![]() ![]() It has little benefit inside the Vault, but this is irrelevant, as a Dweller with high Endurance should be spending most of their time traversing the Wasteland in search of items.Ĭ – Charisma. An oft-underappreciated skill, Endurance affects how long a Dweller can explore the Wasteland. I also try to keep Water Purification rooms in the center of my vault to, again, rapidly respond to outbreaks of Radroaches or molerats.Į – Endurance. For this reason, I try to place my Water Purification rooms close to my Vault door to allow rapid response to Raiders by my best marksmen. A Dweller with a high Perception can run double-duty as a Water Purifier and a Guard. It is also the necessary stat for effectively using firearms. Perception affects how well a Dweller can operate Water-type rooms. Presumedly, this is so they can crank whatever sadistic human-powered dynamo Vault-Tec had installed before the bombs fell. Strength is the required stat for Dwellers who work in Power-type rooms. ![]() As long as the ground is flat-ish, isn't overlapping with any other build areas, and you have some resources to spend on rebuilding your CAMP, you're good to go. ![]() Hallelujah. When you get to your desired destination just go back into the blueprint section of your build menu, select the blueprint you've made, then pick where you want your CAMP to be. So if you discover a new location that’s way closer to a ton of glorious Junk or just fancy moving to a remote part of the map where no-one can find you, you can pack up and go in the blink of an eye. Thanks to that blueprint your CAMP will remember exactly where they are, which means that when you put down your CAMP somewhere new you won't lose any of your progress. In your building menu simply go into the Blueprint section, then select all the structures you want to save to a blueprint. Thankfully when you decide to move your CAMP around you don’t have to wave goodbye to your beautifully-planned bunker. ![]()
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