Dwellers | Basics Fallout Shelter Guide
Last update: 01 June 2016
Dwellers are the basic propeller of the Vault. Thanks to them you can get resources, fend off the attacks or find new items while exploring wilderness. Each dweller is precious for well organized Vault because each of them has different strong points that let them achieve different objectives.
Statistics and experience level of a dweller decide, which work, weapon or outfit will be most appropriate for him.
S.P.E.C.I.A.L. statistics
Seven most important statistics describing your dwellers are indicated by the acronym S.P.E.C.I.A.L. Each letter stands for one of specifics skills of a dweller that are crucial to develop and survive. Possessed skills are even more important than experience because they are not developed with the dwellers level, but in special rooms. That action demands time therefore it is advised to work out only those that will be useful in the future at work. If you choose an appropriate work for each dweller, it will make the production faster and make them happier.
S.P.E.C.I.A.L. is:
- S - strength - stands for physical work and is ideal for power generation
- P - perception - good for water treatment and purification
- E - endurance - important for dwellers that will explore wasteland as it makes them more resistant to injuries and radiation. It is also useful when working in "Nuka Cola Bottler" room.
- C - charisma - it accelerates flirt between two dwellers in the same room, useful also when working in Radio Studio
- I - intelligence - useful when producing Stimpaks and Antiradars (Medbay and Science Lab)
- A - agility - necessary to produce food
- L - luck - this skill is helpful in everything: on the wasteland it helps to find more items, it also increases the chance to find additional caps while collecting produced resources.
Only training lets you permanently improve any of your skill. The bigger your training rooms are, the more dwellers can work out at the same time. "Upgrade" option shorten the time that they need to do it. It depends on the start level how long it will take to jump to the next level, e.g. dweller working for strength from level 1 to level 2 can do it much faster than from level 2 to 3. Additionally, dwellers work a bit faster when there is more than one of them in the room. After training click on appropriate icon in order to permanently improve your skill.
Gaining new Dwellers
After completing the tutorial amount of dwellers coming from the outside will drastically decrease. To continue development and increase your population faster you have to pair your male and female dwellers up and lodge them together in rooms. If they're not related (note what they're talking about), the conversation will transform into a flirt (it depends on charisma level of both of them), then dance and then they'll move to the bedroom. Female gets pregnant that way and after 4 hours she will bore a baby. The baby needs as much resources as adult dweller but it can't work so you have to make sure you've got enough of water and food before you decide to increase the population. Try to match parents with best statistics - one of them will be inherited by the baby. After next 3-4 hours it will grow up and become an adult.
Another way to gain new dwellers is attracting them by using the radio. You can unlock it when you have at least 20 dwellers. If you improve it, its signal will be more effective. Also - If the upgrade succeeds - you can collect produced coin and new dweller will come to the front door of your Vault. Otherwise, the counter starts to count from the beginning.
Dwellers with a high charisma factor should work in the radio room. If there are too many pregnant women, your signal decreases nearly totally. You can use the radio not only to attract new dwellers, but also to positively influence the satisfaction of those already living in your Vault.
Last but not least, you can win Rare or Legendary Dwellers on cards you find in lunchboxes. If you find the card, won dweller appears at the front door of the Vault equipped with a weapon or/and an outfit.
Pregnant females and children
Pregnant women differ from other dwellers. You can recognize them by the same clothing, independently from the outfit you assigned to them before. Also, nothing changes when it comes to their ability to work and train, but they are not able to cope with disasters and raiders. In both cases the only action taken by them will be panic and attempt to escape. Therefore you can take their weapons as it's not going to be used by them. If it is possible, try to always leave pregnant woman with another dweller that is able to defend them against radroaches, raiders and fire. Pregnant women can't die.
Children are not able to work or fight against disasters. It is also not possible to assign weapons or outfits to any of them. Likewise adults though they use a water and a food. You can click on a child to check how much time left until it becomes an adult. When it happens, you gain another productive dweller in your Vault. Until that moment it can't be killed.
Weapons and outfits
Every dweller can be equipped with a gun and an outfit. Owned pop gun will be useful especially while fighting off radroaches and raiders as well as while exploring the wasteland. The best weapon should be handed to dwellers working next to the front door - they are first to resist the raiders.
Outfit (while is worn) can improve some of the dweller's statistics. Appropriate usage of outfits lets you increase efficiency of your workers noticeably regarding to statistics useful in their work.
Weapons and Outfits can be found on wasteland, won from the lunchboxes or got along with won dwellers.
Legendary Dwellers
In a lunchbox you can also find a Rare or Legendary Dwellers. They have more experience than usual ones and - what's the most important - much better developed skills (40 S.P.E.C.I.A.L points). Legendary Dwellers can also answer you radio signal and come from the outside, but it happens very rarely. They always have a legendary weapon or/and outfit.
There is 21 Legendary Dwellers to be unlocked:
Name | S | P | E | C | I | A | L |
Abraham Washington | 2 | 8 | 6 | 6 | 8 | 4 | 6 |
Allistair Tempenny | 2 | 9 | 2 | 9 | 7 | 2 | 9 |
Amata | 4 | 6 | 5 | 8 | 4 | 7 | 6 |
Bittercup | 5 | 4 | 7 | 9 | 5 | 5 | 5 |
Butch | 5 | 7 | 6 | 9 | 5 | 6 | 2 |
Colonel Autumn | 4 | 6 | 5 | 9 | 5 | 5 | 6 |
Confessor Cromwell | 7 | 4 | 7 | 8 | 6 | 3 | 5 |
Dr. Li | 4 | 6 | 6 | 7 | 9 | 4 | 4 |
Elder Lyons | 4 | 3 | 3 | 9 | 9 | 3 | 9 |
Eulogy Jones | 5 | 6 | 5 | 8 | 5 | 4 | 7 |
Harkness | 8 | 5 | 8 | 5 | 5 | 6 | 3 |
James | 5 | 8 | 4 | 7 | 9 | 4 | 3 |
Jericho | 8 | 6 | 8 | 2 | 3 | 7 | 6 |
Lucas Simms | 5 | 9 | 8 | 5 | 5 | 6 | 2 |
Moira Brown | 4 | 8 | 3 | 8 | 7 | 5 | 5 |
Mr. Burke | 4 | 7 | 4 | 6 | 9 | 2 | 8 |
Preston Garvey | 3 | 9 | 8 | 6 | 5 | 6 | 3 |
Sarah Lyons | 8 | 6 | 8 | 6 | 5 | 5 | 2 |
Reginald Rothchild | 6 | 5 | 6 | 9 | 4 | 5 | 5 |
Star Paladin Cross | 7 | 8 | 4 | 8 | 4 | 6 | 3 |
Three Dog | 4 | 4 | 6 | 9 | 5 | 5 | 7 |