Last Updated on by Samuel Franklin
This SPECIAL guide to Fallout 3 best starting stats and skills provides build templates for your playthrough across the Capital Wasteland. Whether you prefer melee combat, stealth or traditional firearms these builds draw from my multiple adventures over a decade. Combining quick reference tables for first playthrough beginners and details anaylsis for experienced players you can optimise for your own playstyle preferences.
Table of Contents:
– Best Starting Builds
– Best SPECIAL
– Best Starting Skills
Fallout 3 Best Starting Builds
This overview section provides template builds for starting SPECIAL and skills which are designed to ensure your Fallout 3 build:
- Obtains enough starting SPECIAL after bobbleheads to reach strong perks for your playstyle
- Places extra starting SPECIAL in Intelligence (increased skill point gain) and Luck (increased critical chance)
- Selects starting skills linked to your weapon type, one method to access locked areas (lockpick or science) and one utility (repair, medicine or sneak)
| Build Playstyle | Starting SPECIAL | Starting Skills |
|---|---|---|
Guns (All rounder short to medium ranged weapons with V.A.T.S. available) |
S5 P5 E5 C1 I9 A6 L9 | Small Guns
Lockpick or Science Repair |
Melee (unarmed or melee) |
S9 P5 E6 C1 I5 A1 L9 | Melee Weapons or Unarmed
Lockpick or Science Medicine |
Sniper (Long range stealth with V.A.T.S and non V.A.T.S) |
S4 P5 E4 C1 I9 A8 L9 | Small Guns
Lockpick or Science Repair |
Fallout 3 Best SPECIAL
Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck are the SPECIAL stats available and assigned after interacting with the “You’re SPECIAL” book in Vault 101 with 40 points to assign across the 7 special statistics with a minimum value of 1 and maximum value of 10.
There are limited options for players to increase their SPECIAL after this decision including locating the respective bobbleheads in the world or selecting specific Fallout 3 perks. Given these bobbleheads that boost a SPECIAL by 1 point it is recommended to not start at 10 and collect the respective bobblehead to reach 10 instead. Non permanent boosts to SPECIAL stats are also available through equipment such as Fallout 3 armour, clothing, headwear or single use consumable items.
In deciding what is the Fallout 3 best special players should consider what the SPECIAL stat enhances for their intended build. In Fallout 3 SPECIAL determines a number of derived statistics (such as carry weight), how high your starting skills are and the perks you have available upon level up.
The recommended numbers below ensure you can obtain key perks and are final SPECIAL AFTER BOBBLEHEADS
| SPECIAL | Recommended Value | Stats | Skills | Notable Perks |
|---|---|---|---|---|
Strength |
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Perception |
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Endurance |
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Charisma |
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Intelligence |
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Agility |
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Luck |
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Fallout 3 Best Starting Skills
Fallout 3 skills are barter, big guns, energy weapons, explosives, lockpick, medicine, melee weapons, repair, science, small guns, sneak, speech and unarmed. Skills determine your effectiveness at certain actions and can have a dramatic impact on the available roleplaying story paths.
Players can tag 3 skills after completing the G.O.A.T. exam in Vault 101 for an additional 15 points (45 total) at the beginning of your adventure and increase skills further with certain perks, skills books and skill bobbleheads to reach the maximum level of 100. The best starting skills in Fallout 3 should be based on your early game needs as by the time you reach the character level cap you’ll be able to max all skills with found books and bobbleheads.
| Skill | Notes |
|---|---|
Small Guns |
Boosting your proficiency with conventional firearms is the best combat focused skill initially. Even if you intend to play as a different build later on (such as melee, unarmed or energy weapons) the abundance and effectiveness of this weapon type early on will make your early game significantly easier. If you want the additional challenge of using a different weapon type from the moment you leave Vault 101 then you can tag that skill instead. |
Repair |
With weapons and equipment quickly degrading a higher initial repair skill will help maintain your protection from the Wasteland. |
Lockpick or Science |
With extra loot hiding behind lock doors or safes initial points here will help maximise your loot in the early game. Alternatively players can tag science instead as most locations have both options available although hacking a computer terminal takes longer. |
Guns (All rounder short to medium ranged weapons with V.A.T.S. available)
Melee (unarmed or melee)
Sniper (Long range stealth with V.A.T.S and non V.A.T.S)
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck
Small Guns
Repair
Lockpick or Science
Mysterious Stranger
This is a great beginner guide. No spoilers and incredibly helpful. Good job!
Coen
This is an amazing guide all the info needed sould be vastly known