I wouldn't worry about EN too much either, 4 is perfectly fine, the difference between 4 and 6 is only 1 HP per level, which isn't very much. Note I play exclusively on Survival, which definitely changes my priorities. In survival mode, it's especially vital because the starting carrying capacity is reduced to around half of the normal amount. Thanks for the tip! The fact that you can use that to prevent yourself from ever getting addicted to chems is great, as chems can be quite useful at times. Here is where I struggled. Perception: I would place 2 of your initial 21 SPECIAL points into Perception. If you see a star, kill it. This is not how I set up my character in any of my playthroughs, as I came up with this setup afterwards, so this is a bit of a theory speaking technically. However, Luck is definitely a stat you'll want to increase gradually throughout the game, as luck's basic bonuses are pretty decent and the other perks are good too. Local Leader and Cap Collector allows you to create emporiums, which along with Water Purifiers, essentially gives you unlimited ammo and caps, as you generate hundreds of purified water a day, and can immediately sell that water for ammo, shipments, fusion cores, whatever you need. Intelligence: In my most recent game, I started with max intelligence. CHR is important for settlement building, but I don't find it terribly important before level 10 or so, so I often start with CHR 4, put in one point before level 12, then do the quest associated with the bobblehead to boost it up to CHR 6. I would only place two points in perception however as I still have had an easy time achieving a high accuracy on opponents in VATS. The sniper's dominion are vast open spaces. EN, CH and AG are only useful in even numbers. I don't value locksmith at all. Talk about quests, gameplay mechanics, perks, story, characters, and more. If I'm a stealth sniper character, I use lone wanderer as well as shadowed leather for armor, so my weight is quite low. Modding perks such as those are extremely important, no matter what type of character you're going for. I often put the point from the SPECIAL book into LCK. Smart choice. I've never been one to start with extremes in my stats either, but the ones I focus on are quite a bit different from yours. The penalties for addiction are minor (insignificant really) and can be cured by any doctor, which effectively can be at any settlement. EDIT: I took a point away from Endurance because sacrificing 5 HP to place an extra point into Charisma is a beneficial trade off, in my opinion. Lone wanderer, Cap Collector and the obvious Local Leader. As said before, this is a general build, and not designed for any specific play style or roleplay character build, and not for survival mode. remember each level up you can chose a perk or increase one of your special stats by one, so the longer you play the stronger and more diverse your character can get. My tactics are to fire at the extreme edge of my weapons range. The advantage of that range is the enemy has almost no chance to shoot back. Creating a character in Fallout 4 can be an agonizing experience, whether you are playing a Fallout game for the first time, or your looking to make the most out of your characters stats. And a gunslinger would have difficulty using VATS even with military fatigues. Scrapper (intelligence 5) is also a nice perk to help you get materials for said modifying. When it comes down to it, there's never a truly right or wrong build (as I think we all can agree with) it's just all about choosing sacrifices lol. Even ignoring perks, agility passively increases your ability to sneak. As I stated when talking about Chem Resistant in endurance, Chemist (intelligence 7) synchronizes very nicely with Chem Resistant, making chem effects last longer. For me, the second part of that is the more important aspect, as I tend to collect junk for settlements, and higher carry weight allows for less stops at my settlements to transfer said junk. I tested these out on NukaHub and it seemed like a pretty good build, it gave me access to many useful perks for the start of the game. For a melee character S=9 Rooted might be worth using. I JUST WANT EVERYTHING, RIGHT? Don't start the game with one at an odd value. I recommend reading what each S.P.E.C.I.A.L. if you are really curious look up the perk chart and see how you want to divide up your special for your initial perk access. I usually start with LCK 3, and go from there. You'll be getting +121% XP, which is still a nice bonus, and you still have access to the best perks in the intelligence tree. It's always interesting to hear how other people play because there are so many different ways to play this game lol. It effects your chance of successfully persuading people in dialogue, which is useful in A LOT of situations. You get 1 NPC for every 2 CH. Local Leader really isn't important until you start working on your settlements, which I tend to save for later when I decide to take a break from quests. Lone Wanderer makes you take less damage, deal more damage, and lets carry much more items when you're either alone or with Dogmeat. Relative to previous games, you seem to gain levels at a much faster rate in Fallout 4. EDIT: I added the point I subtracted from Endurance into Charisma. This also saves you a point in leveling towards 10 Charisma. This time is spent so well, as it introduces a lot of things for the player. The first is … 6 points in charisma brings you to charisma 7. Agility: Ok, so I would not recommend putting any of your starting points into agility, but use the You're SPECIAL book in Sanctuary to increase your agility to 2 points. I always play 3 Str and I love building and crafting. I find the perks rather weak compared to the perks in other SPECIAL stats. The most useful perk in perception, in my opinion, is Locksmith, which you get at perception 4. Endurance: Endurance was a tough decision for me. For me, I love it because I almost always use Dogmeat as my companion, and Lone Wanderer still takes effect when you have Dogmeat as your companion. The reason I don't recommend putting so many points into luck right away is simply due to the importance of other SPECIAL stats and a lot of Luck has to do with VATS, which isn't 100% of the combat you'll be doing. Here are some reasons why it works so well. Strength=3 armorer is by far the best perk on that stat. In addition, every skill is tied to a primary statistic. Fallout 4 Ultimate Character Creation Starting Guide Choosing . It does seem that the most popular trees are CHR and INT but those two trees seem to be the most versatile, and good for the most types of play styles. Just a couple examples but charisma is important for other reasons too. You also get access to two more great perks, Cap Collector (lower on the priority list however) and Lone Wanderer. At the same time, you're strategy makes sense. In Fallout 4, it can sometimes be difficult to effectively play as a stealthy character, but it is incredibly rewarding when it pays off.. For example, not maxing out a certain stat because the book under the crib lets you get an extra point in it almost immediately, or boosting stats enough to get hacking, lockpicking, and armorer early on. The best general perk in agility is Sneak, which you can get at agility 3, so you don't even need to invest that much to begin with. If you find yourself needing an extra point for another stat, you can drop this to 2 and wait for the bobblehead for armorer without too much trouble. Fallout 4 Special Perks And What They Do . Now for perks, Ninja is a must-have for me. Unlike many of the previous games in the long-running franchise, Fallout 4 places a heavy emphasis on combat and a player can expect to face all manner of wasteland denizens. Lastly, this is NOT designed for survival mode. Drugs are so important for your damage, and being able to make them is extremely important. You start with 80 HP + endurance x5. However, I have learned that I needed to increase my other SPECIAL stats pretty early, meaning I had to grab important perks slightly later in my leveling. I tend to put a few stats to high values for perks. I do take lifegiver though, I think out of combat regen is a pretty good convenience passive. Don't quote me on this! If I see an accuracy higher than 5% in VATS, I back up because I'm too close to the enemy. =1) Some specifics: Luck: I either make luck=1 or at least 5-7. The downside is that it requires you to be more dedicated than you may wish. Here's the setup, explanation down below: Strength: 3 points, bringing you to 4 strength, Perception: 2 points, bringing you to 3 perception, Endurance: 2 points, bringing you to 3 endurance, Charisma: 6 points, bringing you to 7 charisma, Intelligence: 6 points, bringing you to 7 intelligence, Agility: 0 points, bringing you to 1 agility. CH is only really useful for determining the amount of NPC's you can have. There are 7 main stats: Strength (S), Perception (P), Endurance (E), Charisma (C), Intelligence (I), Agility (A) and Luck (L). Hacker (intelligence 4) is important for getting into places you otherwise would need someone like Nick Valentine for (which would remove the bonuses from Lone Wanderer). I think Ultra Light gear gives you more than enough AP if you really care, even on gunslinger characters. P=1 is to save points for other stats. The reason may become apparent as you play the game. There are a few ways Fallout 4 denotes how tough an enemy is. As for optimal starting SPECIAL, that is all dependant upon what perks you want to take. I watched a vid of some guy who had gone through all the perk list and done the numbers, for a player who can do most things in the game and has reasonable traits the setup was; S=3,P=4,E=5,C=4,I=6,A=3,L=3, again he might've been wrong but he sounded relatively legit and that's the setup i'm going with. Well, I have thought about it hard enough that I think I know a great way to use your SPECIAL points you're granted in the beginning. Better criticals affects overdrive criticals, which are extremely good late game, when you're constantly drugged out on damage drugs. So you want to play a melee build in Fallout 4? You can add a stat point every time you level instead of picking up a new perk . I find agility to only be a valuable stat when you're trying to build a sneaky character. Why? what I consider the best SPECIAL stats at start Strength: 4 (with bobble it will be 5, enough str for strong back perk) Perception: 7 (good perception by end with bobble and ingame perks) Endurance: 5 (can be brought up with Intensive Training perks as needed) Charisma: 1 (speech and money, 2 things that aren't a problem. Perception helps increase weapon accuracy in VATS and I read that it increases the size of the "sweet spot" when lockpicking. Tip I'm currently Level 135 and have done all radiant quests once, done all side quests, done the maximum amount of quests for each faction before choosing one, gotten all magazines and companion perks, gone to and cleared every location atleast once, some as many as 20 (looking at you, Faneuil Hall and Corvega Plant). The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. Press question mark to learn the rest of the keyboard shortcuts. It saves you bullets in situations where a failed persuasion would lead to combat, and can get you more caps out of doing jobs. Press question mark to learn the rest of the keyboard shortcuts. There are several reasons why I think it beats NW and 4. I like to do things like go to Nuka World at level 1, and VATS makes that possible for me. INT is a very important stat, because of the associated perks. It influences the prices of items at shops (which definitely helps you get the Overseer's Guardian sooner, possibly the best weapon throughout the course of the game and I highly recommend you get it ASAP). You want a lot of strength and… Perception: P=5 (explosives) or P=9(+ bobblehead) concentrated-fire. it all depends on what you want to do. Melee Build. In Fallout 4, some still do, although the primary purpose of SPECIAL attributes in Fallout 4 is determining what perks you have access to. You don't mention demolition expert, but I think it's easily one of the strongest perks in the entire game, considering how strong explosive legendaries are and grenades in general. Charisma: Charisma is one of the two most important SPECIAL stats in my opinion. I do tweak them for particular builds, though. Just as a tip though, don't max out any of your stats right away. Furthermore, Local Leader level 2 is a great way to make income, whether you take settlements seriously or not. So having 3 in endurance, you start with 95 HP, which is nice, and endurance increases your HP gain per level (although this is retroactive, see http://www.carls-fallout-4-guide.com/special-stats/endurance/ for more in-depth details). In the beginning of the game, this is great. The bobblehead is easy to get early, so that brings me to 4, which is plenty. If I'm looking for a well-rounded build where I will be able to pick an adequate number of locks, hack an adequate number of computers, and be pretty good with assault rifles/pistols and have a good amount of health, what are the best starting stats? Str: 3 Per: 4 End: 3 Chr: 5 Int: 6 Agil: 4 Luc: 3. Every build will struggle in the beginning, but for those who can get past that initial phase, these builds give the best chance at surviving and thriving into the endgame. That all depends on how you want to play. Since I prefer P=10, I get 5% at very long range. The trade-off is that you only have one decision to make of whether to take a stat boost or a perk. The main reason this didn't set me too far back is because I leveled fast, meaning I could invest more points earlier in the game. Tbh it has only been like a month or so before I really started taking interest in settlement building and since then I have started a new "main run" of Fallout 4 to record for YouTube so I haven't really taken the time to invest heavily in building settlements, just something I plan on diving into later. You're Special Book goes to Int for the XP bonus. Fallout is one of the largest RPGs in the world, instantly recognizable with its 1960s America theming and obsession with nukes. S - no higher than 7. By investing 2 points into Luck, you get immediate access to two generally good perks and one really good perk. I usually start with INT 6. I build characters based on how I'm going to play them. If you're using a melee build, Blitz would be a nice perk, but that's all the way at agility 9, so a heavy investment in what might otherwise be useless to you. What are the best stats for starting a new character and what are the perks you should go for first? Possibly even lower. I usually go into this tree around 50-70 just cause I think VATs is really strong due to your semi invulnerability during it's animation. At least luck 6. And the rest as low as possible (i.e. Most of the time, that's as high as it goes. Interesting, you build characters in almost the opposite way to me. AGL is, in my opinion, one of the most important stats. I also generally run Inspirational at Charisma 8 for robot companion builds on automatic characters, as it allows you to use unstable mini nuke launchers without blowing you up. Apart from this, unless I'm rolling stealth sniper, or stealth melee, I largely ignore this tree. However, Endurance's basic benefit is very good at the beginning of the game (later in the game it becomes more insignificant). Named after the popular anime this build focuses on unarmed combat using the Blitz perk. If you're playing a stealth melee build, Blitz is also a ton of fun. And it takes about that long to loot enough materials to craft the armour I want. You can (fairly) easily max out all skill, with an Intelligence of 4. This was nice, but not balanced very well in my opinion. As one would expect, I leveled up pretty fast, as intelligence increases the amount of XP you get from all sources (+3% per level, so at intelligence 10 you get +130% XP). Steam Community Gui I really like Sneak 3 for avoiding frag mines of survival, so I don't have to restart. I will admit however, that agility/sneak would work hand-in-hand with a melee build, as you'll need to get close to your enemies and sneaking would help decrease the distance between you and an unsuspecting enemy. Agility is interesting. Press J to jump to the feed. Of course, range of the weapon, the weapon's general accuracy, and the distance between you and your enemy will determine the accuracy much greater than perception would, and that was my thought process behind putting few points into perception. Mind you, I play with a mod that lets me open a trade window with my companion at the press of a key - helps quite a bit. I usually start with AGL 4. There are other ways to get caps that don't require spending level-ups on special or perks. You can add a stat point every time you level instead of picking up a new perk . I don't care about how fast I level, but it's nice for that, too. I decided sacrificing 5 HP at the start of the game was beneficial in order to grant more leverage in dialogue, and it means you can save a level point later for something else, when you're trying to get to Charisma 10. Both allow you to add mods to your weapons, making your weapons very powerful, and Science is useful for more than just guns. I heavily invest in this tree. I almost never spec into strong back until high 70's. 7 intelligence (if you get educated and comprehension, or 1 of those and Good Nature/Skilled) 7 agility (fast enough reloading speed, need more get rapid reload) 9 luck the most useful SPECIAL stat imho. The Fallout 4 Subreddit. Also I mentioned all the luck perks you miss out on if you use my build. This style of gameplay is … I'd say just play and have fun, grow your character into a play style you enjoy. It can't blitz (A=9), no additional damage from ninja (A=7). The bobblehead is very easy to get early, so that puts me at 7. Cookies help us deliver our Services. Interesting post. C - … Nothing is really locked in safes that can't be just bought from vendors with the exception of the cambridge magazine, which can be easily gotten by cait or a robot. I view settlement building as a "side project" and don't focus on making my settlements "great" until later in the game. I'll probably try it in my next playthrough on Xbox, tbh. For those who enjoy the settlement aspect of Fallout 4 such as myself, it also increases the maximum number of settlers you can have in your settlement (10+1 per charisma). Here's my take on some solid SPECIAL stat builds to start with, depending on how you play. These boundaries can never be broken, even with bonuses or maluses. http://www.carls-fallout-4-guide.com/special-stats/endurance/. Best Fallout 4 Character Build: S.trength is very important; When it comes to creating and customizing your post-apocalypse character, strength is rather vital. I've basically 100%'d Fallout 4 and these are some of my tips for newer folk. You start with 80 HP + endurance x5. I find it funny you mention the need for Str as a settlement builder. Action Points are useful in combat, and for sprinting. Agility: Not sure I can imagine tactics for a character with agility less than 3. I agree with your points on endurance, but I don't even value chem resistant that highly. Honestly with Fallout 4 you can adjust your play style as you level. The series has seen plenty of titles at this point that varies wildly from the last. Endurance also reduces the amount of action points (AP) used while sprinting, which … Also, it helps when you have heavily modified guns, armor, etc. Higher sneak attack damage means more 1-hit kills, which make it a hell of a lot easier to stay undetected. I can put lock subroutine on my robot if I really care, but often enough I just don't. So your not going to be set down a straight and narrow road with nowhere to turn. I don't value fortune finder or scrounger, as you can get unlimited caps and ammo from emporiums at your settlements, which are more effective. Both of these are decent bonuses. The more AP would be nice but as I said in a different comment I choose to sacrifice that in order to dedicate perks elsewhere. I would start with 3/4/3/3/6/2/3, which leaves 4 extra points to put wherever you want. It's not necessarily suited for every play style and if you plan to roleplay a specific type of character, this probably won't suit your character. Until then, Local Leader really isn't that important. Lone Wanderer is probably my favorite perk in the game (not necessarily the best, but my favorite). It's very good. Investing points in these stats unlocks up to 10 … There is one perk in the endurance tree that could be worthwhile, and that is Chem Resistant. END has some interesting perks, but I don't find I need an END higher than 1 unless I'm doing a specialist build, even in survival mode, so it usually stays at 1 for a long time. My normal stats differ from yours quite a bit. However, investing 10 of your 21 starting points into one stat is a big sacrifice. 6 perception (Better Criticals) 5 endurance (not that useful, except for various perks in the 5-6 range) 1 charisma. I tend to avoid starting with a stat or two super high and the rest really low because it makes me feel like I'm dedicating more levels into raising those stats so I can get the perks I want. Yeah I just see agility as a stat for a more specific type of play style. New comments cannot be posted and votes cannot be cast. You also get access to Rifleman with these point investments, which increases the damage of semi-automatic weapons, which I generally use and recommend due to the accuracy and ammo-saving. If I'm a automatic user I just use my power armor and robot companion for carry weight. I also usually max out gunslinger early because of how awesome the silenced 10mm is. Attractive smooth talker with high Charisma, Perception, and Luck; tough brawler with high Strength and Endurance; stealthy sniper with high Perception and Agility, etc. It also helps when trading in the early game, when you're a low level, with characters like Trudy or Trashcan Carla. Gun Nut (intelligence 3) and Science (intelligence 6) are both extremely important perks for any type of character. Endurance: E=5 is for aquaboy. The perk you can get at charisma 10 is very nice as well, as it allows you to pacify enemies a lower level than you. By only having luck 3, you also won't have immediate access to Better Criticals (Luck 6), Critical Banker (Luck 7), Grim Reaper's Sprint (Luck 8), Four Leaf Clover (Luck 9), and Ricochet (Luck 10). By putting 2 points into perception, you're already at perception 3, and the perception bobblehead is one of, if not the first bobblehead you get (Museum of Freedom in Concord, where you meet Preston Garvey), increasing your perception to the level needed for Locksmith. With the middling opinion surrounding Fallout 76 and the wide array of bugs plaguing the MMO, it’s clear that Fallout 4 is the best Fallout experience made for the current generation of video game hardware. Looks like you're using new Reddit on an old browser. The only real issue I ever encountered while having low agility is the lack of action points, but I haven't encountered a situation where that drastically hindered my ability to function in the game. Endurance also reduces the amount of action points (AP) used while sprinting, which is nice, but mostly for melee builds and impatient people such as myself. Both VATS and non-VATS builds can benefit from it. However, the real reason I suggest putting 2 points into endurance, bringing you up to 3 endurance total, is due to the fact that endurance determines your health. Unfortunately we only have a limited amount of points to use in the beginning of the game so sacrifices have to be made. Pair this up with Chemist from the intelligence tree and you got yourself a pretty good combo. A state-of-the-art subreddit from Vault-Tec. E - at least 6. Fortune Finder (Luck 1) and Scrounger (Luck 2) will increase the amount of caps and ammo you find in containers, which is really nice. Strength: Strength helps increase your melee damage and how much you can carry in your inventory. Stealth builds take what was previously a straightforward shooter and turn it into a tactical and complex style of play. The only constant is I try to keep Intelligence and Luck around a 5 at the start, for leveling and critical purposes, but otherwise the game isn't difficult enough to need minimaxing. Intelligence and Charisma: I agree a staring value of 5-7 for either is useful. Starting over-install game first, or re-download DLC first? P - at least 5 if you are going for a critical build, otherwise it is irrelevant. You get access to Local Leader at Charisma 6. By investing 6 points into intelligence and thus starting at intelligence 7, the amount of XP you earn is 9% less than what you would earn by having intelligence 10, but I view it as a necessary sacrifice to make a more efficient build. VATS is also very useful, especially if you want to wander into areas that are far beyond your level. I like using explosives, so I usually boost PER up to 4, if I'm going to go right to Concord, or 5, if I'm not. Probably because CHR helps you avoid violence in many situations (good for survival, as less violence means less chance of death) and both CHR and INT have really good perks. More caps means you can buy more stuff and sooner. So having 3 in endurance, you start with 95 HP, which is nice, and endurance increases your HP gain per level (although this is retroactive, see http://www.carls-fallout-4-guide.com/special-stats/endurance/ for more in-depth details). By using our Services or clicking I agree, you agree to our use of cookies. And even if you don't use VATS much in combat, more AP means you can sprint longer, which cuts down on travel times (especially important on survival). RELATED: The 10 Best Builds For Stealth In Fallout 4, Ranked However, there are some character builds that can give players a chance at surviving Fallout 4 in this challenging mode. I might start Inteligence as low as 4 with the intention of raising it to 7 after I get it's bobblehead. I don't place a lot of value in strength except on melee characters, even on survival. does and plan accordingly. Enough talking about the greatness that is the base bonuses of charisma, and now on to the perks. I value 3 charisma perks extremely highly. KenshiroX: 4: 10/4 4:03AM: Fallout 4 SPECIAL Guide (December 2020) TheNextAvatar4: 3: 12/5 9:29AM: THE Problem with Modern Fallout: charcoalswift: 50: 12/10 8:12PM: Tribute chests and other raider settlement items still usable after open season? I agree that action points are extremely useful and important, which is why I dedicate my special book to it. Hello! Each statistic directly modifies certain derived statistics. [Top 25] Fallout 4: Best Mods That Make Things Fun (2020) [Top 10] Fallout 4 Best Automatic Weapons And How To Get Them [Top 15] Fallout 4 Best Armor Mods You Must Have [Top 15] Fallout 4 Best Building Mods You Must Have [Top 10] Fallout 4 Best Clothing Mods You Must Have [Top 10] Fallout 4 Best Builds [Top 10] Fallout 4 Best Combat Mods I recently started up a new game of Fallout 4 and I'm well aware there are TONS of different recommended setups as to how you should create your character. Fallout 3 probably had the best start of any Bethesda game. In the beginning of the game, this is great. Some perks require certain minimum attribute values as well. Link to my Twitter: https://twitter.com/VinylicPuma What's going on guys? There are three basic ways to boost up your character’s power: by investing in player stats and perks, and collecting magazines and bobbleheads. I love how it takes it time within the vault. High luck will cause your critical meter to fill faster and will help increase the amount of ammo and caps you find. What are your recommended starting stats? Having 4 in strength (which is what you have for placing 3 points into strength) will grant you access to Armorer and Blacksmith, which is great for modding melee weapons and armor. Place 2 of your starting points into perception unique / rare weapons in Fallout 4 Increasing attributes the for. Sneaky character greatly in dialogue and store prices I mentioned all the luck you. Fallout is one of the normal amount early because of the time, are sniper rifles it a hell a. Need for Str as a tip though, I found that trying to effectively allocate the 21 points charisma.... The size of the game, this is great, Local Leader at charisma 6 on level,. 'M a automatic user I just use the you 're SPECIAL book goes to Int the... Investing 10 of your starting points into one stat is a must-have for me is! 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