

Out of the 53 perks only a dozen are implemented in a fashion that gives a functional benefit. The switchover to SPECIAL after the GURPS license was abandoned late in development greatly affected the functionality of what became perks. a character with 4 Intelligence can use Mentats to select the Educated perk, which requires 6 Intelligence). It is possible to obtain perks that the player's character doesn't qualify for by the use of temporary stat improving chems before the selection menu (i.e. Some perks have multiple ranks, with stacking benefits (all benefits are listed per-level). In practice, level 21 is not attainable without significant grinding and the number of perk slots is typically five-six (four with the aforementioned trait). With the max level set at 21, the player can theoretically choose seven perks (five with the trait) out of a total of 53. however, the accrued water in your workshop inventory will seemingly cap production of water not sure though.Perks in Fallout are acquired every three levels (four with the Skilled trait), with the first available at level 3 (4). my sanctuary hills and castle each have three industrial purifiers and produce about 60-80 purified water a day. but having excess is a great way to make caps since purified water is relatively valuable for its weight not to mention an excellent source of healing. yes extra food and water is taken from settlements connected by supply routes. But then I connected a couple more settlements and I haven't seen the number go up at all. The first day I saw 60(ish) purified water (which was in the mid 20s the day before) in my workshop inventory. I have two industrial water purifiers as well with their own dedicated large generator. This brings up a good question: Do connected settlements take the extra from other connected settlements when it comes produce or water that they lack? Originally posted by The Lamb - Multi Animas:I have a settlement with two industrial water purifiers connected to all my other settlements.
