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Fallout new vegas starting skills
Fallout new vegas starting skills




This is to prevent an Endurance implant from being "free" (as otherwise it would be possible to install an Endurance implant and still have the same number of available implants as before). There is a special Endurance calculation used just for the New Vegas medical clinic implant limit, which is base Endurance minus any Endurance implant. However, these bonuses do not count for perk requirements.

fallout new vegas starting skills

Starting Old World Blues automatically grants the Spineless perk (+1 Strength) and completing it gives the option to replace Spineless with Reinforced Spine (+2 Strength). Taking the Four Eyes trait, which deducts 1 permanently from Perception while granting a temporary +2 to Perception when wearing glasses, or +3 when wearing lucky shades.The only ways to modify these "base stats" are through: These base stats are used both for checking against the prerequisites for a perk and for determining the number of skill points allocated on a level up. Unlike Fallout and Fallout 2, the game internally keeps track of "base stats," which are the SPECIAL scores without any temporary adjustments (such as from chems or certain equipment). Also as in previous games, individual attributes cannot go lower than 1 or higher than 10 any bonuses or penalties beyond those are simply ignored. As in previous games, individual attributes can be adjusted upward and downward so long as the total equals exactly 40.

fallout new vegas starting skills fallout new vegas starting skills

attributes default to 5 points per attribute, with an additional 5 points to be distributed during character creation, for a total of 40 points.

fallout new vegas starting skills

As has been the case since Fallout, the character's S.P.E.C.I.A.L. system has remained mostly consistent throughout the Fallout series. Main article: Fallout: New Vegas primary statistics






Fallout new vegas starting skills