

Add more rooms before that "dead end" so you can use more dwellers to fight them. They MUST finish them off there, otherwise the Deathclaws will find another elevator to go further down. The Deathclaws will have to go back up to the first floor, where your dwellers will finish them off. Put rooms on the first floor all the way to the right edge, add one elevator, and add another room or rooms a floor down, and MAKE THAT A DEAD END. One way to deal with Deathclaws is to construct your rooms in a way that create a "dead end" for the Deathclaws so they don't go any further down. L: Wasteland, crafting, questing, more caps and better rush chance from rooms I: Wasteland, crafting, medbays, science labsĪ: Wasteland, crafting, questing, food rooms (diner and garden) P: Wasteland, crafting, questing, water rooms (water treatment and purification)Į: Wasteland, crafting, dweller health, Nuka-Cola bottlersĬ: Wasteland, crafting, living quarters, radio rooms, barbershops S: Wasteland, crafting, power rooms (power generator and nuclear reactor) Here's a quick breakdown of what each is good for: The only thing that matters is weapon damage and health (meaning endurance has an indirect effect), see 6.1 for more details on that. SPECIALs do not affect combat in the vault. Especially if you're looking at older posts, you'll probably see mention of various SPECIAL affecting combat in the vault.

Questing makes use of SPECIAL in a different way as well, so check out 20.1 for that. Beyond that SPECIALs only affect a dweller's performance in a room, see 3.1 for that and 9.1 for crafting specifically. Endurance gives dwellers more health when they level up, see 4.1 for the details there. Valut-Tec is here to help.Ī: They have a huge effect on explorers in the wasteland, see 10.1 for that.
