Hmm, it's been a while since I've last leveled up and I'll probably encounter a number of Enclave soldiers tomorrow, so it would be in my best interest to spend my accumulated level-ups now and strengthen myself as much as possible for tomorrow.
So with that decision being made, I brought up my Pip-Boy and activated my status freezing time within a few moments of initiating it.
Oh, several of my skills have increased today, nice.
Perusing the rest of my stats, I moved over to the other tabs just to look.
Alright, I've had my fun time to get to it and spend those levels.
Following that thought of mine, I looked at my saved-up quests for a moment and contemplated whether I should turn them in now or after my leveling. Thinking about it for a few seconds longer, I came to the conclusion that I would be better off holding onto them until I was done powering up, so I could get even more experience from them when my intelligence increases from the leveling I'm about to do.
Right as I decided against using my ready to turn in quests, I scrolled back up to the top of my status and selected my pending level-ups and chose to use all of them at once. A split second later, the holographic window I had been viewing suddenly swapped over to the perk selection screen displaying all the perks I hadn't taken in previous level ups and numerous new perks to choose from, many of which I had never seen before in any of the Fallout titles.
[ Perks ]
Perk Points Left: 52
Level 2 Perks
| Friend Of The Night | Requirements Level 2, Perception 6, Sneak 30: This perk grants low light vision.
| Lady Killer | Requirements Level 2: Deal 10% more damage against females. Along with that, gain similar benefits to the Sex Appeal trait when dealing with members of the opposite sex.
| Rapid Reload | Requirements Level 2, Agility 5, Guns 30: +25% faster reload.
Level 4 Perks
| Comprehension | Requirements Level 4, Intelligence 4: Gain 1 additional skill point every time you read a new skill book.
| Entomologist | Requirements Level 4, Intelligence 4, Science 40: Deal 50% more damage to insects and gain a ton of knowledge regarding that group of organisms.
| Iron Fist | Requirements Level 4, Strength 4: The hardness of your fists increase and your unarmed damage is raised by 5.
| Run 'n Gun | Requirements Level 4, Gun or Energy Weapons 45: Halve all weapon spread when walking and running.
Level 6 Perks
| Demolition Expert | (Ranks 5) 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.
| 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%.
| The Professional | Requirements Level 6, Sneak 70: Your sneak attacks with all ranged weapons inflict an additional 20% damage.
| 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.
| Home On The Range | Requirements 8, Survival 70: Able to sleep comfortably when not at home and stay aware of your surroundings when asleep.
Level 10 Perks
| Animal Friend Rank 3 | (Ranks 3) Requirements Level 10, Charisma 6, Survival 45: Animals will now come to your defense in your time of need and are even more receptive and friendlier to you than ever before. On top of that, you'll also gain the ability to bond with animals and once a bond is established, you will have a link to that animal that will allow you to communicate with them telepathically, no matter the distance between you and your companion. Lastly, for every bond you establish, you gain a +1 to charisma.
| Math Wrath | Requirements Level 10, Science 70: Reduces all stamina costs by 10% and increases your calculation ability significantly.
| Plasma Spaz | Requirements Level 10, Energy Weapons 70: Accuracy and damage for all plasma weapons are increased by 20%.
Level 12 Perks
| Heavy Weight | Requirements Level 12, Strength 7: Weapons with a weight of 10 or more pounds will have their weight cut in half.
| Sniper | Requirements Level 12, Guns 50: +25% To your headshot accuracy, and when you land a headshot, the damage dealt to the target is increased by 10%.
| 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 46 Perks
| Flame Resistant | Requirements Level 46, Endurance 8: Fire resistance +25%.
Level 48 Perks
| Cold Resistant | Requirements Level 48, Endurance 8: Cold resistance +25%.
| Leap Frog | Requirements Level 48, Agility 10: Acquire the ability to double jump somehow. Jump height +100%.
Level 50 Perks
| Ain't Like That Now | Requirements Level 50: Gain immunity to critical hits, +20% to attack speed, and +25% stamina and stamina regeneration.
| Just Lucky I'm Alive | Requirements Level 50: Gain 4 Luck for 3 minutes upon finishing a battle with less than 25% of your max health remaining. Immunity to critical hits and +50% to critical damage.
Level 52 Perks
| Diplomat | Requirements Level 52, Charisma 8, Barter 80, Speech 80: Acquire a knack and know-how for talking, dealing and handling sensitive matters with different factions, countries, empires and other such entities in a peaceful and diplomatic manner. In addition to that, whatever entity you find yourself dealing with in the future will have a better first impression of you. This will allow you to have a somewhat easier time with them.
| Pack Mule | (Ranks 10) Requirements Level 52, Endurance 8, Strength 8: +1,000 to carry weight and your affinity with pack animals is improved.
| Throwing Weapon Master | Requirements Level 52, Melee Weapons 100: Become a master of throwing weapons and learn how to perform all sorts of extraordinary feats with them. Thrown weapon damage +50%, throwing range +100%, and you will now have a much easier time getting whatever weapon you've thrown to land or strike exactly where you want it to.
| Walking Drugstore | Requirements Level 52, Medicine 95: All medical-related items will have their weight reduced by 90%. Carry weight reductions can not exceed a reduction of 90%.
Level 54 Perks
| Distortion | Requirements Level 54: You will appear distorted on any devices trying to spy on you. This ability can be controlled by your will.
| Space Traveler | Requirements Level 54, Explorer: Gain 10 S.P.E.C.I.A.L. points that you can freely distribute wherever you please whenever you step foot on a new planet and enter a new solar system.
| Vampire | Requirements Level 54: 5% of all damage you deal after DT and DR will be returned as health to you. On top of that, your damage output will be raised by 5%.
| Weight Management | Level 54, Strength 10: Unlock the unique ability to manage your weight and what effects you wish it to have on your surroundings. This can be something as simple as lowering your weight and your equipped items, so you're as light as a feather when you don't wish for your weight to disturb your surroundings or increasing your weight to the max to crush and destroy. You are limited to making yourself as light as a single feather or as heavy as your max carry weight and the weight you have control over can be applied and focused over your entire body, items, or just a specific body part if you so wish, like your right leg for instance.
Level 56 Perks
| Black Mamba | Requirements Level 56: All your attacks will now cause poison damage that is 3% of your total damage output. The damage will occur once every second and will last for 5 seconds. This ability can be toggled and the poison damage will only apply if you can penetrate the target's DT. Lastly, all of your poison-based attacks deal 10% more damage.
| Bloodletter | Requirements Level 56: All your attacks will now apply bleeding damage at a value of 3% of your attack's total damage. The damage will be applied every second for 5 seconds. This ability can be toggled and the bleed damage will only apply if you can penetrate the target's DT. Adding all of your bleeding-related attacks now deal an additional 10% more damage.
| Burn It With Fire | Requirements Level 56: All your attacks will now cause fire damage at 3% percent of your attack's total damage. This damage will occur every second for 5 seconds for 5. Additionally, this ability can be toggled and the fire damage will only apply if you can penetrate the target's DT and +10% damage to all heat and fire-based attacks.
| Sub Zero | Requirements Level 56: All your attacks will now cause freezing damage at 3% of your attack's total damage every second for 5 seconds. This ability can be toggled and the freezing damage will only apply if you can penetrate the target's DT. Also, if there is enough of a buildup of freezing damage, the target can be frozen solid. +10% damage to all cryo and freezing-based attacks.
Level 58 Perks
| Armada | Requirements Level 58, Intelligence 10, Perception 10: You're immediately granted knowledge of how to manage and operate an armada, whether that be a normal seafaring one or a space-faring one. +30% to your armada's overall damage output, armor, shields, power efficiency, and maximum speed.
| Boomstick | Requirements Level 58, Guns 85: Shotgun damage +50%, and whenever you are shooting one, whatever you are targeting has a tendency to go boom and get ripped to shreds.
| Photosynthesis | Requirements Level 58, Endurance 8: Your body has gained the ability to produce nutrients and satiate itself by absorbing light. +1 to endurance and +5 to health regeneration per minute.
| Space Man | Requirements Level 58, Endurance 10: You are now somehow able to breathe in space, though it doesn't really make any sense, must be because of space magic.
Level 60 Perks
| Camel | Requirements Level 60: Your body is now able to store four times the amount of water it could before making it, so you don't have to drink as often. This will surely prevent you from suffering from dehydration.
| Shocker | Requirements Level 60: | All your attacks will now cause lightning damage at 3% of your attack's total damage every second for 5 seconds. This ability can be toggled and the lightning damage will only apply if you can penetrate the target's DT. +10% damage to lightning and electrical-based attacks.
| Observant | Requirements Level 60, Perception 10: All your perception-related abilities are now twice as strong and effective. Also, for every 10 points reached in perception gain a +2. (Example: 19 perception + 1 perception = 20 + 2 = 22 perception)
| Strategist | Requirements Level 60, Intelligence 10: You now have the ability to know how to make the best out of the resources at your disposal. Alongside that, you also gain knowledge on all sorts of different strategies that the human race has come up with and how to apply those strategies at a ludicrous speed and efficiency.
Level 62 Perks
| Jack Of All Trades | Requirements Level 62: +10 to all unlocked skills.
| Power Armor Modder | Requirements Level 62, Repair 100, Science 100: Gain the ability to apply 1 S.P.E.C.I.A.L. to each piece of power armor for a total of 6 and +10% to the durability of power armor you've manufactured or modded.
| Water Collector | Requirements Level 62: Acquire the ability to passively absorb moisture from the air to rehydrate your body. This ability is affected by your environment's humidity levels.
| Well Insulated | (Ranks Unlimited) Requirements Level 62, Endurance 8: Your body is now more resistant to varying weather conditions, +100 to maximum comfortable temperature and +1 to endurance.
Level 64 Perks
| Corrosion Resistance | Requirements Level 64, Endurance 8: Corrosion resistance +25%.
| Grounded | Requirements Level 64, Endurance 6: Lightning resistance +25%.
| Rabbit's Feet | Requirements Level 64, Agility 9, Luck 9: Your feet now have the attributes of rabbit's feet and because of that, your jump height has doubled. +7 to luck.
| Target Acquired | Requirements Level 64, Perception 10: Gain the ability to track the whereabouts of anyone at all times. This ability works by marking and targets can only be marked when you have vision of them. Lastly, the number of targets you can track is based on your perception S.P.E.C.I.A.L. at a rate of 0.1 x perception, meaning you will have 1 mark slot at 10 perception and 10 mark slots at 100 perception.
Level 66 Perks
| Beast Master | Requirements Level 66, Charisma 10, Strength 10: Your ability to tame beasts is improved significantly and your ability to train them is also improved just as much. +50% to all of your tamed beasts' damage output.
| Dense Muscles | (Ranks 10) Requirements Level 66, Endurance 10, Strength 10: Your muscles will increase in density by 10% and how much force you can exert as well as your carry weight will increase by the same percentage.
| Iron Will | Requirements Level 66: Your willpower will become so strong that you will be able to resist mind-altering and controlling abilities with ease, along with other things that will put your willpower to the test. You'll also be able to use your willpower to shield others from said effects and disable them if they're being influenced by them. Lastly, you'll be able to feel if someone is under the control of someone or something else.
| Meat Head | Requirements Level 66: Your head can now take twice the amount of damage.
Level 68 Perks
| Butcher | Requirements Level 68: Disassemble corpses twice as fast and if or when you have the Slaughterer perk taking this perk will boost that perk's effects by a factor of 2 and the more corpses you disassemble, the stronger that aura will become.
| Like A Fish In Water | Requirements Level 68, Agility 8: Swim speed +100%.
| Sonar | Requirements Level 68, Perception 7: When in water, you can now map out a 1-mile area around you and will be able to detect anything that enters this 1-mile area.
| Tree Hugger | Requirements Level 68, Charisma 6: You now have an affinity with plants and can now communicate with them. Also, when you're in forested areas, the amount of damage you deal will increase by 10%.
Level 70 Perks
| Charismatic Aura | Requirements Level 70, Charisma 10: The aura you give off makes you more likable to most beings and first impressions are significantly improved. This perk also improves your attractiveness and for every 10 points reached in charisma, gain a +2. (Example: 19 charisma + 1 charisma = 20 + 2 = 22 charisma)
| Electrocutioner | (Ranks 5) Requirements Level 70: Your electrical and lighting-based attacks now deal an additional 20% damage.
| Flameboyant | (Ranks 5) Requirements Level 70: Your fire and heat-based attacks now deal an additional 20% damage.
| Mind Over Matter | Requirements Level 70: Your willpower is now twice as strong as it was before.
Level 72 Perks
| Berserker | Requirements Level 72: The longer you're in combat, the stronger you become. +5% to all parameters when entering combat and +1% to all parameters for every minute that passes while in combat. This ability will only trigger when in actual combat and cannot be cheesed or exploited before actual combat.
| Hand Cannon | Requirements Level 72, Guns 80: All revolvers now deal an additional 30% more damage and have a 50-50 chance of causing 50 explosive damage on hit and if the shot is a headshot, then it's a 100% chance.
| Muscle Connection | Requirements Level 72, Perception 8, Strength 8: You now have a much better mind-muscle connection and your reaction speed has been increased by 25%.
| Uber Critical | Requirements Level 72, Luck 10: Critical damage is improved by 50%.
Level 74 Perks
| Explosive Rounds | Requirements Level 74: All your ranged weapon attacks excluding thrown weapons will now cause 20% more damage as explosive damage. This ability can be toggled. [Warning] extreme caution is advised when using this ability.
| Radioactive | Requirements Level 74: All your attacks will now cause radiation damage equivalent to 3% of your attack's total damage every second for 5 seconds. This ability can be toggled and the radiation damage will only apply if you can penetrate the target's DT.
| Shock Wave | Requirements Level 74, Endurance 10: When your health drops to 50% or below, you will emit a damaging shockwave that will target only hostiles that will knock them back. The shockwave has a range of 30 meters and does 300 damage that penetrates most resistances. This ability can only occur again once you are above 50% health.
| Venomous | (Ranks 5) Requirements Level 74: Your poison and venom-based attacks now deal an additional 20% damage.
Level 76 Perks
| Bob The Builder | (Ranks 10) Requirements Level 76, Repair 75, Science 65: All construction-related projects are now able to be completed 10% faster.
| Crawler | Requirements Level 76, Agility 5: Your crawling and prone movement speed are now 25% faster.
| Parkour | Requirements Level 76 Agility 8: Gain the knowledge as well as the relevant ability to perform different athletic feats. +10% to speed and jump height.
| Water Walker | Requirements 76, Agility 10: You now have the ability to walk on water.
Damn, that's a ton of perk points to spend... I'm going to need a moment to see what I want to choose.
...
After taking a good long look at the list of perks presented to me I selected some of the perks that I've been neglecting to take in my previous level up those perks being Animal Friend Rank 3, Commando, Comprehension, Demolition Expert, Entomologist, Ferocious Loyalty, Fortune Finder, Friend Of The Night, Heavy Weight, Home On, The Range, Iron Fist, Lady Killer, Mad Bomber, Math Wrath, Plasma Spaz, Rapid Reload, Run 'n Gun, Sniper, Splash Damage, The Professional, Unstoppable Force, and Vigilant Recycler.
When I was done selecting the lower-level perks, 22 perks to be exact, I began looking through the higher level ones that I hadn't taken yet, including numerous new perks on the list. After giving them a thorough examination, I settled on Ain't Like That Now, Beast Master, Berserker, Black Mamba, Bloodletter, Burn It With Fire, Charismatic Aura, Cold Resistant, Corrosion Resistance, Dense Muscles, Distortion, Flame Resistant, Grounded, Iron Will, Just Lucky I'm Alive, Leap Frog, Meat Head, Observant, Photosynthesis, Power Armor Modder, Rabbits Feet, Shocker, Space Man, Strategist, Sub Zero, Target Acquired, Vampire, Walking Drugstore, Water Collector, and Weight Management.
Following my selection of perks, I took my time and went over my choices and once I was entirely satisfied with what I had chosen; I finalized my selection, immediately bringing myself to the skill distribution screen.
[ Skills ]
Skill Points Left: 728
Barter: 168
Energy Weapons: 245
Explosives: 187
Guns: 234
Lockpick: 185
Medicine: 320
Melee Weapons: 208
Repair: 592
Science: 541
Sneak: 288
Speech: 175
Survival: 197
Unarmed: 205
Hmm, what to spend them on...
Perusing my skills briefly, I was thinking about putting 32 skill points into Barter to get it up to 200, so I could get 1 more additional pound of gold and silver for every time I convert my bottle caps. But after doing the math for all of my stat increases, I'll receive when I finish my skill distribution. I decided against it since it'll already be above 200 when I've completed my leveling. Moving on from Barter, I returned to browsing through my skills and eventually dumped 55 of them into Energy Weapons, 113 into Explosives, and 66 into Guns, bringing their totals to 300 each and reducing my total skill points left to spend to 494.
With those three skills sitting at 300 each, I distributed 108 skill points into Repair, bringing it up to 700. The instant I was done with Repair, I moved on to the next skill and put 159 skill points into Science, which brought its total to 700 as well. From there, I deposited the remaining skill points into Guns since an extra bit of damage output would probably be more useful in my raid on the Enclave satellite array tomorrow than any of my other skills right now.
Following my skill distribution, I made sure that I was happy where I had placed my skill points and the moment I was absolutely sure with my choices; I finalized the selection. A moment later, the holographic screen in front of me changed back to display my upgraded stats. Giving them a good look-see for what felt like a couple of minutes, I eventually directed my attention elsewhere and navigated to the quest section of my status and started turning in the quests I had ready to turn in one by one.
After turning the whole lot of them in I gained 32,940 exp, skill points for Repair, 5 skill points to freely distribute, which I put into Science to keep it even with my Repair, and 2 new perks that would have helped speed things up this last week.
| Beginner Miner | Your mining methods have improved so you are now a qualified beginner miner, +20% to your mining speed and efficiency and +10% to mining yields.
| Tunneler | Your tunneling methods and knowledge have improved, +20% to your tunneling and mining speed and efficiency. On top of that, when you are underground within your territory, your perception is boosted by 3, you gain a 10% damage increase, and you are harder to detect.
Moving on from the quest rewards I gained from turning those 4 quests in, I had another level up waiting for me, so I activated it and was brought back to the perk selection screen once again with the same options as previously.
Ready to get this over with so I could hit the hay, I browsed through the perks available and went with Explosive Rounds first since it would provide most of my ranged weapons area of effect damage. Which was something that would make clearing swarms of enemies far easier to take care of. And that's not even mentioning, the overall damage increase it'll give my damage output.
As for my second perk, I ended up going with Parkour due to the fact that it'll be helpful for performing various agility-related feats like scaling the elevated rocky area where I'll more than likely place Amata at to provide overwatch for me while I sneak into the station to take control of it.
With my perk choices made, I locked my selection in and was once again brought to the skill distribution screen, where I dumped 30 skill points into Guns again, bringing its total up to 587. As soon as the last of the skill points were where they needed to be, I finalized the distribution and was brought back to my status screen with all the gains I made on display.
Pip-Boy
Name: Harold Todd Woods
Age: 16
Height: 6 Feet 6 Inches
Body Weight: 305 lbs
Race: High Human
Level: 77
Experience Points: 22,900/22,900 | Formula: 25(3 x Level + 2)(Level - 1) x 2
Total Experience Points Earned: 900,237
Experience Rate: 367%
Health: 3,710 | Formula: 90 + (Endurance x 30) + (Level# x 20) + 10 per 100 kills
Healing Rate: 24.6 + 120 [144.6] Health a minute | Formula: (0.1 x Endurance + 7 + 60 while outside) x 2
Carry Weight: 1,373.5/14,220 + 1680 + 420 [16,320] | Formula: 1500 + (Strength x 100) x 2.1
Critical Chance: 84% | Formula: Luck x 2
| Effects |
Annihilator Power Armor: Radiation Resistance 100, +8 Strength, +2 Perception, +50 Energy Weapons, +50 Explosives, +50 Guns, +25 Medicine, +150 Sneak, +50 Survival
Shadow Armor: +1 Agility, +150 Sneak
|Solar Powered| +2 strength and +1 HP per second while outside.
|Tank Commander| +25% to armor, maximum speed, and damage output while wearing heavy armor
| Armor |
Total Damage Threshold 816 + 25% [1,020]
Body Damage Threshold 136 | Formula: Endurance + 15 x 2
Armor Damage Threshold 550
Weapon Damage Threshold 130
| Resistances |
Cold Resistance: 25%
Corrosion Resistance: 25%
Critical: Immunity
Fire Resistance: 25%
Lightning Resistance: 25%
Poison Resistance: 260% | Formula: (Endurance - 1) x 5
Radiation Resistance: 131% + 100% [231%] | Formula: (Endurance x 2) + 25
| S.P.E.C.I.A.L. |
Strength: 53 + 8 + 2 [63]
Perception: 43 + 2 [45]
Endurance: 53
Charisma: 33
Intelligence: 36
Agility: 32 + 1 [33]
Luck: 42
| Skills |
Barter: 212
Energy Weapons: 346 + 50 [396]
Explosives: 346 + 50 [396]
Guns: 587 + 50 [637]
Lockpick: 231
Medicine: 350 + 25 [375]
Melee Weapons: 240
Repair: 735
Science: 735
Sneak: 318 + 300 [618]
Speech: 219
Survival: 221 + 50 [271]
Unarmed: 229
Skill Points Per Level Up: 30 | Formula: Base of 10 + 2 + (Intelligence x 0.5) |
Traits: |Gifted|, |Sex Appeal|, |Skilled|, |Take Another Rank 1|
Perks: |Adamantium Skeleton|, |Adeptus Mechanicus|, |Ain't Like That Now|, |All Seeing|, |Ambidextrous|, |Ammo Depot|, |Animal Friend Rank 3|, |Aqua Boy|, |Armor Smith Rank 1|, |Beast Master|, |Beginner Miner|, |Berserker|, |Black Mamba|, |Bloodletter|, |Bone Head|, |Bulletstorm|, |Burn It With Fire|, |Charismatic Aura|, |Cold Resistant|, |Commander|, |Commando|, |Comprehension|, |Corrosion Resistance|, |Currency Maker|, |Daddy's Boy Rank 1|, |Death Sense|, |Demolition Expert Rank 1|,|Dense Muscles Rank 1|, |Distortion|, |Double-Edged Sword|, |Educated|, |Eagle Eye|, |Energy Weapon Fanatic|, |Entomologist|, |Explorer|, |Explosive Rounds|, |Ferocious Loyalty|, |Flame Resistant|, |Fortune Finder|, |Friend Of The Night|, |Gatling Gun Specialist|, |Ghost|, |Gotta Go Fast|, |Gray Matters|, |Grounded|, |Herculean Strength|, |Heavy Weight|, |High Human|, |Home On The Range|, |Human Skeleton Key|, |Human Smelter|, |Human Supercomputer|, |Human Warehouse|, |Human Weapon|, |Intense Training Rank 6|, |Iron Fist|, |Iron Will|, |Junk Rounds|, |Just Lucky I'm Alive|, |Lady Killer|, |Language Master|, |Leap Frog|, |Lessons Learned|, |Light Step|, |Living Anatomy|, |Lurking In The Shadows|, |Mad Bomber|, |Martial Weapon Master|, |Math Wrath|, |Meat Head|, |Mechu-deru|, |Medical Genius|, |Meltdown|, |Metal Detector|, |Mobile Armory|, |Monstrous Physique|, |Observant|, |Pack Rat|, |Pain Resistance|, |Parkour|, |Photosynthesis|, |Plasma Spaz|, |Power Armor Modder|, |Puppies!|, |Quick Draw|, |Quick Hands|, |Rabbit's Feet|, |Rad Resistance|, |Rapid Reload|, |Regeneration|, |Resource Hoarder|, |RobCo Certified|, |Robotics Expert|, |Rooted|, |Run 'n Gun|, |Second Wind|, |Shocker|, |Silent Running|, |Silver Tongue|, |Size Matters Rank 1|, |Slaughterer|, |Sniper|, |Solar Powered|, |Space Man|, |Splash Damage|, |Stimpak Addict|, |Stonewall|, |Strategist|, |Strong Body|, |Sub Zero|, |Swift Learner|, |Tank Commander|, |Target Acquired|, |Tech Junkie|, |The Power Of Atom|, |The Professional|, |Thought You Died|, |Tunneler|, |Unstoppable Force|, |Vampire|, |Vigilant Recycler|, |Walking Drugstore|, |Walking Treasure Detector|, |Water Collector|, |Weapon Smith Rank 1|, |Weight Management|, |Wild Man|
Mutations:
Gear: 30,000x 7.62 rounds, 100x .50 MG rounds, 32,250 2mm Gauss Rounds, 100x 20mm Rounds, |12G Laser Pistol|, |A-22 Anti-Material Rifle|, |AER 29 LMG|, |Annihilator Power Armor|, 10x |10 Round Anti-Material Rifle Magazines|, 10x Bottles of Buffout T-1, 10x C-4 Plastic Explosive Bundles, 2x |Commando Knife|, 50x Food Stuff, |Lancer|, 5x |450 Round Lancer Magazine|, 100x Med-x Syringes, |Meltdown|, 20x |MFC Grenades|, 10x Mini Nukes, |Mulcher|, 3x |Mulcher Armored Backpack Magazines|, 20x Plasma Grenades, 20x Pulse Grenades, |Purge|, 100x RadAway, |Ravenger|, 1x |Ravenger Armored Backpack Magazine|, 5x |Serrated Spears|, |Severance|, |Shadow Armor|, 100x Stimpaks, |Y-1 Anti-Armor Rifle|, 10x 10 Round Y-1 Anti-Armor Rifle Magazine
| Loot |
Weapons: 1 7.62 Combat Rifle Sniper Configuration, 21 7.62 Sniper Rifles, 7 .32 Hunting Rifles,16 .32 Revolvers, 14 5mm Miniguns, 10 AEGG9 Gatling Laser, 53 AEP7 Laser Pistols, 60 AER9 Laser Rifles, 400 AER10 Laser Rifles, 200 AER 29 LMGs, 30 Anti-Material Rifles, 60 Bricks of C4, 130 CA12 Combat Shotguns, 11 Chinese Officer Swords, 532 Combat Knives, 3 CSG10 Submachine Guns, 5 Fat Man Mini Nuke Launchers, 11 Flamers, 1,170 Frag Grenades, 1,058 Frag Mines, 300 Gauss Rifles, 20 M79 Grenade Launcher, 11 Grenade Machineguns, Jingwei's Shocksword, 100 Lancers, 22 Light Machine Guns, 101 M2 Browning Machine Guns, 1,000 MFC Grenades, 11 Missile Launchers, 406 N99 10mm Pistols, 5 Partial Gatling Lasers, 5 Partial 5mm Miniguns, 483 Plasma Grenades, 500 Plasma Mines, 50 Plasma Pistols, 510 Pulse Grenades, 500 Pulse Mines, 141 R91 Assault Rifles, 3 Sawed Off Double Barreled Shotgun, 2 Sledge Hammers, 1 Super Sledge, 1 Tri-Beam Laser Rifle, 3 Type 17 Chinese Pistols, 129 Type 93 Chinese Assault Rifles, 50 Urban Plasma Rifles
Weapon Magazines: 5 20 Round 7.62 Combat Rifle Magazines, 1,000 10 Round 7.62 Sniper Rifle Magazines, 1,000 12 Round CA12 Combat Shotgun Drum Magazines, 200 5mm 500 Round Minigun Drum Magazines, 400 5mm 1,000 Round Minigun Backpack Magazines, 50 8 Round Anti-Material Rifle Magazines, 200 10 Round Anti-Material Rifle Magazines, 100 30 Round CSG10 Submachine Gun Magazines, 2,000 10 Round Gauss Rifle Magazines, 500 30 Round Grenade Machinegun Magazines, 750 450 Round Lancer Magazines, 1,000 100 Round Light Machine Gun Box Magazines, 1,005 M2 Browning Machine Gun Magazines, 100 Mulcher Armored Backpack Magazines, 2,013 N99 10mm Pistol 12 Round Magazines, 622 30 Round R91 Assault Rifle Magazines, 100 75 Round R91 Assault Rifle Drum Magazines, 5 Ravenger Armored Backpack Magazines, 576 30 Round Type 93 Chinese Assault Rifle Magazines, 1,000 75 Round Type 93 Chinese Assault Rifle Drum Magazines
Apparel: 10 Advanced Radiation Suits, Black Altyn Helmet, Black Hardened Metal Armor, 11 Chinese Stealth Suits, Exterminator Armor, Exterminator Helmet, 50 Heavy Combat Armor Sets, 5 Light Combat Armor Sets, 50 Marine Armor Sets, 20 Neural interface suits, 1 Phoenix Power Armor Suit, 14 Power Armor Frames, 5 Radiation Suits, 10 T-45 Power Armor Sets, 5 T-51 Power Armor Sets, 1 T-60 Power Armor Set, 1 Shadow Armor, War Belt
Aid: 8 Big Books of Science, 1,016 Bottles of Buffout, 9,990 Bottles of Buffout T-1, 2 Chinese Army: Special Ops Training Manuals, 6 D.C. Journals of Internal Medicine, 12 Dean's Electronics, 1 Duck and Cover!, 1,000 Food Stuffs, 1 Grognak the Barbarian, 7 Guns and Bullets, 2 Lying Congressional Style, 12,560 Med-x Syringes, 7 Mentat Boxes, 3 Nikola Tesla and You, 1,023 Psycho Syringes, 2 Pugilism Illustrated, 13,056 Bags of RadAway, 2 Scout Handbooks, 104,207 Stimpaks, 1 Tumblers Today
Miscellaneous: A Large Assortment of Automated Manufacturing and Processing Machines, 10 Automated Ammo Manufacturing Machines, 1 Automated Bottle Cap Manufacturing Machine, 10 Automated Capacitor Manufacturing Machines, 10 Automated Robot Manufacturing Machines, 1 Automated Weapon Manufacturing Machine, 1 Automated Weapon Magazine Manufacturing Machine, 119 Stealth Boys, 20 Virtual Simulation Pods, 9,044,264 Metal, 17,772,354 Other Misc Items
Money: 1,402,623 Bottle Caps, 100 Gold, 1,500 Silver
Ammo: 3,009,777 7.62 Rounds, 217 .32 Rounds, 1,008,340 .50 MG Rounds, 100,478 10mm Rounds, 30,717 12 Gauge Shotgun Shells, 6,003,952 2mm Gauss Rounds, 100,000 20mm Rounds, 5,200 25mm Grenades, 1,191 40mm Grenades, 1,004,818 5.56 Rounds, 1,001,868 5mm Rounds, 15,749 Flamer Fuel, 500 Fusion Cores, 1,000,254 Microfusion Breeder Cells, 105,027 Microfusion Cells, 93 Mini Nukes, 557 Missiles, 25,159 Small Energy Cells
Robots: 20 Assualtrons, 1 Goliath, 29 Hauling Bots, 40 Mining Bots, 8 Mister Handys Maintenance Variants, 10 Power Armor Compatible Assaultrons, 459 Protectrons, 12 Sentry Bot Mk IIs, 590 Worker Bots
Vehicles: Chimera Tank, Hauler
Turrets: 550 Gatling Laser Turrets, 50 Laser Turrets
| Production Capacity |
Aid: -
Ammo: 1,000,000
Apparel: -
Bottle Caps: 1,000,000
Metal: 700,000
Miscellaneous: 1,900,000
Ore: -
Robots: 60
Turrets: 30
Vehicles: -
Weapons: 100
Weapon Magazines: 1,000
| Subordinates |
Ghouls: Bessie Carol Lynn(Beginner Pharmaceutical Student), Don King Hill(Soldier/Sniper), Hector Dennis Hughes (Handy Man), Hugo Dean Hill(Robotic Expert), Kevin Watts Hill(Mechanic), Michael William Masters(Electronics & Biological Engineer), Romona Dana Clayman(Accountant), Roy Rodney Phillips(Cop)
Quests: 0 Ready to turn in, Many in progress, 12 Completed
Quests In Progress:
| Anchorage Simulation | Objectives: Complete the anchorage training simulation without dying. Rewards: Perk | One Man Army |, 7,500 exp.
| Enclave Begone | Objectives: Eliminate the last surviving members of the Enclave from the capital wasteland. Rewards: Perk | Faction Killer |, 10 S.P.E.C.I.A.L. points, 25 skill points, 200,000 exp.
| Farmer Bob | Objectives: Harvest two tons worth of crops. Rewards: Perk | Green Thumb |, 2,000 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.
| Metro Connection | Objectives: Connect the nearby metro rails with your facility/home and modify your elevators so they can reach your 3rd underground floor. Rewards: +5 to Repair, 5,000 exp.
| Pool Time | Objectives: Build a large indoor pool. Rewards: +1 to Repair, 1,000 exp.
| Rescue Operation | Objectives: Save the Hill brothers' friends from their Enclave takers. Rewards: 10,000 exp.
| Save dad | Objectives: Prevent the death of your father, James Watson Woods. Rewards: New Perk? and 5,000 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.
| The Butcher | Objectives: Reach a kill count total of 10,000 kills. Rewards: Perk Slaughterer Rank 2, 10,000 exp.
| Undegrounder | Objectives: Clear all metros of hostiles and take control of them. Rewards: Perk | Mole People |, 20,000 exp.
| To The Void | Objectives: …
| Yer A Wizard …
Other Statistics:
Kill Counter: 3,413
Abominations: 6
Animals Killed: 545
Humans Killed: 2,152
Insects Killed: 628
Super Mutants: 82
Now that I'm done with all of that leveling, I better get to sleep so I can get up early and finish some stuff before I head to the Rockland Satellite Relay Station.
The instant I completed that thought, I swiftly exited my status screen and after a few moments had passed, time resumed. And right as it did, my head began throbbing with pain from all the information and experience the leveling had given me, so I began taking some deep breaths and focusing on sifting through the ocean of knowledge that was implanted into my brain. It took a decent while but I nonetheless got through it and processed it all and the second I did, the throbbing and pain slowly subsided and disappeared.
I can finally call it a night now.
Having gotten through that ordeal, I relaxed and eventually drifted off into the land of dreams.
______
Just giving y'all a heads up, I'm going to be working on Wasteland Conqueror, Borderlands: Pandoran Warlord, and my new zombie fan fic for a bit, so don't expect the next Fallout chapter to come out for a while. I'm guessing a few weeks but I don't really know.
Usual shameless plug, I have a Patreon you can read ahead and support my work on. It gives you access to every chapter I have written across all my works, including those I've yet to release.
If that sounds like something you'd be interested in, you can find the link for it in webnovel's description, in my bio, and on the discord server. Also, I run chapter announcements through the discord, so if you want to know when the next chapter is out, you can find out there.
Up to date on Fallout Wastelander? Looking for something else to read? Then go check out my other works, Borderlands: Pandoran Warlord and Wasteland Conqueror.