

There is no way my character would just let the owner die if he could prevent it and I would have to do everything I could to save the owner otherwise I would feel too guilty to enjoy the dog (i.e. if the owner survives he leaves with the dog). My first encounter on the map was for the dog and the owner died well before I could even get to the battle. But then I died and without a save and the encounter being random I lost out.įew hours later I had the encounter again and this time reached the owner after he had killed two bandits (of 4). I play melee so no ranged options (I may use a crossbow later though) and so takes a little extra to engage in the battle.Īnyhow I fought alongside the owner and he died. Not sure if I could have healed him with a FEN (stimpak like thing) but at the time I didn't know I could add a FEN to my main slot and then target someone … and not sure if that is only for companions or anyone. Even if I had known not sure I would have made it as it takes AP to open inventory and change things … and he died the turn after I joined him. Regardless it was mute as I did what I could at that time. So with a bit of guilt I took care of the owners dog and adopted him. I do admit I really like him so a little guilt I didn't reload and try harder to save the owner.
#Atom rpg dog armor full
If the dog isn't at full strength I keep him far away but when healthy he joins me. Its a bit easier playing on easy so haven't had to protect him too much. I am about 18-20 hours into the game now and still no chest armor (although I got a simple hat +3 to survival) and a small backpack.

I just entered the first vault/base that is part of the main quest last night. I like that things are rare and hard to get. Even on survival mode in FO4 I always had ample supplies of stims, rad meds, antibiotics, etc. In ATOM so far they are very rare and very costly.

I have to be very careful with money and having limited inventory space (I think I carry too much food and water) makes it even harder to earn rubles.
#Atom rpg dog armor plus
On the plus side I don't have to worry about ammunition at all.Technophobe is great for the cost. You drain 2 skills you don't really need. Technology is only used in a few places and there's plenty of store bought guns (especially rifles) that are way better than stuff you make with crafting.īlack Belt is needed if you're going to use melee. Save yourself some grief and don't pick it. Unlucky Optimist is also a good one, since it lets you use luck as a dump stat and you still have some degree of a critical hit rate, as well as high damage from your crits. There's a melee perk that gives you a 100% critical hit chance on any enemy that's at full health and there's rifles that offer like a +20 critical hit chance. Lone Wolf is alright, especially since they allow you to have a dog now and not trigger the negative effects. It gives you +2 endurance at the cost of food, but you can gather as much food as you want with a handful of encounters with rats. If you have a chef at your Red Fighter Base, she'll cook you meals every few days and this'll give you an infinite food source. Having to eat twice as much isn't a big deal at all. Though it will complicate healing your companions. It's possible to visit a hospital and cure addiction for money. Sex appeal is one of the worst perks, since it just boosts personality, a stat that doesn't help you in combat. There's items you can take before you need a personality check to boost that. If you save often you can just reload, boost yourself, then pass the skill check. You can only get 2 of these perks and this one is a waste. I play has a girl and have Unlucky Optimist and sex appeal (most traders are male) but this trait is most useful in the begining of the game, I dump Luck to only 1, I have Dex at 10 for 10 AP and Int of 10 for 25 points per level and attention on 6 to capture some hints, else have 5. My critical chance is -3% but can still crit on snapshots?Īnd the 25 points each level up comes in hand.
