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10 lymph nodes.
I think the scrap metal is semi-random, it was 16 for me, but I think it's anything up to 20.
Don't dump endurance, dump luck. Keep at least 4, but preferably 6+ endurance. You won't always get the opportunity to buff it before a fight, and it's a bit tedious to carry a bunch of heavy buffing foods. Personality can be dumped, but you'll again be reliant on buffs, which can get a bit tedious. Pro-tip, if you're doing that, go female, more personality buffs available, and the receptionist at the hospital has both types of female-only perfume available to barter. If you go this route you only need 2 personality, but it's probably better to have 3+ so you don't have to be stoned/perfumed for almost every conversation.
Also the above item list works well for any big urban envirment.
She got no Barteroption in the Talkmenu so you must use the Button,but she refreshes her Inventar like any other Trader.
The shower reduces your radiation by 50 and then you have to wait a day before you can shower again.
Endurance is good at 4 because you overcome the weakness of having low hp and high chance to get knocked down by having companions with big guns
Monster lore Expert is a perk that changes the game because you can see the exact hp and gun of the enemies and the companios wich gives you more options and you can better pick your targets
Barter skill, will increase also the rewards you can get from quests, get exp from geting disscounts from merchants and also increase the price you can sell/decrease the price you can buy from the merchants wich goes a long in getting all the stuff you need
You should always buy the gunpowder from traders because you will craft ammo in your base, very important to start early.
Cooking is a very important source of experience in the begining so you should keep all meat and cook it, fish or buy the fish because they give a lot of experience.
After you kill the rat queen and get the golden nu, KEEP the golden nut as a measure for the prices. If you sell the nut for a good price then sell stuff to the trader, if the nut is low value, trade with rubles. You can also see how important barter is you have a standard with wich to compare prices fast.
For example: the doctor in Otradnoye has better prices than the merchant or the bartender.
There is so much to talk about in this game but let's leave some secrets:)
I'm conflicted on the "luck as dump stat", each point gives 1% critical chance, at 11 luck you have 11% crit chance which helps A LOT in early fights. Becomes less of an issue once you get sniper rifles with bonuses to crit chance but it's still more crit chance.
Speaking of Critical Hits, they are amazing, killing an enemy in 1 hit with 1 bullet is a lot faster and safer for you.
X - to take all from containers / corpses and close the window at the same time.
Max intelligence, get the extra skill point per level perk, the more skill points at level up the faster you can level your skills and the easier a time you'll have.
Personality, barter and speachcraft ALL affect vendor prices. Buff up where you can before you sell things if you need the money, there are hats and consumables that help with that.
The Thug Fortress has a slave you can buy / rescue which you can use as a Pack Mule forever, you could technically do her quest and free her but frankly the extra carry weight is too good. Plus she levels up like a companion so you can invest in some support skills... if those actually apply on the open world.
Rifles and Shotguns are arguably the best to invest in, sniper rifles come with bonuses to critical hits, all the way to 50% and there is also the perk for critical hits when using them.
If you do want to burst people to death, keep an eye for the AKSU - it only uses 5AP for a burst.
The KPZ weapon vendor is the greediest bastard around and will give you about half price for anything you sell him when compared to others. Before the patch his inventory refreshed every ~3 days. Armor vendor got new stuff every 12h.
Companions only get XP from combat.
Companions
Unless you are playing solo then your companions will be one of the most important parts of your game (for carrying hundreds of pounds of stuff if nothing else).
Fidel - Actually go to KRZ and actually start the main mission quest to meet your contact as soon as possible to get your first companion. Fidel has 42 stat points and doesn't have much going for him other than carry weight, strength and accuracy for heavier weapons and decent HP. His average Crit chance and low AP limit his damage potential but giving him the clown nose helps slightly with the Crit chance.
Hexagon - In the hospital at the rear map in KRZ there is a man lying down on the left patient bed who will ask you to clear the location called Red Fighter. Once you have cleared this area of spiders you will have access to your second companion. When trying to clear this area hope you have rifles of some sort and use Crowd Control (CC) to draw the mutants to you one at a time. Hexagon has 47 stat points and is pretty well rounded - high intelligence gives quicker access to multiple weapon types (using automatic weapons and a sniper rifle or grenades).
Alexander (can be made the best companion)- After completing the above mission you will be able to rebuild Red Fighter and add a rest stop to unlock your third companion. If you get the Oblivion Ampoule from the man in KRZ sewers for 7000 rubles (or use lots of cigarettes on him) you can use it on Alexander to turn him from a Melee + Pistol spec fighter with 6 Dex to an Automatic Weapons specialist with 10 Dex, 8 End, 8 Str, 8 Att & 6 Luck (43 stat points total). He will literally become the best companion on your team, instantly (set his personality to 1 and as long as he has enough skill points to get to 199 Automatic Weapons you can set his intelligence to 1). You can get his best Auto Weapon and Combat Armor at the top-centre underground station at Dead City. You will need to use CC on the enemies in this area to clear them by making all your team hold position with long range rifles and then run up and back to draw the enemies out one at a time while your companions snipe (thank you Fallout Tactics for the strategy).
Dzhulbars - While roaming the wastes you will randomly encounter a man and his dog in a battle. Once the man dies you will be able to recruit your fourth companion (this is random so he might be your first companion too). In the Technical Station map under the Dead City you can get a full set of quality dog armour (taken from the family who really, really shouldn't be left to exist) when you are tasked with freeing the hostage. Dzhulbars has 43 stat points and you may find him to be a liability if given free rein (i.e. running up to people who can burst fire with armour piercing bullets) but he can be used as a directional shield to run between enemies and critically wounded team members to draw fire but can also knockdown threats or finish off wounded enemies. The Ability tree will really determine how use use this character - I find using the "hold position" until enemies get too close and then choosing aggressive once the enemy is in range is a good balance between support and survival but your play style will vary. I find the armour and damage reduction tree works well as does the sequence, knockdown and AP reduction tree. Once you have maxed out his Martial Arts, focus on Survival for world map bonuses.
Gyulchatai - The last pseudo-companion is both a slave and non-combatant so has no other team function than carrying your gear. From a tactical perspective - given that overloaded companions lose AP and therefore can't shoot as often - that is arguably very important so this is more of an in-game moral issue whether you choose to keep her around. You can permanently free her at either KRZ restaurant or Red Fighter (assuming you have built the kitchen). Gyulchatai has 38 stat points and can be found at the Bandit Fortress - you can get in there without combat if you pass a very hard speech test and can then "buy" her freedom for approx. 500 rubles. On a side note while Gyulchatai has no combat value she still makes levels you can level up her skills like Technology and Lock Picking to assist you with containers and items in-game (but not in dialogue / interactions - tested and confirmed this works for doors/lockers) and her Ability tree bonuses like "10% discount everywhere", "+10% chance to meet a caravan", "more information about enemies", "more chances to catch fish", "find animal tracks", etc. can (in theory) benefit the whole party but I had not tried this myself - you may want to test whether discounts, etc. actually appear to add an in-game effect before skipping over the survival-based tanking Abilities.
Your first rifle will be a quest reward very early on in Otradnoye for picking corn and then turning it in to the old man in the house in front of the corn field. For your first decent weapon (i.e. the ability to do either burst shots or 2 aimed shots a round) my strategy was to just wait until you find a lone wasteland wanderer on the world map with an automatic rifle and take them out with critical headshots (thank you 2AP knife). Once you get a decent gun the game becomes "comparatively" easier. Don't take out caravans as the backlash is severe. Slavers are usually very high in number and very heavily geared so if you are equipped with weapons that can stun (rusty sawn-off, rusty AK-47, etc) or weapons which have a Crit bonus or can bypass armour you can usually kit out your entire team in metal armour, assault rifles and smgs wiith a bit of strategy and/or save scumming. They are very random encounters so give them a go when world travelling and see how you survive. The Nagant pistol was very, very helpful for a long time as well due to the common ammo and ability to do 2 aimed shots per round or 3 normal shots.
For standard rifles (i.e. low ROF = more damage per bullet = ammo conservation), while both the Modified Dragunov Sniper (SVD) and the SKS with scope have an amazing 5AP aimed shot (so with 10 Dex which you absolutely should have you'll get 2 headshots a round) only the SKS uses the more common 7.62x39 ammo so it is easier to keep running while saving rarer ammo for late game. The standard Hunting Rifle is a good option up til then (as it also has the same 5AP aimed shot and uses the more common 5.45mm). Fidel and Hexagon also work well-ish with the IZ58 shotgun as an alternative to the above as ammo is always borderline scarce and you should spread as many types around the party as possible. Alexander using a spare Nagant .30 or Marakov 9mm pistol with 3 or 4AP as a support for the first 10-15 levels actually synergises pretty well in light of this but is not worth investing small arms skill points beyond early convenience. Note that your companions don't appear to take advantage of aimed shots in the Rifle ability tree so the Eagle Eye ability will be wasted on them (as will the Manhunter ability that needs critical aimed shots to proc). The night vision, double monster/animal damage and more info about enemies perk will all work perfectly for companions.
For automatic weapons (i.e. more damage per AP for burst fire = more expensive ammo used) the HK33 and M16 are similar options for Assault Rifles (4AP standard shot, 5AP aimed) and while the AKS 74U is a cheaper variant (with only a 3AP standard shot!) it does a lot less damage. Your main decision in the early-to-mid game will likely be using the 7.62mm AK47 or the 5.45mm AKMS for your companions (once they have at least 100 skill points invested in Automatic) and then figuring out whether you want to use the same or go with the weaker but quicker AKS 74U for flexibility. Don't overlook the "5% stun chance" on weapons as the ability to knock an opponent over for a round or three can be a life saver but the chance is low enough to not be reliable.
Rifles are generally given a 20% accuracy drop at close range so automatic weapons are not only a bit easier to use but also do more damage vs enemies armed with devastating weapons - which, not coincidentally, are usually automatic weapons too so when you feel a sigh of relief in "only" fighting enemies with rifles and pistols compared to the more cautious approach you take vs enemies with automatic weapons and SMGs you'll appreciate the difference in "per round" damage output that is possible.
Avoid martial arts and melee weapons as they do not scale well at high levels and most of your rounds will be running behind a large tree or obstacle to draw in your gun-wielding opponents. Note that this is actually a surprisingly good strategy with a 2AP knife at lower levels with aimed head shots (3AP aimed) but is very, very, slow going. You'll be able to kite an enemy with a rusty rifle or rusty M-712 machine pistol which are both very solid choices until you find your first rusty AK-47.
Having 65 points in throwing (assuming you went with 8 or higher Intelligence) makes end game life easier when you can throw a grenade into a mob of heavily armoured enemies with automatic weapons and knock 2-3 of them over for a couple of rounds.
The uber end-game weapons, while arguably helpful in the early-to-mid game, will quickly become a burden due to their weight and the fact their ammo is too rare and expensive and you'll kick yourself when you get to last battles with only 50 bullets left since you used the rest on spiders - so make use of the abandoned buildings at Otradnoye / Red Fighter / Bus Stops to store all the heavy weapons, extra grenades and useful stuff you are saving for later.
I'd strongly recommend going for all the serums and stat upgrades as soon as possible (likely after lvl 10) as they make many of your stat checks, combat, etc. easier and this game is pretty unforgiving for bad builds so the more stats the merrier. In dead city you can get 2 skill tattoos ("Mother" (+5 Martial Arts & +5 Speech) and "ATOM" +5 Automatic weapons & +5 Stealth)) and with a combined 25 or higher Attention, Dexterity and Intelligence you can also win the competition and get a permanent +1 Dex tattoo in the competition.
Considering your build flexibility, if you are doing the Woodpecker quest in Dead City you'll need 10 strength as a one-off (or divine intervention) so keep some coffee to camp roast and alcohol around for pre-buffs). It's pretty much impossible to buff Intelligence or Attention in-game so having these at 8 and 7 respectively will get you through about 80% of all the stat checks and requirements. I tried 6 and 6 in my first play through but it wasn't worth the tradeoffs. It's very easy to buff strength, endurance, personality and luck via food/perfume/drugs as needed and dexterity can be modified as well but it a bit less common to find outside of food vendors (but since you'll be wanting 10AP all the time it should generally be 10 at all times).
Get used to stopping and resting on the world map at the campfire. Cooking 1 piece of raw meat (from a rat or wolf) heals your whole party and is infinitely cheaper than actual medical kits. A +20 toolkit and +20/30 lock picks were a great help too for technology and lock picking buffs (and the toolkit is needed for higher level crafting). Note that every safe and door with a combination can be lock picked relatively easy (I've got 42 lock picking with +20 for lock picks or +30 for keys from an Abandoned Factory quest and only 1 safe caused me issues - thanks Gyulchatai for the save) and a high-ish technology skill will get you through the in-game puzzles and trial-and-error troubleshooting (I've got base 90 + 20 for toolkit and have been able to everything with only a rare cigarette required). Backpacks are amazing (the third tier ones which can hold 28kg). Having your whole team equipped with these gives you around 120-150kg more carry weight across your party and I chose to eschew shields as a result (not to mention most heavier weapons need 2 hands).
I don't recommend getting your Tinkering skill beyond 41 (which can be very easily buffed to 60) - everything crafted has a 10% jamming chance for ranged combat or ends up being quickly outclassed and is not a good mid or end game strategy. You also generally get more rubles for selling the raw components than you do for the crafted item and many of the components used in crafting are otherwise really dead weight or are quest items. The reason for the 60 recommendation (41 + 2 cigarettes (8 each) + magnifying glass 3 = 60) is for your initial metal armour (assuming you can find rabbit fur), converting training grenades to real grenades, making timed explosives (and, to be fair, the magazine rifle was pretty accessible this way but still had a 10% jamming chance).
Always keep about 40 skills points free (you'll get 21 per level at 8 Intelligence) as you never know when you'll get to a locked door you can't open, a speech check you can't pass, a technological item you can't activate, etc. To date I have never *actively* used Martial Arts, First Aid, Gambling or Pickpocket and I have no regrets (ok, mild regret with pickpocket since I found out the Camo suit and beanie combo give you +60 stealth which is half the battle for pickpocketing and it essentially makes store inventory free but I can't justify the 100 or so skill points needed for it to actually be useful).
In addition to buying a 100% gas mask (seriously - do it) I'd also recommend buying the first hazmat suit you can find in Dead City. As soon as you get off the boat the rads start ticking and RAD-D is not that common or cheap. Putting on the hazmat suit gives you -1 Dex but the "wings" tattoo from the Looters Station here gives you +1 Dex which buffs you up to 11 so you can still balance out the effect with a net 10 Dex. If you planned ahead, the workout bench in Red Fighter can also give you a +1 Dex bonus for 40 days which should last you this whole area too so either way will work to keep you at 10 Dex in a challenging area.
For extra storage and mobility, kill the mutants in the Old Scrapyard (as they have very little in-game presence apart from a quest to kill them) for a heap of gear and the car that is in there. Cars make the endless world map travel faster (but gasoline is not cheap) and have a trunk for gear. The best time to do this is when you get the quest from the insane but patriotic guy at the Lenin statue as there will be a sub-commander who appears at the Old Scrapyard who ties in with the quest. Persuade the mutants for the status and then report back to the sub-commander and then immediately shoot him as you'll get what will likely be your first set of heavy plate metal armour (cuirass) which goes really well for your companions (as it has a -1 Dexterity mod) and this does not affect your quest result - then take out the mutants. When you are in the Castle in the Mountain of Woe I'd also recommend shooting the postal worker for his backpack and gear as soon as you have taken the package (rather than completing the quest naturally but the quest does give you some deeper in-game lore on the Secret Cartel).