Fallout 2
Blackdeath 2018년 3월 27일 오전 9시 00분
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Guide to making the perfect character for beginners
Before I start, please do install the wonderfully made mod Killap Restoration Project (RP). It fixes a whole host of bugs in the Vanilla version of FO2, as well as including some cut quests and locations from the original FO2. You also need the mod to be able to maximise your stats.

We'll skip straight to the S.P.E.C.I.A.L system. For the description of what each stat does, I'll just utilise what is on the Falloutpedia.

Strength: Carry Weight and satisfying the minimum Strength requirements on weapons. Each point of it grants 25 lbs. of Carry Weight (with the Small Frame trait, it is 15 instead). Not meeting a weapon's minimum Strength requirement penalizes aim accuracy with that weapon by -20% for each missing point in Strength.

Perception: Sequence, ranged combat distance modifiers and the First Aid, Doctor, Lockpick, Traps and Pilot skills. A player character with higher Perception may notice things that allow them to open up new dialogue options on occasion. It also determines how far away they start from hostilities in random encounters.

Endurance: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional Hit Points per level.

Charisma: Summary basically every even number gives you the ability to hire a companion. So if you have 2 you can hire 1 companion, 4 charisma you can hire 2 etc etc. So your max party size is 5 companions.

Intelligence: the number of new skill points per level, dialogue options, and many skills.

Agility: Ups some of your skills related to agility but most importantly every 2 even numbered AG gives you 1 AP and also ups your AC (which increases your dodge)

Luck: Affects the chances with the virtual dice of the game: a high Luck increases the likelihood to succeed a roll, while the opposite is also true. Luck also affects the chance to score a critical hit on a target, with the standard being that the Critical Chance is equal to the subject's Luck (keep in mind, standard means without perks, traits, or aimed shots). It also determines the initial level of the Gambling skill.

Now if you skipped the S.P.E.C.I.A.L introduction let's get to the best possible character for beginners. This means i'm focusing on guns and not a melee build as combat in FO2 is really tough. If you just completed FO1 and are just playing FO2, I highly recommend this build.

We'll start with traits first:

Essential:
1) Gifted - +1 to all SPECIAL stats/-10% to all skills, 5 less skill points per level. This is the essential trait to have if you want to have a perfect build. Skill point penalty is like a drop in the ocean, you're basically drowning in skill points later on.

Recommended:
1) Small Frame - +1 Agility/Carry Weight = 25 + (15 x your Strength). Weight is hardly an issue as the first city you enter, you'll get a carry mule in Sulik. Every stat point counts for the perfect build.
2) Fast shot - All throwing and firearm attacks cost 1 less AP/Cannot aim attacks. This is the second recommended if you choose not to use small frame. You might not have a perfect build, but since every attack costs 1 less AP and coupled with another perk, utilising the Gauss Pistol means you're basically shooting 6 times in one round, which is insane.

AVOID:
1) Skilled: +5 skill points per level/-1 Perk rate. Nope. Perks are rare and having a perk at every fourth level rather than third is the ultimate kick in the teeth.
2) Finesse - +10% Critical chance/-30% total damage. No just no. Once you get the sniper perk, you will already have a high critical rate. Getting a -30% to total damage will gimp your character late game.
3) Chem Reliant- Faster recovery from chem addictions/Twice the chance to become addicted. Just load if you get addicted.
4) Chem Resistant - Half the chance to get addicted/Chems last half as long. Just load if you get addicted.
5) Fast Metabolism -+2 Healing Rate/ Poison Resistance & Radiation Resistance start at 0. You basically counteract this by sleeping more hours. Doesn't hurt.
6) Sex Appeal - Opposite sex characters react more favorably/Same sex characters are annoyed. No not for this build. This is more for a role-playing build.

The rest of the traits I shall not talk about because it depends on your play style and some are downright useful if you're playing a melee build.

Primary Statistics: (taken mainly from Barnaky's ultimate build guide but with changes)

Strength 4 (+4 Advanced Power Armor, +1 Chip - Vault 8, +1 Perk)
Perception 8 (+1 Chip - Mariposa Military Base, +1 Perk)
Endurance 7 ( +1 Perk)
Charisma 5 (+1 Chip - Navarro, +1 Perk, +1 Sunglasses - Mason from Salvatores/Grave in Golgotha)
Intelligence 9 (+1 Chip - Sierra Army Depot, +1 Perk)
Agility 8 (+1 Perk, +1 EPA (RP location), +1 New Reno - Going on a date with Miss Kitty
Luck 7 (+2 Zeta scan in Vault City, +1 Perk)

Now notice there are some stats that can go to above 10 which is mainly intelligence and agility. I'll talk about agility first. Unfortunately, the date with Miss Kitty only happens after the end of the game...so basically it becomes pointless by then.

Now for intelligence, I pushed it to 9 because of how i'm making the build with the perks and how I rush to get the chip to increase my intelligence, but if you don't mind a loss of 2 skill points per level drop it to 8 then push up either Charisma or Endurance. Charisma helps you avoid the need to wear the sunglasses to get the fourth companion. Personally, I'd rather just dump it to Endurance. A rounded number Endurance gives you an additional 1 HP per level as (Endurance/2) + 2 is the formula used to calculate your endurance. It also influences your starting HP since its formula is 15 + Strength + (2X Endurance). I do not know whether the HP bonuses are retroactive or not but if it is, then push that additional stat to Charisma instead. I need to test this on a play through. If anyone has any additional information, I'll be sure to update it in a proper guide with credits going to you.

You're probably wondering about which skills to tag on your first play through. Kind of daunting isn't it? You got so many to choose from sneaking, lockpicking, bartering, small guns, big guns etc etc. Fear not that's what I'm here for :). Note there are some skills that can be improved to 91% by skill books. They namely are Small Guns, First Aid, Repair, Science and Outdoorsman. SAVE YOUR SKILL POINTS by buying skill books to level those skills to 91% then utilise the skill points to bring them up higher above 91%.

*NOTE* *VERY IMPORTANT* Accumulated skill points have a cap at 99. Meaning if you have 80 accumulated skill points and are about to gain 20 skill points on the next level up. Use up at least 1 to bring it down to 79, because if you don't the cap which is at 99 would mean you'll lose 1 skill point FOREVER. Now we move on to which skills to choose.

For your beginner build these are the 3 skills that you tag at the start. You'll always NEED one combat skill tagged. Like I said Fallout 2 is unfortunately very difficult in terms of combat:
1) Small Guns or Energy Weapons (let me explain why below)
2) Lockpicking
3) Speech

For 1), I personally will choose Small Guns anytime. The Gauss Rifle which has the highest range means it'll be your go to weapon for sniping. Hence, if you want to be able to fully utilise its range and be able to target an opponent's eyes at high accuracy over a long distance, you'll want your small guns skill to be as high as possible (>150%). The tag skill makes it less costly to up it to a high percentage.

Now I did say why I'll explain Energy Weapons is a reasonable tag. Energy weapons while having a shorter range, deal the most damage to the eyes and if you follow my guide to rush getting the second best power armor + the intelligence chip, you'll also be getting the best energy weapon the YK42B Pulse Rifle at the early part of the game. In addition, ammo for the Pulse Rifle is much easier to obtain than for the Gauss Rifle. To offset the lower range, you'll probably have to pump your energy weapons skill to higher levels (>180%) to be used effectively. Even the Gauss Rifle can't deal 300+ damage in a critical shot to the eyes. That's just how insane it is. However, there is a drawback as enemies that are highly resistant to electricity such as floaters (unless its a critical hit that says your damage ignored the opponent's armor) can greatly reduce the damage. This makes the Gauss Rifle the better all-round weapon with zero weaknesses. Of course I personally utilise both the Gauss rifle and the Pulse Rifle. Pulse Rifle if its close combat or when non-electricity resistant melee enemies are approaching, and Gauss Rifle for far range sniping.

For 2), there are a lot of locked chests that contain yummylicious loot. The awesome Pulse Rifle is even stowed in a locked chest :) So you'll need it. never hesitate to pump it up.

For 3), Speech helps you very much in quests as well as getting additional rewards. Resolving quests peacefully also nets you much better XP.

Now let's talk about the perks for each perk level for this build. If you want more description of the other perks that I don't cover, you can use this one https://gamefaqs.gamespot.com/pc/63576-fallout-2/faqs/12666. I don't agree with the ratings he gives for some of the perks but if you have any questions about perks just ask. Anyway, let's continue

Perk Build:
Level 3: Awareness - Can examine anyone and see their equipped weapon and current
and maximum HP. As Sun Tzu said know thy enemy and you'll win every battle against the enemy.

Level 6: Toughness +10% normal damage resistance. This has 3 ranks which we want to maximise later on but the first level will do here. Like I said combat is tough especially with RP installed. Survivability is important on your first play through.

Level 9: Better Criticals +20% on the critical hit chart when a critical hit is rolled. +20% critical hit damage? Basically you up your chances of insta-killing someone even if you do ZERO damage. That's how awesome this is.

Level 12 & 15: Lifegiver +4 HP per level per rank. This has two ranks and unfortunately it doesn't work retroactively so you have to push them out on Level 12 and 15. However, if you choose to not learn the second rank of Lifegiver at level 15, choose Bonus Rate Of Fire -1 AP for each gun attack. Need I say more? -1 AP per attack means you can take 1-2 more shots instantaneously.

Now see what i meant by having 9 intelligence? At level 12 you unlock the gain stats perks meaning you can push any of the stat points by 1 and I would choose gain intelligence here if I was level 8 intelligence to max it 10, but you want lifegiver ASAP since its not retroactive. So having a 8 intelligence means I continue to be hurt by the 2 lesser skill points. Let me breakdown the calculation for you:

Skill point calculation: (Intelligence x 2) + 5. So basically each point of intelligence is worth 2 skill points. With gifted perk, the calculation becomes (intelligence x 2) +5 - 5. Max skill points is hence 20 per level when intelligence is 10. Now we proceed to calculate what happens if you take/avoid the gain intelligence perk at level 12 if you're only 8 intelligence vs a 9 intelligence build. Here i'm assuming your 8 intelligence build pushed that 1 extra stat point to Endurance. So we compare some of the builds below to the Level 9 Intelligence perk build.

Level 8 Intelligence Build with 8 Endurance and Endurance is non-retroactive:
Take Intelligence perk at level 12, Lifegiver Perk at 15 & 18
Level 1-30 -20 skill points/ -6 HP

Level 8 Intelligence Build with 8 Endurance and Endurance is Retroactive:
Take Intelligence perk at level 12, Lifegiver Perk at 15 & 18
Level 1-30 - -20 skill points/-24 HP

Level 8 Intelligence Build with 8 Endurance and Endurance is non-retroactive:
Take Lifegiver perk at 12 & 15, Take Intelligence Perk at Level 18:
Level 1-30: -32 skill points/+18 HP

Level 8 Intelligence Build with 8 Endurance and Endurance is retroactive:
Take Lifegiver perk at 12 & 15, Take Intelligence Perk at Level 18:
Level 1-30: -32 skill points/+ 0 HP

Now if we compare this to just the level 8 builds, the results are:

Level 1-30: +12 skill points/-24 HP vs -12 skill points /+24 HP.

It's clear that you'll want to choose the build where you take lifegiver first since you have an additional 24 HP at a loss of 12 skill points. Again as I said, skill points are numerous but HP is not. Now this brings me to the point that the 9 intelligence build is way more superior to the 8 one if endurance is retroactive. You get a whopping -20 skill point and -24 HP or a build that has a -32 skill point. No brainer here. 9 Intelligence build all the way if Endurance is retroactive

Level 18: Bonus Rate Of Fire/ Lifegiver Rank 2.

Level 21: Gain Agility. That way you get Agility up to 10 (including the EPA injection) and have 10 AP.

Level 24: Sniper critical hit with guns when you hit and a luck roll is successful. Greatly increases your chances of a critical hit.

Level 27 & 30: Action Boy/Girl +1 AP. With 2 ranks, you get 2 additional AP for a total AP of 12.

Levels 33 & Beyond: No further recommendations. Basically your hero with all the recommended perks is a demi-god. You should have zero issues with surviving the harsh combat in FO2.

Good luck to the beginners. Ask if you have any questions.


Blackdeath 님이 마지막으로 수정; 2018년 4월 15일 오전 5시 33분
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Blackdeath 2018년 5월 31일 오전 3시 17분 
Snarf님이 먼저 게시:
Don't know if I did something wrong or what, but I had 1 point less of what the guide says, had to leave my luck at 6 instead of 7.

That's funny, care to share your S.P.E.C.I.A.L stats breakdown?
Blackdeath 님이 마지막으로 수정; 2018년 5월 31일 오전 3시 17분
Blackdeath 2018년 5월 31일 오전 3시 20분 
Khardinal님이 먼저 게시:
I always tag Gambling.
120% Gambling with 6 Luck will make you win most of the bets.

You can just go to a betting table with $100 bets.
Hold down the 5 Key with something and go have lunch or dinner.
Come back and you will have 500k or even more gold.
This will allow you to buy Power Armor, Weapons, Ammo for your companions very easy.
It will also make the game more smooth as you don't have to juggle around with loot and transfering to your carry mules.

Lock Pick at the end of the day is just a loot stat.
Loot that I can buy in stores with the unlimited amount of gold I have.
Wooden doors can be blown open with explosives, that I buy from stores with gold.

Tagging gambling is so underrated !

PS:
After the Den I usually go to Redding to pick up a wrench for Vallerie.
While there I gamble all the gold I need to start off the game.

With the unlimted amount of gold, you can also buy science, repair, first aid, small guns, outdoors man books as many as you want. Just walk over the city on the world map to reset shops.

That's really interesting plus with high luck it helps further with gambling. Have to think about this. Do you play with RP Mod on?
Louie 2018년 5월 31일 오후 2시 54분 
Blackdeath님이 먼저 게시:
Snarf님이 먼저 게시:
Don't know if I did something wrong or what, but I had 1 point less of what the guide says, had to leave my luck at 6 instead of 7.

That's funny, care to share your S.P.E.C.I.A.L stats breakdown?

I literally did everything you said in the guide but I had a point less regardless. I ultimately followed a build I saw in a video, I know it isn't the most perfect one, but I liked it, it's this one (with the same traits and tag skills):

5
7
2
10
10
8
5
Blackdeath 2018년 6월 1일 오전 2시 39분 
Snarf님이 먼저 게시:
Blackdeath님이 먼저 게시:

That's funny, care to share your S.P.E.C.I.A.L stats breakdown?

I literally did everything you said in the guide but I had a point less regardless. I ultimately followed a build I saw in a video, I know it isn't the most perfect one, but I liked it, it's this one (with the same traits and tag skills):

5
7
2
10
10
8
5
Ah I think I know why do you have small frame as one your other trait? Small frame gives you an additional point in agility
Louie 2018년 6월 1일 오전 7시 38분 
Blackdeath님이 먼저 게시:
Ah I think I know why do you have small frame as one your other trait? Small frame gives you an additional point in agility

Must be that, I didn't pick small frame
ogreballerina 2018년 6월 5일 오후 1시 17분 
I never found Awareness all that useful.
You can already see what weapon they are carrying, health status etc,
Maybe if there was bonus to it ..
Lifegiver is situational. If your going for level 24 and above..sure . But most people will finishing the game lvl 16 or so.
I'd spend it on Tagging Big Guns and those perks that add 2 + damage to each bullet. You would be a god.
You can one shot Franky boy with a Bozar.
Everything else is spot on. not trying to start anything. just curious why everyone includes Awareness in thier builds.
Guess there is really nothing to pick at level 3 anyway.

Keep up the good work.
ogreballerina 님이 마지막으로 수정; 2018년 6월 5일 오후 1시 18분
Blackdeath 2018년 6월 7일 오후 10시 27분 
ogreballerina님이 먼저 게시:
I never found Awareness all that useful.
You can already see what weapon they are carrying, health status etc,
Maybe if there was bonus to it ..
Lifegiver is situational. If your going for level 24 and above..sure . But most people will finishing the game lvl 16 or so.
I'd spend it on Tagging Big Guns and those perks that add 2 + damage to each bullet. You would be a god.
You can one shot Franky boy with a Bozar.
Everything else is spot on. not trying to start anything. just curious why everyone includes Awareness in thier builds.
Guess there is really nothing to pick at level 3 anyway.

Keep up the good work.

There's a reason why you take awareness at lvl 3 since all the rest of the level 3 perks aren't as useful. Awareness is useful, especially in keeping your NPCs alive.

I don't know how you're completing the game at level 16 though. If you're rushing to complete the game then maybe. But if you're going to complete all quests, your levels are most likely reaching 30+ by then so lifegiver isn't exactly situational.

Big guns is definitely a good choice for experienced players, but if you were a new player, would you know where to find a Bozar early in the game?
Blackdeath 님이 마지막으로 수정; 2018년 6월 7일 오후 10시 28분
QwQ 2018년 6월 13일 오후 11시 41분 
how do i get the new update? its not on steam workshop and my pc tells me to not go to the killap site because information is fishy. Is it in the workshop or where else should i look. if nothing else send a link?
Road to A+ 2018년 6월 14일 오전 7시 03분 
Step 1: Uninstall Fallout 2
Step 2: Install Fallout 1
Step 3: Ignore guides and play the way you want
Step 4: Have fun
Desperajoe 2023년 10월 25일 오전 2시 41분 
Thank you very much, mate. This guide is really helpful.:winter2019happyyul:
Serryx Dergus 2023년 12월 5일 오후 12시 00분 
YES

I have already beaten this game repeatedly (including beating fallout 2 with only throwables and 1 Int and 1 Agility using Fast Shot to make using grenades possible), and I cannot stress enough how happy I was to see you say to AVOID Finesse. Man; the amount of people who have failed Throwable only runs because they picked Finesse (which makes it impossible to damage Frank with Plasma Grenades) drives me wild.

Like; for an absolute beginner who struggles with the beginning of the game Finesse is great, but as a Trait that only becomes a hindrance as the game goes on I am always floored by how many EXPERIENCED PLAYERS WHO HAVE BEATEN FO2 BEFORE there are who just autoselect Finesse like it's Gifted.
Conza 2024년 4월 29일 오후 3시 43분 
I am getting a sense here that Finesse, should be avoided. I don't know if OP or anyone else here has a good guide to getting power armor and the energy weapon mentioned early? I might go look that up.
Brand_Onion 2024년 5월 22일 오후 7시 00분 
Level 21: Gain Agility. That way you get Agility up to 10 (including the EPA injection) and have 10 AP.

Could anyone explain what the EPA injection is?
JustSmile 2024년 5월 23일 오전 1시 49분 
Brand_Onion님이 먼저 게시:
Could anyone explain what the EPA injection is?
In the Fallout Restoration Project mod there's a location called EPA - Environmental Protection Agency. In there you can find a syringe that permanently boosts your AG by 1 point.
JustSmile 님이 마지막으로 수정; 2024년 5월 23일 오전 1시 49분
kud1 2024년 5월 23일 오전 1시 50분 
The EPA is a location cut from the game before release and restored by the Restoration Project.
I have never finished this location myself, because it requires a lot of skill in repair and probably also in science, but from the description it appears that there is a scientist there who, as a reward for completing the quest, will give you a injection + 1 to agility permanently.
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