This character is designed to have 100 in all skills, and 10 in all attributes, along with perks that will genuinely make your
character stronger in combat. In this character construction only one perk is not put towards end game perfection, and
the genuine reason for that is it is necessary since a filler is needed. Remember DO NOT get any attribute bobbleheads
before taking almost perfect.
Level\ Perk\ Requirements\ Info
Level 1 ST 6 PE6 EN 6 CH 1 IN 8 AG 7 LK 6
Tag Explosives, Repair, Speech None
Level 2 \Lady Killer/Black Widow\ \None \+10% damage against opposite six, more useful if your character is a girl but still this perk isn't too bad.
Level 3 \Swift Learner- \IN 4\ Filler
Level 4 \Comprehension\ IN 4 \Books will give 2 points instead of 1. Read them as you collect them. This will allow for 100 in all skills.
Level 5 \Entomologist\ IN 4\Science 40\ +50% damage against all insects. More useful a perk than it first sounds. Especially with albino radscorpions from BS.
Level 6 \Toughness\ EN 5\ More damage resistance, you don't even have to think about this one peeps.
Level 7 \Bloody Mess\ None\ Now before you go and judge this perk, I have chosen it not for aesthetics, the +5% damage boost is its sole purpose.
Level 8 \Strong Back\ ST 5 EN 5\ Able to carry 50lbs more equipment. A useful perk.
Level 9 \Commando\ None\ Improved accuracy in V.A.T.S. with two handed weapons such as rifles.
Level 10 \Finesse\ None\ An added 5% chance of a critical hit. This is another no brainer.
Level 11 \Rad Resistance\ EN 5\ +25% radiation resistance
Level 12 \Life Giver\ EN 5\ +30 Health, what possible reason could anyone have for not choosing this?
Level 13 \Sniper\ AG 6 PE 6\ Increase chance to hit opponents head in V.A.T.S. by 25%
Level 14 \Adamantium Skeleton\ None Limbs only receive 50% of the damage they normally would.
Level 15 \Pyromaniac\ Explosives 60\ +50% damage with any weapon using fire. So thats increased damage with Heavy incinerator, Flamer, Shishkebab.....
Level 16 \Action Boy/Action Girl\ AG 6\ Adds 25 points to V.A.T.S.
Level 17 \Better Criticals\ PE 6 LK 6\ 50% more damage when you land a critical hit on your opponent.
Level 18 \Cyborg\ Medicine 60, Science 60\ Added 10% Damage, poison and radiation resistance. Adds 10 points to the Energy Weapons skill. One of the best.
Level 19 \Robotics\ Expert Science 50\ +25% damage to robots, plus you can sneak up to a robot and deactivate it, personally I picked it for the damage.
Level 20 \Grim Reaper's Spirit\ None\ Instantly replenish V.A.T.S. after killing an enemy in V.A.T.S.
Level 21 \Silent Running\ Agility 6, Sneak 50\ With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt. The second bit is the reason its here. Pretty handy for getting those sneak attack criticals we all love.
Level 22 \Light Step\ PE 6, AG 6\ Never set off a floor based trap, pretty handy.
Level 23 \Paralyzing Palm\ Unarmed 70\ Chance to paralyze in VATS when you're unarmed (power fists work)
Level 24 \Ninja\ Melee Weapons 80, Sneak 80\ When attacking with Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.
Level 25 \Puppies\ None\ Unlimited dogmeats. Plus ups his health to 1000, Dogmeat is like a tank pretty much, attracting all the attention while you annihilate, this perk means you don't have to keep worrying about him dying. Plus he is an amazingly convenient companion.
Level 26 \Iron Fist\ ST 4\ +5 unarmed damage
Level 27 \Iron Fist\ ST 4\ +5 unarmed damage
Level 28 \Iron Fist\ ST 4\ +5 unarmed damage
Level 29 \Nerves of Steel\ AG 7\ Action Points regenerate faster.
Level 30 \Almost Perfect\ None\ SPECIAL stats raised to 9. Collect all attribute bobbleheads now.
Important Quest Perks/DLC Perks:
* Rad Regeneration
* Survival Guru (+3% Critical Chance)
* Ant Sight
* Wired Reflexes
* Barkskin
* Hematophage
* Covert Ops
* Auto Axpert
* Booster Shot
* Pitt Fighter
* Ghoul Ecology
* Punga Power!
* Superior Defender
* Xenotech Expert
At end game this character will have 100 in all skills and 10 in all attributes, along with 85% damage and radiation resistance.
All of the perks save one are aimed at making him the strongest combatant, in all fields. The perk demolition expert has been
missed out, and if you are heavily reliant on explosives then feel free to customize this character to fit your needs.
Also I would like to point out that this is not the order I chose these perks in, so feel free to do things in whatever
order you want. But the filler perk (+10% exp) is best taken as early as possible. Feel free to make suggestions.
Peace Comments/Suggestions:If you're playing on very easy,I highly recommend you don't take Life Giver, because
on very easy it's pretty much impossible to get killed.
Rad Regeneration
When under the effects of Advanced Radiation Poisoning (400+ Rads)
any crippled limbs will automatically regenerate.
This perk is gained by exposing yourself to Critical Radiation Poisoning (600+ rads) for Moira's Wasteland Survival Guide.
This mutation is a result of Moira's experimental radiation treatment.
Survival Guru
Survival Expert is a perk that gives you different rewards. You get this perk from Moira as a reward for completing
The Wasteland Survival Guide sidequest.
You can see what you can get from this table. The one you receive will be based on how many optional bonus objectives you've
done, and your answers. Answer Moira's questions in one of five different ways to obtain one of the five different variants
to this perk. You get different answer choices depending on your stats that are equal to or greater than 7. Note that not
all of them will appear after a given task; answers change from objective to objective. "Perk itself" means you get this
by default, with bonuses on the right depending on the style of your answers. The perk you get is determined by the
type of answer you picked most, and how many optional objectives you complete.
Ant Sight
Ant Sight is a Fallout 3 perk. It is one of two possible perks you can get from Doctor Lesko for helping him get rid of the
fire ant nest guardians during the Those! quest, Ant Might is the other.
Wired Reflexes
Wired Reflexes is a Fallout 3 perk. It cannot be taken on level-up, but is available through The Replicated Man quest.
Advanced technology from the Commonwealth has increased your reaction speed, giving you a higher chance to hit in V.A.T.S..
This perk increases your chance to hit by 10%. As with all perks that increase your chance to hit in V.A.T.S., this bonus is
multiplicative, not additive.
To obtain this perk, side with Dr. Zimmer in the The Replicated Man, and report A3-21. It's possible to get this perk
while siding with A3-21; tell Dr. Zimmer who A3-21 is, and you will be awarded the perk. Before he and his bodyguard
leave the room to reset A3-21, immediately kill them both. If you first tell A3-21 you'll kill Dr. Zimmer for him before
revealing his identity to Zimmer, he'll give you A3-21's Plasma Rifle, which may outclass your current weapons and make
the job easier.
Barkskin
Barkskin is a Fallout 3 perk which is rewarded at the end of the Oasis quest if the player chose to destroy Harold's heart.
You've been exposed to Harold's mutation and your skin is now as hard as tree bark. As a result, you've gained
a permanent +5% to Damage Resistance.
The Fallout 3 Official Game Guide gives this perk's benefit as being +1 Endurance and +10 Damage Resistance.
This information was based on an early build of the game, and does not reflect the final version of the perk in
the released Fallout 3. The final version of this perk only gives +5 Damage Resistance.
Hematophage
Hematophage is a Fallout 3 perk. It can only be gained through the Blood Ties quest, it is not possible to take it on level-up.
Blood packs heal 20 Hit Points instead of 1 point.
To obtain this perk, convince Vance to enter into a deal with the town of Arefu by passing a Speech check, a Medicine skill
check, or an Intelligence check at the conclusion of the Blood Ties quest. Then return to Vance and ask to be shown
the ways of the vampire.
Covert Ops
Throughout the Anchorage Reclamation simulation you will come across a number of suitcases labeled as "Intel". Activating
these will give you a message congratulating you on finding the enclosed intelligence. There are 10 of these intel suitcase
in total - most behind 'easy' and 'very easy' locked doors. They are relatively easy to find as the simulation is quite linear.
Like all obtainable items in this simulation, you can be aware of the presence of these Intel suitcases by a distinctive
electronic noise. If you manage to find all 10 of these by the end of the simulation, General Chase will congratulate you
for finding all of the intelligence. It is important to note that you must find all of the intel suitcases in the quest
The Guns of Anchorage before completing that part of the DLC, or you will not be able to receive the perk.
You will NOT be able to return to the Guns of Anchorage area once you leave it.
The Covert Ops perk increases your level in science, small guns, and lockpick by 3 points each. Once
the simulation is complete, it will appear in your Pip-Boy 3000 with the message: "You've recovered all of the
hidden Intel from Operation: Anchorage. Good work, soldier!"
Link to all of the Intel Locations: http://fallout.wikia.com/wiki/Covert_Ops
Auto Axpert
Auto Axpert is a perk added to Fallout 3 in the The Pitt add-on.
As the description states, this perk boosts the Lone Wanderer's damage by 25% when using the Auto Axe or one of its
variants (steel saw, the Mauler, man opener).
This perk is automatically added to your list of perks as soon as you collect your tenth steel ingot.
Booster Shot
Booster Shot is a perk added to Fallout 3 in the The Pitt add-on. The perk is given upon completion of the
final quest of The Pitt, Free Labor. Medical research from the Pitt has improved your life. Just try not to think of
what it may have cost others. Your radiation resistance is improved by 10%.
Pitt Fighter
The vicious fights in the Hole have left you stronger. Both your damage and radiation
resistance have been increased by +3%. You will get this for completeing the arena in The Pitt add-on.
Ghoul Ecology
The perk is gained by reading Plik's journal inside the Coastal Grotto. The book itself is located on a table
inside Plik's bedroom next to a Mini Nuke and a Chessboard.
Punga Power!
The perk is obtained by finishing the Walking with Spirits quest. In the Point Lookout add-on.
Superior Defender
The Superior Defender perk is earned upon completion of The Local Flavor quest. In the Point Lookout add-on.
Xenotech Expert
To get this perk you must find a "shooting range" in the Weapons Lab (a room with an alien atomizer and an alien
disintegrator next to a switch). Activating the switch closest to the door summons Brahmin, while activating the
far switch teleports abductee enemies to a second range. Raiders, Deathclaws, Giant/Albino Radscorpions, Yao Guai
and Sentry Bots are available. Killing, or simply watching the enemies kill each other, will unlock the perk. It may be
necessary to hit the switch multiple times before the trigger is fulfilled for the perk.
NOTE: All of the "Imporatant DLC/Quest perk guides are taken from the Official Fallout 3 Wiki
At end game this character will have 100 in all skills and 10 in all attributes, along with 85% damage and radiation resistance.
All of the perks save one are aimed at making him the strongest combatant, in all fields. The perk demolition expert has
been missed out, and if you are heavily reliant on explosives then feel free to customize this character to fit your needs.
Also I would like to point out that this is not the order I chose these perks in, so feel free to do things in whatever order
you want. But the filler perk (+10% exp) is best taken as early as possible. Feel free to make suggestions.
Peace Comments/Suggestions:If you're playing on very easy,I highly recommend you don't take Life Giver, because
on very easy it's pretty much impossible to get killed
Skill Books (Taken from the Official Fallout 3 Wiki)
Also so patient and perhaps 'tactical' players, getting the Comprehension perk and then finding all the
skillbooks will add 50 points to every skill once they're all found and read. And then collecting the Bobbleheads
will add an extra 10, so for untouched skills 15+50+10=75 and for tagged skills 30+50+10=90, which then concludes
that all stats can be maxed out with 25 points being put onto each skill that hasn't been tagged and with 10 points
for those that have.
Link to the location of the skill books: http://fallout.wikia.com/wiki/Fallout_3_books
Have Fun! and remember to post any questions.
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