A second later the blast doors were open revealing a massive armory.
*Whistle*
“I think that’s the most amount of loot I’ve ever seen.” I couldn’t help commenting aloud with a bit of excitement in my voice as I stared at the large assortment of weapons, armor, and ammo for several seconds.
Well time to see what sort of loot we got here. I thought before my bots and I set off to start Inspecting and logging all the loot sitting inside the armory.
We then spent the next couple hours going everything and what we ended up finding in the armory was 10 sets of T-45 Power Armor, 5 sets of T-51 Power Armor, 1 set of T-60 Power Armor, 10 Chinese Stealth Suits, 50 sets of Heavy Combat Armor, 50 sets of Marine Armor, 10 Advanced Radiation Suits, 400 N99 10mm Pistols, 100 R91 Assault Rifles, 100 Type 93 Chinese Assault Rifles, 100 Combat Shotguns, 50 AER9 Laser Rifles, 50 Urban Plasma Rifles, 50 AEP7 Laser Pistols, 50 Plasma Pistols, 20 Grenade Launchers, 20 Light Machine Guns, 20 Sniper Rifles, 10 Anti-Material Rifles, 10 Gauss Rifles, 10 5mm Miniguns, 10 Gatling Lasers, 10 Flamers, 10 M2 Browning Machine Guns, 10 Missile Launchers, 10 Grenade Machineguns, 5 Fat Man Mini Nuke Launchers, 500 Combat Knives, 10 Chinese Officer Swords, Jingwei’s Shocksword, 1,000 Frag Grenades, 500 Plasma Grenades, 500 Pulse Grenades, 100 Bricks of C4, 1,000 Frag Mines, 500 Plasma Mines, 500, Pulse Mines, 2,000 N99 10mm Pistol 12 Round Magazines, 500 R91 Assault Rifle Magazines, 500 Type 93 Chinese Assault Rifle Magazines, 500 Combat Shotgun Drum Magazines, 100 Light Machine Gun Box Magazines, 100 10 Round Sniper Rifle Magazines, 50 8 Round Anti-Material Rifle Magazines, 50 10 Round Gauss Rifle Magazines, 50 5mm 500 Round Minigun Drum Magazines, 10 5mm 1,000 Round Minigun Backpack Magazines, 50 M2 Browning Machine Gun Magazines, 50 30 Round Grenade Machinegun Magazines, 3,000 .308 Rounds, 50,000 Round of 10mm Ammo, 250,000 Rounds of 5mm, 100,000 Rounds of 5.56, 15,000 12 Gauge Shotgun Shells, 10,000 2mm EC rounds, 10,000 Units of Flamer Fuel, 50,000 Microfusion Cells, 25,000 Small Energy Cells, 500 Fusion Cores, 5,000 25mm Grenades, 1,000 40mm Grenades, 500 Missiles, 100 Mini Nukes, 1,000 Stimpaks, 1,000 Bags of Radaway, 1,000 Syringes of Med-x, 1,000 Psycho, 1,000 Bottles of Buffout, 100 Stealth Boys and for some reason a partially assembled Chimera Tank.
Now that all of the loot is logged let me see if that quest is ready to turn in and while I’m at it I can use the level-ups I’ve accumulated recently.
I then opened up my Pip-Boy freezing time after a moment and once time was frozen the usual holographic screen appeared in my vision displaying my current stats along with some new quests.
Ding! New Quests
Pip-Boy
Level Ups Pending 14
Name: Harold Todd Woods
Age: 16
Height: 6,6 /198.12 cm
Body Weight: 296 lbs/134.263 kg
Race: High Human
Level: 27
Experience Points: 4,100/4,100 | Formula: 25(3 x Level + 2)(Level - 1)
Total Experience Points Earned: 137,962
Experience Rate: 267%
Health: 1,320 | Formula: Base of 90 + (Endurance x 30) + (Level# x 20) |
Healing Rate: 4.3 Health a minute | Formula: 0.1 x Endurance
Carry Weight: 1,144.475/3,300 | Formula: 150 + 350 + (Strength x 100) |
Critical Chance: 50%
| Resistances |
Armor: Body Damage Threshold 28, Armor Damage Threshold 166, Total Damage Threshold 194
Poison: 110% | Formula: (Endurance - 1) x 5 |
Radiation Resistance: 71% | Formula: (Endurance x 2) |
| S.P.E.C.I.A.L |
Strength: 28
Perception: 19
Endurance: 23
Charisma: 15
Intelligence: 26
Agility: 20
Luck: 25
| Skills |
Barter: 134
Energy Weapons: 141
Explosives: 141
Guns: 168
Lockpick: 135
Medicine: 204
Melee Weapons: 138
Repair: 251
Science: 257
Sneak: 235
Speech: 136
Survival: 133
Unarmed: 140
Skill Points Per Level Up: 25 | Formula: Base of 10 + (Intelligence x 0.5) |
Traits: |Gifted|, |Sex Appeal|, |Skilled|, |Take Another Rank 1|
Perks: |Adamantium Skeleton|, |Adeptus Mechanicus|, |All Seeing|, |Ambidextrous|, |Ammo Depot|, |Bronze Physique|, |Bulletstorm|, |Currency Maker|, |Daddy's Boy Rank 1|, |Educated|, |Energy Weapon Fanatic|, |Explorer|, |Gotta Go Fast|, |Herculean Strength|, |High Human|, |Human Skeleton Key|, |Human Supercomputer|, |Human Weapon|, |Intense Training Rank 6|, |Junk Rounds|, |Language Master|, |Lessons Learned|, |Light Step|, |Living Anatomy|, |Lurking In The Shadows|, |Martial Weapon Master|, |Mechu-deru|, |Medical Genius|, |Meltdown|, |Pack Rat|, |Quick Draw|, |Rad Resistance|, |Resource Hoarder|, |RobCo Certified|, |Robotics Expert|, |Silent Running|, |Silver Tongue|, |Size Matters Rank 1|, |Stimpak Addict|, |Stonewall|, |Swift Learner|, |The Power Of Atom|, |Walking Treasure Detector|, |Wild Man|
Mutations:
Gear: 20,000x .308 rounds, 495x .50 MG rounds, |12G Laser Pistol|, |AER 18 LMG|, |Anti-Material Rifle|, 10x |10 Round Anti-Material Rifle Magazines|, |Browning M2 Machine Gun|, 3x |Browning M2 Machine Gun Magazines|, 2x |Combat Knife|, |Exterminator Armor|, |Exterminator Helmet|, 50x Food Stuff, 51x |Frag Grenades|, |Guillotine|, 2x Guns and Bullets, 100x Med-x Syringes, 20x |MFC Grenades|, |Mulcher|, 3x |Mulcher Armored Backpack Magazines|, 1x Nikola Tesla and You, |Purge|, 100x RadAway, 5 |Serrated Spears|, 100x Stimpaks, |War Belt|
| Loot |
Weapons: 1 .308 Combat Rifle Sniper Configuration, 2 .32 Hunting Rifles, 12 5mm Miniguns, 50 AEP7 Laser Pistols, 60 AER9 Laser Rifles, 10 Anti-Material Rifles, 100 Bricks of C4, 10 Chinese Officer Swords, 500 Combat Knives, 106 Combat Shotguns, 5 Fat Man Mini Nuke Launchers, 10 Flamers, 1,000 Frag Grenades, 1,000 Frag Mines, 10 Gatling Lasers, 10 Gauss Rifles, 20 Grenade Launchers, 10 Grenade Machineguns, Jingwei’s Shocksword, 20 Light Machine Guns, 10 M2 Browning Machine Guns, 1,000 MFC Grenade, 10 Missile Launchers, 401 N99 10mm Pistol, 110 R91 Assault Rifles, 20 Sniper Rifles, 5 Partial Gatling Lasers, 5 Partial 5mm Miniguns, 500 Plasma Grenades, 500 Plasma Mines, 50 Plasma Pistols, 500 Pulse Grenades, 500, Pulse Mines, 112 Type 93 Chinese Assault Rifles, 50 Urban Plasma Rifles,
Weapon Magazines: 5 20 Round .308 Combat Rifle Magazines, 50 5mm 500 Round Minigun Drum Magazines, 10 5mm 1,000 Round Minigun Backpack Magazines, 50 8 Round Anti-Material Rifle Magazines, 100 10 Round Anti-Material Rifle Magazines, 508 Combat Shotgun Drum Magazines, 50 10 Round Gauss Rifle Magazines, 50 30 Round Grenade Machinegun Magazines, 100 Light Machine Gun Box Magazines, 50 M2 Browning Machine Gun Magazines, 2 Mulcher Armored Backpack Magazines, 2,001 N99 10mm Pistol 12 Round Magazines, 548 R91 Assault Rifle Magazines, 100 10 Round Sniper Rifle Magazines, 541 Type 93 Chinese Assault Rifle Magazines,
Apparel: 10 Advanced Radiation Suits, Black Altyn Helmet, Black Hardened Metal Armor, 10 Chinese Stealth Suits, 50 Heavy Combat Armor Sets, 50 Marine Armor Sets, 20 Neural interface suits, 10 T-45 Power Armor Sets, 5 T-51 Power Armor Sets, 1 T-60 Power Armor Set,
Aid: 5 Big Book Of Science, 1,000 Bottles of Buffout, 10,000 Bottles Of Modified Buffout, 5 D.C. Journal of Internal Medicine, 7 Dean's Electronics, 890 Food Stuffs, 2 Lying Congressional Style, 12,500 Med-x Syringes, 1 Nikola Tesla and You, 13,000 RadAway, 103,975 Stimpaks, 1,000 Psycho,
Miscellaneous: Assortment Of Automated Manufacturing Machines, 115 Stealth Boys, 20 Virtual Simulation Pods, 6,847 Duct Tape, 95,000 Scrap Electronics, 1,911,942 Metal, 13,563 Wonderglue 3,458,931 Other Misc. Stuff.
Ammo: 823,100 .308 rounds, 75,000 .50 MG rounds, 50,012 10mm rounds, 15,147 12 Gauge Shotgun Shells, 10,000 2mm EC rounds, 5,000 25mm Grenades, 1,000 40mm Grenades, 102,434 5.56 rounds, 388,502 5mm Rounds, 15,450 Flamer Fuel, 500 Fusion Cores, 120,000 Microfusion Breeder Cells, 155,000 Microfusion Cells, 100 Mini Nukes, 500 Missiles, 25,000 Small Energy Cells
Robots: Assualtrons 20, Hauling Bots 5, 2 Mining Bots, Mister Handys Maintenance Variants 8, Power Armor Compatible Assaultrons 10, Protectrons 459, Sentry Bot Mk IIs 12, Worker Bots 127
Vehicles: Chimera Tank Partially Assembled, Hauler
Turrets: 120 Gatling Laser Turrets, 20 Laser Turrets
Quests: 1 Ready to turn in, Many in progress, 6 Completed
Quests In Progress:
| Save dad | Objectives: Prevent the death of your father James Watson Woods by eliminating Augustus Autumn. Rewards: New Perk? and 5,000 exp.
| Farmer Bob | Objectives: Harvest two tons worth of crops. Rewards: Perk Green Thumb, 2,000 exp.
| Tank Assembly | Objectives: Put the chimera tank back together. Rewards: 5 Repair, 2,500 exp.
| Anchorage Simulation | Objectives: Complete the anchorage training simulation without dying. Rewards: Perk One Man Army, 7,500 exp.
| Secret Armory | Objectives: Open up the armory at the VSS Facility. Rewards: Perk Mobile Armory, 5 Lockpick, 5,000 exp.
| Undegrounder | Objectives: Clear all metros of hostiles and take control of them. Rewards: Perk Mole People, 20,000 exp.
| Such Wealth | Objectives: Obtain 100,000,000,000 caps worth of assets by any means necessary. Rewards: New Perk?, 1,000,000 exp.
| Take Over Raven Rock | Objectives: Gain full control of the Raven Rock Bunker and eliminate all hostile forces. Rewards: Perk Enclave Secrets 100,000 exp.
| Orbital Weapon Acquisition | Objectives: Find a way to gain access and control over the many orbital weapon platforms across the United States. Rewards: Perk Hand Of God, 25,000 exp.
| To The Void | Objectives: …
| Yer A Wizard …
Other Statistics:
Kill Counter: 894
Animals Killed: 463
Humans Killed: 341
Insects Killed: 30
Super Mutants: 12
Hmm, that’s some pretty good progress right there and some of my specials have gone up a couple of points along with a decent increase in some of my skills. So not too bad for taking out almost a few hundred raiders, I’ll definitely have to make another visit to the Fairfax Ruins later once I modify one of the power armor frames for myself to use since as of right now I’m too large to fit in any of them, unfortunately.
Also while I’m at it I might as well upgrade my AER 18 LMG and make some modifications to the T-60 set of power armor or might just make a whole new set of armor since I honestly could do better than what they made back in the day. Now that that’s settled time to spend those level-ups and after that, I can turn in the Secret Armory quest for the maximum amount of gains.
Once I was done planning out what I was going to do, I selected level up on my holographic Pip-Boy screen and chose to use 3 of the 14 level-ups that I’ve accumulated since I wanted the extra skill point I would receive from my intelligence going up by 2 points from the High Human Perk. It then immediately changed the holographic screen to display the perk selection menu with a variety of new perks available to choose from.
Level 2 Perks
| Confirmed Bachelor | Requirements Level 2: +10% damage against male opponents along with similar benefits to the Sex Appeal trait when dealing with members of the same sex.
| Daddy’s Boy Rank 2 | Requirements Level 2, Intelligence 4: +5 to both Medicine and Science while also making your dad more receptive to you.
| Friend Of The Night | Requirements Level 2, Perception 6, Sneak 30: Grants low light vision.
| Gun Nut | Requirements Level 2, Agility 3, Intelligence 4: +5 to both Repair and Guns along with a 10% increase in accuracy and range.
| Heave, Ho! | Requirements Level 2, Strength 5, Explosives 30: 50% Increase in velocity and range for all thrown weapons as well as all other weapons that fire in an arc.
| Hunter | Requirements Level 2, Survival 30: +75% more critical damage against animals and mutated animals as well making it easier to process corpses.
| In Shining Armor | Requirements Level 2, Repair 20, Science 70: Gain +2 DT while wearing a metal helmet and +5 DT while wearing metal armor, a +7 DT when wearing both.
| Intense Training | Requirements Level 2: Grants 1 SPECIAL point to be distributed into any stat.
| Lady Killer | Requirements Level 2: +10% damage against female opponents along with similar benefits to the Sex Appeal trait when dealing with members of the opposite sex.
| Light Touch | Requirements Level 2, Agility 6, Repair 45: While wearing light armor you gain a +5% critical hit chance, and your enemies suffer a -25% critical hit chance.
| Little Leaguer | Requirements Level 2, Strength 4: +5 to both Explosives and Melee as well as a +10% damage increase to both melee and thrown weapons.
| Old World Gourmet | Requirements Level 2, Endurance 6, Survival 45: +25% addiction resistance and +50% health bonus from food consumption.
| Rapid Reload | Requirements Level 2, Agility 5, Guns 30: +25% faster reload.
| Retention | Requirements Level 2, Intelligence 5: Magazine duration lasts 3 times as long.
| Thief | Requirements Level 2, Agility 4, Perception 4: +5 to both lockpick and sneak along with making any theft-related activities easier.
Level 4 Perks
| Cannibal | Requirements Level 4: When eating human corpses, regain health rapidly.
| Child At Heart | Requirements Level 4, Charisma 4: You get along remarkably well with children.
| Entomologist | Requirements Level 4, Intelligence 4, Science 40: +50% more damage against insects as well as knowledge of that group of organisms.
| Iron Fist | Requirements Level 4, Strength 4: +5 unarmed damage as well as increasing the hardness of your fists.
| Rad Child | Requirements Level 4, Survival 70: Regenerate 2 HP a second per 200 rads accumulated.
| Run ‘n Gun | Requirements Level 4, Gun or Energy Weapons 45: Halves spread when walking or running.
| Scoundrel | Requirements Level 4, Charisma 4: +5 to barter and speech as well as a 5% discount when trading.
| Travel Light | Requirements Level 4, Survival 45: While wearing light armor or no armor your max speed is increased by 10%.
Level 6 Perks
| Bloody Mess | Requirements Level 6: +5% Overall damage and your enemies die more violently.
| Demolition Expert | Requirements Level 6, Explosives 50: +20% Damage with explosives.
| Ferocious Loyalty | Requirements Level 6, Charisma 6: When you drop below 50% health, companions gain +50 DR and come to your defense.
| Fortune Finder | Requirements Level 6, Luck 5: Stumble across significantly more wealth and things you consider of value.
| Gunslinger | Requirements Level 6, +25% accuracy when using one-handed weapons.
| Hand Loader | Requirements Level 6, Repair 70: You gain knowledge of all ammo crafting recipes.
| Lead Belly | Requirements Level 6, Endurance 5: -50% Radiation taken from food and water sources.
| Mad Bomber | Requirements Level 6, Repair 45, Explosives 45: Gain knowledge of certain explosive recipes along with increasing the radius of all explosives by 50%.
| Shotgun Surgeon | Requirements Level 6, Guns 45: When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target’s DT.
| The Professional | Requirements Level 6, Sneak 70: Your sneak attacks with all ranged weapons inflict an additional 20% damage.
| Toughness | Requirements Level 6, Endurance 5: +3 DT
| Vigilant Recycler | Requirements Level 6, Science 70: Waste no material when recycling anything.
Level 8 Perks
| Commando | Requirements Level 8: +25% Accuracy to all two-handed ranged weapons.
| Cowboy | Requirements Level 8: +25% damage done by dynamite, hatchets, knives, revolvers, and lever-action guns.
| Grunt | Requirements Level 8, Guns 45, Explosives 20: 25% more damage with pistols, smgs, assault rifles, marksman carbines, light machine guns, grenades, grenade launchers, missile launchers, and knives.
| Home On The Range | Requirements 8, Survival 70: Able to sleep comfortably when not at home and stay aware of your surroundings when asleep.
| Impartial Mediation | Requirements Level 8, Charisma 5: +30 to speech and a knack for negotiation.
| Scrounger | Requirements Level 8, Luck 5: Find considerably more ammunition.
| Size Matters Rank 2 | Requirements Level 8, Endurance 5: +15% Damage and accuracy with big guns.
| Sneering Imperialist | Requirements Level 8: +15% Damage and +25% accuracy when fighting against various tribals and raiders.
| Strong Back | Requirements Level 8, Strength 5, Endurance 5: +100 Carry weight.
| Super Slam | Requirements Level 8, Strength 6, Melee Weapons 45: All of your melee attacks are more likely to knock down your opponents.
| Terrifying Presence | Requirements Level 8, Speech 70: Your presence easily intimidates others, and can be controlled at will.
| Tribal Wisdom | Requirements Level 8, Survival 70: -50% limb damage from animals, mutated animals, and mutated insects along with +25% poison resistance.
Level 10 Perks
| And Stay Back | Requirements Level 10, Guns 70: Shotguns have a 10 percent chance, per pellet to knock back an enemy.
| Animal Friend | Requirements Level 10, Charisma 6, Survival 45: Animals no longer attack you for no reason.
| Character Builder | Requirements Level 10: You can select 1 more trait.
| Fight The Power | Requirements Level 10: +2 DT and +5% critical chance against anyone wearing faction armor or clothing.
| Finesse | Requirements Level 10: +5% Critical chance.
| Here and now | Requirements Level 10: You instantly level up again.
| Math Wrath | Requirements Level 10, Science 70: Reduces all AP costs by 10% and increases your ability to calculate significantly.
| Miss Fortune | Requirements Level 10, Luck 6: 10% chance that Miss Fortune will incapacitate a target in V.A.T.S.
| Mister Sandman | Requirements Level 10, Sneak 60: Can instantly kill a sleeping target within reason and earn twice the amount of experience points for said kill.
| Mysterious Stranger | Requirements Level 10, Luck 6: 10% chance that the stranger will finish off a target in V.A.T.S.
| Nerd Rage | Requirements Level 10, Intelligence 5, Science 50: +50% DR and 10 strength whenever health is 20% or below.
| Night Person | Requirements Level 10: +2 Intelligence and +2 Perception between 6:00 PM and 6:00 AM.
| Plasma Spaz | Requirements Level 10, Energy Weapons 70: AP costs for all plasma weapons are reduced by 20%.
| Thick Headed | Requirements Level 10, Endurance 6: Limbs are 15% harder to cripple and the effects of crippling are 50% less. The lower your Intelligence, the higher the modifiers.
Level 12 Perks
| Alertness | Requirements Level 12, Perception 6: +2 Perception when not moving.
| Fast Metabolism | Requirements Level 12: +20% More hit points restored when using any health restorative items.
| Ghastly Scavenger | Requirements Level 12, Cannibal Perk: Can eat a super mutant or feral ghoul corpse to rapidly regain health.
| Heavy Weight | Requirements Level 12, Strength 7: Weapons with a weight of more than 10 pounds are cut in half.
| Hit The Deck | Requirements Level 12, Explosives 70: +25 DT against explosives.
| Hobbler | Requirements Level 12, Perception 7: Your chance to hit opponents whether in or out of V.A.T.S. is increased by 25%.
| Life Giver | Requirements Level 12, Endurance 6: +30 Hitpoints.
| Long Haul | Requirements Level 12, Endurance 6, Barter 70: +200 to carry weight.
| Piercing Strike | Requirements Level 12, Unarmed 70: All of your unarmed and melee attacks negate 15 points of DT.
| Pyromaniac | Requirements Level 12, Explosives 60: +50% damage with fire-based weapons.
| Sniper | +25% More likely to hit the target's head whether that be in V.A.T.S. or out of it.
| Splash Damage | Requirements Level 12, Explosives 70: Explosives have a 25% larger area of effect.
| Unstoppable Force | Requirements Level 12, Strength 7, Melee Weapons 90: x4 Normal damage through enemies blocks with melee weapons and unarmed attacks.
Level 14 Perks
| Center Of Mass | Requirements Level 14, Guns 70: You do additional 15% damage when targeting the torso.
| Chemist | Requirements Level 14, Medicine 60: Chems and other drugs positive effects last twice as long.
| Cyborg | Requirements Level 14, Medicine 60, Science 60: +10 To energy weapons, +10% to radiation resistance, Poison Resistance, and damage resistance.
| Jury Rigging | Requirements Level 14, Repair 90: Able to repair any item using a roughly similar item.
| Purifier | Requirements Level 14: You do 50% more damage with melee and unarmed weapons against mutants.
Level 16 Perks
| Action Boy | Requirements Level 16, Agility 6: +15 Action Points.
| Better Criticals | Requirements Level 16, Perception 6, Luck 6: +50% damage with critical hits.
| Chem Resistant | Requirements Level 16, Medicine 60: Half as likely to get addicted to chems.
| Meltdown | Requirements Level 16, Energy Weapons 90: Foes killed by your energy weapons emit a corona of harmful energy.
| Tag! | Requirements Level 16: Allows the tagging of a fourth skill.
| Weapons Handling | Requirements Level 16: Halves the amount of strength required to wield any weapon and the draining of stamina from said wielding.
Level 18 Perks
| Computer Whiz | Requirements Level 18, Intelligence 7, Science 70: Can now basically perform magic on a computer.
| Concentrated Fire | Requirements Level 18, Energy Weapons 60, Guns 60: +5% accuracy in V.A.T.S. with every subsequent attack on a given body part queued.
| Infiltrator | Requirements Level 18, Perception 7, Lockpick 70: You can somehow break through any lock now no matter how difficult it may be for others.
| Paralyzing Palm | Requirements Level 18, Unarmed 70: Can paralyze anyone for 30 seconds with an unarmed attack.
| Walker Instinct | Requirements Level 18, Survival 50: +1 Perception and agility when outside.
Level 20 Perks
| Atomic! | Requirements Level 20, Endurance 6: In irradiated areas, +25% move and attack speed, +2 DT, +2 strength. When you have an excess rad level, AP regen scales from 1.1 times to 1.5 times normal.
| Eye For Eye | Requirements Level 20: For each crippled limb you have, you do an additional 10% more damage.
| Grim Reaper Sprint | Requirements Level 20: Any kill restores 20 AP and some stamina.
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| Mile In Their Shoes | Requirements Level 20, Survival 25: You have come to understand night stalkers. Consuming night stalker squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance (+5), and Stealth (+5 Sneak) in addition to the normal benefits.
| Ninja | Requirements Level 20, Melee Weapons 80, Sneak 80: Multiplies Critical chance by x1.15 with melee and unarmed weapons and grants +25% damage with melee/unarmed sneak attacks.
| Solar Powered | Requirements Level 20, Endurance 7: +2 to strength and +1 HP per second while outside.
| Them’s Good Eatin | Requirements Level 20, Survival 55: Any living creature you kill has a 50% chance to have the potent healing items thin red paste or blood sausage when looted.
Level 22 Perks
| Deep Sleep | Requirements Level 22: Sleeping in any bed gives the Well Rested effect, which increases your XP by 10%, for 8 hours.
| Irradiated Beauty | Requirements Level 22, Endurance 8: Sleep removes all Rads.
| Laser Commander | Requirements Level 22, Energy Weapons 90: You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon.
| Nuka Chemist | Requirements Level 22, Science 90: Gain knowledge of all Nuka-Cola recipes.
| Puppies! | Requirements Level 22: If Dogmeat dies he will respawn as a puppy with all memories at the entrance to Vault 101.
| Spray And Pray | Requirements Level 22: Your attacks do 75% less damage to your companions.
| Voracious Reader | Requirements Level 22, Intelligence 7: Doubles the speed at which you can read and you are now able to learn the contents of books by destroying them.
Level 24 Perks
| Heavy Gunner | Requirements Level 24, Strength 8, Guns 50, Energy Weapons 50: +20% Damage when using heavy ranged weapons as well as increasing accuracy by 10%.
| No Weakness | Requirements Level 24: All special stats lower than 5 become 5.
| Slayer | Requirements Level 24, Strength 7, Agility 7, Unarmed 90: The speed of all your melee and unarmed attacks is increased by 30%.
Level 26 Perks
| Nerves Of Steel | Requirements Level 26, Agility 7: 20% Faster AP and stamina regeneration as well as being able to deal with most situations calmly.
| Rad Tolerance | Requirements Level 26, Endurance 7: No effects from minor radiation poisoning but still gives you the alert though.
| Warmonger | Requirements Level 26, Intelligence 10, Guns 100, Energy Weapons 100, Explosives 100: You now have a knack for anything having to do with war and creating weapons of destruction.
Level 28 Perks
| Basher | Requirements Level 28, Strength 8, Guns 50, Energy Weapons 50: +25% more ranged weapon bashing damage.
| Gray Matters | Requirements Level 28: 25% Less damage from attacks to your head.
| Metal Detector | Requirements Level 28, Perception 8: You’ve gained the ability to sense where metals you consider of value are located within a 1-mile radius that increases by 1 mile for every point in perception.
| Rad Absorption | Requirements Level 28, Endurance 7: -1 Radiation every 20 seconds.
| Roughin’ It | Sleeping outside gives the well-rested benefit.
Level 30 Perks
| Almost Perfect | Requirements Level 30: All special stats are raised to 9.
| Burden To Bear | Requirements Level 30, Strength 6, Endurance 6: +100 Carry weight.
| Implant GRX | Requirements Level 30, Endurance 8: You gain a non-addictive subdermal turbo (chem) injector. This perk may be taken twice, with the second rank increasing the effect from 2 to 3 seconds and the uses per day from 5 to 10 (activated with thought).
| Tech Junkie | Requirements Level 30, Intelligence 10, Repair 100, Science 100: Gain immediate understanding and production knowledge of any technology when touched no matter if its origins are human or otherwise.
From the new perks, 3 of them immediately stood out to me, those being Gray Matters for the damage reduction for my head, Metal Detector for being able to locate resources, and Tech Junkie for gaining immediate understanding and production knowledge of all technology I will encounter in the future.
I then selected the 3 new perks that stood out to me and finalized my perk selection and as soon as I did the screen swapped over to display the skill distribution menu.
Skills:
75 Skill Points Left
Barter: 134
Energy Weapons: 141
Explosives: 141
Guns: 168
Lockpick: 135
Medicine: 204
Melee Weapons: 138
Repair: 251
Science: 257
Sneak: 235
Speech: 136
Survival: 133
Unarmed: 140
Hmm, what to spend my skill points on, well I’m going to be doing a lot more fabrication work in the future so honestly, repair is probably what I should be dumping my points into, yeah I think that’s what I’ll go with for now.
After coming to that decision I distributed all 75 skill points into repair bringing its total up to 326 and once I finalized the distribution the holographic screen changed once again displaying my increased special stats with my new perks and much higher repair skill.
When I was done going over my increased stats I chose to use 10 of my remaining 11 accumulated level-ups on my Pip-Boy so I could get another additional skill point that would be coming from intelligence increasing again once I hit level 40.
As soon as I was done selecting the amount of levels I wanted to spend, the holographic screen changed once again to the perk selection screen displaying a wide selection of new perks to pick from alongside the previous ones that I’d yet to get.
Level 32 Perks
| Aqua Boy | Requirements Level 32, Endurance 5: Water is your ally. You no longer take radiation damage from swimming and can breathe underwater as well as being totally undetectable while underwater.
| Inspirational | Requirements Level 32, Charisma 8: Because you lead by example your companions do more damage, cannot hurt you, and are able to carry more weight.
| Penetrator | Requirements Level 32, Perception 9: Your attacks now have an added -15 DT.
| Rooted | Requirements Level 32, Strength 9: You’re part tree though not literally! While standing still gain +25 DR and +25% damage for melee and unarmed.
Level 34 Perks
| Armor Smith | Requirements Level 32, Strength 8, Repair 100: All armors you’ve made or modified are now 20% better in all parameters.
| Moving Target | Requirements Level 34, Agility 6, Endurance 6: When sprinting and running you gain 25 DR as well as halving the stamina drain when sprinting and running.
| Refractor | Requirements Level 34, Endurance 10: +10 DT for when being attacked by energy weapons.
| V.A.N.S. | Requirements Level 34, Intelligence 1: Let Vault-Tec guide you! The path to your closest quest target is displayed via a holographic line that can be toggled on and off. +2 Perception.
| Weapon Smith | Requirements Level 34, Strength 7, Intelligence 7, Repair 100: All weapons you’ve made or modified are now 20% better in all parameters.
Level 36 Perks
| Broad Daylight | Requirements Level 36: No sneak penalty when emitting light.
| Great Sword Preference | Requirements Level 36, Strength 10: Your preference for using heavy melee weapons has unlocked the ability to exert your carry weight behind your swings as well as increasing your damage output when using weapons of this type by 25%
| H.U.D. | Requirements Level 36: You gain a customizable and toggleable heads-up display.
| Lead Foot | Requirements Level 36: Any vehicle that you are in can go 25% faster and any damage you inflict with your legs is now increased by 25% as well.
| Quick Hands | Requirements Level 36, Agility 9: Your hands are now able to do anything they could do before but now twice as fast.
Level 38 Perks
| Auto Loader | Requirements Level 38: Any weapons you store in your item box are reloaded after a certain period of time. You are also required to have the ammo stored in the item box as well for this function to work.
| Commander | Requirements Level 38, Charisma 8, Speech 80: You gain exceptional leadership skills and charisma as well as the ability to persuade others to join under you much more easily and finally a +10% to all damage done by forces under your command.
| Death From Above | Requirements Level 38, Energy Weapons 75, Guns 75: +50% More damage dealt when dealing damage above a target.
| Death Sense | Requirements Level 38, Perception 10: You’ve gained the ability to sense when danger or possible death is near and +2 to Perception.
| Flash Bang Resistant | Requirements Level 38, Endurance 7: You are no longer susceptible to being blinded by bright light or rapid changes in brightness.
Level 40 Perks
| Certified Tech | Requirements Level 40: +25% critical hit chance against robots and a very good chance you can fully salvage destroyed robots.
| Gatling Gun Specialist | Level 40, Strength 10, Energy Weapons 80, Guns 80: All gatling-style weapons gain a +25% damage increase and can no longer overheat.
| Healer | Requirements Level 40, Intelligence 8, Medicine 85: +25% More effective healing.
| Regeneration | Requirements Level 40, Endurance 10: You’ve gained the unnatural ability to regenerate any part of your body as long as you’re not dead. +100% to healing rate.
| Pain Resistance | Requirements Level 40, Endurance 10: You are now able to deal with an incredible amount of pain with little to no issue while also gaining a +5 to DT along with a +2 to endurance.
Ahh, I never have enough perk points. I thought sadly as I looked over all the new perks as well as all the other perks I’ve yet to pick up. Well, let’s see what would be best to get for the moment.
I then started going over the whole list to see what would be best to get for now and after some thought I came to the decision to get Aqua Boy, Armor Smith, Commander, Death Sense, Gatling Gun Specialist, Pain Resistance, Quick Hands, Regeneration, Rooted and lastly Weapon Smith since they all seemed like pretty good choices for various reasons.
Now that I’ve decided on what perks I’m going with it’s time to move on to the skill distribution. I thought before I finalized my perk selection changing the holographic screen once again to display the skill distribution screen.
Skills:
260 Skill Points Left
Barter: 142
Energy Weapons: 153
Explosives: 153
Guns: 176
Lockpick: 147
Medicine: 212
Melee Weapons: 146
Repair: 334
Science: 265
Sneak: 243
Speech: 144
Survival: 145
Unarmed: 153
Hmm, I think I’m going to modify my plans a bit and split the distribution of skill points between repair like I had originally planned along with science since it will keep giving me knowledge about all sorts of different technologies and other miscellaneous information along with increasing the power of mechu-deru.
Once I came to that decision I distributed the 130 skill points into repair bringing its total up to 464 and I distributed the remaining 130 skill points into science bringing its total up to 395 and as soon as all the skill points were distributed I finalized the selection which then changed the holographic screen again to display my hugely improved stats.
A few seconds went by before I was done glancing over my stats and once I was, I started the level-up process again which then immediately changed the holographic Pip-Boy screen to the perk selection one.
I then looked over the perks I hadn’t chosen yet as well as some of the new additions and as I was looking over the perk list and deciding what perk I was going to go with I was drawn to Animal Friend perk for some reason and after a bit of thought, I could see a few benefits from choosing it such as making most animals nonaggressive and making it easier to domesticate them. I also kind of want a pet deathclaw or something comparable and this perk should help facilitate that.
After I decided to go with the Animal Friend Perk I finalized my perk selection on the holographic screen which then changed the screen to display the skill distribution menu a second later and as soon as I was able to I dumped all 27 skill points into repair bringing its total to 499.
When I had all the points distributed into repair I finalized my skill distribution changing the holographic screen back to the Pip-Boy screen with my new perk and improved repair skill.
Well, time to turn in the Secret Armory quest and see what the Mobile Armory perk effects are. I thought before I moved down the Pip-Boy screen where the quest section was located and once there I selected the Secret Armory quest and turned it in, receiving 15,100 xp, 5 skill points in lockpick, and the Mobile Armory perk as the quest rewards.
A brief moment later after turning the quest in I navigated to the perk section and checked the Mobile Armory perk.
| Mobile Armory | You’ve gained the ability to store 5 suits of armor, 5 weapons, 5 vehicles, and 50,000 rounds of ammunition weightlessly in your item box.
Yeah, that’s a pretty good perk it will definitely help with moving all this new gear I just acquired over to my new home. I thought before I started looking over the rest of the changes on my stats where I noticed I had 4 more level-ups ready to turn in so turned them in changing the holographic screen once again to the perk selection menu with the previous selection of perks that I’ve yet to take plus some new additions.
Level 10 Perks
| Animal Friend Rank 2 | Requirements Level 10, Charisma 6, Survival 45: Animals now enjoy your presence and are much more receptive to you.
Level 42 Perks
| Bone Head | Requirements Level 42, Endurance 9: 50% Less likely to be knocked out.
| Eagle Eye | Requirements Level 42, Perception 8: You’ve gained the ability to see out to extreme distances that grows stronger the higher your perception.
| Leave Nothing Behind | Requirements Level 36, Strength 6, Endurance 6: +1,000 to carry weight.
| Road Warrior | Requirements Level 42: You are now able to shoot accurately while driving.
| Stat! | Requirements Level 42, Medicine 75: The speed at which you do anything medical-related is increased by 20%.
Level 44 Perks
| Human Warehouse | Requirements Level 44: You gain +100% carry weight and all your carry weight gains from this point forward are doubled.
| Merman | Requirements Level 44, Agility 8, Endurance 8: Your swimming speed is now doubled.
| Pleasure | Requirements Level 44: You’ve gained the ability to induce pleasure in others via touch. Can be controlled at will as well as being able to control how strong the pleasure felt is.
| Travel Heavy | Requirements Level 44, Survival 90: While wearing heavy armor your max speed is increased by 10%.
I looked over the perk list for a bit before I decided to go with Animal Friend Rank 2 for its ability to make taming and keeping a pet easier, Bone Head since it will reduce my chances of being knocked out which if I were to be that could possibly be game over, Eagle Eye because it will improve my eyes significantly and lastly Human Warehouse since it will double my carry capacity from this point forward and will make transporting loot a hell of a lot easier.
Once I decided what perks I was going to go with I finalized my perk selection changing the holographic screen once again to the skill distribution screen with 108 skill points to distribute which I immediately poured into science bringing its total to 510 and evening off repair at 500.
I then finalized the skill distribution for the last time changing the holographic screen to the Pip-Boy screen where I started looking over my stats.
Pip-Boy
Name: Harold Todd Woods
Age: 16
Height: 6,6 /198.12 cm
Body Weight: 296 lbs/134.263 kg
Race: High Human
Level: 45
Experience Points: 2,362/6,800 | Formula: 25(3 x Level + 2)(Level - 1)
Total Experience Points Earned: 153,062
Experience Rate: 305%
Health: 1,860 | Formula: Base of 90 + (Endurance x 30) + (Level# x 20) |
Healing Rate: 7.8 Health a minute | Formula: 0.2 x Endurance
Carry Weight: 1,144.475/7,400 | Formula: 150 + 350 + (Strength x 100) x 2 |
Critical Chance: 58%
| Resistances |
Armor: Body Damage Threshold 39, Armor Damage Threshold 226, Total Damage Threshold 265
Poison: 130% | Formula: (Endurance - 1) x 5 |
Radiation Resistance: 79% | Formula: (Endurance x 2) |
| S.P.E.C.I.A.L |
Strength: 32
Perception: 25
Endurance: 29
Charisma: 19
Intelligence: 30
Agility: 23
Luck: 29
| Skills |
Barter: 150
Energy Weapons: 161
Explosives: 161
Guns: 184
Lockpick: 155
Medicine: 220
Melee Weapons: 154
Repair: 500
Science: 510
Sneak: 251
Speech: 152
Survival: 149
Unarmed: 157
Skill Points Per Level Up: 27 | Formula: Base of 10 + 2 + (Intelligence x 0.5) |
Traits: |Gifted|, |Sex Appeal|, |Skilled|, |Take Another Rank 1|
Perks: |Adamantium Skeleton|, |Adeptus Mechanicus|, |All Seeing|, |Ambidextrous|, |Ammo Depot|, |Animal Friend Rank 2|, |Aqua Boy|, |Armor Smith Rank 1|, |Bone Head|, |Bronze Physique|, |Bulletstorm|, |Commander|, |Currency Maker|, |Daddy's Boy Rank 1|, |Death Sense|, |Educated|, |Eagle Eye|, |Energy Weapon Fanatic|, |Explorer|, |Gatling Gun Specialist|, |Gotta Go Fast|, |Gray Matters|, |Herculean Strength|, |High Human|, |Human Skeleton Key|, |Human Supercomputer|, |Human Warehouse|, |Human Weapon|, |Intense Training Rank 6|, |Junk Rounds|, |Language Master|, |Lessons Learned|, |Light Step|, |Living Anatomy|, |Lurking In The Shadows|, |Martial Weapon Master|, |Mechu-deru|, |Medical Genius|, |Meltdown|, |Metal Detector|, |Mobile Armory|, |Pack Rat|, |Pain Resistance|, |Quick Draw|, |Quick Hands|, |Rad Resistance|, |Regeneration|, |Resource Hoarder|, |RobCo Certified|, |Robotics Expert|, |Rooted|, |Silent Running|, |Silver Tongue|, |Size Matters Rank 1|, |Stimpak Addict|, |Stonewall|, |Swift Learner|, |Tech Junkie|, |The Power Of Atom|, |Walking Treasure Detector|, |Weapon Smith Rank 1|, |Wild Man|
Mutations:
Gear: 20,000x .308 rounds, 495x .50 MG rounds, |12G Laser Pistol|, |AER 18 LMG|, |Anti-Material Rifle|, 10x |10 Round Anti-Material Rifle Magazines|, |Browning M2 Machine Gun|, 3x |Browning M2 Machine Gun Magazines|, 2x |Combat Knife|, |Exterminator Armor|, |Exterminator Helmet|, 50x Food Stuff, 51x |Frag Grenades|, |Guillotine|, 2x Guns and Bullets, 100x Med-x Syringes, 20x |MFC Grenades|, |Mulcher|, 3x |Mulcher Armored Backpack Magazines|, 1x Nikola Tesla and You, |Purge|, 100x RadAway, 5 |Serrated Spears|, 100x Stimpaks, |War Belt|
| Loot |
Weapons: 1 .308 Combat Rifle Sniper Configuration, 2 .32 Hunting Rifles, 12 5mm Miniguns, 50 AEP7 Laser Pistols, 60 AER9 Laser Rifles, 10 Anti-Material Rifles, 100 Bricks of C4, 10 Chinese Officer Swords, 500 Combat Knives, 106 Combat Shotguns, 5 Fat Man Mini Nuke Launchers, 10 Flamers, 1,000 Frag Grenades, 1,000 Frag Mines, 10 Gatling Lasers, 10 Gauss Rifles, 20 Grenade Launchers, 10 Grenade Machineguns, Jingwei’s Shocksword, 20 Light Machine Guns, 10 M2 Browning Machine Guns, 1,000 MFC Grenade, 10 Missile Launchers, 401 N99 10mm Pistol, 110 R91 Assault Rifles, 20 Sniper Rifles, 5 Partial Gatling Lasers, 5 Partial 5mm Miniguns, 500 Plasma Grenades, 500 Plasma Mines, 50 Plasma Pistols, 500 Pulse Grenades, 500, Pulse Mines, 112 Type 93 Chinese Assault Rifles, 50 Urban Plasma Rifles
Weapon Magazines: 5 20 Round .308 Combat Rifle Magazines, 50 5mm 500 Round Minigun Drum Magazines, 10 5mm 1,000 Round Minigun Backpack Magazines, 50 8 Round Anti-Material Rifle Magazines, 100 10 Round Anti-Material Rifle Magazines, 508 Combat Shotgun Drum Magazines, 50 10 Round Gauss Rifle Magazines, 50 30 Round Grenade Machinegun Magazines, 100 Light Machine Gun Box Magazines, 50 M2 Browning Machine Gun Magazines, 2 Mulcher Armored Backpack Magazines, 2,001 N99 10mm Pistol 12 Round Magazines, 548 R91 Assault Rifle Magazines, 100 10 Round Sniper Rifle Magazines, 541 Type 93 Chinese Assault Rifle Magazines
Apparel: 10 Advanced Radiation Suits, Black Altyn Helmet, Black Hardened Metal Armor, 10 Chinese Stealth Suits, 50 Heavy Combat Armor Sets, 50 Marine Armor Sets, 20 Neural interface suits, 10 T-45 Power Armor Sets, 5 T-51 Power Armor Sets, 1 T-60 Power Armor Set
Aid: 5 Big Book Of Science, 1,000 Bottles of Buffout, 10,000 Bottles Of Modified Buffout, 5 D.C. Journal of Internal Medicine, 7 Dean's Electronics, 890 Food Stuffs, 2 Lying Congressional Style, 12,500 Med-x Syringes, 1 Nikola Tesla and You, 13,000 RadAway, 103,975 Stimpaks, 1,000 Psycho
Miscellaneous: Assortment Of Automated Manufacturing Machines, 115 Stealth Boys, 20 Virtual Simulation Pods, 6,847 Duct Tape, 95,000 Scrap Electronics, 1,911,942 Metal, 13,563 Wonderglue 3,458,931 Other Misc. Stuff
Ammo: 823,100 .308 rounds, 75,000 .50 MG rounds, 50,012 10mm rounds, 15,147 12 Gauge Shotgun Shells, 10,000 2mm EC rounds, 5,000 25mm Grenades, 1,000 40mm Grenades, 102,434 5.56 rounds, 388,502 5mm Rounds, 15,450 Flamer Fuel, 500 Fusion Cores, 120,000 Microfusion Breeder Cells, 155,000 Microfusion Cells, 100 Mini Nukes, 500 Missiles, 25,000 Small Energy Cells
Robots: Assualtrons 20, Hauling Bots 5, 2 Mining Bots, Mister Handys Maintenance Variants 8, Power Armor Compatible Assaultrons 10, Protectrons 459, Sentry Bot Mk IIs 12, Worker Bots 127
Vehicles: Chimera Tank Partially Assembled, Hauler
Turrets: 120 Gatling Laser Turrets, 20 Laser Turrets
Quests: 1 Ready to turn in, Many in progress, 6 Completed
Quests In Progress:
| Save dad | Objectives: Prevent the death of your father James Watson Woods by eliminating Augustus Autumn. Rewards: New Perk? and 5,000 exp.
| Farmer Bob | Objectives: Harvest two tons worth of crops. Rewards: Perk Green Thumb, 2,000 exp.
| Tank Assembly | Objectives: Put the chimera tank back together. Rewards: 5 Repair, 2,500 exp.
| Anchorage Simulation | Objectives: Complete the anchorage training simulation without dying. Rewards: Perk One Man Army, 7,500 exp.
| Undegrounder | Objectives: Clear all metros of hostiles and take control of them. Rewards: Perk Mole People, 20,000 exp.
| Such Wealth | Objectives: Obtain 100,000,000,000 caps worth of assets by any means necessary. Rewards: New Perk?, 1,000,000 exp.
| Take Over Raven Rock | Objectives: Gain full control of the Raven Rock Bunker and eliminate all hostile forces. Rewards: Perk Enclave Secrets 100,000 exp.
| Orbital Weapon Acquisition | Objectives: Find a way to gain access and control over the many orbital weapon platforms across the United States. Rewards: Perk Hand Of God, 25,000 exp.
| To The Void | Objectives: …
| Yer A Wizard …
Other Statistics:
Kill Counter: 894
Animals Killed: 463
Humans Killed: 341
Insects Killed: 30
Super Mutants: 12
A short period of looking later.
Hmm, that's a huge amount of gains I’ve made in a short period of time but I did kill over 200 plus raiders along with a bunch of super mutants and ghouls so it does make sense that I’ve progressed this much.
I then looked at a couple of other things in my Pip-Boy before I decided to get back to it exiting out of my Pip-Boy resuming time again a few moments later and as soon as it was resumed I got my bots to start helping me with gathering and moving all the materials spread throughout the facility to the armory for safe keeping since there was no way I would be able to move everything over in one trip and I didn’t want any of the resources here to be taken while I was away.
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