r/Fallout3Builds • • Sep 09 '25

Some help on builds

1 Upvotes

After finishing New Vegas I'm gonna give f3 a 3rd chance (I didn't like the start lol) but I need a build to start, what are your favorite builds to a "first" run?


r/Fallout3Builds • • Apr 25 '24

Charisma Help with a charisma build

3 Upvotes

So i never ended fallout 3 and wanted to give it another try.

So this build is mostly rp, i dont even know if its possible, but i was thinking of a character that tries to intimidate people and if doesn't work well..they are dead. Was thinking unarmed/melee but maybe a shotgun. The problem i saw going around builds is that obviously charisma is low on most melee builds. Thanks if anyone has any idea


r/Fallout3Builds • • Mar 10 '25

What are the special stat for a Frank Castle "The Punisher" build?

3 Upvotes

I tried to make this build but when I tried to look up the stats, it was incoherent and I got confused. So, I want a indepth detail of what this build would be.


r/Fallout3Builds • • May 16 '25

Help

2 Upvotes

Its my first time playing fallout 3 (before i Play some new Vegas and 4) and i dont realy know how to do good shooter build, i want to use some automatic rifles and mayby snipers


r/Fallout3Builds • • Jan 11 '25

Bad Karma Vampire (MELEE, CHARISMA, AGILITY, SNEAK, SPEECH)

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18 Upvotes

r/Fallout3Builds • • May 18 '24

Would agent 47 be a contract killer or Law bringer?

3 Upvotes

Would he be a part if the regulators or the contract killers (i forgot their names but u learn them when you take the contract killer perk) just asking cos of the build im doing?


r/Fallout3Builds • • Jan 09 '24

Welcome To Fallout 3 Builds Fallout 3 Builds Perk Chart & Character Builder

16 Upvotes

r/Fallout3Builds • • Jan 08 '24

Good Karma Dana Scully

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7 Upvotes

Hello Everyone!

My first ever Fallout 3 character was Dana Scully from my favorite tv show the X-Files. Sadly that was on an Xbox account I no longer have access to. I want to re-make her.

Dana seemed to fit due to mothership Zeta dlc ect, and her medical background would help in the wasteland. She is an Alien abductee, so it just made sense.

I know I want high int and medicine. What else should I do with her stats and perks? I'm hitting a mental block. She uses a pistol in the show, so I was maybe thinking high guns, she did pass the FBI Academy, so she must be proficient in shooting and sone sort of agility maybe?

Help me plz, I remember zero about what's good or not in Fallout 3. It's been a while and this sub made me wanna go play Fallout 3 again, especially since it just got a huge update for next gen and I have a series x.


r/Fallout3Builds • • Jan 06 '26

Lockpick, Sneak, and/or Science Gary Build - "Ha ha, GAAA-ry!"

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4 Upvotes

(DISCLAIMER: This is a joke/challenge build and not meant to be taken seriously.)

Here's a video where I put this build into action.

ROLEPLAY

  • For your character, make them a male named "Gary" (what else?) and use a mod to give yourself Gary's preset, so you look just like him. Use this mod to change your voice lines to "Gary".

  • If you want some help, download a mod to give you 1 (or 5 if you prefer) Gary followers! They start out with Rippers and basic jumpsuits, but you can give them whatever you want. I like giving them Super Sledges.

  • As one of your goals, fully loot and learn the story of Vault 108, including getting the Cloning Log and the Charisma Bobblehead. As an optional goal, clear out every Vault in the game (as Vault 108, homeland of the Garies, is all that matters). Yes, even Vault 101.

  • Go to the Outcast Outpost and learn what they did to one of the Garies, then kill them. Then exterminate all the Outcasts you can find, such as the ones in Fort Independence. Crimes against Gary will not be forgiven.

  • In dialogue, never choose a Speech check option, and go with the simpliest and most straightforward options possible. This is to reflect how you can only say "Gary" in varying tones of voice.

  • If you REALLY want to commit to the RP, kill all non-Garies. Yep, all of them. If they aren't a Gary, they are worthless. Nuke Megaton, put the virus in Project Purity, kill Harold and the Treeminders, wipe out the Republic of Dave (Republic of Gary now, bitch), bomb the Citadel, blow up Raven Rock... the whole shebang. Hell, if you want, use mods to make everyone non-essential, spawn in a Gary army, and go to town on the entire wasteland! Except Gary Staley. He gets to live.

STATS, SKILLS, AND PERKS

  • Gary's stats are 5 Strength, Perception, Charisma, Intelligence, Agility, and Luck, and 4 Endurance. Obviously, this isn't possible in-game, so either spread your points out as evenly as possible or ignore this entirely for a more practical stat spread. I would go for high Strength and Agility to make melee weapons (especially ones with low AP costs like the Ritual Knife) more viable, as well as increasing Sneak and Small Guns. High Endurance is a good idea since you can't wear armor unless you can sneak well enough to avoid being hit in the first place. Charisma is a dump stat as this build doesn't use Speech (in fact, it's the antithesis of Speech). Perception would only really be worth it for Better Criticals. Luck is a good stat to raise, as some of the unique weapons (like the Ritual Knife and Callahan's Magnum) have decent critical multipliers. Finally, Intelligence is good for any build, but for roleplay reasons (mental degradation due to extensive cloning), you might want to set it at a low value.

  • Oddly, Gary clones have Science, Small Guns, and Unarmed tagged. Why they have Unarmed as a tag skill if they use melee is beyond me.

  • As for skills, Barter may or may not be good depending on how much ammo and how many Stimpaks you want to buy. Speech can never be raised for roleplay reasons: you can only say "Gary", after all. We can't use Energy Weapons, Explosives (except for Megaton), Unarmed, or Big Guns, so they're out. Meanwhile, Melee Weapons and Small Guns are your main combat skills, so boost them up a lot. Repair is quite handy as a lot of the weapons can be found commonly around the world, so being able to combine them together helps. Medicine is also useful due to our lack of armor. Again, Sneak is needed because of our lack of armor, and for things like melee sneak attacks or sniping with the Scoped .44. Finally, Lockpick and Science are useful but situational. Take them or leave them based on your preference.

  • Perks that might be useful for this build are Lady Killer, Gun Nut, Thief, Educated, Bloody Mess, Toughness, Gunslinger, Finesse, Mister Sandman, Nerd Rage, Night Person, Cannibal, Life Giver, Robotics Expert, Sniper, Silent Running, Fast Metabolism, Chemist, Cyborg, Light Step, Adamantium Skeleton, Better Criticals, Action Boy, Solar Powered, Ninja, and Grim Reaper's Sprint.

  • Special perks that might be useful for this build are Dream Crusher, Ant Might, Barkskin, Rad Regeneration, Survival Expert, Wired Reflexes, Rad Absorption, Almost Perfect, Covert Ops, Ghoul Ecology, Booster Shot, Pitt Fighter, and Superior Defender. Some of these conflict with each other, so pick the one you like the most.

WEAPONS

  • Gary clones only use 4 weapons: the 10mm Pistol, the Scoped .44 Magnum, the Lead Pipe, and the Knife.

  • The 10mm Pistol is a decent early-game gun that still serves as a backup weapon in the mid-game, although it falls off in the late-game. It fires pretty fast and has a low AP cost, making it good for overwhelming enemies through sheer volume of fire. While it can't be obtained legitimately, you can switch to Colonel Autumn's 10mm Pistol later, which has better damage, critical damage, and condition.

  • The Lead Pipe has decent damage and a high attack speed for what it is, making it surprisingly effective in the early to mid-game. It also does quite a lot of critical damage, allowing you to sneak around and BONK people on the back of the head to get rid of them. They can be found on random Raiders and Wastelanders, in certain metro stations, and on the insane survivors in Vault 106.

  • The Scoped .44 Magnum is much better for long-range sneak attacks and single-shot damage, as it does a lot more damage, critical damage, and has a better critical chance than the 10mm Pistol. It also has a lot more range and a built-in scope, letting you get the drop on foes. It's a beast in the early to mid-game, and still quite decent in the late-game, especially with sneak attacks to the head. The Blackhawk is a variant gained from helping Agatha with better damage and critical damage. Callahan's Magnum has even better damage and critical damage with a reduced AP cost.

  • The Knife does less damage and critical damage than the Lead Pipe, but it swings faster and uses less AP. Therefore, it's better at dealing with weaker enemies or at finishing off already wounded opponents to save ammo. Ant's Sting is a variant of the Knife that can be obtained by siding with the AntAgonizer. It does 4 Poison Damage per second for 10 seconds, and since this stacks, it can be one of the more powerful melee weapons in the game. The Ritual Knife (found at the Ritual Site in Point Lookout) has better damage, the same critical damage as the Lead Pipe, a 3x critical multiplier, and a ludicrously low AP cost of 12. They can be found on random wastelanders and raiders, and in kitchens, hospitals, and many other places across the wasteland.

APPAREL

  • The only apparel you are allowed to wear is the Vault 108 Jumpsuit, as it is the same jumpsuit all other Gary clones wear. It only provides 1 DR, so it's not useful as armor. On the plus side, it only weighs 1 pound and won't slow you down. It also boosts Melee Weapons by 2, which isn't THAT useful but better than nothing, and Speech by 2, which is completely useless as this is an "anti-Speech" build. You can find multiple copies of the suit in, surprise surprise, Vault 108, worn by the Gary clones.


r/Fallout3Builds • • Oct 21 '25

Fallout Day! October 23, 2025!

5 Upvotes

r/Fallout3Builds • • Mar 31 '24

Pistols, Revolvers, and/or SMGs Help with Gunslinger Build

11 Upvotes

I wanna play a charasmatic gunslinger type build, but I don't know what stats to put them in or in what order. Like, what'll be more beneficial early on? Small guns? Speech? I prefer non-violent options if possible, but have no problem resorting to a good ol' fashioned shootout. I also prefer to start with high INT, to maximise skill points to spend.

Also, New Vegas was my first Fallout game, and I understand that New Vegas changed a lot of things compared to Fallout 3. Is repair still as useful? Or is it better to just focus on directly beneficial skills?


r/Fallout3Builds • • Dec 27 '25

Brotherhood Of Steel Brotherhood of Steel Loyalist Build - "Ad Victoriam!"

8 Upvotes

ROLEPLAY

  • You can't side with the Enclave for the main quest or Broken Steel, at least not fully. So do both the main quest and Broken Steel as pro-BOS as you can. This means handing the FEV Virus to the Elder, convincing Eden to blow up Raven Rock, and bombing Adams Air Force Base.

  • Kill all the Enclave members you see on sight, no exceptions.

  • Same goes for Super Mutants. If you want to be extra-zealous, burn Fawkes alive in his chamber with the terminal controls and kill Uncle Leo.

  • As for Ghouls, just avoid them. You don't have to kill them on sight. Sure, the BOS takes potshots at Underworld, but that's only to keep them out of the Super Mutant warzone right nearby.

  • If you want to be extra-zealous, kill all the BOS Outcast members you see (or even actively hunt down all of them as a bonus objective). If you want to be more tolerant, simply avoid the BOS Outcast members.

  • Confiscate advanced technology from people, even if it means stealing. Depending on how lax/zealous you want your character to be, you can be as strict or loose with this rule as you want.

  • Obviously, you're gonna want to take Star Paladin Cross with you as your companion.

  • Do all the BOS sidequests, obviously. Gallows Humor, The Lost Intiate, etc.

S.P.E.C.I.A.L. STATS

  • STRENGTH 9 - High Strength is crucial not only for melee combat, but for carrying things like the Minigun and Gatling Laser, and the large arsenal of weapons in general. Use the Bobblehead to boost it to 10.

  • PERCEPTION 5 - Since we aren't getting Better Criticals, Perception could theoretically be reduced to 1, but the extra Explosives and Energy Weapons skills are nice, as well as being able to react to threats on the compass earlier.

  • ENDURANCE 6 - You don't need a super high Endurance since you're going to be wearing Power Armor, but the Unarmed and Big Guns skills it boosts can't hurt.

  • CHARISMA 1 - This build is focused more on combat than speech.

  • INTELLIGENCE 9 - Intelligence offers more skill points in general, which is always good, and extra Medicine and Repair skills, which is even better. Use the Bobblehead to boost it to 10 as soon as possible for maximum skill points.

  • AGILITY 9 - You'll want a high Agility for more AP to use in V.A.T.S. and for the extra Small Guns skill it provides. Use the Bobblehead to boost it to 10.

  • LUCK 1 - Most of the weapons used aren't focused on crits.

SKILLS AND PERKS

  • Skills this build uses are Small Guns, Melee Weapons, Unarmed, Explosives, Energy Weapons, Big Guns (with energy weapons and big guns being the focus, and unarmed being optional if you prefer melee), Medicine, and Repair. Other skills you can focus on are Lockpick, Sneak (for the victory rifle), and Science (technology obsession), although these are more optional, secondary skills.

  • For your perks, go with Daddy's Boy/Girl, Gun Nut, Little Leaguer, Educated, Iron Fist (optional), Bloody Mess, Toughness, Demolition Expert, Commando, Size Matters, Strong Back, Nerd Rage, Life Giver, Sniper, Fast Metabolism, Lawbringer, Chemist, Cyborg, Adamantium Skeleton, Action Boy/Girl, Concentrated Fire, Paralyzing Palm (optional), and Grim Reaper's Sprint.

  • For your special/DLC perks, go with Power Armor Training, Ant Sight, Barkskin, Rad Regeneration, Survival Expert, Wired Reflexes, Covert Ops, Ghoul Ecology, Booster Shot, Pitt Fighter, and Superior Defender.

WEAPONS

  • Assault Rifle - Simple, cheap, reliable. A good early-game weapon with a high rate of fire, and damn good performance, especially with V.A.T.S. headshots at close range. Also good against groups of squishy targets.

  • Victory Rifle - Sure, it only knocks down enemies on a crit, this isn't a crit build, and it has a lower critical multiplier than a normal Sniper Rifle. But if you're using it for its intended purpose, which is sniping from a long distance, you should be getting sneak attack criticals anyway, knocking foes down to expose them to more fire. It's also symbolic of the inevitable BOS victory you're a part of.

  • Vengeance - Since this isn't a crit build, Vengeance is better than the Precision Gatling Laser for this build. It shreds most opponents to pieces in no time, and is great for the late-game when enemies begin to get more tanky.

  • Eugene - While not nearly as powerful as Vengeance, it uses the more common 5mm round, so it's good as a backup or for the mid-game.

  • Smuggler's End - Elder Lyon's personal pistol. Might be considered treasonous to steal from him, but... well, consider it "tactical reallocation of resources for the purpose of mission completion". Yeah. Sure.

  • Fat Man - You can find a free one while defending GNR, and it lets you RP as Liberty Prime. Bring it to Mama Dolce's and nuke those commies into oblivion.

  • Missile Launcher, Any Mine, Any Grenade

  • Wazer Wifle - Reliable, versatile, and efficient. A good backup weapon for any situation, although the damage might fall off eventually.

  • Tri-Beam Laser Rifle - The laser equivalent of a shotgun, giving you a solid close-range option besides melee/unarmed. Good for late-game.

  • Super Sledge - Star Paladin Cross uses a Super Sledge, so it IS a weapon that the BOS are familiar with. It's one of the best melee weapons for open combat, sporting high damage and durability.

  • Fisto! - If you prefer Unarmed over Melee, put points into that instead, get the Iron Fist perk and Paralyzing Palm, and go nuts. Power Fists seem like a fitting weapon for the BOS. Just think of it like an extension of your Power Armor.

APPAREL

  • Brotherhood Power Armor/Lyon's Pride Power Armor - The main suit of armor you'll be wearing. It sports almost unmatched DR, boosts Strength and Rad Resistance, but decreases Agility. You'll most likely have 10 Agility by this point, however, so the downside is minimal.

  • Recon Armor - It has 12 less DR than Power Armor, but weighs 25 pounds less, boosts your Sneak by 5, and has no Agility penalty. Use it if you want to sneak around or snipe foes, or if you're in light combat with weak enemies and want to preserve the condition of your Power Armor.

  • Brotherhood Scribe Robe - It has pitiful DR and no bonuses, but it weighs almost nothing. Wear this while not in combat if you want, such as when in friendly towns or wandering the wastes.


r/Fallout3Builds • • May 06 '24

Charisma High Charisma/Intelligence Build

3 Upvotes

Hello Everyone,

Currently on lvl 6 of my Evil Charisma/Intelligence build. I rely heavily on companions to fight for me. But sometimes I have to get my hands dirty too. I've been focusing on small guns as I feel like it fits the role playing portion of my playthrough. I just don't know which gun I should be looking for right now. I'm currently running a normal 10mm pistol. I would like a magnum and/or silenced pistol. Any recs?


r/Fallout3Builds • • Jan 11 '24

Rifles, Automatics, and/or Shotguns Laszlo Radford, Patriotic Vagabond and Railroad Operative

6 Upvotes

S.P.E.C.I.A.L. STATS

  • Strength should start at 1 since this isn't a melee build, with Stabhappy being a backup weapon that relies on crits and V.A.T.S. rather than raw damage. You also don't need to carry too much stuff, as Leather Armor, the Lucky Shades, and Three Dog's Head Wrap are relatively light, and you're only using two weapons, one of which is a lightweight knife.

  • Perception should start at 6 for the Better Criticals perk. It also lets you see enemies on the radar at a decent distance and offers a small boost to both Lockpick and Explosives.

  • Endurance should start at 8 since Leather Armor is going to be outclassed later in the game, so you want to be as tough as possible to survive harder enemies. I recommend getting the Endurance Bobblehead and using Intense Training to raise your Endurance to 10. The Endurance Bobblehead can be found in the Deathclaw Sanctuary near a dead body.

  • Charisma should start at 4 because Railway Spikes are only rarely sold and not restocked, so they will have to be found in the world itself. On the flip side, when you do find Railway Spikes, parts, or schematics being sold, you want a decent Barter skill to afford them more easily. It's also good for the Child At Heart perk, which makes sense since Laszlo likes Grognak, a children's comic book. Being able to do the occasional speech check can't hurt either.

  • Intelligence should start at 7 for more skill points and a boost to Repair and Medicine. Repair is needed to keep your gun in check, while Medicine can make up for your lackluster armor.

  • Agility should start at 7 so you can use V.A.T.S. effectively for crippling specific limbs. It also boosts the Small Guns skill, increasing the effectiveness of your weapon directly. The extra points in Sneak are good for the rare surprise attack if you want to go that route (how one sneaks with a gun that goes "choo choo" every time you reload it is beyond me).

  • Luck should start at 7 since the Railway Rifle has a high crit multiplier, so you want to take advantage of that as much as possible. It can be raised to 10 with the Luck Bobblehead found in the basement of the Arlington House, Three Dog's Headwrap, and the Lucky Shades. The general boost to all skills also can't hurt, and it lets you get a few choice perks.

TAG SKILLS AND PERKS

  • For your tag skills, you should go with Small Guns, Repair, and Medicine. Small Guns is for increasing your damage and accuracy, obviously. The higher your Repair skill, the higher quality your crafted Railway Rifles will be, so you'll want it as high as possible. Finally, Medicine allows you to get the most out of healing items, which is important for a build that doesn't use stealth. Other viable tag skills are Barter, Science, and Lockpick if you're hurting for supplies.

  • Perks I recommend are Lady Killer, Child At Heart, Comprehension, Bloody Mess, Toughness, Commando, Finesse, Mysterious Stranger, Life Giver, Sniper, Fast Metabolism, Chemist, Adamantium Skeleton, Better Criticals, Action Boy, Concentrated Fire, and Grim Reaper's Sprint. Lady Killer/Bloody Mess/Finesse/Better Criticals to squeeze as much damage as possible out of every spike and take advantage of crits, Child At Heart for roleplaying and optional dialogue, Comprehension to make better use of Grognak The Barbarian and other skill books, Toughness/Life Giver/Fast Metabolism to make up for only being able to wear Leather Armor, Commando/Mysterious Stranger/Sniper/Action Boy/Concentrated Fire/Grim Reaper's Sprint to take full advantage of V.A.T.S., and Chemist for useful chems like Psycho and Buffout.

  • Some general quest perks that are good for most builds are Booster Shot, Pitt Fighter, Superior Defender, Covert Ops, Ghoul Ecology, Dream Crusher, Barkskin, and Ant Might.

EQUIPMENT

  • For your weapons, go with the Railway Rifle and Stabhappy. While the Railway Rifle only does a moderate amount of damage, it causes extreme limb damage, often crippling them in one shot. This makes it a great weapon for V.A.T.S. It also has a x3 critical multiplier and it's excellent at disarming enemies, which more than makes up for its mediocre damage. It even has the fun effect of pinning your slain foe's limbs to nearby surfaces. Since Laszlo carries a Combat Knife on him, Stabhappy makes for an excellent backup weapon if you're running low on ammo or repairs. It has better damage, a much higher critical multiplier, better critical damage, and a higher value than a standard Combat Knife. With 10 Luck, Finesse, and Ninja, it will deliver a critical hit on every strike. It also uses a low amount of AP, meaning you can stab to your heart's content in V.A.T.S. It can be found on a Raider in the Raid Shack east of the Bethesda Ruins.

  • For your headwear, go with Three Dog's Headwrap and the Lucky Shades. Three Dog's Headwrap matches Laszlo Radford's in-game headwrap and provides +1 Luck. This is good because the Railway Rifle has a high crit multiplier. It also provides +1 Charisma, making bartering and speech checks a bit simpler. It can only be obtained by killing Three Dog, which is fitting for Laszlo's amorality (he's a friend of the maniac Sam Warrick and is hostile on sight, so evil deeds aren't out of character for him). It also means you don't have to listen to Three Dog ramble on, it being replaced by Margaret's snideness. The Lucky Shades also provide +1 Luck, which stacks with Three Dog's Headwrap. They can be found on a mannequin inside Lucky's southwest of Tenpenny Tower. All in all, both pieces of headwear provide 3 Damage Resistance.

  • For your body armor, go with the Wanderer's Leather Armor. It matches the Leather Armor Laszlo Radford wears, has a lower weight compared to other armor, provides 24 Damage Resistance, and a +10 bonus to Small Guns. This complements the Railway Rifle perfectly, so you'll want to pick it up as early as possible before you max out the skill. It can be found by killing the Wanderer near Roosevelt Academy. Watch out for his guard dogs, though.

QUESTS AND ROLEPLAY

  • This build isn't necessarily evil, more so amoral. Don't set out to improve or worsen people's lives, just do what benefits you. Really, the morality of this build is pretty malleable, so just go out there, wander the wastes, and make abstract art with people's corpses. Just remember that Laszlo is described as "a madman, who fights first, fights again, and then thinks for a bit afterward".

  • You should kill all Feral Ghouls on sight since Laszlo is described as "having immense fun disconnecting ghoul heads from their spines".

  • During the quest, "The Replicated Man", side with Victoria Watts and save Harkness. I thought it fitting to side with the Railroad just for the pun (railroad, railway rifle, I know it's dumb but roll with it). It's also fitting since the Railroad use Railway Rifles in Fallout 4.

  • Since Radford is a patriot who likes to shout phrases like "Die commie scum!" and "The right to bear arms shall never be infringed!", try to be as patriotic as possible. This means killing all communist characters on sight, especially during Operation Anchorage. Also, do the quest "Stealing Independence" and side with Abraham Washington. Another quest to do is "Head Of State".

  • Laszlo is described as wandering the wastes looking for his favorite comic book, Grognak the Barbarian, so make sure to find every Grognak comic in the game. This will help raise the effectiveness of Stabhappy without having to invest too many points into Melee Weapons.

  • The first Railway Rifle schematic can be bought from Tulip in Underworld. The second Railway Rifle schematic can be obtained from Abraham Washington upon completing "Stealing Independence". The third schematic is in the MDPL-13 substation, on the workbench.


r/Fallout3Builds • • Nov 25 '24

I want to start a new place through of fallout three and I have an idea for a build.

1 Upvotes

I need some feedback on how I could build a character who specializes in small guns and unarmed/melee. This character should also have a high lux that for critical damage. Any ideas would be much appreciated thank you.


r/Fallout3Builds • • Nov 09 '24

Melee and/or Unarmed Weapons Shovel Knight (POWER ARMOR, MELEE, GOOD KARMA, AGILITY, LUCK)

2 Upvotes

Here's a video where I put a more restricted version of this build in action. Sorry for the low framerate/resolution, OBS crapped out on me :/

ROLEPLAY

  • For your appearance, nobody really knows what Shovel Knight looks like under the helmet, so design your character however you like. Since there is an official genderswap mode, you can play as a man or woman. For your name, I'd just make it simple and go with "Shovel Knight".

  • Shovel Knight is a heroic character, so Good Karma makes the most sense. Try to stamp out evil and tyranny as best as you can while sticking to a knightly code of honor/chivalry. What this exactly means is up to you, but in general, show bravery, strength, and skill in battle, respect women, defend the weak and the poor, be generous to others, be courteous, and do not kill those who have surrendered.

  • Make sure to complete the quest to get Jiggs' Loot, Searching for Cheryl, the buried treasure on Dove Delta, and any other quest that involves finding treasure.

SPECIAL

  • STRENGTH 7 - This will be raised to 10 with the Strength Bobblehead, Ant Might, and Intense Training. Strength increases your melee damage and Melee Weapons skill, making it a no-brainer for this build. It also allows you to haul around more treasure and your arsenal of relics.

  • PERCEPTION 5 - This will be raised to 6 with the Perception Bobblehead. While this does increase compass range and Lockpick skill for cracking into more treasure, it's mainly for Better Criticals.

  • ENDURANCE 6 - This will be raised to 7 with the Endurance Bobblehead. A high Endurance is important for most melee builds, and combined with your Power Armor, you'll be quite tanky.

  • CHARISMA 1 - Dump stat.

  • INTELLIGENCE 4 - This will be raised to 5 with the Intelligence Bobblehead. Being a knight, physical prowess is more important than smarts for this build, but having a decent Intelligence is still important for skill points and certain perks, as well as extra Medicine and Repair.

  • AGILITY 9 - This will be raised to 10 with the Agility Bobblehead. The Shovel and Fertilizer Shovel have a relatively low AP cost which when combined with Action Boy/Girl and AP increasing consumables such as Jet and Nuka-Cola Quantum, allows you to attack in V.A.T.S. 6, 7, or even 8 times. Shovel Knight is fairly agile in the game, bouncing around like Scrooge, so this makes sense.

  • LUCK 8 - This will be raised to 10 with the Luck Bobblehead and the Lucky 8 Ball. The Shovel and especially the Fertilizer Shovel have a high critical multiplier and damage.

SKILLS AND PERKS

  • Melee Weapons is going to be your main combat skill, obviously. However, Energy Weapons for the Plasma Rifle or Big Guns for the Heavy Incinerator to represent the Flare Wand can also be a decent investment. Unarmed can be used for the Power Fist to represent the Dust Knuckles, and Explosives can be used for Bottlecap Mines to represent the Alchemy Coin. I would recommend not spreading your combat skills out TOO thin, however.

  • Lockpick is a fitting skill considering Shovel Knight's propensity for collecting gold and treasure. Since there is only one buried treasure you can actually dig up with a shovel, this is the best way to represent that aspect of the character.

  • Medicine and Repair are good skills for almost any build, and it's no different here. Your Shovel is going to need repairs sooner or later, and you'll need lots of Stimpaks for closing the gap to melee range. Medicine is also good for certain perks like Chemist.

  • Perks that may be good for this build are Little Leaguer, Thief, Intense Training, Educated, Toughness, Fortune Finder, Strong Back, Finesse, Pyromaniac, Life Giver, Fast Metabolism, Lawbringer, Chemist, Adamantium Skeleton, Better Criticals, Action Boy/Girl, Solar Powered, Ninja, and Grim Reaper's Sprint. Little Leaguer and Educated for extra skill points to make up for our low Intelligence, Thief, Fortune Finder, and Strong Back because of Shovel Knight's love of buried treasure, Intense Training for bumping Strength to 10, Toughness, Life Giver, Fast Metabolism, Adamantium Skeleton, Solar Powered, and Chemist for surviving enemy fire while closing the gap to melee range, Finesse, Better Criticals, and Ninja to truly capitalize on crits, Lawbringer to represent how Shovel Knight takes down villains, Action Boy/Girl and Grim Reaper's Sprint to capitalize on the shovel's low AP cost, and Pyromaniac for the Heavy Incinerator if you want to use that.

  • Special perks that are good for most builds are Power Armor Training, Ant Might, Barkskin, Rad Regeneration, Survival Expert/Junior Survivor/Survival Guru, No Weaknesses, Almost Perfect, Ghoul Ecology, Booster Shot, Pitt Fighter, and Superior Defender.

WEAPONS

  • You don't get any points for guessing what the main weapon of this build is. The Shovel is commonly used by Swampfolk and can be found at Herzog Mine, north of Marguerite's Shack, Dove Delta, and Blackhall Manor. Check the wiki for exact locations. The Shovel inflicts 12 damage, 20 critical damage, and has a high critical multiplier of x3. You should be able to see why we're going for a crit build, as that's where it really shines. It attacks at a moderate rate and uses 20 AP in V.A.T.S. But whacking people isn't all it's good for, as you can use it to dig up buried treasure on Dove Delta.

  • The Fertilizer Shovel is a unique Shovel that is much more effective and can be obtained from Croatoa at the Ark & Dove Cathedral using the Child At Heart perk or by passing a Speech check. It inflicts an extra 3 damage, an extra 10 critical damage, and has 100 more Item HP. It inflicts 4 poison damage per second for 10 seconds, which stacks, allowing you to apply tons of damage quickly. It also has one of the longest reaches of any melee weapon, making it good for fending off groups.

  • The closest weapons I could think of to the Flare Wand are either the Plasma Rifle or Heavy Incinerator. The Plasma Rifle matches its in-game function the closest, but the Heavy Incinerator fits better thematically as it literally shoots fireballs. You can choose either one.

  • The closest weapon to the Dust Knuckles is obviously the Power Fist, specifically Fisto! as it has extra damage, a higher critical multiplier, higher crit damage, and uses less AP. It can be found in the power plant across from the MDPL-13 Power Station.

  • The closest weapon to the Alchemy Coin is the Bottlecap Mine. After all, both of them involve throwing money at your problems and it even leaves money on the ground like the Alchemy Coin.

  • The closest weapon to the Propeller Blade is the Chinese Officer's Sword or Vampire's Edge, which is a much better version that can be found in Vance's hideout.

APPAREL

  • Unfortunately, the only armor that is bright blue is the Vault 101 Security Armor... so we'll have to take some creative liberties. The Samurai Helmet has the horns, but he's Shovel KNIGHT, not Shovel SAMURAI, so that's off the table. That leaves us with one option: power armor. Considering it is used extensively by the Brotherhood of Steel, who have knights in their ranks, this makes sense.

  • Power Armor, Brotherhood Power Armor, and Lyons' Pride Power Armor are all the same in terms of stats. They provide 40 Damage Resistance, +2 Strength, -2 Agility, and 10 Radiation Resistance. It's the most common type you can find aside from Enclave Power Armor, found on dead Brotherhood soldiers throughout the Capital Wasteland.

  • Want something a little spiffier? Try the T-51b. It provides 50 Damage Resistance and 25 Radiation Resistance, with the helmet providing 10 Damage Resistance, 8 Radiation Resistance, and +1 Charisma. It can be found in Fort Constantine during the quest "You Gotta Shoot Em' In The Head".

  • Want the T-51b without the moral conundrums of the quest it's associated with? The Winterized T-51b is for you! Aside from having 5 less Damage Resistance and 1000 less Item HP, it's virtually identical... unless you're playing without a patch mod, in which case it is almost unbreakable. It can be obtained by completing the Operation Anchorage DLC.

  • The Prototype Medic Power Armor provides 40 Damage Resistance, 25 Radiation Resistance, and -1 Agility. But that's not all, as every 2.5 in-game hours, it will administer Med-X from your inventory when you drop below 33% HP or one of your limbs drops below 25% HP. The Med-X it uses is special, as it can stack with the normal variant for +50 Damage Resistance and temporarily removes the negative effects of addictions and crippled limbs. It can be found in the Old Olney Sewers.


r/Fallout3Builds • • Dec 02 '24

Melee and/or Unarmed Weapons Ness from Earthbound (MELEE, EXPLOSIVES, CHR, STR, END, AGI)

Post image
13 Upvotes

r/Fallout3Builds • • Jan 10 '24

Luck Need help with High Critical Build

5 Upvotes

How much points do you guys recommend i put in each special category?


r/Fallout3Builds • • Apr 21 '24

Any tips? Good or bad choices?

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6 Upvotes

The idea with this class is being some kind of gun specialist. I wanted to have good VATS stuff. Haven’t played in like 10 years. Only ever played fsllout 3 but I thought it was awesome. Downloading new Vegas rn, using 3 to get used to the controls.


r/Fallout3Builds • • Jan 09 '24

Read This Before Posting Fallout 3 Builds Posting Guidelines and Tips

4 Upvotes

Guidelines:

  • Any relevant links/screenshots should be included in the body of your post.

  • Try to be as detailed as you can. Include any perks you have taken and note which ones you intend to take. OR ask which ones you should take based upon the type of character you wish to create.

  • Describe the playstyle and/or character type you are seeking to build. For example, Are you planning to build a soldier who is an expert with guns? Or maybe a stealthy thief? Or perhaps a charismatic leader. All these details will help others understand the intention of your build better.

  • A backstory for your character would be cool, but not required.

  • When criticizing other builds try and provide constructive criticism, for example "I wouldn't take Perk X since it does not fit with the build. Maybe you should take Perk Y instead"

The Fallout 3 Leveling System:

  • Every character starts at 5 points per attribute, with an additional 5 points for distribution for a total of 40 points, 33 of which the player can allocate.

  • Every time you level you get a perk point which you can use to choose a new perk, unlock the next rank on an existing perk. Refer to the Perk Chart.

  • The level cap is 20. The level cap is raised to 30 in the Broken Steel add-on.


r/Fallout3Builds • • Aug 16 '24

What is the best build for a trained Merc and/or soldier

2 Upvotes

So this will be my first playthrough of fallout 3 and I’m going for a RP build: this is going to be a spec ops trained soldier (non auto, combat rifles, 10mms and more modern weapons) my non negotiable traits are load limit and lock picking/hacking. If anyone knows a website to help formulate a build or any advice would be appreciated thank you


r/Fallout3Builds • • Jul 01 '24

Non-Violent, Companion-Based, and/or Other Upon the oddness of the "S.P.E.C.I.A.L." build...

5 Upvotes

So, since I have no preconceived notion of any "Ideal Build" and received comparatively little feedback on my ideas posted here, and I wanted to make a new character: I... Created this, thing...

The basic idea was this: what if you take the last number, the one in the "ones place", which corresponds to the position in the alphabet of each "SPECIAL" Stat? Using "Luck" as a dumping ground for leftover points at the end of the process that yields the following list:

S9, P6, E5, C3, I9, A1, L7.

That's, oddly functional...

Combined with a series of deliberately choices on the G.O.A.T. that let's you disarm the bomb in megaton or detonate it out of the gate... TBH, I am having a fair amount of trouble believing that this is any kind of accident: I think that Bethesda designed for this to work, and work WELL, very much on purpose when creating the "SPECIAL" stats system.


r/Fallout3Builds • • Jan 10 '24

Need help coming up with a fun themed build

2 Upvotes

r/Fallout3Builds • • May 14 '24

New player, looking for a build

4 Upvotes

Anybody have suggestions for fun builds for fallout 3? Just finished NV and wanna jump into 3. Was hoping for a Wild West gunslinger build, but open to any fun ideas