Jump to content
主视角中国

Rorschach

网站版主
  • 帖子总数

    19,849
  • 注册时间

  • 上次访问

由 Rorschach 发布的全部内容

  1. BETTER CRITICALS Ranks Available: 1 Requirements: Perception 6+, Luck 6+ With the Better Criticals perk, critical hits do 50% more damage. Note that this does not mean you score critical hits more frequently. If you 're concentrating on delivering particularly adept killing blows, of if your character has a high Luck or has taken the Finesse perk, this is an essential addition
  2. ACTION BOY/GIRL Ranks Available: 1 Requirements: Agility 6+ With the Action Boy perk, you gain an additional 25 Action Points that can be used in V.A.lS. An extra 25 APs is a huge increase, and can often mean an extra attack in V.A.T.S. with your favorite weapon . Everyone that uses VAlS. should consider taking this perk.
  3. MASTER TRADER Ranks Available: 1 Requirements: Charisma 6+, Barter 60+ With the Master Trader perk, prices of all bought items from vendors (including Scavengers, traveling Merchants, and Traders in settlements) are reduced by 25%. If you are still having Caps problems by Level 14, take this perk. Otherwise make another choice.
  4. LIGHT STEP Ranks Available: 1 Requirements: Agility 6+, Perception 6+ When you have the Light Step perk, you never set off enemy Mines or Traps. If the prospect of treading into one more Mine, Bear Trap, or Trip Wire infuriates you, take this perk. It is useful if you're Sneaking about, too. Of course, you can simply take extra care, and read this guide to find out where the majority of Traps are. Forewarned is forearmed!
  5. LAWBRINGER Ranks Available: 1 Requirements: None Once you have the Lawbringer perk, you can loot a finger from the corpse of any defeated evil human or Ghoul character. You can then sell this finger to a "good" vendor for Caps. Speak to Sheriff Lucas Simms in Megaton [Location 8.03] about this. The vendor in question resides in the Regulator Headquarters [Location 6.A]. The following enemies are classified as "evil": Enclave Officer, Enclave Scientist, Enclave Soldier, Raider, Slaver, and Talon Company Mercenary. There are lots of evil sorts.
  6. CYBORG Ranks Available: 1 Requirements: Science 60%+, Medicine 60%+ You have used your amazing scientific and medical knowledge to make permanent enhancements to your body. The Cyborg perk instantly adds + 10% to Damage Resistance, Poison Resistance, and Radiation Resistance, plus Energy Weapons skill. This is arguably one of the most generally useful perks around; it's like having free armor, too! Even if you're concentrating on a violent fighter, it is almost worth raising your Medicine and Science skills enough to obtain this perk. Definitely take this if you're using Energy Weapons.
  7. CONTRACT KILLER Ranks Available: 1 Requirements: None Once you have the Contract Killer perk, you can loot an ear from the corpse of any good character (human or Ghoul). You can then sell this ear to an "evil" vendor for Caps. The vendor in question is Littlehorn and Associates. They have a field office-actually, more of a shack-in the Scrapyard [Location 6.03]. A very low proportion of the following enemies are classified as "good": Wastelander, Brotherhood of Steel member, inhabitant of a settlement, slave or abolitionist, scavenger, trader, doctor, repairer, non-feral Ghoul. There aren't that many good characters around here, unfortunately.
  8. CHEMIST Ranks Available: 1 Requirements: Medicine 60%+ With the Chemist perk, any Chems you take last twice as long. The Chems in question are: Ant Queen Pheromones, Buffout, Jet, Mentats (all flavors), Med-X, Psycho, RadAway, Rad-X, Stealth Boy, and Ultrajet. If you're focusing on the use and abuse of Chems, you must take this perk. Try combining Jet, Psycho, and Med-X with this perk and you can take on the toughest of foes, until the Chems wear off.
  9. ADAMANTIUM SKELETON Ranks Available: 1 Requirements: None With the Adamantium Skeleton perk, your limbs receive only 50% of the damage they normally would. Your overall Health isn't affected. It allows you to heal with Stimpaks longer before you have to find a bed. This isn't as useful as it first appears, because most adventurers aren't constantly crippling themselves. However, if you're falling from rocks and hurting your limbs, take this perk.
  10. SNIPER Ranks Available: 1 Requirements: Perception 6+, Agility 6+ With the Sniper perk, your chance to hit the opponent's head is 25% higher in VAT.S. If you're always attempting headshots, make sure to combine this with Commando or Gunslinger to create a lethal long-range killing machine.
  11. SILENT RUNNING Ranks Available: 1 Requirements: Agility 6+, Sneak 50+ With the Silent Running perk, speed no longer factors into a successful Sneak attempt, and you gain an additional + 10 percent to Sneak. Before this perk, moving quickly while crouching made more noise than moving slowly while crouching. After this perk, you can crouch and move in for the kill without any noise problems whatsoever. Remember you still have to Sneak for this to be effective. If you ' re focused on Unarmed, Sneak, or Melee, this is a musthave choice.
  12. ROBOTICS EXPERT Ranks Available: 1 Requirements: Science 50+ With the Robotics perk, you gain 25% damage against any robot. But, even better, if you can manage to Sneak up on a hostile robot undetected, activating that robot will permanently shut it down. Employ this if you have a very high Sneak skill, so you can easily disrupt any mechanoids. Remember to destroy it afterward for the XP and loot! You gain a few conversation options when speaking with more friendly robots, too.
  13. PYROMANIAC Ranks Available: 1 Requirements: Explosives 60+ With the Pyromaniac perk, you inflict 50% more damage with fire-based weapons. These weapons are the Flamer (and unique variant), "Firelance" Alien Blaster, Zhu-Rong v418 Chinese Pistol, Nuka-Grenade, and Shishkebab. You must take this perk if you have a character focused on any of these weapons. This basically turns the Flamer into an even-more-deadly weapon, Nuka-Grenades into one-hit-kill projectiles, and makes the Shiskebab the finest Melee weapon in the Wasteland
  14. LIFE GIVER Ranks Available: 1 Requirements: Endurance 6+ With the Life Giver perk, you gain an additional 30 Health immediately.
  15. FAST METABOLISM Ranks Available: 1 Requirements: None With the Fast Metabolism perk, you receive 20% more healing when using a Stimpak. When used with the Medicine skill, you can increase your Health by a spectacular amount. If you ' re fOCUSing on Unarmed or Melee skills, this perk is especially useful.
  16. CANNIBAL Ranks Available: 1 Attribute Requirements: None With the Cannibal perk, you can feed on corpses to regain health. You must be Sneaking to attempt this, and every time you feed, you lose Karma. If this disgusting act is witnessed, expect to be attacked. For each Corpse Eaten: Health [+25], Karma [-1] The delicious flavor of human flesh is perfect if you're planning on creating a character with a large negative Karma . This is a great way to gain Health without having to increase your radiation poisoning. Make sure you're not being watched, as you might be attacked for being ... well, a disgusting freak
  17. NIGHT PERSON Ranks Available: 1 Requirements: None With the Night Person perk, you gain +2 to Intelligence and +2 to Perception (up to a maximum of 10) when the sun is down, technically between 6 PM and 6 AM. This benefit continues into areas that aren't outside. Check your Pip-Boy's Clock for the correct time. This perk does not affect Skill points earned when you level up.
  18. NERD RAGE! Ranks Available: 1 Requirements: Intelligence 5+, Science 50+ You've been pushed around for long enough! When your Health drops to 20% or less overall, your Strength is raised to 10, and you gain +50 to Damage Resistance. This is an impressive amount, so don't just think of this perk being for those skilled in non-combative abilities. It can get you out of an otherwise tight jam. If you have a high Endurance, you naturally have a fair amount of Health, so this perk lasts a lot longer. This is good if you 're playing this adventure on a higher difficulty. life Giver is another perk that works well with this, giving you more Health and thus making the effects of Nerd Rage! last longer.
  19. Mysterious Stranger Ranks Available: 1 Requirements: Luck 6+ When you possess this perk, a Mysterious Stranger occasionally appears during V.A.lS. combat. The Mysterious Stranger remains long enough kill that opponent, and then departs as mysteriously as he arrived. You only see the Mysterious Stranger in VAT.s. mode. If at the end of a VAlS. attack, your opponent has less than 150 points of health, there is a 10% chance the Mysterious Stranger will show up and finish him off. This perk is most useful if your game is set to a higher difficulty. This is also a perk to take for sheer entertainment value, but it's useful in battle nevertheless; you save on ammo and APs, and he takes the head-shot for you .
  20. MISTER SANDMAN Ranks Available: 1 Requirements: Sneak 60+ With the Mister Sandman perk, you can instantly kill any adult human you encounter while they're sleeping. This includes Ghouls, and it is advantageous to be Sneaking. You receive the associated XP for each throat-slit. Can't seem to fathom why anyone would take this perk? Then you haven't heard the legends of a stealthy man who killed an entire city of sleeping inhabitants in a single night. That man had a Mister Sandman perk. Unfortunately, there are only a limited number of places where you might find this useful.
  21. HERE AND NOW Ranks Available: 1 Requirements: None The Here and Now perk immediately grants you an additional experience level, complete with all the advantages that brings. This is useful if you ' re only two levels away from a perk you really must have, or you're simply impatient. The downside is that by the time this is available, there are many incredible perks to choose from instead. Note you have to be lower than Level 20 to take this perk.
  22. FINESSE Ranks Available: 1 Requirements: None With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat; by 5% (or five Luck points). Or, to put it another way, this increases your critical hit chance as if your Luck were five points higher. Usually this doubles the base chance of a critical. Do you enjoy inflicting critical hits during combat? Then always take this, and combine it with Better Criticals and a high Luck statistic.
  23. ANIMAL FRIEND Ranks Available: 2 Requirements: Charisma 6+ With the Animal Friend perk, you never have to worry about being attacked by an animal (normal, mutated, or otherwise) again; unless of course, you attack first! The animals in question are Brahmin, Dogs, Mole Rats, and Yao Guai . If you ' re adventuring in the Wasteland, don't want the problem of being overrun by animals, and are willing to forfeit the XP for killing animals, then take this. The second rank is worth taking just to coax a band of Raiders into following you to a Yao Guai den! This is very useful when you're playing the game on Very Hard, and need all the help you can get; especially in areas with Deathclaws and Yao Guai. Great for mid-level and higher characters. It's like having your own pet Yao Guai in the wasteland to help fight the Enclave! • Rank 1: Animals won't attack unless provoked. • Rank 2: Animals attack your adversary with you (but not against another animal
  24. STRONG BACK Ranks Available: 1 Requirements: Strength 5+, Endurance 5+ With the Strong Back perk, you can carry 50 more pounds of equipment. Do you enjoy Big Guns, Bartering, or stealing everything you come across? Or perhaps you like wearing heavy armor? Then employ this so you can hold more, fire more, and make more Caps, and can take the punishment while you're at it!
  25. SIZE MATTERS Ranks Available: 3 Requirements: Endurance 5+ With the Size Matters perk, you gain + 15 to Big Guns skill for every rank. • Rank 1: Big Guns + 15 • Rank 2: Big Guns +30 • Rank 3: Big Guns +45 This is the biggest permanent Skill point bonus of any perk, and you can take it three times! Employ it if you're focusing on Big Guns, or if you want to use them later in your adventure, and want to quickly add up to +45 points. Remember! You can add fewer points to Big Guns with the knowledge that when this perk becomes available, you can quickly increase it. Use this perk to raise your Big Guns skill, and assign Skill points to other abilities.
×
×
  • 创建新的...