Fallout 3 Level Caps, SPECIAL, Skills, and Endings: Your Wasteland Survival Guide
So, you’re jumping into the Capital Wasteland, huh? Good choice. Fallout 3 remains a classic. Before you chase mutated animals or fight super mutants, let’s prep you. You’ll need the basics on leveling, stats, skills, and what follows your world-saving efforts.
Level Cap: How High Can You Go?
Let’s start with the key question: how far can your wasteland traveler actually grow? In the pure version of Fallout 3, the level cap sits at 20. That’s right. Think of it as reaching potential just as things get exciting. Like a sitcom ending before character development.
But don’t worry! There is a fix for the level cap issue: the Broken Steel DLC. This piece expands that cap to 30. Now you’re not just starting strong; you’re racing through the wasteland. Broken Steel also changes the ending. You can play after the main story ends. Essentially, it’s a “they lived and adventured endlessly” DLC.
S.P.E.C.I.A.L. Attributes: Your Wasteland DNA
Now, let’s discuss your S.P.E.C.I.A.L. attributes – Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These form your character, your wasteland DNA. At the start, each begins at a default of 5. It’s an average level overall. But average won’t last long in the wasteland.
Fortunately, the game gives you 40 points to allocate. You can assign 33 points as desired. That’s right, 33 points to shape your S.P.E.C.I.A.L. Want to charm others? Boost Charisma. Like sneaking and sniping? Increase Perception and Agility. Remember, no stat can dip below 1 or rise above 10. Limits exist even in the apocalypse. Balance is crucial.
Skill Points: Mastering the Wasteland Arts
Now let’s focus on skills. These define what you can do in the wasteland. From lockpicking and hacking to shooting raiders and charming traders. Leveling up grants skill points for these abilities, boosting your proficiency. Skill points per level depend on Intelligence. The formula is easy: 10 + Intelligence score.
What’s the skill cap? You can’t exceed 100 in any skill. Once you hit that number, you’re a master. Here’s an interesting detail: the game tracks skill increases beyond 100. Why? Radiation or equipment can lower skills temporarily. If you aim for mastery, push skills slightly above 100 for a buffer against problems. Think of it as overachieving for survival.
Wondering about total skill points in a playthrough? Without the “Educated” perk and by collecting every skill book and bobblehead optimally, expect around 579 skill points at level 30. That’s enough to max many skills and become a wasteland master. Even with a more modest 6 Intelligence and later acquiring the Rivet City Intelligence bobblehead at level 30, you’d still gain around 464 skill points. That’s sufficient to shine in your wasteland specialties.
Gameplay After the Main Story: The Wasteland Never Sleeps
Curious whether adventures continue after the main quest in Fallout 3? The answer is “it depends.” If you play the base game without DLC, your journey ends with the last mission. Game over, credits roll, and it’s done. A letdown like finishing a great novel with no sequel.
However, if you have the Broken Steel DLC, rejoice! For you, the fun carries on even after the main story ends. Broken Steel unlocks post-story gameplay. It modifies the original ending, enabling exploration, leveling up (remember that cap increase?), and completing side quests. Without it, the wasteland tale finishes definitively. With it, you’re free to roam after defeating the main boss.
Endings: How Does Your Wasteland Story Conclude?
Fallout 3 isn’t only about survival; it’s about choices and their consequences. Those consequences shape your ending. Yes, multiple endings exist, influenced by various factors: your choices, karma (good, neutral, or evil), and decisions about Project Purity. Did you inject FEV? Did you make friends or foes? All this influences your fate and that of the Capital Wasteland.
And guess what? The Broken Steel DLC introduces a new ending option too! Instead of original choices, it allows you to select a follower for the “slightly radioactive” task at the end. Plus, as mentioned, it permits continued play post-main quest, acting as an ending itself – an endless wasteland conclusion!
After everything settles, you’ll see ending slides. They reflect the direct impact of your choices on the Capital Wasteland. Different slides appear based on your karma and key decisions during your journey. It becomes a wasteland report card, showing whether you were a saint or menace. In total, there are 26 main video segments for your ending, with Broken Steel adding 3 more for variety. Play wisely (or not) to see how your wasteland tale ends!