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Fallout shelter special luck
Fallout shelter special luck










You won't have the CAPS-in-game money-to build these three-room areas off the bat, so here's where the planning comes in: You start the game with two elevators-on floor zero and floor -1, respectively: On floor zero, you have a one-room living area and a completely empty lower floor.Īccounting for an elevator at the very end of the -1 floor, you can build one three-room area, the elevator, a three-room area, two-room area, and another elevator. This is highly recommended, and one of the best ways to get a balanced, bustling population early. I prefer proof and not guessing from what seems logical or how it seems to work based on sending dwellers into the wasteland.You build rooms in the game in one-room segments, but don't let those tiny rooms fool you - you can build up to two more copies of that room next to it to combine that section of the floor into one giant area. While this is going to be a long shot, I would greatly appreciate if anyone knows what S,C, and I actually do. I just haven't been able to find what exactly the last 3 are for. The game does say in a loading screen tip that all SPECIAL stats are beneficial in combat/wasteland. ( Help) (L also increases chance of gaining caps while collecting resources in your vault. L - Increases how fast you will build up Crit attacks.

fallout shelter special luck

  • A - Increases the speed at which you will attack.
  • E - Increases the amount of HP gained when leveling up.
  • P - Slows the arrows down during Crits.
  • From the in-game help guide, we are told what P, E, A, and L do for exploring and combat. While this thread is quite old and the game itself has been ported to other platform, (PC which I recently started playing on), I've been trying to compile a complete and accurate list as to what the stats actually do. (There is speculation that the radiation immunity may not have been intended and could be nerfed in a future patch) For example, having 11 or more Endurance makes the explorer practically immune to radiation. Also note that while dwellers can be trained up to a 10 in each SPECIAL stat, the bonuses from outfits stack and provide benefits beyond a 10. Luck helps them find better loot and more caps.Īs far as which to prioritize, Endurance, Luck, and Perception are most likely to get you better gear and more caps, but eventually having an explorer with straight 10s is good. Agility lowers the damage they take in combat. Intelligence makes them run away from combat faster, losing less HP.

    fallout shelter special luck

    Charisma makes it more likely they will resolve situations with strangers in a more positive light (gain more XP or caps, lose fewer HP). Endurance and level provide more HP, allowing them to survive longer on the same number of stims. Perception helps them find opportunities for caps, XP, and loot. It depends on what you want the explorer to do.












    Fallout shelter special luck