» Sat May 04, 2013 9:02 pm
Perk Guide (by: Undesirable)
This list is sorted by the level you can first acquire each perk. Special perks obtained from quests are not listed, because you can get them without having to make a decision on spending perk points.
Essential Five Star Perks [*****]
Intense Training [*****]
Requirements: Level 2
Ranks: 10
Description: With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes.
Note: When no other perk will do, put it in Intense Training.
Comprehension [*****]
Requirements: Level 4, Intelligence 4
Ranks: 1
Description: With the Comprehension perk, you gain one additional skill point whenever a skill book is read.
Note: Handy if you have low Intelligence, or want to get every one of your stats as high as possible. There are 25 books for each skill in the game, except Barter, of which there are 24 books. Without this perk, you will obtain only one skill point per book read; you can double that with this perk, which is a huge increase when you consider the final number of skill points you will end up with if you locate all the books.
Entomologist [*****]
Requirements: Level 4, Intelligence 4, Science 40
Ranks: 1
Description: With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach, Giant Ant, or Radscorpion.
Note: 50% is obviously a huge increase. While insects aren't exactly your biggest worry in the game, they can still soak up an annoying amount of valuable ammo when you do come across them. Those radscorpions have rather tough armour, and no real vulnerabilities.
Demolition Expert [*****]
Requirements: Level 6, Explosives 50
Ranks: 3
Description: With each rank of this perk, all of your explosive weapons do an additional 20% damage.
Note: I prefer my deathclaw to be served in bite-size pieces. Keep in mind the number of ranks attainable with this perk, and also the explosives skill requirement.
Gunslinger [*****]
Requirements: Level 6
Ranks: 1
Description: While using a pistol (or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Note: V.A.T.S. accuracy is terrible compared to manual aiming, so you want all the bonuses you can get.
Commando [*****]
Requirements: Level 8
Ranks: 1
Description: While using a rifle (or similar two-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Note: V.A.T.S. accuracy is terrible compared to manual aiming, so you want all the bonuses you can get.
Scrounger [*****]
Requirements: Level 8, Luck 5
Ranks: 1
Description: With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would.
Note: Ammo doesn't weigh ANYTHING in Fallout 3, therefore there's no drawback for collecting as much as possible, and everything to gain.
Strong Back [*****]
Requirements: Level 8, Strength 5, Endurance 5
Ranks: 1
Description: With the Strong Back perk, you can carry 50 more pounds of equipment.
Note: Being able to carry extra stuff is VERY useful, and this perk is equivalent to five points of strength when determining weight capacity.
Finesse [*****]
Requirements: Level 10
Ranks: 1
Description: With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of Luck.
Note: It goes above and beyond Luck's normal limit of 10, and stacks with all other crit bonuses. Therefore, it's an extremely potent combo with the perk 'Better Criticals'.
Pyromaniac [*****]
Requirements: Level 12, Explosives 60
Ranks: 1
Description: With the Pyromaniac perk, you do +50% damage with fire-based weapons, like the Flamer and Shishkebab.
Note: 50% is too huge an increase to turn down. Toasty. Not useful if you're never going to use Flamers, though.
Silent Running [*****]
Requirements: Level 12, Agility 6, Sneak 50
Ranks: 1
Description: With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt.
Note: You no longer have to travel at a snail's pace in order to sneak effectively.
Sniper [*****]
Requirements: Level 12, Agility 6, Perception 6
Ranks: 1
Description: With the Sniper perk, your chance to hit an opponent's head in V.A.T.S. is significantly increased.
Note: Blowing people's heads off can be fun for anyone, but it's also useful to be able to decapitate your enemies a from greater distance.
Action Boy / Girl [*****]
Ranks: 1
Requirements: Level 16, Agility 6
Description: With the Action Boy/Girl perk, you gain an additional 25 Action Points to use in V.A.T.S..
Note: Being able to do more in V.A.T.S. is ALWAYS a good thing.
Better Criticals [*****]
Requirements: Level 16, Perception 6, Luck 6
Ranks: 1
Description: With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.
Note: Let's hope the Grim Reaper has sharpened its scythe.
Grim Reaper's Sprint [*****]
Requirements: Level 20
Ranks: 1
Description: If you kill a target in V.A.T.S., all your Action Points are restored upon exiting V.A.T.S..
Note: The Grim Reaper won't even need to sharpen its scythe - your enemies will be in too many pieces for them to be worth... reaping... or whatever it is the Grim Reaper does.
Four Star Perks [****]
Educated [****]
Requirements: Level 4, Intelligence 4
Ranks: 1
Description: With the Educated perk, you gain three more skill points every time you advance in level. This perk is best taken early on, to maximize its effectiveness.
Note: Handy if you have low Intelligence, or want to get every one of your stats as high as possible, but would it make more sense to specialise and save a perk slot?
Bloody Mess [****]
Requirements: Level 6
Ranks: 1
Description: With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and you'll do 5% extra damage with all weapons.
Note: 5% extra damage is good, but doesn't necessarily take priority.
Toughness [****]
Requirements: Level 6, Endurance 5
Ranks: 1
Description: With the Toughness perk, you gain +10% to overall Damage Resistance, up to the maximum of 85%.
Note: Useful until you've got the three piece Tesla Armor (item codes 6B464, 6B465 and 8F571) at which point you will have a permanent 85% damage resistance without the use of perks. I would recommend only taking this perk if you're not planning to use Tesla Armor in the long run.
Mysterious Stranger [****]
Requirements: Level 10, Luck 6
Ranks: 1
Description: You've gained your own personal guardian angel... armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.
Note: Instant death to a random enemy at a random time in V.A.T.S... very useful, but is it worth a perk slot when you can take everything out anyway?
Robotics Expert [****]
Requirements: Level 12, Science 50
Ranks: 1
Description: Gain 25% damage against any robot. Also, if you Sneak up on a robot, you can permanently shut down that robot.
Note: Large damage bonuses against anything is worth considering.
Chemist [****]
Requirements: Level 14, Medicine 60
Ranks: 1
Description: With the Chemist perk, any chems you take last twice as long.
Note: It can be handy to preserve as much of that Ultrajet as possible.
Cyborg [****]
Requirements: Level 14, Medicine 60, Science 60
Ranks: 1
Description: You've made permanent enhancements to your body! The Cyborg perk instantly adds +10% to your Damage, Poison, and Radiation Resistances, and 10 points to the Energy Weapons skill.
Note: Useful until you've got the three piece Tesla Armor (item codes 6B464, 6B465 and 8F571) at which point you will have a permanent 85% damage resistance without the use of perks. I would recommend only taking this perk if you're not planning to use Tesla Armor in the long run. Radiation resistance is boosted enough with Rad-X pills and the Tesla Armor or Radiation Suit, and you don't get poisoned often enough to justify the perk point.
Concentrated Fire [****]
Requirements: Level 18, Small Guns 60, Energy Weapons 60
Ranks: 1
Description: With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increase slightly with each subsequent hit on that body part.
Note: If you're going to take this perk, you'll want all the action points you can get for it to work effectively. So start stockpiling all that Jet / Ultrajet, Nuka-Cola Quantum, find Ledoux's Hockey Mask and take the Action Boy / Girl perk!
Three Star Perks [***]
Fortune Finder [***]
Requirements: Level 6, Luck 5
Ranks: 1
Description: With the Fortune Finder perk, you'll find considerably more Nuka-Cola caps in containers than you normally would.
Lead Belly [***]
Requirements: Level 6, Endurance 5
Ranks: 1
Description: With the Lead Belly perk, you take 50% less radiation every time you drink from an irradiated water source.
Note: Water is in plentiful supply throughout the game, but since you're still going to be irradiated, then it's still irritating to irrigate.
Fast Metabolism [***]
Requirements: Level 12
Ranks: 1
Description: With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks.
Note: Stimpaks are the best and cleanest source of HP, but not necessarily plentiful at all times. In any case, are you going to be wounded badly enough mid to end game to warrant taking this as a perk?
Life Giver [***]
Requirements: Level 12, Endurance 6
Ranks: 1
Description: With the Life Giver perk, you gain an additional 30 hit points.
Note: Not too shabby, but best used as a filler perk.
Adamantium Skeleton [***]
Requirements: Level 14
Ranks: 1
Description: With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.
Note: Doesn't increase your overall health or damage resistance, just stops you getting crippled as often. Note that sleeping for even an hour restores all limbs and hit points.
Contract Killer [***]
Requirements: Level 14
Ranks: 1
Description: Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and negative Karma.
Note: If you want to be pointlessly rich, then take this perk. Cash will eventually only be useful for repairing rare items, though, and the level requirement is rather steep.
Lawbringer [***]
Requirements: Level 14
Ranks: 1
Description: Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive Karma.
Note: If you want to be pointlessly rich, then take this perk. Cash will eventually only be useful for repairing rare items, though, and the level requirement is rather steep.
Master Trader [***]
Requirements: Level 14, Charisma 6, Barter 60
Ranks: 1
Description: When you take the Master Trader perk, the price of every item you buy from a vendor is reduced by 25%.
Note: You can easily get the cash for anything you could ever need from a trader without this perk.
Two Star Perks [**]
Size Matters [**]
Requirements: Level 8, Endurance 5
Ranks: 3
Description: You're obsessed with really big weapons. With each rank of this perk, you gain an additional 15 points to the Big Guns Skill.
Note: Huge skill increases are good, especially when there's 3 ranks to consider, but there are better ways to increase skill points - such as books and Bobbleheads.
Rad Resistance [**]
Requirements: Level 8, Endurance 5
Ranks: 1
Description: Rad Resistance allows you to -- what else? -- resist radiation. This perk grants an additional 25% to Radiation Resistance.
Note: Rad-X and a Radiation Suit ought to do the job. If not... there's plenty of RadAway in the game.
Nerd Rage! [**]
Requirements: Level 10, Science 50, Intelligence 5
Ranks: 1
Description: You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain 50% to damage resistance whenever your Health drops to 20% or below.
Note: Useful until you've got the three piece Tesla Armor (item codes 6B464, 6B465 and 8F571) at which point you will have a permanent 85% damage resistance without the use of perks. Only choose this if you enjoy living dangerously to keep your strength high or want to use something other than Tesla armor.
Light Step [**]
Requirements: Level 14, Perception 6, Agility 6
Ranks: 1
Description: With the Light Step perk, you'll never set off an enemy's mines or floor-based traps.
Note: Eventually it won't matter if you set traps off, your damage resistance will be so high. Or you can just reload your save games prior to the accident.
Tag! [**]
Requirements: Level 16
Ranks: 1
Description: The Tag! perk allows you to select a fourth Skill to be a Tag Skill, which instantly raises it by 15 points.
Note: Allows you to compensate a skill of your choice, which is handy if you're not specialising and want to max your stats. However, this perk is by no means necessary, especially at level 16.
One Star Perks [*]
Daddy's Boy / Girl [*]
Requirements: Level 2, Intelligence 4
Ranks: 3
Description: Just like dear ol' Dad, you've devoted your time to intellectual pursuits. You gain an additional 5 points to both the Science and Medicine skills.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.
Little Leaguer [*]
Requirements: Level 2, Strength 4
Ranks: 3
Description: Years as the Vault little league MVP have honed your hitting and throwing. With every rank, you gain 5 points of Melee Weapons skill and 5 points of Explosives skill.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.
Gun Nut [*]
Requirements: Level 2, Intelligence 4, Agility 4
Ranks: 3
Description: You're obsessed with using and maintaining a wide variety of conventional firearms. With each rank of the Gun Nut perk, you gain an additional 5 points to the Small Guns and Repair skills.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.
Swift Learner [*]
Requirements: Level 2, Intelligence 4
Ranks: 3
Description: With each rank in the Swift Learner perk, you gain an additional 10% of total Experience Points whenever Experience Points are earned.
Note: It's easy enough to reach level 20 in this game without using up a perk slot.
Thief [*]
Requirements: Level 2, Agility 4, Perception 4
Ranks: 3
Description: With each rank of the Thief perk, you gain an immediate bonus 5 points to both Sneak and Lockpick skills.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.
Scoundrel [*]
Requirements: Level 4, Charisma 4
Ranks: 3
Description: Take the Scoundrel perk, and you can use your wily charms to influence people - - each rank raises your Speech and Barter skills by 5 points.
Note: Not enough of an increase to be worth it in the long run. There are better ways to increase skill points - such as books and Bobbleheads.
Here and Now [*]
Requirements: Level 10
Ranks: 1
Description: The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings.
Note: Too little, too late.
Chem Resistant [*]
Requirements: Level 16, Medicine 60
Ranks: 1
Description: Having the Chem Resistant perk means you're 50% less likely to develop an addiction to chems, like Psycho or Jet.
Note: Load a save game after you get addicted, and try not to let it happen again.
Computer Whiz [*]
Requirements Level 18, Intelligence 7, Science 70
Ranks: 1
Description: Fail a hack attempt and get locked out of a computer? Not if you're a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of.
Note: Either turn off the terminal before you use up your last attempt and then retry, or load a save game to get more attempts. This perk most certainly has too high a level requirement to be worth it, regardless.
Infiltrator [*]
Requirements: Level 18, Perception 7, Lockpick 70
Ranks: 1
Description: With Infiltrator, if a lock is broken, and can't normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a "Force Lock" attempt.
Note: Either exit the lockpick screen before you use up your last attempt and then retry, or load a save game to get more attempts. This perk most certainly has too high a level requirement to be worth it, regardless.
Specialist Perks [?????]
Lady Killer/Black Widow [***]
Requirements: Level 2
Ranks: 1
Description: You do +10% damage against opponents of the opposite six. You'll sometimes have access to unique dialogue options when dealing with the opposite six.
Note: There doesn't seem to be any gender distinction for the tougher enemies in the game, such as super-mutants and Deathclaws, so you may want to pick this up if you're a charisma specialist.
Child at Heart [?????]
Requirements: Level 4, Charisma 4
Ranks: 1
Description: The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.
Note: Unique for charismatic people.
Iron Fist [*****]
Requirements: Level 4, Strength 3
Ranks: 3
Description: With the Iron Fist perk, you do an additional 5 points of Unarmed damage perk rank.
Note: Take note of the number of ranks available. This is for people who want to specialise in smashing people's faces to a sticky pulp. Shame you can't target individual body parts with fist weapons though.
Impartial Mediation [***]
Requirements: Level 08, Charisma 5
Ranks: 1
Description: With the Impartial Mediation perk, you gain an extra 30 points to Speech... so long as you maintain a Neutral Karma level.
Note: Although the skill point increase may be worth it, some may consider it to be too much of a drawback for it to be worth the perk slot.
Animal Friend [**]
Requirements: Level 10, Charisma 6
Ranks: 2
Description: At the first rank of this perk, animals simply won't attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin.
Note: Rather amusing to have wildlife fighting on your side, but they do tend to be weak compared with most of the enemies you're going to have trouble with. Note that if you have any companions with you, they are not affected by this perk and will be attacked by wildlife anyway.
Mister Sandman [?????]
Requirements: Level 10, Sneak 60
Ranks: 1
Description: With the Mister Sandman perk, when you're in Sneak mode, you gain the option to silently kill any human or ghoul while they're sleeping. And, all Mister Sandman kills earn bonus XP.
Note: A novelty to be sure, but how often will you get the chance to use this if you're a positive karma player?
Night Person [***]
Ranks: 1
Requirements: Level 10
Description: When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your "internal clock", and remains active both inside and outside.
Note: It's always worth maxing Intelligence as soon as possible anyway, and I consider Perception to be a less essential S.P.E.C.I.A.L. stat. Also, being limited to the night seems rather frustrating. You may feel differently.
Cannibal [**]
Requirements: Level 12
Ranks: 1
Description: With the Cannibal perk, when you're in Sneak mode, you gain the option to eat a corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.
Note: For very evil people. Not too much health to be gained from each corpse, anyway.
Paralyzing Palm [*****]
Ranks: 1
Requirements: Level 18, Unarmed 70
Description: With Paralyzing Palm, you will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds. Note that in order to perform the Paralyzing Palm, you must be completely unarmed.
Note: For unarmed specialists, although still works with Brass Knuckles or a Deathclaw equipped. Equipping yourself with other weapons after a successful Paralyzing Palm strike does not un-paralyze enemies.
Explorer [***]
Requirements: Level 20
Ranks: 1
Description: When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!
Note: Half the fun of Fallout 3 is discovering all the locations yourself, but this perk is a viable alternative to Grim Reaper's Sprint if you consider it to be overpowered.
Ninja [*****]
Requirements: Level 20, Melee Weapons 80, Sneak 80
Ranks: 1
Description: The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.
Note: This is obviously a perk for melee specialists, but it comes at the rather expensive cost of using up your final perk slot. You'd better hope that the extra crit chance is worth missing out on the 'Grim Reaper's Sprint' perk, because you can't choose both of them at once.
Solar Powered [***]
Requirements: Level 20, Endurance 7
Ranks: 1
Description: With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost health.
Note: An alternative to Grim Reaper's Sprint if you consider it to be overpowered. Being limited to day time for the perk to function seems rather frustrating.