Somewhat useful for early game weapon modifications, but you're better off buying weapons from vendors and moving the mods to the weapons that you actually use. Gun Nut - Level 1įor settlement building since the turret is really good for defense.
Save the stimpacks though, food is a better source of healing early on (and cooking food gives you a decent amount of experience early on). The additional 10% stimpack bonus is worth a magazine, so it's not terrible. Intelligence Perks Medic - Level 1įor settlement building only. And besides, you're not really playing Fallout 4 if you aren't spending some time building settlements. Settlement building is also a pretty good source of early experience. Supply lines make building new settlements much easier and building shops and crafting benches makes your settlements pretty handy. Local Leader - Level 2Īgain, settlement building perks. Nothing to see here, just perks for settlement building. The five points (and bobblehead) gives a settlement population cap of 16 and enough charisma with the help of clothing to pass just about all of the speech dialogs and get a bunch of caps in the process. Generally speaking, charisma gives you a bunch of experience early on through speech dialogs, so you aren't wasting too much by putting points here. Slowly regenerating health over time is awesome and will save you a bunch of stimpacks. More hit points means less dying (and less loading screens), especially early on when the hit point algorithm isn't very friendly. That's effectively 32 levels spread evenly between Refractor and Toughness if that was possible. 5 points into toughness gives 50 damage resistance, where 1 point into strength and 4 points into armorer gives at least 80, but more than likely 160 physical and energy resistance. Toughness is not worth the five points if you consider the strength and armorer logic earlier. This perk allows you to explore the Commonwealth, get more loot, and help you build your relationship with most followers. It offers 80+ physical and energy resistance (30+ is base, 110+ is level 4) on two armor spots for a total of 160+ physical/energy resistance. Stength Perks Armorer - Level 4īallistic weave makes this worth it. Read the optional perks section below to understand why 11 LCK is in parenthesis. Save your perks as you level if the perks below aren't available. Use the special book and 2 levels to bump your strength to 2, endurance to 2, and luck to 8, then collect each of the bobbleheads throughout the game to get to a final build of 3-4-3-6-7-9. * indicates where you should spend 1 perk. + indicates where you should use the You Are Special book.