Perks
Every three levels, starting with level 3 (every four levels starting with level four
if you have the "skilled" trait) you will have the option of taking a perk.
Perks are similar to traits except that unlike traits they have only positive affects. To pick your perk
open up the character screen when you hit the required level, a box will pop up allowing you to pick your perk.
If you don't want to pick a perk at this time cancel out of the screen and you can return later to pick a perk. Be warned though
if you go up another three levels without picking your perk than you will only be able to get one perk not two.
Some perks have more than one rank and can be selected more than once for increased benefits each time. All perks
have various requirements based on your level, statistics, and skills. If you don't meet the requirements
for a perk you can take drugs to give you a temporary stat boost, or put your skill points into the necessary skill to get the perk in
question. Remember not all perks are right for everyone, which perk is best for you depends on your
character type, playing style, and personal preference; if you don't agree with my opinions on a perk
ignore them. Perks help define your character, pick the one that is best for YOUR character.
Here is the list of perks
Action Boy: Each level of action boy (insert Girl if you wish) will
give you an additional AP to spend every combat turn. You can use these generic AP's on any task.
Number of Ranks: 3 Requirements: 5 Agility, Level 12 Notes: This is useful to get that
one extra action point you've always needed. If this doesn't give you enough AP to get an extra
attack per turn though, I wouldn't recommend it.
Animal Friend: Animals will not attack
one of their friends, unless the animal is threatened or attacked first. Exactly what an animal is in this world is
open to debate. Number of Ranks: 1 Requirements: 5 Intelligence, 25% Outdoorsman, Level 9
Notes: No, by the time you get this (level 9) the only animal that will give you trouble is
the Deathclaw, and he tends to ignore this perk. I don't suggest choosing this perk
Awareness: You are more likely to notice details. You will get more detailed information about a
target when you examine it, including weapon info and hit point level. Number of Ranks: 1
Requirements: 5 Perception, Level 3 Notes: None of the level three perks are spectacular, but
Awareness isn't a bad choice, especially for combat intensive characters.
Better Criticals: The critical hits you cause in
combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that
more damage will be done. This does not affect the chance to cause a critical hit. Number of Ranks: 1
Requirements: 6 Perception, 6 Luck, 4 Agility, Level 9 Notes: Pretty good if you are playing a
sniper character, otherwise this isn't very good. If you have the fast shot trait do NOT pick this.
Bonus HtH Attacks: You have learned
the secret arts of the East, or you just punch faster. In any case, your hand-to-hand attacks cost
1 AP less to perform. Number of Ranks: 1 Requirements: 6 Agility, Level 6 Notes:
This is an absolute must have for HtH fighters. If you fight with guns don't get this perk.
As a bonus, the requirements for this perk are very low.
Bonus HtH Damage: Experience in unarmed combat has given you the
edge when it comes to damage. You cause +2 points of damage with
punches and kicks for each level of this perk. Number of Ranks: 3 Requirements: 6 Agility,
6 Strength, Level 3 Notes: This isn't that bad of a perk. +2 damage may not seem like that much,
but keep in mind HtH fighters generally get several attacks per round. Also the fact that this
is a level three perk should be kept in mind.
Bonus Move: For each level of Bonus Move, you get 2 free AP's each combat turn
that can only be used for movement. In other words, you can move 2 free hexes each turn for each level of this Perk.
Number of Ranks: 3 Requirements: 5 Agility, Level 6 Notes: Not suggested; AP's are for
fighting not moving, and you will often have a few AP's left over in any given round anyway. The
only time this is useful is for cheap players that like to pop out from cover and hid before their turn is over.
Bonus Ranged Damage: Your training
in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk, you
do +2 points of damage with ranged weapons. Number of Ranks: 2 Requirements: 6 Agility, 6 Luck, Level 6
Notes: I wouldn't get this; by the end of the game that +2 damage is barely going to make a dent
in the enemy.
Bonus Rate of Fire: This perk allows you to pull the trigger a little faster and still remain
as accurate as before. Each ranged weapon attack costs 1 AP less to perform. Number of Ranks: 1
Requirements: 7 Agility, 6 Intelligence, 4 Perception, Level 9 Notes: If you fight with
guns, then you want to get this as soon as you hit level 9. This is by far my favorite perk.
Cult of Personality:
Your reputation is always positive to people. Without this perk, a large negative reputation would
have a bad effect on good-natured people. Works with a good rep and bad people to. Number of
Ranks: 1 Requirements: 10 Charisma, Level 12 Notes: You may want to get this, but the average
player will not use this perk. Only a few situations depend on your karma. In addition to this, the
requirements for this perk are incredibly high.
Dodger: You are less likely to be hit in combat,
if you have this perk. Every level will add +5% to your Armor Class, in addition to the AC bonus from
any worn armor. Number of Ranks: 2 Requirements: 4 Agility, Level 9 Notes: Your armor class
will average at about 20, this means this perk only gives you 1 additional point in armor class, skip it.
Earlier Sequence:
You are more likely to move before your opponents in combat, since your Sequence is +2 for each level
of this perk. Number of Ranks: 3 Requirements: 6 Perception, Level 3 Notes: No, +2 sequence
will not be a huge help. Most combat should take longer than one turn or be initiated by you anyway.
Educated:
Each level of Educated will add +2 skill points when you gain a new experience level. This perk
works best when purchased early in your adventure. Number of Ranks: 3 Requirements: 6 Intelligence,
Level 6 Notes: This seems useful at first but if your ending level is 12, you will only get an additional
12 skill points from this perk, the average skill increasing perk gives you a 40% boost. Don't get this.
Empathy: You have studied other human beings, giving you the inside knowledge of
their emotional reaction to you. You will see the reaction level of the person you are talking to,
when involved in an in-depth conversation. Number of Ranks: 1 Requirements: 7 Perception, 5
Intelligence, Level 6 Notes: Somewhat useful, dialogue is color coded so you can see the person's reaction.
I usually don't get this though; most reactions are fairly obvious without this perk.
Explorer: The mark of the Explorer is to search out new and interesting
location. With this perk, you have a greater chance of finding special places or people. Number of Ranks: 1
Requirements: Level 9 Notes: Not bad if you just want to find all the secret encounters. Only
the level requirement is so high, by this time there are much better perks to choose from.
Faster Healing: With each level of this perk, you will gain a +1 bonus
to your healing rate. Thus you heal faster. Number of Ranks: 3 Requirements: 6 Endurance, Level 3
Notes: No, the increase in healing rate is miniscule; there are plenty of other ways to heal yourself, forget it.
Flower Child: With this perk you are much less likely to be addicted to chems (50% less likely
actually), and you suffer half the withdrawal time of a normal person. Number of Ranks: 1
Requirements: 5 Endurance, Level 9 Notes: If you are a heavy drug user get this, if you are clean
or merely an occasional user pass it up.
Fortune Finder: You have the talent of finding money.
You will find additional money in random encounters in the desert. Number of Ranks: 1
Requirements: 8 Luck, Level 6 Notes: No, the amount of money found in the desert is totally
insignificant, and it requires 8 luck. Don't get this
Friendly Foe: Characters that are part of your team are highlighted
green in combat instead of red, if you have this perk. Red highlighted characters may still be non-hostile
towards you. Number of Ranks: 1 Requirements: 4 Perception, Level 6 Notes: I generally
don't get this, it's usually easy to tell which characters are your NPC's, and the part about enemies
being non-hostile never seems to work. If you find yourself accidentally shooting your friends a lot though, take it.
Ghost: When the
sun goes down, or you are in a poorly lit area, you move like a ghost with this perk. Your Sneak skill
is enhanced +20% during darkness conditions. Number of Ranks: 1 Requirements: 60% Sneak, Level 6
Notes: Eh, only the most hardcore thieves should get this one, everyone else can pass it up.
Healer: The healing of bodies comes easier to you with this perk. Each level will add 2-5
more hit points healed when using the First Aid or Doctor skills. Number of Ranks: 3 Requirements:
7 Perception, 6 Agility, 5 Intelligence, 40% First Aid, Level 3 Notes: Not bad, if you're going
to play a doctor character this is a good choice, and the level requirement can't be beat.
Heave Ho!: Each level of the
Heave Ho! perk will give your thrown weapons an additional +2 strength for purposes of determining
range only. Number of Ranks: 3 Requirements: Level 6 Notes: No, most people don't use
throwing weapons, and if your character is designed for throwing (s)he should already have high
strength.
Lifegiver: With each level of
this perk, you gain an additional 4 hit points per level. This may not seem like a lot, but every
little bit helps. Number of Ranks: 3 Requirements: 4 Endurance, Level 12 Notes: This is really
good, but the level requirement is quite high, by this time you should be close to finishing the game.
Only get this if you have very high levels
Master Thief:
A Master Thief has a one-time bonus of +10% to the Sneak, Lockpick, Steal, and Trap skills. Rob from
the rich, and give it to you. Number of Ranks: 1 Requirements: Level 12 Notes: Gives a
nice little shot to all the thiefly skills, I am not a big fan of skill improvement perks, but a
thief character could do worse than picking this perk.
Master Trader:
You have mastered one aspect of bartering - the ability to buy goods far cheaper than a normal person.
With this perk, you get a 25% discount for purchasing items from a store of another trader.
Number of Ranks: 1 Requirements: 7 Charisma, 60% Barter, Level 9 Notes: Quite good, but the level
requirement is a little too high, only get this if you are having serious money troubles.
Medic: The Medic perk will
give you a one-time bonus of +20% to the First Aid and Doctor skills. Healing skills are a good
thing. Number of Ranks: 1 Requirements: Level 12 Notes: No, First Aid can be increased with books,
and the level requirement is insane. If you want a medical perk, pick "Healer".
Mental Block: Mental Block is the
ability to tune out any outside mental interference. You must have learned this talent from a passing
guru, or a really late night at a bar. Number of Ranks: 1 Requirements: Level 15
Notes: This protects you from the Master's psychic attacks in his corridor. Don't get this;
you can just get the psychic nullifier on the second floor of the Master's vault, which gives the
same benefits.
More Criticals: You are more likely to cause critical hits in combat if you have this perk.
Each level of More Criticals will give you a +5% chance to cause a critical hit. This is a good
thing. Number of Ranks: 3 Requirements: 6 Luck, Level 6 Notes: Not a bad choice, gives a
nice little bonus with undemanding requirements. Good for most characters.
Mr. Fixit: This perk will give
you a one-time bonus of +20% to the Repair and Science skills. A little late night cramming never hurt
anybody, especially you. Number of Ranks: 1 Requirements: Level 12 Notes: Normally I
don't like skill perks, but this one may be just what you need to get that science and repair skill
high enough for the endgame.
Mutate!: The
radiation of the wasteland has changed you! One of your Traits has mutated into something else...
Number of Ranks: 1 Requirements: Level 9 Notes: Ugh no, you should have picked the correct
traits in the beginning, only get this if one of your traits is seriously screwing you over.
Mysterious Stranger: With this perk, you
have gained the attention of a Mysterious Stranger, who will appear to help you from time to time.
If your ally is lost in combat, do not expect him or her to be replaced. Number of Ranks: 1
Requirements: 7 Luck, Level 6 Notes: Not a bad choice for pacifists, as the only fighting
they do is in random encounters, the luck requirement is pretty high though.
Night Vision: With the Night Vision perk, you can see in the
dark better. Each level of this perk will reduce the overall darkness by 10%. Number of Ranks: 3
Requirements: 6 Perception, Level 3 Notes: No, you will probably act mostly during the day,
and it doesn't make that much of a difference anyway. This is just about worthless.
Pathfinder: The pathfinder is better able to find the
shortest route. With this perk, your travel time on the World Map is reduced by 25% for each level.
Number of Ranks: 2 Requirements: 6 Endurance, 40% Outdoorsman, Level 6 Notes: The only
time I would get this is if I were playing through a second time trying to get all the best endings,
where speed is very important, otherwise no.
Pickpocket:
You are much more adept at stealing than the normal crook. You can steal with the best of them, because
of this perk; you can ignore size and facing modifiers when stealing from a person. Number of Ranks: 1
Requirements: 8 Agility, 80% Steal, Level 9 Notes: No, you should just steal from behind
it takes no extra effort. The requirements are brutal, and anyway by the time you have 80% steal
you won't be having any big problems with pick pocketing people.
Presence: You command attention by just walking
into a room. The initial reaction of another person is improved by 10% for each level of this perk.
Number of Ranks: 3 Requirements: 6 Charisma, Level 3 Notes: The only time you might
need this is with very low charisma, but 6 charisma is required for this perk. Skip it.
Quick Pockets: You have learned
to better store your equipment on your person. With each level of this perk, the AP cost to access inventory in
combat is reduced by one. Number of Ranks: 3 Requirements: 5 Agility, Level 3
Notes: Only one AP cost? This perk is nothing special, the only thing it has going for it is it's
level requirement.
Rad Resistance: You are better able to avoid radiation, and the bad affects radiation causes.
Each level of this perk will improve your radiation resistance by 10%. Number of Ranks: 3
Requirements: 6 Endurance, 4 Intelligence, Level 6 Notes: No way! 10% won't make any difference
you need 100% and that will still take two Rad-X's. Do NOT get this.
Ranger: You are better able to avoid
unwanted attention while traveling through the wasteland. Your chance of a hostile random encounter
is lowered by each level of this perk. Number of Ranks: 3 Requirements: 6 Perception, Level 6
Notes: If you find yourself plagued by irritating random encounters go ahead and get this.
Scout: You have improved you ability to see distant locations, increasing the size
of explorations on the world map by one square in each direction. Number of Ranks: 1
Requirements: 8 Perception, Level 3 Notes: No, you should have a general idea of each towns location
by talking to citizens.
Scrounger: You can find more ammo than the normal
post-holocaust survivor. This perk will double the amount of ammo found in random encounters.
Number of Ranks: 1 Requirements: 8 Luck, Level 9 Notes: Same deal as fortune finder, not only
does this have ridiculous requirements it's not useful at all. You won't need ammo and you won't need
this perk.
Sharpshooter: The talent of hitting
things at longer distances. You get a +2 bonus, for each level of this perk, to Perception for
the purposes of determining range modifiers. It's easier than ever to kill at long range!
Number of Ranks: 2 Requirements: 7 Perception, 6 Intelligence, Level 6 Notes: Not bad,
the only problem is if you have 7 Perception you won't need this as much. You can get it at level 6 though
so it's not a bad choice.
Silent Death:
While sneaking, if you hit a critter in the back, you will cause double damage using a HtH attack. Silent
Death is that kind of perk. Number of Ranks: 1 Requirements: 10 Agility, 80% Sneak, Level 18
Notes: This is what the ultimate thief character will have. If you can pull this off consistently
you can kill anyone. The only problem is the requirements for this are just insane and you won't be able
to get it until the very end of the game.
Silent Running: With this perk, you now have the ability to move quickly and still remain
quiet. You can sneak, and run at the same time. Without this perk, you would automatically stop sneaking
if you ran. Number of Ranks: 1 Requirements: 6 Agility, 50% Sneak, Level 6 Notes: Not too
bad for a thief, it allows you to just leave sneak on most of the time. Not spectacular, and not a
good choice for a non-thief character.
Slayer: The Slayer walks the earth! In HtH combat, all your hits are upgraded to critical hits - causing
destruction and mayhem. Number of Ranks: 1 Requirements: 8 Agility, 8 Strength, 80% Unarmed, Level 18
Notes: The ultimate HtH fighters have this perk. The only problem is once again the requirements,
which are simply brutal. If you can get this by all means do it.
Smooth Talker: A Smooth Talker has learned to increase their options in dialogue,
without understanding what they are talking about. Each level of this perk will increase your intelligence by one,
for purposes of dialogue only. Number of Ranks: 3 Requirements: 4 Intelligence, Level 3
Notes: I rather like this perk. The requirements are very low, a good choice for your first perk.
Snakeater: Yum! Tastes like chicken. You have gained an immunity to poison, resulting in a
+25% to your poison resistance. Number of Ranks: 1 Requirements: 3 Endurance, Level 6
Notes: No no no. Don't get this, you will almost never deal with poison, it does very little damage,
and this perk provides little protection.
Sniper: You have mastered the firearm as a source of pain. With this perk any successful hit in combat with a
ranged weapon will be upgraded to a critical hit if you also make a luck roll. Number of Ranks:
1 Requirements: 8 Agility, 8 Perception, 80% Small Guns, Level 18
Notes: The ultimate perk for firearms users. If you use guns, and you can meet the incredible
requirements then you must get this perk.
Speaker: Being a speaker
means you have a one-time bonus of +20% to the Speech and Barter skills. From the mouth of babes and
all that. Number of Ranks: 1 Requirements: Level 12 Notes: I'm not a big fan of skill
perks but Speech and Barter are both useful, you can get this if you want but I don't highly recommend it.
Strong Back: AKA Mule. You can
carry an additional 50 lbs. of equipment for each level of this perk. Number of Ranks: 3
Requirements: 6 Strength, 6 Endurance, Level 3 Notes: This is nice, the level requirement is three,
and it makes you require less irritating inventory rearrangement. If you like to carry a ton of stuff, get this.
Survivalist: You are a master of the outdoors.
This perk confers the ability to survive in hostile environments. You get a +20% bonus to Outdoorsman
for survival purposes, for each level of this perk. Number of Ranks: 3 Requirements: 6 Endurance,
6 Intelligence, 40% Outdoorsman, Level 3 Notes: Ugh a +20% bonus to one skill? At least it's level three, but
it doesn't even allow you to avoid random encounters, which is the main point of the outdoorsman skill! Don't get this.
Swift Learner: You are indeed a Swift Learner
with this perk, as each level will give you an additional +5% bonus whenever you earn experience points.
Best purchased at an early level. Number of Ranks: 3 Requirements: 4 Intelligence, Level 3
Notes: This seems great at first glance; you only need level three and a five percent bonus.
But a 5% bonus is not going to be that big of help. Assuming a final EXP of 100,000 points (more than I usually finish with)
that would only give you an extra 5000 experience points, pathetic, don't get this.
Tag!: Your skills have improved to the point where you can pick up an additional Tag Skill,
increasing that skill by +20% immediately and 2% per skill point spent. Number of Ranks: 1
Requirements: Level 12 Notes: A great choice for pumping up a neglected skill (like energy weapons)
for the end game. This is a great choice if you need more skill points, I recommend it.
Toughness: When you are tough you take less damage. Each level of this perk
will add +10% to your general damage resistance. Number of Ranks: 3 Requirements: 6 Endurance,
6 Luck, Level 3 Notes: A great skill, it only requires level three and can be bought three times for
huge damage resistances. A great choice.
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