Strength
9
 
Perception
10
 
Endurance
9
 
Charisma
9
 
Intelligence
10
 
Agility
10
 
Luck
9
 
Action Points
110
 
Carry Weight
290
 
Critical Chance
14%
 
Dmg Resist
28%
 
Hit Points
600
 
Melee Damage
4.5
 
Skill Points
23
 
Barter
65
 
Big Guns
92
 
Energy Weapons
98
 
Explosives
94
 
Lockpick
98
 
Medicine
98
 
Melee Weapons
98
 
Repair
98
 
Science
98
 
Small Guns
98
 
Sneak
95
 
Speech
94
 
Unarmed
76
 
Action Boy/Girl
Almost Perfect
Ant Sight
Auto Expert
Barkskin
Better Criticals
Bloody Mess
Booster Shot
Commando
Covert Ops
Cyborg
Demolition Expert (3)
Educated
Entomologist
Explorer
Finesse
Ghoul Ecology
Grim Reaper's Sprint
Hematophage
Intense Training (4)
Life Giver
Nerves of Steel
Ninja
Pitt Fighter
Power Armor Training
Pyromaniac
Quantum Chemist
Rad Regeneration
Robotics Expert
Silent Running
Sniper
Strong Back
Superior Defender
Toughness
Warmonger
Wired Reflexes
Xenotech Expert
Level 1
ST 4 PE 6 EN 5 CH 1 IN 9 AG 7 LK 8
Speech, Sneak, and Small Guns
Bobblehead (Medicine)
Level 2
Lockpick +8 (28), Repair +6 (30), Explosives +5 (25)
Intense Training (PE)
Bobblehead (Intelligence)
Rad Regeneration
Level 3
Lockpick +12 (40), Science +4 (30), Medicine +4 (40)
Intense Training (AG)
Bobblehead (Strength)
Bobblehead (Luck)
Bobblehead (Lockpick)
Level 4
Lockpick +20 (71)
Educated
Bobblehead (Small Guns)
Bobblehead (Charisma)
Level 5
Small Guns +1 (49), Lockpick +4 (75), Explosives +9 (35), Science +9 (40)
Entomologist
Bobblehead (Perception)
Bobblehead (Agility)
Bobblehead (Science)
Bobblehead (Repair)
Level 6
Speech +23 (49)
Toughness
Bobblehead (Speech)
Wired Reflexes
Level 7
Small Guns +19 (70), Speech +1 (60), Repair +3 (46)
Bloody Mess
Bobblehead (Explosives)
Barkskin
Level 8
Sneak +10 (50), Repair +1 (47), Explosives +3 (50), Medicine +9 (50)
Strong Back
Bobblehead (Big Guns)
Bobblehead (Endurance)
Level 9
Small Guns +10 (80), Repair +3 (50), Science +5 (55), Medicine +5 (55)
Commando
Ant Sight
Level 10
Explosives +3 (55), Science +20 (75)
Finesse
Bobblehead (Barter)
Level 11
Sneak +10 (62), Lockpick +1 (80), Science +5 (80), Medicine +5 (60), Big Guns +2 (31)
Intense Training (AG)
Bobblehead (Sneak)
Bobblehead (Unarmed)
Bobblehead (Melee Weapons)
Level 12
Sneak +3 (85), Small Guns +3 (85), Speech +7 (67), Explosives +10 (65)
Silent Running
Level 13
Energy Weapons +5 (30), Speech +8 (75), Repair +10 (60)
Robotics Expert
Bobblehead (Energy Weapons)
Level 14
Energy Weapons +20 (70), Big Guns +3 (34)
Cyborg
Level 15
Sneak +5 (90), Small Guns +5 (90), Energy Weapons +10 (80), Big Guns +3 (37)
Sniper
Level 16
Repair +10 (70), Medicine +10 (70), Big Guns +3 (40)
Better Criticals
Level 17
Lockpick +5 (85), Repair +10 (80), Science +5 (85), Big Guns +3 (43)
Action Boy/Girl
Level 18
Sneak +5 (95), Small Guns +5 (95), Energy Weapons +10 (90), Repair +3 (83)
Life Giver
Level 19
Lockpick +3 (90), Repair +7 (90), Explosives +3 (70), Science +5 (90), Big Guns +5 (48)
Intense Training (PE)
Level 20
Energy Weapons +3 (95), Lockpick +5 (95), Speech +5 (80), Science +5 (95), Big Guns +5 (53)
Grim Reaper's Sprint
Level 21
Big Guns +23 (76)
Pyromaniac
Level 22
Explosives +10 (80), Medicine +9 (79), Big Guns +4 (80)
Quantum Chemist
Covert Ops
Power Armor Training
Level 23
Unarmed +1 (30), Explosives +6 (86), Medicine +11 (90), Big Guns +5 (85)
Demolition Expert
Superior Defender
Ghoul Ecology
Level 24
Unarmed +20 (50), Melee Weapons +3 (30)
Demolition Expert
Auto Expert
Booster Shot
Pitt Fighter
Level 25
Unarmed +20 (70), Melee Weapons +3 (33)
Demolition Expert
Level 26
Melee Weapons +23 (56)
Nerves of Steel
Level 27
Melee Weapons +23 (79)
Warmonger
Xenotech Expert
Level 28
Energy Weapons +3 (98), Repair +8 (98), Explosives +2 (88), Melee Weapons +1 (80), Medicine +8 (98), Big Guns +1 (86)
Ninja
Level 29
Barter +23 (44)
Explorer
Hematophage
Level 30
Explosives +6 (94), Barter +7 (65), Melee Weapons +10 (98)
Almost Perfect
Nintova, over 13 years ago:
Min / Maxed level 20 build.

Emphasis on rifles at range. I engage with the Reservist sniper rifle from stealth at max range and switch to The Terrible Shotgun if they close. I like to use a flamer on Mirelurks as it cuts them down quickly negating their shells added protection. I also like to use the flamer on the tougher Supermutant bosses who have very good natural armor. Finally I like to use Stabhappy (or a combat knife) on rad roaches to save ammo.

On Moiras Wasteland Survival Guide quest I take all the bottom responses for the +% to critical chance.

Post 20 ( with DLC ) you can do what you like really. This build is good to go from 16 on due to the high crit chance and it gets pretty ridiculous past 20.
Nintova, over 13 years ago:
Saving Bobbleheads until the last level to achieve perfect 10's in everything is great for ooo's and aaaah's on a builder forum but absolutely pointless IN game. Why wait until the game is over before using them? It is a mystery _/(*.*)\_

Even without comprehension this build will have 100's in every important skill by end game ( and some well before it with the books you'll find ). You will have 10's in the primary stats for a rifle using build and can even do ludicrous damage with a Shishkebab in the late levels because of high stealth + Ninja + Pyromaniac and a max'd crit chance/damage possible.

The order and level of the bobble heads and quest perks was approximate to when I get them. This weekend in a test run of this build I had every bobble head in the game by level 13 and most of the side quests done. I will be able to move on to the DLC at around 16 making this build stunningly effective for the original content.



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