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Stats - Skills - Perks - Radiation effects

   Fallout 3 - Perks

Perks add aditional abilities or supplement existing abilities. At each level up you get to pick one perk provided you meet the requirements.


Perk (ranks):
Image:
Requirements:
Description:
Black Widow
Level 2
In combat, you do +10% damage against male opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the opposite sex.
Lady Killer
Level 2
In combat, you do +10% damage against female opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the opposite sex.
Daddy's Boy/Girl (3)
Level 2, Intelligence 4
Just like dear old Dad, you've devoted your time to intellectual pursuits. You gain an additional 5 points to both the Science and Medicine skills.
Gun Nut (3)
Level 2, Agility 4, Intelligence 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 points to the Small Guns and Repair skills.
Intense Training (10)
Level 2
With the Intense Training Perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes.
Little Leaguer (3)
Level 2, Strength 4
Years as the Vault little league MVP have honed your hitting and throwing. With every rank, you gain 5 points of Melee Weapons skill and 5 points of Explosives skill.
Swift Learner (3)
Level 2, Intelligence 4
With each rank in the Swift Learner perk, you gain an additional 10% to total Experience Points whenever Experience Points are earned.
Thief (3)
Level 2, Agility 4, Perception 4
With each rank in the Thief perk, you gain an immediate bonus of 5 points to both the Sneak and Lockpick skills.
Child At Heart
Level 4, Charisma 4
The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.
Comprehension
Level 4, Intelligence 4
With the Comprehension perk, you gain one additional skill point whenever a skill book is read.
Educated
Level 4, Intelligence 4
With the Educated perk, you gain three more skill points every time you advance in level. This perk is best taken early on, to maximise its effectiveness.
Entomologist
Level 4, Intelligence 4, Science 40%
With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach, Giant Ant, or Radscorpion.
Iron Fist (3)
Level 4, Strength 4
With the Iron Fist perk, you do an additional 5 points of Unarmed damage per rank
Scoundrel (3)
Level 4, Charisma 4
Take the Scoundrel perk, and you can use your wily charms to influence people - - each rank raises your Speech and Barter skills by 5 points.
Bloody Mess
Level 6
With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-Strewn paste. Fun! Oh, and you'll do 5% extra damage with all weapons.
Demolition Expert (3)
Level 6, Explosives 50%
With each rank of this perk, all of your explosive weapons do an additional 20% damage.
Fortune Finder
Level 6, Luck 5
With the Fortune Finder perk, you'll find considerably more Nuka-Cola caps in containers than you normally would.
Gunslinger
Level 6
While using a pistol (or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Lead Belly
Level 6, Endurance 5
With the Lead Belly perk, you take 50% less radiation every time you drink from an irradiated water source.
Toughness
Level 6, Endurance 5
With the Toughness perk, you gain +10% to overall Damage Resistance, up to the maximum of 85%.
Commando
Level 8
While using a rifle (or similar two-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Impartial Mediation
Level 8, Charisma 5
With the Impartial Mediation perk, you gain an extra 30 points to Speech... so long as you maintain a Neutral Karma level.
Rad Resistance
Level 8, Endurance 5
Rad Resistance allows you to -- what else? -- resist radiation. This perk grants an additional 25% to Radiation Resistance.
Scrounger
Level 8, Luck 5
With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would.
Size Matters (3)
Level 8, Endurance 5
You're obsessed with really big weapons. With each rank of this perk, you gain an additional 15 points to the Big Guns Skill.
Strong Back
Level 8, Strength 5, Endurance 5
With the Strong Back perk, you can carry 50 more pounds of equipment.
Animal Friend (2)
Level 10, Charisma 6
At the first rank of this perk, animals simply won't attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin.
Finesse
Level 10
With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of Luck.
Here and Now
Level 10
The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings.
Mister Sandman
Level 10, Sneak 60%
With the Mister Sandman perk, when you're in Sneak mode, you gain the option to silently kill any human or ghoul while they're sleeping. And, all Mister Sandman kills earn bonus XP.
Mysterious Stranger
Level 10, Luck 6
You've gained your own personal guardian angel... armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.
Nerd Rage!
Level 10, Intelligence 5, Science 50%
You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain 50% to damage resistance whenever your Health drops to 20% or below.
Night Person
Level 10
When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your "internal clock", and remains active both inside and outside.
Cannibal
Level 12
With the Cannibal perk, when you're in Sneak mode, you gain the option to eat a corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.
Fast Metabolism
Level 12
With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks.
Life Giver
Level 12, Endurance 6
With the Life Giver perk, you gain an additional 30 hit points.
Pyromaniac
Level 12, Explosives 60%
With the Pyromaniac perk, you do +50% damage with fire-based weapons, like the Flamer and Shishkebab.
Robotics Expert
Level 12, Science 50%
With the Robotics Expert perk, you do an additional 25% damage to any robot. But, even better, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state.
Silent Running
Level 12, Agility 6, Sneak 50%
With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt.
Sniper
Level 12, Perception 6, Agility 6
With the Sniper perk, your chance to hit an opponent's head in V.A.T.S. is significantly increased.
Adamantium Skeleton
Level 14
With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.
Chemist
Level 14, Medicine 60%
With the Chemist perk, any chems you take last twice as long.
Contract Killer
Level 14
Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and negative Karma.
Cyborg
Level 14, Science 60%, Medicine 60%
You've made permanent enhancements to your body! The Cyborg perk instantly adds +10% to your Damage, Poison, and Radiation Resistances, and 10 points to the Energy Weapons skill.
Lawbringer
Level 14
Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive Karma.
Light Step
Level 14, Agility 6, Perception 6
With the Light Step perk, you'll never set off an enemy's mines or floor-based traps.
Master Trader
Level 14, Charisma 6, Barter 60%
When you take the Master Trader perk, the price of every item you buy from a vendor is reduced by 25%.
Action Boy/Girl
Level 16, Agility 6
With the Action Boy/Girl perk, you gain an additional 25 Action Points to use in V.A.T.S..
Better Criticals
Level 16, Perception 6, Luck 6
With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.
Chem Resistant
Level 16, Medicine 60%
Having the Chem Resistant perk means you're 50% less likely to develop an addiction to chems, like Psycho or Jet.
Tag!
Level 16
The Tag! perk allows you to select a fourth Skill to be a Tag Skill, which instantly raises it by 15 points.
Concentrated Fire
Level 18, Small Guns 60%, Energy Weapons 60%
With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increase slightly with each subsequent hit on that body part.
Computer Whiz
Level 18, Intelligence 7, Science 70%
Fail a hack attempt and get locked out of a computer? Not if you're a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of.
Infiltrator
Level 18, Perception 7, Lockpick 70%
With Infiltrator, if a lock is broken, and can't normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a "Force Lock" attempt.
Paralyzing Palm
Level 18, Unarmed 70%
With Paralyzing Palm, you will sometimes perform a special V.A.T.S. palm Strike that paralyzes your opponent for 30 seconds. Note that in order to perform the Paralyzing Palm, you must be completely unarmed.
Explorer
Level 20
When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!
Grim Reaper's Sprint
Level 20
If you kill a target in V.A.T.S., all your Action Points are restored upon exiting V.A.T.S..
Ninja
Level 20, Sneak 80%, Melee Weapons 80%
The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +15% critical chance on every Strike. Sneak attack criticals do 25% more damage than normal.
Solar Powered
Level 20, Endurance 7
With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost health.


   Fallout 3 - Quest Perks

In addition to perks gained at level up, Fallout 3 offers a handful of unique perks gained as a result of finishing certain quests.

Perk (ranks):
Related Quest:
Description:
Ant Might
Help Doctor Lesko against the Fire Ants in Them! quest
+1 Strength and +25% fire resistance.
Ant Sight
Help Doctor Lesko against the Fire Ants in Them! quest
+1 Perception and +25% fire resistance.
Barkskin
Kill Harold by piercing his heart in Oasis quest
+5% damage resistance
Dream Crusher
Talk Moira Brown out of doing the guide in the Wasteland Survival Guide quest
Reduces an enemy's chance to critically hit you by 50%.
Hemotophage
Learned from Vance after a peaceful solution to Blood Ties quest
Blood packs now heal 20 HP instead of 1 HP
Junior Survivor
Gained after the Wasteland Survival Guide quest if you fulfilled less than 5 optional objectives
+2% poison and radiation resistance, plus depending on what kind of answers you gave:
  • Normal: +5 HP
  • Smart: +2 medicine, +2 science
  • Tough: +2 DR
  • Sly: +2 sneak, +2 speech
  • Snide: +1% critical chance
Power Armor Training
Available from BoS during main questline
You can not wear Power Armor until you get this perk.
Rad Regeneration
Gained when exposing yourself to fatal radiation for Moira's Wasteland Survival Guide quest
With the Rad Regeneration perk, any cripped limbs will regenerate themselves when exposed to a certain level of radiation.
Survival Expert
Gained after the Wasteland Survival Guide quest if you fulfilled 5-8 optional objectives
+4% poison and radiation resistance, plus depending on what kind of answers you gave:
  • Normal: +10 HP
  • Smart: +4 medicine, +4 science
  • Tough: +4 DR
  • Sly: +4 sneak, +4 speech
  • Snide: +2% critical chance
Survival Guru
Gained after the Wasteland Survival Guide quest if you fulfilled all optional objectives
+5% poison and radiation resistance, plus depending on what kind of answers you gave:
  • Normal: +15 HP
  • Smart: +6 medicine, +6 science
  • Tough: +6 DR
  • Sly: +6 sneak, +6 speech
  • Snide: +3% critical chance
Wired Reflexes
Gained from Dr. Zimmer if you turn in the android in The Replicated Man quest
Higher chance to hit in V.A.T.S.