, and if you only use your inventory when you absolutely have
to-and reload out of combat regularly-you won't need this. Still, I can
see the usefulness of this Perk, so I won't talk too bad about it.

Rating: ***
Req: Level 3, Perception 8
Ranks: 1

You have improved your ability to see distant locations, increasing the
size of explorations on the World Map by one square in each direction.

You see this thing you're reading here? It's called a guide. I will
tell you where things are on the world map. You don't need this Perk,
you can trust me. Even if you didn't have my guide, you could... oh...
I don't know, save the game, explore, find places, and reload. If you're
not smart enough to figure that out... well, here's another useless Perk
for you. Also, this Perk requires a Perception of eight. High
requirements for a lousy Perk.

Rating: *
Smooth Talker
Req: Level 3, Intelligence 4
Ranks: 3

A Smooth Talker has learned to increase their options in dialogue,
without understanding what they are talking about. Each level of this
Perk will increase your Intelligence by one, for purposes of dialogue

With a good starting Intelligence you'll get the benefit of having
good dialogue options AND the Skill Points, which is what Intelligence
is really about anyways. This Perk must only exist for folks who
created a moron and later realised that it's not much of a game when
all you can do is grunt. Still, one point isn't going to save you,
and wasting half your Perks is just an absurd idea. Start out with a
high Intelligence score. It's a good Attribute, and save your Perks
for something better.

Rating: *
Strong Back
Req: Level 3, Strength 6, Endurance 6
Ranks: 3

AKA Mule. You can carry an additional 50 lbs. of equipment for
each level of this Perk.

Well, I love the Small Frame Trait, which reduces, as a penalty, the
very thing this Perk improves. You should be able to guess that I find
this Perk fairly useless. Yeah, I know, carrying around more crap is
always good, but it's not necessary. You have mules, they're called
NPCs, and you don't have to grab everything you see-you can leave the
junk alone, or you can make trips back to town (I know there are time
limits, but it's really not that bad). You don't need this perk. Still,
fifty points of Carry Capacity is what you'd get from two points of
Strength, so it's not as bad as some other level three Perks, which
replicate the less impressive statistic gains from one point in an
Attribute (looking at you, Smooth Talker/Earlier Sequence).

Rating: **
Req: Level 3, Endurance 6, Intelligence 6, Outdoorsman 40%
Ranks 3

You are a master of the outdoors. This Perk confers the ability to
survive in hostile environments. You get a +20% bonus to Outdoorsman for
survival purposes, for each level of this Perk.

Outdoorsman is a decent skill, it allows you to avoid environmental
hazards easier and it makes overland travel take less time... but those
things are more annoyances than genuine problems. +20% is not a huge
bonus in any event (at least, not in exchange for a Perk) and of
course... You can read Scout's Handbooks to raise your skill to 91%!
Don't waste your Perks, spend some Caps and some time reading, instead.

Rating: *
Swift Learner
Reqs: Level 3, Intelligence 4
Ranks: 3

You are indeed a Swift Learner with this Perk, as each level will give
you an additional +5% bonus whenever you earn experience points. Best
purchased at an early level.

As a power-gamer, this Perk makes me want to puke. Okay, not really. It
just makes me shake my head sadly at the thought that somebody,
somewhere, sometime, for some reason, looked at this perk and thought
it was a good idea. And I don't have much of a neck, so it's extra sad
when I shake my head. The developers are laughing at you. Kill a few
extra Super Mutants, or do another quest. You don't need this perk. In
fact, experience is the enemy of the power-gamer in the early game.
It's a sad thing that this Perk made it into every Fallout game since.

Rating: *
Req: Level 3, Endurance 6, Luck 6

When you are tough, you take less damage. Each level of this Perk will
add +10% to your general damage resistance.

'General' damage in this sense means your 'Normal' Damage Resistance-
the stuff that pops up on your character screen. It doesn't mean Laser,
Fire, Plasma, Explode damage. Still, this protects against fists,
bullets, giant reptile claws, stingers... the majority of all the stuff
you'll face in the game, and 10% isn't exactly a small bit, even though
critical hits will still ruin your day. It's a good perk, and a slight
variation on my build (less Intelligence, Luck, or Charisma) will get
you the Endurance you'd need to purchase it (or you could just pop a

Rating: ***

Level 6 Perks							{PRK004}
Bonus HtH Attacks
Req: Level 6, Agility 6
Ranks: 1

You have learned the secret arts of the East, or you just punch faster.
In any case, your hand-to-hand attacks cost 1 AP less to perform.

If you're using melee weapons of any kind, this Perk is an absolute
must-have. Seriously, reducing the Action Point cost of all your attacks
is wonderful, especially considering that melee weapons already have a
low Action Point cost. On a normal attack, you'll be dropping your
Action Point cost from three to two-in practice (and bad math) gaining
33% more attacks a round... for the standard ten Action Point badass,
that's going from three attacks per round, to five. If you got the
Fast Shot Trait, it stacks, and your melee attacks will now only cost
one Action Point... total carnage.

Rating: *****
Bonus Move
Req: Level 6, Agility 5
Ranks: 3

For each level of Bonus Move, you get 2 free APs each turn that
can only be used for movement. In other words, you can move 2 free
hexes each turn for each level of this Perk.

Moving two more hexes a round-every round-is not a bad thing. It allows
you to keep (or close) more distance between yourself and the enemy,
and in the case of melee enemies, it's almost certainly going to make
them waste a potential attack by forcing them to keep up with you-
or for ranged folks, it allows you to take a few shots, then back off
to force them to either get closer, or suffer an 8% accuracy penalty
by firing at you from further away. And of course, the inverse is also
true-it helps you keep up with enemies, or move around a bit without
wasting potential attacks. Melee characters will love not wasting
attacks getting between foes, and ranged characters will love wasting
the Action Points of melee foes. It's a good Perk for anybody, but just
keep in mind that if you expend all your normal Action Points without
moving (either before or in between attacks) you won't get to use your
two free movement points, as your turn will automatically end.

Rating: ****
Bonus Ranged Damage
Req: Level 6, Agility 6, Luck 6

Your training in firearms and other ranged weapons has made you more
deadly in ranged combat. For each level of this Perk, you do +2 points
of damage with ranged weapons.

What can you say? More damage is always nice, but it's competing with
some other decent Perks. If push comes to shove, I'd rather have the
mobility presented by Bonus Move than a paltry +2 bonus to ranged
weapon damage. Also, to be honest, the damage doesn't appear on your
inventory screen the way Bonus HtH Damage does... so I really just don't
trust this Perk.. Still, innocent until proven guilty...

Rating: **
Req: Level 6, Intelligence 6
Ranks: 3

Each level of Educated will add +2 skill points when you gain a new
experience level. This Perk works best when purchased early in your

This can actually be fairly decent if picked early, but I'll go right
out and say it, only one rank is even worth considering, as the more
you level, the less and less you'll get out of future ranks, and if you
are going to pick this perk, do so at level six, or not at all. Now
that we've got that out of the way, if you pick it early you'll get 32
extra Skill Points-it's a generous Perk and counts the level you pick
it, how nice. That's no paltry sum, and if you chuck it into useful
Skills (say, a weapon skill for example...) it could roughly end up as a
+64% accuracy bonus for a Tag! skill. Not bad. Still, my high
Intelligence build gets plenty of Skill Points.

Rating: **
Req: Level 6, Perception 7, Intelligence 5
Ranks: 1

You have studied other human beings, giving you the inside knowledge of
their emotional reaction to you. You will see the reaction level of the
person you are talking to, when involved in an indepth conversation.

This Perk is pretty useless. All it does is highlight friendly or
favorable conversation options in blue, and provactive ones in red...
but if you follow this FAQ, you'll know what to say, and if your
Charisma/Intelligence/Speech isn't high enough, you might not get or
fail to succeed at performing some of these options, regardless of
whether you know about them or not... and honestly, the provocative
dialogue options are pretty obvious. Calling people names provokes them,

Rating: *
Fortune Finder
Req: Level 6, Luck 8

You have the talent of finding money. You will find additional money in
random encounters in the desert.

I never used this Perk. Yeah, call me a bad FAQ-writer, but you know why
I never used it? Because I have never needed money enough to bother
wasting a Perk trying to get some Caps. I don't care how much money you
could get-it's moot. Go gambling. With a Gambling score of 40% and some
time (real time, not game time) you'll have all the Caps you need and
then some. If your Luck is high enough to get this Perk, it's probably
high enough to gamble well.

Rating: *
Friendly Foe
Req: Level 6, Perception 4
Ranks: 1

Characters that are part of your team are highlighted green in
combat instead of red, if you have this Perk. Red highlighted characters
may still be non-hostile towards you.

First off, I hate allies in this game. They're more dangerous to you and
other innocent NPCs than the enemy (and I HATE having to reload because
my stupid 'ally' shot a peasant)... and honestly, if you can't remember
who is on your team you have problems. I mean seriously, hold your
cursor over somebody. Is their name Deathclaw? If so, you might want to
shoot it. This perk is a candidate for the most useless Perk in the
game, but to be fair, since it actually seems to do something, I still
rate Heave Ho! lower. Not actually lower in the number of *'s, but
still, intangibly lower, and worthy of shame.

Rating: *
Req: Level 6, Sneak 60%
Ranks: 1

When the sun goes down, or you are in a poorly lit area, you move like
a Ghost with this Perk. Your Sneak skill is enhanced +20% during
darkness conditions.

With my build, you'll get getting twenty Skill Points a level, but you
still only get a Perk every three. A Perk is worth three levels of Skill
Points, by my reasoning, and +20% isn't nearly good enough, especially
on a non-essential skill like Sneak.

Rating: *
Heave Ho!
Req: Level 6
Ranks: 3

Each level of the Heave Ho! Perk will give your thrown weapons
an additional +2 Strength for purposes of determining range only.

This could be, quite honestly, the dumbest, most useless Perk in the
game. Throwing weapons suck. You're not a Roman soldier, you don't need
to throw things at enemies. You have guns. Throwing weapons tend to be
either underpowered, or inconveniently heavy and expensive (the latter
category being reserved for grenades). On top of that, they tend to be
terribly inaccurate at a distance even with a decent Throwing Skill
score... and honestly, I can't even tell what this stupid Perk even
does. It doesn't increase the range of thrown weapons-I checked, and
it doesn't increase the accuracy of thrown weapons-again, I checked.
If you want to look into it, I had an eight Strength (with Power Armor)
and was testing out Plasma Grenades... one of the few things that does
enough damage to be worth throwing. It doesn't matter, though, whatever
this stupid Perk does, it's not enough to make throwing weapons worth
a damn.

Rating: *
More Criticals
Req: Level 6, Luck 6
Ranks: 3

You are more likely to cause Critical Hits in combat if you have this
Perk. Each level of More Criticals will get you a +5% chance to cause a
critical hit. This is a good thing.

More criticals is good, right? Sure, yeah, and 5% is equal to five
points of Luck... but Sniper/Slayer will critically hit 10% of the time
per point of Luck.. making this Perk overshadowed, if not moot. If you
have a Luck score of eight after upgrades (or lower) it might be decent,
but even then, I'd just as soon take Bonus Ranged Damage, Bonus HtH
Damage, Bonus Move, or Toughness, instead.

Rating: **
Mysterious Stranger
Req: Level 6, Luck 7
Ranks: 1

With this Perk, you have gained the attention of a Mysterious Stranger,
who will appear to help you from time to time. If your ally is lost in
combat, do not expect him or her to be replaced.

Your Mysterious Stranger has 100 Hit Points and fights (fairly
competently) with a 10mm SMG, and he/she will be the opposite gender of
your character (secret admirer, perhaps?) With high Luck they'll appear
quite often. Still, while they are moderately powerful, they are only
wearing a Leather Jacket, meaning that any relatively tough enemy
(Deathclaws, Super Mutants, or even somewhat strong humans with burst-
fire weapons) will kill them pretty quickly. And like it says, you
won't get another Mysterious Stranger. Why pick a Perk that can die?
It's just not a good idea.

Rating: *
Requirements: Level 6, Endurance 6, Outdoorsman 40%
Ranks: 2

The Pathfinder is better able to find the shortest route. With this
Perk, your travel time on the World Map is reduced by 25% for each

You're using this guide, so you'll have directions. I'll get you to
where you need to go, and if/when you boost Outdoorsman with Scout's
Handbooks, your travel time will be reduced enough without the need
for this Perk.

Rating: *
Rad Resistance
Req: Level 6, Endurance 6, Intelligence 4
Ranks: 3

You are better able to avoid radiation, and the bad effects radiation
causes. Each level of this Perk will improve your Radiation Resistance
by 10%.

Didn't I mock this enough in the SPECIAL Attributes section? Radiation
is uncommon, and curable. You never need resistance innately, because
you can just pop some RadX. Another useless Perk offered in three ranks,
just for laughs.

Rating: *
Req: Level 6, Perception 6
Ranks: 3

You are better able to avoid unwanted attention while traveling through
the wasteland. Your chance of a hostile random encounter is lowered by
each level of this Perk.

Maybe this would be good in Fallout 2, but you'll rarely find random
encounters you can't run from, or fight off... at least if you don't go
poking your nose around the north-eastern corner of the world map. A
Perk is not well-spent when all it does is make a nuisance (at best)
less common.

Rating: *
Req: Level 6, Perception 7, Intelligence 6
Ranks: 2

The talent of hitting things at longer distances. You get a +2 bonus,
for each level of this Perk, to Perception for the purposes of
determining range modifiers. It's easier than ever to kill at long

What this Perk does, exactly (despite its awkward explanation) is count
the enemy as two hexes closer for the purposes of determining accuracy,
it does not grant a '+2 bonus.. ..to Perception for the purposes of
determining range modifiers'. Every hex of distance between you and the
enemy reduces accuracy by 4%, ergo, this Perk will give you a +8%
accuracy bonus by counting the enemies two hexes closer. However, this
Perk still isn't great. First, with a ranged weapon Skill score of
over 100% and high Perception, your accuracy should already be quite
good. Second, most gunfights take place at close-or-medium range,
unless you purposefully stick to Laser Rifles and Sniper Rifles. If you
are bothering with ranged weapons at all, I assume you'll have a high
Perception in order to get the Sniper Perk, so I need not consider some
retarded low-Perception ranged build. The best ranged weapon in the
game-the Alien Blaster-only has a range of ten hexes.. there's a good
chance you won't have any trouble hitting anything anywhere at that
range.. although I won't call this Perk useless, because even really
good ranged builds could have trouble pulling off head-or-eye shots at
ultra-long range (I'm talking 20+ hexes or so away). Still, I'd consider
just moving closer before bothering to spend a Perk on something that
won't actually help me in combat most of the time.

Rating: **
Silent Running
Req: Level 6, Agility 6, Sneak 50%
Ranks: 1

With this Perk, you now have the ability to move quickly and still
remain quiet. You can Sneak, and run at the same time. Without this
Perk, you would automatically stop Sneaking if you ran.

This Perk is wonderful in Fallout 3... but that's an entirely different
system. Do a little experiment for me. Enter Sneak mode on your game.
Now enter combat mode. Now tell me why this Perk is useless.

You: Because sneaking in combat mode allows you to move to the full
extent of your Action Points, turning a real-time scenario into a
turn-based scenario, hence allowing you to bypass NPCs and rendering
running/walking speed moot, Mr. Haeravon!

Good job. *Gives you a cookie*

Rating: *
Req: Level 6, Endurance 3
Ranks: 1

Yum! Tastes like chicken. You have gained an immunity to poison,
resulting in a +25% to your Poison Resistance.

Poison is rare, and when it happens, it is pretty mild. You never need
more Poison Resistance.. hence why we ignored it when we were looking at
SPECIAL Attributes, and why we're ignoring it here. At least there's
only one rank of it, though. It's uselessness in moderation.

Rating: *

Level 9 Perks							{PRK005}
Animal Friend
Req: Level 9, Intelligence 5, Outdoorsman 25%
Ranks: 1

Animals will not attack one of their friends, unless the animal is
threatened or attacked first. Exactly what an animal is in this world is
open to debate.

Open to debate? Sure, until it's tested. This Perk will make rats of
all kinds (Cave Rats, Mole Rats, etc), Mantises, and Radscorpions
neutral to you... and that's about it. The strongest critters-Floaters,
Centaurs, and Deathclaws will still attack. So what good is this Perk?
Well, it might make clearing some earlier areas (Shady Sands, Junktown,
Vault 15, Necropolis) easier, but you can't get this Perk until you're
level nine... when you'll be strong enough to laugh at those creatures

Rating: *
Better Criticals
Req: Level 9, Perception 6, Luck 6, Agility 4
Ranks: 1

The critical hits you cause in combat are more devastating. You gain a
20% bonus on the critical hit table, almost ensuring that more damage
will be done. This does not affect the chance to cause a critical hit.

A great reason why melee characters shouldn't ignore Perception.. and
since they're not ignoring Perception, why they might as well just use
ranged weapons. Better Criticals indeed doesn't raise your Critical
Chance, it instead increases the roll on the hidden table that
determines how devastating critical hits are. If you plan to get Sniper
or Slayer and have a high Luck score, this will make most-if not all-
of your attacks significantly more powerful. It's a great addition to
my build... even if I will wait until I have Bonus Rate of Fire to get
it (after all, it's not nearly as useful without Sniper/Slayer). Keep
in mind that the rating here is very contigent upon your build. If you
have a low-Luck build with no intention of getting Sniper/Slayer...
well, it's not going to help out much. Still, since it requires a
minimum of six Luck to get, there's a good chance that if you can get
it, it'll be helpful.

Rating: ****
Bonus Rate of Fire
Req: Level 9, Agility 7, Intelligence 6, Perception 4
Ranks: 1

This Perk allows you to pull the trigger a little more faster, and still
remain as accurate as before. Each ranged weapon attack costs 1 AP less
to perform.

This Perk is all that is good in the world of Fallout plus cheese.
Reducing the Action Point costs of guns means more attacks per round,
and that's just good stuff. It's absolutely essential for anybody using
a ranged weapon.

Rating: *****
Req: Level 9, Agility 4
Ranks: 2

You are less likely to be hit in combat, if you have this Perk. Every
level will add +5% to your Armor Class, in addition to the AC bonus from
any worn armor.

+5% is half the base bonus to Armor Class that you can get from Agility,
and the best armor in the game gives +25% to Armor Class, making this
bonus a pretty hefty one.. Still, we'll be relying much more on Damage
Resistance to stay alive (something Power Armor/Brotherhood Armor
give in admirable amounts). It's a decent bonus, but in all honesty,
it's only worth a little over one hex worth of accuracy. Why not get
Bonus Move instead, which either forces enemies to waste Action Points
(hence, attacks) chasing you down, or imposes a -8% to hit on ranged
attacks due to distance.. or get Toughness. +10% Damage Resistance will
help you laugh off most of whatever the enemy does hit you with.. 10%
resistance seems better to me than a 5% chance to avoid taking damage.

Rating: **
Req: Level 9
Ranks: 1

The mark of the Explorer is to search out new and interesting locations.
With this Perk, you have a greater chance of finding special places or

With high Luck (essential for making Slayer/Sniper work, hence essential
for anybody who wants to kill things) you'll discover every special
encounter in the game.. eventually. And if you're down about the rates,
before you travel any great distance (like from the Hub to the Glow, for
example), save before heading out. If you don't encounter anything,
reload. You don't need this Perk.

Rating: *
Flower Child
Req: Level 9, Endurance 5
Ranks: 1

With this Perk, you are much less likely to be addicted to chems
(50% less likely, actually), and you suffer half the withdrawal time of
a normal person.

Who cares? Save before using chems, and if you get addicted, reload.
Problem solved, Perk saved.

Rating: *
Master Trader
Req: Level 9, Charisma 7, Barter 60%
Ranks: 1

You have mastered one aspect of bartering - the ability to buy goods far
cheaper than a normal person. With this Perk, you get a 25% discount
when purchasing items from a store or another trader.

Money is abundant and easy to get. You don't need a discount. Next.

Rating: *
Req: Level 9
Ranks: 1

The radiation of the wasteland has changed you! One of your Traits has
mutated into something else...

The only good use for this is to correct a mistake at character
creation. You have my opinions about the Traits above. Don't make a
mistake creating your character, and you won't waste this Perk.

Rating: *
Req: Level 9, Agility 8, 80% Steal
Ranks: 1

You are much more adept at Stealing than the normal crook. You can Steal
with the best of them, because with this Perk, you ignore size and
facing modifiers, when stealing from a person.

Taking off size and facing modifiers for stealing pretty much means
that you'll be able to steal anything in the game. This is.. an
interesting Perk, and I'm hesitant to just dismiss it outright. Do you
need to steal anything? No, you can find/buy everything, and money
isn't an issue. On the other hand, stealing somebody's weapon before
you have to fight them means.. well, they won't be shooting you with
that weapon, will they? Steal their ammo, and they won't be shooting
very long. Steal their Stimpaks, they won't be healing. Just keep in
mind that you can't steal a weapon if it's equipped.. in other words,
if you see that Super Mutant holding its Laser Rifle, you can't steal
it. Of course, you can always just save/load until you're successful,
and with my power-gamey build, I didn't need to stack the deck before
any shooting started.

Ranks: **
Req: Level 9, Luck 8
Ranks: 1

You can find more ammo than the normal post-holocaust survivor. This
Perk will double the amount of ammo found in random encounters.

Money is immaterial in this game. Just go buy some more ammo. Next.

Rating: *

Level 12 Perks							{PRK006}
Action Boy
Req: Level 12, Agility 5
Ranks: 3

Each level of Action Boy (insert Girl if you wish) will give you an
additional AP to spend every combat turn. You can use these generic
APs on any task.

Action Points are good. A Perk that gives Action Points is therefore
party to goodness. Getting two ranks of this to boost your Action
Points up to twelve is not at all a bad idea-no matter what your build,
it will almost certainly score you an extra attack, either normal or
targeted... and they're general-use Action Points, you can use them
for anything!

Rating: *****
Req: Level 12
Ranks: 1

Being a Speaker means that you have a one-time bonus of +20% to the
Speech and Barter skills. From the mouth of babes and all that.

Speech is an essential skill for questing, and Barter.. well, it's
easy enough to make money, but it doesn't hurt, and unlike Mr. Fixit,
these skills can't be upgraded with books. It's a decent attempt, but
there are far better Perks out there.

Rating: **

Your skills have improved to the point where you can pick an additional
Tag Skill, increasing that skill by +20% immediately and 2% per skill
point spent.

Tag! is the best Skill Point booster in the game, as it gives +20% to
any Skill of your choosing, plus it doubles the effectiveness of any
Skill Points you decide to assign to that Skill later. This is really
only useful for additional weapon skills, however, as they're the only
ones worth boosting above 100%, hence they'll be the ones that benefit
the most from Tag!. You should have picked your Tag! weapon skill upon
character creation, so I never have a use for it, despite it being a
genuinely decent Perk.

Rating: ***
Mr. Fixit
Req: Level 12
Ranks: 1

This Perk will give you a one-time bonus of +20% to the Repair and
Science skills. A little late night cramming never hurt anybody,
especially you.

Repair and Science are both decent skills, and +20% to both of them is
no mean sum.. compared to Educated, it's pretty good.. at least, until
you consider that unlike Educated, you can't allocate the Skill Points
you gain wherever you wish. Also, both these skills can be raised to
a satisfactory 91% with books, so you don't need to put a single point
into them-ever.

Rating: *
Cult of Personality
Req: Level 12, Charisma 10

Your reputation is always positive to people. Without this Perk, a large
negative reputation would have a bad effect on good natured people.
Works with a good rep and bad people, too.

The only use I can see for this Perk is if you wanted to go on a killing
spree, drastically lower your Karma, and still have people be nice to
you. The Charisma requirement of ten just isn't worth it. Just don't
go on murderous rampages across the wasteland.. or if you do, don't
whine about well-earned hostility.

Rating: *
Req: Level 12, Endurance 4
Ranks: 3

With each level of this Perk, you gain an additional 4 Hit Points. This
may not seem like a lot, but every little bit helps.

This Perk gives you four Hit Points per level.. including the level you
picked it at. If you pick it at level twelve, that's a whopping 40
Hit Points by level 21.. which is a huge chunk of Hit Points no matter
who you are. I don't view Hit Points as a supremely useful tool for
staying alive in a game where Stimpaks are plentiful and critical hits
are merciless, but I won't deny that it's a significant amount of Hit
Points that might just allow you to weather some bad luck. Just be sure
to only take one rank, and if you're going to get it, get it at level
twelve, or not at all.

*The readme clarifies: "Lifegiver: To clarify, this Perk gives +4 HP
per rank everytime you gain a level.  EX: If you have two ranks in
Lifegiver, you will get +8 HP in addition to the HPs from your
Endurance, when you go up a level."

Rating: ***
Master Thief
Req: Level 12
Ranks: 1

A Master Thief has a one-time bonus of +10% to the Sneak, Lockpick,
Steal and Traps skills. Rob from the rich, and give to you.

Another +40% skills Perk, and all in skills that can't be upgraded with
books.. and useful skills, too. It's not a terrible Perk, but I find
that high Intelligence is more than sufficient to boost my skills
without needing to resort to Perks.

Rating: **
Requirements: Level 12
Ranks: 1

The Medic Perk will give you a one-time bonus of +20% to the First Aid
and Doctor skills. Healing skills are a good thing.

No, healing skills are not a good thing. Quit trying to be clever!
First Aid can be boosted with books, so you're really looking at a
+20% bonus to Doctor here. It's not worth a Perk.

Rating: *

Level 15 Perks							{PRK007}
Mental Block
Req: Level 15
Ranks: 1

Mental Block is the ability to tune out any outside mental interference.
You must have learned this talent from a passing guru, or from a really
late night at a bar.

This Perk is only used once-to my knowledge-and only if you were too
lazy to simply do a bit of questing. Play the damn game and you won't
need this Perk.

Rating: *

Level 18 Perks							{PRK008}
Silent Death
Req: Level 18, Agility 10, Sneak 80%
Ranks: 1

While Sneaking, if you hit a critter in the back, you will cause double
damage using a HtH attack. Silent Death is that kind of Perk.

So... if you bother sneaking, you'll get one attack in melee combat that
does double damage? Sure, since you can enter combat mode, walk up to
an enemy, and smack it, you'll be able to do this often, but it's not
really worth it when you can, say, get another rank of Action Boy,
Toughness, or even Bonus HtH Damage... You know, Perks that will make
you stronger all the time, and not just when you happen to try to play

Rating: *
Req: Level 18, Agility 8, Strength 8, Unarmed 80%
Ranks: 1

The Slayer walks the earth! In hand-to-hand combat, all of your hits are
upgraded to critical hits - causing destruction and mayhem.

Here's how Slayer works; when you pick this Perk, on every attack
thereafter the game will check your Luck with a d10 roll. If your Luck
is equal to or higher than the roll, you score a critical hit... in
other words, your Luck from now on equals a 10% chance to land a
critical hit. With a Luck score of ten, Fast Shot and Bonus HtH Attacks,
that means every one Action Point attack you make will automatically
become a critical hit. Can you see how this Perk with a high Luck build
can make you massively over-powered?

Rating: *****
Req: Level 18, Agility 8, Perception 8, Small Guns 80%
Ranks: 1

You have mastered the firearm as a source of pain. With this Perk, any
successful hit in combat with a ranged weapon will be upgraded to a
critical hit if you also make a Luck roll.

Sniper works just like Slayer... but with guns. When you pick this Perk,
on every attack thereafter the game will check your Luck with a d10
roll. If your Luck is equal to or higher than the roll, you score a
critical hit... in other words, your Luck from now on equals a 10%
chance to land a critical hit. Shoot critters in the eyes with a 100%
critical chance and it's pretty likely that you'll score extra damage,
bypass their armor, and generally just obliterate anything you see. You
know you're doing it right when you're obliterating Deathclaws in 1-3
shots tops.

Rating: *****

Additional Perks						{PRK009}

Your actions have revealed you to be a champion of the people. Your war
against evil and villainy is widely known. Honorable people respect you

Get this karmic perk by improving your Karma five times... Or rather, by
CHANGING your Karma five times and still having a positive Karma. I got
this perk once when I had Repuation (General) 5, and another time when
I had gain a positive reputation of four-but dropped it to three by
killing friendly Ghouls.

My Personal Build, Perks					{PRK010}
As I've stated before, I'm a gun-using skill junky, and my Perks are
entirely combat-oriented. My goal is to become a juggernaut of critical
hits, with plenty of attacks in a round to maximize my offensive
potential. If you find that you're not quite as hardy as you'd like,
substituting Better Criticals for Life Giver at level twelve shouldn't
affect the build too much offensively. Also, Toughness instead of
Awareness/Bonus Move/Better Criticals will increase survivability
without slowing down the death-dealing too much. I found Hardened
Power Armor to be sufficient enough defense, however.

3) Awareness
6) Bonus Move
9) Bonus Rate of Fire
12) Better Criticals/Life Giver
15) Action Boy
18) Sniper
21) Action Boy

For my melee character, the perks are as follows:

3) Awarness
6) Bonus HtH Attacks
9) Bonus Move
12) Better Criticals
15) Action Boy
18) Slayer
21) Action Boy

|								       |
|			 Game Mechanics {GMC01}			       |
|								       |
In this section of the guide I'll discuss a few somewhat important
parts of playing Fallout, such as the controls, combat, and other bits
of gameplay information that might be useful to players who actually
want to know what they're doing.

Controls							{GMC002}
Below I'll record the controls as given by the game. You can see these
for yourself by pressing the F1 button in-game. Plus, there's a badass
background of the Vault Dweller (both genders). Yeah... my vault Dweller
certainly didn't look that heroic in my mind.

A:		Attack
		Changes the cursor into the red targeting cursor. If you
		click on somebody with this cursor, you'll attack them
		with whatever weapon you have equipped.

C:		Character Screen
		Where you can look at your SPECIAL Attributes, Skills,
		Perks, Traits, and all that good stuff.

I:		Inventory Screen
		Where you can see what gear you have, and some basic
		combat information, such as damage for equipped weapons,
		Armor Class, Damage Resistance, etc.

P:		PIPBoy 2000
		Brings up the PIPBoy monitor... a little do-hicky
		attached to your wrist that provides a clock (for
		waiting/rest), quest log, and perhaps the worst mini-
		maps ever made. You can also see how much time you have
		to get Vault 13 a new Water Chip.

Z:		PIPBoy Clock
		A sub-menu of the PIPBoy where you can rest.

O/Esc:		Options
		Saving, loading, manipulating the difficulty to screw
		with skills, and setting the combat speed because you're
		tired of waiting half an hour for the eight Cave Rats
		you're fighting to move... and other stuff, I'm sure.

B:		Toggle Active Items
		You have two hands, hence, two items you can equip. This
		button switches what weapon you're currently using.
		That's right, Fallout did the whole two-weapon thing
		before Halo did.

M:		Toggle Mouse Mode

N:		Toggle Item Mode

S:		Skilldex
		You know, an index for Skills? Bringing up this screen
		will allow you to have a quick glance at all your
		skills, and select them so you can use them on things...
		of course, it's quicker to just use...

1:		Use Sneak
		Enters/Exits Sneak Mode. Make sure you're not running.

2:		Use Lockpick
		Toggles the cursor to the 'Use Cursor' with Locpick as
		the active skill... in other words, you'll attempt to
		lockpick whatever you click on. You'll typically use
		this on doors and containers.

3:		Use Steal
		Toggles the cursor to the 'Use Cursor' with Steal as
		the active skill... in other words, you'll attempt to
		steal from whatever or whoever you click on. You'll
		typically use this on people or containers.

4:		Use Traps
		Toggles the cursor to the 'Use Cursor' with Traps as
		the active skill... in other words, you'll attempt to
		find/disarm Traps on whatever you click on. You'll want
		to use this on doors, which are the most commonly
		trapped object besides... well, the floor.

5:		Use First Aid
		Toggles the cursor to the 'Use Cursor' with First Aid
		as the active skill... in other words, you'll attempt to
		use first aid on whoever you click on.

6:		Use Doctor
		Toggles the cursor to the 'Use Cursor' with Doctor as
		the active skill... in other words, you'll attempt to
		use the Doctor skill on whoever you click on.

7:		Use Science
		Toggles the cursor to the 'Use Cursor' with Science as
		the active skill... in other words, you'll attempt to
		use the Science on whatever you click on.

8:		Use Repair
		Toggles the cursor to the 'Use Cursor' with Repair as
		the active skill... in other words, you'll attempt to
		repair whatever you click on.

?		Show Date & Time
		Shows you... the date and time.. You can also see this
		just by looking at your PIPBoy 2000.

<:		Rotate CCW
		Rotates your character counter-clockwise. Make yourself
		spin like a frozen ballerina!

>:		Rotate CW
		Rotates your character clockwise. Some spinning fun,
		but now you can pretend to be a clock... so long as you
		don't mind the fact you can only face six directions.

Space:		End Combat Turn
		Ends your turn in combat-all remaining Action Points
		are converted to Armor Class.

Enter:		End Combat/DONE
		Attempts to end combat. I say 'attempts' because combat
		will not end if hostile enemies are nearby.

Tab:		Automap
		Open up the automap for the area you're in. These
		automaps are so horrible that it's not worth it, you
		could make better maps on an Etch-a-Sketch.

Home:		Center on the PC
		Makes sure the camera centers on your character. Not a
		big deal, since you can only move the camera so far

-:		Decrease Brightness

+:		Increase Brightness

F1:		Help
		Shows the help screen, which will display all these
		lovely controls, and a cool background. Gotta love that
		Vault Dweller, form-fitting blue jumpsuit, perky tits,
		and a shotgun. Oh.. and the guy looks pretty cool too,
		I guess.

F2:		Master Volume Down

F3		Master Volume Up

Ctrl-S/F4:	Save Game
		Brings up the save game menu.

Ctrl-L/F5:	Load Game
		Brings up the load game menu.

F6:		Quick Save
		The first time you use this, the game will ask you to
		pick a quick-save slot. Pick any of the ten save game
		slots, and from now on, that'll be your quick-save slot.
		Pressing F6 again will automatically overwrite the save
		in your quick-save slot.

F7:		Quick Load
		Automatically loads whatever has been saved in your
		quick-save slot.

Ctrl-X/F10:	Exit/Main Menu

F12:		Save Screenshot
		Saves a screenshot into your Fallout directory. For me,
		this was C:\Program Files (x86)\GSP\Fallout.

Ctrl-P:		Pause
		Or you could just go into any menu. I'm not sure why
		they even put this into the game.. They should have at
		least put the Battletoads pause music in, for giggles.

Cursor Modes							{GMC003}
There are four cursor modes in the game-the Move Cursor, the Targeting
Cursor, the Command Cursor, and the Use Cursor. What cursor is active
changes how you interact with the world when you lef-click on things.
Right-clicking changes the cursor mode.

Move Cursor:		Red hex icon. When this cursor is active, your
			character will move to whatever location you
			left-click on. If their path is blocked or too
			far away, a red 'x' will appear on the cursor
			symbol. Gets rather annoying trying to get your
			stupid character to move long distances. Hold
			down the 'Shift' key as you left-click to toggle

Targeting Cursor:	Red aiming icon. When this cursor is active,
			your character will move to-and attack-whatever
			you click on.

Command Cursor:		Arrow icon. When this cursor is active, your
			character will interact with different objects
			in various (peaceful) ways. For containers,
			this will make your character loot them. For
			objects on the ground this will make your
			character pick them up. For NPCs this will make
			your character talk to them. For doors, ladders,
			(and similar objects) this will make your
			character open/climb them. Generally sufficient
			for exploration, your character will not
			automatically use appropriate skills on objects
			with this cursor active (computers, broken
			machinery, locked doors, etc.)

Use Cursor:		Yellow aiming icon. This cursor becomes active
			when you select a skill or item to use (usually
			an item related to a skill, such a Lock Picks,
			Doctor's Bags, etc.) Your character will use
			the Skill on the next target you left-click on.
			Example, if you click the '6' button, you'll
			set the Doctor skill as your active skill, and
			the cursor will switch to the 'Use Cursor'. The
			next thing you click on, you'll use the Doctor
			skill on. If you have a Doctor's Bag equipped
			and click on it in the Active Item part of the
			HUD, the cursor will change to the 'Use Cursor',
			and you'll use the Doctor Skill on the next
			thing you click on.. with the benefit of the
			Doctor's Bag.			 

Left-Click Action Toggle					{GMC004}
Normally, clicking the left mouse button performs a context-sensitive
action upon whatever you've clicked on. If you hold the left mouse
button down while the 'Command Cursor' is active, however, a series of
icon tiles will appear. These icons vary depending upon the object you
had the cursor over when you held down the left mouse button.
Typically, everything you can do by holding the left mouse button can be
done other ways, but it's still worth noting.

Use/Get:		Uses an object, typically opening doors,
			climbing ladders, etc. If it's an item, you'll
			pick it up.

Rotate:			Rotates your character. Useless by another

Examine:		When you hover your mouse cursor over an object
			or character, you'll typically get some
			information about that object or person. Using
			this command will get you more information,
			typically a general idea of the creature's
			status. With the Awareness perk, you'll get
			the creature's exact Hit Points (current/max),
			and you'll be able to see what weapons they have
			equipped, as well as their ammo.

Unload:			Use this when left-clicking on a weapon and
			you can remove the ammo from said weapon.
			Sometimes you'd rather have the ammo than the
			weapon-empty that Cattle Prod to feed your
			Alien Blaster!

Skills:			Use this when left-clicking on an object or
			character to bring up the Skilldex menu. Pick
			a skill from the Skilldex and you'll use that
			skill on whatever or whoever you were clicking

Talk:			Force-talk to the character you were left-
			clicking on.

Drop Item:		Used on an item in your inventory, you'll drop
			the selected item.

Use Inventory Item On:	When you select this icon on a character you'll
			bring up your inventory screen. Select an item
			from your inventory, and you'll use it on the
			selected character.

Cancel:			Cancel out of the icon tiles without using a
			Left-Click Action Toggle.

HUD								{GMC005}
Your HUD takes up the bottom of your screen and shows you various useful
bits of information. You can also click on various objects on the HUD
to access various menus, if hot-keys aren't quite your thing.

Monitor:		On the far-left of the HUD is the monitor. This
			will show all the in-game text, including
			information you receive from examining objects
			and characters, combat information, experience
			rewards, and quest information. If you place
			your cursor to the top or bottom of the monitor
			the cursor will change into an arrow, and you'll
			be able to scroll to see older information. 

Immediately to the right of the monitor are three buttons;

Toggle Active Item:	The red button to the right of the monitor.
			Switches between the two items/weapons you have
			equipped. If you don't have an item equipped in
			both slots, you'll go around empty-handed. Some
	 		characters don't like you walking up to them
			with a weapon out, so switching to an item or
			your bare hands when you wish to be diplomatic
			is a good idea.

Inventory:		The button with the letters 'INV' to the right
			of the monitor. Using this button opens your
			inventory screen.

Options:		The button with the letter 'O' to the right of
			the monitor. Using this button opens the options

To the right of these three buttons is an image of what item you have
equipped (and active), above it are ten large spheres (either bright
green, dark green, or red), and to the right of the active item icon
is a thin vertical line displaying your current and maximum ammo.

Active Item:		The large recessed rectangle in the middle of
			your HUD, it displays whatever you have
			equipped. Also contained in this rectangle is
			text relevent to the active item. In the top-
			right of the rectangle you have the name of
			the attack mode, (Unarmed, Single, Burst, etc.)
			Targeted attacks have a bullseye icon in the
			bottom right of the active item box. The Action
			Point costs are displayed in the bottom left.

Action Points:		Your Action Points are represented by the
			spheres over your active item box. Bright green
			spheres represent unspent Action Points. Dark
			green spheres represent spent Action Points.
			Red spheres indicate that Action Points aren't
			currently spendable.. for exmaple, when you're
			out of combat and in real-time.

Ammo Bar:		The vertical line to the right of the active
			item rectangle. It displays your current ammo
			in relation to your clip-not your total ammo.
			The bar is entirely bright green when you have
			full ammo in your clip, and it darkens as you
			expend ammo.. or if you're using a weapon that
			doesn't use ammo. It's not immediately apparent
			what this is for.. the first time I played this
			game, I thought it was a graphical glitch or

To the right of your active item rectangle are two displays, one with
the letters 'HP' over it, and the other with the letters 'AC' over it.
These show your currect Hit Points and Armor Class, respectively. The
color of the numbers in your Hit Points display will change from white,
to yellow, to red to indicate your overall statue (as a percentage of
your current Hit Points to you maximum Hit Points). To the right of
these displays are three buttons.

Map:			The button with the letters 'MAP' to the right
			of your HP/AC display. Using this button opens
			your automap screen.

Character:		The button with the letters 'CHA' to the right
			of your HP/AC display. Using this button opens
			your character screen.

PIPBoy 2000:		The button with the letters 'PIP' to the right
			of your HP/AC display. Using this button opens
			your PIPBoy screen.

To the left of the MAP/CHA/PIP buttons is the Combat Button. It's the
right-most object on your HUD.

Combat Button:		Displays two combat controls. Click on the top
			button 'TURN' to end your turn in combat. Click
			on the bottom button 'CMBT' to end combat. When
			you're not in combat, the button closes.

Above the MAP/CHA/PIP buttons and the combat button is the Skills

Skills:			The red button above the MAP/CHA/PIP buttons.
			It has the word 'SKILLDEX' next to it. Click on
			this button to open the skills screen.

|								       |
|			    Combat {CMB001}			       |
|								       |
Combat is an unavoidable part of life.. okay, well, it's possible to
beat Fallout without doing much fighting, but.. well, turning an enemy
into a puddle of goo and bones with a plasma weapon is more fun than
running away. This section will cover combat mechanics and tactics. Some
of what I'll cover below was covered in the Statistics section, above,
but generally in less detail.

Accuracy							{CMB002}
Accuracy is the oh-so-important combat statistic that determines if you
hit enemies when you shoot or swing at them. Below I've recorded various
things that affect accuracy.

  -->	Your skill score in a weapon determines your accuracy with
	weapons of that type. If you have an Energy Weapons skill of
	80%, your base accuracy with all Energy Weapons will be 80%.

  -->	For ranged weapons, your Perception increases your Accuracy
	by about 8% per point.

  -->	Most ranged weapons have an undisclosed base accuracy. This is
	to simulate the greater accuracy some weapons-like Sniper
	Rifles-have at long ranges, as compared to... say... a Combat
	Shotgun. This base accuracy generally ranges from +20% to +56%.

  -->	If you aren't strong enough to effectively weild a weapon,
	you will suffer a -20% penalty to your accuracy.

  -->	Your accuracy decreases by 4% per hex of distance between you
	and the target.

  -->	Making Targeted Shots is more difficult than just shooting at
	an enemy. The smaller the target, the lower your chance to hit.
	The eyes (or their equivilent) is always the most difficult
	part of an enemy to shoot.

  -->	Enemies that are harder to see are harder to hit. You will
	suffer a penalty to your accuracy depending on the level of
	darkness the enemy is in. This ranges, according to the manual,
	from -10% to -40%, although I've seen -5% penalties that I can
	only explain with darkness penalties.

Action Points							{CMB003}
Combat revolves around Action Points. The more you have, the more you
can do, the more your enemies die. This should be pretty self-
explanatory by now, so I won't belabor the point. Instead, I'll discuss
the use of Action Points.

  -->	Attacking with a weapon costs variable Action Points. Unarmed
	and melee attacks usually take 3 or 4 Action Points per hit,
	most guns require 4-6 Action Points per shot. Of course, this
	varies depending on the weapon used and whether you're taking a
	Single Shot, a Targeted Shot, or using Burst Fire.

  -->	The Fast Shot Trait will lower all Action Point costs by one
	when attacking.

  -->	The Bonus HtH Attack and Bonus Rate of Fire Perks decrease the
	Action Point costs of melee and ranged attacks (respectively)
	by one.

  -->	Entering your inventory costs 4 Action Points. You can reload
	as many weapons, equip/unequip weapons and items, or use as many
	chems as you please when you enter your inventory.

  -->	Reloading a weapon costs 2 Action Points.

  -->	Moving one hex uses one Action Point. It's usually a good idea
	to spend excess Action Points on moving away from enemies, as
	this will cause them to waste Action Points catching up to
	you... 	or reduce their accuracy due to range. This is, of
	course, only useful is the enemy is attacking in melee (and
	you're not) and you feel comfortable in the ranged department.

  -->	The Bonus Move Perk gives you two free Action Points per round
	to spend on movement. These points aren't displayed on your
	Action Point meter on the HUD, but if you move anywhere within
	two hexes of your character, the Action Point cost will be 0,
	and will only raise when you move further away. If you don't
	use these extra Action Points before spending all your displayed
	(normal) Action Points, your turn will end-so spend them before
	taking your last shot if you plan to spend them at all.

  -->	Opening doors/containers uses Action Points. It's not suggested
	in combat situations.

  -->	Any unspent Action Points at the end of a turn are added to your
	Armor Class... still, with a 4% accuracy penalty per hex of
	distance between you and an enemy attacking with ranged weapons,
	it's far more beneficial to just move away... and forcing melee
	enemies to lose attacks is better than having an Armor Class

  -->	The Action Boy Perk gives you one Action Point per round to
	spend on anything you wish.

Armor Class							{CMB004}
Armor class directly opposes an enemy's accuracy and determines whether
attacks hit or not. In Fallout-like in most RPGs-it's the first line of
defense. However, in Fallout it's uniquely unimpressive. Those of us
weaned un Dungeons and Dragons will be used to the d20 system, where
one point of Armor Class is the equivilent of a 5% chance to avoid an
attack. Not so in Falllout. One point of Armor Class reduces an
attacker's accuracy by 1%, so even a very good Armor Class of 30+ won't
reliably keep you safe.

  -->	Your Agility directly determines your base Armor Class.

  -->	The Dodge Perk will give you a permanent +5 bonus to Armor

  -->	The Kamikaze Trait will remove whatever bonuses to Armor Class
	you would normally get from Agility.

  -->	Armor is the single largest booster of Armor Class in the game.

  -->	Any left-over Action Points at the end of your turn will
	increase your Armor Class until your next turn by one point
	per Action Point.

Critical Hits							{CMB005}
Critical hits are more important in Fallout than in many other games.
Not because my build of being a critical-hit junky is in any way new
or novel, critical hits are common in many games, and are commonly
exploited to good effect by gamers in nearly as many games. On the other
hand, in Fallout critical hits have the added effect of keeping you
honest. Critical hits don't just do double damage, like most of use are
used to, they instead have a variable severity and can end up being
much, much, more fatal. No matter how strong you are, what armor you're
wearing, there's always a chance you'll get unlucky and suffer a
critical hit that bypasses your armor, knocks you down, or put one too
many holes in your skull. It's something that's just absent from too
many games these days, where guns are just Hit Point teasers, and not
lethal weapons.

  -->	Your Luck directly determines your base Critical Hit chance.

  -->	The Finesse Trait will increase your base Critical Hit chance
	by 10%.

  -->	The More Criticals Perk increases your Critical Hit chance by

  -->	The Better Criticals Perk increases the severity of Critical
	Hits you cause.

  -->	The Jinxed Trait increases the global rate of critical failures,
	the opposite of critical hits.

  -->	The Sniper/Slayer perks cause you to make a Luck check every
	time you attack with a ranged/melee attack (respectively). This
	Luck check is a d10 check which, if it is equal to or lower than
	your Luck score, you score an automatic Critical Hit. In other
	words, every point of Luck you have now equals a 10% chance to
	inflict a Critical Hit.

Damage								{CMB006}
You hurt things, their Hit Points are reduced, they die, you laugh.
Damage is how you express yourself in combat, and Action Points are only
so good because they allow you to deal more damage. Damage is the king-
and unlike other kings, this one won't be found dead on the toilet.
Damage is an obvious, self-explanatory concept that's mostly a product
of whatever weapon you're using, so I won't insult you and waste my time
by going into it in depth. Instead, here I'll talk about various combat
actions that deal damage, which are not quite as self-explanatory.

Single: You take a single, untargeted attack at an enemy. Presumably,
	you're just trying to hit them anywhere, although you may still
	incidentally hit various body parts. Single attacks cost fewer
	Action Points than targeted or burst-fire attacks.

Targeted: Targeted attacks allow you to aim at specific parts of an
	  opponent's body, however mechanical or bizarre that may be.
	  Targeted shots cost more Action Points to perform (it must be
	  that damn aiming) but are more likely to hit a sensative area
	  (as compared to just taking a normal shot). Hitting various
	  parts of an enemy might damage or cripple that part-cripple
	  an enemy's arm and they'll have trouble shooting or stabbing
	  you, shoot their legs and you can hobble them, shoot their
	  eye and.. well, they tend to stop doing much of anything.
	  Some weapons (typically the burst-fire-only weapons) can not
	  be used to make Targeted shots.

Burst: Some weapons are capable of burst-fire, where you fire a portion
       of your clip off (often 1/3 to 1/4 of your clip) in one attack.
       This is pretty much the opposite of making a Targeted shot-here
       you are sacrificing accuracy for sheer fire-rate. A burst-fire
       attack affects a cone (please don't force me to explain what a
       cone is..) You still target a single enemy, but nearby characters
       have a good chance of being hit as well. Needless to say, this
       is not a friendly-fire option, and for this reason you should
       never give an ally a weapon capable of burst-fire. Still, for
       low-level characters who have more ammo than experience points,
       burst-fire weapons are very handy for keeping one alive. Some
       weapons are only capable of burst-fire, like the Minigun.

  -->	Characters with a Strength score of six or higher will do bonus
	damage with melee and unarmed attacks.

  -->	The Bonus HtH Damage perk gives you a two point bonus to damage
	dealt in melee and unarmed combat.

  -->	The Bonus Ranged Damage perk gives you a two point bonus to
	damage with any ranged weapon. This perk benefits burst-fire
	weapons the best.

Damage Threshold/Damage Resistance				{CMB007}
When you look at your inventory screen, you'll notice that-under your
Armor Class-you have two numbers split up into different categories.
These categories represent your defense against different types of
damage. They are, in order, Normal, Laser, Fire, Plasma, and Explode.
This should be pretty self-explanatory, but the numbers themselves are
not. The first number is your Damage Threshold, and the second number
(always a percent) is your Damage Resistance. For example, with
Brotherhood Armor equiped you would have a 'Normal' Damage Threshold/
Damage Resistance of 8/40%. Good news, these two numbers are cumulative.
If you took 28 points of damage from an enemy using a normal weapon,
that damage would first be reduced by your Damage Threshold to twenty
points of damage (20 - 8 = 20). The remaining twenty would then have to
go through your Damage Resistance (20 x 40% = 12). In the end, you would
take 12 points of damage out of the original 28. As you can see, armor
*IS* your defense in Fallout. Damage Threshold/Damage Resistance will
do more to keep you alive than Armor Class.

Normal: The most common type of damage in the game, this category
	reflects a character's resistance to conventional weapons.
	Anything from a 10mm Round, to a Shotgun Shell or .223 Round
	deals normal damage, as well as nearly every melee weapon.

Laser: Lasers deal laser damage, silly. These aren't as uncommon as
       plasma weaponry, but they're not as powerful, either.. and every
       suit of armor including and above Metal Armor (Combat Armor,
       Power Armor) gives absurd Damage Resistance to laser damage.

Fire: A character's resistance to fire. Perhaps the least common type of
      damage in the game-off the top of my head, I can really only think
      of one weapon that you'll encounter that does fire damage-the
      Flamer. There's also a Molotav Cocktail, but I've never had
      anybody use one on me.

Plasma: A character's resistance to plasma weaponry. While uncommon,
	plasma weapons tend to be very powerful.

Explode: This category reflects a character's resistance to explosives.
	 Grenades, Rocket Launchers, and many traps deal explosive

  -->	Damage Threshold is more important that Damage Resistance, as
	your Damage Threshold can often negate incoming damage
	entirely. Fortunately, for all high-end suits of armor, the two
	are not exclusive.

  -->	The Toughness Perk gives a +10% bonus to your Damage Resistance
	against 'Normal' damage.

  -->	All of the better suits of armor have a very high Damage
	Resistance against 'Laser' damage, making lasers unappealing

|								       |
|			 Hints and Tips {HNT001}		       |
|								       |
Save your game constantly. A Gatling Laser in the eye can ruin your day,
and losing progress sucks.
Change your save game slots after significant progress... perhaps after
clearing each area on the map? This will ensure that you'll never have
a save that's too far back if there's something you want to try again.
Save your game before walking across vast stretches of wastes on the
overworld map. If you get into a bad encounter, you'll have a safety
save. If you want to make the most out of each trip, save/load until
you get a random encounter that's beneficial to you. Also, when you
are exploring blindly and revealing the Fog of War on the world map,
it's best to find where you want to go, taking as much time as
necessary, then reload and be more precise.
There is no auto-save slot in Fallout, so again, SAVE YOUR GAME. The
onus is on you.
Remember that save your game thing? Save your game before talking to
characters. There is a good bit of talking in this game, and what you
say often does matter. If you're rude and brush off a quartermaster, you
may not be able to get Power Armor. If you tell somebody politely to go
to hell, you might get banned from accessing an entire area. Also, some
dialogue options are just too hilarious to ignore-even if you know it's
a bad idea. Save, say what you want, chuckle, and reload. It's better
than messing up quests because you said the wrong thing.
You have 150 days from the start of the game to get the Water Chip for
Vault 13. If you fail to meet this deadline, the game is over.
Vault 13 runs out of water supplies after 150 days-May 4th, 2162.
May 4th just happens to be my birthday. On the day Vault 13 runs out of
water, I'll be turning 177 years old. I can make it.
If anybody tells you that Energy Weapons aren't the best weapons in
the game, they're an idiot. Harsh? Sure, but they clearly can't do
simple math. Boost Energy Weapons, Tag! it, love it.
Shooting a guy in the groin might knock them down, but c'mon... you
don't really want to be that guy, do you? Don't be like Butters, spare
the groin.
Remember that saving Skill Points after leveling up isn't always a good
idea. There's only two digits in your Skill Points screen. If you get
more than 99 Skill Points saved up, any excess Skill Points will be
Also, saving up Perks is a distinctly bad idea. If you hit level three
and can't decide what to spend your Perk on... fine. But if you still
haven't spent that Perk when you hit level six, you've lost your level
three Perk for good.
Do NOT use Intelligence as a dump stat. If your Intelligence is three or
less, your character will be unable to communicate properly. Sure, you
can boost your Intelligence with Mentats, but that's no way to play
the game.
On the other hand, if you want a Perk you don't have the SPECIAL
attributes for, use chems (Buffout/Mentats) to boost your attributes.
Artifically-boosted attributes count towards Perk requirements.
Too hard, too easy? Change the game difficulty to raise all your non-
combat skills by 20%, or lower them by 10%.
Small Guns, First Aid, Science, Repair, and Outdoorsman can all be
increased up to a maximum skill level of 91% by reading books. If you
set the difficulty to Hard and lower all these skills by 10%, and get
them to 91% in Hard mode, they'll be 101% when you switch back to
Normal mode. Using hard mode to make the game easier!
If you level up with a lower Intelligence score, don't check your
Character screen! If you get the Intelligence implant from the
Brotherhood of Steel without checking your character screen after
leveling up, you'll get more Skill Points. For example, if you have
nine Intelligence, you'd normally get 18 Skill Points from that
Intelligence. If you hit level two, then get the Intelligence Implant
(thus raising your Intelligence to ten) without checking your Character
screen after leveling up, you'll end up with 20 Skill Points after your
Intelligence is increased.
Reload when not in combat. Reload when you have the Action Points to
spare at the end of a turn. Reload, reload, reload! You should never
enter combat with a clip that's not full.
Entering your Inventory costs 4 Action Points, but you can do as much as
you please when you're in your inventory. Make the most of in-combat
trips to your inventory-reload your guns, use Stimpaks, etc.
Move away from enemies after you're done attacking in a combat round.
Forcing them to make longer-range shots or move up to you is a good
Targeted Shots cost more Action Points, but shooting enemies in more
vulnerable places can do more damage... provided you're accurate enough
to hit smaller targets.
Be careful when fighting around neutral or friendly NPCs. If you miss
a shot (or your allies miss, or the enemies miss) you (they) may hit an
unintended target. Having a town go hostile on you because of a stray
bullet isn't cool, nor is blowing up the shopkeeper who gets caught in
a shootout.
Burst fire weapons expend their shots in a cone area-of-effect. For a
low-level character with more Shotgun Shells than Action Points, it's
not a bad idea to use burst fire attacks to score extra damage. You
might end up hitting your target multiple times, or you might hit many
enemies with one burst.
Burst fire weapons are fun... so long as nothing you love is anywhere
near your target. Burst fire weapons are also extremely inaccuate, and
just as likely to hit the target as the NPC (friend or foe) nearby.
Characters may join your party throughout the game... this is, in my
opinion, a bad thing. They're weak, they never get stronger, and they
are idiots in combat. Never give them a burst fire weapon, or they will
blow everything to hell-including you, neutral NPCs, and other allies.
To trade items with NPCs, talk to them and barter, or pick their pockets
using the Steal skill and take/give items as you see fit. They won't
charge you, and they won't mind, honest.
After taking your turn, if you have any Action Points left, hide behind
a corner, doorway, or other obstacle. Force the enemy to come to you
while you hide, take pot-shots, and generally fight dirty. Using cover
is another one of those good things.
All damage types are not made equal. If the enemy isn't taking as much
damage as they should be from your attacks, try using a different type
of weapon. An enemy that is highly resistant to lasers might not be
quite so smug when you shoot them with Plasma, or with a Shotgun Shell.
Distance, darkness, your Perception, your skill level, your Strength
score, and the enemy's Armor Class all affect your accuracy. If you're
having trouble hitting an opponent, use a smaller gun, get closer, or
suck less.
Some items enhance skills. Use Doctor's Bags and Lock Picks when you
have them to improve the odds of successfully performing a skill.
Don't approach non-hostile NPCs with a weapon drawn if you want them to
stay friendly. Many people will not take kindly to you waving a loaded
gun in their face.
Are you sad in the pants because you don't have any money? With a
Gambling skill of 40% you can gamble for an infinite supply of caps!
If you start tampering with something that doesn't belong to you, and an
NPC gives you a warning not to mess with it-they mean it. First, they
can obviously see you, and second, if you tamper with it again, they'll
Some doors can be blown open with the use of Dynamite. Just make sure
you're generous with that timer, you don't want to get caught in your
own explosion.
Stay away from the desert in the north-western part of the world map
when you're a low level. Death awaits you.
The Sniper/Slayer Perks work better with a high Luck score. If you have
a ten Luck, you'll score a critical hit every time you hit an enemy.
This makes you the baddest thing walking the wastes-Deathclaws or no.
Why bother boosting the Sneak skill when you can enter combat mode and
run past NPCs? As long as you begin combat and end combat out of the
NPC's line of sight, you should be fine.
The best defense is... well, really bulky Power Armor, actually. Might
not be eloquent, but it's true. The sooner you get Power Armor, the
sooner you can laugh at most of the enemies in the game.
Successfully completed my Brotherhood of Steel run? Good, save the
game, and keep that save slot sacred. Don't save over it, and if you
get the urge to play the game again and do things differently, you'll
have an uber-character ready to go.
When enemies die on top of one another, it can become impossible to
loot 'lower' enemies. Just a quirk of the good old 2D sprite days. If
you want that loot, try to kill foes when they're not standing on the
blasted remains of another critter.

|								       |
|			  The Wasteland Run		 	       |
|								       |
And now... for a mini-walkthrough. In addition to merely telling
everybody how to build their character (which is hardly sufficient
for surviving in the wasteland) there are a few important steps I take
at the beginning of the game, which, while time-consuming, makes my
character much more powerful.

This guide takes you through the game the way I always play through
it... you know, except for the first time when I didn't know what the
hell I was doing. Doing the wasteland run here isn't any more difficult
than the Rivet City run in my Fallout 3 guide, or the New Vegas run in
my Fallout: New Vegas guide, and it serves the same purpose-getting
stat boosts, caps and items in a specific order that really makes the
rest of the game much easier.

First thing you'll do after starting a new game is creating your
character. If you're too lazy to read all the character creation stuff
above... well, here's the abbreviated version where you just do what I
say without asking any questions:

Pick the 'Small Frame' and 'Gifted' Traits.

Start out with the following SPECIAL Attributes:

Strength	4
Perception	7
Endurance	3
Charisma	8
Intelligence	9
Agility		9
Luck		8

Tag the 'Energy Weapons', 'Lockpick', and 'Speech' skills.

Got it? Good. Now to start the game...

Vault 13 - Cave Entrance
Sequence of Events:						{TWR001}
		1) Starting Strokes
		2) Running from Rats
		3) Into the Light
		4) The World Map
		5) Begging For Supplies
		6) Random Encounters on the World Map
		7) Journey to Junktown
		8) To the Hub
		9) Bartering for Beginners!
		10) Making Money at the Maltese Falcon
		11) To Old Town
		12) Weapons
		13) Drugs
		14) Books
		15) Leaving the Hub
		16) To the Boneyard
		17) Fool Me Twice
		18) To the Glow
		19) Alien Blaster
		20) Patrick the Celt
		21) Resisting Radiation
		22) Into the Glow
		23) Looting the West
		24) Looting the East
		25) Recovering the Holodisk
		26) Heading Back to the Hub
		27) Obtaining the Vault Holodisk
		28) To the Brotherhood of Steel
		29) Been There, Done That
		30) Down to Level 2
		31) Under the Knife
		32) That First Step...

1) The Overseer of your Vault will babble at you-but you just watched
the video, so you know the score. Your Vault needs a replacement Water
Chip, and they need it within 150 days before their water supply runs
out. When the intro conversation ends, you'll find yourself in a dark
cave. Before you bother with anything, check your inventory. You should
have (if you took my build advice) a Knife, a 10mm Pistol, 48 rounds of
10mm JHP, four Stimpaks, and two Flares. Equip the Knife in one hand and
the 10mm Pistol in another. I don't intend on using either, but it won't
hurt. Nearby you'll find the skeletal remains of another Vault Dweller.
Loot it for another Knife and 24 round of 10mm AP.

10mm Pistol (Small Guns)
Damage: 5-12 (Normal)
Range: 25
Base Accuracy: +0%
AP Cost: 5 (Single), 6 (Targeted)
Ammo: 10mm Rounds
Clip Size: 12 (1 Round/Shot)
Minimum Strength: 3

If you ever find yourself in a combat situation, and you have two
options-shoot at an enemy with a 10mm Pistol or wet yourself-you should
probably just wet yourself. It's more effective. Sure, 5-12 damage is...
something, but honestly, I'd just run away if this was my only

Knife (Melee Weapons)
Damage: 1-7 (Normal)
Range: 1
Base Accuracy: +0%
AP Cost: 3 (Swing), 4 (Targeted), 3 (Thrust), 4 (Targeted)
Ammo: N/A
Clip Size: N/A
Minimum Strength: 2

Of the two weapons we have available right now... we'd be better off
just avoiding combat entirely. And that's just what I intend to do.
But if combat seems inevitiable (and you're more generous with the
word 'inevitable' than I am), this is probably the better of the two
weapons we have. Sure, it only does 1-7 damage (not counting Strength
bonuses), but with my build I can attack three times a round with it,
and it doesn't use up any ammo. 3-21 damage in a round, or 10-24 with
the 10mm Pistol. Both suck, but for Cave Rats in a dark cave with poor
combat stats, we're better off just stabbing things.
2) Now, as you may have noticed there are small critters crawling around
in the cave... and the people in Vault 13 are having 'technical
problems', so there's no going back. Jerks... Anyways, the smaller
rodents are Cave Rats-and they're not friendly. It doesn't matter much,
as I have no intention of fighting them right now. Right now, experience
is our enemy. Until we get our Intelligence boosted via an in-patient
procedure we want to avoid leveling up-and hence, experience. To that
end, run to the south-east, avoiding any rats you see. If any attack
(and it's likely that they will) just keep running away in combat. If
you get hit-no big deal, you'll heal as you travel across the world map
shortly. Once you can't continue to the south-east, turn south-west.
Eventually the cave will end and you'll find some sand. On your monitor
in the bottom left of the screen you'll get the following message:

"To the west, you can see a natural light. For the first time in your
life, you are looking at the outside world."
3) Oooh... momentous. Hey, it sure got the guys at Bethesda hard. The
idea of living in an underground Vault ones whole life and finally
emerging to explore an uncertain and irradiated world is why you start
out in Vault 101 in Fallout 3-they were more inspired by the first game
than the second. Anyways, step onto the redish 'exit grid' to leave this
4) You're now on the world map, a lonely little green triagle in the
midst of the green area circle that marks Vault 13. Green circles on the
world map indicate areas of interest... the rest is just terrain that
must be traversed... time wasting space, for a lack of a better
description. If you scroll to the east you'll see another green circle-
that of Vault 15-revealed on your map. Traveling on the world map is
pretty simple, you click somewhere, and you'll get to see your broken-
line trail. If you get really bored, try drawing pictures with it! But
don't do so now, we only have 150 days, and wandering aimlessly across
the wastes can be... dangerous.
5) First up, if you want to deflate your grand entrance into the surface
world, you can head back to Vault 13, where there are a few people to
talk to, a few quests to do, and some loot we can score. In particular,
the Overseer has some... funny commentary on management, and if you ask
for more supplies, he'll fork over another 48 rounds of 10mm JHP and two
Stimpaks. To get into the Vault, you'll need to exit the grid the
location circle is on, then return. I tend to not bother with this for
two reasons-first, I just don't want to waste the time for some ammo
I won't use and two Stimpaks. Second, I don't want experience for
completing any of the quests here... not when I can return later and do
them. Don't worry, we'll get back to good old Vault 13 soon enough.
6) Once you've finally decided to hit the ol' dusty, irradiated trail,
and actually... you know, venture more than an hour away from Vault 13,
return to the world map. From Vault 13 head to the east one square, then
go south until you find another green circle denoting an area of
interest. If you are unlucky you might get attacked along the way-random
encounters and all. Just run away from any enemies you might come
across. Up here, you'll probably only run into Raiders, Cave Rats, and
Radscorpians, but they can still be a bother. 

Junktown - Entrance
7) If you stop at the first green circle you find, you should discover

"You come across a medium-sized town. A wall of junked cars blocks easy
entrance. A hazy smoke lies low over the town."

It's a good place to save your game, you know, progress and all. I have
no intention of exploring it now, however, so exit via the red exit
grid to the south. The journey from Vault 13 to Junktown took me ten

[140 Days Left]

Hub - Entrance
8) Travel straight south to reach another green circle. This is the Hub,
our first real stop in the game. When we leave, we'll leave much, much
more well-equipped, and a whole lot richer.

"To the south you see a large city. Outlying farms surround the town.
There is much life in this desert oasis."

Now, I know there are lots of people to talk to and much is probably
drawing your attention, but ignore it. We'll get to exploring this
place properly... eventually. We have things to do, and must avoid
anything that might earn us experience... you know, starting quests,
picking fights, all that bad, evil stuff. Head south-east until you
find a green area transition grid-green takes you to new areas within
a location, red exits to the world map, got it? Good. The trip from
Junktown to the Hub took four days.

[136 Days Left]

Hub - Downtown
9) Continue south-east from where you enter. You'll see two buildings
to the south-east, both of which will be important shortly. The one to
the east is the library... or rather, a book store. The one to the west
is-as the white letters outside indicate-a general store. Click on the
door to the general store and head inside. Talk to Mitch and click the
barter button on the right side of the screen to bring up the barter
interface... it's time for the barter tutorial!

		      |Bartering for Beginners|

When the barter screen comes up, you'll see an image of your character
on the bottom left of the screen (just above the red 'OFFER' button.)
The person you're bartering with will have a similar picture on the
bottom right of the screen (just above the red 'TALK' button.) Just
left of your character will be a list displaying all the items in your
inventory (with scroll arrows just to the left). This is likewise
mirrored for the NPC on the right. In the middle of the screen are
two barter panels, the one on the left is where you'll click-and-drag
the items you wish to barter, and the items to the right are the items
you want from the NPC. When you move items onto the barter panels, their
value will be indicated at the bottom of their respective panels.

Right now we want to sell off the 24 rounds of 10mm AP ammo we found
earlier outside of Vault 13. Click-and-drag the ammo to the left side of
the middle barter panel. If your character is built like mine, you'll
see $100 on the bottom of the left barter panel, indicating that the
value of these goodies is 100 Caps. Scroll down the vendor's inventory
panel until you find the NPC's Caps, then click-and-drag them onto the
right barter panel in the middle of the screen. When you do so, a
dialogue will open up asking how many you want to move over. Our ammo
is worth 100 Caps, so move 100 of his Caps over. Now you'll have the
ammo on one side, and the 100 Caps on the other. It's a balanced deal,
so click the 'OFFER' button to make the trade. 

And... well, that's bartering for you. Balanced deals always work, and
the higher you build your Barter skill score, the better prices you'll
get. If you change your mind about bartering, click the 'TALK' button
to return to conversation, or hit the 'esc' button. You'll want to buy
some rope from the general store, too, which cost me 44 Caps each. Three
of them will see us through all of the initial questing we'll do shortly
as well as later on when we're exploring up north... but wait to buy the
ropes until after the next Step.
10) Leave the general store and head south until you find the door to the
Maltese Falcon. You might see 'a shifty looking character' that tries to
solicit you with floating text along the way, but ignore him. Go inside
the Maltese Falcon and head up to the Roulette Dealer to the north-east.
Talk to him and he'll tell you how many Caps you have and allow you to
bet, either 5 Caps, 15 Caps, 25 Caps, or 50 Caps. Right now my Gambling
score is 34%, which is-believe it or not-enough to win as many Caps as
I wish. It must be due to the high Luck score, although you'd think that
just having Luck influence your Gambling score would be enough. Save 
your game, in case you're not as lucky, and bet 25 Caps at first until
you get a few hundred Caps. Exit the dialogue by saying 'No thanks',
then save again. Now bet 50 Caps. The quick and painless way to do this
is to hold down the '4' key to bet for 50 Caps, then also hold down the
'1' key to keep betting. Hold down those two keys and watch your caps
soar. In five minutes, my 100 Caps had become 12005 Caps, and after half
an hour I had 85885 Caps. Seriously, watch a movie while you play, or
weigh down the '1' and '4' keys on your keyboard and do something else.
You only need a few thousand Caps for the surgeries, but there are other
things we should buy, first. You'll need about 200000 Caps (if you plan
to do your shopping on easy mode, where everything will cost less). If
you're going to buy on normal mode... you'll need about 400000 Caps
(this varies greatly depending on how many skill books you plan to buy,
the figures above are very generous maximums).

Note: Gambling successes and failures seem to come in spurts, so if you
seem to be losing early when you only have a few caps, keep trying. If
you go broke, reload. I've done this at least a dozen times and have
never had trouble getting as many Caps as I wanted. Also note that this
was in normal mode-if you drop the difficulty setting to easy to boost
your Gambling skill score to 54%, this process will go faster (a half
an hour on normal mode scored me 85000 Caps, whereas half an hour on
easy mode earned 161000 Caps). If somehow that's still not working,
there's one more thing we can do, but it involves heading down to the
Boneyard to get our Luck increased. Still, while writing this guide, a
Luck score of eight with a Gambling skill score of 34% produced the
results above. Finally, if you hold down the '1' button while holding
down the '4' button you should be able to see your caps increase as you
gamble. The speed of this is kind of tempermental, so if you can't
constantly see your Caps, stop pressing the '1' key, then hold it down
again until you see your Caps steadily changing... hopefully increasing.
11) Once you have enough Caps, leave the Maltese Falcon and head east
past the General Store. There are four buildings (including the General
Store) clustered to the east of the Maltese Falcon. East of the General
Store is Mrs. Stapleton's Library/Bookstore, which we'll be visiting
shortly. South is the FLC (Friendly Lending Company) and a gun store...
notice the subtle 'GUNS' side on the building. We won't be going to
these latter two places anytime soon. Across the street to the east of 
these buildings is the police station (to the south) and the Far Go
Traders (to the north). Go east between these two buildings and you'll
find an area transition to Old Town.

Hub - Old Town
12) From where you enter Old Town, head east and ignore the first
building to the north and enter the second, larger building to the
north. Inside you'll find a dark-skinned man wearing Metal Armor named
Jacob. Ask "What can you tell me about a water chip?", then be sure to
ask him about a Geiger Counter, get him to tell you about radiation,
then finally ask about Rad-Away, and he'll refer you to a character
named Vance. Once done, barter with him and buy a Combat Shotgun and
however many Shotgun Shells he has-this cost me 23211 Caps. You can
also buy Combat Armor, but I still plan to avoid combat as much as
possible, and we can get better armor for free if we're patient. If
you are of the melee persuasion, talk to Jacob again and select the
dialogue option "Your selection is good, but I'm looking for something
with a bit more punch. Any idea where I could go?" He'll tell you about
the Brotherhood of Steel and the Gun Runners in the Boneyard (both
locations will be marked on your map). More importantly, he'll also add
a Super Sledge to his inventory if you barter with him again. And now,
for a long list of new weapons to discuss...

10mm SMG (Small Guns)
Damage: 5-12 (Normal)
Range: 25
Base Accuracy: +0% 
AP Cost: 5 (Single), 6 (Targeted), 6 (Burst)
Ammo: 10mm Rounds
Clip Size: 30 (1 Round/Shot or 10 Rounds/Burst)
Minimum Strength: 4

This is a gun with some serious appeal-although its damage is low,
the fact that it fires out ten shots when you burst-fire makes it
fairly damaging against low-level enemies. Unfortunately, it also makes
this gun an ammo-guzzler. All in all, it's a low-level weapon that can
substitute for the Combat Shotgun, although I'd rather carry around
Shotgun Shells than 10mm JHP Rounds, which we'd need more of... and the
Combat Shotgun can get off four bursts before needing to be reloaded,
whereas the 10mm SMG can only fire three bursts per clip.

14mm Pistol (Small Guns)
Damage: 12-22
Range: 24
Base Accuracy: +20%
AP Cost: 5 (Single), 6 (Targeted)
Ammo: 14mm Rounds
Clip Size: 6 (1 Round/Shot)
Minimum Strength: 4

A powerful, mid-ranged pistol that's roughly equal to the Combat
Shotgun in damage and range... although it gets an accuracy bonus. On
the other hand, it's got a smaller clip and isn't capable of burst-fire.

Assault Rifle (Small Guns)
Damage: 8-16
Range: 45
Base Accuracy: +36%
AP Cost: 5 (Single), 6 (Targeted), 6 (Burst)
Ammo: 5mm Rounds
Clip Size: 24 (1 Round/Shot or 8 Rounds/Burst)
Minimum Strength: 5

The Assault Rifle is a decent alternative for the Combat Shotgun. It
has cheap, common ammo, and out-ranges the Combat Shotgun (with much
better Accuracy, to boot). Still, it uses more ammo per burst and deals
a good bit less damage.

Combat Knife (Melee Weapons)
Damage: 3-11 (Normal)
Range: 1
Base Accuracy: +0%
AP Cost: 3 (Swing), 4 (Targeted), 3 (Thrust), 4 (Targeted)
Ammo: N/A
Clip Size: N/A
Minimum Strength: 2

It's like the Knife, but stronger. Not really anything to say.

Combat Shotgun (Small Guns)
Damage: 15-25 (Normal)
Range: 22
Base Accuracy: +0% 
AP Cost: 5 (Single), 6 (Targeted), 6 (Burst)
Ammo: Shotgun Shells
Clip Size: 12 (1 Round/Shot or 3 Rounds/Burst)
Minimum Strength: 5

The Combat Shotgun is a mediocre weapon that's great for low-level
characters... mostly because it can be purchased in the Hub and Shotgun
Shells are plentiful. Also, being a strong, mid-range, burst-fire weapon
will allow us to blast our way through low-level enemies. It'll have to
do until we get stronger weapons, their ammo, and the skill points to
use them.

Desert Eagle .44 (Small Guns)
Damage: 10-16 (Normal)
Range: 25
Base Accuracy: +0% 
AP Cost: 5 (Single), 6 (Targeted)
Ammo: .44 Magnum
Clip Size: 8 (1 Round/Shot)
Minimum Strength: 4

Magnums have seen better days... the .44 Magnum really doesn't get much
from Fallout. Its range is mediocre, its damage isn't anything to get
excited about, and it has no accuracy bonus. I can't really recommend
anybody using this gun at any point.

Flamer (Big Guns)
Damage: 45-90 (Fire)
Range: 5
Base Accuracy: +0%
AP Cost: 6 (Burst)
Ammo: Flamethrower Fuel
Clip Size: 5 (1 Round/Burst)
Minimum Strength: 6

Who doesn't love the idea of a Flamethrower? Any sane, well-adjusted
person understands that burning things is fun. Unfortunately, while
this weapon does a ton of damage, it's also got a short range and only
fires in bursts... which just means that it always deals damage in a
cone (like a Minigun). At the end of the day, I'd rather just use the
Alien Blaster. It has twice the range, similar damage, six times the
clip, and is much, much, lighter. Still, when you need to get up close
and personal, turning enemies into living candles is always fun.

Hunting Rifle (Small Guns)
Damage: 8-20 (Normal)
Range: 40
Base Accuracy: +36% 
AP Cost: 5 (Single), 6 (Targeted)
Ammo: .223 Rounds
Clip Size: 10 (1 Round/Shot)
Minimum Strength: 5

A mediocre long-range weapon, it's decent... but just look at the Sniper
Rifle below. It does everything the Hunting Rifle does, but better. You
could consider using this instead of a Combat Shotgun, but the higher
damage and burst-fire on the latter will make it better in the hands of
a low-level character.

Rocket Launcher (Big Guns)
Damage: 35-100 (Explode)
Range: 40
Base Accuracy: +0%
AP Cost: 6 (Single)
Ammo: Explosive Rocket
Clip Size: 1 (1 Rocket/Shot)
Minimum Strength: 6

If you want to cause explosions, this is definately the way to do it.
The Rocket Launcher does everything grenades do, but better. Of course,
like all Big Guns, it's prohibitively expensive, and the ammo for it is
nowhere near as common as Energy Weapon ammo and Small Gun ammo.

Shotgun (Small Guns)
Damage: 12-22 (Normal)
Range: 14
Base Accuracy: +20% 
AP Cost: 5 (Single), 6 (Targeted)
Ammo: Shotgun Shells
Clip Size: 2 (1 Round/Shot)
Minimum Strength: 4

Everything you'd expect of a double-barrel shotgun, it has decent
damage, a pathetic clip size, and is only effective at short range.
For some reason, however, it has an accuracy bonus the Combat Shotgun
lacks. Still, it can only be fired twice without reloading, and it
isn't capable of burst-fire.

Sniper Rifle (Small Guns)
Damage: 14-36 (Normal)
Range: 50
Base Accuracy: +36% 
AP Cost: 6 (Single), 7 (Targeted)
Ammo: .223 Rounds
Clip Size: 6 (1 Round/Shot)
Minimum Strength: 5

A superior long-ranged weapon, it's one of the better weapons the Small
Guns category has to offer. I generally compare it to the Hunting Rifle,
albeit with more damage and range at the cost of a smaller clip and a
higher Action Point cost. At the end of the day, the fact that this gun
does nearly twice as much damage as the Hunting Rifle makes it better,
even considering everything else.

Super Sledge (Melee Weapons)
Damage: 18-37 (Normal)
Range: 2
Base Accuracy: +0%
AP Cost: 3 (Swing), 4 (Targeted), 4 (Thrust), 5 (Targeted)
Ammo: N/A
Clip Size: N/A
Minimum Strength: 5

The Super Sledge is the class-act of melee weapons, with a good damage
and... well, it has SOME range, if not much. Still, it combines great
damage with a low Action Point cost. You really can't do better at this
stage in the game.

Note: You'll notice that you can only trade Caps from your inventory to
the barter screen 999 Caps at a time. This annoyance is resolved in
Fallout 2, where they add more numerical rows.
13) Now leave Jacob's store and head east to find another building at
the end of the road. Enter it and you'll be confronted by Vance. For
friendly drug dealers, you'll have to wait until Fallout 2. Anyways,
tell him Jacob recommended you or, if you didn't get Jacob to tell you
about Vance, just hit the barter button and Vance won't be picky. Buy
two doses of RadAway and Rad-X. This set me back 1666 Caps, but it's a
necessary expenditure.
14) Return to the west and take the area transition back to Downtown,
then enter Mrs. Stapelton's Libarary/Bookstore. Here's where we'll do
our final shopping spree before we hit the wasteland again. Talk to Mrs.
Stapleton and go right to the barter screen. Here we're after books, she
sells Big Books of Science (Science skill), Deans Electronics (Repair
skill), First Aid Books (First Aid Skill), Guns and Bullets (Small Guns
skill) and Scout Handbooks (Outdoorsman skill). The very least we should
do is raise our Small Guns and Survival skills to 91% each, as we'll be
in need of these skills shortly. This is going to cost a lot of Caps
(for me, on normal mode with a Barter skill score of 26%, each Scout
Handbook cost 2000 Caps and each copy of Guns and Bullets cost a
whopping 4250 Caps.) This will also take time. At nine Intelligence,
each book I read will take up two hours. Still, it will take less time
to read the Scout Handbooks than it will to travel around with a lower
Outdoorsman skill, so at least with those books this process is time-
negative. If you're really ambitious, buy and read enough books to raise
all these skills to 91%. If you do this before getting any surgeries to
raise your SPECIAL Attributes, you'll be able to raise your skill scores
even higher, as you'll get more points from raising your SPECIAL
attributes, and the books stop giving you bonuses after 91%, regardless
how you reach that number. The number of books you'll need (and the
total cost) with my build is shown below. The number of books you'll
need, as shown below, is calculated by raising skills to 91% in hard
mode. The costs, however, are calculated by how much they cost in normal
mode. To get Mrs. Stapleton to sell you more books, just exit
conversation and talk to her again-her stock of books will be

	|         Book		| Books	|     Cost	| Total	|
	|			|Needed	|   per Book	| Cost	|
	|  Big Book of Science	|  25	|    $4000	|$100000|
	|   Deans Electronics	|  26	|    $1300	| $33800|
	|    First Aid Book	|  25	|    $1750	| $43750|
	|   Guns and Bullets	|  23	|    $4250	| $97750|
	|    Scout Handbook	|  28	|    $2000	| $56000|

On normal mode, buying all the books we need will cost us over 330000
Caps, in easy mode, this will cost a much more managable 125000~ Caps.
Once you have all the books you need, begin the tedious process of
reading them. Open your inventory, then click-and-drag them into your
item slots, then exit your inventory and click on the books in your
Active Item slot at the bottom center of the HUD... repeat until done.

Note: Here is where playing with the difficulty levels will save you
time and get you a stronger character. If you set the difficulty to easy
when you're buying books, you'll need fewer Caps to buy each book.
Cheating? Sure, but you can also score more Caps, so this really just
saves you time... Gaming purity, or time, it's your call. If you set the
difficulty to hard before reading books, your skills will decrease, and
you will get more skill points per book read. Get all your skill to 91%
in hard mode, then switch back to normal and all the skills you just
improved will be at 101%. Best of all, this doesn't require many more
books, since skill books increase your skill scores more the lower the
score is.
15) With our reading done, we're done in the Hub. Our Outdoorsman and
Small Guns skills should be at 91% (and possibly our Science, Repair,
and First Aid skills, as well). You should also have a Combat Shotgun,
some Shotgun Shells, at least one Rope, two doses of RadAway and Rad-X,
and at least 20000 Caps for the Attribute-increasing surgeries. Combat
Armor, alternate weapons, and extra chems optional, but unecessary.
Store any excess gear in some container in town (I prefer to use the
shelves in Mrs. Stapleton's Library/Bookstore). We don't need to be
overburdened for our journey. Reading skill books to raise all
associated skills to 91% took me 10 days. If you want to save time
(say, you're doing a speed run, and want all the good endings) a
compromise is to just read until your skills are at 80%~, since about
half of the reading (and hence, the time this process takes) occurs
while raising skills from 80%~ to 91%.

[126 Days Left]
16) Leave the Hub by returning to the entrance area and taking the area
exit. It's time to visit the Boneyard quickly to increase our Luck. From
the Hub you want to head four squares to the south, and two squares
west. This is a relatively short trip, only three days at the most, what
with our improved Outdoorsman skill. Just be wary of Raiders and Gangers
on your way south-west.

"A fenced village, patrolled by guards, waits defiantly to the south."

[123 Days Left]

Boneyard - Adytum
17) When you enter the Boneyard you'll be bothered by some guards. You
can ask them about a few things, but they don't say much of interest.
Once the guards are done bugging you, head south-east until you find a
tent, then turn north-east until you find another tent. Inside "You see
a dark-skinned man adorned with bright scarves and trinkets." Talk to
him and say "Why do you assume that I need something?", then say "Now
that you mention it, perhaps you can give me some advice." He will draw
a Tarot card and 'read' it for you. Pick "Hmm. Thanks for the advice."
and talk to him again and say "I'm looking for a little advice" and
he'll draw another card. Thank him again, talk to him again, and ask for
advice another time. This time he'll draw 'The Fool' and you'll get a
permanent increase to your Luck score. Finally, talk to him one more
time and pick "May I ask what you do around here?" and then say "What
kind of advice" and he'll draw 'The Fool' card again, giving you another
point of Luck. I think this is supposed to be some kind of bug, since if
you ask what he does earlier he'll only draw 'The Fool' once-hence only
one point of Luck. Still, if you do things exactly as presented here,
you should get a permanent two-point boost to your Luck. And.. that's
all you're here for. Return to where you entered, and make sure you
exit via the red area transition beyond the fence to the west. Our Luck
is now ten.

Note: It may take more draws than listed here for the Tarot card reader
to get to the Fool card-and he won't always draw the first cards in the
same order. It's inconsequential anyways. You're looking for the Fool
card, and after he draws it, get him to draw it again by picking the
"May I ask what you do around here?" dialogue option.
18) This trip is lengthy and can be dangerous, so be sure to save your
game before setting out. You're now back on the world map. We're off to
do a quest without having it assigned-it'll just waste more time getting
the quest officially assigned, and it doesn't hurt anything to just do
it free-form. You'll want to head south-east from the Hub-11 squares
south and 7 squares east. Your destination? The Glow. But while we're
heading there, lets be economic and fish for some useful random
encounters. There's a chance you'll face random encounters as we travel
across the world map-most of them are just encounters with guards,
merchants, or hostiles, but there are some unique ones out there that
well worth our time to search for. First things first, do NOT actually
click on the green circle that marks the Glow. As its name suggests, it
is heavily irradiated. Set your destination marker for one of the
squares just outside of the square where the Glow is located-as close
to-but not on-the Glow as possible. If you reach your destination
without getting a random encounter, reload and try again. Now, for the
random encounters we're after... you're looking to encounter a crashed
UFO, or Patrick the Celt, described respectively in the two steps below.

Note: There are several possible 'unique' random encounters you can get,
but only these two are on the same level of usefulness. One gives a free
bonus to Charisma, and the other gives you what is easily the best short
ranged gun in the game. You will not get some random encounters if your
Luck is too low... but if you're following my build, that's not really
an issue, is it? See [RND001] for a list of all the random encounters in
the game that I have... uh... encountered.
19) "Hey! They're really out there."

To the north you'll find a crashed UFO with the skeletal remains of two
aliens nearby. The one to the east has a Fuzzy Portrait of Elvis, while
the other has the wonderful, precious, cherised, ungodly powerful Alien
Blaster. Grab it, keep it, never let it leave your inventory. This is
the best gun in the game, and although we don't have much ammo for it
now, and our Energy Weapons skill is low, it'll come into its own soon

Alien Blaster
Fuzzy Portrait

Alien Blaster (Energy Weapons)
Damage: 30-90
Range: 10
Base Accuracy: +20%
AP Cost: 4 (Single), 5 (Targeted)
Ammo: Small Energy Cells
Clip Size: 30 (1 Cell/Shot)
Minimum Strength: 2

Low requirements, huge clip, low Action Point cost, high damage... the
only weak point of the Alien Blast is its short range of ten hexes...
but with some skill investments, anything that gets in that range will
get destroyed. It's the best gun in the game, and it'll only get better
as you invest skill points and perks into makinng yourself a phenom.
The fact that we can get it this early in the game is just icing on the
cake... the cake of death. Plus, wonder of wonders, it has an accuracy
bonus... which it doesn't even need, considering it has a range of ten
hexes. This weapon was really just seems like it was thrown into the
game to serve as a super-weapon for all characters, regardless of skills
or Strength... provided you have enough Luck to find it. Just one of
many reasons Luck trumps Strength, even as a combat skill.
20) "You see a lone traveler in the distance."

Right ahead of you will be a man standing near his camp. Talk to Patrick
the Celt and say "Just wandering.", then say "So what's your story?",
followed by "What kind of music do you sing?". You're looking for the
dialogue option "Would you happen to know "Na Gheala Mbeadh", as I think
it's called?". If you don't get it, pick "I see. What else do you do?",
then pick "What kind of music do you sing?" until it comes up. When it
does, pick it, and he'll ask if you want to hear it. Agree and you'll
get the following text:

[Patrick sings songs and the two of you reminisce for several hours.
You feel invigorated.]

Congrats, you've increased your Charisma by one point. My character now
has a Charsima score of nine, with all the benefits that brings. You can
also nab some beverages (Nuka Cola and Beer) and Caps from the crate
near his cart-the amounts vary. Talk to Patrick again and ask "Yeah, can
you give me some directions?", then ask about Shady Sands, Junktown, the
Hub, and Necropolis. All these areas will be marked on your map, and
Necropolis, in particular, will be drawn to our attention due to its
attendant Vault. All in good time. Leave when you're done.
21) When you've encountered at least one of those encounters, head to an
area adjacent to the Glow. Don't worry about trying to get both random
encounters in one trip-we have the return trip to think about, after
all. Anyways, enter a random wilderness zone near the Glow, and take two
doses of Rad-X to raise your radiation resistance to 100%. Endurance my
ass. When you're protected from radiation, head off to the Glow. The
Journey from the Boneyard to the Glow took me seven days-a good bit of
time, but it would have taken twice as long if I hadn't read Scout
Handbooks to raise my Outdoorsman skill.

[117 Days Left]

Glow - Entrance
22) "A large crater sprawls to the north."

Head up to the crater and note a metal beam on the western side of the
hole. Click-and-hold the left mouse button and select the backpack icon
to open your inventory, then click on your Rope to attach a rope to the
beam. Finally, click on the beam to climb down into the fire. 

Glow - Level 1
23) Head south and ignore the first two doors to the west, but enter the
third. In this room you'll find a corpse with some RadAway on it. Go
through another door to the west to enter a small room with two lockers
in it. Open the western-most locker to score a Stimpak.

RadAway x1
Stimpak x1
24) Leave the room and head south past the crater to reach an area with
an elevator to the west, and a door to the east. Go through the door to
the east, then loot a corpse to the north for some RadAway and Rad-X,
and a corpse to the south for 150 rounds of .223 FMJ. Continue through
the doorway to the east, then head up the tunnel to the north, ignoring
all the doors to the east save the last. In the northern-most room to
the east you'll find another small room with a locker in it, which
contains a Motion Detector, a Tool, a Big Book of Science, and Brass

.223 FMJ x150
Brass Knuckles x1
Motion Detector x1
RadAway x1
Rad-X x1
Tool x1

Brass Knuckles (Unarmed)
Damage: 2-6 (Normal)
Range: 1
Base Accuracy: +0% 
AP Cost: 3 (Single), 4 (Targeted)
Ammo: N/A
Clip Size: N/A
Minimum Strength: 1

Well, if you like to punch things, Brass Knuckles will give you some
extra... uh... punch? It's better than nothing.
25) Exit this room and head across the hallway and enter a room to the
west. There's a trap in the way, and with our skills right now, we
really have no choice but to save the game, take the damage, and hope to
survive it. Combat Armor will help, but it's unlikely that the trap will
kill you without armor.. and in all honesty, I don't even know how you
are supposed to disarm this trap anyways. Inside the room you'll find a
dead person in Power Armor which should just scream 'loot me!' Indulge
our imaginary screaming and you'll score a Yellow Pass Key, and a
'strange holodisk'. Loot a corpse to the north for a 14mm Pistol, and
one to the south for an Assault Rifle. There's a computer terminal to
the north that's still operational, but we're not here to explore the
depths of this place, so leave it alone for now. Enter your inventory
and find the 'strange holodisk'. Right click to bring up a binocular
icon, then left-click-and-hold your cursor over the holodisk until an
option menu comes up. Select to open hand icon (not the dropping hand
icon) and you'll download the data from the holodisk onto your PipBoy

Yellow Pass Key x1
Strange Holodisk x1 (Quest Item)
14mm Pistol x1
Assault Rifle x1

(For downloading the data on the holodisk to your PipBoy 2000)
EXP	100
26) Now backtrack to where you entered and return to the surface by
clicking on the northern wall-the open hand icon will appear to let you
know where it is. Once on the surface, exit the Glow and return to the
world map. Head to an adjacent square, enter a random wilderness
area, and save your game. It's now time to return to the Hub to store
the loot we've found.. and enroute, fish for whichever of the two
random encounters we didn't get the first time. You know the drill, if
you don't get the encounter you want by the time you reach the Hub,
reload and try again. This process will probably take longer than the
first one-especially if you encountered Patrick the Celt on your first
trip, since his encounter is much more common (and unlike other unique
random encounters, his encounter is repeatable.) Still, keep trying, as
failing to get these encounters now will make the game more challenging
later.. and even worse, we'll have to go out of our way to try and get
them. The journey back to the Hub takes seven days.

[110 Days Left]
27) I head to Mrs. Stapleton's Library/Bookstore, where I stash
everything that's not essential-I keep my Combat Shotgun, my Shotgun
Shells, an Alien Blaster, the Yellow Pass Key, the Strange Holodisk,
and any Stimpaks and Rope I had. Everything else (including any armor)
goes into storage. Also, since we're here, talk to Mrs. Stapleton and
say "I am looking for a Water Chip." She'll tell you about a holodisk
she has, and ultimately ends up offering to sell it for 750 Hub Bucks-
a form of currency that only manifests as Caps. You can talk her down
to 500 Caps (a Speech score of around 70% was more than sufficient).
Money is no issue, however, just get the 'Vault Location Disk' and
download it to your PipBoy 2000 the same way we downloaded the 'Strange
Holodisk'. Open your PipBoy 2000 menu and under the 'DATA' heading you
will see 'Vault Locations v.34.129'. Click on it and you'll get some
text talking about the locations of Vault 12, Vault 13, and Vault 15.
Vault 12 is under Bakersfield.. or what's left of it-aka Necropolis.
Note the line "Vault 12 has been fitted with the newest in Vault Water
Purification Systems. Able to take even the waste located in the sewers
of Bakersfield, this system is able to deliver over 15,000 gallons of
pure, refreshing drinking water every day." Now, it's time to head to
the Brotherhood of Steel and get our surgeries.

(For downloading the data on Mrs. Stapleton's holodisk to your PipBoy)
EXP	100
28) Exit the Hub and head to the Brotherhood of Steel-it should already
be marked on your map after talking to Jacob, but if it's not, it's
five squares north and five squares west of the Hub (aptly named, too.)
The journey will take about three days.

[107 Days Left]

Brotherhood of Steel - Entrance
29) "A small bulding surrounded by a chainlink fence is to the north.
Menacing guards in heavy armor patrol the area."

You can talk to the helmeted Paladin to the east to learn a bit about
the Brotherhood of Steel, but to get anything done you'll need to talk
to the unhelmeted guy named Cabbot to the west. Say "I'd like to join.",
then accept to do the mission to go to the Glow and retrieve some
ancient tech. The nearby Paladin doesn't seem to like your odds-little
do they know, however, we've already done their task. Talk to Cabbot
again and tell him you've been successful. Cabbot will open the door to
the elevator that leads to the Brotherhood of Steel, and you'll get a
large bit of experience-certainly enough to level up. This is
unavoidable, but at least we avoided getting enough experience earlier
so we didn't level up more than once.. right? Just be sure to not open
the character screen until we get our surgeries and we won't have wasted
any skill points. Anyways, head into the Brotherhood of Steel.

(For becoming an initiate in the Brotherhood of Steel)
Reputation (General) +1

(For becoming an initiate in the Brotherhood of Steel)
EXP	2000

Brotherhood of Steel - Level 1
30) We'll explore and quest the Brotherhood of Steel shortly, but first,
lets get those damn implants out of the way. You can talk to the Paladin
to the east of the elevator you descended, but the best she'll do is
mention the training room (to the south-east) where Talus might be able
to help you with weapons, and Vree, the Master Scribe. Anyways, from the
entrance head south until you reach a four-way split, then turn west. At
the end of the western hallway you'll find an elevator door from which
you can reach the lower levels of the Brotherhood of Steel. Take the
elevator down to level two.

Brotherhood of Steel - Level 2
31) From the elevator, head south, then east. There are two rooms in the
middle of this level. Enter the northern one (the one with the operating
table) and talk to the Brotherhood's Doctor and ask her about
operations and she'll give you the details. She can raise your Strength,
Perception, Endurance, Intelligence, and Agility, by one point, but she
can only do each surgery once. Also, each surgery costs Caps and will
take time to recover from. Right now, we don't have all the time in the
world, so we'll only do the two necessary operations-Endurance (to give
us more Hit Points every level hereafter) and Intelligence (for skill
points.) The operations are listed below:
		|    SPECIAL	| Cost	|    Recovery	|
		|   Attribute	| 	|      Time	|
		|   Strength	| 2000	|    3 weeks	|
		|  Perception	| 4000	|    1 week	|
		|   Endurance	| 3000	|    1 week	|
		| Intelligence	| 6000	|    3 weeks	|
		|    Agility	| 5000	|    3 weeks	|

Get the Endurance and Intelligence operations, which will, taken
together, cost 9000 Caps and take a month of time. So we were a day over
the first 70 day mark... still, close enough. It's also worth noting
that the doctor will heal your wounds and deirradiate you free of
charge. Nice.

[79 Days Left]
32) Congrats! You're done with the Fallout 1 Wasteland run, now it's
time to really get into the game... you know, fighting, questing, all
that stuff we've been avoiding up until now.

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|			Updates/Thanks {UPD001}			       |
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Version 1.01:	Completed: 6/29/2014 (253,410 bytes)

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