Fallout 3: List of all perks, part 4 Fallout 3 Guide
Last update: 02 November 2022
PYROMANIAC - lvl12; req: Explosives 60; ranks: 1 Effects: Increased damage with fire-based weapons by 50% Additional info: By fire-based weapons I mean mostly the flamethrower, but also a Shishkebab and a Nuka-grenade. Not that bad, especially if you like to play with fire. | |
SNIPER - lvl12; req: Agility 6, Perception 6; ranks: 1 Effects: Increased chances of a successful headshot while using V.A.T.S. system Additional info: As you've probably noticed, the requirements for this perk are relatively big, but you should try and get it. The main reason is that most of the headshots end with your enemy dying. The only real exceptions are when you're attacking supermutants or heavily armed soldiers. Remember that you'll receive bonus only for a V.A.T.S. kill, so you can't rely on fighting in real time. | |
FAST METABOLISM - lvl12; ranks: 1 Effects: Increased regeneration by 20% when using stimpacks. Additional info: This might seem like an interesting perk, because the stimpacks are the common means to replenish health supplies, however spending an entire point on this is a little too much, especially since you shouldn't have problems with running out of medical supplies. | |
LIFE GIVER - lvl12; req: Endurance 6; ranks: 1 Effects: Health bar 30 points longer Additional info: You should only invest in this perk if you've already chosen Nerd Rage! Otherwise I wouldn't recommend taking it, because it'll be too weak. | |
CHEMIST - lvl14; req: Medicine 60; ranks: 1 Effects: All chemical substances in your organism last twice as long Additional info: This is an interesting perk, because not only it affects popular drugs, but it also works with Med-X, Rad-X and RadAway. You can also count on the Stealth Boy protecting you for a longer period of time which may come in handy while trying to stay in the shadows. | |
CYBORG - lvl14; req: Medicine 60, Science 60; ranks: 1 Effects: Increased resistance to radiation, damage and poison by 10%, Energy weapons skill raised by 10 points Additional info: As you've probably noticed, this skill is versatile. You can count on a lot of interesting bonuses. Not only you'll be better protected, but you'll also inflict more serious wounds with a plasma rifle or other energy guns. Don't forget not to put 100 points into Energy weapons, so you won't put one of the bonuses to waste. The only downside is that you must raise the Medicine skill to 60 points in order to unlock this perk. | |
MASTER TRADER - lvl14; req: Charisma 6, Barter 60; ranks: 1 Effects: Merchants lower their prices by 25% Additional info: The difference is quite significant, however you'll only notice this when buying most expensive armors and guns. I would recommend ignoring this perk and acquiring the best equipment on your own. You should know that you won't have any serious problems getting your hands on a lot of money, as long as you sell whatever you found and explore new locations. | |
LIGHT STEP - lvl14; req: Perception 6, Agility 6; ranks: 1 Effects: Immunity to landmines and other floor traps Additional info: This is a very bad perk. I assume that at level 14th you've been able to raise your Explosives skill, so you don't have to worry about not being able to disarm traps. Furthermore, you should take your time in defusing landmines and other objects, because they'll be added to your inventory. | |
LAWBRINGER - lvl14; ranks: 1 Effects: Ability to take fingers of bad people and to collect rewards for them Additional info: You should only be interested in this park if you want to build up a good character. You can track down and kill not only people (Talon company mercenaries, slavers, Enclave soldiers and others), but intelligent ghouls as well. If you want to find out where to deliver all fingers talk to Lucas Simms in Megaton. He will direct you to Sonora Cruz. This woman can be found to the north of Wheaton armory. | |
CONTRACT KILLER - lvl14; RANKS: 1 Effects: Ability to collect ears of good people and to exchange them for bottle caps Additional info: This is a negative version of the Lawbringer perk. You should choose it only if you're playing as a bad character. Sadly, the list of potential candidates for execution is smaller. You can kill some of the merchants, Brotherhood of Steel members, slaves and friendly ghouls. In order to receive your reward (5 caps for every ear) you must travel to the Scrapyard and talk to Littlehorn. | |
ADAMANTIUM SKELETON - lvl14; ranks: 1 Effects: All four limbs receive only half of damage they should Additional info: You should know by now that your limbs are being broken or badly damaged not that often as you would have suspected. As a result I see no reason to waste one point on this perk, especially since you can always go to the doctor or heal by yourself. | |
TAG! - lvl16; ranks: 1 Effects: Fourth skill specialization becomes available to you Additional info: Not that good as you would have anticipated, because by the time you've reached level 16 most of the skills you're interested in should already be at maximum or somewhere near the top value. |