
Start the game with six Perception, the Bobblehead is found very early on, and make do without Concentrated Fire until much later. Any high Action Point build would be wise to invest in Concentrated Fire, which requires boosting Perception quite a bit, but since the best rank of Concentrated Fire requires you to hit level fifty, it can wait. This is unfeasible at the start, as it would require you to gut other perks that are arguably more valuable. Locksmith, however, is not the second great skill that was mentioned earlier (although it is very good in its own right), that honor belongs to Concentrated Fire, which requires a Perception score of ten. Rifleman requires only a measly rank two, and is arguably the best weapon skill in the game, while Locksmith requires rank four.


The low starting score for Perception is deceptive, because two of the best skills are in this tree. If you reach a high level and want convenience, you might want to boost Strength up to rank six to get some points in Strong Back, but otherwise you should start the game with two points of Strength and let the Bobblehead take you to three for Armorer. By the time you get the Bobblehead (and hence access to Armorer) you’ll be ready to start crafting better armor, which is less essential at the beginning of the game than having weapons. You can obtain the Strength Bobblehead fairly early on, as well, so there’s no need to boost Strength too much at the outset. The best perk in the Strength tree is Armorer, which can be obtained with a humble three points of Strength. Subsubscribe to Premium to Remove Ads Strength ¶ Since the perks you have access to are far more important than the derived statistic you’ll get from the attribute itself, the suggested starting SPECIAL attributes will be based on what perks are worth getting, although it may be a good idea later to boost certain stats for perks that become useful later on. If you have, say, a Strength score of four, you can buy the first four perks in the Strength tree (Iron Fist, Big Leagues, Armorer and Blacksmith). You can start with a score of 1-10 in each attribute, and at each level up you gain a point to assign in a perk (which have between one and five ranks per perk) or you can use that point to increase a SPECIAL attribute, which will give you whatever derived statistic that attribute governs as well as access to higher tier perks.

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Simply put, each SPECIAL attribute now has ten perks tied to it, one for each base rank you can have in that Attribute. In Fallout 4, some still do, although the primary purpose of SPECIAL attributes in Fallout 4 is determining what perks you have access to. In older Fallout games, your SPECIAL attributes greatly affected various derived statistics.
