Which perk fallout 3




















This includes locks previously broken by a "Force Lock" attempt. With the Intense Training perk, you can put a single point into any of your S. Recommended to boost a stat up to 9 or 8 if you prefer using chems instead. This is typically the catch-all choice if you can't find a better perk instead.

However, you should avoid using this perk to boost a stat to 10, as Bobbleheads can raise stats as well. Level 04, Strength 3. With the Iron Fist perk, you do an additional 5 points of Unarmed damage perk rank. Not recommended, except for pugilist specialists.

There's generally more efficient weapons available. You'll sometimes have access to unique dialogue options when dealing with the opposite sex. More useful for females when doing diplomatic approaches, as there are more men within the game. Level 06, Endurance 5.

Not required. Alternatively, use an item that gives rad resistance. 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.

Level 12, Endurance 6. Level 14, Perception 6, Agility 6. Level 02, Strength 4. 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.

Level 14, Charisma 6, Barter 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. Additionally, all Mister Sandman kills earn bonus Experience Points. Level 10, Luck 6. You've gained your own personal guardian angel With this perk, the Mysterious Stranger will appear occasionally in V. Level 10, Science 50, Intelligence 5.

You've been pushed around long enough! With the Nerd Rage! This perk directly affects your "internal clock", and remains active both inside and outside. This may be good in combination with Solar Powered. However, there isn't much overall benefit from the skill. Level 20, Melee Weapons 80, Sneak The Ninja perk grants you the power of the fabled shadow warriors.

With Paralyzing Palm, you will sometimes perform a special V. Note that in order to perform the Paralyzing Palm, you must be completely unarmed. Essential for Pugilists, as can give breather room you require. This perk works with any "Unarmed" class weapon, despite the official description. Level 12, Explosives Recommended if you have access to it, as the Shishkebab is one of the better flaming weapons in the game.

Level 08, Endurance 5. Rad Resistance allows you to — what else? Not required, as you can easily recover from radiation at either doctors or from My First Infirmary.

It may be more efficient using Rad-X as required. But, even better, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state. 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. Level 08, Luck 5. With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would. Level 12, Agility 6, Sneak Topic Archived Page 1 2 3 4 5 6 7 8 9 10 11 12 13 of 13 Next Last.

Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards Fallout 3 Guide to Selecting Perks. User Info: darkfire Situational Perks This is a list of fairly strong perks, depending on how you play the game. I'll list the conditions in the description.

Action Boy Requires 6 Agility. Demolition Expert Requires 50 Explosives. Obviously useful for any character using explosives, and missible for everyone else.

Educated Requires 4 Intelligence. Technically, this is a skill perk; however, it's a skill perk that effectively gives you an additional 48 skill points. Players devoted to finding all skill books will find this perk redundant; everyone else should take it.

Grim Reaper's Sprint. THE perk for a ranged character. You'll be in VATS mode constantly, since several headshots at level 20 kill just about anything. Melee and Unarmed characters would obviously skip, as would any player who prefers to rely on their own aim rather than VATS. Iron Fist Requires 3 Strength. A must for an Unarmed character, and a waste of time for everyone else. Ninja Requires 80 Melee Weapons, 80 Sneak. A must for Melee and Unarmed characters. Note that Unarmed characters are kinda screwed here, since they need to get Melee Weapons up to 80 to qualify.

Oh well. Paralyzing Palm Requires 70 Unarmed. Obviously a must for Unarmed characters. Actually pretty useful for everyone else as well, since the Palm can take down Deathclaws and Super Behemoths. The skill requirements are pretty high if you aren't Unarmed, though, and ranged characters would probably prefer to Dart those enemies and kill at range.

Still, not a bad perk, especially considering the dearth of other options at level Pyromaniac Requires 60 Explosives. A must for melee characters, since it boosts the damage of the best melee weapon in the game the Shishkebab. Missable for everyone else. Silent Running Requires 6 Agility, 50 Sneak. Great for any sneaky character; you'll be able to Sneak Attack your way through entire buildings with this perk. Technically it's a convenience Perk for ranged characters, since you can get the same effects by moving very slowly.

More essential for Melee and Unarmed characters, since you'll need to rush the enemies before they turn around. Sniper Requires 6 Perception, 6 Agility. In practice, most of your VATS shots will be headshots. Strong Back Requires 5 Strength, 5 Endurance. Another convenience perk, but a fairly useful one.

Lets you carry more gear, whether for salvage purposes or for self-defense. Power Armor and Big Gun Weapons can really add up. Perks no one should get 1. Between the Bobbleheads and the sheer number of skill books in the game with Comprehension , you can easily get all of your skills to without Perks.

So why waste a perk like this? There is currently a level 20 cap on all advancement, so eventually everyone is at the same level. Those who don't pick the above perks have extra perk slots, though. These will be slightly more controversial than the ones above, but money is simply not a problem once you get past your low levels, assuming you know good scavenging techniques e. Whether it's somebody's first venture into the Capital Wasteland or the hundredth, this selection of perks should help make the decision-making process a bit easier when it comes time to level up.

Longtime fans of Fallout 3 don't need to be told that the Capital Wasteland is an awfully dangerous place. The list of things that can kill the Lone Wanderer is extensive, so possessing some extra Damage Resistance is always a plus.

The "Toughness" perk is thus highly recommended, particularly for beginners. The fact that it can be taken relatively early at Level 6 makes surviving the early game that much easier. Being able to take more damage means fewer annoying reloads after a nasty death. In a game that's all about survival, being able to outlast one's opponents in a fight is crucial. Dispatching foes quickly and efficiently is the ideal strategy, though that's easier said than done.

Scoring critical hits on enemies is a surefire way to end a fight early. The aptly titled "Better Criticals" perk helps with this task immensely.

With this perk, attacks that hit a target's weak points are even more devastating than they were before. For players who enjoy picking apart their enemies like a surgeon, "Better Criticals" is essential. Most of the weapons players encounter in the game are firearms of some sort. Depending on one's playstyle, fans may choose to favor rifles, pistols, or both! When using these weapons with V. Take one or both of these perks if planning to utilize projectile weaponry. Unfortunately, humans aren't the only enemies players need to worry about in Fallout 3.

The Capital Wasteland's mutated wildlife can pose a major threat if fans happen to wander into the wrong area.

Insects, such as ants, can be plenty dangerous when attacking in a swarm. To help with the pest problem, players may want to consider taking the "Entomologist" perk early in the game. Besides, dealing more damage is never a bad thing! Players certainly don't lack options when it comes to choosing a build for the Lone Wanderer.

A stealth-based character or one who prioritizes sniping are viable choices, to be sure. Best of all, there are a handful of perks that can help make playing as an expert assassin a more dynamic experience. For those who enjoy taking down their enemies with minimal fuss, "Finesse" is an ideal mid-level perk.

Characters with a high Luck rating or who also plan on investing in "Better Criticals" will reap a noticeable reward when it comes to their offensive capabilities. If the player is also diligent about collecting bobbleheads , it's possible to attain perfect stats with this perk.

The only drawback is that the player can't receive this perk until Level By that point, the Lone Wanderer will already be quite powerful. The majority of Fallout 3 consists of either fighting or talking.

It's worth noting that "Black Widow" is only available for female characters, while "Lady Killer" is for males.



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