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Rewards for completing Project Anchorage
There are three basic groups of rewards you can count on upon the completion of Project Anchorage. I've listed these profits below.
1) Enemies and survivors
It's extremely important that you loot bodies of all dead outcasts after you've been able to defeat them, because you'll gain possession of A LOT of valuable and useful items. The biggest treat will include weapons, including Gatling lasers, miniguns, flamethrowers and laser rifles. You'll also be allowed to take a lot of outcast power armors. They're not as good as the armor you took from the armory, but you'll be able to sell them with a high profit.
If McGraw survived the assault you will be allowed to ask him to repair your equipment. Sadly he's skilled at a similar level to most of the traders, so you can't count on him repairing your items to a perfect status.
2) Items from the armory
The armory itself contains plenty of items worth of your interest. Here are some of the most interesting ones - winterized T-51b power armor, winterized T-51b power helmet, Gauss rifle, Jingwei's shocksword (the exact same one he was using during the duel), Chinese stealth armor (used by some of the snipers) and rocket launcher. Aside from that you'll also come across medical supplies, mininuke, explosive devices (plasma, pulse and frag grenades/mines) and cells of a few different types. Have fun collecting these treasures!
3) Perks
Finally, you'll be rewarded with two perks:
Power Armor Training - This means you don't have to visit the Citadel for the training, because you'll be allowed to wear all types of power armors from now on. The first armor can be collected from the armory and you'll also find plenty of these objects by the fallen outcasts.
Covert Ops - This perk can only be achieved if you've been able to find and collect all ten briefcases during your stay in the virtual world. Having Covert Ops increases your Small guns, Science and Lockpicking skills by three points.
This page lists all perks in Fallout 3. |
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- 5Add-on perks
General information[edit | edit source]
In Fallout 3, you gain a perk every level (as opposed to every three levels in Fallout and Fallout 2, and every two in Fallout: New Vegas).
There are:
- 59 regular perks, 5 special perks and 7 quest perks in the normal game
- 1 special perk in Operation: Anchorage
- 1 special perk and 2 quest perks in The Pitt
- 14 regular perks in Broken Steel
- 1 special perk, 2 quest perks and 3 cut perks (impossible to get without using the console) in Point Lookout
- 1 special perk in Mothership Zeta
Also, unlike previous games, traits that gave you both bonuses and penalties at the same time are no longer in the game. Instead, some of them (like Bloody Mess) were changed into perks.
In Fallout 3 a perk's S.P.E.C.I.A.L. requirements cannot be met by equipping items or using drugs (with the exception of the Lucky 8 Ball).
Regular perks[edit | edit source]
Name | Level req | Other requirements | Ranks | Benefit | Code |
---|---|---|---|---|---|
Black Widow/ Lady Killer | 2 | 1 | +10% damage to the opposite sex, and unique dialogue options with certain characters | 00094eb8/ 00094eb9 | |
Daddy's Boy/ Daddy's Girl | 2 | IN 4 | 3 | +5 Science, +5 Medicine | 00044948/ 00069310 |
Gun Nut | 2 | IN 4, AG 4 | 3 | +5 Small Guns, +5 Repair | 0004494e |
Little Leaguer | 2 | ST 4 | 3 | +5 Melee Weapons, +5 Explosives | 00014b97 |
Thief | 2 | PE 4, AG 4 | 3 | +5 Lockpick, +5 Sneak | 00031dd6 |
Swift Learner | 2 | IN 4 | 3 | +10% XP whenever XP is earned | 00031dd3 |
Intense Training | 2 | 10 | +1 to any SPECIAL stat | 00044cb1 | |
Child at Heart | 4 | CH 4 | 1 | Unlocks many unique dialogue options with children | 00003142 |
Comprehension | 4 | IN 4 | 1 | +1 additional skill point whenever a skill book is read | 00031de1 |
Educated | 4 | IN 4 | 1 | +3 skill points per level | 00031dd8 |
Entomologist | 4 | IN 4, Science 40 | 1 | +50% damage to insects | 00031dd9 |
Scoundrel | 4 | CH 4 | 3 | +5 Speech, +5 Barter | 00044ca6 |
Iron Fist | 4 | ST 4 | 3 | +5 points of Unarmed Damage | 00031ddb |
Bloody Mess | 6 | 1 | +5% overall damage, more violent death animations | 00094eba | |
Lead Belly | 6 | EN 5 | 1 | -50% radiation taken whenever drinking from a water source | 00044ca9 |
Toughness | 6 | EN 5 | 1 | +10% DR permanently | 00031de0 |
Fortune Finder | 6 | LK 5 | 1 | Considerably more bottle caps will be found in containers | 00031de3 |
Gunslinger | 6 | 1 | +25% accuracy in V.A.T.S. with one-handed weapons | 00094ebb | |
Demolition Expert | 6 | Explosives 50 | 3 | +20% damage with explosives | 00031dab |
Commando | 8 | 1 | +25% accuracy in V.A.T.S. with two-handed weapons | 00099828 | |
Rad Resistance | 8 | EN 5 | 1 | +25% Radiation Resistance permanently | 00031da9 |
Scrounger | 8 | LK 5 | 1 | Considerably more ammunition will be found in containers | 00031daa |
Size Matters | 8 | EN 5 | 3 | +15 Big Guns | 0009982e |
Strong Back | 8 | ST 5, EN 5 | 1 | +50 Carry Weight | 00031dde |
Impartial Mediation | 8 | CH 5 | 1 | +30 Speech when you have neutral karma | 00044cad |
Animal Friend | 10 | CH 6 | 2 | Hostile animals become friendly (one rank), and come to your aid except against other animals (two ranks). | 00031db5 |
Finesse | 10 | 1 | +5% Critical Chance | 00094ec1 | |
Mister Sandman | 10 | Sneak 60 | 1 | Can instantly kill a sleeping non-player character, and earn bonus XP | 00031dad |
Mysterious Stranger | 10 | LK 6 | 1 | Chance that the Stranger will finish off a target in V.A.T.S. | 00031dbc |
Nerd Rage! | 10 | IN 5, Science 50 | 1 | +50% DR and Strength increased to 10 whenever health is 20% or lower | 00044ca7 |
Night Person | 10 | 1 | +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M. | 00094ebd | |
Here and Now | 10 | 1 | You instantly level up again | 00031dac | |
Pyromaniac | 12 | Explosives 60 | 1 | +50% damage with fire-based weapons | 00031db2 |
Cannibal | 12 | 1 | Can eat corpses to restore 25 points of health and lose 1 Karma | 00094ebc | |
Life Giver | 12 | EN 6 | 1 | +30 Hit Points | 00031db1 |
Robotics Expert | 12 | Science 50 | 1 | +25% damage to robots, can shut down robots by sneaking up on them | 00031dc2 |
Sniper | 12 | PE 6, AG 6 | 1 | +25% to hit the target's head in V.A.T.S. | 00031db4 |
Silent Running | 12 | AG 6, Sneak 50 | 1 | +10 Sneak, foot speed and armor weight no longer affect sneaking | 00031db3 |
Fast Metabolism | 12 | 1 | +20% Hit Points restored with stimpaks | 00094ebf | |
Lawbringer | 14 | 1 | Can sell Fingers to Sonora Cruz | 00044cac | |
Chemist | 14 | Medicine 60 | 1 | Chems last twice as long | 0009982d |
Contract Killer | 14 | 1 | Can sell Ears to Daniel Littlehorn | 00044ca8 | |
Cyborg | 14 | Medicine 60, Science 60 | 1 | +10 Energy Weapons, +10% to Radiation Resistance, Poison Resistance and Damage Resistance | 00044cab |
Light Step | 14 | PE 6, AG 6 | 1 | Floor traps or mines will not be set off | 00031db7 |
Master Trader | 14 | CH 6, Barter 60 | 1 | All items cost 25% less | 00031db8 |
Adamantium Skeleton | 14 | 1 | Damage taken by limbs reduced by 50% | 00094ec4 | |
Tag! | 16 | 1 | Fourth 'tag' skill: +15 points to that skill | 00031dbd | |
Better Criticals | 16 | PE 6, LK 6 | 1 | +50% damage with critical hits | 00031dbb |
Action Boy/ Action Girl | 16 | AG 6 | 1 | +25 Action Points | 00031dba/ 0007b202 |
Chem Resistant | 16 | Medicine 60 | 1 | Half as likely to get addicted to any chem | 00099827 |
Infiltrator | 18 | PE 7, Lockpick 70 | 1 | Can attempt to re-pick a forced lock that broke | 00044cb0 |
Computer Whiz | 18 | IN 7, Science 70 | 1 | Can attempt to re-hack a locked down terminal | 00031dc4 |
Concentrated Fire | 18 | Energy Weapons 60, Small Guns 60 | 1 | +5% accuracy in V.A.T.S. with every attack queued | 00044caf |
Paralyzing Palm | 18 | Unarmed 70 | 1 | Can paralyze an enemy for 30 seconds with a V.A.T.S. unarmed attack | 00044caa |
Solar Powered | 20 | EN 7 | 1 | +2 Strength and +1 HP every 10 seconds while outside, from 6:00 A.M. to 6:00 P.M. | 00031dc5 |
Ninja | 20 | Melee Weapons 80, Sneak 80 | 1 | +15%( 15 Luck skill) critical chance with melee and unarmed weapons, +25% damage with sneak attack criticals | 00031dcc |
Grim Reaper's Sprint | 20 | 1 | A kill in V.A.T.S. restores all your AP immediately | 00099834 | |
Explorer | 20 | 1 | All locations are marked on your map | 00031de5 |
Special perks[edit | edit source]
You can get these perks by special actions or interactions with other characters.
Name | Found in quest | Requirements | Benefit | Code |
---|---|---|---|---|
Dream Crusher | Wasteland Survival Guide | Talk Moira Brown out of writing the Wasteland Survival Guide | Reduces an enemy's chance to critically hit you by 50%, 30% discount at Craterside Supply, and +30 points to Moira's repair skill (54, 72% condition). | 00030feb |
Hematophage | Blood Ties | Talk to Vance about learning the ways of a vampire | Blood packs heal 20 Hit Points instead of 1 point | 00003131 |
Power Armor Training | None | Learned from Paladin Gunny in the Citadel or by completing Operation: Anchorage | You are now able to wear any form of power armor. | 00058fdf |
Important note about special perk codes: Trying to add them before doing the special actions or interactions with other characters may cause game to crash or corrupt.
Quest perks[edit | edit source]
You can get these perks as a reward for quests.
Name | Found in quest | Requirements | Benefit | Code |
---|---|---|---|---|
Ant Might | Those! | Complete Those! without eliminating the fire ant queen OR eliminating the queen and convincing Doctor Lesko it was better for mankind (speech check) | +1 ST and +25% fire resistance | 000c1a6b |
Ant Sight | Those! | Complete Those! without eliminating the fire ant queen OR eliminating the queen and convincing Doctor Lesko it was better for mankind (speech check) | +1 PE and +25% fire resistance | 000c1a6c |
Barkskin | Oasis | Destroy Harold's heart | +5 DR permanently | 00035e04 |
Rad Regeneration | Wasteland Survival Guide | Help Moira Brown with the Wasteland Survival Guide by gaining 600 rads when she asks | With the Rad Regeneration perk, any crippled limbs will regenerate themselves when you have Advanced Rad Poisoning | 0003066b |
Survival Expert (Junior Survivor / Survival Guru) | Wasteland Survival Guide | Help Moira Brown finish the Wasteland Survival Guide by completing the final chapter | Varies: You gain a +6% bonus to Poison Resistance and Radiation Resistance and either additional Crit %, additional DR, additional HP, or points to both Medicine and Science or Sneak and Speech. | see article |
Wired Reflexes | The Replicated Man | Side with Dr. Zimmer | +10% accuracy in V.A.T.S. | 00024d5c |
Important note about quest perk codes: Trying to add them before doing the quest required may cause game to crash or corrupt.
Add-on perks[edit | edit source]
Perks available through add-ons.
Regular perks[edit | edit source]
These perks are added only in Broken Steel.
Name | Level req | Other requirements | Ranks | Benefit | Code |
---|---|---|---|---|---|
Deep Sleep | 22 | 1 | Sleeping in any bed gives the Well Rested effect, which increases your XP by 10%, for 8 hours. | 003213 | |
Puppies! | 22 | 1 | If Dogmeat dies, a puppy will spawn outside of Vault 101 | 003211 | |
Quantum Chemist | 22 | Science 70 | 1 | Every 10 Nuka-Colas you acquire are automatically converted into a Nuka-Cola Quantum | 004c71 |
Devil's Highway | 24 | Karma higher than Very Evil | 1 | Karma is instantly set to Very Evil | 004c6d |
Escalator to Heaven | 24 | Karma lower than Very Good | 1 | Karma is instantly set to Very Good | 004c6f |
Karmic Rebalance | 24 | Karma not neutral | 1 | Karma is instantly set to Neutral | 004c6e |
No Weaknesses | 24 | 1 | All SPECIAL stats lower than 5 become 5 | 00108e | |
Rad Tolerance | 26 | EN 7 | 1 | No effects from minor radiation poisoning (But it still tells you) | 0011c1 |
Warmonger | 26 | IN 7 | 1 | All schematics are added at V3 | 0011be |
Nerves of Steel | 26 | AG 7 | 1 | +1 AP every 10 seconds | 0011c2 |
Party Boy/ Party Girl | 28 | 1 | No chance for alcohol addiction | 0011bf/ 0011c0 | |
Rad Absorption | 28 | EN 7 | 1 | -1 Rad every 20 seconds | 0011bd |
Nuclear Anomaly | 30 | 1 | Whenever your health is reduced to 20 or less, you will erupt into a devastating nuclear explosion | 004c6c | |
Almost Perfect | 30 | 1 | All SPECIAL stats are raised to 9 | 004c6b |
Special perks[edit | edit source]
Name | Add-on | Related quests | Requirements | Benefit | Code |
---|---|---|---|---|---|
Covert Ops | Operation: Anchorage | Gather all 10 Intel suitcases | +3 to Science, Small Guns and Lockpick | 00bf70 | |
Auto Axpert | The Pitt | Unsafe Working Conditions | Collect 10 steel ingots in the Steelyard | +25% more damage with the auto axe | 0073e8 |
Ghoul Ecology | Point Lookout | Plik's Safari | Read Plik's Journal | +5 points of damage to all enemies (Due to a glitch) | 00d1fe |
Xenotech Expert | Mothership Zeta | This Galaxy Ain't Big Enough.. | Get random number of enemies spawn in shooting range. | +20% damage with alien weapons | 00abb0 |
Quest perks[edit | edit source]
Name | Add-on | Related quests | Requirements | Benefit | Code |
---|---|---|---|---|---|
Booster Shot | The Pitt | Free Labor | Complete Free Labor | +10% Radiation Resistance | 007354 |
Pitt Fighter | The Pitt | Unsafe Working Conditions | Complete the Hole battles | +3% Radiation Resistance and Damage Resistance | 0073ea |
Punga Power! | Point Lookout | Walking with Spirits | Complete Walking with Spirits | -10 Rads from wild punga fruit and -15 Rads from refined punga fruit | 011097 |
Superior Defender | Point Lookout | The Local Flavor | Complete The Local Flavor | +5 points of damage and +10 DR when standing still | 00d1fa |
Cut perks[edit | edit source]
The following is based on Fallout 3 cut content and has not been confirmed by canon sources. |
Name | DLC pack | Description | Code |
---|---|---|---|
Mirelurk Ecology | Point Lookout | +5 damage to mirelurks. | 00fc2e |
Gray Matters | Point Lookout | 25% less damage from attacks to your head. | 00d1fd |
Swing for the Fences | Point Lookout | +10 damage with Melee Weapons. | 00d1fb |
Covert Ops Clone Trooper
End of information based on Fallout 3 cut content. |
See also[edit | edit source]
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Retrieved from 'https://fallout.gamepedia.com/index.php?title=Fallout_3_perks&oldid=2049476'
This is a general overview to the Covert Ops perk: what it is, what it does, and how to get it.
What is the Covert Ops Perk?
Put simply: Covert Ops is a special perk. It isn’t received in the normal fashion as the vast majority of the rest of the perks in the game, that is to say, leveling up. It is obtained by collecting a total of ten briefcases throughout the DLC Operation: Anchorage. It can be accessed through the quest “Aiding the Outcasts” that you receive at the beginning of the game. Follow that to the bunker, and then you enter the actual DLC area.
Well, what does it do?
Now, Covert Ops isn’t that great of a perk. It gives +3 Science, +3 Small Guns, and +3 Lockpicking. It isn’t all too much of a boost, but it can be helpful early game, which is when I recommend doing Operation: Anchorage. It provides a little push to a character that you are trying to max out.
Obtaining Covert Ops
Okay, this guide is going to probably contain spoilers from here on out, so be warned. Now, to the actual meat of the guide. Once you touch down in the DLC, you won’t find any intel cases until you meet up with Montgomery again. In fact, a lot of the early ones are tied to his dialogue.
PART 1 – THE GUNS OF ANCHORAGE:
I: You will find yourself out on metal catwalks shortly after reuniting with Sgt. Montgomery. You will have to walk across the pipes [Left] and Sgt. Montgomery will comment “And here I thought I was the one with a death wish!”. However, if he starts talking about catwalks you have gone too far. After crossing the pipes, there will be a small room with a locked door at the back. Pick the lock, and you will find yourself in yet another small room with the first briefcase at the back, under a desk.
II: Moving across the catwalks with Sgt. Montgomery, you encounter more simulated communist forces(of course) and reach a locked door across a bridge. [Left] This is where the second briefcase is. In the back of the room, you will find intel number 2.
III: Inside the artillery outpost, there is a set of stairs. Climb them, turn into the eastern hallway, and the next door will be on your left.
IV: Continue down the hallway, Montgomery will make a comment about Chimera tanks. In the room soon after you catch a glimpse of the Chimera, there is an antechamber with a table of munitions and a locked door.
After this, there is a long break until you see other briefcases.
PART 2 – PAVING THE WAY:
This is only the order I end up doing these, so bear that in mind. These parts are marked with their respective objectives, i.e. Listening Post and Chimera Depot.
Chimera Depot
V: The first Intel in the Depot arc of this quest is in the Ice Camp. After clearing your way through the front of the Ice Camp, the intel will be inside one of the tents near the end.
VI: The next intel briefcase can be found inside the first bunker as you enter the depot proper. It is on top of a desk to the left of when you enter.
Listening Post:
VII: The mining town is the next area to hit for Intel briefcases. Once you enter, there will be a ruined building with a Chinese Launcher guarding it. Once you enter it, there will be a large amount of crates to the West. On top of those crates is the next briefcase.
VIII: Continue into the Listening Post. Right under some stairs, there is another briefcase. Be wary here, as there are a ton of enemy forces on the catwalks above.
PART 3 – OPERATION: ANCHORAGE!
Alright, here’s the final stretch: the trench run and pulse field.
IX: As you go down the trench towards the Pulse Field, you will see an alcove with a health dispenser. The ninth briefcase is in here, on top of some barrels.
X: The final briefcase is hard to miss. It is right next to the switch used to deactivate the pulse field.
And that’s that! After finishing the DLC, you will be congratulated by General Chase. Upon returning to the Capital Wasteland, you will have the Covert Ops perk. It isn’t much, but it certainly is something.
Original Link – Continuation of discussion
Have you ever wandered the wastes and turned on your Pip-Boy’s radio to enjoy some good vintage music but were interrupted by lag, stuttering and grainy effects from the songs? You compare them to the tabletop radios and those sound better than your personal radio and you wonder why? You just want music! Well, here’s a fix.
Going Into The Files
To fix the stutter of your radio’s music, you need to go into the .ini files of Fallout 3. Usually, it’s found in Documents/My Games/Fallout 3 and you should see a file that says FALLOUT.INI or just FALLOUT for those with specific file settings.
Let’s make sure it’s not Read-Only so right-click on the file and go to Properties. If the little box that says Read-Only is checked, uncheck it and hit Apply.
Now open the .ini file.
What to Change
The .ini files tell the game what to load, how to load and provides instruction on how to run. Be careful to what you change in this file because it can cause you to CTD (crash to desktop), or even have a BOSD (blue screen of death). Press Ctrl+F and search iRadioUpdateInterval. This should take you to a line that says:
- iRadioUpdateInterval=250
- Change 250 to 1024 so the entry says:
- iRadioUpdateInterval=1024
- Press Ctrl+S to save or go to File -> Save and Exit
Open the file again and make sure the change was saved. If it was, exit and go to Testing. If it didn’t save, repeat the step above until it does.
Testing!
Play Fallout 3 and test it out! Most likely, it will have fixed the stuttering of the music and all is well in the wasteland! 😀 Until that Deathclaw sneaks up behind you.
If it still stutters, go back to the .ini file check to see if the changes you’ve made are saved. If they aren’t, change that entry.
If it’s changed and it still doesn’t work, then you have to look for a codec fix but I don’t trust those since some can carry malware, even official ones.
Anyways, that’s the guide. I hope it helped and that you can enjoy music in the wastes!
Notice
There are reports that this fix doesn’t work for everyone. Whether or not it is because the guide above only works every other time, I cannot say. However, I have helped a few people fix their radios by making sure they have the Multi-Core fix. This configuration change is almost necessary if you’re running anything other than Windows Vista and below as it forces the game to draw more resources to sustain itself.
If you don’t have this set up, here’s how:
- Go into Fallout.ini file
- Ctrl + F and find “bUseThreadedAI”
- There should be a line that says “bUseThreadedAI=0” Change that 0 to a 1 so it reads:
bUseThreadedAI=1 - Under this line, type in “iNumHWThreads=2”
- Do the changes look like this?
bUseThreadedAI=1
iNumHWThreads=2
iNumHWThreads=2
If so, save the changes made (Ctrl + S or File -> Save) and load the game up and check.
Original Link – Continuation of discussion
Posted by3 years ago
Archived
You want to silently wait in the shadows and murder every living creature in the room? Of course you do. You want to one-shot every Raider in the room within one VATS session? You sure do. You want to be a terrifying force to be reckoned with, one that is practically invisible and striking from the shadows with almost unmatched damage? Well, I'm hear to explain this Sneak build I have been working on that allows me to clear out entire buildings without anyone knowing what just hit them.
First off, we have the SPECIAL. I will outline the absolute necessary SPECIAL points and perks to have here, and then anything left over you can use to mix up your build anyway you see fit. These points also do not need to be put to their respective spots immediately, you can do it over the course of the game.
Strength: 3 Perception: 4 Endurance: - Charisma: 3 Intelligence: 3 Agility: 7 Luck: 3
Now, here the perks I find essential for this build of death:
Armorer: You'll want this maxed out because you're going to need to slap some ballistic weave on whatever clothing/hat you want to look stylish in. Upgrading Leather armor with Muffled/Ultra-Light and Shadowed also is essential. Lone Wanderer: The 3rd rank of this is what you really want. +25% damage is nothing to sneeze at; this will come in real handy. Gun Nut: You'll want this buffed up to the highest rank as well. Upgrading a key weapon later on is essential. Gunslinger: This key weapon I talked about? Yeah, it's a pistol. This perk makes that pistol god-mode. Sneak: Get the first 4 ranks absolutely. The fifth rank (crouching to cause distant enemies to lose you) is purely up to you. Personally, I took it. Mister Sandman: +50% damage with silenced weapons when fully beefed. This helps out our key weapon immensely. Ninja: 3.5x ranged damage? Yes please! Bloody Mess: I'm not a fan of exploding enemies and gore, but +15% damage is too good to pass up. 4th rank is optional. Deacon's Perk: +20% Sneak Damage is always good news.
Optional Perks:
Concentrated Fire: The 3rd rank grants +20% more damage on body parts in VATS. While useful, we'll be one shotting a lot of enemies. Chem Resistant: Rank 2 here. This paired up with Chemist and Pyscho is pretty much a constant +25% damage boost. Not too shabby. Lady Killer/Black Widow: Overall a +15% damage to humans, but they are not that strong to begin with. Chemist: See Chem Resistant. Gun Fu: More damage to stacked up targets in VATS is alright in my books. Not too many chances to use it considering our high damage already. Any assortment of Critical Perks: If you like critical shots for a possibly pesky enemy with a lot of health, then these perks are for you.
Game breaking perk:
MacCready's Perk: This will cause you to be unstoppable. 95% chance to hit an enemy's head from any distance. Only take this if you truly want to demolish the Commonwealth.
The Key Weapon: The Deliverer. Max this bad boy out with mods because of your armorer perks, and you'll have a dynamite silenced handgun. Currently, my own Deliverer performs at an admirable 90 damage. With all of the perks above, I can perform a sneak critical multiplier of 6.3, bringing my damage up to over 500. With a pistol. Armor: Leather armor with Muffled/Shadowed and Ultra Light mods. You can now sneak your way through enemy encampments while you stand right next to them.
This whole build is a lot to fun to play with. Especially for me, in Survival when everything is out to beat my ass to the ground. Hope you enjoyed this guide everyone!
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