Strength
10
 
Perception
10
 
Endurance
10
 
Charisma
10
 
Intelligence
10
 
Agility
10
 
Luck
10
 
Action Points
110
 
Carry Weight
300
 
Critical Chance
15%
 
Dmg Resist
28%
 
Hit Points
590
 
Melee Damage
5.0
 
Skill Points
23
 
Barter
94
 
Big Guns
91
 
Energy Weapons
90
 
Explosives
92
 
Lockpick
90
 
Medicine
88
 
Melee Weapons
100
 
Repair
88
 
Science
98
 
Small Guns
95
 
Sneak
95
 
Speech
100
 
Unarmed
96
 
Action Boy/Girl
Almost Perfect
Ant Sight
Auto Expert
Barkskin
Better Criticals
Bloody Mess
Booster Shot
Commando
Comprehension
Covert Ops
Cyborg
Demolition Expert (3)
Educated
Entomologist
Explorer
Finesse
Ghoul Ecology
Grim Reaper's Sprint
Hematophage
Intense Training (2)
Iron Fist (3)
Nerves of Steel
Ninja
Paralyzing Palm
Pitt Fighter
Power Armor Training
Punga Power!
Quantum Chemist
Rad Regeneration
Robotics Expert
Silent Running
Sniper
Strong Back
Superior Defender
Toughness
Wired Reflexes
Xenotech Expert
Level 1
ST 5 PE 6 EN 5 CH 1 IN 9 AG 7 LK 7
Speech, Sneak, and Small Guns
Bobblehead (Medicine)
Level 2
Lockpick +5 (25), Speech +2 (25), Repair +6 (30), Explosives +5 (25), Science +1 (25)
Intense Training (PE)
Bobblehead (Intelligence)
Rad Regeneration
Level 3
Speech +20 (45)
Intense Training (AG)
Level 4
Sneak +3 (40), Small Guns +4 (41), Lockpick +5 (30), Speech +5 (50), Science +3 (30)
Educated
Level 5
Sneak +2 (42), Small Guns +1 (42), Lockpick +10 (40), Science +10 (40)
Comprehension
Level 6
Small Guns +3 (45), Lockpick +10 (50), Science +10 (50)
Bloody Mess
Level 7
Sneak +8 (50), Small Guns +5 (50), Repair +6 (38), Medicine +4 (40)
Entomologist
Level 8
Sneak +10 (60), Small Guns +10 (60), Repair +2 (40), Explosives +1 (26)
Strong Back
Covert Ops
Power Armor Training
Level 9
Sneak +10 (70), Small Guns +7 (70), Medicine +6 (46)
Commando
Level 10
Small Guns +10 (80), Science +3 (56), Medicine +10 (56)
Finesse
Ant Sight
Barkskin
Level 11
Lockpick +5 (60), Repair +10 (50), Science +4 (60), Medicine +4 (60)
Toughness
Wired Reflexes
Level 12
Lockpick +10 (70), Unarmed +3 (19), Science +10 (70)
Silent Running
Level 13
Energy Weapons +8 (30), Lockpick +5 (75), Unarmed +3 (22), Explosives +2 (30), Science +5 (75)
Robotics Expert
Auto Expert
Booster Shot
Pitt Fighter
Level 14
Unarmed +23 (45)
Cyborg
Level 15
Unarmed +20 (65), Explosives +3 (33)
Sniper
Level 16
Energy Weapons +10 (50), Unarmed +5 (70), Melee Weapons +8 (24)
Better Criticals
Level 17
Energy Weapons +10 (60), Melee Weapons +13 (37)
Action Boy/Girl
Level 18
Melee Weapons +23 (60)
Paralyzing Palm
Level 19
Explosives +3 (36), Melee Weapons +20 (80)
Iron Fist
Level 20
Repair +9 (59), Explosives +14 (50)
Grim Reaper's Sprint
Level 21
Repair +16 (75), Medicine +7 (67)
Ninja
Level 22
Speech +15 (65), Medicine +8 (75)
Quantum Chemist
Level 23
Energy Weapons +10 (70), Speech +5 (70), Barter +8 (16)
Iron Fist
Level 24
Explosives +21 (71), Barter +1 (17), Big Guns +1 (17)
Iron Fist
Level 25
Energy Weapons +5 (75), Explosives +4 (75), Barter +7 (24), Big Guns +7 (24)
Demolition Expert
Level 26
Unarmed +1 (71), Barter +11 (35), Big Guns +11 (35)
Nerves of Steel
Level 27
Unarmed +1 (72), Barter +11 (46), Big Guns +11 (46)
Demolition Expert
Level 28
Unarmed +3 (75), Speech +2 (72), Barter +9 (55), Big Guns +9 (55)
Demolition Expert
Superior Defender
Punga Power!
Hematophage
Ghoul Ecology
Xenotech Expert
Level 29
Speech +3 (75), Barter +10 (65), Big Guns +10 (65)
Explorer
Bobblehead (Unarmed)
Bobblehead (Energy Weapons)
Bobblehead (Explosives)
Bobblehead (Lockpick)
Bobblehead (Melee Weapons)
Bobblehead (Repair)
Bobblehead (Science)
Bobblehead (Small Guns)
Bobblehead (Sneak)
Bobblehead (Speech)
Bobblehead (Big Guns)
Bobblehead (Barter)
Level 30
Repair +2 (88), Explosives +2 (90), Science +2 (88), Medicine +12 (88), Big Guns +5 (89)
Almost Perfect
Bobblehead (Strength)
Bobblehead (Perception)
Bobblehead (Endurance)
Bobblehead (Charisma)
Bobblehead (Agility)
Bobblehead (Luck)
Big Book of Science => Science +2 (90)
Big Book of Science => Science +2 (92)
Big Book of Science => Science +2 (94)
Big Book of Science => Science +2 (96)
Big Book of Science => Science +2 (98)
Wingnut, over 12 years ago:
Get the +1 INT from Rivet City @ lvl 2 and fast travel back to Megaton.

Defuse the bomb after turning in Mr Burke (and then killing him before he guns down the Sheriff) and complete the radiation quest from Moira for the Rad Regeneration perk. That should get you to level 3. If not you will be by the time you make it to the Anchorage DLC quest location. Your lockpick is high enough to get the weapons cheese if you wish. You will be level 7 or 8 when you're finished (I was level 8). I completed the Covert Ops side quest while in Anchorage and rescued all the soldiers cuz I'm cool like that. After you get out of the simulator you'll be glad you have the Strong Back perk. Personally, I made several fast travel trips between the outpost and Megaton. I'm a cap grubbing biznitch. As an aside I let the idiots fight it out and kill each other. You get nothing for helping them and they are panzies anyway. "Shouldn't you be in a mud hut somewhere" my ass.

I went to get my best friend Dogmeat then we went to Oasis and completed the quest for the Barkskin perk.You can go visit the lovely folk at the train yard while on the way if you're so inclined. Me? I'm not much into Bloody Mary's, thanks.

Greyditch was next up to get the Antvision perk. I went and completed the first chapter of the book for Moira getting me to level 9 then went to The Pitt DLC. I like doing the mine part of Moiras quest as all those mines we scavenged come in handy and since we have the Strong Back we can carry em with relative ease.

After that I started and finished the Replicated Man for the nice gun and the perk. To get both you only need have talked to the lady from the railroad, Victoria Watts and revealed to the android who he really is. Then offer to off the Scientist Dr. Zimmer. Tell the scientist who the android is and then ventilate his head. You now have the Wired Reflexes perk and the nice gun. Being a double agent is fun! I went and did point lookout at this point. I hate this DLC because the mobs are all inordinately tough ( 5 shots to the head with a gauss gun??? Really? REALLY??? ) and there is a lot of back and forth wandering. It's worth it for getting the Superior Defender perk ( which you get rather quickly in the DLC ) but then you have to do the rest unless you want to spend nearly 500 caps for a ticket to get a ride back home. :/

I stopped by the White House after I got back from Deliverance ( yeah, I'm that old...) to pick up the Fatman after I finished with the swamp from hell ( I swear I heard banjos . . . did I mention I hate that place? ) and while I was in the area I did 3 dogs quest too. I would repair the Fatman before heading to 3 dogs as it's pretty beat up. When you get on the scene of the GNR building it's under attack. A well placed mini nuke from the Fatman cures that. It's REALLY useful in a few seconds after that... Trust me. When that is done help 3 Dawg, Awwwoooo!! with his problem. After 3 dog is 5 x 5 it's time to go get your alien probe.

The Fatman makes the final encounter on the alien ship with the Captain... well there is no other way to put it.. boring. But the point is you live, they die and you never had to fight them face to face. I did the shooting gallery for the Xenomorph Tech perk while I was touring the weapons lab. I also picked up the Ex Bs Drone Gun and the Atomic Pulverizer.

After that I did the mainline quests. It's all fun and games from here on out.
Wingnut, over 12 years ago:
Each Skill requires only 6 or less books to max so this is a "perfect stat" build with a minimum of book grinding. I left the stats in their raw state to show how close they are WITHOUT books.

Quantum Chemist facilitates a certain quest and lets us make copious amounts of nuka grenades.

Bottlecap mines + Demolition x 3 = serious over kill. In a good way :)

Deathclaw glove + Ninja + Better Criticals + Chinese Stealthsuit + stealthboy + Ironfist x 3 + Reapers Sprint = a bloodbath in Mob swarms. It's like your very own part in a King Hu movie.
Wingnut, over 12 years ago:
One last tip.

Save all the scrap metal you find. You can sell it to Walter in Megaton if you want caps and exp. early if you've fixed his leaks. I choose to save it for The Pitt, however. It's the easiest way to stay stocked in .308 ammo. ( My preferred weapon is the Sniper Rifle )
Wingnut, over 12 years ago:
Meh... Quantum Chemist is underwhelming and actually irritated me. Here is the problem. If you put your Nuka Colas into your soda machine making them ice cold nuka colas.. they can't be turned into quantums. The way around would be to store them in some other place in your house.. but it still rubbed me the wrong way. I would pick something else if given the choice again.

I'm at lvl 24 with this build as of last night and with the books I've already found ( not specifically hunting them, just random finds, mind you ) they have pushed the skill numbers through the roof. I'll easily be able to hit 100's in everything at this point.

I've adopted a gun rotation since I've started playing this character. I open with the Gauss from stealth at max range ( you can't see them unless you are in the scope ) Aim low ( like the waist ) to compensate for the guns natural upward motion when you fire it and you'll likely get a kill shot because the Gauss gun has a good critical modifier matched to its excellent base damage. If/when things decide to run at me I switch to the Sniper rifle at medium distances for the faster firing and high damage. I will go to the deathclaw gauntlet in hand to hand range if anything lived ( not likely )

I had a random funny thing happen last night when Charon, apparently looted a random drop Fatman and then decided it was go time in a flippin' hallway. Dogmeat Charon and I made beautiful flaming pirouettes as we slipped into epic failville. I was so upset I immediately shot Charon in the back of the head when it reloaded, and then reloaded it manually.

Freakin' Ghouls . . .
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