Slingblade2040
Active member
So I'm curious as to how folks go about with their perks for the first 20 levels. Personally I like damage and feel it helps out alot but it comes at the cost of resource gathering and pack mule which IMO aren't that great to get and are worth skipping till later on. Anyways here is how I go about my first 20 levels...hopefully it will also help out new people to the game.
*slight change since B221 removed wrecking crew and nerf to gun sales*
Perk guide till level 20
5 perk points frim the starter quest i used like this 2 points for strength, 2 point skull crusher and 1 point sexual trex
Level 2 put 1 point into sexual tyrannosaurus
Level 3 put 1 point master chef
Level 4 put 1 point boom headshot
Level 5 put 1 point perception
Level 6 put 1 point perception
Level 7 put 1 point boom headshot
Level 8 put 1 point pain tolerance
Level 9 put 1 point healing factor
Level 10 put 1 point rule one cardio
Level 11 put 1 point agility
Level 12 put 1 point agility
Level 13 put 1 point rule 1 cardio
Level 14 put 1 point better barter
Level 15 put 1 point intelligence
Level 16 put 1 point intelligence
Level 17 put 1 better barter
Level 18 save point till 20
Level 19 save point till 20
Level 20 put 1 point intelligence, 1 point grease monkey, 1 point hammer and forge.
* this part was changed from selling guns to tear guns apart for parts and sell parts for more dukes and do quests to earn dukes*
To help with resources, ammo and other nonsense I sold most things I wasn't going to use till much later in the game like about level 20 or so. Guns are now scrapped for mechanical parts which get sold for dukes same with other things like doorknobs, candle holders, etc.. Quests are now done more often for exp and dukes. Yes i see the value in taking daring adventurer over better barter but with multiple trader you have better overall odds of getting mods you need from one of them. I feel daring adventurer can be obtained later on if needed.
*slight change since B221 removed wrecking crew and nerf to gun sales*
Perk guide till level 20
5 perk points frim the starter quest i used like this 2 points for strength, 2 point skull crusher and 1 point sexual trex
Level 2 put 1 point into sexual tyrannosaurus
Level 3 put 1 point master chef
Level 4 put 1 point boom headshot
Level 5 put 1 point perception
Level 6 put 1 point perception
Level 7 put 1 point boom headshot
Level 8 put 1 point pain tolerance
Level 9 put 1 point healing factor
Level 10 put 1 point rule one cardio
Level 11 put 1 point agility
Level 12 put 1 point agility
Level 13 put 1 point rule 1 cardio
Level 14 put 1 point better barter
Level 15 put 1 point intelligence
Level 16 put 1 point intelligence
Level 17 put 1 better barter
Level 18 save point till 20
Level 19 save point till 20
Level 20 put 1 point intelligence, 1 point grease monkey, 1 point hammer and forge.
* this part was changed from selling guns to tear guns apart for parts and sell parts for more dukes and do quests to earn dukes*
To help with resources, ammo and other nonsense I sold most things I wasn't going to use till much later in the game like about level 20 or so. Guns are now scrapped for mechanical parts which get sold for dukes same with other things like doorknobs, candle holders, etc.. Quests are now done more often for exp and dukes. Yes i see the value in taking daring adventurer over better barter but with multiple trader you have better overall odds of getting mods you need from one of them. I feel daring adventurer can be obtained later on if needed.
Last edited by a moderator: