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Fallout shelter stats for rooms
Fallout shelter stats for rooms











Happiness only translates to caps at the end of your daily report, and you only get around 120-140 caps. The only good thing it does is boost the happiness level of your dwellers, but this is completely useless. I like having the first elevator aligned right beside the vault door and the second elevator to the far right against the dirt this lets you swap around the double and triple room to make it look a bit nicer.īut seriously, the radio station only does three things, two of which are bad. Every floor minus the top floor with the vault door should have the following rooms (in whatever order you happen to building your layout): two triple rooms, a double, and two elevators.

fallout shelter stats for rooms

What this also infers is that you should only have two straight columns of elevators. You get more production/storage per cap that you spend when you upgrade a double or a triple room as opposed to just a single. By now you should know it is better to merge rooms before you upgrade them. There is only one layout that maximizes the efficiency and cost-effectiveness of your entire vault. You’re not building your vault efficiently. MaxHitPoints+ = (Base endurance + OutfitEndurance) * 0.5 + 2.1. Improves Health points gained on levelling up a dweller.Wastelands: Slows down the critical hit arrows, making it easier to get max damage multiplier.Wastelands: Helps with find locations like abandoned buildings.Reduces production timer in Water Treatment and Water Purification.Reduces production timer in Power Generator and Nuclear Reactor.Knowing which dwellers stats will assist you in running your vault and exploring the wastelands. Each dweller’s SPECIAL attribute has a purpose and many have multiple, so you may want to consider how and when to train these stats.













Fallout shelter stats for rooms