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
620
 
Melee Damage
5.0
 
Skill Points
23
 
Barter
69
 
Big Guns
100
 
Energy Weapons
100
 
Explosives
100
 
Lockpick
100
 
Medicine
92
 
Melee Weapons
82
 
Repair
92
 
Science
92
 
Small Guns
100
 
Sneak
100
 
Speech
100
 
Unarmed
84
 
Action Boy/Girl
Almost Perfect
Animal Friend
Ant Sight
Auto Expert
Barkskin
Better Criticals
Bloody Mess
Booster Shot
Child at Heart
Commando
Covert Ops
Cyborg
Educated
Entomologist
Finesse
Ghoul Ecology
Grim Reaper's Sprint
Hematophage
Intense Training (5)
Lady Killer/Black Widow
Life Giver
Nerves of Steel
Paralyzing Palm
Pitt Fighter
Power Armor Training
Punga Power!
Pyromaniac
Quantum Chemist
Rad Regeneration
Robotics Expert
Silent Running
Sniper
Strong Back
Superior Defender
Toughness
Warmonger
Wired Reflexes
Xenotech Expert
Level 1
ST 5 PE 5 EN 5 CH 6 IN 8 AG 6 LK 5
Small Guns, Sneak, and Speech
Bobblehead (Medicine)
Level 2
Speech +8 (40), Explosives +10 (25)
Intense Training (IN)
Bobblehead (Intelligence)
Rad Regeneration
Level 3
Small Guns +8 (40), Lockpick +10 (25), Science +2 (27)
Lady Killer/Black Widow
Bobblehead (Lockpick)
Level 4
Sneak +2 (34), Small Guns +10 (50), Lockpick +5 (40), Science +3 (30)
Educated
Bobblehead (Small Guns)
Level 5
Sneak +3 (37), Small Guns +10 (70), Speech +5 (45), Medicine +5 (40)
Child at Heart
Bobblehead (Science)
Bobblehead (Repair)
Level 6
Sneak +3 (40), Small Guns +5 (75), Lockpick +10 (50), Speech +5 (50)
Toughness
Bobblehead (Speech)
Level 7
Lockpick +15 (65), Speech +3 (63), Repair +5 (40)
Entomologist
Wired Reflexes
Ant Sight
Level 8
Lockpick +8 (75), Speech +7 (70), Explosives +8 (35)
Strong Back
Level 9
Energy Weapons +18 (35), Speech +5 (75)
Commando
Covert Ops
Power Armor Training
Level 10
Sneak +2 (42), Small Guns +2 (80), Lockpick +2 (80), Repair +10 (50), Science +7 (50)
Finesse
Barkskin
Level 11
Sneak +3 (45), Science +5 (55), Medicine +15 (55)
Animal Friend
Bobblehead (Barter)
Level 12
Sneak +5 (60), Explosives +8 (43), Science +5 (60), Medicine +5 (60)
Silent Running
Bobblehead (Unarmed)
Bobblehead (Sneak)
Level 13
Sneak +5 (75), Explosives +17 (60), Science +1 (61)
Bloody Mess
Level 14
Energy Weapons +15 (60), Science +8 (69)
Cyborg
Bobblehead (Energy Weapons)
Bobblehead (Big Guns)
Bobblehead (Explosives)
Level 15
Sneak +5 (80), Speech +5 (80), Repair +2 (52), Science +11 (80)
Intense Training (LK)
Level 16
Small Guns +10 (90), Energy Weapons +10 (80), Repair +3 (55)
Better Criticals
Level 17
Sneak +10 (90), Energy Weapons +10 (90), Repair +3 (58)
Action Boy/Girl
Superior Defender
Ghoul Ecology
Level 18
Speech +10 (90), Repair +13 (71)
Sniper
Bobblehead (Melee Weapons)
Level 19
Repair +19 (90), Medicine +4 (64)
Intense Training (EN)
Level 20
Lockpick +2 (82), Science +5 (85), Medicine +16 (80)
Grim Reaper's Sprint
Auto Expert
Booster Shot
Pitt Fighter
Level 21
Lockpick +8 (90), Science +5 (90), Medicine +10 (90)
Life Giver
Hematophage
Level 22
Explosives +10 (81), Big Guns +13 (41)
Intense Training (LK)
Level 23
Big Guns +23 (64)
Intense Training (AG)
Level 24
Big Guns +23 (87)
Robotics Expert
Level 25
Unarmed +7 (35), Barter +12 (40), Big Guns +4 (91)
Pyromaniac
Xenotech Expert
Level 26
Unarmed +13 (48), Barter +10 (50)
Nerves of Steel
Level 27
Unarmed +12 (60), Barter +10 (60), Melee Weapons +1 (27)
Warmonger
Level 28
Unarmed +10 (70), Melee Weapons +13 (40)
Quantum Chemist
Level 29
Explosives +10 (91), Melee Weapons +13 (53)
Paralyzing Palm
Level 30
Unarmed +5 (82), Melee Weapons +18 (80)
Almost Perfect
Punga Power!
Bobblehead (Strength)
Bobblehead (Perception)
Bobblehead (Endurance)
Bobblehead (Charisma)
Bobblehead (Agility)
Bobblehead (Luck)
Wingnut, over 11 years ago:
Quite simply this build lets you experience every facet of the game from conversation choices to locations which may be locked. It can hack every console or unlock every lock in the game as well as meet every medical, repair or science challenge. It does all this without the need of any books at all. Obviously if you use books that speeds up the skills and allows, later on, for placement into other skills.
Spyke1021, over 11 years ago:
A good idea is to drop one of the perks that isn't a big deal and get the Comprehension perk at level four. In doing so, it's possible to get every skill to 100 because (with the exception of Tales of a Junktown Jerky Vendor, of which there are only 24) there are 25 of each skill book, meaning you can add 50 to each skill. It isn't as necessary with the Broken Steel add-on, but for those of us that started off with just plain old Fallout 3, and without the money to get the add-ons, it is a very good choice. Even with Broken Steel, some characters with low Int. may need the extra points to be perfect. If you really want UFC, remember to start with high Agility and Endurance for the Action Points and Hit Points (Luck and Strength are good, too, for Critical % and Melee Damage) depending on the individual playstyle.
Wingnut, over 11 years ago:
Every useful skill will be 100. The ones that reside at 100 at 30 are, of course extra points to go towards other skills, as I mentioned. This is without the use of books at all. Include books and the numbers get better. A Barter over 69 is useless as it garners no bonus to cost or sale after that. In any event it is rendered useless even further as if all you ever did was sold the chems you loot along the way you will have enough caps to purchase anything you need and have plenty left over.
As to the Agi for high action points... well you get 2 shots with a sniper rifle at 7 - 10. Again, it is wasteful to boost that skill with the thought of getting more shots off. It simply isn't true. Personally I use FPS from range and 90% of the time they die from that. If they close 1 shot to the head suffices. If it is multiple targets, well I use the same thought process. Engage at extreme range from stealth if out doors, or from stealth to the head indoors. With well over 500 hours into this game, I can say that I absolutely have a streamlined build with all the perks that make the game accessible no matter what you do. I have many builds with comprehension. Perfect builds. This is not that. It is the perfect PLAY build.

You would give up Animal friend perhaps? I only used it in this build but in my play through it made certain areas a snap ( getting the sneak bobblehead early for instance ) or completing Moiras Wasteland quest where several areas are laden with molerats. That it also makes roaming the wastes a bit easier is a bonus.

Warmonger? It gives you every schematic in the game x3 meaning they are the mot powerful version of them you can make. It also helps get an achievement ( if that is important to you ) for having built every weapon. Couple this with Quantum Chemist and you have a ridiculous amount of nuka grenades. Just remember kiddies, don't put the nuka cola in the vending machine as ice cold nuka wont be transformed. You have been warned. ;)

Pyromaniac? What, and pass up all the good fun using the Heavy incinerator weapon the Enclave drop? During the last phases of the game it absolutely owns everything on the airfield. +50% more flaming AOE death? Yes please!

Luck gets a boost from the lucky 8 ball which I get before level 10 ( which is why medicine is at 40 when I'm in that geographic location ( getting the 3 bobbleheads nearby ) Again, it was done with much thought and serious play through.

In the end comprehension is only a crutch to get skill up faster. Anything beyond 80 is more than useful for mot skills. The ones that are useful at 100 are at 100. Agi above 7 is minimal at best and more useful to those that solely on VATS ( in which case the game might be a tad hard ). Endurance is always useful. No two way around it. It gives Hps ( offset by Lifegiver ) and resistances ( offset by toughness, barksin and the Superior Defender perks ). In the end, it never missed an Endo over 6.

Thanks for the input though ;)
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