How to open science in fallout 4. Is it worth bringing perception to the maximum value? What is known about the magazine "Science Tesla"

29.07.2019 Relationship

By adding points to attributes, your character's abilities, skills and combat abilities are improved. For example, you get the ability to profitably sell things from your inventory and much more. In addition, with the help of attribute points, the hero gains access to various perks. Perks are unique and very useful talents of the character, with the help of which his gaming potential is revealed. By the way, there are baby dolls to improve perks, you can read about them in this guide The location of the baby dolls and their characteristics.

Each of the 7 attributes has 10 basic perks, so there are 70 in total. In turn, each perk has an ability level, so the total number of talents reaches about 300 units.

S.P.E.C.I.A.L. points distribution and their benefits:

So that you can understand this intricate system of perks and attributes, I wrote this manual, which allows you to correctly distribute attribute points depending on the development of the hero.

Force

This attribute in Fallout 4 is responsible for melee weapons and close combat. Strength increases damage when dealing physical blows, and also helps the character carry more useful items. Therefore, if you do not have plans to collect all the rubbish along the way and engage in close combat, then you can not pump strength.

Nevertheless, if you decide to master heavy weapons (flamethrower, grenade launcher, minigun and others) and master them well, then you must have at least an average indicator of this attribute.

Interesting Perks

By developing strength, you will gain access to various interesting perks. For example, with the “Strong backbone” perk, you will get a significant increase in the carry weight. At higher ranks, you will be able to run and use fast movement even if you exceed the maximum weight.

Fans of close combat and melee weapons will appreciate the Major League perk. With it, for each level of the ability you will receive + 20% to attack power. As a result, at the 5th level of the perk, the hero will deal double damage with melee weapons.

Perception

This attribute in the game is responsible for automatic aiming V. A. T. S , performing an action while stealthed, and effectively picking locks. Pumping perception is worth it for players who want to deal good damage at a distance, while being unnoticed.

Interesting Perks

Carbine Expert is a powerful perk that can be activated as early as level 2. Having fully pumped this perk, the damage caused by any automatic gun is increased, about 30% of the enemy’s armor protection is also ignored and the chance to break the enemy’s limb increases.

The Sniper perk will help increase the chance of headshots in V. A. T. S.

With the “Massed Fire” perk, when shooting at the same place of the enemy, a certain percentage is added to the accuracy, and then to the damage.

Endurance

As with many other games, Fallout 4 the amount of health of the character depends on endurance. She is also responsible for sprinting, so with the development of this attribute, the ability to run fast is restored faster.

Interesting Perks

With the help of Fortitude, your character will receive 10% less damage at each level. And by fully pumping "Strength", you will gain great amount health and reduce its loss during battle when receiving damage. This combination will be extremely useful for players who develop melee skills.

With the help of the Cannibal perk, you can absorb people, ghouls and super mutants. From this you will quickly restore health, in the absence of stimulants. However, be aware that once you start eating human flesh, it will be problematic for you to start romantic relationship.

Having pumped endurance, you will open the Solar Battery perk, with which you can restore health under the sun's rays, and also get a small increase in strength.

Charisma

Charisma is not a combat attribute, but it is sometimes extremely useful. As a rule, high charisma is suitable for players who want to go with partners and resolve issues peacefully.

Interesting Perks

An excellent perk is Animal Friend. At first, your character will make friends with wild animals, and then they will even begin to help you.

"Intimidate" and "Wasteland Speaker" will allow you to pacify the enemy creature or person, and by developing these perks, you can even give them orders.

For lovers of active craft in Fallout 4 would be perfect perk " local leader”, which requires 6 points of charisma. With it, you can create a huge number of buildings, lay supply lines between your bases, and use single resources to build them.

Intelligence

In Fallout 4 intelligence affects the number of skill points with which your character quickly increases the level of development. If you want to develop as quickly as possible in the game, then you should pump your intelligence as much as possible.

Interesting Perks

The Weapon Fanatic perks will unlock the most powerful weapon modifications, perfect for fans of ranged combat.

With the Science perk, you can modify plasma and laser guns.

The Hacker perk will be an essential talent for players looking to start their own community in Boston.

As a rule, intelligence takes second place after pumping your main attribute.

Agility

This attribute is indispensable for fans V. A. T. S ., because it increases the number of points that are responsible for the number of available actions in this mode. Stealth parameter also depends on dexterity.

Interesting Perks

With the help of the Scout perk, you can avoid unwanted opponents, while you can simply sneak past them, or take the most convenient position for an attack.

With the Ninja perk, you will be able to merge with the environment, and with full pumping, the character will be 100% hidden.

Luck

This attribute affects critical damage, as well as the chance of obtaining valuable items for crafting. So, if during the game you want to deal crushing blows with various types weapons and find a large number of cartridges, caps and other useful items, then luck will be your priority.

Interesting Perks

By maxing out the Critical Damage perk, you increase the damage from a critical hit by 150%.

With the help of the Bloodbath perk, you will get a chance to cut out a group of opponents in one moment.

And the Death on Takeoff perk will allow you to compensate for some action points in V. A. T. S . with every kill.

I hope that with the help of this guide you were able to highlight some of the main points for yourself, and decide on the starting direction for the development of the hero. Further development depends on the style of your game. And since in

Developers Fallout 4 from Bethesda in his new game completely redesigned the character leveling system and made it much easier. If at times Fallout 3, we talked about how to properly “rock” a character, now it’s more correct to talk about which starting build is better to choose. This article will be devoted to this topic.

How to choose the best starting character build in Fallout 4?

Initial Information

Although in Fallout 4 does not have the only true and universal build, moreover, almost all options will be playable, the right choice of initial investments in the S.P.E.C.I.A.L. capabilities of your character is still a very important point game mechanics. Almost all mistakes made during the character build in the prologue can be corrected, but this is a long process and you may encounter certain inconveniences.

Fallout 4 offers its owners seven main character parameters: strength (S), perception (P), endurance (E), charisma (C), intelligence (I), dexterity (A) and luck (L) - the S.P.E.C.I.A.L. system. Each parameter has 10 levels for pumping, as well as 10 types of perks that have their own levels. The level of the ability and the chosen perk affect the gameplay. There are three main ways to improve your character: first, you can complete quests, kill enemies and get experience points for it; secondly, you can collect various magazines; and thirdly, look for the so-called "baby dolls".

Now let's talk about the relationship between investment in stat points and perks. For example, a character with a pumped intellect gets more experience than all other branches, and the “Alternatively Gifted” perk will allow you to get 3-5 times more experience for any action than usual, but this is only if you have not pumped the “intelligence” branch. Various natural comparisons suggest that if you have not pumped intelligence above level 4, then you should definitely take the “alternatively gifted” perk and, conversely, with high intelligence, this will be irrational:

Another useful branch in terms of XP received is charisma. The fact is that for successful persuasion high complexity you can get as much experience as killing a Deathclaw or a mutant Behemoth! There are quite a few places in the world of Fallout 4 where you need persuasion, so charisma is an extremely useful character attribute.

Just remember that it determines the chance of success and you can make two successful persuasion of high complexity, fail persuasion of low complexity and vice versa. To be fully successful, you will have to replay the dialogues, however, you can pump in certain perks in order to gain some advantage in talking with women or men, and therefore reload less often.

Here are the improvements that the seven abilities of the protagonist bring:

  • Strength (S): Increases carry capacity, melee attack power, and allows you to upgrade armor (Gunsmith and Blacksmith perks);
  • Perception (P): Increases weapon accuracy in V.A.T.S. allows them to capture more targets. The perk is ideal for burglars and snipers;
  • Endurance (E): increases the amount of health and reduces damage taken from ranged, laser or explosive effects;
  • Charisma (C): not only allows you to persuade the encountered characters, reduces prices in stores, but also gives you the ability to command and control NPCs, including the Deathclaws!
  • Intelligence (I): In addition to increasing the total number of received XP, it opens up the possibility of pumping conventional and high-tech weapons, allows you to hack terminals, control robots, and also saves the consumption of nuclear charges needed for power armor. Arguably the game's most important ability, and its Nerd Frenzy perk will save your life multiple times and make your enemies splatter across the floor;
  • Agility (A): gives more action points in VATS and is useful for those who want to use the art of gun-kata like a ninja in the night;
  • Luck (L): increases the chance of critical damage, the likelihood of your enemies dying from various stupid reasons, increases the likelihood of finding more ammo and caps on the battlefield.
Separately, we want to note that, unlike its predecessors, Fallout 4 will not punish the player if he chooses 10 out of 10 ability points at the beginning of the game, since in the future she will “add” another 1 point for the “baby doll”.

First, let's talk about options that are not tailored to any specific weapon or style of passage, that is, you can use them for your game in any way.

Fallout 4 build for exploring the game world and quickly gaining experience

Ability points should be scattered as follows: 4 in Strength, 4 in Perception, 3 in Endurance, 3 in Charisma, 10 in Intelligence, 2 in Agility, and 2 in Luck.

The best companion is Piper, because the build is designed for research game world, and with her as a partner, you will receive twice as much experience for discovering new places. If you get romantically involved, you'll get four times the XP for a limited period of time, but you'll have to fuck her like a broom.

Perks to obtain: Nerd Frenzy, Burglar, Hacker, Science, Weapon Zealot, Freeloader, Gunsmith, Medic, Treasure Hunt, Lead Belly, Fortitude , Nuclear Physicist, and Commando or Carbine Expert, depending on which type of weapon you prefer. First of all, download crafting perks to quickly start improving weapons, and Nerd Frenzy will allow you to survive in difficult situations. When it doesn't save either, download perks for survival or health. On the other hand, more deadly weapons can be used!

  • optimized for exploration of the game world and a quick set of experience points;
  • the ability to immediately take a top or pre-top weapon, upgrade power armor;
  • you do not have to buy ammunition, materials and trash;
  • sufficiently large carrying weight;
  • the character is alive while mobile;
  • you are required to shoot very accurately and predict the behavior of enemies.

Fallout 4 build for quick experience gain

Ability points should be scattered as follows: 6 for Strength, 4 for Perception, 2 for Endurance, 1 for Charisma, 8 for Intelligence, 3 for Agility, and 4 for Luck.

Perks for the first acquisition: "Strong back" (2 points), "Science", "Fanatic of weapons", "Junk collector" (2 points).

Advantages and disadvantages of this build:

  • optimized for collecting experience points and mobility;
  • sufficiently spacious inventory and the required minimum number of action points;
  • you will not be able to modify radiation weapons at the beginning of the game;
  • a lack of charisma will result in an inability to perform persuasion until at least character level 30.

Fallout 4 build for crafting and building settlements

Ability points should be scattered as follows: 4 in Strength, 4 in Perception, 3 in Endurance, 6 in Charisma, 6 in Intelligence, 1 in Agility, and 4 in Luck.

Perks for the first acquisition: Gunsmith, Blacksmith, Strong Back, Lone Wanderer (3 points), Local Leader (2 points), Scavenger (2 points), Science, " Mysterious Stranger.

The best companion is without a partner (use the Lone Wanderer perk) or Preston Garvey, as he will increase your damage and resistance to enemy damage when skirmishing with large groups of enemies.

Advantages and disadvantages of this build:

  • as the name of the perk implies, it will be necessary to be a jack of all trades, so you need to pump in a large number of perks;
  • thanks to this, already at the beginning of the game you can modify weapons, armor and power armor;
  • you can also build and combine settlements into a single trading network;
  • sufficiently spacious inventory;
  • lack of dexterity and endurance will make the character very fragile and not resistant to open confrontation with powerful enemies;
  • the minimum number of action points.

Fallout 4 build without companion

Ability points should be scattered as follows: 5 for Strength, 4 for Perception, 1 for Endurance, 8 for Charisma, 5 for Intelligence, 1 for Agility, and 4 for Luck.

Perks for the first acquisition: "Strong back" (2 points), "Party" (3 points), "Local leader", "Junk collector", "Mysterious stranger".

The best companion is without a partner (use the Lone Wanderer perk fully pumped in) or Piper, with whom you need to quickly establish a romantic relationship and leave at the base, while you will receive double XP while traveling through the Wasteland alone.

Advantages and disadvantages of this build:

  • simplified passage of quests;
  • more loads can be carried;
  • you will receive a greater reward, XP, than in a normal situation.
  • you will have to pay for this with a minimum of health and the number of action points.
The following builds are tailored for a specific type of weapon, unlike the options above, the "intelligence" branch practically does not swing here. This won't let you level up quickly, but it will make the kills noticeably faster.

Fallout 4 general weapon build

Ability points should be scattered as follows: 8 for Strength, 6 for Perception, 2 for Endurance, 1 for Charisma, 2 for Intelligence, 5 for Agility, and 4 for Luck.

First Gain Perks: Strong Back (2 pts), Creature of the Night, weapon damage perks, or melee perks, whichever you prefer.

The best companion is Nick Valentine, whose skills will allow you not to bother with opening doors and hacking terminals, Nick also behaves well on the battlefield.

Advantages and disadvantages of this build:

  • strong close combat and a balance between survivability and mobility;
  • more experience at night than during the day;
  • you will have to pay for this with a lack of charisma, intelligence and endurance.

Build for melee character

Ability points should be scattered as follows: 8 for Strength, 3 for Perception, 8 for Endurance, 1 for Charisma, 2 for Intelligence, 1 for Agility, and 5 for Luck.

Perks for the first acquisition: Major League or Crap!, Tree Man, Strong Back, almost all perks from Perception and Endurance.

The best companion is the Strongman, who deals massive melee damage, or Preston Garvey, whose skills will increase your damage and resistance to enemy damage when skirmishing with large groups of enemies.

Advantages and disadvantages of this build:

  • you can carry a large amount of cargo;
  • very strong close combat, and the emphasis on survivability will allow you to take less damage;
  • the build is perfect for heavy weapons, hand-to-hand skirmishes, melee weapons and its various variations;
  • you will not be able to open locks and terminals;
  • you will not be able to use sniper rifles, and the number of action points will be minimal.

Build for lovers of stealth or snipers

Ability points should be scattered as follows: 1 for Strength, 8 for Perception, 2 for Endurance, 1 for Charisma, 1 for Intelligence, 7 for Agility, and 8 for Luck.

Perks for the first acquisition: "Sniper", "Through Shots", almost all the perks from "Luck" and "Agility".

The best companion is Deacon (great damage in stealth mode), McCready (great chance to "put a headshot").

Advantages and disadvantages of this build:

  • very high shooting accuracy, long breath holding;
  • you can easily detect or hide from enemies, covertly kill them;
  • low weight of the carried cargo;
  • high chance of dying in hand-to-hand combat.

Thank you for your attention!

which were released before great war. This journal has a scientific focus and many scientific topics, problems and tasks are covered in its issues.

For convenience, use summary :

What is known about Tesla Science magazine?

Each issue of the magazine found by the main character gives a bonus to the crown with energy weapons. The bonus size is 5%, in total you can find 9 issues of the magazine, which means that the damage from energy weapons can be increased by 45% with the Tesla Science magazine.

This magazine, like any other, can be put on a special stand, which main character can build in any of his settlements using a workshop. By the way, these magazines are similar to baby dolls, well, except for their functionality. In terms of functionality, the similarity of baby dolls and magazines is obvious, and both of them give bonuses either directly to the characteristics of the main character, or to the environment interacting with him.

In order to find all issues of this magazine, the main character will have to wander through the following locations:

  • Issue #1 "Rocket Science for Babies" - this issue of the magazine can be found in the Rocky Cave location, just look for the terminal, next to it you will find the magazine;
  • Issue #2 "Great Superweapon" - To get this issue of the magazine, you have to run around the Mass Fusion building a lot. Look for it on level 2, this is the 9th floor;

  • Issue #3 "The Future of War?" - this issue of the magazine can be found by searching the main building of the harbor of Rib;
  • Issue #4 "Ten Number 1 Hits" - the developers hid this number in the main building of Poseidon Energy. You should search on the 2nd floor;

  • Issue #5 "Geckos and Gamma Rays" - this issue of the magazine can be found if you carefully search the location "University Point". In this location, you need to focus on the room of a character named Jacques;
  • Issue #6 "U.S. Army Goes to Space" - if you need this issue of the magazine, then go to the laboratory that studies weapons at the HalluciGen company;
  • Issue #7 "What is this plasma?" - In order to get this issue, you will need to wander through large areas of the General Atomics plant. Search in the office on the second floor;

: The magazine at one time was devoted to the subject of scientific discoveries, which included the introduction of new weapons and technologies. There are a total of nine magazines in the game. Each of these will increase your weapon energy damage dealt by 5%. In total, as a percentage, the bonus from all magazines is 45%.

Journal titleLocation
"Future of Warfare?"Harbor Rib. On the table in the house with the Mister Helpers.
"Will robots rule the world?"Arcjet systems. Second floor, on a table near the terminal.
"Rocket Science for Toddlers"Rocky cave. On the table near the terminal.
"Giant Super Weapons"Mass Fusion building. Ninth floor (second on the top level).
"10 Number 1 Hits!"Poseidon Energy. On the upper level next to the broken terminal.
"What is plasma anyway?"Plant "General Atomics". Office on the second floor.
"Tomorrow"s technology for today"s Super Soldiers"Fish factory "Makhkra". On the bench in the kitchen, next to the birthday cake.
U.S. Army Goes To SpaceHalluciGen Corporation. First floor, in the weapons lab.
"Geckos and Gamma Radiation"ruins of the institute. Top floor, north computer lab, northeast corner.

It hit me to do a short breakdown of all the perks in Fallout

Let's start with the fact that the system of perks and characteristics is noticeably different from those in previous games. Now at the start they give relatively few points for pumping in S.P.E.C.I.A.L parameters, but they can be improved as the game progresses in the same way as perks. With an increase in the level of parameters, new perks are opened, which can also be pumped in for the points that are given for increasing the level. You can read more about the system and the perks themselves or. Given that there are many useful perks, and few points, all players will have a difficult choice. The purpose of this article is to describe my personal impressions of the perk, in the hope that they will help someone with a choice.

To begin with, it is worth saying that the indirect influence of parameters on the game has been significantly reduced, now they mainly affect VATS and small gameplay moments, which allows you to have some of them significantly lower than in previous games.

Force / Strength

Usefulness: 8/10

Strength as a parameter is one of the most useful. Strength gives a bonus to melee damage (the only stat with a bonus to damage) and carry weight, which is very useful considering the amount of junk you have to collect in the game. I recommend not to neglect strength even if you don't plan to engage in close combat - starting with less than 4x strength can be dangerous for your nerves when the first clear turns into inventory sorting.

1. Iron fist / Iron fist

Primary talent for melee unarmed/with brass knuckles. Melee damage and several unique properties at once (disarmament, mutilation, paralysis) make the melee build much more useful than in the same Skyrim. And considering that hitting faces with skin and fists of power armor is probably stronger than a build with melee weapons.

2. Major League / Big Leagues

Usefulness: specialization (1 required)

A similar perk for damage and disarmament with melee weapons. A definite must-have if you decide to follow the path of a knight with a sword... well, or a baseball bat. Among other things, at level 4 it gives a cleave - the ability to inflict ron at once on several nearby enemies.

Pairs with: Blacksmith (Str 4), Locomotive (Str 10), Scout (Dex 3), Ninja (Dex 6) Blitz (Dex 8).

3. Gunsmith / Armorer

Usefulness: 9/10

This perk unlocks armor mods, both normal and power. Basically, it allows you to improve the protective characteristics. You should definitely take at least 1-2 to be able to sew more pockets to the armor (increased carry weight) or shade it for stealth. high levels it is worth taking only if you decide to perfect the protection of power armor or weld a jetpack to it.

Pairs with: Science! (Intelligence 6).

4. Blacksmith

Utility: 10/10 for a specialization mile. 1/10 for any other

A must-have perk for any melee fighter - unarmed or melee fighter. It unlocks mods for all melee weapons, brass knuckles, and even power armor fists, and, unlike other mod perks, it only has 3 levels.

5. Heavy gunner

Usefulness: specialization (1 required)

Another specialization perk, this time for heavy weapons. There are only a few types of heavy weapons in the game - miniguns, launchers, flamethrowers (cryolator too), but if you ironically decide to turn enemies into a mess with heavy guns, then it is extremely useful.

Combines with: Weapon Zealot (Int 3), Science! (Intelligence 6).

6. Strong back

Usefulness: 7/10

This perk is a good reason to quickly get strength up to 6i. As I said, the game has a problem with weight, and even companion mules do not save. 2 points in this perk will greatly increase your ability to carry weights, which is already rather big due to 6 points in strength. Levels 3 and 4 are somewhat dubious - too expensive for such weak bonuses.

Combined with: -

7. Steady aim

Usefulness: 4/10

It would seem like a useful perk for two points, but firstly, any weapon that is fired from the hip (automatic, heavy) has accuracy in its specialized perk, and secondly, 7 strength is a lot for someone who specializes in shooting.

8. Fuck!/ Basher

Usefulness: 1/10

Another very strange perk - for 4 points it will increase the meager kroner from a butt hit, and also give it the ability to be critical. My opinion is a waste of points.

Combines with: Big Gun Fanatic (Strength 5), Carbine Expert (Perception 2), Duelist (Dexterity 1), Commando (Dexterity 2).

9 Tree Man / Rooted

Usefulness: 4/10

Another seemingly useful perk. But 8 strength and 2-3 points is too much for the shooter, and the melee has to move towards the enemies, so he will rarely receive a bonus.

Stacks with: Iron Fist (Strength 1), Major League (Strength 2).

10. Locomotive / Pain train

Usefulness: 5/10

More fun than useful perk. It's intended primarily for melee players who pumped 10 STR for damage and wouldn't mind the extra damage from running while wearing Power Armor.

Pairs with: Gunsmith (Strength 3), Nuclear Physicist (Int 9), Vitality (Dex 5), Running Target (Dex 6).

Perception

Usefulness: 4/10

Perception only affects accuracy in VATS, as well as ease of pickpocketing and pickpocketing. Not the most useful parameter for the reason that hacking is already very easy, you have to steal very rarely and you can do it with save loads, and VATS is a somewhat dubious tool.

1. Pickpocket / Pickpocket

Usefulness: 2/10

The talent is similar to the whole theft tree in Skyrim - allows you to last levels steal weapons and armor from the target. Not very useful - there are points, but does not give any special advantages in battle.

2. Carbine Expert / Rifleman

Usefulness: specialization (1 required)

Rifle specialization is perhaps the most useful in the game, as it includes carbines (non-automatic rifles), shotguns, and sniper rifles, regardless of whether they shoot bullets or plasma clots. A versatile talent for a sniper or attack aircraft.

Pairs with: Sharpshooter (Perception 8), Weapon Zealot (Int 3), Science! (Intelligence 6).

3. Observation / Awareness

Usefulness: 1/10

For me, it's an absolutely useless waste of one point - all the details about enemies can be read on the Internet.

Combined with: -

4. Cracker / Locksmith

Usefulness: 7/10

The key talent of the branch - allows you to break any locks. It is worth pumping up to 3, provided that perception allows. If carbines, explosives and sniper rifles are alien to you, you can do without it - some companions can pick locks for you.

Pairs with: Treasure Hunt (Luck 1), Freeloader (Luck 2).

5. Demolition expert

Usefulness: 5/10

A useful combo perk that allows you to make explosives and increases damage from them. If you like explosions, this perk is definitely worth taking, and don't forget to detonate grenades with shots in VATS. But remember that the damage increases only from mines and grenades, and not from missiles from the launcher.

Pairs with: Quickie (Dex 5).

6. Night creature / Night person

Usefulness: 4/10

Relatively useless perk - half the time gives a bonus to intelligence and perception, as well as night vision. And it’s worth it to dawn outside as your night vision will disappear deep in the cave.

Combines with: Infiltrator (Dex 3).

7. Reflector / Refractor

Usefulness: 3/10

A simple energy resistance perk. The usefulness of his tap is questionable, like all survival perks, and especially for a sniper who climbed above 4x in perception.

Combined with: -

8. Sniper / Sniper

Usefulness: 6/10

A relatively useful perk - but only at level 3 - gives +25% headshot chance in VATS regardless of distance. Too expensive and intended only for avid snipers.

Combines with: Carbine Expert (Perception 2).

9. Through shots / Penetrator

Usefulness: 4/10

At first glance - a useful perk. But in fact, it turns out that when shooting through obstacles, the damage from shots is reduced very significantly, and it turns out just a waste of action points and ammo. I do not recommend spending points on this perk.

Combines with: Sharpshooter (Perception 8), Massive Fire (Perception 10), Sleight of Hand (Dexterity 8), Gan-kata (Dexterity 10).

10. Massed fire / Concentrated fire

Usefulness: 6/10

A useful perk, but very expensive and demanding on dexterity - after all, you need to carry out several attacks and VATS in a row. Considering how many points you have to spend on it, I do not recommend it.

Combines with: Sharpshooter (Perception 8), Sleight of Hand (Dexterity 8).

Endurance

Usefulness: 3/10

Endurance is a very dubious characteristic - it does not increase health points and health points per level (including retroactively), and also reduces the consumption of action points for sprinting. I do not recommend pumping it above a few points to anyone who does not plan to absorb all the dangers of the wasteland with their face. There aren't that many resist checks in the game - what oneshots oneshots you anyway, and spending points on the ability to catch a couple more bullets is wasteful in my opinion.

1. Toughness

Usefulness: 3/10

Normal damage reduction talent. Some sites recommend it to beginners. I recommend investing those points into a Gunsmith of Strength and modifying your armor - the effect will be much the same, but with more benefit overall.

Combined with: -

2. Lead belly / Lead belly

Usefulness: 2/10

A rather useless talent - you can heal without a lick from the toilet, and 3 points for not getting radiation from this is extortion.

Combined with: -

3. Fountain of life / Lifegiver

Usefulness: 4/10

Quite a useful talent at early levels - but at a later stage you can regret the points spent - the health boost is not very large, and the regeneration is weak.

Combined with: -

4. Pure life / Chem resistan t

Usefulness: 7/10

A very useful perk if you decide to use various substances. The absence of dependencies will positively affect your budget and overall productivity.

Combines with: Chemist (Int 7).

5. Aqua-boy (-girl) / Auqaboy (-girl)

Usefulness: 4/10

Questionable perk with no specific application. You have to swim, but usually not long enough for its effects to be needed. You can breathe underwater just by eating muffins from a swamp.

Combined with: -

6. Lead pants / Rad resistant

Usefulness: 1/10

Again a simple resistance perk, but even more useless than the others. 30 radiation resistance is very low - for reference: Rad-X gives +100, and a chemical protection suit or power armor is over 900.

Combined with: -

7. Adamantium skeleton

Usefulness: 3/10

The next useless perk is to reduce damage to limbs. Given that one stimulant is enough to heal all limbs, the usefulness of this perk is almost zero.

Combined with: -

8. Cannibal / Cannibal

Usefulness: 3/10

Again, a useless perk - everything it does for 8 stamina and 3 points - allows you to save stims.

Combined with: -

9. Ghoul / Ghoulish

Usefulness: 3/10

An expensive dubiously useful perk - it does not remove radiation infection, just infection will restore missing health.

Combined with: -

10. Solar battery / Solar powered

Usefulness: 4/10

And another perk of dubious usefulness. Bonus to strength and stamina for half the time, as well as saving antiradium and stimulants in the open during the day. Very weak perk for 10 stamina.