Fallout 4:
Character Building, and S.P.E.C.I.A.L. The “Sneak Master” build.
Written by Ronny Edelstein (PSN: RonIsreal)
Copyright (c) 2016 Ronny Edelstein. All rights reserved.
This guide may not be reposted, in whole or in part, without my written
permission. The only websites that has permission to display this FAQ is
GameFAQs.com and neoseeker.com.
For questions contact me at ronnyedelstein at hotmail dot com.
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Searchable Index of Contents
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Copy the codes in the brackets and Paste it in order to quickly reach a
certain session of this document.
Hello everyone and welcome to the Sneak Master build guide. In this document I
will share with you all what I think it’s a fairly overpowered build in
Fallout 4 that will make the game a breeze for you. Breeze enough to make
Survival looks easy in a certain stage of the game. Some might find it hard to
believe me, especially the ones that didn’t play the game yet or have recently
started, but trust me, it will!
REMEMBER THAT THIS IS A GLITCH/CHEAT FREE GUIDE! If you’re looking for this
kind of information, please do not proceed.
I’ll try my best to keep this guide from spoiling your game, but I cannot
guarantee this 100%. But don’t worry, the major events in the game will not be
brought up.
Also in this guide I will not be discussing walkthroughs, quests, equipment,
etc. I might mention a thing or two, but I won’t go deeper into these
subjects.
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[2WTU] What’s the use for this guide?
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The reason why I created this guide was because after an extensive run through
the game, I have come up with a build that I find very entertaining while
strong enough to allow you to deal with all kinds of situations while being
exposed to the least amount of danger.
If you think this is something that might interest you, then you’re in the
right spot. I will guide you level by level, perk by perk and by the end of
the guide you’ll be death itself. Legendary Deathclaws will be puppies for
you.
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[3SDP] For the seasoned players
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This is a small section just to enlighten a few crucial differences between
the mechanisms of Fallout 4 and the previous versions. That doesn’t mean that
first timers won’t see this section as useful. Any kind of information is good
information.
One of the major changes in Fallout 4 is that you do not possess skills as you
level. Now it’s all about Perks. And I think this is a positive change.
Some other changes worth mentioning here are regarding S.P.E.C.I.A.L.
attributes, but that I’ll explain in its own section.
There is no level cap anymore. Which means you can develop your character to
your heart’s content. Each level you get one perk point which can be assigned
either to perks itself or even to S.P.E.C.I.A.L. attributes, meaning you can
have 10 points in all 7 attributes! Small note though, if you’re crazy enough
and you’re considering having a fully developed character (all status 10
points and all perks maxed), know that you’ll need a level 268 character in
order to max it all. And I have already deducted the first 21 points the game
gives you to create your starting build, the 7 Bobbleheads for each attribute
and the extra 1 point from the S.P.E.C.I.A.L. book.
Perks now are per weapon type rather than ammo type. Meaning that if you have
a Laser Sniper Rifle and a Ballistic Sniper Rifle, when you level a Sniper
related perk, it’ll affect both of them. Nice!
Loot! Loot a lot! Loot everywhere! Resources are extremely necessary in this
game, either for settlements’ development or armor/weapon crafting/modding.
Your companions can carry weight. And this is important if you choose to play
with a companion. Since you don’t want to let go of that juicy loot because of
overweight, you can simply handle them a portion of your load and still be
able to walk. Make use of that if you choose to play with a companion.
Ok, so this is the first crucial part of this entire guide and of course of
the entire game. I’ll explain each attribute and how it’ll affect our build as
to why put more points in this certain attribute rather than the other, etc.
One important thing that I can’t stress enough is that you’ll need to get the
Perception and Intelligence Bobbleheads as soon as possible. And I mean really
soon. If you don’t know where they are, you can check many YouTube videos with
guides as to where they are. Other than that, I suggest you follow this
religiously if you want to create the build at its best, but of course it’s
your game, your experience, so you can adjust to your play style. Anyway,
let’s get to it.
At the beginning of the game, you’ll have 21 points that needs to be assigned
to your seven main attributes, known as S.P.E.C.I.A.L.
S.P.E.C.I.A.L stands for Strength, Perception, Endurance, Charisma,
Intelligence, Agility and Luck. Their effects are:
- Strength
This attribute is mainly needed for Melee based characters (not our case)
since it gives you a 10% damage increase in hand-to-hand combat (including
batons, swords, knives, etc.). It also increases by 10 points your weight
carry capacity.
For this attribute we’ll assign only 2 points, since the only Perk we’ll need
from here is the Armorer perk which will be available after you collect the
Strength Bobblehead.
- Perception
This attribute affects your V.A.T.S. accuracy, lock picking and stealing
attempts. Some will say that you need many points because of the things that
it affects, but in all honesty, V.A.T.S. will be barely used by us and
stealing will still be easy. Lock picking will be a bit more challenging, yes,
but you can compensate it with Magazines that increase your lock picking
skills and the Bobblehead.
For this attribute we’ll assign only 3 points. But one thing I want to remind
you all here is that it’s imperative to collect the Perception Bobblehead as
soon as you can, since only with it you’ll have access to the Locksmith perk,
which is extremely important. The other skill we’ll want to have from this
tree is Rifleman and Awareness (this one especially for the first timers).
- Endurance
This attribute affects the amount of Hit Points (HP), also known as life,
you’ll have as well as the Action Points (AP) depletion while sprinting. Since
in our build we’ll be looking for the kill before our enemies spot us and IF
they do, you’ll be far away to sprint only enough until you break their line
of sight, this is not a requirement for us. Because of the lack of points in
this attribute, the beginning of the game can be quite challenging for some,
but it’ll worth your while later. I promise.
For this attribute we’ll assign no points at all, leaving us only with the 1
point that you already have. Also the perk you have access to, Toughness, can
be interesting but later on only. I’ll get into that later on in this guide.
- Charisma
This attribute affects your chances of persuading others in dialogues,
buying/selling and the amount of people you can have in your settlements. I
particularly find this perk important because you’ll face many decisions in
the game where a good dialogue can be very profitable. Also some perks are
needed here, especially if you choose to play with a companion. I’ll explain
it later.
For this attribute we’ll assign 7 points, since with the Bobblehead you’ll
have access to the Inspirational perk, in case you choose to take a companion
with you. If not then all good too. The high charisma will help you a lot in
bartering and all the dialogues, which you’ll find to be plenty in this game.
The other perks we’ll want to level from this tree are Lady Killer/Black
Widow, Lone Wanderer and Local Leader (the first level at least). If later on
you feel like it, you can level Inspirational and/or Attack Dog perks.
- Intelligence
This attribute affects the amount of experience you get from your actions.
This is a fairly good status but unfortunately we don’t have points to spare,
besides all the interesting perks from this tree will be available when we
fetch its Bobblehead. So this one is another Bobblehead we’ll want to get at
our earliest convenience. A bit troublesome at the very beginning, but nothing
impossible.
For this attribute we’ll assign 5 points, giving us access to Gun Nut, Hacker
and Scrapper perks. After we fetch the Bobblehead we’ll be able to access
Science! perk, which is a must.
- Agility (our core attribute)
This attribute affects the amount of Action Points you’ll have in V.A.T.S. and
your ability to sneak. Here’s our main attribute even though we won’t rely
much on V.A.T.S, we’ll sneak a lot. And I mean A LOT!
For this attribute we’ll assign a hefty 8 points and we’ll want to max it as
soon as possible! If you’re asking “why not 10 points then?”, I’ll explain
now. 8 points assigned, one from the Bobblehead and another one from the
S.P.E.C.I.A.L. book. 10 points!
Here we’ll have many perks that we’re interested in leveling, such as
Gunslinger, Sneak, Mister Sandman, Ninja, Gun Fu, and depending even Action
Boy/Girl and Quick Hands (this one only one point if chosen at all).
- Luck
This attribute affects the odds of finding more stuff at crates (ammo, caps,
etc.) and the recharge rate of your critical meter. Though critical hits are
great, we won’t be using them much.
For this attribute we’ll assign only 2 points, and after we get the Bobblehead
we’ll be able to access the Bloody Mess perk, which is the one we’re looking
for.
Ok, so that was a lot so far, but let’s recap the point distribution only:
S – 2
P – 3
E – 1
C – 7
I – 5
A – 8
L – 2
Remember that you must get the Perception and Intelligence Bobbleheads as soon
as possible!
In this section I’ll explain the effects of each perk, why I chose them and
how far should we level them. Remember, that a wasted point is a whole new
level you’ll need to get in order to recover it. So pay close attention. I’ll
detail them each by Tree so it’s easier for you to find, but remember, I’ll be
listing a couple of perks here that are not that pertinent to us, but could be
later in the game. So whatever you read here, use it as information but when
to level each, please read the next sessions, since it’s where I’ll be going
into details.
- Strength Tree
Armorer (Strength Level 3): This perk allows you to craft/modify your armors.
This is important to us since you can modify your power armor (not that you’ll
use it, but it’s sweet to have a fully maxed one at your disposal) and your
regular armors and combat armors (this one is my personal choice). This perk
you’ll want to max it.
- Perception Tree
Rifleman (Perception Level 2): Each level of this perk increases by 20% the
damage inflicted with non-automatic rifles. Also from level 2 on it starts
ignoring the enemies’ armor, which is great since you’ll find many enemies
wearing armors. The amount it starts ignoring is 15% at level 2, 20% at level
3, 25% at level 4 and 30% at level five. Also from level 4 you’ll start having
a chance of crippling a limb from your enemy. At level 5 this chance is
augmented. This perk you’ll want to max it.
Awareness (Perception Level 3): This perk has only one level and it mainly
helps you determine which kind of weapon will deal the most damage to your
enemy. If this is your first run in the game, it’s helpful since it’ll help
you save ammo, which you’ll find out to be important. If you already know that
you shouldn’t try radiation damage to a ghoul, duh, you don’t need this perk
and can even place it in the Perception attribute itself to save you the
hassle of early hunting the Bobblehead and getting the Locksmith perk
available.
Locksmith (Perception Level 4): This perk allows you to pick harder locks. At
level 1 you’ll be able to pick Advanced locks, at level 2 you’ll be able to
pick Expert locks and at level 3 you’ll be able to pick Master locks. At level
4 you’ll be able to pick locks without breaking the bobby pin. Though this
looks great, it’s a waste of point, since you’ll have more than enough bobby
pins at your disposal later on in the game when this level becomes available.
So for this perk you’ll level it only up to level 3.
- Endurance Tree
Toughness (Endurance Level 1): Each level of this perk gives you an extra 10
points of damage resistance. You don’t need it at all, but very later on in
the game, if you choose to level your character even further than needed, then
you can maximize it. But it is irrelevant for us.
- Charisma Tree
Lady Killer/Black Widow (Charisma Level 2): The opposite sex of yours will
suffer 5% extra damage per level and will be easier to persuade in dialogues.
This perk also makes it easier to use the Intimidation Perk, but this is far
from available to us. Besides, we won’t be getting close enough to them to
actually need this perk. So for this perk you can max it.
Lone Wanderer (Charisma Level 3): This perk has different effects and all
interesting for us. What’s worth mentioning here is that this perk is only
active when travelling without a companion. So if you took a brother/sister in
arms, this perk is inactive for the time being. On the first level of this
perk you’ll suffer 15% less damage and will gain an increase of 50 for your
weight carrying capacity. On the second level, your damage resistance will
double to 30% and so will your weight carrying capacity, jumping to a great
100. The third level will grant you the first 2 level’s abilities and will
also now boost your damage by 25%. So for this perk you’ll want to max it.
Local Leader (Charisma Level 6): On the first level of this perk, you’ll be
able to establish supply lines between your settlements. And this is important
because they will be able to share supplies, saving you the hassle of farming
twice for 2 settlements. The second level allows you to build stores and
workstations in your settlements. However, for this perk we’re only interested
in the first level, so one point here is enough.
Inspirational (Charisma Level 8): This perk is relevant for your companions
only. Each level grants a different bonus. On the first level, your companion
has increased damage and cannot hurt you (grenades, etc.). On the second level
your companion has increased damage resistance and won’t be hurt by your
attacks (but you can still nuke yourself). On the third level, your companion
can carry more items. I mentioned this perk in case you want to play with
companions, but remember, if you take one, Lone Wanderer won’t be active. So
you must scale it and see what’s better for you. I prefer going alone, but
then again, your call.
- Intelligence Tree
Gun Nut (Intelligence Level 3): This perk allows you to modify your guns.
You’ll realize that modding your guns is essential to the game so you’ll want
to do it as much as you can. For this perk we’ll max it.
Hacker (Intelligence Level 4): This perk is pretty similar to Locksmith,
except that you’ll be hacking terminals. And just like Locksmith, you’ll want
to level it only until you can hack Master terminals. The last level also
seems interesting, but completely irrelevant, since you can always reset the
hacking if you miss your first 3 attempts by leaving the terminal and
accessing it again. So you’ll never be locked out of a terminal unless you
want to.
Scrapper (Intelligence Level 5): Some people find this perk not interesting
enough, I find it essential. The material you’re able to scrap from irrelevant
guns is amazing. So this perk we’ll max it as well.
Science! (Intelligence Level 6): This perk allows you to use high-tech
modifications. These mods are for both weapon and armor, so this perk is a
must. We’ll certainly max it too.
Medic (Intelligence Level 2): Increases the effects of Stimpacks and RadAways
per level. On level 1, it increases to 40% HP recovery and 40% radiation
removal. On level 2 it increases another 20%. On level 3 another 20% (summing
80% by now) and on level 4 it fully recovers your HP and removes all radiation
damage, as well as an increase on the speed of healing. This perk is not
needed while playing the game but if you choose to play the game further than
what’s “required”, you can level it to max.
- Agility Tree (Where most of our points will go)
Gunslinger (Agility Level 1): Same as Rifleman, except that instead of
ignoring the enemy’s armor, you’ll gain range. This perk will be maxed.
Sneak (Agility Level 3): The most important perk of the tree along with Ninja.
This one is what makes us great. Sneak is interesting because on the first
level it already increases by 20% your stealth abilities. On the second level
it increases another 10% but also prevents you from triggering floor-based
traps. You’ll still trigger mines though. On the third level however, not only
you’ll get another 10% increase on your sneaking ability, but also mines are
no longer triggered, so you don’t have to worry anymore about where you’re
stepping. On the fourth level, another 10% increase but now you can run! And
the last level is interesting because if you get spotted by afar (which
happens), crouching will make them lose sight of you. So this perk will be
maxed obviously.
Mister Sandman (Agility Level 4): This perk increases the damage with silenced
weapons (and we’ll be using them all the time) while sneaking. Also if you
encounter a sleeping enemy, with this perk you’ll instantly kill him. So we’ll
max this perk as well.
Ninja (Agility Level 7): This perk increases your sneak attacks. On level 1,
you’ll get a 2.5x damage increase with ranged weapons and 4x increase with
melee. On level 2 these numbers jump to 3x and 5x respectively and on level 3
they jump to 3.5x and 10x. Though the melee increase looks good here what
we’re interested in is the ranged increase, so we’ll max this perk too.
Gun Fu (Agility Level 10): This is a V.A.T.S. related perk. I know I said we
won’t be relying on V.A.T.S., but in close encounters or small places packed
with enemies, this skill will come in handy. Its effect is an increase of 25%
damage on to your second target and beyond while in V.A.T.S. on level 1, 50%
more damage on your third target and beyond on level 2 and instant critical
hits on your fourth target and beyond on level 3. Killer!
Action Boy/Girl (Agility Level 5): This perk regenerates your Action Points
faster. Action Points are spent while running or while using V.A.T.S. On level
1 it regenerates 25% faster and on level 2 it regenerates 50% faster. I
mentioned this perk just now because this is a perk you can level after you
leveled the ones I mentioned as needed, therefore leading you to level your
character beyond what’s needed.
Quick Hands (Agility Level 8): This perk allows you to reload your guns faster
and when maxed while reloading on V.A.T.S. you won’t spend Action Points. I’d
say that later on in the game you can level it once. The V.A.T.S. advantage
doesn’t look too advantageous.
- Luck Tree
Bloody Mess (Luck Level 3): Chance of exploding your enemies into a red gory
paste and 5% damage increase per level up to level 3, since on level 4 instead
of increasing the damage by another 5%, all nearby enemies have a chance of
exploding as well. Which is nice when it happens. Saves ammo and gives you a
sense of awesomeness.
Now this is where the fun starts, and I’m not being ironic! Remember that all
your actions net you experience (finding new locations, crafting, combat,
quests, etc.), so do a lot! Run around, kill stuff that you can kill, loot a
lot to craft things and get experience points and try to do as many side
quests as possible! You’ll notice that some side quests are infinite, so you
can take them on as much as you want. They are a good source of experience
points.
A few pointers here. I know that this game has no level cap, but I established
a “maximum level” as level 50 because that’s the requirement to open the last
upgrade for level 10 perks of any attribute. So I’ll make the guide all the
way up to level 50 and consider there as a maximum character, but don’t worry,
I’ll also go after the “maximum level” in case someone (like me) wants to hone
its character. I think that between level 70 and 75 is the perfect character.
You can keep leveling even more, but know that with time and as you go through
the storyline, the amount of side quests you can take will drastically drop,
so leveling will be harder and harder. Without further talking, let’s get to
it!
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[6LV1] The First Ten Levels
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Ok, so you’re fresh off the Vault and ready to tackle the vast world that
Commonwealth is, but hold on. If you start running around like crazy, you’ll
just get destroyed. For now, go only to Concord as the game prompts you (and
make sure you grab the Perception Bobblehead) and then fetch the Intelligence
Bobblehead. I’ll warn you that it’ll be hard to get it because of your lack of
equipment, but with patience you’ll succeed. Also let the enemies kill each
other in the premises, that’s the best tip I can give you. For the first ten
levels, you’ll want to level the following perks in the following order:
As you noticed, you didn’t get many skills that will influence directly in
your combat, so the game will still be tough for you. However we’re building a
base here by enabling you to have access to better equipment and loot. Not to
mention that your sneaking skills are being developed. By now you’re able to
get closer to your enemies without being detected most of the times (and you
know that crouching works wonders), and you can also open most of the locked
containers around you. And hack most of the terminals.
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[6LV2] The Next Ten Levels
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Things now will start getting interesting since we’ll be seeing clear
improvements to our character. Enemies are getting a bit tougher with the
increase of legendary foes, but with that comes better items. If you’re
playing with a companion, now is the time to get the Charisma Bobblehead. For
us in order to keep the momentum going, we’ll level the following perks:
In this stage of the game, you can sneak quite well, you don’t have to worry
about looking where you’re walking anymore, your damage is building up nicely
with the perks and stronger items and you can even take a small beating if it
happens. You probably already built a sniper rifle, so your sneak headshots
are draining at least one third of your enemies’ HP. But let’s start
destroying the game now.
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[6LV3] The Other Ten Levels
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Here is where we’ll boost our damage and will start getting bold. We’ll face
more enemies at once, we’ll be able to even get closer to them and we’ll
finally be able to put silencer and fully develop most of our weapons, so that
will be a game changer for us. Here’s how you should proceed with the next ten
levels:
By now you are already sneaky enough to kill most enemies without ever being
detected so your enemies are just unaware preys waiting to be slain. Don’t let
it get to your head though, you are still frail if you get caught since you
don’t have much HP and your armors are still weak. We’ll take care of that
though. I advise you to grab Luck Bobblehead now if you haven’t yet. It’ll be
needed from now on.
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[6LV4] More Ten Levels
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Here things get personal. You’ll have to choose according more to your game
style, which you have defined by now. I’m saying that because you’ll have to
choose between Rifleman and Gunslinger according to the weapon you’re using
the most. I noticed that I was using pistols a lot more than sniper rifles so
I went for the Gunslinger perk but then again, no harm if you choose Rifleman
instead. Also if you still didn’t get the Strength Bobblehead, now’s the time.
Here’s how the next ten levels should be:
By now the game is a breeze. You’re playing on Survival mode, you’re killing
everything with ease and the legendary loot is filling your inventory. Nice!
But we’re still not there! Now you’ll need the Agility Bobblehead. Also if you
want to fetch the Endurance one as well, why not? It won’t change much but at
least it’s less one Bobblehead!
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[6LV5] The “Last” Ten Levels
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Since you already have a fairly decent damage and you can sneak easily, we’ll
focus now on our protection and make death fear you. I assume you already
picked all Bobbleheads by now if you’re following this guide properly. If you
didn’t, go get them and then keep following! Here’s how the “last” ten levels
should be:
That’s it, you’re now a death god! Survival mode is the same as Easy mode and
you’re a monster. You broke the game. Nothing they can throw your way can put
you in trouble. If you are satisfied with your character the way it is, then
great! You can do everything in the game and feel accomplished by it. You have
conquered the Commonwealth. However, if you feel there’s still room for
improvement or if you want to crush everything in your way and be the ruler of
Fallout, the next session is where you’ll go even further in your character’s
development.
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[6LV6] More Levels and Beyond
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So it’s not enough to crash the game, you have to turn it into dust! Ok, I dig
you! I did that too! So let’s show them who the boss is. The true legendary
one! From here on it’s up to you how you would like to level your character.
You possess by now a great notion of the game and if you’re still following my
guide it’s only because you’re trying to make me happy. I appreciate it! From
now on I suggest you level your character this way:
Here you can choose between Medic or Toughness and max it. I’d go for Medic
first.
Level 61: Medic 1 (Intelligence) or Toughness 1 (Endurance);
Level 62: Medic 2 (Intelligence) or Toughness 2 (Endurance);
Level 63: Medic 3 (Intelligence) or Toughness 3 (Endurance);
Level 64: Medic 4 (Intelligence) or Toughness 4 (Endurance);
Level 65: Toughness 1 (Endurance) or Toughness 5 (Endurance);
Level 66: Toughness 2 (Endurance) or Medic 1 (Intelligence);
Level 67: Toughness 3 (Endurance) or Medic 2 (Intelligence);
Level 68: Toughness 4 (Endurance) or Medic 3 (Intelligence);
Level 69: Toughness 5 (Endurance) or Medic 4 (Intelligence);
Now if you want to really be gloating about your character, why not level
Attack Dog perk? I don’t know if it’s a flaw in the game or not, but having
Dogmeat as companion doesn’t cancel the effects of Lone Wanderer, so you can
combo his perk with yours. Overkill!
Level 70: Attack Dog 1 (Charisma);
Level 71: Attack Dog 2 (Charisma);
Level 72: Attack Dog 3 (Charisma);
And this is as far as I go! If you want to go even further, then let me know
what you did!
Here I’ll just share a couple of tips that I think it’ll help you all through
your journey.
- Dogmeat is a great companion. He doesn’t cancel the effects of the Lone
Wanderer perk and can carry stuff!
- Spare Outfits: Always bring with you outfits that boosts your Charisma. They
can help you a lot when bartering, delivering quests and in dialogues. Also
always walk with a Hazmat Suit in your inventory as well. You’ll never know
when things will go nuclear on you;
- If you find a legendary rifle (Hunting or Sniper) with the Instigating title
on it, GET IT! The Instigating effect deals double damage when enemies are at
full health. Since you’ll sneak a lot on them and 99% of the time they are
fully healed, you’ll be able to 1-shot kill most of your enemies.
- Keep the “Deliverer” pistol with you at all times. This is a legendary
pistol you’ll get as you progress through the storyline. It is simply THE
pistol to have with our build;
- Explosive effects are awesome, especially for Combat Shotguns and Miniguns.
So if you’re lucky enough to find one of these, keep it;
- Mighty and Violent effects are good overall for any legendary weapon. They
grant you a 25% damage increase and the Violent even has a chance to cripple,
though it comes with a huge recoil;
- Chameleon effect is good for you only when you’re standing still (while
sniping for example), so if you want better sneaking equipment, go for the
Cunning prefix, since it increases your AGI and PER by 1 point each;
This is a small session I’ll be updating as I receive more and more questions
which I’ll share IF pertinent. Who knows, your question can also be someone
else’s. Sometimes it can be an affirmation rather than a question, but I’ll
answer anyway.
Q: “He sees that there are several different start builds and show them all as
viable options”.
A: I don’t think there are several start builds. The only choices I am giving
you are whether you’d like to play with a companion or alone. And even if you
choose to play alone, I am suggesting you spend your points as if you’d play
with a companion (putting the extra 2 points on Charisma instead of any other
attribute). As for the “choice” between leveling Gunslinger or Rifleman perk
first (I put “” in choice because later on in the game this decision can be
pretty much irrelevant), this is something you’ll know what to do as you
develop your gaming style. So it’s not really a choice, it’ll be more of a
reflection of how you’re playing. Still, if you feel like these are choices,
this guide still gives you the guidelines on what to do regardless of your
decision.
Q: “Why would you suggest taking any S.P.E.C.I.A.L Bobbleheads before reaching
level 10 first? Why settle for 10 when you could have 11”?
A: I start by asking? Why wait until level 10? Why not level 5? Why not level
20? Fallout is a game that gives you autonomy to do what you want whenever you
want. Yes, of course that some places will destroy you in a blink of an eye,
but hey, the game didn’t say you couldn’t go there. Besides, the first two
Bobbleheads I’m encouraging you to fetch are fairly easy compared to others.
The Perception Bobblehead you’ll stumble on it whether you like it or not at
the very early stages of the game when you reach Concord. The Intelligence
one, which is a bit harder, you’ll find not far from Concord, next to
Cambridge Police Station. Yes, the place is a bit hard with all the turrets,
protectrons, traps and super mutants, but if you completed the first mission
and got the Perception Bobblehead, you already have a Power Armor at your
disposal, so that pretty much helps you get through it. I did it without the
Power Armor relying more on sneaking, and I got into a combat situation only
once.
Now as to why settle with 10 when you could have 11, I ask again, why settle
with 11 when you could have 12? Or 15? Or 20? Or 100? As you probably noticed
already, the perks go only up to level 10, so that should be the first
indicator. The second reason is also because with equipment you’ll find later
in the game, you’ll sneak easily with mediocre armor. So anything beyond level
10 would be a waste. But if you want to level beyond what I suggested, have
fun. I’ll consider 10 as the maximum points you should spend in any attribute,
since beyond that you can just use consumables and specific stat increase
armors. So why settle for 10? Because 10 is enough.
This guide is intended for personal use only. You cannot copy any of it and
reproduce it without my consent. I take full authorship over this guide and
its content.
If you need to contact me, please do it in the email provided at the beginning
of this document.
Also, if you would like to suggest, criticize, praise or share your
experiences with me using this guide, drop me a message. I’ll read it and
reply for sure!
Thanks for reading!
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Fallout 4:
Character Building, and S.P.E.C.I.A.L. The “Sneak Master” build
Copyright (c) 2016 Ronny Edelstein. All rights reserved.
Version 1.1 – Last Updated 2/29/2016