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Posted

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!

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Posted

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

Posted

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.

Posted

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.

Posted

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.

Posted

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 .

Posted

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.

Posted

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.

Posted

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

Posted

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.

Posted

LIFE GIVER

Ranks Available: 1

Requirements: Endurance 6+

With the Life Giver perk, you gain an additional 30 Health

immediately.

Posted

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

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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!

Posted

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.

Posted

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.

Posted

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

Posted

CHEM RESISTANT

Ranks Available: 1

Requirements: Medicine 60+

With the Chem Resistant perk, you are 50% less likely to get

addicted to Chems. The Chems in question are: Buffout, Jet,

Mentats (all flavors), Med-X, Psycho, and Ultra jet.

This perk is an obvious choice for the Chem user and abuser.

Pair this with Chemist and you can really enhance your attacks!

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