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Rare:
Horror fan outfit - E+4, L+1
Legendary:
Piper's outfit - P+2, E+2, A+2, L+2
Confessor Cromwell's rags - P+2, E+2, L+2, I+1
Something is not totally clear on 20.1 of that FAQ: https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/20.-Quests
It says S does nothing in quests, and cites a Reddit post as the source. But that source actually pertains to *fighting* in quests, not questing in general. The Reddit post says high S doesn't help in fighting, but says nothing about whether it helps *non-fighting* activities such as opening lockers. Maybe the Reddit poster didn't really test that at all. So does anyone know if high S helps opening lockers or not?
20.1 also says C and I has no effect in questing, which, as I mentioned above, really means no effect in *fighting* in quests. But they may have other non-fighting effects.
Can anyone confirm these *non-fighting* effects that I've read in Fallout Wikia:
High S helps opening lockers.
High P helps finding locations.
High C helps with encounters with friendly NPCs.
High I helps with encounters with enemies and wounded friendly NPCs; also helps with finding stimpaks and radaways.
S indeed does nothing at QUESTS.
For wasteland exploration see https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/10.-The-Wasteland#101
"•All SPECIAL play a role in survivability."
Strength is used in some textual events, you might call them text-miniquests. Maybe for lockers or not, but it sure is useful, but maybe not the most useful for getting good loot.
All those theories about specials and corresponding text events are likely approximately true, it's impossible to be sure without reading all the source code. I was referring to popular mistake from wikia that Luck means items in exploration, while it increases caps. And wikia says or used to say that Strength increases how many items can an explorer carry, it's also not true.
I hope that helped to clear it up a bit.
I think it comes down to preference. I like L for loot, P for crits and E for health points & radiation poisoning. I use outfits to compensate for weak spots and work on training up all the stats. In normal mode you can let your explorers run far out until they die since they can be revived. Survival mode is another story and I gave up on it, not because I can't do it, it simply is not fun due to some UI issues.
And E only works against radiation poisoning in text events.
But UI is the same, maybe you're referring to stimpaking dwellers while they run around like crazy in the vault, so it's easy to not manage to keep all alive? Agree, that's an issue.
Regarding exploration vs. quests, I wish they were more alike, so there would be less confusion. In exploration text events, I often see my dwellers suffer only 2 damage after killing a deathclaw or radscorpion. But when they quest and fight the same tough enemies, they use stimpak after stimpak.
Well, this game is like a patchwork - different things were added in different updates and for some reason they got totally inconsistent
So if you've read https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/*9.-Junk-and-Crafting#96
and "The short is that endurance, charisma, and luck (ECL) are critical for legendary junk in a normal vault (charisma is good at 10 while endurance and luck excel when as high as possible), while survivability is the only real concern in survival and as long as an explorer can make the full trip SPECIAL doesn't matter too much."
then hardly anything else to advise.
FYI: you can switch vault difficulty level to survival using save editor if you wish. Maybe just to see how it feels like(making backup copy first).
One more thing I need clarification for: In questing, would I get better loot from those "sparkly containers" with high ECL just like I would in text-event exploration?
There are special quests for legendary loot.