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Fallout 3 Perk List


ElboBlie
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Perk List (Sorted By Level)

Daddy's Boy (Level 2 - Must have 4 Intelligence) - "You gain an additional 5 points to both the Science and Medicine skills." (3 Ranks)

 

Gun Nut (Level 2 - Must have 4 Intelligence & Agility) - "With each rank of the Gun Nut perk, you gain an additional 5 points to the Small Guns and Repair skills." (3 Ranks)

 

Intense Training (Level 2) - "With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes." (10 Ranks)

 

Lady Killer/Black Widow (Level 2) - "You do +10% damage against opponents of the opposite sex. You'll sometimes have access to unique dialogue options when dealing with the opposite sex." (1 Rank)

 

Little Leaguer (Level 2 - Must have 4 Strength) - "With every rank, you gain 5 points of Melee Weapons skill and 5 points of Explosives skill." (3 Ranks)

 

Swift Learner (Level 2 - Must have 4 Intelligence) - "With each rank in the Swift Learner perk, you gain an additional 10% of total Experience Points whenever Experience Points are earned." (3 Ranks)

 

Thief (Level 2 - Must have 4 Agility & Perception) "With each rank of the Thief perk, you gain an immediate bonus 5 points to both Sneak and Lockpick skills. " (3 Ranks)

 

Child at Heart (Level 4 - Must have 4 Charisma) "The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices. " (1 Rank)

 

Comprehension (Level 4 - Must have 4 Intelligence) "With the Comprehension perk, you gain one additional skill point whenever a skill book is read. " (1 Rank)

 

Educated (Level 4 - Must have 4 Intelligence) "With the Educated perk, you gain three more skill points every time you advance in level." (1 Rank)

 

Entomologist (Level 4 - Must have 4 Intelligence & 40 Science) "With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect" (1 Rank)

 

Iron Fist (Level 4 - Must have 3 Strength) "With the Iron Fist perk, you do an additional 5 points of Unarmed damage perk rank." (3 Ranks)

 

Scoundrel (Level 4 - Must have 4 Charisma) "Each rank raises your Speech and Barter skills by 5 points." (3 Ranks)

 

Bloody Mess (Level 6) "With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and you'll do 5% extra damage with all weapons." (1 Rank)

 

Demolitions Expert (Level 6 - Must have 50 Explosives) "With each rank of this perk, all of your explosive weapons do an additional 20% damage." (3 Ranks)

 

Fortune Finder (Level 6 - Must have Luck 5) " With the Fortune Finder perk, you'll find considerably more Nuka-Cola caps in containers than you normally would." (1 Rank)

 

Gunslinger (Level 6) "While using a pistol(or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased." (1 Rank)

 

Lead Belly (Level 6 - Must have 5 Endurance) "With the Lead Belly perk, you take 50% less radiation every time you drink from an irradiated water source." (1 Rank)

 

Toughness (Level 6 - Must have 5 Endurance) "With the Toughness perk, you gain +10% to overall Damage Resistance, up to the maximum of 85%." (1 Rank)

 

Commando (Level 8) "While using a rifle (or similar two-handed weapon), your accuracy in V.A.T.S. is significantly increased." (1 Rank)

 

Impartial Mediation (Level 8 - Must have 5 Charisma) "With the Impartial Mediation perk, you gain an extra 30 points to Speech... so long as you maintain a Neutral Karma level." (1 Rank)

 

Rad Resistance (Level 8 - Must have 5 Endurance) "Rad Resistance allows you to -- what else? -- resist radiation. This perk grants an additional 25% to Radiation Resistance." (1 Rank)

 

Scrounger (Level 8 - Must have 5 Luck) "With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would." (1 Rank)

 

Size Matters (Level 8 - Must have 5 Endurance) "You're obsessed with really big weapons. With each rank of this perk, you gain an additional 15 points to the Big Guns Skill." (3 Ranks)

 

Strong Back (Level 8 - Must have 5 Endurance & Strength) "With the Strong Back perk, you can carry 50 more pounds of equipment." (1 Rank)

 

Animal Friend (Level 10 - Must have 6 Charisma) "At the first rank of this perk, animals simply won't attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin." (2 Ranks)

 

Finesse (Level 10) "With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of Luck." (1 Rank)

 

Here and Now (Level 10) "The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings." (1 Rank)

 

Mister Sandman (Level 10 - Must have 60 Sneak) "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. And, all Mister Sandman kills earn bonus XP." (1 Rank)

 

Mysterious Stranger (Level 10 - Must have 6 Luck) " You've gained your own personal guardian angel... armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency." (1 Rank)

 

Nerd Rage! (Level 10 - Must have 5 Intelligence and 50 Science) "You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain 50% to damage resistance whenever your Health drops to 20% or below." (1 Rank)

 

Night Person (Level 10) "When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your "internal clock", and remains active both inside and outside." (1 Rank)

 

Cannibal (Level 12) "With the Cannibal perk, when you're in Sneak mode, you gain the option to eat a corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature." (1 Rank)

 

Fast Metabolism (Level 12) " With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks." (1 Rank)

 

Life Giver (Level 12 - Must have 6 Endurance) "With the Life Giver perk, you gain an additional 30 hit points." (1 Rank)

 

Pyromaniac (Level 12 - Must have 60 Explosives) "With the Pyromaniac perk, you do +50% damage with fire-based weapons, like the Flamer and Shishkebab." (1 Rank)

 

Robotics Expert (Level 12 - Must have 50 Science) " With the Robotics Expert perk, you do an additional 25% damage to any robot. But, even better, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state." (1 Rank)

 

Silent Running (Level 12 - Must have 6 Agility and 50 Sneak) "With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt." (1 Rank)

 

Sniper (Level 12 - Must have 6 Perception and Agility) "With the Sniper perk, your chance to hit an opponent's head in V.A.T.S is significantly increased." (1 Rank)

 

Adamantium Skeleton (Level 14) "With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would." (1 Rank)

 

Chemist (Level 14 - Must have 60 Medicine) "With the Chemist perk, any chems you take last twice as long." (1 Rank)

 

Contract Killer (Level 14) "Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and negative Karma." (1 Rank)

 

Cyborg (Level 14 - Must have 60 Medicine and Science) "The Cyborg perk instantly adds +10% to your Damage, Poison, and Radiation Resistances, and 10 points to the Energy Weapons skill." (1 Rank)

 

Lawbringer (Level 14) " 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." (1 Rank)

 

Light Step (Level 14 - Must have 6 Perception and Agility) "With the Light Step perk, you'll never set off an enemy's mines or floor-based traps." (1 Rank)

 

Master Trader (Level 14 - Must have 6 Charisma and 60 Barter) "When you take the Master Trader perk, the price of every item you buy from a vendor is reduced by 25%." (1 Rank)

 

Action Boy/Girl (Level 16 - Must have 6 Agility) "With the Action Boy/Girl perk, you gain an additional 25 Action Points to use in V.A.T.S." (1 Rank)

 

Better Criticals (Level 16 - Must have 6 Perception and Luck) "With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent." (1 Rank)

 

Chem Resistant (Level 16 - Must have 60 Medicine) "Having the Chem Resistant perk means you're 50% less likely to develop an addiction to chems, like Pyscho or Jet." (1 Rank)

 

Tag! (Level 16) " The Tag! perk allows you to select a fourth Skill to be a Tag Skill, which instantly raises it by 15 points." (1 Rank)

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Infiltrator (Level 18 - Must have 7 Perception and 70 Lockpick) "With Infiltrator, if a lock is broken, and can't normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a "Force Lock" attempt." (1 Rank)

 

Paralyzing Palm (Level 18 - Must have 70 Unarmed) "With Paralyzing Palm, you will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds. Note that in order to perform the Paralyzing Palm, you must be completely unarmed." (1 Rank)

 

Explorer (Level 20) "When you choose the Explorer perk, every location in the world is revealed on your map." (1 Rank)

 

Grim Reaper's Sprint (Level 20) "If you kill a target in V.A.T.S., all your Action Points are restored upon exiting V.A.T.S." (1 Rank)

 

Ninja (Level 20 - Must have 80 Melee Weapons & Sneak) "When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal." (1 Rank)

 

Solar Powered (Level 20 - Must have 7 Endurance) "With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost health."

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