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Perks are benefits that are more specific to your character development, and allow much more

focused specialization in a chosen field. Perks vary greatly in their benefit, and between four and

seven perks are added to the available list every two levels, as well as a "substitute" perk called

Intense Training (see below). In many cases, you also have to have certain minimum attributes or

skills to be able to pick a perk. Remember that when you level up, you can always choose a perk

you could have picked at an earlier time. You can also choose to enhance some perks an additional

"rank" instead of picking a new one. The following chart shows what perks are awarded

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Posted

INTENSE TRAINING

Level Available: 2

Ranks Available: 10

Requirements: None (Always available)

With the Intense Training perk, the player can sacrifice a standard,

ability-enhancing perk and instead choose to put a single point

into any of his/her S.P.E.C.I.A.L. statistics. This is usually done to

qualify for a perk, although it can be done for any reason.

Raising a S.P.E.C. I.A.L. point can sometimes be very useful,

and sometimes not. You must figure out what the "knock-on"

effects are. Remember that raising a S.P.E.C.I.A.L. point also

increases corresponding Skill points, so consider that an bonus.

Recommended examples of using Intense Training is to raise

Luck (increased criticals and sometimes increased Skill points),

Intelligence (extra Skill point every time you level up) and Strength

(additional Carry Weight).

Some experts believe that Intense Training isn't worth bothering

about because the benefits of raising a statistic aren't as profound

as other perks. The notable exception is raising a statistic

to make a particular perk available to you. Some of the perks

have requirements. For example, if you really want Mysterious

Stranger, that requires a Luck of six or higher. If you have a Luck

of five, use Intense Training to raise that Luck score so that next

time, Mysterious Stranger is an option.

Posted

BLACK WIDOW! '

:. LADY KILLER

Ranks Available: 1

Requirements: None

With the Black Widow perk, a female player inflicts an extra

10% damage to all male NPCs encountered and gains access to

special dialog options with them.

With the Lady Killer perk, a male player inflicts an extra 10%

damage to all female entities encountered and gains access to

special dialog options with them.

There are more male NPC enemies than female ones, so Black

Widow is generally more useful than Lady Killer.

Posted

DADDY'S BOY!

DADDY'S GIRL

Ranks Available: 3

Requirements: Intelligence 4+

Just like dear old dad, you've devoted your time to intellectual

pursuits. You gain an additional 5% to both the Science and

Medicine skills.

• Rank 1: +5 Science skill increase, +5 Medicine skill increase

• Rank 2: + 10 Science skill increase, + 1 0 Medicine skill increase

• Rank 3: + 15 Science skill increase, + 15 Medicine skill increase

Posted

GUN NUT

Ranks Available: 3

Requirements: Agility 4+

You're obsessed with using and maintaining a wide variety of

conventional firearms. With each rank of the Gun Nut perk, you

gain an additional 5% to the Small Guns skill and Repair skill.

• Rank 1: +5 Small Guns increase, +5 Repair increase

• Rank 2: + 1 0 Small Guns increase, + 1 0 Repair increase

• Rank 3: + 15 Small Guns increase, + 15 Repair increase

Because Small Guns and Repair are two of the most popular

skills, this perk is a favorite of most new players.

Posted

LITTLE LEAGUER

Ranks Available: 3

Requirements: Strength 4+

Years of playing little league baseball in the Vault have honed a

couple of related abilities. You gain an additional 5% to both the

Melee and Explosives skills.

• Rank 1: +5 Melee skill increase, +5 Explosives skill increase

• Rank 2: + 10 Melee skill increase, + 10 Explosives skill increase

• Rank 3: + 15 Melee skill increase, + 15 Explosives skill increase

Posted

SWIFT LEARNER

Ranks Available: 3

Requirements: Intelligence 4+

With the Swift Learner perk, you gain an additional 10% to Experience

Points (XP) whenever they are earned, Obviously, this perk is

best taken at an early level. Although this seems like a great idea,

there are downsides. You need to employ this early, to become a

little more powerful a little quicker. The other issue is that you have

a variety of more exciting perks to choose from, with a variety of

superb abilities.

• Rank 1: Modify experience + 10%

• Rank 2: Modify experience +20%

• Rank 3: Modify experience +30%

Posted

THIEF

Ranks Available: 3

Requirements: Agility 4+, Perception 4+

With each rank of the Thief perk, you gain a one-time bonus of 5%

to the Sneak and Lockpick skills.

• Rank 1: Modify Sneak skill +5, Modify Lockpick skill +5

• Rank 2: Modify Sneak skill + 1 0, Modify Lockpick skill + 10

• Rank 3: Modify Sneak skill + 15, Modify Lockpick skill + 15

Posted

CHILD AT HEART

Ranks Available: 1

Requirements: Charisma 4+

With this perk, you are much more likely to receive a friendly greeting

when dealing with children . This opens special dialogue options

when dealing with them. "Children" are characters under the age

of 16, and are found in Little Lamplight, Grayditch, Tranquility Lane,

Rivet City, Canterbury Commons, the Republic of Dave, and other

scattered locales.

Are you planning on using your Speech challenges a lot, and

doing as little fighting as possible? Then take this perk. It's only

useful in a few places, such as Little Lamplight.

Posted

COMPREHENSION

Ranks Available: 1

Requirements: Intelligence 4+

With this perk, you gain one additional Skill point bonus when

reading Skill Books. This is thoroughly recommended if you plan

on searching every nook and cranny for Skill Books. Because there

are 13 different types of Skill Books, you could theoretically raise

your skills by +50 points instead of +25 if you find all 324; an

incredible amount!

Take this as early as you can. Because you receive +2 when

you read each Skill Book instead of + 1, save your Skills Books until

after you learn this perk.

Are you finding Skill Books, but haven't chosen Comprehension

yet? Stop! Wait until you level up and choose more perks, and

pick it!

Posted

EDUCATED

Ranks Available: 1

Requirements: Intelligence 4+

With the Educated perk, you gain +3 more Skill points every time

you advance in level. You can spend these points on anything;

perhaps placing them in skills you normally wouldn't choose.

Choose this only at Level 4, because there are diminishing returns

the longer you leave it. Seriously consider taking this now.

Although +3 Skill points may not seem like a lot at first, these

add up quickly. By Level 20, you'd have 48 additional points.

Posted

Entomologist

Ranks Available: 1

Requirements: Intelligence 4+, Science 40+

With the Entomologist perk, you inflict an additional 50% damage

every time you attack an insect: normal, giant, mutated, or

otherwise. Affected creatures are Giant Ant, Giant Ant Queen,

Radroach, Radscorpion (all genuses).

When you first encounter Giant Radscorpions, you'll soon learn

to fear them. If you plan on wandering the Capital Wasteland and

finding everything out this, these perk can come as a major relief.

Posted

IRON FIST

Ranks Available: 3

Requirements: Strength 4+

With this perk, you inflict an additional 5 points of Unarmed

damage per rank.

• Rank 1: Modify Unarmed damage +5

• Rank 2: Modify Unarmed damage + 10

• Rank 3: Modify Unarmed damage + 15

The damage you inflict makes this a must-have for Unarmed

specialists only.

Posted

SCOUNDREL

Ranks Available: 3

Requirements: Charisma 4+

You use your wily charms to influence people. Each rank in

Scoundrel perk raises your Speech and Barter skills by 5%.

• Rank 1: Speech skill +5, Barter skill +5

• Rank 2: Speech skill + 10, Barter skill + 10

• Rank 3: Speech skill + 15, Barter skill + 15

Posted

Bloody Mess perk

Ranks Available: 1

Requirements: None

With the Bloody Mess perk, you inflict an extra S% damage with

any weapon to any opponent, and explode them spectacularly

upon death.

The benefits of this perk are more visually appealing (or

unappealing) than useful, but the spectacular gore-ballets are

a sight to see!

Posted

Demolition Expert

Ranks Available: 3

Requirements: Explosives 50+

With each rank of this perk, your Mines, Grenades, and Missile

Launcher inflicts +20% damage.

As expected, if you're concentrating on Explosives as a

Secondary skill, or you use the Big Gun Missile Launcher, take

this perk. A true expert can place a series of Bottlecap Mines

in the path of a Behemoth and bring it down single-handedly,

without resorting to a Fat Man!

Posted

Fortune Finder

Ranks Available: 1

Requirements: Luck 5+

With the Fortune Finder perk, you gain a keen sense of locating

Nuka-Cola Caps. These are located in safes, desks, cabinets, and

the usual places to look.

Although this is tempting (as it's great to find approximately

twice the normal number of Caps in containers), it might be worth

waiting a couple of levels until you can take Scrounger, and

begin to collect a large amount of ammo. Ammo nets you a lot

more Caps when you sell it, and you can also use it in combat.

Posted

Gunslinger

Ranks Available: 1

Requirements: None

With the Gunslinger perk, you gain a 2S% better chance to hit

in VAlS. with anyone-handed ranged weapon. These include

the Alien Blaster, Laser Pistol, Mesmetron, Plasma Pistol, 10mm

Pistol, Silenced 10mm Pistol, 1 Omm Submachine Gun, .32 Pistol,

Scoped .44 Magnum, Chinese Pistol, Sawed-Off Shotgun, Dart

Gun, and any unique variants of these weapons .

Consult the Weapons chart (page 41), and view the stats for

some of the more powerful one-handed weapons, like Sydney's

1 Omm Submachine Gun or the .44 Scoped Magnum.

Your VAlS. hit percentage rises considerably (for example, a

40% chance becomes a SO% chance), and you can drop foes at

a distance with easily, reliably, and without wasting ammunition

Posted

Lead Belly

Ranks Available: 1

Requirements: Endurance 5+

With the Lead Belly perk, you take SO% less radiation poisoning

when drinking from an irradiated water source. These include

sinks, toilets, faucets under water towers, and any lakes and rivers

such as the Potomac.

If you're ignoring the Medicine skill in favor of others, you'll

end up drinking a lot of irradiated water to survive (using sinks to

drink from, for example). Take this perk to lessen the rad poisoning

you receive as a result. This is also good if you don't stock

up on Stimpaks, and you're wandering the Wasteland. There's

always a nearby faucet, toilet, or pool to sip from.

Posted

Toughness

Ranks Available: 1

Requirements: Endurance 5+

With the Toughness perk, you gain + 1 0 to overall Damage Resistance.

However, this cannot exceed the normal maximum of 8S.

+ 1 0 to Damage Resistance of any kind? This is like having free

armor! Is there any reason not to immediately take this perk? No!

Posted

Commando

Ranks Available: 1

Requirements: None

With the Commando perk, you gain a 2S% better chance to hit

in V.A.lS . with any rifle. For example, a 40% chance becomes a

SO% chance. These include the Plasma Rifle, Laser Rifle, Chinese

Assault Rifle, Assault Rifle, Hunting Rifle, Sniper Rifle, Railway

Rifle, and any unique variants of these weapons.

This is arguably advantageous over Gunslinger (so you may

wish to wait and choose this) if you're using rifles and other twohanded

weaponry. Later in the adventure, two-handed weapons

tend to be much more powerful, and this perk becomes even

more advantageous. For now, are you using V.A.lS . and guns?

Then take this perk

Posted

impartial Mediation

Ranks Available: 1

Requirements: Charisma 5+

if you have the impartial Mediation perk, you gain an extra 30%

to Speech, so long as you can maintain a neutral Karma.

The bonus to your Speech is massive, but maintaining neutral

Karma is more difficult than you might think. You must be careful

to weigh up your actions, and check the guide for advice during

a quest.

Certain clothing items also increase proficiency in Speech

challenges (such as Button's Wig and Grimy Pre-War Busi nesswear),

so by changing your clothes, combined with this perk, you

could boost your Speech when you need to.

Posted

Rad Resistance

Ranks Available: 1

Requirements: Endurance 5+

The Rad Resistance perk allows you to-what else?- resist

radiation. You receive 25% to Radiation Resistance.

If you' re ignoring Rad-X before you go wading into water, simply

take this perk once instead, and sell the Rad-X you find .

Posted

SCROUNGER

Ranks Available: 1

Requirements: Luck 5+

Just as the Fortune Finder perk increased the Caps you find, the

Scrounger perk grants access to more ammunition from safes,

desks, cabinets, etc.

This is generally thought to be a better option than Fotune Finder,

because you have the flexibility of finding more ammunition, which

can be sold or expended in battle, instead of simply finding Caps.

You will find much more ammunition though, and the exact number

varies depending on the type.

Posted

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.

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