Sunglasses replayer by Fallout New Vegas cops. What are snipers made of?

S.P.E.C.I.A.L. is an abbreviation of the capital letters of the names of the seven main character attributes (in English), Strength (Strength), Perception (Perception), Endurance (Endurance), Charisma (Charisma), Intelligence (Intelligence), Dexterity (Agility) and Luck (Luck) . You can determine their values ​​in Vault 101 when your character is one year old. The choice occurs while reading the book "System S.P.E.C.I.A.L." (You "re S.P.E.C.I.A.L.), quest First steps (Baby Steps) By default, all seven attributes are set to 5 and you have 5 more free points to distribute, while you can lower the value of any attribute to 1 or increase it up to 10 A little later, when you exit Vault 101, you will have another opportunity to change the attributes.

Each attribute has a base value and a current value. An attribute's base value is its value without any active effects, bad habits, or other temporary changes. The current value is the value of the attribute, taking into account all the above actions. If the current value differs from the base value, then next to its value in Pipboy ("STAT" menu) there will be (+) when increasing or (-) when decreasing. An attribute increase over 10 is not taken into account and is not shown, however, if it turns out to be lowered for some reason, then this plus will play its role, for example, if your character's dexterity is actually 11, then after putting on power armor (Strength +2, Agility -2, Radiation Resist +10%), you still get an Agility value of 9 instead of 8.

The influence of the main attributes of S.P.E.C.I.A.L. on derived attributes and skills:
  • Strength:
    • Carry Weight,
    • Melee Weapons.
  • Perception:
    • Time of appearance of red marks on the compass (Compass Markers),
    • Energy Weapons, Explosives, Lockpick.
  • Endurance:
    • Health (Health), Resistances (Resistances),
    • Heavy weapons (Big Guns), Without weapons (Unarmed).
  • Charisma:
    • Location (Disposition),
    • Barter (Barter), Eloquence (Speech).
  • Intelligence (Intelligence):
    • The number of skill points upon reaching a new level (Skill Points per Level),
    • Medicine (Medicine), Repair (Repair), Science (Science).
  • Agility:
    • Number of action points (Action Points),
    • Light weapons (Small Guns), Stealth (Sneak).
  • Luck (Luck):
    • Critical Chance,
    • All skills.
Influence of S.P.E.C.I.A.L. Attribute Values on the values ​​of dependent skills:
S.P.E.C.I.A.L. value: 1 2 3 4 5 6 7 8 9 10
Increase to all skills due to luck: +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Dependent Skill Bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
S.P.E.C.I.A.L attribute boost

In addition to the initial addition of 5 points to the main attributes, in the game you can use the following opportunities to increase them:

  • The Intense Training perk allows you to increase any attribute by 1 when you switch to new level(total 10 times),
  • Complete the Oni quest! (Those!) and increase by 1 either the character's strength or perception,
  • Find 10 bobbleheads that add +1 to each of the S.P.E.C.I.A.L. (where to find them)
  • For the duration of the character's equipping of special items and armor, as well as items in the inventory that increase attributes,
  • For the duration of the effects of alcoholic beverages and chemicals.

Main Attributes

Strength

Affects the maximum amount of cargo carried by the character, the skill of melee weapons (Melee Weapons) and the damage caused by them. Oddly enough, it does not affect damage from fists (tested using the console). Strength also increases damage from brass knuckles.

Perception

Modifies Energy Weapons, Explosives, and Lockpick skills. It also determines when the red marks appear on the compass (i.e. how quickly you can sense the presence of an enemy).

Endurance

Affects the character's health, his resistance to radiation and poisons, and also changes the skills of heavy weapons (Big Guns) and unarmed (Unarmed).

1 2 3 4 5 6 7 8 9 10
Starting Health: 120 140 160 180 200 220 240 260 280 300
Heavy Weapon Skill Bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Unarmed Skill Gain: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Radiation resistance: 0 2% 4% 6% 8% 10% 12% 14% 16% 18%
Poison Resistance: 0 5% 10% 15% 20% 25% 30% 35% 40% 45%
Charisma

Increases the disposition of all NPCs towards your character, making it more likely to peacefully coax someone into saying something important. Charisma also gives advantages when using the skills of Barter (Barter) and eloquence (Speech).

1 2 3 4 5 6 7 8 9 10
Barter Skill Boost: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Speech Skill Boost: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Intelligence

Changes the number of skill points a character gets to distribute when they level up, affecting Medicine, Repair, and Science skills. Obviously, to get more Intelligence skill points should be increased as early as possible.

1 2 3 4 5 6 7 8 9 10
Number of skill points: 11 12 13 14 15 16 17 18 19 20
Medicine Skill Bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Repair Skill Bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Science Skill Bonus: +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
Agility

Determines the speed and agility of your character. Affects the number of action points that are used for attacks in V.A.T.S. mode, as well as the skills of light weapons and stealth.

Luck

It affects all skills, in addition, lucky characters have a higher chance of a critical hit from all types of weapons.

1 2 3 4 5 6 7 8 9 10
Critical Hit Chance: 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
All Skill Bonus: +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Note: You can raise and lower attributes using the console (attribute names in English are given above):

~player.modav strength 1
~player.modav perception -1

Derived attributes

Health reflects the amount of damage your character can take until they die. Health increases with each new level according to the formula:

Health Value = (90 + (Stamina x 20) + (Level x 10))

Action Points only used in V.A.T.S. in order to aim and hit the selected parts of the opponent's body. The number of possible attacks in this mode is limited by the current value of AP, since each hit inflicted reduces their stock. Different types of weapons require a certain number of AP (the smaller the weapon, the less AP is needed). The total amount of AP available depends on your character's Agility and can be increased over time through some food, drink, and more.

Action Points = (65 + (2 x Agility))

Critical Chance- This is a chance to deal critical damage to the enemy's health. It is equal to double normal damage, and the probability of its infliction depends on the character's luck, as well as on the presence of the "Accuracy" and "Ninja" perks. With a successful stealth attack (if the enemy did not notice you), a critical hit is automatically counted.

Carry Weight- this is the total weight of items that the character can carry, it depends on the current strength value. If an overload occurs, the character will move extremely slowly. Equipped power armor also affects movement speed. The amount of carry weight can be increased by taking the Stout Back perk, or temporarily through some food, drink, etc.

Radiation Resistance- shows how much your character can ignore the effects of radiation coming from the outside world. Resistance depends on endurance, it can be temporarily increased with the help of Rad-X or protective suits, and the accumulated radiation can be removed from the body with antiradin. Full immunity to radiation cannot be obtained in the game (85% limit). A small exposure to the character will not hurt, however, as radiation accumulates in the body, radiation sickness will begin.

Radiation sickness effects in Fallout 3:

  • 200 rad: -1 Stamina,
  • 400 rad: -2 Endurance, -1 Agility,
  • 600 rad: -3 Endurance, -2 Agility, -1 Strength,
  • 800 rad: -3 Endurance, -2 Agility, -2 Strength,
  • 1000 glad: Death.

Poison Resistance- reduces the effect of poison on the character. Because armor is ignored by poison stings from certain enemies (radscorpions) and weapons, this resistance is the only defense against poison. Directly depends on endurance.

Damage Resistance- Reduces damage dealt to the character (except for damage from poison). This resistance is independent of any attributes and can be increased by equipping armor, or temporarily by Med-X. Full immunity to damage in the game cannot be obtained (limit 85%).


Description:

Perhaps, there is no need for much explanation here - this replayer changes the eccentric standard sunglasses in Fallout 3 to a more beautiful and pretentious version - police glasses from Fallout New Vegas. The latter look very cool and pretentious on almost any character, while the standard ones create the image of some kind of reveling clerk from a dull office, and not a harsh Warrior / Warrior of the Wasteland.
Yes, Washington, of course, is not Arizona, the Mojave Wasteland or Zion Canyon, where the sun shines hot, but in the expanses of the Capital Wasteland these glasses do not spoil the atmosphere, and as a bonus they also present some zest in the appearance of the characters.

Location:

1. Snowball and Sam Warrick wear these glasses.
2. Roosevelt Academy Art Hall - on top of the hand dryer in the women's restroom (to the left of the entrance).
3. Subway contaminated with radiation, western side tunnel - on a table with a large clock.
4. personal home at Megaton or Tenpenny Tower if you choose the Love Machine style.
5. Two couples on mannequins standing indoors when leaving lower city in the Upper (with "Iroquois" of pencils), and on a mannequin in the Pittsburgh dungeon, near the entrance from the square in front of the fortress (in a baseball cap). (Requires "Pitt" add-on).

Advantages
- Aesthetically more beautiful.
- Full porting from New Vegas without losing the quality of the model and textures.
- The glasses may look different on your characters' faces (the edges may "go" up and the glasses become narrower).

Flaws:
- There may be conflicts with non-standard face types, hats or clothing types that affect the points slot.

Installation:
0. If you have installed old version- turn it off and delete it.
1. Copy the contents of the Data folder in the archive to the Data folder, which is in the root directory of the game (for example, D:\Games\Fallout 3)
2. Mark in the launcher or FOMM esp-file "ShadesRemade",
3. Activate ArchiveInvalidation Invalidated! in the launcher or FOMM.
4. Done, you can play!

Removal:
1. Mark in the launcher or FOMM esp-files "ShadesRemade";
2. Delete the file "ShadesRemade" (BSA and ESP) from the Data folder, which is in the root directory of the game (eg D:\Games\Fallout 3);
3. Done, you can play!

That's all, I wish you a pleasant game!

"Fallout 3" - the third installment in a series of post-apocalyptic games - "follaut" from the company "Bethesda Game Studios" released in 2008.

"Fallout 3" - a game in the heat of RPG / ACTION, created as a continuation of the general "Fallout" line, has become one of the masterpieces in the history of computer games, having won the love and respect of millions of gamers around the world.

The game takes place 36 years after the events of the second part of "Fallout", in the year 2277 of the new era, in a world making futile attempts to recover from nuclear war 2077, which destroyed almost all life on the planet.

The protagonist of "Fallout 3" is a teenager from Vault 101 for the first time in his life, by the will of fate, who ended up in the capital's wastelands in search of his father, who left the shelter earlier.

During the wanderings, our hero will have to cooperate or be at enmity with many factions inhabiting the Capital Wasteland.

Fallout 3 factions:

  • Brotherhood of Steel;
  • Brotherhood outcasts;
  • Enclave;
  • Project cleanliness;
  • Company "Claw";
  • Children of the Atom;
  • Drevens;
  • Reilly Rangers;
  • Railway;
  • Regulators;
  • Slave traders;
  • Dungeon ghouls;
  • tunnel snakes;
  • Remains of the Chinese army;
  • Raiders;
  • A family.

Cheats for the game "Fallout 3"

Cheats - console commands for "Fallout 3" called by pressing the "~" key.

Main parameters:

  • player.setlevel- set the level of the player;
  • tgm- immortality, endless ammo;
  • player.additem 0000000F - set the required number of caps from the nuclei-cola;
  • setspecialpoints- set special parameters;
  • settagskills- add skill points;
  • tmm1- open all markers on the map;
  • rewardKarma- set the required level of karma

Rare weapons in "Follaut 3"

"Eugene"(minigun with 50% increased damage) - it can be obtained after successfully completing the "Railly Rangers" quest.

Experimental Repeatingly Charged Nuclear Grenade Launcher - located in the arsenal, at the base of the national guard. It is necessary to first collect the entire Keller family archive, consisting of five records.

"Terrible" shotgun (increased damage) - located in the Evergreen Mills Bazaar at the character Smile Jack.

Revolver "Blackhawk" - to get it, you need to bring notes to Agatha, after completing the quest "Agatha's Song".

"softener" (sledgehammer with 50% increased damage) - Anchorage Memorial, utility room. This weapon is connected to one of the game's unmarked quests - "Stash at the Anchorage Memorial".

"Gunshot"(alien blaster capable of setting a target on fire) - can only be accessed randomly.

Tiny Killer Knife (knife) - becomes available only during the passage of the Tranquility Lane quest.

"Anesthesia"(hunting rifle with increased damage) - it can be found in the Republic of Dave, in a locked safe. The safe can only be opened with Dave's special key.

"Bloodsucker" (combat knife with 50% limb damage bonus) - can be found on one of the raiders in the hut, which is located on the east side of the ruins of Bethesda.

"Bone crusher " (shotgun with increased damage) - it is located in Girdersheyde with a character named Ronald Laren.

"Vampire Fang" (Chinese sword with reduced weight and high speed attacks) - located in Vance's office at the Mereshti metro station.

"Blackboard" (board with nails, increased damage and durability) - can be found in an abandoned shack in the village of Clifftop.

Toothpick Bucha (switch knife with double damage) - can be obtained from Butch, during the passage of the quest "Problems on the home front".

"Zalom"(cue with a 4 times increased margin of safety) - located in Paradise Falls on a pool table.

"Ant Sting" (knife, when struck, deals an additional 4 damage every 10 seconds) - can be obtained if you complete the quest "Inhuman Gambit" in favor of Non-Myrmica.

"Trucker's Friend" (mount with high damage) - the weapon is in the Canterbury community, in Dominic's garage and a machete.

"Plunkett's Arguments" (studded brass knuckles with an increased chance of causing critical damage) - with the ability "lawyer" it can be found in the Arlington house, in the cemetery of the same name.

"Jack"(improved version of the ripper) - after completing the quest "Water of Life", in the shelter of the claws of death.

"Smuggler's Thunderstorm" (pre-war laser pistol) - in the safe at Elder Lyons in the Citadel.

"Pomegranate-Honey" (unique grenade launcher) - Fort Independence armory

"Protectron's Gaze" (laser pistol, shoots 5 beams instead of one) - one of the reward options for the Inhuman Gambit quest. It is given by the Mechanist in exchange for Nemyrmica's armor.

"Occam's razor" (combat knife with increased durability and damage) - can be obtained by killing the leader of the Claw Company mercenaries, Jabsco in Fort Bannister.

Rare clothes and armor in Fallout 3

Modified work overalls (adds 10 units to radiation resistance, 5 to repairs and one unit to luck) - this jumpsuit is given by the caretaker of vault 101 as a reward at the last stage of the "Problems on the Home Front" quest.

Father's jumpsuit (no different from work overalls, increases lockpicking and repair skills by 5 points, and weighs 20 times more than usual) - can be obtained during the passage of the Living Water quest, after the death of James, if his body lies near the door.

Tunnel snake outfit (+4 units to damage resistance and another 5 units to the melee weapon skill) - it can be obtained from Butch, as a reward for saving his mother, during the "Escape" quest.

Refuge Jumpsuit 77 - overalls that previously belonged to the only inhabitant of shelter 77. You can find it in Paradise Falls in the barracks.

Surgeon's lab coat (Essentially - an ordinary dressing gown. Medicine: +10 Science: +5, the cost has been greatly increased) - you can get it by killing a surgeon at the Red Racer factory.

Vault 101 Armored Overalls (slightly modified vault 101 overalls. Energy and light weapons +5). You can get it as a gift from Moira, in the "Shop on the crater", telling her about life in the shelter.

Maple Power Armor (Increases strength, heavy weapons, gives additional resistance to radiation, but at the same time reduces dexterity) - can be obtained for completing the Oasis quest, accelerating Harold's growth.

Prototype Medical Power Armor (Increases radiation resistance by 25 percent, but reduces dexterity by 1) - can be removed from a dead acolyte in the Old Olney sewers.

Ornamented Power Armor (dramatically different from the standard T-45d power armor, not only appearance but also characteristics) - you can get one hundred steel ingots in "Pit" for the quest "Steel for the plant"

Ashura Power Armor (Decorated power armor. Adds luck, charisma, strength and radiation resistance, but reduces dexterity) - you can get free labor for the task, or from the corpse of Ashur himself.

T-51b Insulated Power Armor (adds 25 units to radiation resistance, plus it practically does not wear out) - to get this armor, you must complete the "Operation Anchorage" quest.

T-51b Power Helmet (apart from the fact that it has increased wear resistance and almost does not need repair, it is no different from a regular T-51-b power helmet) - only after completing "Operation Anchorage", along with insulated power armor.

Shurup Combat Armor (an improved variant of the claw combat armor in all respects, plus it adds 10 units to heavy weapons and to action points) - can only be obtained after receiving the unmarked quest "Grieving Groom" by removing it from the Screw in the Maisons Beauregard hotel.

Winter medical armor(increases medicine by 10 points) - during the passage of the quest "Among the Stars", in the cryological laboratory.

"Leather"(an improved version of the armor of raiders-saboteurs, increases charisma) - gets in exchange for seven dozen steel ingots in Pitt.

Bomber Armor (has greater resistance to damage and an increased margin of safety, adds ten units to heavy armor and explosives) - in Pitt for 60 steel ingots, the quest "Steel for the plant".

Master Metal Armor (a mixture of sadistic raider armor and metal armor, adds 10 points to skills: unarmed and energy weapons, reduces dexterity by 1 unit, but has increased damage resistance) - can be obtained during the quest "Steel for the factory", in exchange for 40 steel ingots.

Traveler's Leather Armor (except for an additional 10 points to the skill of light weapons, no different from the usual leather armor) - can be obtained by killing a raider named Wayfarer, who can be found in a small camp just east of Roosevelt Academy.

Scout Composite Armor (has an increased price and durability) - can only be obtained using the console command.

Chinese stealth armor (gives 15 units to stealth, if you switch to stealth mode, the stealth combat function is turned on, that is, the hero becomes invisible while he is in it) - armor can be taken only after completing the "Operation: Anchorage" task.

Samurai armor, samurai helmet (armor adds 10 points to the melee weapon skill and 10 points to melee weapon damage) - the armor and helmet belong to Toshiro Kago, a samurai on an alien ship. It can be taken if he is killed during the quest "This galaxy is not that big", you can kill him yourself.

Protective suit (adds five points to medicine and 30 points to radiation resistance) - it can be obtained from Moira, during the quest "Guide to Survival in the Wasteland", after completing the chapter on injuries.

Lesko lab coat (radiation resistance increased by 20 units and ten points added to science) - can be obtained during the passage of the quest "They" from Dr. Lesko, but only if, before killing guardian ants, the hero convinces the doctor that one hundred Without a serious incentive, he won't go anywhere.

lab coat (increased damage resistance and plus 5 units to science) - at the enclave doctor at Adams Air Force Base, located on the mobile base launch platform.

Redhead Jumpsuit and Bandana (overalls increase light weapon skill by 5 points, and bandana increases perception by one) - through the equipment exchange menu at the first meeting, if you offer her a weapon exchange.

Linden Hoodie (adds one point each to agility and perception. the effect "treven's gaze" appears in the pip-boy) - can be obtained after completing the quest "Oasis", if you pour juice on Harold's heart, thereby slowing down its growth.

Pajamas "Night vigil" (adds one point each to stamina and charisma) - in the course of the quest "The Grieving Groom", on the body of Screw you will find a key that unlocks the suitcase located on the pool table, and this pajama lies there.

Undertaker Jones costume and hat (the hat adds one to charisma, the costume also increases charisma and plus two points to light weapons, they can only be repaired by merchants, since the costume and hat are the only ones of their kind) - the costume belongs to the leader of the slavers in Paradise Falls, you can only get it killing him.

Tenpenny costume (plus two points to light weapons and one to charisma, repaired only by merchants) - can be obtained by killing the owner of the Tenpenny Tower, Alistair Tenpenny.

Nemyrmica costume and helmet (adds one point to dexterity, but reduces charisma) - during the "Inhuman Gambit" quest, if you kill Non-Myrmica or convince her that she was wrong.

Suit and helmet of the Mechanist (reduces charisma by one, but adds stamina) - by killing the Mechanist, persuading him or making a substitution during the "Inhuman Gambit" quest.

Vance Cloak(adds one to perception and charisma, plus 10 points to light weapons) - can be obtained by killing Vance or using a reverse theft.

Sheriff Paulson suit and hat (the hat gives plus one point to perception, the suit increases charisma and adds 5 points to eloquence and ten to light weapons) - from Paulson, one of the prisoners on the spaceship, if he dies or with the help of reverse theft.

Handyman clothes (adds one unit to strength, endurance and dexterity) - during the quest "Hazardous working conditions" for ten steel ingots.

Lilac Hood (increases dexterity and adds ten units to stealth) - it is given by the seer Lilac, if you complete the "Oasis" task on the side of Lipa's mother.

The location of the baby dolls in "Fallout 3"

Bobbleheads - additional bonuses to the skills and main characteristics - the parameters of the SPECIAL hero in "Fallout 3".

Bobbleheads responsible for SPECIAL parameters:

  • Bobblehead "Strength"- Megaton. House of Sheriff Lucas Simms. If the megaton is destroyed, it will be impossible to take it;
  • Bobblehead "Agility" - In the office at the Greener Pastures junkyard;
  • Baby doll "Luck"- In the basement of the Arlington house in Arlington Cemetery - north;
  • Bobblehead "Endurance" - In the shelter of the claws of death;
  • Baby doll "Intellect" - Scientific laboratory Rivet - City;
  • Baby doll "Charisma" - Vault 108 Cloning Lab;
  • Bobblehead "Perception" - At the Dave Museum, in the Republic of Dave.

Bobbleheads responsible for skills:

  • Bobblehead "Without a weapon" - Rokopolis;
  • Bobblehead "Barter" - At the Evergreen Mills Bazaar;
  • Bobblehead "Eloquence" - In the den of Undertaker Jones in Paradise Falls;
  • Bobblehead "Breaking"- Ruins of Bethesda, in the east office;
  • Baby doll "Science"- in the living rooms of shelter 106;
  • Bobblehead "Stealth" - In the tunnels of the yao-gai in the lair;
  • Baby doll "Light weapon" - Base of the National Guard;
  • Baby doll "Repair" - in the house of Evan King in Arefu;
  • Bobblehead "Cold Weapon" - Poisoned dungeons Dunwich - building;
  • Baby doll "Medicine" - shelter 101. It is not possible to get it after leaving the shelter;
  • Bobblehead "Explosive" - At the WKML broadcasting station;
  • Bobblehead "Heavy weapon" - Fort Konstantin - the residence of the command;
  • Bobblehead "Energy weapon" - Raven rock. After leaving this location, it will become impossible to pick it up.

The location of the shelters in "Follaut 3"

Shelters- underground fortified complexes created by Vault-tech to protect the population during a nuclear war and its consequences.

There are only 6 available shelters in Fallout 3:

Vault 101- the birthplace of our hero.

Shelter created on the basis of virtual reality.

Experiments on cloning people, or rather one single person - Harry.

A hideout filled with hallucinogenic gas.

Human experiments to create super soldiers using low frequency noise.

Home of the super mutants.

S.P.E.C.I.A.L. is an acronym meaning seven Main Features(Primary Statistics) of your character: Strength(Strength) Perception(Perception), Endurance(endurance) Charisma(Charisma) Intelligence(intelligence) Agility(Agility) and Luck(Luck). These Key Features (also known as "Attributes") serve as the foundation for all the characters in Fallout 3, starting with your avatar, and ending with other inhabitants of the Wasteland. The value of these characteristics can vary from 1 (negligible) to 10 (unbelievable). What depends on the Main Characteristics? In a nutshell - the higher they are developed, the more effectively you will be able to use the corresponding Skills. Below are the Secondary Stats and Skills that depend on certain Main Stats of your character.

Strength: Carried Weight/carry weight | Steel arms/Melee Weapons
Perception: Designations on the Compass/compass markers | Energy weapons/Energy Weapons, explosives/explosives, Breaking/lockpick
Endurance: Health/health, Resistance/resistances | Heavy Weapon/Big Guns, No Weapon/Unarmed
Charisma: Location/Disposition | Barter/barter, Eloquence/Speech
Intelligence: Skill Points(Skill Points) per level | The medicine/medicine, Repair/Repair, The science/Science
Agility: Action Points/Action Points | Light Weapons/Small Guns, stealth/Sneak
Luck: Critical Hit Chance/Critical Chance | all Skills

In fact, any of the components of S.P.E.C.I.A.L. improves the possession of any of the Skills by adding a certain bonus to them (Luck is an exception, since it affects absolutely all Skills, but much less than all other Main Characteristics). Below is a pattern of dependence of the additional development of the corresponding Skills on the parameters of the Attributes (on the right is a bonus from Strength, Perception, Endurance, Charisma, Intelligence and Dexterity, and on the right - from Luck).

S.P.E.C.I.A.L. 1: +2 | +1
S.P.E.C.I.A.L. 2: +4 | +1
S.P.E.C.I.A.L. 3: +6 | +2
S.P.E.C.I.A.L. 4: +8 | +2
S.P.E.C.I.A.L. 5: +10 | +3
S.P.E.C.I.A.L. 6: +12 | +3
S.P.E.C.I.A.L. 7: +14 | +4
S.P.E.C.I.A.L. 8: +16 | +4
S.P.E.C.I.A.L. 9: +18 | +5
S.P.E.C.I.A.L. 10: +20 | +5

In the process of creating your character, the parameters of the components of S.P.E.C.I.A.L. are automatically set depending on the decisions that you made during the passage of the first three Main Quests: Baby Steps, Future Imperfect and Escape! A little later, you will have the opportunity to adjust the final picture in accordance with your own ideas about what kind of character you want to play. In total, you have 40 points available to distribute between the Primary Attributes. Seven of them are spent automatically (each of the Attributes must have a parameter of at least 1), and all the rest are at your discretion. Below you can learn more about each of the Main Features.

Strength shows your physical abilities. It depends on what load you can carry; it also determines the effectiveness of close combat.

baseball player/Little Leaguer (4/2), Iron fist/Iron Fist (4/4) and Strong Ridge/b Back (5/8).

Depending on the level of development of this characteristic, the above parameters change as follows (carried cargo / Unarmed / Melee weapons):

Strength 1: 160/+0.5/+2
Strength 2: 170/+1/+4
Strength 3: 180/+1.5/+6
Strength 4: 190/+2/+8
Strength 5: 200/+2.5/+10
Strength 6: 210/+3/+12
Strength 7: 220/+3.5/+14
Strength 8: 230/+4/+16
Strength 9: 240/+4.5/+18
Strength 10: 250/+5/+20

High Perception value gives advantages when using Skills "Explosive"(Explosives) "Breaking"(Lockpick) and "Energy weapon"(Energy Weapons), and also determines the time when red marks appear on the compass (that is, when you notice the enemy).

Abilities related to this characteristic (in parentheses indicate minimum parameter characteristics and level of development of the character): Thief/Thief(4/2), Sniper/Sniper (6/12), Easy Step/Light Step (6/14), Hitman/Contract Killer (6/14), Lawyer/Lawbringer (6/14), Critical Damage/Better Criticals (6/16) and burglar/Infiltrator (7/18).

Depending on the level of development of this characteristic, the above parameters change as follows (Energy weapons / Explosives / Hacking):

Perception 1: +2/+2/+2
Perception 2: +4/+4/+4
Perception 3: +6/+6/+6
Perception 4: +8/+8/+8
Perception 5: +10/+10/+10
Perception 6: +12/+12/+12
Perception 7: +14/+14/+14
Perception 8: +16/+16/+16
Perception 9: +18/+18/+18
Perception 10: +20/+20/+20

Endurance is a measure of your physical fitness. High Endurance gives bonus health, resistance to environment and advantage when using Skills "Heavy Weapon"(Big Guns) and "No Weapon"(Unarmed). Endurance affects the amount Hit Points(Hit Points) of your character, as well as his general physical condition ( Poison Resistance/Poison Resistance and Radiation Resistance/Radiation Resistance).

Abilities related to this characteristic (in parentheses indicate the minimum parameter of the characteristic and the level of development of the character): Fortitude/Toughness (5/6), Lead Belly/Lead Belly (5/6), Strong Ridge/b Back (5/8), Rad-resistance/Rad Resistance (5/8), Size matters/Size Matters (5/8), Fountain of Life/Life Giver (6/12) and Solar battery/Solar Powered (7/20).

Depending on the level of development of this characteristic, the above parameters change as follows (HP/Heavy Weapons/Unarmed):

Stamina 1: 120/+2/+2
Stamina 2: 140/+4/+4
Stamina 3: 160/+6/+6
Stamina 4: 180/+8/+8
Stamina 5: 200/+10/+10
Stamina 6: 220/+12/+12
Stamina 7: 240/+14/+14
Stamina 8: 260/+16/+16
Stamina 9: 280/+18/+18
Stamina 10: 300/+20/+20

A high indicator of this characteristic will improve the attitude of others towards you, although, be that as it may, Charisma cannot outweigh too high or low Karma. This parameter gives advantages when using Skills. "Barter"(Barter) and "Eloquence"(Speech).

Abilities related to this characteristic (in parentheses indicate the minimum parameter of the characteristic and the level of development of the character): scoundrel/Soundrel (4/4), Eternal Child/Child at Heart (4/4), Arbitrator/Impartial Mediation (5/8), Animal Friend/Animal Friend (6/10) and Great Merchant/Master Trader (6/14).

Depending on the level of development of this characteristic, the above parameters change as follows (Barter / Eloquence):

Charisma 1: +2/+2
Charisma 2: +4/+4
Charisma 3: +6/+6
Charisma 4: +8/+8
Charisma 5: +10/+10
Charisma 6: +12/+12
Charisma 7: +14/+14
Charisma 8: +16/+16
Charisma 9: +18/+18
Charisma 10: +20/+20

Intelligence determines your curiosity and ability to think in critical situations. Intelligence gives advantage to Skills "The science"(Science), "Repair"(Repair) and "The medicine"(medicine). The higher your Intelligence, the more Skill Points(Skill Points) appears when you reach a new level.

Abilities related to this characteristic (the minimum parameter of the characteristic and the level of development of the character are indicated in brackets): Diligent student/Swift Learner (4/2), Weapon Zealot/Gun Nut (4/2), Daddy's Son / Daddy's Boy (4/2) Educated/Educated (4/4), Entomologist/Entomologist (4/4), Understanding/Comprehension (4/6), Rabies Botanica/Nerd Rage! (5/10) and Hacker/Computer Whiz (7/18).

Depending on the level of development of this characteristic, the above parameters change as follows (Skill Points / Medicine / Repair / Science):

Intelligence 1: +11/+2/+2/+2
Intelligence 2: +12/+4/+4/+4
Intelligence 3: +13/+6/+6/+6
Intelligence 4: +14/+8/+8/+8
Intelligence 5: +15/+10/+10/+10
Intelligence 6: +16/+12/+12/+12
Intelligence 7: +17/+14/+14/+14
Intelligence 8: +18/+16/+16/+16
Intelligence 9: +19/+18/+18/+18
Intelligence 10: +20/+20/+20/+20

The use of Skills depends on Dexterity "Light Weapon"(Small Guns) and "Stealth"(sneak) and also the amount Action Points(Action Points) in V.A.T.S.

Abilities related to this characteristic (in parentheses indicate the minimum parameter of the characteristic and the level of development of the character): Weapon Zealot/Gun Nut (4/2), Thief/Thief(4/2), Silent Running/Silent Running (6/12), Sniper/Sniper (6/12), Easy Step/Light Step (6/14) and Zinger/Action Boy (7/16).

Depending on the level of development of this characteristic, the above parameters change as follows (Action Points / Light Weapons / Stealth):

Agility 1: 67/+2/+2
Agility 2: 69/+4/+4
Agility 3: 71/+6/+6
Agility 4: 73/+8/+8
Agility 5: 75/+10/+10
Agility 6: 77/+12/+12
Agility 7: 79/+14/+14
Agility 8: 81/+16/+16
Agility 9: 83/+18/+18
Agility 10: 85/+20/+20

Luck is a specific characteristic that in a certain way increases the level of development of all Skills and affects the probability of inflicting critical damage on opponents.

Abilities related to this characteristic (in parentheses indicate the minimum parameter of the characteristic and the level of development of the character): treasure hunter/Fortune Finder (5/6), Freeloader/Scrounger (5/8), Accuracy/Finesse (6/10), mysteriousStranger/Mysterious Stranger (6/10) and Critical Damage/Better Criticals (6/16).

Depending on the level of development of this characteristic, the above parameters change as follows (Critical Damage / Skills):

Luck 1: +1%/+1
Luck 2: +2%/+1
Luck 3: +3%/+2
Luck 4: +4%/+2
Luck 5: +5%/+3
Luck 6: +6%/+3
Luck 7: +7%/+4
Luck 8: +8%/+4
Luck 9: +9%/+5
Luck 10: +10%/+5

Secondary Stats are derived from Primary Stats and are also influenced by Skills(Skills) and Abilities(Perks) of your character. There are many various ways increase (and decrease) the level of development of Secondary Characteristics.

Based on the name of this Secondary Stat, the more Action Points your character has, the more different actions he/she can take before any other creature reacts. The total number of Action Points (AP) can be found in the corresponding menu of your Pip-Boy. They are also displayed in the lower right corner of the screen during the game. The OD indicator is in constant motion, shrinking when using weapons and viewing inventory, and recovering in the free time from these actions. You should only worry about the amount of AP during combat, and especially when using V.A.T.S.

So why use V.A.T.S. when you can act in real time? The answer is simple: V.A.T.S. gives you an advantage in combat, makes it easier to deal with any opponent and deal more impressive damage. An enemy at a long distance from you is a very difficult target when firing at a glance, but in V.A.T.S. mode, using the available number of Action Points, you will be able to use your full potential.

In a nutshell - your accuracy will directly depend on the development of a particular Skill involved in using a particular type of weapon. On top of everything else, almost always when using V.A.T.S. you get +15% chance to deal critical damage to your opponent, which, for example, is four times more than it would allow Luck(Luck) of a character with a development level of 5. The number of AP directly depends on the parameter Agility(Agility).

Agility 1: 67 AP
Agility 2: 69 AP
Agility 3: 71 AP
Agility 4: 73 AP
Agility 5: 75 AP
Agility 6: 77 AP
Agility 7: 79 AP
Agility 8: 81 AP
Agility 9: 83 AP
Agility 10: 85 AP

Zinger(Action Boy/Girl), +25 AP.

Screw(Jet), +30 AP; Fire Ant Nectar, +8 AP; NukaLurk Meat, +20 AP; Ultra Screw(UltraJet), +40 AP; Nuka-Cola Quantum, +20 AP.

Addictions that temporarily affect this Secondary Characteristic: Alcohol Addiction, -2 AP; Dependence on Screw, -2 AP; Dependence Med-X(Med-X), -2 AP.

Effect of radiation on this Secondary Stat: 400 RAD, -2 AP; 600 rad, -4 AP; 800 rad, -4 AP.

The amount of cargo that you can carry with you without any negative consequences is displayed in your Pip-Boy. If you exceed the allowable rate, then you will not be able to move quickly and, in the end, generally budge. This Secondary Characteristic directly depends on Forces(Strength) of the character.

Strength 1: 160 pounds
Strength 2: 170 pounds
Strength 3: 180 pounds
Strength 4: 190 pounds
Strength 5: 200 pounds
Strength 6: 210 pounds
Strength 7: 220 pounds
Strength 8: 230 pounds
Strength 9: 240 pounds
Strength 10: 250 pounds

Abilities that permanently affect this Secondary Statistic: Strong Ridge(b Back), +50; Solar battery(Solar Powered), +50.

Medicines that temporarily affect this Secondary Statistic: any alcoholic drink, +20; Buffout(Buffout), +20; Mississippi Quantum Pie, +20.

Dependencies that temporarily affect this Secondary Attribute: dependence on Nectar(Nectar), -40; dependence on Buffout, -20.

Effect of radiation on this Secondary Statistic: 600 RAD, -20; 800 rad, -40.

Every time you attack an enemy (or get attacked yourself), there is a chance of dealing (or receiving) Critical Damage. The exact amount of Critical Damage dealt depends on the weapon, stealth, and how you play (i.e. attacking an enemy in stealth mode or using V.A.T.S.). In most cases, Critical Damage is normal damage multiplied by two, and the probability of landing a critical attack directly depends on Good luck(Luck) character.

Luck 1: 1%
Luck 2: 2%
Luck 3: 3%
Luck 4: 4%
Luck 5: 5%
Luck 6: 6%
Luck 7: 7%
Luck 8: 8%
Luck 9: 9%
Luck 10: 10%

Abilities that permanently affect this Secondary Statistic: Accuracy(Finesse), +5%; Ninja(Ninja), +15% (only when using melee weapons, as well as melee attacks).

During the fight, you will often get injured. The amount of damage received in this case depends on the protective equipment and certain Abilities of your character. The value of this Secondary Stat can range from 0 to 85%. And while the Damage Resistance meter may show more than 100, the actual maximum number is 85. If your Damage Resistance is 30, your character will take 30% less damage dealt to him. The most common way to increase the parameter of this characteristic is to use armor. By the way, helmets also increase DR, so for maximum protection, it is recommended to use both the first and second.

Abilities that permanently affect this Secondary Statistic: Fortitude(Toughness), +10; Cyborg(Cyborg), +10; Rabies Botanica(Nerd Rage), +50 (but only at low current health).

Medicines that temporarily affect this Secondary Attribute: Med-X(Med-X), +25.

Your well-being directly depends on Health, the level of which can be seen in Pip-Boy, as well as in the lower left corner of the screen during the game. If the Health parameter drops to 0, then you are officially dead. Endurance(Endurance) of your character determines the initial number of your Health Points(Hit Points). It should also be noted that with each new level of development of your character, he or she receives an additional 10 HP. Logically, the more Health Points you have, the higher your chance of survival in the wilderness. Do not forget that Health is an average indicator of the state of your body (and not only yours).

Each part of your body has an approximate Health value displayed as a percentage. For example, when shooting at the torso of a raider with a Health level of 100, you will need to wound him for 46 HP in order to cripple him (by the way, the armor that he is wearing also protects him). Next, the health parameters of certain parts of the body will be indicated (the first indicator is responsible for the average NPC, and the second displays the player’s indicators).

Head: 20% | 75%
Torso: 60% | 255%
Left Hand: 25% | 100%
Right Hand: 25% | 100%
Left Leg: 25% | 150%
Right Leg: 25% | 150%

Thus, if you aim at the limbs, then the chance to disable the enemy as soon as possible is much higher. By the way, when shooting in the head, the damage most often doubles.

Also, do not forget that when falling from a great height, you can damage your legs, and if your hands are badly damaged, then you will not be able to use the weapon effectively. In order to heal a crippled limb, you will need a doctor or a certain amount of stimulants.

Abilities that permanently affect this Secondary Statistic: Fountain of Life(Life Giver), +30 HP.

Medicines that temporarily affect this Secondary Attribute: Buffout(Buffout), +60 HP.

These two types of "direct contact" damage are sometimes difficult to separate, so use the following rule: if you deal damage to an enemy with a melee weapon, then you use one or two hands to attack, and the weapon itself acts on the principle of direct hit on opponent like Lead Pipe(Leadpipe). Damage dealt without weapons is a direct result of using your fists, as well as special weapons like Brass knuckles(Brass Knuckles). The amount of damage you deal is 100% dependent on your character's Unarmed Skill. Damage dealt without a weapon is 25% of the development parameter of this Skill. That is, for example, with a parameter of 60%, the damage will be 15 HP + damage from the weapon that you use in battle. Damage from Melee Weapons also directly depends on Forces(Strength) of your character.

Strength 1: +0.5
Strength 2: +1.0
Strength 3: +1.5
Strength 4: +2.0
Strength 5: +2.5
Strength 6: +3.0
Strength 7: +3.5
Strength 8: +4.0
Strength 9: +4.5
Strength 10: +5.0

Iron fist(Iron Fist), +5; Rabies Botanica(Nerd Rage), +5.0 (but only when current health is low).

Medicines that temporarily affect data Secondary Stats: any alcoholic drink, +0.5; Buffout(Buffout), +0.5; Mississippi Quantum Pie, +0.5.

Dependencies that temporarily affect data Secondary Characteristics: dependency on Nectar(Nectar), -1; dependence on Buffout, -0.5.

Effect of radiation on data Secondary Characteristics: 600 RAD, -0.5; 800 rad, -0.5

Some of the creatures attuned to you can poison you with their poison (the same goes for some weapons). It is Poison Resistance that determines how susceptible you are to poisonous substances. If this Secondary Statistic is 20%, then the amount of damage that you receive due to poisoning will decrease by exactly this percentage. Since the poison ignores the defensive ammo you are using, as well as the Damage Resistance stat, this characteristic, in fact, is your only defense in such a case.

As for radiation, it should not be forgotten that some areas of the Wasteland are subject to such contamination. These areas include all bodies of water (and water in general), as well as the impact sites of nuclear bombs dropped on US soil during the war. Radiation Resistance literally means the ability of your character's body to ignore infection.

Be that as it may, it is impossible to develop immunity to radiation - there are places in the Wasteland where you will not last even a couple of seconds, even taking all precautions (special armor, Rad-X/Rad-X, Ability Rad-resistance/Rad Resistance, etc.). By the way, Endurance(Endurance) - the main characteristic that will help you in a difficult moment (the bonuses to Poison Resistance are shown on the left, and on the right - to Radiation).

Stamina 1: 0% | 0%
Endurance 2: 5% | 2%
Stamina 3: 10% | four%
Stamina 4: 15% | 6%
Stamina 5: 20% | eight%
Stamina 6: 25% | ten%
Stamina 7: 30% | 12%
Stamina 8: 35% | fourteen%
Stamina 9: 40% | 16%
Stamina 10: 45% | eighteen%

Radiation exposure is measured in "Radakh"(Rads) displayed in your Pip-Boy. Depending on the dose received, the characteristics of your character will change as follows:

0: no effect
200: Stamina -1
400: Stamina -2, Agility(Agility) -1
600: Stamina -3, Agility -2, Strength(Strength)-1
800: Endurance -3, Agility -2, Strength -2
1000: death

Abilities that permanently affect these Secondary Stats: Rad-resistance(Rad Resistance), +25% Radiation Resistance; Cyborg(Cyborg), +10% Poison and Radiation Resistance.

The speed at which you move through the Wasteland depends on three things:

The amount of cargo you are carrying in your inventory: if the total weight of the items you are carrying exceeds the limit set by the Secondary Stat "Carry Weight"(Carry Weight), this means that your character is overloaded and will not be able to move at the same speed as before. To overcome this problem, you must either part with unnecessary things or accept the consequences.

Armor you are using: Power Armor(Power Armor) slows down your movement speed, but at the same time makes you more protected. Regular civilian clothing provides high mobility, but provides you with absolutely no protection. In a nutshell - be guided by the situation and change your outfit if necessary. You can carry as many different clothes as you like, but their total weight must not exceed the maximum Carry Weight.

The weapon that is in your hands. Try to get some kind of barrel, walk around with it, and then hide it back in your inventory, and you will feel the difference in your character's movement speed.

In Fallout 3, the character does not have the Sniper ability familiar to Fallout 2 fans. But by combining the basic characteristics and skills, we can create a very effective hero who will hit all the monsters of the Wasteland not in the eyebrow, but in the eye.

  • What skills to train
  • What skills to choose
  • Where to invest and how to save experience points
  • What tactics to use in different conditions

One in the field? Warrior!

When we leave Vault 101, our life in the Wasteland is just beginning. We ourselves do not yet know how we will behave, who we will become - the “Last Hope” or the “Scourge of Humanity”, whether we will gather a large company or go through alone; we will run on the attack shouting "Hurrah!" or prefer to stab in the back, on the sly. Nevertheless, it is worth thinking about it already at the moment when our eyes for the first time see the oblique rays of the sun breaking through the "gate" at the entrance to the shelter.

Keep in mind that karma does not depend on the combat specialty - you can equally well be effective in battle against evil or good characters. The choice of fellow travelers, weapons and style of behavior in battle is another matter. You can inflict critical damage on the enemy with the first shot by a character of the second or third level, armed with a 10 mm pistol, if you sneak up unnoticed. Therefore, we immediately decide that we do not take fellow travelers. None, not even a dog.

There are at least three reasons to play the game solo. The first is that the satellites rush into battle, barely noticing the enemy, and completely cancel their attempts to be invisible, the result is that the chance to inflict critical damage is missed. The second is that they have become of little use as "trucks". With a home in Megaton or Tenpenny Tower, we can no longer carry all the trophies with us. Third - they are mortal, they are wounded. The absence of fellow travelers will save both stimpacks and your nerves.

What are snipers made of?

Even the all-knowing Three Dog knows nothing about us until the moment when the multi-ton door with a roar and rattle closes behind our backs. At this moment, we seem to experience a “second birth”, no matter what we are at home, a completely different person will come out. In other words, we can change basic characteristics character (S.P.E.C.I.A.L.) and choose new "prize" skills. What does our sniper need? In my opinion, the most important characteristics: perception, luck and dexterity.

    The shooter must see the enemy from a distance, so perception we will not save. The initial level is six points, and during the game it will be possible to develop up to 10.

    The higher dexterity, the more action points will be in V.A.T.S. mode; the higher the "light weapon" and "stealth" skills. In general, what we need. For the entry level, you need six points.

    The chance to kill an enemy with one shot is highly dependent on luck character, so we start with six points, and later, by all means, we will pull it up to ten. Two more characteristics will be useful in a peaceful life: intelligence and charm.

    The law of meanness says that no matter how many experience points drop out when moving to a level, they are always not enough. High intelligence- a smart way to increase the amount of experience. The initial level of intelligence is seven, later we will definitely raise it to 9.

    Even in a post-nuclear desert, it's better to be charming and influential. So for charm let's be generous with seven points.

    The last two characteristics, it seems to me, are not important for the future sniper.

    Strength. Despite the fact that our character will be a “truck” for himself, it is better to save money on this characteristic. Four units are enough for a start, because already in Megaton it will be possible to add a unit by picking up an ownerless baby doll Vault-Tek. And if you really want to carry more battle trophies later on, Buffout and Wine will come in handy.

    Endurance. Four points is enough for the first steps in the Wasteland not to become a torment.

Choosing skills

The damn dozen skills offered in Fallout 3 can be divided into three groups: key, useful and useless for the shooter. Key skills are those that affect the outcome of the battle. Useful will facilitate a peaceful existence. Life in the Wasteland will be much more pleasant if we develop both harmoniously. Let’s take a look at the ways you can improve your skill level.

    The easiest is to get a level up and distribute experience points.

    You can select three skills as "basic" (Tag), this will give a one-time increase of 15 points to each.

    Starting from the second level, you can choose abilities that give from 5 to 15 points to one or more skills.

    "Overalls". While she is on you, some skills increase by 5-15 points.

    In the ruins you can find books, as in Fallout 2, each book read adds 1 point to one of the skills.

    Collecting baby dolls Volt-Tech. Picking up the next figure, one-time get 10 points.

It is important: it is pointless to raise even the most important skills to the maximum mark of 100 points, just by investing the earned experience. It is more reasonable to develop each of them up to 75, and get the remaining 25 with baby dolls, equipment, abilities and books.

As conceived by the creators of Fallout 3, the accuracy and efficiency of shooting depend on the level of weapon proficiency, the degree of deterioration of the "barrel" and the ability to sneak up unnoticed. We already got acquainted with the skills of the character in the guide. But which ones are the most useful for creating a sniper hero?


Stealth. The ideal position for us is a well-camouflaged cover. Alas, we cannot prepare it in advance, so we will have to learn to blend in with the environment.

A good Chinese is a dead Chinese. Law of the Anchorage Cliffs.

Light weapon. The most common weapons in the Capital Wasteland are pistols, shotguns, rifles, and shotguns. You will always have an abundance of ammunition and spare parts for repairs.

Energy weapons. Outperforms the lung in terms of "lethality", but at the beginning of the game it is too rare. It makes sense to develop only after meeting with the Enclave in the hall of the Purity project.

Repair. An extremely important skill already in the early stages of the game. There are many weapons in the Wasteland, but they are in a terrible state and after each battle it only gets worse. After each skirmish, you can quickly run "for repairs", but it's much easier to repair it yourself.

If we are not going to enforce the policy of genocide manually (for those who want to destroy the population of the Wasteland - President Eden will help), then three more well-developed skills will come in handy.

Eloquence. Even after a nuclear war, a word can be more convincing than a gun, and information is more valuable than money. Useful for the successful completion of several quests.

The science and Breaking. Useful for guessing passwords to the turret disable terminal, opening an ammo box, or just satisfying a burning curiosity.

Inclinations and abilities

Careful selection of abilities (Perks) is the key to developing the right character! In the category "take by all means" we include Commando, Accuracy, Sniper, Critical Damage, Massed fire. These abilities increase damage dealt and increase critical strike chance. Death on the rise, as a finishing touch, will make the battle in V.A.T.S. practically independent of the number of action points.

You can invest points in developing skills without directly spending experience. Abilities such as Thief, Weapon fanatic and Silent running, save whole 70 experience points. Worth taking and ability Educated for additional 45 points. As you can see, what we compensated with abilities is more than enough to develop a whole skill.

Ability roboticist will also come in handy - this way we will reduce the consumption of ammunition and stimpacks in the battle with security robots.

The remaining four times are better to take intense workout, pulling up the basic characteristics of perception and intelligence.

We dress with taste

What hats are being worn this season?

In previous games in the series, costumes were tight, and power armor seemed to be the height of perfection. In the world of Fallout 3, clothes are equipped with various effects, so now you have to keep a whole wardrobe. For example, work overalls increase the Repair skill. Wearing a white coat will make the hero feel smarter, and the Science skill will increase by 5-10 points. A business suit will add weight to your words, and even pre-war casual or leisure clothes are useful - they increase dexterity.

As a result, the best armor is not the one that protects better, but the one that combines a high degree of protection and useful effects. Alas, power armor rumbling at every step is of little use to a sniper. However, it is worth paying attention to vault 101 body armor and Reilly ranger combat armor.

And if you have the Operation Anchorage add-on, don't forget to grab the Chinese stealth armor from the shelf in the bunker (defence 28, weight 20, effects: +15 stealth, stealth mode), it protects well, makes you invisible in stealth mode and is repaired using conventional reconnaissance armor. Well, at first, you can get by with armored overalls (defense 12, weight 15, effects: +5 light weapons, +5 energy weapons), which Moira will give for help in writing the first chapter of the Survival Guide. The best armor, in my opinion, is the Reilly Rangers combat armor (defense 39, weight 27, effects: +1 luck, +10 light weapons, +5 action points in V.A.T.S.).

Home! sweet home!

The most important thing is comfort in the apartment.
dash. And the war will not run away ...

In your free time from the destruction of super mutants, you may want to put things in order at home. There are all the possibilities for this - there are a lot of items in the Wasteland that will embellish the harsh life of the inhabitants of the post-nuclear world. To get started, you should buy a home interior from Moira or Tenpenny Tower Boutique. My choice is the pre-war style, it is the most comfortable. Then, armed with the "Z" key, you can do the arrangement of trophies. Take out the trash: empty bottles, rusty cans that prevent objects from being taken to the corners, arrange drinks on the shelves, put dirty dishes in the sink, seat teddy bears on the bed, spread books on the desktop. For complete immersion, you can even change into casual clothes at home, and for a visit to the merchant - in pre-war walking clothes. No use, but it's a role-playing game, or what?

The only pity is that not all items can be hidden in the inventory: a fan or a phone will have to be carried from room to room on your hands, and you will not be able to take them outside the house.

This is a bug: some items in the game change size. A small glass, laid out from inventory, at home can grow to the size of a beer mug, and a Nuka-Cola truck, on the contrary, can decrease in size.

It was a tough fight

It's time to move on to combat tactics. Even though Fallout 3 remains role play and the most important factor is the correct development of the character, our success depends on at least two more - against whom we are fighting and on what terrain.

The best view of the Wasteland is from a sniper position.

Open space can be called such only conditionally. The rich relief, generously decorated with the remnants of the pre-war civilization, causes an acute desire to stand and admire the beauty of the surviving nature. True, the picturesque "skeletons" of mansions, flooded lowlands, rocky gorges not only delight the eye, but also make it difficult to notice the enemy in time.

Enclosed spaces are surviving buildings, service tunnels, subways and caves. Here you will find semi-dark corridors, narrow or wide, straight or winding. In the subway, cars or fortifications of local residents sometimes block the path, the narrow passages between which are literally crammed with traps.

Mixed type - these are spaces bounded on several sides. A vivid example is the streets squeezed between the walls of inaccessible skyscrapers and cluttered with motionless nuclear vehicles.

On the open area sniper expanse. A high rate of perception allows you to notice an unsuspecting enemy from afar, then it’s a matter of technique - to sit down, get a rifle and command yourself: “Fire!”. Rocky hills scattered here and there are another great place to set up a firing point. When there are several enemies, such as an Enclave squad or a gang of raiders, a shot will give away your location. Then it is enough to crawl behind the stones and wait until the commotion subsides.

Case from practice: One day, before dawn, I left Undale for the Nuka Cola factory. Going down the hill, I noticed movement below - this was a detachment of Enclave soldiers under the leadership of an officer doing morning exercises - 300 push-ups in full combat gear! In the optical sight of my "Victoria" for a moment flashed the arrogantly raised visor of the cap. A second later, the officer fell. I was ready to crawl behind the nearest stone, but it seems that the athletes did not even notice the loss. Next was the private on the far right. His comrades continued to practice as if nothing had happened. Maybe they thought the man was just tired? In any case, they didn't have long to think.

We hide and shoot - vilely, but effectively.

Indoors, unless it's a long, straight subway tunnel, it's best not to rely on "shooting from afar." A location with a lot of shelters, rooms and dark corners is more conducive to playing hide and seek. After all, it is usually full of opponents, but you don’t want them to get involved in a shootout with the whole company? First, turn off the radio and listen - the noise will tell us much more than the red marks on the compass. Having determined the location of the enemy, carefully look out from behind the shelter. If he's far enough away, we'll draw attention. Just don't forget to hide right after you call "cuckoo". Let's let them get closer and send them to the forefathers with a burst in the head.

This tactic works well against Super Mutants, Raiders, and Talon Mercenaries. But against wild ghouls, it is completely ineffective, these creatures, if they notice you once, will not lose sight of you. When fighting guard robots and Mr. Brave models, it's best not to count on a short skirmish. Here, the “queue-hide-wait-sneak-queue” method will be effective, and so on to the bitter end.

On a note: Super Mutants, Robots, and Raiders seem to love the game of hide-and-seek too, though they've forgotten the rules a bit. Instead of saying “who didn’t hide, it’s not my fault,” they mumble something like “come out, coward, stop hiding.”

Unlike closed and open spaces, it is difficult to manage with one tactic in mixed-type terrain, you will have to combine them. Once you've dealt with Talon or Regulators mercenaries, take a breath, collect trophies and look around. Are there any other enemies nearby? Is there a Pulowski Shelter nearby? Are there many pre-war vehicles on the street? If there is a group of super mutants and Pulowski nearby, then you have a great excuse to play hide and seek - mutants do not know how to open the door of the refuge booth.

Nuclear fungus is more pleasant to watch from a distance.

It is better to destroy the labyrinth of pre-war machines in advance, along with the enemy, who is probably hiding in its wilds. One of the most embarrassing situations in the game is when a super mutant aiming at you has a well-aimed shot at a former masterpiece of the automotive industry. The explosion, of course, will turn out beautiful, but this does not compensate for the overspending of stimpacks on your treatment.

The most common enemies in the ruins of the city are super mutants. Greenskins rarely move alone, more often in pairs (a lightly armed infantryman and a brute with a plank in his hands) or threes (one giant with a machine gun or rocket launcher). If you meet a heavily armed mutant, it is better not to cripple his limbs, but to shoot at the weapon in V.A.T.S. Mutants will not pick up broken weapons and will not be able to use them against you.

On a note: the best radio in these parts is the one that is turned off. Only in complete silence can you hear how the Wasteland talks about itself: the whistle of the wind, the rustle of grass, the echo of explosions, the crackle of the Geiger counter and the fractional scattering of machine gun bursts. Idyll... If only super mutants' jokes were funny...



Summing up, I would like to note that the sniper's path is not for those who prefer difficulties. After all, following these tips, you will grow an invincible hero, who will be very comfortable to play. For those who like to complicate life in the Capital Wasteland, I would recommend installing a few modifications. We will definitely talk about them in the next issues of the magazine. Stay with us!