

ATOM RPG WEAPONS LIST ZIP
Note also that a INT 8 will give you a bunch of crafting recipes, including pipe rifle and zip gun.

But if you only want melee to stab things until you get a decent gun, you won't need to worry about it much (if at all). Of course if you want to try out the funky martial arts moves then you'll need to stick something into unarmed (I've never tried this so not sure what the thresholds are). So far every build I've found that using a knife one can melee anything not worth shooting, without spending a single skill point in melee. If you are planning on going hard-core with rifles and/or automatics later on (and ditching melee/unarmed), then I'd recommend at least a 6 STR due to some of the better guns having a min STR req of 6 however, AFAIK any penalty you have from not meeting this can be offset by just having a higher level of the relevant skill (rifles/automatics), so it's not essential by any means. I always play with both INT and ATT at 8, and can verify that this should get you past the vast majority (if not all) of the INT/ATT checks in the game, AFAIK. You'll likely have to wait till you reach Krasno though before you can get these. Note that you can munch two sweet rolls for +2 DEX, but like all stats it maxes out at 11. High dex is definitely good for any build IMO - I usually go 8 which I find is enough.

Saves having to be stoned all the time to get favourable results from talking, and lets you score with chicks easier.
