Wasteland 3 - Best Starter Guide for New Players

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Wasteland 3 – Best Starter Guide for New Players

Just a good start to set yourself up well after the tutorial.

guide

How to Start

For your 1st 2 characters make one of them:

  • Coordination: 1
  • Luck: 5
  • Awareness: 1
  • Strength: 1
  • Speed: 1
  • Intelligence: 2
  • Charisma: 10 with bookworm for a background.

Note: Use this guy to search containers for the higher luck chance.

Perk is not important for either character but i think the +6 armor is prolly the best incase things go south.

For the second one make it:

  • Coordination: 1
  • Luck: 1
  • Awareness: 5
  • Strength: 1
  • Speed: 1
  • Intelligence: 2
  • Charisma: 10 also with bookworm.

Equip them both with snipers for starting equipment. Between the 2 of them get:

  • First aid: 2
  • Mechanic: 1
  • Lock pick: 1
  • Barter 1
  • Explosive 1
  • Leadership 2.

On 1st level up get kiss @$ 1 and upgrade pick lock to 2. Now i hear you saying, that’s not the stats i want, or the skills i want, or where’s my weapon skills but just hear me out. These characters are just throw aways. Their whole point is to get you to lvl. 4 at the end of the tutorial. These skills allow you to do every action in the tutorial that nets you xp (mechanic is for the spiderbot close to the end for the pipes near the computer to freeze and destroy it)the 2nd characters higher awareness is so you can spot the mine infront of the chest near the end to disarm it (not enough xp to get you to 5 so can skip that if you want as you can just loot the chest from the side).

The 1 point of barter is so you can get some free gear from the Cable wannabe after you take control of the base.

Now that you are lvl 4 create a new guy, give him a sniper (30.06 seems the most expensive starting ammo, so figured the best bet was to get as much free as i could). Give him the +1 barter background, the quirk that has the chance to aquire gold when you dig, a luck of 10, int of 7, everything else at 1. Put all skill points into barter (should be level 8 with the bonus) and aquire the level 7 barter perk for him.

There are 4 dig areas just outside the base 2 to the left and 2 to the right. save b4 digging if you want some easy money and reload the save if you don’t get gold in the loot (gold bars are valued at 2500, nuggets 1000, other 500 i think). Not sure what they will actually sell at with the 8 barter as i figured i should write this out b4 i forgot to. Now just create the actual 4 characters you want (removing the other 3 after removing all equipment from them). Side note, don’t forget to dismiss the cat and then rehire him (with cigarettes, so don’t sell them) to transfer the cat passive to someone else.

For me i use:

Leader (6/1/1/1/1/6/6) – The Boss, and Medical Marvel (pistols, hard @$, and leadership).
Sniper (10/1/3/1/1/6/1) – Goat Killer, and Death Wish.(sniper, 1st aid, and rocket launcher (explosive)). No better feeling than firing a rocket at start of combat, reloading, and having enough ap to fire another on the same turn (sadly can’t wear armor).
Scout (6/1/6/2/1/6/1) – Raider Hater, and Serial Killer (assault rifle, nerd whatever,pick lock).
Scout (6/1/4/4/1/6/1) – Raider Hater, and Serial Killer (heavy weapon, mechanical, and armor mod).

And the 1st two npc’s who offer to join (the security guy at your base, and the pistol chick from your 1st major quest) they have barter (useless as you can make a max barter character at level 7ish and leave at camp). Survival (see previous skill plus i don’t want to skip fights as they are XP and loot and i don’t believe you have to have it in your group for the level 10 perk to reveal everything on your map) Kiss @$, Sneaky $hit,and weapon mod (see previous useless comment) leaving you to cover pick lock, mechanical, hard @$, leadership, explosives, and nerd whatever.

Animal whisperor (to me) doesn’t seem that usefull, wierd science weapons seem not worth putting enough points into for the amount of energy cells you find (most use it for ammo) toaster repair and armor mod are alot like the previous useless skills (for an actual party) as you can just make a max level character and leave at base till needed. armor Mod is kind of an exception though as the lvl 10 perk is kinda handy to have (extra armor for all party members).so on average you could have 2 noncombat skills and 1 combat skill/character covering them all.

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