Fallout 2 stat boost. How to create a hero without breaking a sweat

Crap. And I screwed up with the hero:-(it turned out not interesting at all. I wanted to create a master of combat with melee weapons + throwing weapons. + I chose the “First Aid” ability.

My favorite style of passing by the way))) True, I took cold + doctor + traveler. Plus, during the game, throwing and sneaking improved.

"First Aid" restores a measly 5-6 health points.

Yes, it is ineffective.
That's another matter, Doctor. At a difficult level of combat without this skill, broken limbs will continue to hinder the main character for several months until they heal. It's better to treat immediately. And in the Enclave this skill is doubly valuable.
Plus, it helps a lot at the beginning of the game, while you are running around the wasteland and leveling up. (same as traveler skill)

“Throwing weapons” are a joke; at strength 8, I can’t knock down even the most ordinary bandit with a knife.

Not the best combat skill as a main one. But as an auxiliary one, it’s great.
Look no further than plasma grenades, which even deal good damage to soldiers in power armor. And the living creatures in the wastelands are just...
But I prefer pulse grenades, because when passing the game in close combat, turrels and robots cause a lot of trouble. These grenades solve all problems

“Melee weapons” (up to 130%) - there was something else until the middle of the game, however, after reducing the O/D per hit and after the middle of the game there was nothing :-), but... if with the help of Suslik with the same bandits It was realistic to cope, but it’s impossible to fight monsters like centaurs, super mutants, Enclave soldiers and robots :) I’m just being crushed. I took perks to reduce damage and dodge - it doesn't help.

My favorite main combat skill)) I will not say that it is worse or better than energy weapons or light weapons, because comparing edged weapons and small arms is like comparing a bicycle and a car.
I always pump it up to somewhere around 250%. Although even at 150% it is already quite effective.
My favorite weapons are the super sledgehammer, wakizashi (at the beginning of the game), and the ripper. Among the perks I take to reduce AP, improved critical, two perks with lives (after all, ~400 lives in the Enclave are very useful for a melee main character), slower, etc.
With living creatures like all sorts of centaurs, aliens, claws, too critical problems do not arise if the same super sledgehammer is in your hands.
The enclave with the ripper is quite comfortable if you don’t be stupid and don’t stand in the center of the location in front of 10 soldiers, but hide in narrow passages or around corners and hit the soldiers’ hands first. One or two hits - and the soldier doesn’t shoot anymore. The main thing is not to let yourself be surrounded and not to stand in the center of the fire - like a target.
Yes, and psycho has not been canceled.

I tried to develop “secrecy” - there was little effect, if you hit one - everyone is already looking at you. And to shreds my leather armor from their machine guns.

With stealth (110% and above), only the attacked enemy and a couple of those who are standing next to you attack you.
And if there is no secrecy, then the entire base comes running.

This article will offer you practical advice on creating your character and its further development (covered Main characteristics/Stats Skills/Skills, Basic Skills/Taged Skills and Peculiarities/Traits), although, nevertheless, the SPECIAL system in Fallout 2 is so flexible that it is simply impossible to try to describe all the ways to develop a character. This article will mainly concern only one type of character (such a choice will be argued in detail later), which has proven itself quite well.

There are four known extremes in character creation, classes known as "diplomat", "thief", "sniper" and "jock". You will be offered some kind of golden mean - a character with a specialization in Light Weapons(Small Guns), who over time will be able to retrain as anyone (something like the so-called “sniper-diplomat”). In any case, in Fallout 2 you have the opportunity to gain much more experience than in the first part, so choosing a specific path is not at all necessary.

It is strongly recommended not to use characters provided by the developers - they all have serious drawbacks (for example, Narga/Narg is selected as one of the Basic Skills Throwing/Throwing, y Cheats/Chitsa - Trade/Barter, and Mingana/Mingan has a Feature Experience/Skilled). Remember that one of the most fun things about role-playing games is creating your own character.

Floor your character plays a rather minor role. It only affects trading if you have the Trait "Sex Appeal"(Sex Appeal). The only difference is that male characters can donate genetic material to City of Refuge(Vault City) and go on a date with Phyllis(Phyllis), and women - to sleep with Matzger(Metzger), Little Jesus(Little Jesus) and T-Rayem(T-Ray), and get money or a small service for it. Female characters can be hired by Miss Kitty(Miss Kitty) and go to Stables(Stables). There are still a few people who will only sleep with a character of a certain gender (for example, Angela Bishop/Angela Bishop, Slim Picket/Slim Picket and Fanny Mae/Fannie Mae), but this, in fact, gives nothing. Only male characters can box with a low development parameter Intelligence(Intelligence).

Age is not checked in any of the scripts. It is noteworthy that your character will age over time (the reverse would seem strange, but still, it’s wonderful, isn’t it?).

At the beginning of the game, you are given 5 points, which you can spend on developing any of the Main Characteristics. When allocating these points, consider the following:

Force (ST, Strength): very useful... for carrying heavy objects. Believe me, in this game you will want to carry a lot of things with you. Start with at least 5 (highly recommended when selecting Features Small-da-deleted/Small Frame). Be that as it may, your character's Strength parameter can be increased by 6 points as you progress through the game (Skill +1, surgery +1, armor +4). Please note that if you allocate more than 6 points to this parameter, you will feel the benefit of this only in the initial stages of the game, while such waste will turn out to be a complete waste at the end.

Perception (P.E., Perception): affects shooting accuracy. In order to obtain the Skill "Attentiveness"(Awareness) you will need to spend 5 points on this parameter, although to complete some tasks the value of this parameter must be developed at least 6 (fans of hand-to-hand combat are no exception). During the game, the Perception parameter can be increased by 2 points (Skill +1, surgery +1).

Endurance (EN, Endurance): affects the amount Life Points(Hit Points). That's all. Again, you should not spend more than 4 points on this parameter (by the way, Stamina parameter 6 by the end of the game will bring only 30 additional Life Points). During the game, the Stamina parameter can only be increased by 1 point (Skill +1).

Charm (CH, Charisma): opens new dialogue threads when communicating with other NPCs ( NPC - N on- P laying C character), although at the same time it is not as important as your character’s Intelligence parameter. Charisma also influences prices during the trading process. The maximum number of companions that can join your team is calculated using the formula Charisma/2, rounded down. Even if you plan to travel alone, it is not recommended to reduce the value of this parameter below 2, so that in the future you will have the opportunity to take certain companions into your team in order to gain additional experience and other benefits. During the game, the Charisma parameter can be increased by 3 points (Skill +1, surgery +1, Sunglasses/Shades +1).

Intelligence(IN, Intelligence): If you don't plan to rely on brute force for everything, Intelligence will be perhaps the most significant stat for your character, as it directly affects the number of dialogue options, as well as the number of points you receive when acquiring your character has new levels of development (they can be spent on upgrading Skills). The optimal development value for this parameter is 7, since in this situation there will only be a few cases during the game when you have to use Mentats(for example, to gain some Skills), although, in fact, if you spend 9 points on this parameter during distribution, it will not cause much harm. During the game, the Intelligence parameter can be increased by 3 points (Skill +1, surgery +1, Strange Brain Adjustment/Weird Brain Alignment +1).

Dexterity (A.G., Agility): the development parameter of this characteristic determines the amount Action Points(Action Points) of your character, so in this case the rule works - the more, the better. The strongly recommended minimum is 6, although 10 won't hurt either. During the game, the Agility parameter can only be increased by 1 point (Skill +1).

Luck (L.K., Luck): since the influence of Luck on the gameplay is not so obvious, at first glance this parameter may well seem like a useless appendage of the role-playing system (like Charisma in many other games). However, it does affect your character's chances of inflicting Critical Damage(Critical Hit), which is especially important in combination with Skill "Sniper"/Sniper. However, if at the beginning of the game you have a low Luck parameter, then nothing bad will happen. During the game, the Luck parameter can be increased by 3 points (Skill +1, Strange Brain Adjustment +2, or another Strange Brain Adjustment +1).

The value of the Basic Characteristics cannot be raised above ten. As for the Strange Brain Adjustment mentioned above, if you choose the one that increases the Intelligence and Luck parameter by 1 point, you will not be able to use the one that increases the Luck parameter by an additional 2 points. Yes, and don’t forget that “evil” characters usually lose the opportunity to raise their Intelligence parameter surgically.

Stamina, Charisma and Dexterity function in such a way that an odd number of parameter development is no better than the previous even number, that is, for example, Dexterity values ​​of 6 and 7 give you 8 Action Points each. Also take into account the prospects for the future development of your character. If you start the game with an odd Dexterity value, then the Skill "Increase Agility"(Gain Agility) will have the same effect as an additional "Fidget"/Action Boy. With each new level of your character's development, you will receive an additional number of Life Points, which are calculated using the formula Endurance/2+2 (rounded down).

If your character’s Intelligence parameter is below four, then he will only be able to communicate with interjections and will not be able to conduct a normal dialogue. I think it goes without saying that this will significantly reduce your chances of receiving in-game quests, let alone completing them. However, in order to temporarily increase the value of your Intelligence parameter, you can always use Mentats (do not forget that these tablets can also be used “vice versa”; if you want to get acquainted with the “advantages” of low Intelligence (4<) - примите одну-две дозы, подождите один час, и значение ваших Основных Характеристик, включая Интеллект, упадёт ниже обычного уровня; более эффективным препаратом, который можно использовать с этой целью, является Psycho).

You may well accept Mentats in order to increase your Charisma parameter and further recruit additional companions to your team. Even when the parameter returns to normal, the satellite will not go anywhere from you (with rare exceptions Lenny/Lenny, if your character’s Charisma parameter is 1). However, using this method, you will be able to increase your Charisma stat by a maximum of 2 points, which ultimately will only allow you to take one additional NPC with you (unless you use the save/load trick, of course). There are other ways to increase the Charisma parameter, but, be that as it may, the best companions are found precisely in the early stages of the game.

A Strength parameter with a value of 5 is quite enough to allow you to use almost all weapons without problems, both at the beginning and at the end of the game ( HK P90c, Gauss pistol/Gauss Pistol, Pulse Rifle, for example), 6 is required for weapons that you are most likely to be able to get in the mid and/or late game ( Gauss rifle/Gauss Rifle, Bozar/Bozar), and 7 - for all types machine guns(miniguns). However, when you finally become the proud owner Power Armor(Power Armor), then you can forget about all these restrictions. By the way, if you try to use Bozar with a Strength parameter of 5, then the chance of hitting will decrease by “only” 20% (this can be easily corrected by spending a few additional Distribution Points on the corresponding Skill). Therefore, it makes little sense to spend more than 5 points on developing your character’s Strength parameter.

Small-da-deleted(Small Frame): This Trait gives you an extra point that you can spend on any of the Basic Attributes (rather than just a few). Action Points/Action Points, as stated in the Fallout 2 user manual). Yes, you will be able to carry less things, but you will soon meet Sulika(Sulik) and other carrier companions, a car, Power Armor... This Feature makes the game a little more difficult at the beginning, but you can spend the coveted Main Characteristics point (for example, you can raise Intelligence and subsequently receive 2 additional Distribution Points per level);

One-armed(One Hander): Most of the best weapons in the game can only be used with both hands. However, this Trait is definitely useful for those who prefer to fight hand-to-hand, because this bonus has a beneficial effect on weapons that fall under Hand to Hand Combat Skill/Unarmed (you only need one hand to use brass knuckles, knives and similar weapons), and has absolutely no negative impact on the likelihood of a successful attack with hands and feet;

Metkach(Finesse): Not a bad compromise. Although this Feature becomes somewhat useless after obtaining the Skill "Sniper"/Sniper (if your character's Luck parameter is high enough), "More Critical Damage"/More Criticals or "Murderer"/Slayer, she will, however, serve you well from the very beginning of the game;

Rapid fire(Fast Shot): A good choice if you like to fire five or six pistol shots in one turn. In combination with the Sniper Skill, you will turn your character into a real death machine. However, if you are an old-school sniper, then this is unlikely to suit you;

Gifted(Gifted): This Trait is almost universally considered the best choice in any scenario, since the Primary Ability bonuses neutralize all of its negative aspects (especially if you don't regret a few extra points for the development of Intelligence). However, many consider this Feature to be almost a scam. In the end, it simply spoils the pleasure of painstakingly balancing the Main Characteristics. If you raise your Main Stats using Features "Thug"(Bruiser) "Small-da-deleted"(Small Frame) or "Gifted"(Gifted), then you can subsequently distribute the received Distribution Points manually, since they can be considered additional, although technically they are not (this fact is confirmed by the fact that it is impossible to reduce the values ​​of already raised Skill parameters below a certain number, nevertheless, in essence , this should not pose much of a problem).

Potentially Useful, but Not Worthwhile Features:

Ambal(Heavy Handed): This Trait can be useful in the early stages, but in the late game it turns into a real liability, since you will essentially deal even less damage than if your character did not have this Trait at all;

Damn(Jinxed): This Trait could be useful in a purely melee (and rather strange) game. Not the best choice if you or your partners use firearms, otherwise every battle will become completely unpredictable (although in a battle with stronger opponents the situation will most likely turn out to be more than funny - a good way to have fun);

Darling(Good Natured): this Feature is great for a diplomat character, since on the one hand it effectively develops Skills "Doctor"(Doctor) and "Conducting Dialogue"(Speech), and on the other hand, it does not have such a strong effect on the development of Possession Skills Easy(Small Weapons) and Edged Weapons(Melee Weapons). However, this Trait proves to be somewhat useless later on;

"Sex Appeal"(Sex Appeal): admit it, you've always dreamed about this! This Feature is much more suitable for female characters, since in the game world in most cases you will have to deal with men. Although, even in this case, it will not bring you much benefit. If your character has a low score Charm(Charisma), then this Feature will somehow simplify trade (almost all traders are men). In short, this Feature is worth taking only if your Charisma parameter is 1.

Features to Avoid:

Accelerated Metabolism(Fast Metabolism): both effects brought by this Feature are extremely ineffective;

Bruiser(Bruiser): Your character's Strength stat increases by 2 points. This is, of course, good. But do not forget that at the same time you also lose a certain amount Action Points(Action Points), and this would be equivalent to if the value of your Dexterity parameter decreased by 4 points (absolutely unacceptable for fans of melee combat);

Kamikaze(Kamikaze): Trade Natural Damage Resistance for 5 additional secondary stat points Procedure(Sequence) that only matters at the beginning of the fight? No thanks;

Bloody Mess(Bloody Mess): may seem funny at first (eg try to kill Clint/Klint), but soon it will get boring anyway, and, in fact, will not bring any benefit. However, in most cases you will see these bloody animations anyway, and then they will at least look like a certain reward;

Experience(Skilled): with a sufficiently developed Intelligence parameter, you will still simply be swimming in Distribution Points - a terrible Trait, avoid it like the plague (well, only if your character has an Intelligence parameter of 1). Of course, there is an opinion that this Feature is not as bad as it seems. Although your character will lose exactly one Skill every 12 levels, nevertheless, during this time he will receive about 60 additional Distribution Points, while regular Skills associated with Distribution Points give only 20-40 Points (that is, By selecting the Experience Trait, you will receive twice as much, and you can invest it in any Skill, while Skills allocate it for you). But you must understand that in any case, Skills that provide Distribution Points do not have priority over other Skills. By the way, at level 24 it is much preferable to gain two Skills rather than an additional 120 Points;

Drug addict(Chem Reliant): Despite the description of this Trait, the average length of time your character will stay for a given drug will still not change. So why all this? Pills are of little use, and most players simply reboot if they become addicted;

Sustained Narcosis(Chem Resistant): Jet(Jet) is the only drug for which this Feature will be useful to you. A good, but still useless choice for a drug addict (you just won't have to reboot as often).

Light Weapons(Small Guns): the main combat Skill that can be used until the end of the game;
Breaking(Lockpick): in the game you will come across many locked doors and containers, but you probably want to quietly find out what is in them, right?;

Conducting a Dialogue(Speech): many consider this Skill to be almost central, since almost everyone wants other game characters to like their character, and so that the latter would not disdain to give tasks and generally do what you need from them.

All other Skills are no match for these three, at least if you go through the game in the standard way. Mark them as Basic and don't be greedy about developing them to 100% in the early stages of the game (the only exception may be Light Weapon Skill if you are going to get more use out of magazines "Guns & Bullets") - it will pay off. Well, after that you can do secondary Skills:

Heavy Weapons(Big Guns): fun, but you'll probably only need it late in the game;
Energy Weapon(Energy Weapons): the same situation as with Heavy Weapons;
Doctor(Doctor): over time it is worth pumping up to 75%, but, nevertheless, you should not make this Skill one of the Basic ones;

Traps(Traps): There are not many traps in the game and they are unlikely to kill you. Of course, you can develop this Skill up to 60%-70% in order to feel confident in your abilities, but, nevertheless, it is not recommended to spend a lot;

The science(Science): read books, and do not spend Distribution Points on this Skill until you feel an urgent need for it (the optimal development value is 81%).

Skills that you will use from time to time, but that are not worth spending Points on:

Hand to Hand Combat(Unarmed): this Skill is used in some tasks, but, nevertheless, there is no need to spend Distribution Points on it - you can still develop it absolutely free of charge to almost 100% (if you play as a fighter, before how to make this Skill a priority, it is recommended to wait until this moment);

First aid(First Aid): inferior to Skill in everything "Doctor"(Doctor). Read books to improve this Skill, and spend Distribution Points on something more useful;

Ability to Repair Items(Repair): it is also recommended to read books to improve this Skill;
Traveler(Outdoorsman): similar to the previous Skill (although there are much fewer corresponding books in the game and they are not so easy to find). This Skill will help you avoid unwanted chance encounters(random encounters).

Quite Useless Skills:

Steel arms(Melee Weapons): unless this is your main combat skill (in which case, upgrade it as early as possible), you will use it extremely rarely;

Throwing(Throwing): Pebbles and grenades, unfortunately, do not play a big role in the world of Fallout 2;
Sneak Skill(Sneak): Sorry, of course, but there is little point in sneaking past people when you can simply blow them up (and, unfortunately, there is not enough dynamite for everyone). However, many players prefer to develop the Sneak Skill, because in some cases it allows you to kill people without being noticed (but this, however, does not always work), or sneak up behind the enemy before using the Hand-to-Hand Combat Skill in full . You should not develop this Skill for reasons of beneficial combination with the Skill Theft(Steal), since in almost any store whose goods are stored in accessible containers, the script associated with theft does not bother itself to check whether you are stealing or not;

Theft(Steal): If you enjoy endless reloads and the fact that the characters around you will constantly attack you while trying to steal their property, then this Skill is just for you. In fact, if you really need to... borrow something, then this can be done with a fairly low level of development of this Skill (after saving it, of course). Anyway, here are a couple of notes for you just in case:

1 . When you steal from someone's back or side, your character automatically receives a certain bonus (or at least reduces the likelihood of being noticed), while Sneak Skill does not play any significant role in this. As you know, the success of stealth theft is also affected by the size of the item (not the same as its weight), although if your character has the Skill Pickpocket(Pickpocket), this ceases to be a problem. Regardless of the level of development of this Skill, you can always use it to see what is in the inventory of humanoid creatures. However, you will not be able to see objects that are in the hands of the creature, as well as those that “appear” in the process of completing a particular task;

2 . If you manage to steal and/or toss an item two or more times in a row (without leaving the steal window), your character will receive more and more Experience Points for each attempt. However, the total amount of experience will be limited to 300 points minus the level of your Stealing Skill. If you get caught, you won't get anything at all. Thieves with a low level of development of this Skill can take advantage of this by stealing a coin at a time (or tossing and stealing the same item). However, it would be wiser to do something more meaningful;

3 . in some stores you can try to steal things or money from the seller. In others it doesn't work because the items are kept in a hidden container (until you talk to the seller). Sometimes a certain script prevents theft. In this case, things will appear on the seller’s body after you kill him, and even then not always;

4 . Using the Theft Skill, characters can slip various items into their inventory. That is, you can, for example, transfer equipment to your companions in this way, or slip someone an explosive with the timer set and walk away with a carefree look. But under no circumstances save the game. before explosion! This may very well damage the save slot;

5 . if Skill level Hacking(Lockpick) if your character is not high enough to pick a particular lock, then you can try to steal something from locked drawers or tables using the Stealing Skill. However, for some unknown reason, this may not work. For example, this never works with cabinets and chests. Experimentally, it was possible to establish that a similar method can be used to clean tables and other work areas.

Trade(Barter): in the early stages of the game, you are unlikely to have the opportunity to buy something really worthwhile. Don't waste your Distribution Points, as you will still have to develop this Skill well beyond 100% to feel the difference (and the parameter Charm/Your character's Charisma affects trading much more);
Ability to Play Gambling(Gambling): the same situation as with the Trading Skill.

Do not forget that the number of Distribution Points that your character receives when reaching the next level of development is limited to 99. You can accumulate more than 99 (for example, after receiving a Skill that gives a one-time increase to a specific Skill), but only until you receive the next level.

There is a small trick - by investing Points in any of the non-combat Skills, developed at this point slightly above 100%, raise the difficulty of the game to “hard” (if you usually play on medium). The Skill value will drop below 100%, and you will only need to spend one Distribution Point to further develop it. After this you can return the difficulty level back. This trick also works with books. In fact, reducing the difficulty of the game can be used to temporarily increase the values ​​of all of your character's Skills to achieve a specific goal.

As a rule, you should not develop Skills above 101%. This only makes sense in the case of combat Skills (this way you can increase accuracy), and then only until you reach the point where you always have a 95% hit rate from any reasonable distance (of course, if you practice the art of targeted shots/strikes, you will have to spend a little more Distribution Points to develop the desired Skills). An exception to this rule may be the Skill Hand to Hand Combat(Unarmed), in case you use the Skill Evasion in Hand-to-Hand Combat(HtH Evade).However, at high levels of development of this Skill, you will still have to spend a lot of Distribution Points in order to get an increase in Armor Class(Armor Class) of your character. Also, several times during the game you may need a highly developed Science Skill (101%), but, in fact, it is not worth it. Although, if you have nowhere else to put your glasses, why not.

In most cases, after an unsuccessful use of a Skill, you can try again, even in dialogues. Skills Steal(Sneak) "Theft"(Steal) and "Traveler"(Outdoorsman) seems to be an exception, as when using these Skills, failure results in immediate results. Be that as it may, it still doesn’t make much sense to spend too much on them - the chance of success practically does not depend on the development of the Skills themselves. As for the Sneak and Steal Skills, even if the values ​​of the parameters of these Skills reach maximum values, you will still be caught often, which should already lead to a certain thought (the chance of success is limited to 95% - after this mark, penalty modifiers begin to take effect). Same with the Traveler Skill.

Three best skills:

Observation(Awareness): A very useful Skill. It is recommended to choose at the first opportunity (to do this, you should start the game with the value Perception/Perception not less than five);

Rate of Fire Bonus(Bonus Rate of Fire): This Skill works great in combination with a Feature "Rapid Fire"(Fast Shot);

Sniper(Sniper): A sniper Skill (are you surprised?) that will help your character deal with soldiers Navarro(Navarro) and Enclave(The Enclave).

If you use a Skill to increase any of your Basic Stats in order to gain some other Skill, make sure you do it at the right time. Ideally, before starting the game, you need to plan which Skill and at what level of development of your character you will take. Remember that if your Basic Characteristics are too low to obtain any Skill, their value can be raised for a while with the help of tablets. Naturally, no pill will increase your Good luck(Luck). Yes, and do not forget to choose new Skills when you receive each third level of your character’s development, otherwise, when you receive the next three, you will lose the opportunity to use this opportunity (a new list of proposed Skills will appear).

Fidget(Action Boy - 2): This Skill is suitable for almost all characters. The advisability of obtaining this Skill depends on the current number Action Points(Action Points) of your character, as well as what weapon you plan to use. Try to make sure that during a turn after a series of shots (and reloading) you have no Action Points left - this will be the most rational;

Improved Critical Damage(Better Criticals): yum yum;
Hand to Hand Combat Bonus(Bonus HtH Attacks): great for really strong characters (however, melee combat is still inferior to the prospect of shooting someone from afar);

Extra Move(Bonus Move - 2): in fact, this Skill is suitable for everyone, and is much more preferable for fans of hand-to-hand combat than, for example, the “Fidget” Skill, since enemies are often thrown back 2-8 hexagons(hexes), and you almost always have to spend all the points intended for “walking only” (even if you received several ranks of the Fidget Skill). In addition, you can take the “Extra Move” Skill already at the sixth level of your character’s development, while the “Fidget” Skill becomes available only at the twelfth. In addition to all this, additional Action Points can be used when shooting to hide behind obstacles. "Extra Turn" worked well in Fallout 1, where Improved Forging Hammer(Super Sledge) was the best melee weapon, remaining relevant in the second part (even if you do not take into account the “knockback” of opponents);

Increase Agility(Gain Agility): You should choose this Skill only if your character’s updated Agility value becomes an even number (in this case, you will receive an additional Action Point). Otherwise, all you can count on is just a few Skill Points;

Anatomy Expert(Living Anatomy): not a bad Skill at all - adds 5 additional damage points with each attack, as well as +10% to Skill development "Doctor"(Doctor). The latter, however, you may not need in the near future;

Nimble Hands(Quick Pockets): only useful at the beginning of the game when you need to use it often stimulants(Stimpaks) and Healing Powder(Healing Powder). Later serves simply for convenience;

Murderer(Slayer): every fighter's dream (unlike Skill "Sniper"/Sniper, for this Skill there is no check for your character’s Luck parameter);

Useful but not required Skills:

Dodger(Dodger): Defense is always good;
Researcher(Explorer), Scout(Ranger) and Scout(Scout): These Skills increase the chances of stumbling upon special random encounters(special encounters), which can be useful if your character has a low score Good luck(Luck) and you are playing on high difficulty. Essentially, these Skills are just for fun and are of little use in the early stages of the game;

Increase Charisma(Gain Charisma): As with the similar Skill regarding Dexterity(Agility), you should opt for this Skill only if your character’s updated Charisma value becomes an even number (in this situation, you will have the opportunity to take another companion to your team... if, of course, you really want it);

Increased Intelligence(Gain Intelligence): this Skill makes sense only if your character’s Intelligence is below 7-8 (which, in theory, should not be);

Luck Boost(Gain Luck): this Skill will help you find special random encounters (maybe:), and also increase the chance of inflicting damage on your opponent during battle Critical Damage(criticals). A good choice if there is nothing better. Works especially well in combination with Skill "Sniper"(Sniper);

Increased Perception(Gain Perception): increases shooting accuracy and helps you gain the Sniper Skill (although you can limit yourself to taking pills for this). As you can see, Skills of this nature may not be as useful as they might seem at first glance;

Evasion in Hand-to-Hand Combat(HtH Evade): Much better suited for melee experts than the similar Skill "The Trickster"(Dodger). Yes, and don’t let the description of the Skill confuse you - you you can use weapons (such as Power Fist/Power Fist, for example), that is, the hands should not be literally empty. They say that this Skill works well in combination with a Feature "Damn"(Jinxed)... but this way of playing is not particularly inspiring;

Zinger(Lifegiver): With this Skill you can really accumulate a lot Life Points(Hit Points), but will it be of any use after your character reaches the twelfth level of his development? Apparently not. Oh, by the way, although it may not be entirely clear from the manual, the “Live” Skill, among other things, also gives you an additional 4 Life Points simply for choosing this Skill;

Attractive Personality(Magnetic Personality): This Skill is ideal for those cases when your character’s Charisma parameter is quite low, but you, nevertheless, want to add a couple of additional companions to your team in the future (without fussing with tablets). However, if your character's current Charisma score is an odd number, it is strongly recommended to give preference to Skill "Charisma Boost"(Gain Charisma). By the way, if your character's Charisma parameter is 8 or 9, and you haven't gotten Sunglasses(Mirrored Shades) and/or Blue Memory Module(Blue Memory Module), then you should not give in to the temptation to take this Skill, since usually it is still impossible to have more than five companions in a team;

More Critical Damage(More Criticals -3): excellent Skill. BUT. The catch is that if you later obtain the Sniper Skill (and if your character has a high enough Luck parameter) or Assassin, then having this Skill in your “arsenal” will no longer be justified;

Mutation!(Mutate!): There is a common misconception that if you change some mediocre Feature to "Gifted"(Gifted) with the help of this Skill, then, in fact, you can increase all the Basic Parameters of your character by +1 in one step. The problem is that this calculation assumes that you won't take the Gifted trait from the start. It’s also worth immediately noting that if, when generating your character, you chose only one Feature, then when using the “Mutation!” Skill, you will be forced to change it to a new one, that is, you will not have the opportunity to choose an additional Feature, keeping the old one (and in general It is somewhat unwise to change Features mid-game instead of choosing the right ones at the beginning). Be that as it may, there are several ways to get at least some real benefit from this Skill:

1 . upon reaching level 27 or 21 replace Feature "Metkach"(Finesse) on Feature "Rapid Fire"(Fast Shot) after you get the Sniper Skill. In this case, "Quick-Fire" will become another full-fledged "Rate of Fire Bonus"(Bonus Rate of Fire). The beauty of this replacement is that when you finally get the long-awaited Sniper Skill, the benefits of Marksman and the harm of Rapid Fire will disappear at the same time;

2 . you can start the game with the parameter Dexterity(Agility) of your character is only 6 Points, but still get the Skill Sniper(Sniper)! To do this you need to select a feature "Metkach"(Finesse), then using Skill "Increase Agility"(Gain Agility) raise it to 7, and then use the “Mutation” Skill! in order to change "Metkacha" to a Feature "Small-da-deleted"(Small Frame). This way, your Agility stat will meet the requirements for the Sniper Skill (which is eight Points) before you even reach character level 24 (after all, you can just take a dose of Psycho).

Silent Death(Silent Death): Considering the number of requirements required to obtain this Skill, one (first) attack with double damage seems more than a modest reward. Although, in fact, with the help of this Skill, there is a chance to deal double damage to more than one enemy if you are lucky enough to position yourself behind two (or more) of them, without leaving stealth mode (meaning using the Skill Steal/Sneak);

Steepness(Toughness - 3): defense is, of course, good, but spending precious Points on Endurance(Endurance) - no, so take it if necessary Buffout. In addition, this Skill does not affect all types of damage. Note that over time Damage Resistance(Damage Resistance) can be raised to 80% in other ways (maximum - 90%), so it is likely that several ranks of the “Steepness” Skill will not give you anything;

Skills whose usefulness is somewhat questionable:

Additional Melee Damage(Bonus HtH Damage - 3): whatever one may say, it’s still not enough damage. You will have to obtain all three ranks of this Skill to feel any significant difference. Additionally, please note that this Skill only increases the maximum damage dealt to an enemy;

Additional Ranged Weapon Damage(Bonus Ranged Damage - 2): rather weak for a bonus, unless you use Minigun or let's say Bozar(although if you're counting on a large number Critical Damage/criticals, then this changes things somewhat);

Increased Strength(Gain Strength): there is little point in raising the Strength parameter in this way (especially in order to obtain a Strength value of 10 Points using this Skill);

Packer(Pack Rat) Strong Back(Strong Back - 3): It's hard to argue that being able to carry around a lot of items is a bad thing, but nevertheless, in circumstances where you have to choose between Skills, it is ( especially if you have companions);

Pickpocket Thief(Pickpocket): Apparently a good choice for thieves, but if you get caught, isn't it easier to reboot?;

Silent Running(Silent Running): Of course, it can be assumed that if you use the Skill often enough Steal(Sneak), this Skill will make this process much more convenient, but don’t you think that a sneaking running man is a little unatmospheric?;

Eloquence(Smooth Talker - 3): A skill very similar in its properties to the Gain Intelligence Skill. Not a bad thing, but it would be more rational to initially spend money on developing your character’s Intelligence parameter;

Prize for the Studio!(Tag!): Since this Skill does not provide anything other than additional Distribution Points, its usefulness is somewhat questionable. However, if used wisely, it can bring quite a lot of benefits (measured in the same Distribution Points), and therefore compares favorably with similar Skills. By using the “Studio Prize!” Skill, the value of a specific Skill can be doubled (meaning its original value, as well as all bonuses received during the game, minus a possible 20% added as Basic Skill/Taged Skills when generating a character). The trick is to, without leaving the window in which the characteristics of your character are displayed, reduce the value of the Skill (on which you spent this Skill) to its previous level, and spend the freed distribution points on any other Skill (and if the value of the increased with this Ability Skill was more than 101%, then in the end you can get at your disposal even more Distribution Points than were initially “spent” on it by the “Studio Prize!” Skill).

By and large, this Skill gives you 20 Distribution Points + the nth number of points, identical to the level of your most developed Skill (which is not included in the Basic Skills), and is much better than any other Skill that increases the level of development of any particular Skill , since such Skills allow you to redistribute received Distribution Points only within the level to which you have already raised your Skill (at the expense of Distribution Points received for the next level of your character’s development, as well as through books read and other bonuses). On the other hand, Distribution Points will still not play a big role towards the end of the game. Among other things, this technique can be used on a smaller scale, for example, when you take a Skill that increases one of your character’s Basic Parameters. Also note that Skills increase the level of development of any Skill by a certain number of Points, regardless of whether they are Basic (this is bad) or developed above 101% (this is good);

Thief(Thief): Same as the previous Skill. Since this Skill gives you a 40-point increase to the Skill of the same name already at the third level of your character’s development, it is unconditionally recognized as one of the best Skills that bring Distribution Points (but this does not mean that these additional Points will bring you any real benefit in terms of theft efficiency);

Weapon Proficiency(Weapon Handling): This Skill can be used to make it easier to use Avenger Minigun or something similar in the early stages of the game. However, if your character's Strength parameter is high enough, then it does not make the slightest sense to choose this Skill - it is better to simply develop the corresponding Skill.

Useless skills that you should only take if there is nothing better suited(or if you really want to):

Adrenaline Rush(Adrenaline Rush): A skill that has infinitesimal benefit and only works when you're dying? Let me see...;

Caution(Cautious Nature): suitable only for cowardly diplomats who have nothing else to spend the opportunity to gain Skills on;

Understanding(Comprehension): what benefit can there be from this Skill if the maximum level to which the Skill can be raised by reading books still remains the same?;

Cult of personality(Cult of Personality), Lamp of Karma(Karma Beacon): These Skills have absolutely no effect. Yes, you read that right, they really don't do anything. "Adrenaline Rush" or "Tripping"(Light Step) - even better in comparison with them;

Expert Demoman(Demolition Expert): a surprisingly useless Skill;
Fast reaction(Earlier Sequence - 3): it's not worth it;

Education(Educated - 3), Player(Gambler) Harmless(Harmless) Professional Thief(Master Thief) Doctor(Medic) Crazy hands(Mr. Fixit) Dealer(Negotiator), Salesman(Salesman), Speaker(Speaker) Master of Survival(Survivalist): All these Skills give you nothing but Distribution Points, which you don't need. It’s better to choose something really worthwhile (see above). Yes, by the way, the Master of Survival Skill has only 1 rank, and not 3, as it was said in the game manual; ;

Empathy(Empathy): At first glance this may seem like a pretty good choice, but in fact the essence of this game is that you are unlikely to have to tell people very often what they really want to hear;

Accelerated Recovery(Faster Healing - 3), Doctor(Healer - 2): Recovery Rate(Healing Rate) never played a big role;

Treasure hunter(Fortune Finder) Trader-Professional(Master Trade): You won't have much need for money. The “Professional Trader” skill is not as useless as the “Treasure Hunter” skill, but still this is not a reason to choose it. In addition, despite what the description says, the Professional Merchant Skill does not make the items you sell more valuable, but only gives a discount on the items you buy (in Fallout 1 the description was more accurate). The size of the discounts varies, roughly speaking, within 20-50% - most likely this happens because trade modifiers act cumulatively, and not sequentially;

Increased Stamina(Gain Endurance): Your character's Endurance stat is simply not very important in itself, and even if the updated value of this stat is an even number, it will give you absolutely nothing. If you need additional Life Points(Hit Points), then a much better choice would be Skill "Zinger"(Lifegiver);

Ghost(Ghost): This Skill is somewhat similar to Skills like “Education”, “Professional Thief”, “Doctor”, “Crazy Hands” and “Speaker”, but there is one big difference - you will not receive any additional Distribution Points. At all;

Throw!(Heave Ho!): strictly for grenade fans, and passionate ones at that. Oh, by the way, this Skill also only has 1 rank, not 3, as stated in the game manual;

Here and now(Here and Now) Grasping on the fly(Swift Learner - 3): These Skills will help your character gain new levels of development faster. What is the main purpose of gaining levels? Getting Skills. So why choose Skills to gain levels? If you need Life Points and/or Distribution Points, there are much better ways to get them. By the way, the “Here and Now” Skill is available already at the third level of your character’s development, and not at the ninth, as the game manual states (this is not a bug, they just forgot to mention the change in the manual). However, this doesn't really matter because, as stated above, it's a completely useless Skill. However, there was a small loophole in v1.0: if you took this Skill at a high enough level of your character's development before patching the game, you would get an additional level for each new level of development. That is, at level fifteen you would get 5-6 levels for nothing (and, most likely, more than 99 Distribution Points). At the same time, there was a significant risk of losing the ability to choose Skills that could be taken for these levels.

The "Flying Grasp" skill is still the leader in the "Most Disgusting Skill" category. At first glance, this Skill may indeed seem like a good solution, but since the amount of experience for each new level grows linearly, even if you have all three ranks of the Flying Grasping Skill, you will only end up with a couple of levels ahead of someone who would not be so unreasonable in choosing such Skills at the beginning of the game (for example, in order to be at least one level ahead of a character who does not have this Skill at least one level, you will have to reach level 17 of your character development; even if you get to Level 30, which will probably happen after the end of the game, your advantage will be only 2 levels), and you will receive several additional Life Points and a couple of free Points. In short, even if you are tortured with graphite rods taken out of a nuclear reactor, still never choose this Skill.

Kama Sutra Expert(Kama Sutra Master): Doesn't do anything that a Feature would do. "Sex Appeal"(Sex Appeal) Sexexpert(Sexpert) and/or well-developed physical parameters of your character. Unfortunately, the Sex Skill was completely useless in this game;

Impressiveness(Presence - 3): Ignore this Skill. Very few creatures in Fallout 2 will treat you differently based on a reaction check;

Tripping(Light Step): there are not many traps in the game, so this Skill poorly justifies its role (even if its presence fully eliminated the risk of accidentally hitting the trap). By and large, the “Easy Walk” Skill, without any particular exaggeration, is frankly idiotic. Not only is the probability of not hitting a particular trap more than negligible, not only is it necessary to have a highly developed parameter Dexterity(Agility), the developers didn’t even bother to check for this Skill against all the traps in the game. The only places where this Skill works are Redding(Redding) and the area around (but not inside) Sierra Army Base Depot(Sierra Army Depot);

Mysterious Stranger(Mysterious Stranger): absolutely useless Skill;
Cat Vision(Night Vision): It is unlikely that you will have an urgent need to use this Skill too often. Better develop one of the weapon Skills, or even choose a Skill "Accurate shooter"(Sharpshooter);

Pathfinder(Pathfinder - 2): Time does not play a significant role in Fallout 2. In addition, this Skill does not function as expected: the first rank reduces travel time by 20% (not the stated 25), and the second does nothing at all. In Fallout 1 this Skill worked more properly;

Pyromaniac(Pyromaniac): ineffective. The increase in damage done is too small to be of interest to anyone. Among other things, of all the weapons in the game, only Flamethrower(Flamer) produces fire damage (are you surprised?). For example, Molotov cocktails(Molotov Cocktails) - no, despite the fact that their victims play the standard animation of a “dancing fire man”;

Fast recovery(Quick Recovery) Stone Wall(Stonewall): just amazingly useless Skills;

Confronting Radiation(Rad Resistance - 2), Snake Eater(Snakeater - 2): poison and radiation are quite rare, and when it does happen, such a Skill is unlikely to save you;

Accurate shooter(Sharpshooter): This Skill simply increases the values ​​of Skills associated with ranged weapons slightly. In short, it is better to spend a few Distribution Points on your favorite weapon Skill, and the opportunity to choose a Skill on something more interesting. In addition, the "Sharp Shooter" skill does not do what it says in the manual - instead of 2 additional points added to the parameter value Perceptions(Perception), it only adds 1.

There are several Skills in the game that cannot be obtained, namely: Animal Friend(Animal Friend) Hippie(Flower Child) Mental Defense(Mental Block) and Grabber(Scrounger). They were present in Fallout 1, and rumors that they are also present in Fallout 2 are completely unfounded.

/ What are the basics for creating a character in Fallout 2: sniper, jock, diplomat, thief?

What are the basics for creating a character in Fallout 2: sniper, jock, diplomat, thief?

18/07/2014

In Fallout 2, character creation has four extremes: sniper, jock, diplomat and thief. However, most players are trying to create a more balanced character, which allows them to increase the number of possible options. Also, it is not recommended to choose ready-made characters offered by the game: each of them has a certain drawback, and the whole point of an RPG is to create your own unique hero. As for the choice of gender, it does not play a big role: this parameter affects only a few game options (for example, boxing or working in the stables) and gives the chance to sleep with some characters for their help.

Let's move on to the ready-made builds proposed by James Spairana, A.K.A "Paragon":

Creating a sniper character in Fallout 2:
Features: marksman;
Basic skills: light weapons, stealth, doctor;
Stats: Strength 5, Perception 8, Stamina 4, Charisma 2, Intelligence 7, Agility 6, Luck 7;
Skills (perks): observation, more critical damage, improved critical damage, increased luck, rate of fire bonus, marksman, extra move, sniper, anatomy expert.

Creating a Jock Character in Fallout 2:
Features: ambal;
Basic skills: unarmed, melee weapon, traveler;
Stats: Strength 7, Perception 4, Stamina 6, Charisma 2, Intelligence 6, Agility 10, Luck 4;
Skills: Extra Melee Damage, Extra Turn, Extra Melee Damage, Block Strike, Melee Attack Bonus, Fountain of Life, Fountain of Life, Mortal Strike, Extra Turn, Extra Melee Damage, Lively, Lively.

Creating a Thief character in Fallout 2:
Features: Trained, One-Armed;
Basic skills: stealth, unarmed, theft;
Stats: Strength 4, Perception 7, Stamina 4, Charisma 2, Intelligence 8, Agility 10, Luck 4.
Skills: Thief, Silent Runner, Ghost/Harmless, Scavenger, Pickpocket, Fountain of Life, Fountain of Life.

Creating a diplomat character in Fallout 2
Traits: Trained, kind soul;
Basic skills: Speech, Barter, Doctor;
Stats: Strength 4, Perception 6, Stamina 4, Charisma 8, Intelligence 10, Agility 4, Luck 4;

These were the main character types in Fallout 2, but we still recommend using them as a template when choosing the abilities and characteristics for your ideal character yourself.

1)Introduction
2)Character parameters
3)Characteristics
4)Additional abilities
5)Skills
6)Character creation models

Introduction

First, a small?lyrical digression??

The Fallout universe is interesting because it is multifaceted and ambiguous; there are many options for passing through it. (Unlike, for example, Diablo, which has virtually no plot; or Newerwinter Nights with, excuse me, a poor storyline.)

I don’t want to belittle the merits of the above-mentioned games, but I will note that in them (as in some other RPGs) ONLY the set of skills (abilities) depends on the choice of the hero, while in Fallout the characteristics of your hero directly affect the ways of passing games. (Here I mean not only side quests, but also the MAIN storyline.)

That is why great attention should be paid to the problem of competent character creation.

So let's get down to business, shall we?

By clicking ?New Game?, you will see that ?caring? the creators offer you three?standard? heroes (Narg, Mingan, Chitsa). DO NOT TAKE THEM UNDER ANY CASE unless you want to complicate the process, as they are, in my opinion, very poorly balanced. However, the proposed heroes help demonstrate the three main MODELS (classes) of characters characteristic of the RPG system? S. P. E. C. I. A. L.?, namely: WARRIOR (Narg); THIEF (Mingan) and DIPLOMAT (Chitsa). (These models will be discussed below.)

Before offering you my options for creating characters for each of the three groups, I will describe in detail the purpose of all characteristics and parameters, as well as the degree of their need during the game.

Character Options

1)NAME

The name of your character does not affect the gameplay in any way; you can call him whatever your heart desires. Here I can give only one piece of advice: come up with a DECENT name for your hero. (We should not forget that the game takes place in post-nuclear America, so you should not call the Chosen One? Vasya?, an obscene word, or, even worse, a meaningless set of characters.) Although this, of course, is a matter of taste.

2) AGE

This parameter also has no effect. Place at your discretion.

According to unverified data (rumours, you know), if your character reaches old age (~70 years) during the game, his parameters sharply deteriorate, and, in the end, he dies of old age. (It was not possible to get to the bottom of the truth, since a complete passage takes about two game years; and I myself could not stand the delay of the game for more than 10 game years (it becomes terribly boring))

3) GENDER

Although in most RPGs the choice of gender is purely aesthetic, in Fallout it has an impact (sometimes very strong) on ​​dialogue. Based on my own experience, I will say that if you are going to play the game as a character like DIPLOMAT, then it is better to choose the FEMALE gender.

Now let's move on to the characteristics.

CHARACTERISTICS

1) STRENGTH. (SL)

An important parameter for a WARRIOR. Affects the number of hit points, as well as the ability to use certain weapons and the maximum amount of cargo carried.

IMPORTANT: please note that when creating a character (even a WARRIOR), the value of this parameter should not be set higher than 6. (With ST=6 you will be able to use almost all weapons in the game) The fact is that part of the load will be carried by assistants for you , and the heaviest weapon requires ST=7 to use, and by that time you will have armor at your disposal that increases ST by 4 points. (i.e. with base ST=6 it will reach maximum=10)

2) WISDOM (MD)

Isn't this any kind of wisdom? (translation from Fargus), and PERCEPTION.

Affects the firing range and order of actions, as well as (in some places) dialogue (with a high MD you are able to note small details).

Is order of actions a special parameter in a role-playing system? S. P. E. C. I. A. L .?, which determines the order of moves in turn-based combat mode.

A very important parameter for SNIPERS.

3) ENDURANCE (VN)

Affects hit points (strongly) and poison/radiation resistance.

I’ll be honest: it’s not the most important parameter. Personally, my recommendation: VN = 4 (Higher - only for WARRIORS? And even then it’s not necessary) I passed it myself WITHOUT any problems and with VN = 1!

It is much better to save points on VN and increase LV and IN.

4) CHARM (OB)

Everything is clear here: this? a measure of your character's ability to achieve something with words.

High OB and IN combined with positive karma can work wonders!

The Fallout universe is structured in such a way that you can often get more benefit from NEGOTIATIONS with someone than from direct military intervention.

OB also affects the number of assistants (NPCs) you can bring with you. (from 0 to 5)

5) INTELLIGENCE (IN)

IN determines the character's mental abilities, affecting the dialogue mode and, most importantly, the number of points received when leveling up, which are used to increase ALL skills.

IN? THE MOST IMPORTANT PARAMETER IN THE GAME. When creating a character, never save points on it!

6) DEX (DX)

The LV determines the base armor class (the higher it is, the less likely it is to hit you) and the number of action points.

Action points (AP): a conditional parameter that determines the number of certain actions that you can perform in one round. Can only be used in turn-based combat mode. (Step-1 AP, shot-4-7 AP (depending on the weapon used), burst shot-6-7 AP, reload-2 AP, entering inventory-2-4 AP, using an item-2 AP, taking an item from the ground - 3 AP)

LV is perhaps the most important parameter after IN. (We must not forget that, even playing as a DIPLOMAT, you will still have to often participate in hostilities, and it will be difficult with a low LV) In general, our choice? LV no less than 6!

7) LUCK (UD)

The most?mysterious? parameter. By setting your luck to low, you can complete the game without any difficulties, without noticing its influence. In fact, UD affects three parameters:

On?Game? (Your skill in the field of gambling), on the base chance of inflicting a critical hit (This is why UD, like MD, is important for SNIPERS) and on the chance to encounter while traveling around the map? SPECIAL LOCATIONS? (Special encounters). In addition, the higher your UD, the more useful locations you will encounter. My advice to you? When creating a character, first distribute the points between the first six parameters, and discard everything that remains. on UD. It is advisable to set the UD to at least 4.

ADDITIONAL ABILITIES

When creating a character, you are asked to choose no more than two additional “features” that determine the innate qualities of your hero. IMPORTANT: if the distribution of all stat points and the choice of mastery in certain skills (they will be discussed below) are MANDATORY, then the choice of these abilities is optional, since almost all of them have both positive and negative sides.

1) Fast metabolism.

When you select this option, your character’s resistance to poison and radiation completely disappears, but the level of treatment increases by two. (i.e. Your character will heal faster while resting) Experience shows that this is absolutely unnecessary.

2) Wrecked.

Your hero's POWER increases by 2 points, and the number of action points decreases.

I do not recommend choosing this feature. (Especially since there is no need to set the STRENGTH indicator above 6 -->see above)

3) Small.

Increase in AGILITY by 1 point by reducing the maximum carried load by 50 pounds (this is not very much) A good feature, I recommend taking it if? for complete happiness? 1 stat point is missing.

4) One-armed.

The character is better with one-handed weapons, but worse with two-handed ones.

There is nothing good about this! Do not forget that even if at the beginning of the game your character has a low STRENGTH indicator (he will be forced to use a one-handed weapon), then at the end he (s) will receive armor that increases STRENGTH by 4 points. (This will be enough to use almost any weapon.)

5)Accuracy

Great ability! ALL damage inflicted by your hero is reduced by 25%, but the chance of landing a critical hit increases by 10%. (Considering that the base chance is very small, then this is a significant addition) For SNIPERS, choosing this ability is mandatory!

6) Kamikaze

Increases the order of actions (see above) by 5 at the expense of negating the base armor class.

Not the worst ability.

7) Heavy on the hand

Ability with reverse effect Accuracy This parameter increases the damage inflicted by your hero in battle, but reduces the (already small) chance of a critical hit. Only needed by WARRIORS with low WISDOM.

8) Fast shooter

Very?cunning? ability. You cannot shoot accurately, but all your attacks take 1 less AP. At first glance, it may seem that this ability does more harm than good, but in fact this is not entirely true. The ability to shoot accurately is needed ONLY if your character specializes in Manual or Energy weapons, but if you chose to specialize in Heavy weapons and your hero’s AGILITY is 10, then this feature will be very useful. The fact is that in this case the character will be able to fire TWO bursts from heavy weapons per round, which gives huge advantages. SNIPERS should not select this feature under any circumstances.

9) Bruiser.

This ability has no negative sides, but it doesn’t bring any benefits either.

The whole point is that the deaths of all your enemies are presented as if you had finished them off with a critical hit. (In general, it’s all window dressing.) I advise you to take it if you don’t want anything else.

10) Evil eye.

A very specific feature: Your character, as well as his opponents and allies, constantly?makes mistakes? in battle (the weapon falls out of the hands, the shooter hits the wrong person at whom he was aiming, etc.) Does this bring any benefit?

11) Good-natured.

When choosing this property, all combat skills are reduced by 10%, and diplomatic skills are increased by 15% (combat - 6; diplomatic - 4, i.e. additional percentages of skills are not added, they are only “spread” from one skill to another.) Choose it only if your character is a DIPLOMAT.

12) Instability to chemistry.

Your hero gets used to drugs after the first use (and not after the second or third), but “endures their effect more easily.” Why someone might need this, I can’t imagine?

13) Chemical resistance.

An ability with the opposite effect to the previous one. Also completely unnecessary.

14) Sex appeal.

You gain diplomatic advantages when speaking with people of the opposite sex.

Quite useful if you play as a woman. (For most of the game you will have to conduct important dialogues with men.)

15) Craftsman.

Each level, your character will receive five additional skill points (SP) with each level increase (points used when leveling up to increase the percentage of skills of your choice.) All this would be good, but the price of this?increase? is very large: you will receive perks not once every three, but once every four levels. (Perks are special bonuses received every three levels, which have only positive aspects). This is very bad, I speak as a professional!

16) Talent.

The last number is the BEST ability. Each level your character will receive five less TP and will lose 10% of ALL skills at the beginning of the game, but will receive +1 to ALL characteristics. If you consider that when passing the game your character will need only part of the skills (Depending on his CLASS), then a loss of 10% is not so terrible. But your hero will start with increased characteristics. In general, it’s up to you to choose, but I advise you to start the game as “Talented characters?”.

SKILLS

A character in Fallout has a wide range of 16 different skills, which can be divided into four groups: Combat, Thieves, Diplomatic and Other (not included in any of the first three groups). The purpose of most skills is inherent in their names, so there is no point in dwelling on each of them in detail: I will simply indicate the degree of their usefulness in the process of passing and give some simple tips.

1) At least one of Combat skills, which include hand, heavy, energy, melee, throwing weapons and melee, should be everyone has it character. We must not forget that not all conflicts can be resolved peacefully, and sometimes even a Diplomat will have to take up arms.

When creating a Warrior, it is recommended to choose hand weapons (as the most common), heavy OR energy (it is not advisable to specialize in both types, since at the end of the game you will still have to choose one) and melee OR melee (which is more desirable). Melee and melee damage is less than with firearms, but the base levels of these skills are much higher, meaning they can be used much more effectively in the early stages of the game. In addition, hand-to-hand combat generally plays a special role - in some cities you will be able to participate in fights without weapons, earning prestige, experience and money.

Thief and Diplomat should choose hand weapons. This will be quite enough, since at the end of the game, in addition to the ?cool? There will be heavy and energy guns and hand weapons that are slightly inferior in power. (If you wish, you can also take energy, but it is better to set class skills as specialized skills - thieves or diplomacy, respectively)

2) Thieving skills Only required for characters of the VOR class. Here, in general, there is nothing more to say!

3) Diplomatic skills. As for Conversation, Trade and First Aid, it makes sense to upgrade them only for DIPLOMATS. What about the Doctor? an extremely useful skill, significantly different from First Aid. Firstly, when using it, damaged organs are healed (which is very important!), thirdly, if your?profile? skills? Doctor + Science, this gives you additional tasks (with valuable rewards!) and even the opportunity to implant subcutaneous armor into yourself! (late game)

4) Regarding Others skills, which include Repair, Science, Wanderer and Game, their purpose in the game may seem unclear, and it makes sense to clarify it.

Science is about getting information from computers.

Repair? not only for, in fact, repairing objects, but also for disabling force fields at military bases.

Wanderer? A rather interesting skill that allows you to avoid a chance encounter if desired. (As you travel around the map, a sign with the text will appear? Do you want to meet<указано, кого именно>?? and YES/NO options)

A game? This skill determines your chance of winning in a gambling game.

Note: These four skills are not very important, during the game it is recommended to specialize in no more than one of them.

Character creation models

There are FIVE main character models in the game. (three? classic? and two worked by me personally.) Attached below is a table that shows my recommended characteristics for each of the classes, as well as the characteristics of STANDARD characters for comparison. (Important note: to create the characters I suggested, you must select the Talent ability)

Classic models.

1)WARRIOR

Heroes of this class achieve everything by force, without entering into subtle negotiations and without resorting to

Parameter

Proposed
WARRIOR

all kinds of tricks. They are distinguished by physical strength and endurance, while losing in charm. Developing the abilities and characteristics of warriors is almost always aimed at improving mastery of a variety of weapons.

It is recommended to choose as additional abilities Talent (required) and Accuracy/Quick Shooter/Small/Brute.

2) VOR

Characters of this class are inferior to warriors in strength and endurance, but thanks to their thieves' skills, they have the ability to penetrate places where ordinary fighters cannot.

Parameter

Proposed
THIEF

3) DIPLOMAT

Diplomats are less likely than other classes to take up arms, achieving everything with words.

Parameter

Proposed
DIPLOMAT

Additional models designed by me.

1)Sniper

A type of warrior who uses hand and energy weapons. This? An “elusive avenger” who shoots enemies from a distance.

Distinguished by Wisdom and Luck, inferior to ordinary Warriors in Endurance and Dexterity.

Abilities: Talent, Accuracy.

Specializations: Hand Weapon, Energy Weapon, Wanderer.

2) Scientist

A type of Diplomat, a person who has knowledge of science and technology and uses his intelligence to achieve a goal.

Abilities: Talent, Good-natured.

Specializations: Hand Weapon, Doctor, Science.

That's probably all? In the end, I want to express the hope that my advice was useful to you. I wish you a pleasant game!

Who wouldn't want to create the perfect character to cope with any mission in a computer game? To make the protagonist truly strong, it is important to know all the possible characteristics, abilities and skills of the hero. Only then will it be possible to create a balanced character. What kind of builds are there in Fallout 2?

About the game

Fallout 2 is a computer game that first appeared in 1998. The player has access to an open world and control of the protagonist. The story of the second part tells about the Chosen One, who was chosen by the Elder. He must go into the wasteland in search of the GECK. This device should revive the village and bring everyone back to life.

Walkthrough

The passage of Fallout 2 is affected by the choice of the hero. There is only one main quest in the game. At the beginning, the gamer will have to familiarize himself with his capabilities. Therefore there is another sub-quest. In Arroyo, the settlement where the protagonist is from, he will need to go through the temple and gain some skills. Afterwards you can proceed to the main mission.

Fallout 2 can take up to an hour to complete if you need to understand the main storyline. Then the protagonist goes to several cities at the direction of the Elder, then finds the necessary Vault and takes the GECK. But the game will not end there, and the main quest will only count if the Chosen One manages to defeat the Enclave. And to do this you will have to go through several dozen tasks to level up your character and get to the goal.

Characteristics

To understand builds in Fallout 2, you need to understand the principle by which a hero is upgraded. The character is represented by a whole system of characteristics. In this game it is called SPECIAL. Each letter corresponds to a specific skill:

  • Strength.
  • Perception.
  • Endurance.
  • Charisma (attractiveness).
  • Intelligence.
  • Agility (dexterity).
  • Luck (luck).

Each parameter affects a specific skill or skill. This is why the starting build in Fallout 2 is so important.

Description of characteristics

Strength is a physical characteristic of the protagonist. The maximum weight of the backpack that the hero can carry and the character’s damage will depend on it. This characteristic often affects the ability to use certain weapons. If the hero lacks a few units of strength, they can be compensated by using some skills.

Perception is a characteristic that affects a character's hearing and vision. Typically, the maximum level of this parameter is needed by a sniper. Affects Reaction, as well as some skills, including Hacking and Traps.

Thanks to endurance, the character easily copes with injuries and wounds. Depending on the level of this parameter, the amount of health, resistance to poisons, radiation, etc. will be calculated. The characteristic also affects skills of the “Naturalist” type.

Attractiveness is a very useful character stat. Thanks to him, he can find out secrets and negotiate even with the most intractable companions. The Barter and Speech skills depend on this characteristic. It also affects the maximum number of people who can go with the protagonist.

Intelligence is the hero's intelligence and intelligence. Thanks to it, you can calculate the number of skill points. The higher the level of this characteristic, the more complete the hero’s remarks, the more successful the questions and the more accurate the answers.

Dexterity helps the protagonist move faster. Has an effect on action points and many combat skills. The higher the score, the less likely you are to fall into a trap.

Luck is the most unpredictable characteristic. Can influence many things in the game, especially the outcome of events. Skills related to critical damage are increased. There is also the possibility of special meetings.

Characteristics distribution

Each characteristic can receive from 1 to 10 points. The initial value is 5. Verbally it is defined as “usually”. With the initial build in Fallout 2, you will be able to distribute an additional 5 points. It is possible to lower some characteristics to improve others. Only one parameter can be improved.

Typically, players do not risk significantly underestimating the initial characteristics of the hero. For example, if you reduce intelligence to 3, you may have problems interacting with other characters.

The first distribution of stat levels is very important for the further development of the protagonist. This way you can influence the character’s specialization at the beginning of the game. There is an option to make him a sniper or a cowboy. It all depends on the special distribution.

Skills

To create the perfect character, it is important to understand the hero's skills. Each character has certain skills, which are expressed as a percentage. The maximum level of skill is 300%. But this does not mean that the same percentage has a probability of a successful outcome. Typically this figure does not exceed 95%.

The skill level can be increased when you gain a new character level. To do this, it is enough to distribute the points received. The higher the level, the more points you need to upgrade. The skill level is affected by reading books and completed quests.

Description of skills

There are almost 20 character skills in the game. Six of them relate to gun ownership. For example, thanks to Light Weapons, the character begins to use firearms more effectively. This includes pistols, machine guns, sniper rifles, shotguns, etc. But the chance of a hit will depend not only on the level of this skill, but also on other factors. For example, the weight of equipment or the distance to the enemy is important.

Similar skills are Heavy Weapons and Energy Weapons. In the first case, the protagonist easily controls grenade launchers and machine guns, in the second - with laser, plasma and pulse weapons.

By developing the “Unarmed” skill, you can fight your opponents hand-to-hand much more effectively. “Melee weapons” improves your ability to handle a knife, spear, sledgehammer, etc.

"First Aid" and "Doctor" are skills that affect the treatment of minor and severe wounds, respectively. “Stealth” will help you sneak past enemies undetected. Using this skill, you can try to beat the game in stealth mode. “Hacking” allows you to quickly deal with locks on doors and chests.

"Theft" allows you to secretly pick other people's pockets. To do this successfully, it is enough to approach from behind. The size and number of items stolen will influence the success of the theft. This skill is often used to throw an artifact to an opponent.

The Traps skill allows you to deal with explosives. The character can either discover the trap or trigger it. If the skill is pumped up or there is a high level of perception, then it will be easy to deal with.

Characters in Fallout 2 can also gain the Science skill. It is useful in working with computers and other equipment. The skill is also related to any scientific affairs. “Repair” helps in repairing devices and mechanisms. It can also help disable something.

“Eloquence” helps you communicate effectively with people. It will help you not only make convincing arguments, but also lie. If “Eloquence” is poorly leveled, then the protagonist’s lie can be discovered and killed for it. Thanks to Barter, it’s easy to make profitable deals. “Gambling” will help you get easy money in the casino. "Naturalist" is a skill useful for wandering. The protagonist easily notices things that a normal hero cannot see. The skill also affects random encounters.

Peculiarities

To create an interesting build in Fallout 2, you need to know additional character traits. In addition to characteristics and skills, the hero can also receive features. These are small details that can make a character worse or better.

The protagonist can gain up to two abilities. It’s worth saying right away that it’s impossible to get or change a character’s trait after the game starts. Only the character editor in Fallout 2 can handle this. But it must be downloaded separately, and it is considered a kind of cheat.

Among the features there are both positive and negative features. For example, you can get resistance to chemicals, but you can, on the contrary, get sensitivity. In the first case, the chance of developing dependence on the drug is reduced, in the second it is increased.

If a hero receives the “Hooligan” feature, 2 points are automatically added to his strength, but 2 action points are subtracted.

Sniper

Knowing all the characteristics, skills and features, you can create a hero of a certain orientation. For example, the sniper build in Fallout 2 may vary somewhat, but overall it has similar features. Players recommend focusing on perception, intelligence, luck and dexterity. For example, you can leave strength at 5 points, but pump up endurance and attractiveness to 2. Raise Perception, Intelligence and Agility to 10, and Luck to 9.

You will also have to focus on some skills that will increase observation, critical damage, rate of fire, accuracy, etc. Upgrading “Light Weapons”, “No Weapons” and “Melee Weapons” will be useful. Some players also recommend taking the Gifted and Miniature trait.

Melee

For a melee build in Fallout 2, you need to max out your stamina, intelligence, and agility. Luck, attractiveness and perception can be left at 2-4 points, and strength can be pumped up to 9. It is worth focusing on improving the “Unarmed”, “Melee Weapon” and “Light Weapon” skills. It's also worth remembering Eloquence and Naturalist. Features include “Gifted” and “Corrupted”.

Cowboy in Fallout 2

Quite a rare but interesting build. More common in New Vegas. However, it requires maximum leveling of agility. It's also worth getting rate of fire and jet. Some people recommend maximizing your luck stat. As for weapons, you should pay attention to the revolver and other pistols. A blaster would also work here. The result is a character that has powerful ammunition, high damage, guaranteed crits and the ability to choose targets.

Not a fighter

There are also non-combat builds in Fallout 2. In this case, there is rarely any emphasis on strength or endurance. For example, to become a professional thief, you need to improve your dexterity as much as possible, and not forget about intelligence and perception. After that you need to get some skills: “Pickpocket”, “Hackster”, “Ghost”, etc. To the main skills you need to add “Stealth”, “Without weapons” and “Theft”. Features can be selected from “Trained” and “One-Armed”.

Leveling up a diplomat is considered a non-combat build. In this case, we improve intelligence as much as possible, take 8 charisma points and 6 perception. We leave the rest at level 4. The main skills for a diplomat are Speech, Doctor and Barter. Traits: Kind Soul and Trained.

Character Creation

At the beginning of the game, you need to go to the Fallout 2 character editor and configure it properly. First, the player needs to distribute points according to the main characteristics. There are 40 points in total, which should be divided into seven parameters. Some characteristics can be lowered, but this can turn out badly for the hero. Therefore, you should be careful.

Next, the gamer selects prize skills. They can be further developed and the percentage increased. Afterwards, you can choose additional traits of the protagonist. It's the little touches that make a character special. The trait has both advantages and disadvantages.

Next you need to choose your age: from 16 to 35 years. This setting does not affect the game in any way. It does not give bonuses or penalties to the character's skills and abilities. Therefore, it makes absolutely no difference what figure will be set here.

Afterwards you will need to choose the gender of the protagonist. This moment can affect the course of the game, so you should choose it carefully. Of course, the plot will not change in any way, but some in-game characters may react differently to a woman or a man.

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