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Fallout 3 - Perks part 5 - game guide, walkthrough, secrets, game tips & strategies

Fallout 3 Game Guide
Perks part 5
by Jacek "Stranger" Halas (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
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Perks part 5  (76/83)

 

CHEM RESISTANT – lvl16; req: Medicine 60, ranks: 1

Effects: 50% less chances of getting addicted to drugs

Additional info: Pointless perk, because as I’ve mentioned many times before the results of getting an addiction are way “smoother” than in previous “Fallout” games. Furthermore, you should have a fairly strong characte by nowr that won’t need to rely on drugs in order to win battles.

ACTION BOY / ACTION GIRL – lvl16; req: Agility 6; ranks: 1

Effects: 25 additional action points during V.A.T.S. battles

Additional info: This is by far the most interesting perk you can get your hands on after reaching level 16. 25 points will make a huge difference, especially when using Small guns and Melee weapons. In most cases you’ll get one extra attack per turn. Choose this perk as soon as you have the chance

BETTER CRIITCALS – lvl16; req: Perception 6, Luck 6; ranks: 1

Effects: Critical hits take 50% more damage (when successful)

Additional info: It’s not a coincidence that this perk appears so late during the game, because so far most of the headshots ended with an instan kill. You may have discovered recently, though, that more powerful enemies require you to fire at their heads at least twice. I would recommend that you reconsider purchasing this perk, however it’s not a necessity.

INFILTRATOR – lvl18; req: Lockpicking 70, Perception 7; ranks: 1

Effects: One more try to open a destroyed lock

Additional hit: Useless perk unless you weren’t careful in the past. As long as you were thinking of what you were doing, you shouldn’t brake any locks. Take this perk only if you know that you’ve accidentally destroyed a lock to a very valuable treasure.

COMPUTER WHIZ – lvl18; req: Science 70, Intelligence 7; ranks: 1

Effects: One more try to break into a computer system using your Science skill

Additional hit: Similiar idea to the Infiltrator perk, however this time you are given one more chance to hack into a closed system. I assume that you were careful and cancelled your login attempts before clicking on the last word. This method prevents the system from being locked down.

PARALYZING PALM – lvl18; req: Unarmed 70; ranks: 1

Effects: Ability to paralyze an opponent for 30 seconds using a special unarmed attack

Additional hit: Interesting perk, but once again – not practical. The main disadvantage is that you’ll have to acknowledge a lot of restrictions – you can’t use any weapons (only knuckles) and you must activate V.A.T.S. module. If you’re still interested go ahead and and try – you’ll be pleasantly surprised. :-)

CONCENTRATED FIRE – lvl18; req: Energy weapons 60, Small guns 60; ranks: 1

Effects: Each successful hit increases a chance of the next one by 5%

Additional hints: I guess you may have some problems understanding what this is all about. Obviously the best results can be achieved if you hit a target a few times, but I’m sure that most of your enemies die relatively quickly at this point of the game. As a result you may skip this skill and spend a point on something more useful.

NINJA – lvl20; req: Melee weapons 80, Sneaking 80; ranks: 1

Effects: Increased chances of a critical hit by 15% when using Melee Weapons or being unarmed, criticals stronger by 25% when attacking enemy units by surprise

Additional hints: Final perk for a character who wishes to stay in the shadows whenever possible. If you prefer open combat ignore this perk.

EXPLORER – lvl20; ranks: 1

Effects: All primary locations are automatically unlocked

Effects: I would recommend that you cheat a little and save your progress just before you’re about to advance to the final 20th level. Once you’ve done that and chosen this perk create a savegame and go back to the previous save. Results? You won’t lose a chance to find out where all the main locations are and you will be allowed to choose a better final perk. Sadly you can’t fast-travel to newly unlocked locations – you must get there on foot at least once.

GRIM REAPER’S SPRINT – lvl20; ranks: 1

Effects: Killing an enemy using the V.A.T.S. system replenishes your action points

Additional info: This is by far the best perk you can get in the entire game. I’m sure that you’ll find it very useful. The results can only be witnessed when fighting a larger group of enemy units. Eliminating one target will allow you to immediately attack the next one. As a result you will only have to remember about reloading your weapon, so you won’t run out of ammo at a crucial moment.

SOLAR POWERED – lvl20; req: Endurance 7; ranks: 1

Effects: Two additional points of Strength and a slow regeneration of health while travelling during the day

Additional info: Interesting perk which may come in handy while exploring the Capitol wasteland. I would recommend choosing Grim reaper’s sprint perk instead, however if you don’t like to use the V.A.T.S. system, you can take this one.

 

Perks part 5  (76/83)
comments and responses

just because he did not reccomend some perks, doesnt make them useless. There are so many different character builds in this game and where 1 perk might be useless for a certain character build, it might be irreplacable for another, its about how you look at it.
Adrunis
30/06/2009 20:31
Some of the secret weapons should be shone too. I have the game guide but that will help others that don't.
Mr. Progamer
12/02/2009 21:55
I see that a lot of the perks are not recommended and I was wondering if a list of recommended perks by level could be posted here.

Thanx
lokivt
12/02/2009 11:16

Comments are moderated. Some features are NOT available in comments, but ARE available on forums. See this tread on forum.
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 3
Perks part 4
Hidden perks
Combat
Basics
Useful hints
Equipment
Hints
Storing equipment and doing repairs
Unique weapon schematics
Other
Dirty deeds
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