Min-maxing ahead. Still, Coordination is nice to have.

A new character starts with each attribute at the level of 3 - average. However, Unlike Lockpicking, Critically Failing a Brute Force check doesn't break anything but your body, which will recover with enough time/patience allowing unlimited chances to Brute Force a target (for the anti-save-scumming type). SMARTY LEADER: Sacrifices a lot of combat ability to support the team. COMBAT SHOOTING: A straight increase to a Ranger's Critical Hit rate, making anything that's not an energy weapon have 100% crit rate (maybe less if you picked Heavy Handed Quirk). There is no single answer to this question. Skills govern how your Ranger will fight and how capably they will be able to interact with the Wasteland world.

MASTER THIEF: No Critical Failures when using Lockpicking or Safecracking
The best Heavy Armor will want 7 Strength or you will suffer additional movement penalty (so if planning on Heavy Armor I'd have at least 6). Fir example, characters with low The reflection of your choices appears in the statistics window - in the bottom left corner of the screen. I would not call this an essential skill by any means, but it is worth looking at after the better Skills if you can spare the points. If a Ranger uses this as a primary weapon get a long barrel(if pistol)/scope(if revolver) weapon mod ASAP as that will increase range, which is much needed if there's not another long-range option.

FAINTING GOAT: A 35% chance to cause an enemy critical to miss entirely, at the cost of putting that Ranger back in the turn order. After you reach level 10, or 15, it is a good idea to start developing the another skill. Ammo used: 30-08, 7.62mm, and .50 cal SMART ASS: One of three conversation skills. 8 Points for level 10.

Still, we do not recommend doing that at the beginning, unless you really know what you are doing. Still, you can redefine them, according to your own vision, or create your own characters. All trademarks are property of their respective owners in the US and other countries. Their cost is calculated differently than in the case of attributes.

Each ready-made character has predefined statistics and skills for a specific function so, it is difficult to make a mistake here. You start with 3 Action Points as your base, and gain Action Points from two main Attribute sources. You will pick up different clothing options as you adventure in the wasteland.


safe-cracking) and one connected with the primary weapon - all of them developed at the same level. CAREFUL/PRECISE/MASTER HUNTER: -25/50/100% Friendly Fire chance when using Shotguns or navigate around. None are essential but you should really have at least one conversation skill, if just for fun, and all three is nice. Not only does it contribute to Action Points (with its brethren), it also contributes to the super important Combat Initiative. A Knowledge Skill that is useful for looting *and* for lots of checks *and* in combat with some annoying enemies?

Mechanical Repair can additionally be used to fix locks/safes when you get a Critical Failure on Lockpicking/Safecracking for a second chance at looting. What this guide will not do is give you step by step what to do from level 1-50. SAFECRACKING: Safes are full of useful stuff, and are common. Starting Attributes: Coordination:2 Luck:1 Awareness:7 Strength:1 Speed:10 So many choices Wasteland 3 character classes: How to choose the right stats and weapons Pick the best builds for tanks, snipers, and leaders. SAMURAI: +1 Armor Penetration with Bladed Weapons That said Luck isn't *useless*, per se, but it doesn't reliably govern any of the Derived Stats that I claimed were the key Derived Stats above.

As long as you stay focused on what we have gone over and your Skill Points, they are just good stuff that happens when you set your Attributes. Note that multiple leaders will NOT stack, and this is a waste. At the end of the game, in Arizona, try to obtain at least level 8 in all the key skills, like Safecracking, Computer science and Lockpicking. I'd rate it above Barter at least.

APPLIED FORCE/STUNNING FORCE/STAGGERING FORCE: +5/10/15% chance to stun enemies with melee weapons

None are essential; but you should really have at least one conversation skill, if just for fun, and all three is nice.

DELAYED GRATIFICATION: +1 Skill Point on each level-up after level 10.