1/4/2024 0 Comments Raise luck in fallout shelter![]() ![]() Yet I managed to get it to 130% in Fallout 2 by spamming it with money (books and drugs).Īnd then there are those which can probably be used at the level they're at, if you're willing. And Science! Mein gott, both games require quite a lot of it for a good many feats of hacking and conversation. With a great deal of beer, Stealing can be very effective at less than 100% without save-load tricks. Even relying on them, I've never had to take the skill above about 80%. Lockpicks, for example, are seldom required for the very high difficulty locks if you're willing to play in some other fashion. Some skills can be raised a little, then left be. Unarmed is semi-useful in Fallout 1, and hilarious in Fallout 2. Big Guns and Energy Weapons, for example, won't serve you at the game's start, but will open up access to some of the deadliest weapons in the game. Then there are those which are much more useful later than at the beginning. Outdoorsmanship is important in Fallout 1, and crucial in Fallout 2. Gambling is a serious money-maker if it's high, thus making it amusing for that alone. Speech will occasionally require checks well over 100%, and is therefore economical to Tag. Steal is just FUN to have high, for any number of reasons. Sneak must be increased to beat ever higher difficulties against special opponents, and so too must rise. Melee starts you well with a knife or spear and ends well for you with a nasty hammer. Small Guns has high-powered or useful weapons in both games. Many of these skills have very obvious uses, even as Tag skills. The skills in Fallouts 1 and 2 are as follows: There are some of these skills I just never get around to trying. ![]()
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