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 With the Silent Running perk, you gain an additional 10 points to Sneak , and running no longer factors into a successful sneak attempt. You're obsessed with really big weapons.
With each rank of this perk, you gain an additional 15 points to the Big Guns Skill. Gives a good boost, but not required since those weapons generally inflict heavy damage even in unskilled players. Level 12, Agility 6, Perception 6.
Essential aside from the bug , as head attacks are more damaging especially when they are critical. Level 20, Endurance 7. With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost health.
Level 08, Strength 5, Endurance 5. User Info: darkfire darkfire 12 years ago 1 This is a list of useful and useless perks from a game mechanics perspective only. This means that I'm only looking at strategies and numbers for building a strong character.
I'm not examining whether a perk makes the game more fun, whether it makes for better roleplaying, or anything of that nature. That said, those goals are not incompatible with the perks I've chosen. I've combined the previous two posts into a single post for stickyiness. Perks everyone should get 1. Better Criticals Requires 6 Perception, 6 Luck : Critical hits are extremely useful in the Fallout universe, and doing extra damage is often the difference between a one-shot Sneak Attack which doesn't aggro everyone else and a wounded but living target which aggros all his friends.
Comprehension Requires 4 Intelligence. Skill books give 2 points instead of 1. Since there are over skill books in the game, this Perk is worth over skill points even a casual play through should net around 60 books.
The reason that all the other skill perks are not worth it is because this skill perk is so overwhelmingly dominating. Note that there are some relatively steep skill requirements to get it; fortunately, you have until Level 14 to reach them.
Finesse: More criticals are always welcome. Despite the confusing skill description, this skill is not redundant if your Luck is over 5.
I suppose you can skip this if you're committed to all Sneak Attacks all the time, but in practice you'll be forced to fight some aware enemies now and then. Intense Training. This is more of a fallback perk: if you don't see any better options, you'll never go wrong with IT. Since you will often not see any better options see below , you'll pick IT a few times.
Toughness Requires 5 Endurance. And that's it. Pretty short list, eh? Let it not be said that Fallout requires a certain perk build. User Info: darkfire darkfire Topic Creator 12 years ago 2 Situational Perks This is a list of fairly strong perks, depending on how you play the game.
User Info: darkfire darkfire Topic Creator 12 years ago 3 Perks no one should get 1. User Info: darkfire darkfire Topic Creator 12 years ago 4 Other Perks The perks that aren't on any list are "flavor" perks: they aren't useless, but are also not as useful as the ones I listed here. User Info: htb htb 12 years ago 5 how many more are you going to make? User Info: darkfire darkfire Topic Creator 12 years ago 7 Oh yeah; please request sticky. User Info: Suibom Suibom 12 years ago 8 Sticky requested.
User Info: hauntbot hauntbot 12 years ago 9 other than a few technicalities- such as thinking robotics expert is definitely more useful than night person, and even entomologist is about as useful in other words Do you still play Fallout 3? I have figured out how to fix the Scrap Metal Exploit in Fallout 3.
Ok there is a locked cellar in Springvale Side Quest. Blowing up Megaton Where can I find the key for the cell in vault tech HQ? How often do you get perks Fallout 3? How do you increase your special in Fallout 3? How many perks can you have Fallout 1? How many perks can you get in FNV? Is junk rounds a good perk? Is Educated perk worth it New Vegas?
Is Tag perk worth it New Vegas? What is the best perk in New Vegas? Is swift learner a good perk? Is fast metabolism good New Vegas? Finesse increases your Luck by 5 when shooting for the purposes of determining Critical Hits.
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