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Fallout 3 - Perks part 3 - game guide, walkthrough, secrets, game tips & strategies

Fallout 3 Game Guide
Perks part 3
by Jacek "Stranger" Halas (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
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Perks part 3  (74/83)

 

SIZE MATTERS – lvl8; req: Endurance 5; ranks: 3

Effects: Each level raises your Big guns skill by 15 points

Additional info: It’s an interesting perk, however it only modifies one skill. Still, 15 points per level is a lot. You can achieve similiar effects by choosing a perk that increases the amount of skill points with each level up or by finding enough books on Big guns. The decision is up to you. I would recommend spending at least one point on this perk, if not more.

SCROUNGER – lvl8; req: Luck 5; ranks: 1

Effects: You can find nearly twice as much ammunition in crates, lockers etc.

Additional info: I guess you may have a serious dilemma here. Finding ammuntion for better weapons is often difficult and not all the merchants are offering it. Choose this perk if you plan on using rare weapons or if you don’t mind wasting a lot of ammo on enemy beings.

NIGHT PERSON – lvl10; ranks: 1

Effects: Bonus to Perception and Intelligence (2 each but no more than 10) at night

Additional info: This might seem as an interesting perk, but I wouldn’t recommend travelling only at night, because not only you’ll become more likely to surprised by hostile creatures, but you’ll also have some serious problems finding the landmarks.

FINESSE – lvl10; ranks: 1

Effects: Increased chances of critical strikes (equal to having five additional points of Luck)

Additional info: Interesting perk which can make winning battles easier. For a better effect you should raise the Luck on your own, so you’ll have maximum chances of scoring a critical hit.

MISTER SANDMAN – lvl10; req: Sneaking 60; ranks: 1

Effects: Ability to kill someone during their sleep without raising an alarm

Additional info: I think you’ll agree with me that it’s a very unique perk. Sadly, it’s not useful when it comes to eliminating other characters. Consider taking it only if you want to be as bad as possible. Remember to perform these actions during the night, because it’ll be more likely to find the victims in their beds. You’ll also have to brake into their homes, so don’t forget to spend a few points on Lockpicking.

ANIMAL FRIEND – lvl10; req: Charisma 6; ranks: 2

Effects: Wild animals are neutral towards you (level 1) or they follow you and attack your enemies (not animals)

Additional info: This perk also has funny effects. Sadly you can’t take control over stronger creatures, such as mirelurks or radskorpions. As a result it’s pretty much useless. Consider spending a single point if you like to travel a lot, but I’m sure that you’ll find something better to invest in.

NERD RAGE! – lvl10; req: Science 50, Intelligence 5; ranks: 1

Effects: Increased damage resistance by 50% and Strength to 10 points whenever the number of health points drops below 20%

Additional info: Both bonuses are very interesting, but not too practical. There are battles where you’ll probably balance between life and death, but for most of the time you’ll probably want the health bar to remain at a safe level. Remember that there are only 20 levels in the game, so you should focus on choosing only best perks.

MYSTERIOUS STRANGER – lvl10; req: Luck 6; ranks: 1

Effects: Mysterious stranger appears on the battlefield during some of the V.A.T.S. battles

Additional info: This is also a very weird perk and I’m sure that you’ll want it only to see how the stranger looks like. I wouldn’t recommend taking it, unless you’re playing as a character who tends to avoid battles whenever possible.

HERE AND NOW – lvl10; ranks: 1

Effects: You automatically advance to a higher level of experience

Additional info: Definately the worst perk you can think of, because you won’t any problems reaching the final 20th level of experience on your own. If you choose this perk, you’ll lose an opportunity to take a different perk. If you’re stubborn, make sure that you’re not taking it if you already scored a lot experience points for the new level (for example – after completing a quest).

SILENT RUNNING – lvl12; req: Agility 6, Sneaking 50; ranks: 1

Effects: Sneaking increased by 10 points and the ability to run while staying hidden

Additional info: I wouldn’t say this is a useful perk, because there aren’t many opportunities where you’ll want to remain hidden. If you like being stealthy you may consider taking it, but otherwise spend your points on something better.

ROBOTICS EXPERT – lvl12; req: Science 50; ranks: 1

Effects: Damage done to robots increased by 25% and the ability to shut them down

Additional info: This is an interesting perk, because most robots you’ll encounter in the game are difficult to destroy, especially if you’re not carrying any EM mines or pulse grenades. A significant damage bonus is also something you shouldn’t ignore.

CANNIBAL – lvl12; ranks: 1

Effects: Ability to eat human flesh while staying hidden

Additional info: You should take this perk only if you plan on playing as a very bad character. It’s not too practical, because each time you eat human flesh you’ll only regain a few health points and there won’t be any other bonuses. A much better perk is received from Vance and it allows to drink human blood.

 

Perks part 3  (74/83)
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Introduction
Fallout 3
Main quests
Main quests 1: Baby steps
Main quests 2: Growing up fast
Main quests 3: Future imperfect
Main quests 4: Escape!
Main quests 5: Following in his footsteps
Main quests 6: Radio Galaxy News
Main quests 7: Scientific Pursuits
Main quests 8: Tranquility Lane
Main quests 9: The waters of life
Main quests 10: Picking up the trail
Main quests 11: Finding the garden of eden
Main quests 12: The American Dream
Main quests 13: Take it back!
Main quests 13: Take it back! - Endings
Side quests
Megaton: The power of the atom
Megaton: The wasteland survival guide (first chapter)
Megaton: The wasteland survival guide (second chapter)
Megaton: The wasteland survival guide (third chapter)
Megaton: Blood ties
Grayditch: Those!
Rivet City: The replicated man
Rivet City: Stealing independence
Capitol Wasteland: Head of state
Museum of History: Reilly’s Rangers
Musem of History: You gotta shoot ‘em in the head
Canterbury Commons: The superhuman gambit
Paradise Falls: Strictly business
Big Town: Big trouble in Big Town
Tenpenny Tower: Tenpenny Tower
Vault 101: Trouble on the homefront
Little Lamplight: Rescue from paradise
Agatha’s house: Agatha’s song
Girdershade: The Nuka-Cola Challenge
Oasis: Oasis
Capitol Wasteland
Maps of the world
Main maps
sector 1, sector 2
sector 3, sector 4
sector 5, sector 6
sector 7, sector 8
sector 9, sector 10
Alphabetical list of primary locations
Other
Detailed maps
Big Town
The Underworld
Megaton
Rivet City
Tenpenny Tower
Main locations
Andale, The National Archives, Arefu
Capitol building, Canterbury Commons, Hallowed Moors cemetery
Citadel, Big Town, Evergreen Mills
Nuka-Cola plant, RobCo facility, Falls Church metro
Fort Bannister, Fort Constantine, Fort Independence
Girdershade, Grayditch, Hubris Comics
Dickerson Tabernacle Chapel, Vault 101 (return), Vault 106, Krypta 108
Little Lamplight, Megaton, Meresti trainyard
Museum of history, Wilhelm’s wharf, Paradise Falls
Reilly’s rangers compound, Raven Rock, The Republic of Dave
Rivet City
Rockbreaker’s Last Gas, Deathclaw sanctuary, National Guard depot
Springvale, Marigold station, Jury Street metro station
Northwest Seneca station, Temple of the Union, Takoma Park – factory district
Tenpenny Tower, Greener Pastures disposal site, Wheaton armory
Scrapyard, Other – Capitol Wasteland
Other
Enemies
Threats
Bonuses
Vault-Tec Bobbleheads part 1
Vault-Tec Bobbleheads part 2
Vault-Tec Bobbleheads part 3
List of achievements
Hints
Character creation and development
Basic
Perks part 1
Perks part 2
Perks part 4
Perks part 5
Hidden perks
Combat
Basics
Useful hints
Equipment
Hints
Storing equipment and doing repairs
Unique weapon schematics
Other
Dirty deeds
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