EXPERIENCE TABLE
LEVEL |
XP REQUIRED |
TITLE |
| 1 |
0 |
Vault-dweller |
| 2 |
1,000 |
Vault Scion |
| 3 |
3,000 |
Vault Veteran |
| 4 |
6,000 |
Vault Elite |
| 5 |
10,000 |
Wanderer |
| 6 |
15,000 |
Desert Wanderer |
| 7 |
21,000 |
Wanderer of the Wastes |
| 8 |
28,000 |
Elite Wanderer |
| 9 |
36,000 |
Strider |
| 10 |
45,000 |
Desert Strider |
| 11 |
55,000 |
Strider of the Wastes |
| 12 |
66,000 |
Strider Elite |
| 13 |
78,000 |
Vault Hero |
| 14 |
91,000 |
Wandering Hero |
| 15 |
105,000 |
Striding Hero |
| 16 |
120,000 |
Hero of the Wastes |
| 17 |
136,000 |
Hero of the Wastes |
| 18 |
153,000 |
Hero of the Glowing Lands |
| 19 |
171,000 |
Paragon |
| 20 |
190,000 |
Living Legend |
| 21 |
210,000 |
Last, Best Hope of Humanity |
SCREEN SHOTS
EQUIPMENT
Armor
COC Robe or Leather Jacket - What's the point of wearing armor if
you cant look good? The leather jacket is a toned down version of Leather Armor providing
minimal protection while not sacrificing any dodging capability. Stylish, too.
Unfortunately, poor ventilation and the black leather make this a very hot armor to wear
under the scorching desert sun.
Leather Armor - The original Leather Armor was designed for Motorcycle Football and
other dangerous contact sports. It is likely that the simple construction techniques
required to produce armor of this design will make it a popular choice following a nuclear
disaster. It provides moderate protection, and the light construction makes it easier to
dodge attacks while worn. Unfortunately, it provides little to no protection against
explosions or plasma attacks.
Metal Armor - Metal armor is the first armor to provide protection from all types
of attacks and improve in the amount of protection given, unfortunately at the same time
limiting the amount of dodging capability.
Combat Armor - Combat Armor is advanced personal armor for the 22nd century police
officer or military grunt. This is about the best armor a Vault Dweller is likely to see
in their lifetime. Combat Armor is highly effective against most types of damage, is light
weight (for it is protective value), and is, unfortunately, not available without special
permit. Interested parties should contact the BADTFL office near them.
Power Armor - One of the most efficient armors available (this is the armor shown
on the front of the box.) The easiest way to get Power Armor is to talk to Talus on level
one of the Brotherhood base, then rescuing the Brotherhood Initiate in Old Town (The Hub).
Another way is to go to level 2, talk with the Brotherhood Initiates around the armor,
tell them you'll fix it, then get the piece from Michael. To get it hardened, do a job for
the chemist in Adytown, Bone yard.
Telsa Armor - As durable as standard Combat Armor, but has a huge increase in
protection from energy weapons/electrical attacks. You can get the Tesla Armor in the
locked strongbox on the top level of the Cathedral (you need to kill Morpheus and several
Nightkin in order to get this.)
Ammo
.223 FMJ - Rifle caliber ammunition. The FMJ stands for Full-Metal
Jacket, which describes the bullet that is used in the round of ammo. A FMJ bullet is very
tough, and has pretty good penetration without sacrificing good expansion. In other words,
it is an average round.
10mm AP - The 10mm caliber ammo is designed for pistol or submachinegun size
firearms. The AP suffix denotes the round is Armor Piercing. AP rounds have excellent
penetration, but poor expansion. They will not be as affected by armor as a normal round,
but do less damage after armor to the target.
10mm JHP - This is another version of the 10mm, but is JHP or Jacketed Hollow
Point. Hollow Point ammunition is designed to expand as large of a size as possible to
translate the most energy to the target. Unfortunately, if the target is wearing armor,
most of the energy is splatted against the armor and little of it will actually affect the
target.
Containers
Backpack - A backpack will store items for you in one convenient
location. Items have two features: size and weight. A backpack will store any number of
items that total less than around 40 lbs., and have a combined size that will fit in the
backpack. Several really large items (like suits of armor) will not fit in a normal
backpack, but lots of small items (like ammo, or grenades) will fit just fine. Why use a
backpack? To keep your inventory organized.
Chems
RadAway - If you have been exposed to large amounts of radiation,
then use RadAway to remove the radiation from your system. It won't feel good, but better
a headache and some stomach problems for a couple of days than the long term affects of
nuclear radiation! RadAway takes a little while to work.
RAD-X - Rad-X is a Preventive medication. Take Rad-X before exposure to radiation,
and the total amount of radiation you receive will be reduced. Rad-X bolsters your body's
own Radiation Resistance. The stronger you are to start with, the more effective Rad-X
will be.
Stimpak - A stimpack (short for Stimulation Delivery Package) contains many healing
Chems. A soup of healing medication, if you will. By injecting the Stimpak, you
drastically increase your own recuperative functions and restore lost hit points almost
instantly.
Super Stimpak - The Super Stimpack contains more drastic Chems, increasing the
healing effect and the cost of eventual damage to the very tissue it heals! A larger
cousin to the Stimpak, the Super Stim will heal more damage. It will however, cause a
small amount of hit point lost after a period of time; you should be aware of this
function, and prepare for it. But nothing works like a Super Stim when time is short, and
danger grave.
Explosives
Dynamite - An explosive. Use the dynamite to set the timer. After
the timer expires, the dynamite will explode. Your Traps skill will determine if you set
the timer properly. In Fallout, explosives are generally lower powered than you would
expect. But don't stand next to a charge of dynamite when it goes off.
Frag Grenade - The fragmentation grenade is extremely useful as a defensive weapon.
A small, but concentrated, explosive charge connected to a contact fuse will spread over
1,000 metal fragments over a 2.5 meter radius area. The small explosion area means that
these grenades can be used at closer range then ever before, without possible harm to the
user.
Plasma Grenade - Much more powerful grenade capable of doing more damage points in
a wider range.
Guns
Colt 10mm Semi-Automatic Pistol - This is your basic ranged weapon.
The 10mm round packs a goodly punch, and the Colt pistol is a fine example of workmanship
and quality. It is a single shot weapon only meaning that every time you pull the trigger,
you will fire one, and only one, round of ammunition. The 6520 has no problem feeding
hollow point ammunition for small game hunting, or armor piercing rounds for larger,
bipedal game.
Desert Eagle .44 Magnum Pistol - Hand gun capable of holding 8 bullets and doing
10-16 damage points giving it more of a punch then the standard pistol.
Sig-Sauer 338 14mm Caseless Semi-Automatic Pistol - Hand gun capable of holding 6
bullets and doing 12-22 damage points.
9mm Parabellum - Hand gun capable of holding 7 bullets and doing 7 points worth of
damage.
Colt .233 Pistol - Much more stronger weapon holding 5 bullets and doing 20 - 30
points worth of damage.
H&K MP9 SMG (10mm variant) - One of the finest weapons in the world. The
H&K MP9 is a solid sub machinegun, capable of single or burst mode attacks. The single
shot is acceptable, comparable to the 6520 pistol, but the burst mode is spectacular! The
MP9 is easy to control, and spews 10mm Death like no other firearm in its size category.
Hunting Riffle - Riffle capable of holding 10 bullets and doing 8 - 20 points worth
of damage.
12 ga. Shotgun - Double barreled shotgun capable of holding 2 shots and doing 12 -
22 points worth of damage.
12 ga. Combat Shotgun - Single barreled shotgun capable of holding 12 shots with
the clip and doing 15 - 25 points worth of damage.
Colt .223 AR-115 Semi-Automatic Rifle - A longer ranged, and more powerful,
firearm. The Range master is your basic, solid rifle. It uses the .223 caliber rifle round
a standard for over 110 years. The .223 combined with a 1:10" twist, gives good
accuracy at range and solid knockdown capability.
Assault Rifle - A long ranged rifle.capable of doing more damage.
Flamb'e 450* Flame-thrower - Deadly weapon capable of doing damage before and after
the attack
Rockwell CZ4000 Chain Gun - Fast revolving weapon shooting tons of rounds at a
target.
Rocket Launcher - Very destructive weapon capable of doing some deadly damage.
Miscellaneous
Doctor's Bag - A Doctor's Bag includes all the items necessary to
perform most tasks required by the Doctor skill. Using this item will automatically
perform the Doctor skill task, but at a higher percentage chance of success (the proper
tools help ensure a higher success rate). A Doctor's Bag does not contain unlimited
supplies and will eventually run out.
First Aid Kit - Similar in nature to the Doctor's Bag, the first aid kit (FAK) has
items for the use of the first aid skill. Using the FAK on a hurt subject will improve the
successful chance of using the skill of First Aid. Also, like the bag, the FAK contains a
limited amount of healing items, bandages, and so on. After multiple uses, it will be
eliminated.
Flare - The flare can be used to create a field of light for a period of time. Only
really usable during the night, or in darkness conditions, the flare can be a successful
took in exploration. Light makes it easier to see people and things.
Geiger Counter - A Geiger counter is a device for the measurement of radiation. If
you place the counter in one of your active items slot you will have advance warning about
radiation actively using the counter ill give you important detailed information about
your personal radiation count.
Lock picks - An unauthorized item for general vault personnel use. Lock picks are
only to be used in emergencies requiring the opening of doors or locked containers when
the proper key is unavailable. The proper use of the Lock picks item will increase the
successful chance of using the Lock picks skill.
Motion Sensor - When used in conduction with the PIPBoy 2000 AutoMap feature, the
motion sensor will display living and moving critters on the map. The motion sensor must be
placed in an active item slot to function correctly. Use the motion sensor to scout the
area ahead.
THT Tapes - THT Tapes can store an incredible amount of data, some can hold as much
as 256k. The standard tape holds 64k, with the middle model holding an average of 128k
(barring any bad itches of tape). THT tapes are based on Tape Holography technology
storing their information safely for extended periods of time. Use the THT Tape to add it
is information to a compatible reader, in your case - the PIPBoy 2000.
Other Weapons
Brass Knuckles - Brass Knuckles are a melee weapon that use your
unarmed skill. They will help in hand-to-hand combat when punching. Besides giving your
hands a little more protection, they will increase the amount of damage you do with a
punch
Knife - Vault-Tec knives are formed from the hardest steel alloys known to man! The
knife is a superb tool, capable of performing many mundane tasks, as well as being a good
melee weapon. The knife point and edge will act as a force multiplier, increasing the
amount of damage your Strength can do. Not as good as a gun, but better than most other
small melee weapons. This knife is not balanced or designed for throwing, as some others
are.
Crowbar - A great hand defense weapon used for hand-to-hand combat, adding much more
damage than a melee weapon.
Billy Club - This police baton will help subdue your opponents. You can swing or
thrust it, as you desire. The baton will focus your strength, doing more damage than your
own hands. Not much more, but more...
Sledgehammer - While many would consider a Sledgehammer to be an excellent tool,
but a poor self-defense weapon, the latest designs are made with lightweight but extremely
strong materials. The sledgehammer is a massive weapon, that in the hands of a strong
wielder, can knock foes off their feet.
Metal Spear - A razor-tipped spear can be thrown for several meters (more depending
on your strength), or used in hand-to-hand combat, making this a good balance between
ranged and melee weapons. While it is not the best tactical sense to throw your only
weapon at your opponent, if you keep a sidearm or other small weapon readily available,
the spear can be a good first attack.
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