I have found it useful to send out characters that are not at a high level with a sweet gun and load them up with stimpacks and good armor and allow them to explore until their stimpacks run out, this is particularly useful when you want to lvl and individual quickly and I have found that the cost to revive them ( if you forget to monitor them) is low because they are at a lower level. Overall it is best to have a well rounded special character exploring (as it says in the game) and a higher level character corresponds to more health in general. Production rooms require a specific S.P.E.C.I.A.L trait. Merged rooms may be occupied by up to 6 dwellers. Generally, each room can facilitate two dwellers. Most rooms can also be merged up to three times by placing an identical room of the same tier next to it. What has been said about endurance, strength, and luck are true in my experience. There are a total of 23 available room types that when built begin at level 1 and can be upgraded with caps to a maximum of level 3. I assume that charisma impacts the frequency of encountering non violent scenarios that give you xp ( like when you patch up a run away slaves leg.) Intelligence/perception may also play a role in your ability to defeat harder enemies, like murlocks without taking much damage if any at all. By what I can find, a dweller trained with +17 endurance from 1 to 50 will have 644 HP while a dweller trained with +15 endurance will end up with about 595. I have a hunch that agility improves your chance of escaping unscathed from a tough battle ( particularly the longer you are out in the wastes).
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