{"id":958,"date":"2024-07-23T18:05:33","date_gmt":"2024-07-23T21:05:33","guid":{"rendered":"https:\/\/revolutionarena.com\/english\/?p=958"},"modified":"2024-07-23T18:30:00","modified_gmt":"2024-07-23T21:30:00","slug":"fallout-3-character-creation-guide","status":"publish","type":"post","link":"https:\/\/revolutionarena.com\/english\/fallout-3-character-creation-guide\/","title":{"rendered":"Fallout 3\u00a0\u2013\u00a0Character Creation Guide"},"content":{"rendered":"\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Table of Contents:<br><br>I. Introduction\t\t\t\t{INT001}<br>II. S.P.E.C.I.A.L. Attributes\t\t{SPC001}\t<br>\t1. Strength\t\t\t{SPC002}<br>\t2. Perception\t\t\t{SPC003}<br>\t3. Endurance\t\t\t{SPC004}<br>\t4. Charisma\t\t\t{SPC005}<br>\t5. Intelligence\t\t\t{SPC006}<br>\t6. Agility\t\t\t{SPC007}<br>\t7. Luck\t\t\t\t{SPC008}<br>\t8. My Personal Build, Attributes{SPC009}<br>III. Statistics\t\t\t\t{STA001}<br>\t1. CND\t\t\t\t{STA002}\t<br>\t2. RAD\t\t\t\t{STA003}<br>\t3. EFF\t\t\t\t{STA004}<br>\t4. LVL\t\t\t\t{STA005}<br>\t5. HP\t\t\t\t{STA006}<br>\t6. AP\t\t\t\t{STA007}\t<br>\t7. XP\t\t\t\t{STA008}<br>IV. Skills\t\t\t\t{SKL001}<br>\tBase\t\t\t\t{SKL002}\t<br>\tTag!\t\t\t\t{SKL003}<br>\tLeveling\t\t\t{SKL004}<br>\tBobbleheads\t\t\t{SKL005}<br>\tBooks\t\t\t\t{SKL006}<br>\tMin\/Maxing\t\t\t{SKL007}<br>\tBreakdown of Skill Points\t{SKL008}<br>\tThe Skills\t\t\t{SKL009}<br>\t\tBarter\t\t\t{SKL010}<br>\t\tBig Guns\t\t{SKL011}<br>\t\tEnergy Weapons\t\t{SKL012}<br>\t\tExplosives\t\t{SKL013}<br>\t\tLockpick\t\t{SKL014}<br>\t\tMedicine\t\t{SKL015}<br>\t\tMelee Weapons\t\t{SKL016}<br>\t\tRepair\t\t\t{SKL017}<br>\t\tScience\t\t\t{SKL018}<br>\t\tSmall Guns\t\t{SKL019}<br>\t\tSneak\t\t\t{SKL020}<br>\t\tSpeech\t\t\t{SKL021}<br>\t\tUnarmed\t\t\t{SKL022}<br>\tSkills I Tag! (and why)\t\t{SKL023}<br>V. Perks\t\t\t\t{PRK001}<br>\tLevel 2 Perks\t\t\t{PRK002}<br>\t\tBlack Widow\/Lady Killer\t<br>\t\tDaddy's Boy\/Daddy's Girl<br>\t\tGun Nut<br>\t\tIntense Training<br>\t\tLittle Leaguer<br>\t\tSwift Learner<br>\t\tThief<br>\tLevel 4 Perks\t\t\t{PRK003}<br>\t\tChild at Heart<br>\t\tComprehension<br>\t\tEducated<br>\t\tEntomologist<br>\t\tIron Fist<br>\t\tScoundrel<br>\tLevel 6 Perks\t\t\t{PRK004}<br>\t\tBloody Mess<br>\t\tDemolition Expert<br>\t\tFortune Finder<br>\t\tGunslinger<br>\t\tLead Belly<br>\t\tToughness<br>\tLevel 8 Perks\t\t\t{PRK005}<br>\t\tCommando<br>\t\tImpartial Mediation<br>\t\tRad Resistance<br>\t\tScrounger<br>\t\tSize Matters<br>\t\tStrong Back<br>\tLevel 10 Perks\t\t\t{PRK006}<br>\t\tAnimal Friend<br>\t\tFinesse<br>\t\tHere and Now<br>\t\tMister Sandman<br>\t\tMysterious Stranger<br>\t\tNerd Rage!<br>\t\tNight Person<br>\tLevel 12 Perks\t\t\t{PRK007}<br>\t\tCannibal<br>\t\tFast Metabolism<br>\t\tLife Giver<br>\t\tPyromaniac<br>\t\tRobotics Expert<br>\t\tSilent Running<br>\t\tSniper<br>\tLevel 14 Perks\t\t\t{PRK008}<br>\t\tAdamantium Skeleton<br>\t\tChemist<br>\t\tContract Killer<br>\t\tCyborg<br>\t\tLawbringer<br>\t\tLight Step<br>\t\tMaster Trader<br>\tLevel 16 Perks\t\t\t{PRK009}<br>\t\tAction Boy<br>\t\tBetter Criticals<br>\t\tChem Resistant<br>\t\tTag!<br>\tLevel 18 Perks\t\t\t{PRK010}<br>\t\tConcentrated Fire<br>\t\tComputer Whiz<br>\t\tInfiltrator<br>\t\tParalyzing Palm<br>\tLevel 20 Perks\t\t\t{PRK011}<br>\t\tExplorer<br>\t\tGrim Reaper's Sprint<br>\t\tNinja<br>\t\tSolar Powered<br>\tAdditional Perks\t\t{PRK012}<br>\t\tAnt Might<br>\t\tAnt Sight<br>\t\tBarkskin<br>\t\tDream Crusher<br>\t\tHematophagy<br>\t\tJunior Survivor<br>\t\tPower Armor Training<br>\t\tRad Limb Healing<br>\t\tSurvivor Expert<br>\t\tSurvivor Guru<br>\t\tWired Reflexes<br>\tMy Personal Build, Perks\t{PRK013}<br>VI. Bobbleheads\t\t\t\t{BOB001}\t<br>\t\t<br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\t\tIntroduction {INT001}\t\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o\t<br>Well, this isn't my first FAQ, so I don't have any excuses if it sucks.<br>With that said, I hope you don't think it sucks, in fact, I hope you<br>think it's rather helpful, even if you don't agree with what I might<br>have to say. This FAQ was created to explain a bit about character<br>generation in Fallout 3, namely how I go about creating my characters.<br>I find this to be the most effective means of playing through the game,<br>as you get a character that is not only powerful and versatile, but<br>easy to get off the ground. Unlike my previous FAQ, since this is a<br>character creation FAQ, I would be interested in various strategies<br>readers may have, even if they are contrary to my own opinions. And as<br>always, if I missed something (probable) or got something wrong (likely)<br>let me know. I'll fix it, and give you credit. I do not include book<br>locations in this FAQ, as I simply never bothered to find them all. If<br>you absolutely must find all the books to max your character, I'm sure<br>there's another FAQ out there. I have recored the books I have found,<br>and if the mood ever strikes me, I may yet add that section to the FAQ.<br>If you like my FAQs, I'll promote myself by letting everybody know I'm <br>planning on working on the following projects: Baldur's Gate 1 &amp; 2, <br>Fallout 1 &amp; 2, Overlord 2, Planescape: Torment, and The Witcher.. If any <br>of those strike your fancy. Keep in mind, these are just my opinions, <br>they are not fact, so don't get your feathers ruffled if you don't agree<br>with me.<br><br>Broken Steel Note:<br>If you have the expansion Broken Steel installed, please keep in mind<br>that this FAQ is NOT intended for use with that expansion. If you have,<br>or plan to get Broken Steel, do not use this FAQ, as the advice herein<br>is no longer compatible. I have the expansion myself, and am working<br>on a new character build with the expansion, which pretty much makes<br>the process of leveling up a lot more brain-dead. Some things-like the<br>bobblehead locations and general game mechanics are fine-but the <br>impetus for choosing your perks and attributes are simply not efficient<br>for Broken Steel. If you made a character with this FAQ, and upgraded<br>to Broken Steel, and saw that \"Almost Perfect\" perk.. well, hey, I<br>didn't know either.. download my new FAQ for Broken Steel.  <br><br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\tS.P.E.C.I.A.L Attributes {SPC001}\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o<br>Your seven attributes are cleverly formed into the anagram 'SPECIAL',<br>which stands for Strength, Perception, Endurance, Charisma, <br>Intelligence, Agility, Luck. Not all attributes are made equal, and I'll<br>help show you why. These are just my opinions, you can do well making<br>any character you want. Even.. a melee character. Gnnh.<br><br>Attributes do a number of things for you-depending on what the actual<br>attribute is, but they all give a 2 point bonus to their related skills<br>for each point in that attribute. For example, if your Strength was 5<br>your base Melee Weapons skill would get a 10 point bonus. Luck is the<br>exception, which gives a 1 point bonus for each two points in Luck to<br>all your skills.<br><br>You can get a Vault-Tec limited edition bobblehead that adds a +1 bonus<br>for each of your attributes. You should plan on getting these (or at<br>least the more important ones) and adjust your characters' attributes<br>appropriately. The most you want in any one attribute is 9.. the <br>bobblehead wont raise your attribute above 10-nothing will-so it's a<br>waste to start out with an attribute score of 10.<br><br>o======================================================================o<br>Strength {SPC002}<br>Skills: Melee Weapons<br><br>Strength is a measure of your raw physical power. It affects how much<br>you can carry, and determines the effectiveness of all melee attacks.<br><br>Strength determines the damage you do with melee attacks.. a whopping<br>half a point of damage for each point of strength. Yes, 10 points of <br>Strength gets you the same damage as the Iron Fist perk, wow!) As far as <br>the skill point bonuses go, Strength is the weakest attribute, factoring <br>into only one skill.. the aforementioned Melee Weapons skill. Frankly, <br>Strength isn't a very good attribute at all, unless you're dead set on <br>whacking things in melee. If you like guns, the most you want to put <br>into Strength is 4 points. With the bobblehead that gives you five, <br>which is enough for the Strong Back perk. For each point of Strength you<br>have your carrying capacity is improved by 10 (from a base of 150).<br>Strong Back adds 50 points to your carrying capacity-the equivilent of<br>5 points of Strength, further making Strength redundent, even to players<br>that want to melee.<br><br>o========o============o=================o======o<br>|Strength|Melee Damage|Carrying Capacity|Skills|<br>o========o============o=================o======o<br>|   1    |      .5    |       160       |  +2  |<br>|   2    |     1.0    |       170       |  +4  |<br>|   3    |     1.5    |       180       |  +6  |<br>|   4    |     2.0    |       190       |  +8  |<br>|   5    |     2.5    |       200       | +10  |<br>|   6    |     3.0    |       210       | +12  |<br>|   7    |     3.5    |       220       | +14  |<br>|   8\t |     4.0    |       230       | +16  |<br>|   9    |     4.5    |       240       | +18  |<br>|  10\t |     5.0    |       250       | +20  |<br>o========o============o========================o<br><br>You can further increase your Strength by completing the quest 'Those!'<br>and recieving the injection from Doctor Lesko.<br><br>Various types of power armor will raise your strength.. at the cost of <br>Agility. The Strength raising power armor isn't as good as the T51-b <br>armor, however.<br><br>Grade: **<br>o======================================================================o<br>Perception {SPC003}<br>Skills: Explosives, Lockpick, and Energy Weapons<br><br>A high Perception grants a bonus to the Explosives, Lockpick and Energy<br>Weapons skills, and determines when red compass markings appear (which<br>indicate threats).<br><br>Perception's big draw is that it increases the distance as which you<br>notice threats-red marks on your compass. Granted this is only useful<br>for avoiding said threats, or ambushing\/sneaking up on them. Still, if<br>you are a ranged fighter, this is useful for letting you know where your<br>enemies are before you engage. If tactical advantages don't mean <br>anything to you, obviously Perception shouldn't be high on your list.<br>Even without the threat markers (which I am personally fairly fond of)<br>Perception gives a bonus to three skills.. which makes it fairly useful<br>by that simple virtue alone. I start out with 3 points, get 3 more<br>through Intense Training as I level, and round it out at 8 with the <br>Ant Sight perk and the bobble head.<br><br>o==========o======o<br>|Perception|Skills|<br>o==========o======o<br>|    1     |  +2  |<br>|    2     |  +4  |<br>|    3     |  +6  |<br>|    4     |  +8  |<br>|    5     | +10  |<br>|    6     | +12  |<br>|    7     | +14  |<br>|    8     | +16  |<br>|    9     | +18  |<br>|   10     | +20  |<br>o==========o======o<br><br>You can further increase your Perception by completing the quest <br>'Those!' and recieving the injection from Doctor Lesko.<br><br>The Shady Hat you get for completing all the sub objectives of<br>the Mirelurk portion of the Wasteland Survival Guide quest is a rather<br>snazzy way to add a point of Perception.. and some points of Sneak to<br>boot.<br><br>Grade: ***<br>o======================================================================o<br>Endurance {SPC004}<br>Skills: Big Guns and Unarmed<br><br>Endurance is a measure of your overall physical fitness. A high <br>Endurance gives bonuses to health, environmental resistances, and the<br>Big Guns and Unarmed skills.<br><br>Every point of Endurance gives you 20 health, a fairly significant<br>amount considering you gain 10 points per level (excluding the first)<br>added on to a base of 100. This bonus is retroactive-should you gain<br>more Endurance later, you'll find yourself burdened with an extra 20<br>health. By 'environmental resistances' they mean Radiation Resistance.<br>You'll gain a 2% bonus for every point above 1, again retroactive. This<br>is a fairly good attribute, and it gives bonuses to two skills, even<br>though they are two I'm not particularly fond of. Despite it being a<br>good attribute, I tend to put 5 points in it to start, get another from<br>the bobble head, and 2 from Intensive Training to end at 8. I could <br>start it at 4, and be perfectly happy with 5 at the end, but I really <br>don't have anything better to spend the points on.<br><br>o=========o=========o=================o====================o======o<br>|Endurance|Hitpoints|Poison Resistance|Radiation Resistance|Skills|<br>o=========o=========o=================o====================o======o<br>|    1    |  120    |        0%       |         0%         |  +2  |<br>|    2    |  140    |        5%       |\t        2%         |  +4  |<br>|    3    |  160    |       10%       |         4%         |  +6  |<br>|    4    |  160    |       15%       |         6%         |  +8  |<br>|    5    |  180    |       20%       |         8%         | +10  |<br>|    6    |  200    |       25%       |        10%         | +12  |<br>|    7    |  220    |       30%       |        12%         | +14  |<br>|    8    |  240    |       35%       |        14%         | +16  |<br>|    9    |  260    |       40%       |        16%         | +18  |<br>|   10    |  280    |       45%       |        18%         | +20  |<br>o=========o=========o=================o====================o======o<br><br>Grade: ****<br><br>Many people say you can get a bonus to Endurance from the Barkskin<br>perk, which you can recieve by taking Harold's side in the quest<br>'Oasis'. I have never recieved any Endurance for doing this quest,<br>however. (My Barkskin always just gives a bonus to Damage Resistance.)<br><br>o======================================================================o<br>Charisma {SPC005}<br>Skills: Barter and Speech<br><br>Having a high Charisma will improve people's disposition of you, and<br>give bonuses to both the Barter and Speech skills.<br><br>This is a perfectly good dump attribute. It gives a bonus to two skills,<br>granted good skills, but this attribute fails on the virtue of its main<br>benefit-or lack thereof. This skill unlocks dialogue options, but to get<br>that benefit, you'll need to have at least 8 points in it. That's a lot<br>of points that could be spent elsewhere. You know, making your character<br>a skill whore, or a combat phenom. Worse, you can affect dialogue<br>options with a high enough Speech skill-and get EXP for it. Unless <br>you're crazy about the role-playing, avoid this skill. Make it 1, or<br>make it 8. And then get the bobble head, and put on some clothes that<br>give you another point to finish at 10. And then get Black Widow or<br>Lady Killer, Child at Heart, and a high Speech skill. Just keep in mind,<br>you WILL have to fight in this game, and those points in Charisma are<br>going to hurt. I give it a 1 and let my Speech skill get me through the<br>game. Shame, Charisma was a good skill in the first two Fallout games.<br><br>o========o======o<br>|Charisma|Skills|<br>o========o======o<br>|    1   |  +2  |<br>|    2   |  +4  |<br>|    3   |  +6  |<br>|    4   |  +8  |<br>|    5   | +10  |<br>|    6   | +12  |<br>|    7   | +14  |<br>|    8   | +16  |<br>|    9   | +18  |<br>|   10   | +20  |<br>o========o======o<br><br>Grade: *<br>o======================================================================o<br>Intelligence {SPC006}<br>Skills: Science, Repair, and Medicine<br><br>Intelligence affects the Science, Repair and Medicine skills. The<br>higher your Intelligence, the more Skill Points you'll be able to<br>distribute when you level up.<br><br>Okay, three skills is good, but most importantly for every point of<br>Intelligence you have you get an extra skill point to distribute every <br>level. Now, for all those 10% skill perks, each point of Intelligence<br>gives you 19 skill points by level 20, twice as potent than any such <br>perk. You should get your Intelligence up to 9 to start, and then head <br>to Rivet City as soon as you get out of Vault 101 to get the bobble <br>head. It is well worth the trouble to get the bobble head for a cool 10 <br>Intelligence before you reach level 3. There are advocates of the <br>opposite strategy-a 1 Intelligence with all the skill books and bobble <br>heads makes it possible-however unlikely-to get 100% in all skills. A <br>high Intelligence just makes life easier, and it forces you to find <br>less skill books. Besides, where else would you put the attribute <br>points? Endurance? A good number of the better perks require certain<br>skill levels to get. It would be extremely tedious to get your skills up<br>via books while having to watch your level to ensure you dont over-level<br>and waste perks.. If that's your idea of fun, go ahead. I prefer to be<br>smart.<br><br>o============o=====================o======o<br>|Intelligence|Skill Point per Level|Skills|<br>o============o=====================o======o<br>|   1        |         11          |  +2  |<br>|   2        |         12          |  +4  |<br>|   3        |         13          |  +6  |<br>|   4        |         14          |  +8  |<br>|   5        |         15          | +10  |<br>|   6        |         16          | +12  |<br>|   7        |         17          | +14  |<br>|   8  \t     |         18          | +16  |<br>|   9        |         19          | +18  |<br>|  10\t     |         20          | +20  |<br>o============o=====================o======o<br><br>Grade: *****<br>o======================================================================o<br>Agility {SPC007}<br>Skills: Small Guns and Sneak<br><br>Agility affects your Small Guns and Sneak skills, and the number of<br>Action Points available for V.A.T.S.<br><br>Small Guns and Sneak are both magnificent skills, and I live and die by<br>V.A.T.S. in this game. You get a measly two points for each point in<br>Agility plus a base of.. 65? Still, weapons just aren't accurate at a<br>range, and ammo is a commodity, so V.A.T.S. is good times. Besides, you<br>are invulnerable while in V.A.T.S. so it's something worth abusing.<br>There are tons of great perks that need a 6 Agility, so getting at least<br>a 5 and then the bobble head is a good idea. I prefer to get nine to<br>make the most of V.A.T.S.<br><br>o=======o=============o======o<br>|Agility|Action Points|Skills|<br>o=======o=============o======o<br>|   1   |      67     |  +2  |<br>|   2   |      69     |  +4  |<br>|   3   |      71     |  +6  |<br>|   4   |      73     |  +8  |<br>|   5   |      75     | +10  |<br>|   6   |      77     | +12  |<br>|   7   |      79     | +14  |<br>|   8\t|      81     | +16  |<br>|   9   |      83     | +18  |<br>|  10\t|      85     | +20  |<br>o=======o=============o======o<br><br>Grade: ****<br>o======================================================================o<br>Luck {SPC008}<br>Skills: All skills<br><br>Raising your Luck will raise all of your skills a little. Having a high<br>Luck will also improve your critical chance with all weapons.<br><br>Luck is a fantastic attribute. Every point gives you a 1% critical hit<br>rate. A critical hit on an enemy's head in V.A.T.S. with a combat<br>shotgun is a GOOD thing. With 10 points of Luck, Finesse, and the<br>best modifier from the Wasteland Survival Guide, you can get an 18%<br>critical rate. That's good times. As if that's not good enough, Luck<br>gives a bonus to all your skills, one point for every odd attribute <br>point in Luck (1,3,5,7,9). That's a total of 13 skill points for every<br>other attribute point. At 6.5 per point, that's a better skill bonus<br>than any other attribute. If critical hits don't matter to you, you<br>should still get a base of 3 at least. You can find a bobble head and<br>a Lucky 8 Ball to give you two more points, so an 8 is the most you<br>should get, which I do.<br><br>o====o===============o======o<br>|Luck|Critical Chance|Skills|<br>o====o===============o======o<br>|  1 |       1%      |  +1  |<br>|  2 |       2%      |  +1  |<br>|  3 |       3%      |  +2  |<br>|  4 |       4%      |  +2  |<br>|  5 |       5%      |  +3  |<br>|  6 |       6%      |  +3  |<br>|  7 |       7%      |  +4  |<br>|  8 |       8%      |  +4  |<br>|  9 |       9%      |  +5  |<br>| 10 |\t     10%     |  +5  |<br>o====o===============o======o<br><br>Grade: *****<br><br>You can further increase your Luck by possessing the Lucky 8 Ball. Like<br>a bobblehead, this item just sits in your inventory and makes your life<br>easier.<br><br>If you do Reily's Rangers quest and choose the armor, you get a nice<br>custom suit of combat armor with very high DR and a +1 bonus to Luck.<br>If you like the look of that armor, and are comfortable with going with<br>that, you can leave your Luck one point lower and use the armor to<br>compensate. I prefer power armor, though.<br><br>My Personal Build, Attributes {SPC009}<br>o======================================================================o<br>I count on getting all the bobbleheads (which is much easier than<br>finding all the books) and the Lucky 8 Ball. Also, I plan on getting<br>the Ant Sight perk. It's been said you can get a 1 point bonus to your<br>Endurance from Harold, but I never have. In any case, if somehow I do,<br>I have extra Endurance to get. I play by using Stealth to sneak up on my<br>enemies, typically with Small Guns. Sneak Criticals are good times,<br>and my V.A.T.S. ensures I win my fights. This is my personal build for<br>casual gameplay.<br><br>\t\tBase\tBobble\tPerks\tMisc\tTotal<br>Strength\t4\t1\t0\t0\t5<br>Perception\t4\t1\t3\t1\t9<br>Endurance\t5\t1\t2\t0\t8<br>Charisma\t1\t1\t0\t0\t2<br>Intelligence\t9\t1\t0\t0\t10<br>Agility\t\t9\t1\t0\t0\t10<br>Luck\t\t8\t1\t0\t1\t10<br><br>Beginning HP:\t200\tBeginning AP:\t83<br>Ending HP:\t450\tEnding AP:\t110<br><br>If I want a rougher experience, a more intensive hide &amp; seek session<br>looking for books, I use this build to maximize my hit points. I also<br>pick the Life Giver perk instead of the Educated perk. Once again, I<br>would max my Endurance at 9 and try to get the Barkskin perk from the<br>quest 'Oasis', but I've never recieved a point of Endurance from the<br>quest.<br><br>\t\tBase\tBobble\tPerks\tMisc\tTotal<br>Strength\t4\t1\t0\t0\t5<br>Perception\t4\t1\t3\t1\t9<br>Endurance\t7\t1\t2\t0\t10<br>Charisma\t1\t1\t0\t0\t2<br>Intelligence\t7\t1\t0\t0\t8<br>Agility\t\t9\t1\t0\t0\t10<br>Luck\t\t8\t1\t0\t1\t10<br><br>Beginning HP: \t240\tBeginning AP: \t83<br>Ending HP:\t520\tEnding AP:\t110<br><br>o======================================================================o<br>|\t\t\tStatistics {STA001}\t\t\t       |<br>o======================================================================o<br>You could really look a lot of this up in the manual, but that's too<br>much for some folk.. I'll just assume you're looking it up here for my<br>expert opinion. Yeah..<br><br>CND {STA002}<br>o======================================================================o<br>Like the manual says, this screen has an outline of your poor little<br>Pip Boy. The healthier he is, the happier he'll look! Also, you can<br>see the condition of all your body parts. This feature seems a little<br>tacked on, and most of the time you'll only take serious bodily harm<br>from explosions, traps, or Robobrains. Getting crippled is a bad thing,<br>obviously, and the effects range from occassionally losing focus and<br>becoming temporarily blind to hobbling around at half speed. Using<br>stimpaks on the injured member or sleeping in a bed will fix you up.<br><br>RAD {STA003}<br>o======================================================================o<br>This screen shows your current level of radiation exposure via the<br>bar across the bottom. Your radiation level ranges from 0 rads to<br>1000 rads, with significant negative effects occuring every 200 rads,<br>as follows: <br><br>200 rads: -1 EN<br>400 rads: -2 EN, -1 AG<br>600 rads: -3 EN, -2 AG, -1 ST<br>800 rads: -3 EN, -2 AG, -2 ST<br>1000 rads: Death!<br><br>You won't lose maximum HP while suffering from radiation poisoning, so<br>the endurance loss isn't too bad. However, losing agility and strength<br>kinda sucks. Fix yourself up with some radaway or prevent radiation<br>poisoning by using rad-x. Just don't become addicted!<br><br>EFF {STA004}<br>o======================================================================o<br>If you're suffering from radiation poisoning, or if you are in some<br>other way buffed or impared, that'll show up here. This just lists the<br>various status effects affecting you.<br><br>LVL {STA005}<br>o======================================================================o<br>This is, of course, your level. You start out level 1, and reach level<br>2 immediately upon exiting the vault. As of now you can reach a<br>lamely low maximum level of 20. Each time you level up you'll recieve<br>10 HP, a perk, and 10 skill points + intelligence.<br><br>HP {STA006}<br>o======================================================================o<br>Hit Points, of course. When you run out of these, you die. Hit points<br>are good, and since endurance is one of the best ways to get more of<br>them, endurance is pretty good too. You start out with a base of 100<br>and recieve 10 every level (sans the first). You also gain 20 more per<br>point of endurance and possibley 30 from the Life Giver perk. That's a<br>maximum of 520 hit points, but I commonly end with a measly 450. Hit<br>points are good.. but there are other considerations to be made.<br><br>AP {STA007}<br>o======================================================================o<br>Action points are all important for my play style. The more action<br>points you have, the more shots you can take in V.A.T.S., which is<br>much more accurate, damaging, and during which, you're invincible. If<br>you're too elite of an FPS shooter for V.A.T.S., just give yourself an<br>agility of 1 and have fun. For the rest of us, V.A.T.S. is win. You<br>start out with 65 and gain two points for every point of agility. With<br>the Action Boy\/Girl perk, you can top out at 110 (which I always do).<br>There's an arguement that AP becomes redundant if you get the Grim <br>Reaper's Sprint perk, but in its defense, the more AP you have, the <br>more shots you can take, the better your chance of killing and enemy <br>and replenishing your AP. It's good stuff people, trust me.<br><br>XP {STA008}<br>o======================================================================o<br>Your experience points rates your progress towards the next level. You<br>recieve anywhere from 1 to 50 experience for killing an enemy, and you<br>get a comparably whopping amount for completing the games' quests. I'll<br>go ahead and say it here.. there are plenty of chances to gain XP in<br>this game. Killing enemies, completing quests, giving certain items<br>(scrap metal, sensor modules, sugar bombs and the like) to certain NPCs,<br>picking locks, disabling\/disarming mines, hacking computers.. Point is,<br>you NEVER need perks that increase your XP. The level cap is too low<br>already, you'll level just fine plaything through the game.<br><br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\t\t\tSkills {SKL001}\t\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o<br>Skills determine how good you are at various activities, anything from<br>picking locks, hacking computers, attacking with various weapons,<br>sneaking, interacting with NPCs and so forth. Your skills are every bit<br>as important as your S.P.E.C.I.A.L. attributes and your perks, with<br>one exception.. it's entirely possible to create a character with a<br>score of 100 in every skill.<br><br>Base {SKL002}<br>o======================================================================o<br>You start out with two points in each skill, and get an additional two<br>points per S.P.E.C.I.A.L. attribute in related skills with the<br>exception of Luck, which gives .5 point for each point of Luck<br>(rounded up).<br><br>Tag! {SKL003}<br>o======================================================================o<br>You select three skills to tag during the G.O.A.T. test. Unlike the<br>first two Fallout games, this doesn't double your rate of skill point<br>increase, it merely adds a 15 point bonus to those skills.<br><br>Leveling {SKL004}<br>o======================================================================o<br>You gain 10 skill points per level plus your Intelligence score.<br>Getting the bobblehead from Rivet City early earns you extra skill<br>points. If you get Educated at level 4, you can further increase your<br>bonuses for leveling up.<br><br>Bobbleheads {SKL005}<br>o======================================================================o<br>There is a bobblehead in the game for each skill, each of which<br>increases your skill by 10 points. Free and easy skill points, you<br>shouldn't raise any skill above 90 until you have the bobblehead for<br>that skill, or you're wasting points.<br><br>Books {SKL006}<br>o======================================================================o<br>In addition to perks, leveling, intelligence, and bobbleheads, you can<br>get skill bonuses from books throughout the game. These books each give<br>you a one point bonus to a specific skill, depending on the book. This<br>cannot increase your skill level above 100. In the game there are<br>twenty-five of each skill book (except for 'Tales of a Junktown Jerky<br>Vendor, of which there are only twenty-four.) This means skill books<br>can account for a quarter of your points in every skill. With the<br>Comprehension perk, you get two skill points per book, from which half<br>of all the possible skill points in the game can be derived. That's a<br>big deal. I make my characters with the idea in mind that I should<br>find anywhere from fifteen to twenty of each book. This allows me to<br>play casually and not stress skill books too much. If you want to play<br>more thoroughly, create your character to max out each skill naturally<br>at 50 (52 for Barter) and let the books do the rest.<br><br>There are 13 skills, each of which can gain a score of 100 for a total<br>of 1300 skill points total in the game. You start out with a base of <br>two, which is an automatic 26 skill points towards your total. You gain<br>an additional number of skill points which are variable depending<br>upon your S.P.E.C.I.A.L. attributes. 9 points of Luck will net you<br>65 skill points right there. You gain a minimum of 11 skill points<br>per level (after level 2, you should get the Intelligence bobblehead<br>asap for an additional 18 skill points). This will net you at least<br>227 skill points. With a good Luck score<br><br>Min\/Maxing {SKL007}<br>o======================================================================o<br>If you want to ensure you'll max out all skills at 100, get every skill<br>to at least 40 points. You'll get ten more from the bobbleheads, and<br>you can get 50 more points from the skill books if you have<br>Comprehension. For Barter, you'll need a minimum of 42 since there are<br>only 24 books. Keep in mind that some perks require skills to be at<br>certain levels, like Cyborg. You might want to boost such skills to<br>the minimum level-and really strive to get your hands on the<br>bobbleheads you'll need early on. <br><br>Breakdown of Skill Points {SKL008}<br>o======================================================================o<br>There are 13 skills in the game, each of which can be raised to a score<br>of 100, for a grand total of 1300 possible skill points in the game. I<br>have broken down all the various means by which I recieve skill points<br>with my character build. There are also some general pieces of<br>information that apply to all characters. With the table below you can<br>see just how my character will play out. To make a long story short,<br>I will end up with the ability to aquire 236 more skill points than<br>I can use. This gives me the freedom to miss 118 skill books in the<br>game provided I have the Comprehension perk. If you want to run a<br>tighter ship you can always exchange some Intelligence for something<br>else (I'd recommend Endurance.) Each point of Intelligence you trade<br>off, you'll sacrifice 21 skill points (1 point a level over 19 levels,<br>plus two points since Intelligence gives a two point bonus to three<br>skills, where Endurance only gives a two point bonus to two skills.)<br>Also, you could choose to switch out Educated for Life Giver for even<br>more hit points-and even less wiggle room. Keep in mind, there are <br>items you can wear that raise and lower skills, and additional perks <br>you can choose to increase skills. Personally I prefer not to rely on <br>equipment for bonuses, and perk only skills are never worth it.<br><br>I also take four Intensive Training perks, which gives me a three <br>point bonus to Perception, and a one point bonus to Endurance. This <br>gives me an additional 22 skill points.<br>\t\t\t\t\t      <br>Skill points<br> gained from..\t Formula\t Points  Math (out of 1300)<br>o===============o===============o=======o=======================o<br>|              \t|2 points per\t|\t|\t\t\t|<br>|Base\t        |skill x 13\t|  26 \t|\t1274\t\t|<br>|\t      \t|skills\t\t|\t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|\t\t|2 points per\t|\t|\t\t\t|<br>|Strength\t|attribute x 1\t| 2-20  |\t1266\t\t|<br>|\t\t|skill\t \t| (8) \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|\t\t|2 points per\t|\t|\t\t\t|<br>|Perception\t|attribute x 3\t| 6-60  |\t1230\t\t|<br>|\t\t|skills\t \t| (36) \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|\t\t|2 points per\t|\t|\t\t\t|<br>|Endurance\t|attribute x 2\t| 4-40  |\t1206\t\t|<br>|\t\t|skills\t \t| (24) \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|\t\t|2 points per\t|\t|\t\t\t|<br>|Charisma\t|attribute x 2\t| 4-40  |\t1202\t\t|<br>|\t\t|skills\t \t|  (4) \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|\t\t|2 points per\t|\t|\t\t\t|<br>|Intelligence\t|attribute x 3\t| 6-60  |\t1148\t\t|<br>|\t\t|skills\t \t| (54) \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|\t\t|2 points per\t|\t|\t\t\t|<br>|Agility\t|attribute x 2\t| 4-40  |\t1112\t\t|<br>|\t\t|skills\t \t| (36) \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|\t\t|.5 points per\t|\t|\t\t\t|<br>|Luck\t\t|attribute x 13\t| 13-65 |\t1060\t\t|<br>|\t\t|skills \t|\t|\t\t\t|<br>|\t\t|(round up)\t| (52) \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|              \t|15 points x3 \t|\t|\t\t\t|<br>|Tag!\t        |skills\t\t|  45 \t|\t1015\t\t|<br>|\t      \t|\t\t|\t|\t\t\t|<br>o===============o===============o=======o=======================o<br>******These skill bonuses are just from character creation******<br>o===============o===============o=======o=======================o<br>|              \t|10 points  \t| \t|\t\t\t|<br>|Leveling       |+Intelligence\t|209-380|\t 654\t\t|<br>|\t      \t|x19 levels\t| (361)\t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|Intelligence   |1 point per  \t| \t|\t\t\t|<br>|less than 10\t|level x18\t|\t|\t\t\t|<br>|and Bobblehead\t|levels\t\t|  18\t|\t 636\t\t|<br>|before level 3 |\t\t| \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|Chose Educated |3 points per \t| \t|\t\t\t|<br>|perk at level 4|level x16 \t|   48  |\t 588\t\t|<br>|\t      \t|levels\t\t| \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|Chose Silent   |10 points into\t| \t|\t\t\t|<br>|Running perk at|Sneak skill \t|   10  |\t 578\t\t|<br>|any level     \t|\t\t| \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|Chose Cyborg   |10 points into\t| \t|\t\t\t|<br>|perk at any    |Energy Weapons |   10  |\t 568\t\t|<br>|level     \t|skill\t\t| \t|\t\t\t|<br>o===============o===============o=======o=======================o<br>***These skill bonuses are just from playing the game, without*** <br>*******finding any item except the Intelligence bobblehead*******<br>o===============o===============o=======o=======================o<br>|              \t|2 points per\t|\t|\t\t\t|<br>|Bobbleheads    |skill x 13\t|  26 \t|\t 542\t\t|<br>|(Attributes) \t|skills\t\t|\t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|              \t|10 points per\t|\t|\t\t\t|<br>|Bobbleheads    |skill x 13\t|  130\t|\t 412\t\t|<br>|(Skills) \t|skills\t\t|\t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|Bobblehead-Luck|1 point per\t|\t|\t\t\t|<br>|and Lucky 8\t|skill x 13\t|  130\t|\t 399\t\t|<br>|Ball with Luck |skills\t\t|\t|\t\t\t|<br>|7 or lower \t|\t\t|\t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|\t\t|\t\t|\t|\t\t\t|<br>|Skill Books\t|1 point per\t|  324\t|\t  88\t\t|<br>|\t\t|book x324 books|\t|\t\t\t|<br>|\t\t|\t\t|\t|\t\t\t|<br>o===============o===============o=======o=======================o<br>|Skill Books\t|\t\t|\t|\t\t\t|<br>|with the\t|2 points per\t|  648\t|\t -236\t\t|<br>|Comprehension\t|book x324 books|\t|\t\t\t|<br>|perk\t\t|\t\t|\t|\t\t\t|<br>o===============o===============o=======o=======================o<br>********With my build, I only need to find 206 of the 324********<br>********skill books in the game. About 16 books per skill********\t\t\t\t\t<br><br>The skills {SKL009}<br>o======================================================================o<br>Below I have listed and explained the skills. It seems more redundant<br>than explaining S.P.E.C.I.A.L. attributes or perks, since you can<br>easily max all of the skills, but this might help you choose which<br>skill to tag and boost.<br><br>o======================================================================o<br>Barter {SKL010}<br>S.P.E.C.I.A.L. Attribute: Charisma<br>Book: Tales of a Junktown Jerky Vendor<br><br>The Barter skill affects the prices you get for buying and selling<br>items. In general, the higher your Barter skill, the lower your prices<br>on purchased items.<br><br>Like it is said in the manual, you gain an advantage on trade prices,<br>which is fairly important. The more money you get for your loot, the<br>more ammo you can buy. The more ammo you have, the easier your life<br>will be. Being able to get your hands on more ammo, armor, and meds<br>will make the game easier, obviously. There is, however, plenty of<br>loot in the game, so while this skill helps, it's not a skill you<br>should lose sleep over.<br><br>Grade: ****<br>o======================================================================o<br>Big Guns {SKL011}<br>S.P.E.C.I.A.L. Attribute: Endurance<br>Book: U.S. Army: 30 Handy Flamethrower Recipes<br><br>The Big Guns skill determines your combat effectivness with all<br>oversized weapons such as the Fat Man, Missile Launcher, Minigun, and<br>Gatling Laser.<br><br>The more points you have in Big Guns, the more damage they'll do, and<br>the better your accuracy in V.A.T.S. They already do a ton of damage,<br>but that just means they'll get that much better by focusing on Big<br>Guns. Of course, this is a fairly specialized niche of weapons that<br>have rather limited use and even more limited ammo. Granted, you'll<br>find more 5mm rounds than you can shake a stick at, but you'll also<br>burn through it like nothing else. I've managed to play through the<br>game without using a simple Big Gun. In fact, the only situation in<br>which I found myself wanting one was against Super Mutant Behemoths,<br>and there are very few of them in the game.<br><br>Grade: **<br>o======================================================================o<br>Energy Weapons {SKL012}<br>S.P.E.C.I.A.L. Attribute: Perception<br>Book: Nikola Tesla and You<br><br>The Energy Weapons skill determines your effectiveness with weapons<br>such as the Laser Pistol, Laser Rifle, Plasma Rifle, and Plasma Pistol.<br><br>Unfortunately, Energy Weapons describes a rather weak and limited<br>selection of weapons in Fallout 3. The exception of course, is the <br>Alien Blaster, but ammo is incredibly rare for this gun. Probably the<br>worst ranged weapons in the game.<br><br>Grade: **<br>o======================================================================o<br>Explosives {SKL013}<br>S.P.E.C.I.A.L. Attribute: Perception<br>Book: Duck and Cover!<br><br>The Explosives skill determines the power of any set mines, the ease of<br>disarming any hostile mines, and the effectiveness of any thrown<br>grenade.<br><br>Explosives aren't very useful. They do good damage, but they come in<br>extremely limited quantity. They're annoying to aim, and they take too<br>long to detonate. I know, I know, \"aim better!\" Most situations in <br>which one could be used I found it easier to simply use a gun, or a <br>missile. Pulse grenades and mines are only effective against machines. <br>Some people suggest using Frag Mines against Mirelurks, but I found it <br>simpler to just go downhill from them and put an end to them with a <br>shotgun. And about the 'ease of disarming hostile mines', I have no<br>idea what they mean. At any level I was able to disarm Frag Mines,<br>there's no check, no roll, no mini-game, you just get close and<br>activate the mine. I don't know if a higher Explosives score increases<br>the distance at which you can do this, or what.. I'm pretty sure it's<br>useless though, except with the quest 'The Power of the Atom.' Even<br>then, your skill doesn't have to be very high.<br><br>Grade: *<br>o======================================================================o<br>Lockpick {SKL014}<br>S.P.E.C.I.A.L. Attribute: Perception<br>Book: Tumblers Today<br><br>The Lockpick skill is used to open locked doors and containers.<br><br>Every 25 points in this skill allows you to pick a more difficult lock.<br>It also increases your chance to force locks (whee..) There are<br>plenty of locks in the game, so this skill becomes useful simply<br>because of how often you'll need to use it. It is one of the few skills<br>you should level up quickly (the faster you get it up in ranks, the<br>sooner you'll be able to pick more difficult locks.) It's a good<br>candidate for a Tag! skill.<br><br>o==============o===============o<br>|Lockpick SKill|Lock Difficulty|<br>o==============o===============o<br>|       0      |   Very Easy   |<br>|      25      |      Easy     |<br>|      50      |     Average   |<br>|      75      |      Hard     |<br>|     100      |   Very Hard   |<br>o==============o===============o<br><br>Grade: *****<br>o======================================================================o<br>Medicine {SKL015}<br>S.P.E.C.I.A.L. Attribute: Intelligence<br>Book: D.C. Journal of Internal Medicine<br><br>The Medicine skill determines how many Hit Points you'll replenish upon<br>using a Stimpak, and the effectiveness of Rad-X and RadAway.<br><br>More potent Stimpaks, Rad-X, and RadAway? Not bad. I don't tend to use<br>them often, but when I need them, they come in handy. I wouldn't fret<br>about this skill, but the higher it gets, the more potent your meds<br>will be, and everybody can be happy with that.<br><br>Grade: ***<br>o======================================================================o<br>Melee Weapons {SKL016} <br>S.P.E.C.I.A.L. Attribute: Strength<br>Book: Grognak the Barbarian<br><br>The Melee Weapons skill determines your effectiveness with any melee<br>weapon, from the simple lead pipe all the way up to the high-tech<br>Super Sledge.<br><br>I'm not sure what's 'high-tech' about a Super Sledge, but it sure does<br>pack a whallop. Melee weapons are inferior to Small Guns in damage and<br>range, but they do have one great perk-they require no ammo. That<br>makes life easier in the early going. And there are tons of them in<br>the game. Super Mutants and Raiders will carry them liberally, so<br>you should never be hurting for melee weapons. That said, you can<br>mow down enemies with melee weapons before they ever get close to you,<br>and it shouldn't be a surprise that the bad guys can return the favor.<br>There's no point in rushing a Super Mutant with a missile launcher.<br>Of course, since skills are so liberal in this game there's no reason<br>you should focus solely on melee weapons. They have their place, but<br>that place is mostly for early on, when ammo is scarce(ish). You'd<br>think that would make this skill worthy of an endorsement for early <br>leveling, but frankly, the sooner you get your Small Guns up, the <br>sooner you'll get to ditch Melee Weapons entirely.<br><br>Grade: ***<br>o======================================================================o<br>Repair {SKL017}<br>S.P.E.C.I.A.L. Attribute: Intelligence<br>Book: Dean's Electronics<br><br>The Repair skill allows you to maintain any weapons and apparel. In<br>addition, the higher your Repair skill, the better the starting<br>condition of any custom-made weapons.<br><br>This skill is surprisingly good. The better a weapons' condition, the<br>more damage it does, irregardless of what weapon type it is. This skill<br>allows you to do more damage with ALL weapons. Not only that, it keeps<br>armor in tip top shape as well, improving its damage reduction. Another<br>benefit of Repair is the higher your Repair skill, the more low quality<br>weapons you can combine to make higher quality weapons. This frees up<br>inventory space, and generally makes looting easier. Why tug around<br>several crappy suits of Raider armor when you can carry around one good<br>suit? Definately a tag-worthy skill.<br><br>Grade: *****<br>o======================================================================o<br>Science {SKL018}<br>S.P.E.C.I.A.L. Attribute: Intelligence<br>Book: Big Book of Science<br><br>The Science skill represents your combined scientific knowledge, and<br>is primarily used to hack restricted computer terminals.<br><br>Just like Lockpicking, but for computers! Granted, hacking is less<br>useful in many ways. A great deal of computers unlock safes, and<br>many others just disable turrets. Still, it's experience, and there<br>are plenty of situations in which it is useful. Some of which are<br>even exclusive to Science. Keep in mind you also need it for the<br>excellent Cyborg perk. It's a consideration for a tag skill, although<br>I'd consider Lockpick more useful early on.<br><br>o=============o===============o<br>|Science SKill|Hack Difficulty|<br>o=============o===============o<br>|       0     |   Very Easy   |<br>|      25     |      Easy     |<br>|      50     |     Average   |<br>|      75     |      Hard     |<br>|     100     |   Very Hard   |<br>o=============o===============o<br><br>Grade: *****<br>o======================================================================o<br>Small Guns {SKL019}<br>S.P.E.C.I.A.L. Attribute: Agility<br>Book: Guns and Bullets<br><br>Small Guns determines your effectiveness with all conventional<br>projectile weapons, such as the 10mm pistol, BB Gun, and Combat<br>Shotgun.<br><br>Small Guns are plentiful and powerful, useful in close range <br>(shotguns), medium range (assault rifles), and long range (sniper <br>rifles). They comprise a variety of ammo including BBs, 10mm rounds,<br>.32 calibur rounds, .44 rounds, 5.56mm rounds, .308 rounds, and of<br>course shotgun shells. This is a huge variety of weaponry to fall<br>under one skill. In fact, you don't even need another weapon skill<br>than Small Guns. It's not just the most varied, and composed of the<br>greatest library of ammunition (by far), but possibly the most<br>powerful. In particular the 10mm Submachine Gun, the Chinese<br>Assault Rifle, and the Combat Shotgun are all extremely powerful,<br>especially in V.A.T.S. The fact that the Combat Shotgun has such a<br>large clip size (12 rounds) and deals as much damage as it does makes<br>it overwhelming. This is the most versatile weapon skill in Fallout 3,<br>and regardless of what else you want to fight with, you should make<br>sure you've got Small Guns covered. Certainly worth considering for a<br>Tag! skill.<br><br>Grade: *****<br>o======================================================================o<br>Sneak {SKL020}<br>S.P.E.C.I.A.L. Attribute: Agility<br>Book: Chinese Army: Special Ops Training Manual<br><br>The higher your Sneak skill, the easier it is to remain undetected,<br>steal and item, or pick someone's pocket. Successfully attack while<br>undetected grants an automatic critical hit.<br><br>Sneaking allows you to pick your fights, and with a high Perception,<br>it allows you to situate yourself in a position that makes surviving<br>a fire fight easier. Picking off that Super Mutant with the missile<br>launcher will make your life easier, as will avoiding that group of<br>Talon Company Mercenaries. Also, stealing stuff is great. It's a fine<br>way to get some better guns early on, or to just nab some stuff to<br>sell. Karma smarma. Good guys need money too. And automatic critical<br>hits? Critical hits are devastating in Fallout 3, and a critical<br>sneak attack headshot will just about end anything you'll come up with.<br>Especially with a combat shotgun. In the face. Yeah.. Oh, and the<br>Better Criticals perk just makes the situation all the better. Of<br>course, Sneak wont get you any experience, and it will only help so<br>much if you cant fight your way out of a wet paper bag, so while it's<br>extremely useful, it's worth focusing on after you get some other<br>skills a little higher.<br><br>Grade: *****<br>o======================================================================o<br>Speech {SKL021}<br>S.P.E.C.I.A.L. Attribute: Charisma<br>Book: Lying, Congressional Style<br><br>The Speech skill governs how much you cna influence someone through<br>dialogue, and gain access to information they might otherwise not want<br>to share.<br><br><\/pre>\n\n\n\n<pre id=\"faqspan-2\" class=\"wp-block-preformatted\">Speech allows you to interact with characters better. Any time a\nSpeech option comes up, you'll get a chance to radically alter the\ncourse of the conversation. Failure usually only deprives you of the\nbenefit of suceeding. Success will convince NPCs to do things without\na hassle, give you more money, or tell you about cool loot. If you\nhave a high Charisma, you might not need this skill. Of course, skill\npoints are expendable, but S.P.E.C.I.A.L. attributes aren't. And,\nyou get experience for successfully using Speech, unlike with having\na high Charisma. You typically only get one shot at making a Speech\ncheck for an NPC about a specific subject, so I'd suggest you save\nand reload. If you want to do quests off the bat, you should boost\nyour Speech to get as much out of the quests as you can. If you level\nfirst, you can put Speech off a bit. Saving and reloading will allow\nyou to succeed at any Speech check.. eventually, a higher Speech skill\njust cuts down on the bother. It's good, but it can wait. Also, in Oasis\na little girl named Yew will give you an item that permenantly increases\nyour Speech by 10 points.\n\nGrade: ****\no======================================================================o\nUnarmed {SKL022}\nS.P.E.C.I.A.L. Attribute: Endurance\nBook: Pugilism Illustrated\n\nThe Unarmed skill is used for fighting without a weapon, or with the\nfew weapons speciafically designed for hand-to-hand combat, like Brass\nKnuckles, or the Power Fist.\n\nGranted, you can actually do some real damage with this skill, but it\ntakes three perks to get it on par with Melee Weapons, and another\n(Paralyzing Palm) to make it worth anything at all. Granted, it takes\na number of skills to make Small Guns omnipotent in V.A.T.S. Still,\nUnarmed will never equal the power of a combat shotgun, the radius\nof a missile, or the range of an assault rifle or sniper rifle. The\nonly good point to unarmed is the lack of ammo or repair costs..\nprovided you don't use a power fist, which can be rare. This skill is\nforgetable. I don't see why anybody would bring a knife to a gun fight,\nwhich is what Fallout 3 is, much less coming to a fight without any\nweapons at all.\n\nGrade: *\n\nSkills I Tag! (and why) {SKL023}\no======================================================================o\nI typically choose from the following skills to tag.\n\nLockpick\/Science\nThey both unlock goodies, and they both will get you experience for\nusing them. I choose Lockpick, since a lot of computers simply open\nlocks, while no locks make computer redundant. Also, getting a 50 into\nLockpick lets you get the Strength bobblehead, which is handy.\t\n\nSmall Guns\/Repair\/Sneak:\nSmall Guns allows you to kill things easier, hence making your ammo go \nfurther. Repair allows you to kill things easier, hence making your \nammo go further, and it allows you to combine gear, giving you more \npotent, compact versions, which just makes life easier. Sneak allows \nyou to steal loot to sell or use, and can help you avoid tough \nencounters early on-or allow you to get the drop on enemies.. allowing \nyou to do more damage and make your ammo go further. These three skills \nmake your killing easier, which will in their own ways maximize your\nexperience earning and money making. Pick which one (or two) you prefer\nthe most. Keep in mind that Sneak early on wont allow you to Sneak past\nstronger foes, and it certainly wont let you steal with impunity.\n\nBarter\/Speech (honorable mention)\nWhile both are good, you can do without at the beginning. If you dont\nplan on doing quest right off the bat, ignore Speech. Even if you do\nyou can tough it out and save\/reload until it works. With Barter, you\ncan get money from one of the above skills. These two skills are good,\nbut there are better early game skills.\t\n\nI pick Lockpick, Repair, and Sneak.\t\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t\tPerks {PRK001}\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nIn Fallout 3 you gain a perk every level (starting at level 2, which you\nattain automatically upon leaving Vault 101.) Perks are seperated by\nthier level prerequisite, with every even level opening up more perks.\nPrerequisites for perks may also include S.P.E.C.I.A.L attributes or \nskill points. (For example, the Entomologist perk requires that you be \nlevel 4, have Intelligence 4, and Science 40.)\n\nPerks are VERY IMPORTANT to the ultimate performance of your character.\nThere are some perks that are just good for everybody (Grim Reaper's\nSprint, Comprehension) but others are more specialized to how you want \nto play the game, even more than your S.P.E.C.I.A.L attributes or skill \npoint spending. When making your character, you should plan out which \nperk you want at every level from 2 to 20. It will pay off later when \nyou are slicing through Super Mutant Brutes like a hot knife through \nbutter.\n\nGenerally speaking, there are some perks that are just useless, which\nmakes selection somewhat easier. Any skill that adds +10% to your skills\nis a waste. You can max ALL of your skills without doing this, so there\nis no reason to ever select such a skill. Also, you should be keen to\ncompare perks to root out some of the weaker perks. Educated gives you\nthree extra skill points per level. Selected at level 4, that's 48 extra\nskill points by 20. That makes Educated almost five times more giving \nthan a skill point perk, like Gun Nut.\n\n*\tHorrible\tNobody should pick this perk.\n**\tBad\t\tGenerally this is a low-end perk. Sometimes\n\t\t\tthey provide just enough of a benefit specific\n\t\t\tto a character build to be worth it, but most\n\t\t\tcharacters will not find this perk useful.\n***\tAverage\t\tThis perk can fit into a specific character\n\t\t\tbuild, or it can work when there's simply\n\t\t\tnothing better to pick, but it's not an\n\t\t\toutstanding perk on its own.\n****\tGood\t\tA good perk for anybody to pick, or a perk\n\t\t\tthat is absolutely essential to a specific\n\t\t\tbuild.\n*****\tGreat\t\tA perk everybody should get. Period.\n\no======================================================================o\n* Star Perks\t\t\nAdamantium Skeleton\nAnimal Friend\nCannibal\nChemist\nChem Resistant\nChild at Heart\nComputer Whiz\nContract Killer\nDaddy's Boy\/Girl\nExplorer\nFast Metabolism\t\nFortune Seeker\nGun Nut\t\nHere and Now\nInfiltrator\nLawbringer\nLead Belly\nLight Step\nLittle Leaguer\nMaster Trader\nMister Sandman\nNerd Rage!\nScoundrel\nScrounger\t\t\nSize Matters\nSwift Learner\nThief\no======================================================================o\n** Star Perks\nBlack Widow\/Lady Killer\nDemolition Expert\nEntomologist\nImpartial Mediation\nMysterious Stranger\nNight Person\nPyromaniac\nRad Resistance\nTag!\no======================================================================o\n*** Star Perks\nBloody Mess\nCommando\nConcentrated Fire\nGunslinger\nIntense Training\nLife Giver\nParalyzing Palm\nRobotics Expert\nSilent Running\nSniper\nSolar Powered\nStrong Back\no======================================================================o\n**** Star Perks\nAction Boy\nBetter Criticals\nCyborg\nEducated\nFinesse\nIron Fist\nNinja\nToughness\no======================================================================o\n***** Star Perks\nComprehension\nGrim Reaper's Sprint\n\no======================================================================o\n|\t\t\tLevel 2 Perks {PRK002}\t\t\t       |\no======================================================================o\nBlack Widow\/Lady Killer\nReq: Level 2\nRanks: 1\n\nIn combat you do +10% damage against male\/female opponents. Outside of\ncombat, you'll sometimes have access to unique dialogue options when\ndealing with the opposite sex.\n\nThe times this perk will come up are few and far between. In all cases\nI know of, there are simply other ways to accomplish the same thing.\nOne use of the Black Widow perk is when talking to Mr. Burke early in\nthe game. All the perk does there is get you the extra caps for\nagreeing to blow up Megaton. Something a successful Speech challenge\ndoes just as well. The +10% damage is alright, but even then, I'd \nrather get Bloody Mess.\n\nGrade: **\no======================================================================o\nDaddy's Boy\/Daddy's Girl\nReq: Level 2, Intelligence 4\nRanks: 3\n\nJust like dear old Dad, you've devoted your time to Intellectual\npursuits. You gain an additional 5 points to both the Science and\nMedicine skills.\n\nDevote yourself to a real intellectual pursuit and skip this perk. Even\nthough it might be tempting from a story aspect to pick this up, +10%\nto your skills is never worth a perk on its own. Especially when one of\nthem is Medicine.\n\nGrade: *\no======================================================================o\nGun Nut\nReq: Level 2, Intelligence 4, Agility 4\nRanks: 3\n\nYou're obsessed with using and maintaining a wide variety of \nconventional firearms. With each rank of the Gun Nut perk, you gain an\nadditional 5 points to the Small Guns and Repair skills.\n\nAnother skill perk. At least both of the skills are useful this time.\n\nGrade: *\no======================================================================o\nIntense Training\nReq: Level 2\nRanks: 10\n\nWith the Intense Training perk, you can put a single point into any of\nyour S.P.E.C.I.A.L attributes.\n\nThis is a potentially useful perk, depending on how you use it. Frankly,\nat the early levels there aren't many better perks to buy, so you should\nmake your character expecting to have a few Intense Training perks to\nshore up some shoddy SPECIAL attributes.\n\nGrade: ***\no======================================================================o\nLittle Leaguer\nReq: Level 2, Strength 4\nRanks: 3\n\nYears as the Vault little league MVP have honed your hitting and\nthrowing. With every rank, you gain 5 points of Melee Weapons skill and\n5 points of Explosives skill.\n\nYuck.\n\nGrade: *\no======================================================================o\nSwift Learner\nReq: Level 2, Intelligence 4\nRanks: 3\n\nWith each rank in the Swift Learner perk, you gain an additional 10% to\ntotal Experience Points whenever Experience Points are earned.\n\nYou could get this, to level faster. Or you could just kill more, pick\na lock or two, succeed at a Speech check, or hack a computer. This is a\nuseless perk. It's almost insulting that they offer three ranks of it.\n\nGrade: * \no======================================================================o\nThief\nReq: Level 2, Agility 2, Perception 4\nRanks: 3\n\nWith each rank of the Thief perk, you gain an immediate bonus of 5\npoints to both the Sneak and Lockpick skills.\n\nAt least these are good skills. Still. Yuck.\n\nGrade: *\no======================================================================o\n|\t\t\tLevel 4 Perks {PRK003}\t\t\t       |\no======================================================================o\nChild at Heart\nReq: Level 4, Charisma 4\nRanks: 1\n\nThe Child at Heart perk greatly improves your interactions with\nchildren, usually in the form of unique dialogue options.\n\nSo you can have a few extra dialogue options with the handful of \nkids in this game who have something to do with quests. Dont waste your\nperk.\n\nGrade: *\no======================================================================o\nComprehension\nRequirements: Level 4, Intelligence 4\nRanks: 1\n\nWith the Comprehension perk, you gain one additional skill point \nwhenever a skill book is read.\n\nLets see. Almost 25 skill books per skill, 13 skills.. that's a \npotential of 325 extra skill points. That is the biggest pool of skill \npoints in the game, even better than all the skill points you can get \nfrom intelligence. This is one of the must have perks. This perk is\npretty much in a league of its own, in terms of usefulness, seeing as \nhow it can potentially remove the need for an entire attribute.\n\nGrade: *****\no======================================================================o\nEducated\nRequirements: Level 4, Intelligence 4\n\nWith the Educated perk, you gain three skill points every time you \nadvance in level. This perk is best taken early on, to maximize its\neffectiveness.\n\nNo matter what character build you're going for, three extra skill \npoints a level for the next sixteen levels is a good thing. 48 skill \npoints is much MUCH better than any 10 skill point perk. That's almost \nfive times more effective.\n\nGrade: ****\no======================================================================o\nEntomologist\nReq: Level 4, Intelligence 4, Science 40\nRanks: 1\n\nWith the Entomologist perk, you do an extra 50% damage every time you\nattack a mutated insect, like the Radroach, Giant Ant, or Radscorpian.\n\nInsects are probably the least of your problems in this game. The\noccassionaly Giant Radscorpian or Fire Ant warrior lurks around, but\neven then, a combat shotgun cures all insect infestations. If you fight\nsmart against the odd bug you run into, you wont need this. Besides,\nit's better to get a perk that deals more damage to everything-like \nBloody Mess. If this was a perk that did 50% damage to Super Mutants or\nraiders, then maybe.. You shouldn't have too much trouble with the bugs\nin this game.\n\nGrade: **\no======================================================================o\nIron Fist\nReq: Level 4, Strength 4\nRanks: 3\n\nwith the Iron Fist perk, you do an additional 5 points of Unarmed damage\nper rank.\n\nFive points of unarmed damage is HUGE. It's the same damage bonus you'd\nget from 10 points of strength. If you decide to try and play with your \nfists, these perks are essential. If you don't want to go melee, don't \nbother with this.\n \nGrade: ****\no======================================================================o\nScoundrel\nReq: Level 4, Charisma 4\nRanks: 3\n\nTake the Scoundrel perk, and you can use your wily charms to influence\npeople--each rank raises your Speech and Barter skills by 5 points.\n\n10 skill point perk. Yuck.\n\nGrade: *\no======================================================================o\n|\t\t\tLevel 6 Perks {PRK004}\t\t\t       |\no======================================================================o\nBloody Mess\nReq: Level 6\nRanks: 1\n\nWith the Bloody Mess perk, characters and creatures you kill will often \nexplode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and\nyou'll do 5% extra damage with all weapons.\n\nOkay, the aesthetics are cool, but that's no reason to get a perk. 5%\ndamage against everything is nice, though. Considering the fact that\nother damage increasing perks only affect certain weapon types, or\ncertain enemies, a pure, honest, damage boost is special. There's also\nthe nostalgia factor, for us old school Fallout players.\n\nGrade: ***\no======================================================================o\nDemolition Expert\nReq: Level 6, Explosives 50%\nRanks: 3\n\nWith each rank of this perk, all of your explosive weapons do an\nadditional 20% damage.\n\n20% damage with explosives is a fairly big increase to damage. If you're\na nut about the grenades and mines, this is a great perk. Frankly, I've\nnever cared too much about explosives in this game. Missile launchers\nfall under the Big Guns category, and so does the Fat Man. This feat is\nignorable.\n\nGrade: **\no======================================================================o\nFortune Seeker\nReq: Level 6, Luck 5\nRanks: 1\n\nWith the Fortune Finder perk, you'll find considerably more Nuka-Cola\ncaps in containers than you normally would.\n\nMore caps. Yay. You'll get plenty of caps killing things and selling\nthier loot.\n\nGrade: *\no======================================================================o\nGunslinger\nReq: Level 6\nRanks: 1\n\nWhile using a pistol (or similar one-handed weapon), your accuracy in\nV.A.T.S. is significantly increased.\n\nIf you plan to use one-handed ranged weapons-and V.A.T.S.-you should\ndefinately pick up this perk. Personally I choose to get both this and\nCommando, since I use Small Guns of all sorts.\n\nGrade: ***\no======================================================================o\nLead Belly\nReq: Level 6, Endurance 5\nRanks: 1\n\nWith the Lead Belly perk, you take 50% less radiation every time you\ndrink from an irradiated water source.\n\nYou shouldn't have to drink from too many irradiated water sources, even\nthough it can sometimes be effective. In any case, Rad-Away will heal\n100 Rads, and it's cheap enough to get from Rivet city. Also, paying\n100 caps will get you fixed up from any doctor. This is a waste of a\nperk.\n\nGrade: *\no======================================================================o\nToughness\nReq: Level 6, Endurance 5\nRanks: 1\n\nWith the Toughness perk, you gain +10% to overall Damage Resistance, up\nto the maximum of 85%.\n\n10% permenant damage reduction is good for everybody. You'll be taking\na lot of damage in this game, and this is a good way to mitigate some of\nit.\n\nGrade: ****\no======================================================================o\n|\t\t\tLevel 8 Perks {PRK005}\t\t\t       |\no======================================================================o\nCommando\nReq: Level 8\nRanks: 1\n\nWhile using a rifle (or similar one-handed weapon), your accuracy in\nV.A.T.S. is significantly increased.\n\nWith Commando and Gunslinger, all my V.A.T.S. attacks are boosted with\nnearly any weapon I use. Since I am a V.A.T.S. abusing Small Guns loving\nsneaker, these skills are vital for me.\n\nGrade: ***\no======================================================================o\nImpartial Mediation\nReq: Level 8, Charisma 5\nRanks: 1\n\nWith the Impartial Mediation perk, you gain an extra 30 points to Speech\nso long as you maintain a Neutral Karma level.\n\nGaining 30 skill points isn't a bad bonus for a perk-unfortunately, it's\nalignment conditional. You really don't need the 30 points into Speech,\nespecially considering there are plenty of other fine perks out there\nto put you in a good way skill-point wise. Still, it's definately better\nthan a 10 skill point perk.\n\nGrade: **\no======================================================================o\nRad Resistance\nReq: Level 8, Endurance 5\nRanks: 1\n\nRad Resistance allows you to -- what else? -- resist radiation. This\nperk grants an additional 25% to Radiation Resistance.\n\n25% is a fairly large amount of radiation resistance, but there are\nplenty of enviromental suits in the game, and of course.. Rad-X. You can\ntake a perk to permenantly gain resistance, or take a pill to get the\nresistance when you need it. Besides, plot areas that are blocked by\nradiation will spike up so quickly it'll kill you anyways. Taking 50%\nof 700 rads\/second will end you regardless.\n\nGrade: **\no======================================================================o\nScrounger\nReq: Level 8, Luck 5\nRanks: 1\n\nWith the Scrounger perk, you'll find considerably more ammunition in\ncontainers than you normally would.\n\nOr you could just buy ammo. Really, I've had more than 1000 rounds of\nammo for some guns by level 10, and past that point your ammo-to-kill\nratio is greatly in the positive. \n\nGrade: *\no======================================================================o\nSize Matters\nReq: Level 8, Endurance 5\nRanks: 3\n\nYou're obsessed with really big weapons. With each rank of this perk, \nyou gain an additional 15 points to the Big Guns skill.\n\nAnother skill perk, but this time 15 instead of 10. Still yuck. \n\nGrade: *\no======================================================================o\nStrong Back\nReq: Level 8, Strength 5, Endurance 5\nRanks: 1\n\nWith the Strong Back perk, you can carry 50 more pounds of equipment.\n\nThis perk adds the same amount of carrying capacity as 5 points of\nStrength. It really helps with bringing in loot and carrying all the\nessential gear you'll need. Sure as hell beats dropping 5 points into\nStrength. The only real reason I get my Strength to 5 is for this perk.\nNo, it doesn't make your character a better killer, but it sure as hell \nmakes life easier, and pretty much drowns out the need for high \nstrength if you're not making a melee build.\n\nGrade: ***\no======================================================================o\n|\t\t\tLevel 10 Perks {PRK006}\t \t\t       |\no======================================================================o\nAnimal Friend\nReq: Level 10, Charisma 6\nRanks: 2\n\nAt the first rank of this perk, animals simply won't attack. At the\nsecond rank, they will eventually come to your aid in combat, but never\nagainst another animal. This perk affects the Dog, Yao Guai, Mole Rat,\nand Brahmin.\n\nMole Rats and Brahmin can be melee'd to death without taking any damage,\nthe dog isn't very dangerous, even in packs of five, and with my build\nI kill Yao Guai with a shotgun shot to the head or two.. without getting\na sneak critical. This is a totally useless perk. But those Brahmin..\nthe two mad Brahmin you'll see in this game can be dangerous.. If you\nfall asleep playing.\n\nGrade: *\no======================================================================o\nFinesse\nReq: Level 10\nRanks: 1\n\nWith the Finesse perk you have a higher chance to score a critical hit\non an opponent in combat, equivalent to 5 extra points of Luck.\n\nAn extra 5% chance to critically hit sure fits into my game plan. \nActually, I can't imagine anybody not having a use for an extra 5%\nchance to critical. I'd rather take a sure damage increase any day, but\nthis is still a good perk. Think of it this way, taking Strong Back is\ngood because it gives you the best part of having five points of\nStrength. Finesse does pretty much the same thing, but with Luck, a far\nsuperior attribute.\n\nGrade: ****\no======================================================================o\nHere and Now\nReq: Level 10\nRanks: 1\n\nThe Here and Now perk immediately grants an additional experience level,\ncomplete with all the advantages that brings.\n\nOr you could just level up like normal. If you're like me, you hit level\n20 well before you finished the game. This is a waste of a perk.\n\nGrade: *\no======================================================================o\nMister Sandman\nReq: Level 10, Sneak 60%\nRanks: 1\n\nWith the Mister Sandman perk, when you're in Sneak mode, you gain the\noption to silently kill any human or Ghoul while they're sleeping. And,\nall Mister Sandman kills earn bonus XP.\n\nFirst, if they're sleeping, you can probably just whack them in V.A.T.S.\nanyways. Second, when enemies are sleeping, they seem to have a greater\nability to detect you. Hell, half the time I get detected it's by\nsleeping characters. Third, most enemies you'll want to kill wont be\ncaught sleeping, so this is mostly useful for assassinating NPCs. And\nfinally-how much XP are you really going to be getting from this in the\nlong run? Don't waste your perks.\n\nGrade: *\no======================================================================o\nMysterious Stranger\nReq: Level 10, Luck 6\nRanks: 1\n\nYou've gained your own personal guardian angel... armed with a fully\nloaded .44 Magnum. With this perk, the Mysterious Stranger will appear\noccasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.\n\nThis perk is actually kind of fun. Your Mysterious Stranger-unlike in\nthe first two games-is actually fairly strong. And he wont die. Still,\nit's a luck-based skill, so you can't count on him when you need him.\n\nGrade: **\no======================================================================o\nNerd Rage!\nReq: Level 10, Intelligence 5, Science 50%\nRanks: 1\n\nYou've been pushed around long enough! With the Nerd Rage! perk, your\nStrength is raised to 10 and you gain 50% to damage resistance whenever\nyour Health drops to 20% or below.\n\nYour Strength raises to 10 (which is only useful in melee or unarmed)\nand you take 1\/2 the damage you originally did (if your DR is under\n35%, 85% is the cap, so anything else is wasted.) You become powerful\nin melee combat.. but you're almost dead. What a bunch of crap. Get\nsomething else. I guess if you're a Science-heavy smart unarmed \ncharacter it could provide some interesting circumstances.. but mostly\nit would get you killed.\n\nGrade: *\no======================================================================o\nNight Person\nReq: Level 10\nRanks: 1\n\nWhen the sun is down, a Night Person gains +2 to both Intelligence and\nPerception (up to a maximum of 10). This perk directly affects your\n\"internal clock\" and remains active both inside and outside.\n\nThe best part of this perk is the skill bonuses you'd recieve from the\nstat increases. If you get the extra skill points from the Intelligence\nwhen you level up at night.. maybe. But still, having a bonus half of\nthe time.. eh. I mean, it's not like it adds to your combat abilities,\nit lets you see threats further (at night) and gives you some extra\nskill points. There's better out there.\n\nGrade: **\no======================================================================o\n|\t\t\tLevel 12 Perks {PRK007}\t\t\t       |\no======================================================================o\nCannibal\nReq: Level 12\nRanks: 1\n\nWith the Cannibal perk, when you're in Sneak mode, you gain the option\nto eat a corpse to regain Health. But every time you feed, you lose\nKarma, and if the act is witnessed, it is considered a crime against\nnature.\n\nIf you want to be truly despicable, you can go ahead and get this\nperk. If you're looking for any gameplay advantage, look elsewhere.\nThere is plenty of water around if you need healing, and stimpaks,\nand beds. The only reason to pick this perk is to commit a crime\nagainst nature, for what that's worth.\n\nGrade: *\no======================================================================o\nFast Metabolism\nReq: Level 12\nRanks: 1\n\nWith the Fast Metabolism perk, you gain a 20% Health bonus when using\nStimpaks.\n\nOr you could raise your medicine skill, which over the course of your\nplay time will raise your benefit from stimpaks, radAway, and rad-X. If\nthis perk gave a 20% bonus to all medicine you administered.. eh.. it\nstill wouldn't be worth it, especially considering your base stimpak\nhealing rate won't reach 100. 20 extra points of healing from a \nstimpak isn't worth a perk.\n\nGrade: *\no======================================================================o\nLife Giver\nReq: Level 12, Endurance 6\nRanks: 1\n\nWith the Life Giver perk, you gain an additional 30 Hit Points.\n\nConsidering that you gain 20 hit points for a point of Endurance, this\nperk is pretty much on the same level as an Intensive Training perk\nspent on Endurance-minus the bonuses to resistances and the skills,\nneither which I personally care all that much about. Life Giver can\nconstitute a good bit of your end hit points. It's a decent enough\nperk, and if you could access it earlier, I might pick it up. As it is,\nhowever, there's just too many good perks to compete with.\n\nGrade: ***\no======================================================================o\nPyromaniac\nReq: Level 12, Explosives 60%\nRanks: 1\n\nWith the Pyromaniac perk, you do +50% damage with fire-based weapons,\nlike the Flamer and Shishkebab.\n\nA +50% damage boost is quite a bit of a boost, but for two weapons? If\nyou absolutely love the flamer and the shishkebab, go ahead, but it's \na very specific selection of weapons you're limiting yourself to. Still,\nwith +50% damage, nearly anything can be useful.\n\nGrade: **\no======================================================================o\nRobotics Expert\nReq: Level 12, Science 50%\nRanks: 1\n\nWith the Robotics perk, you do an additional 25% damage to any robot.\nBut, even better, sneaking up on a hostile robot undetected and\nactivating it will put that robot into a permanent shutdown state.\n\nThere are a number of robots in the game, including the Protectron,\nRobobrain, Mister Handy and Mister Gutsy, and of course, the Sentry\nBot. 25% is a decent damage bonus, against a number of enemies that,\nwhile mostly being nuisances, you'll certainly encounter more than\nbugs. The shut down ability is extra nice, too, especially for the\nkind of character I play. If you use stealth, that's an extra\nconsideration for this perk. Ultimately though, I prefer perks that\nincrease damage to all foes, that help me in all situations. This is a\ngood perk, but it never seems to fit into my build.\n\nGrade: ***\no======================================================================o\nSilent Running\nReq: Level 12, Agility 6, Sneak 50%\nRanks: 1\n\nWith the Silent Running perk, you gain an additional 10 points to\nSneak, and running no longer factors into a successful sneak attempt.\n\nI disregard skill perks, and so I would disregard this one.. except\nfor the fact that this perk greatly improves your sneak ability. Since\nI play a stealthy character, I take this feat. Sneak attack criticals\npretty much spell out the end of any bad guy I meet. If you want to\nplay stealthy, I'd suggest this feat, if not, it's completely a waste.\n\nGrade: ***\no======================================================================o\nSniper\nReq: Level 12, Perception 6, Agility 6\nRanks: 1\n\nWith the Sniper perk, your chance to hit an opponent's head in V.A.T.s.\nis significantly increased.\n\nHeadshots are the best way to take out fire ants, super mutants, \nraiders, and talon company mercs. If it has a head, chances are it's a\ngood idea to shoot it there. If you use V.A.T.S., you're probably going\nto want this perk.\n\nGrade: ***\no======================================================================o\n|\t\t\tLevel 14 Perks {PRK008}\t\t\t       |\no======================================================================o\nAdamantium Skeleton\nReq: Level 14\nRanks: 1\n\nWith the Adamantium Skeleton perk, your limbs only receive 50% of the\ndamage they normally would.\n\nYour limbs don't take much damage throughout the game, unless you step\non a mine or take a glancing blow from a missile launcher. You wont see\nmuch in the way of hit point preservation with this perk, if anything,\nyou'll just get crippled less. You'll have plenty of chances to heal\ncrippled limbs throughout the game, you don't need this perk.\n\nGrade: *\no======================================================================o\nChemist\nReq: Level 14, Medicine 60%\nRanks: 1\n\nWith the Chemist perk, any chems you take last twice as long.\n\nThere are few instances in the game when you will need to take chems,\nin fact, the most useful chemical in the game is rad-x. You'll find\nplenty of chems in your travels, enough that you can just take two\ninstead of having this perk.\n\nGrade: *\no======================================================================o\nContract Killer\nReq: Level 14\nRanks: 1\n\nOnce you have the Contract Killer perk, any good character you kill will\nhave an ear on their corpse. This ear can then be sold to a certain\nperson (whose identity is disclosed when you take this perk) for caps\nand negative karma.\n\nIt's easy to lose karma, and it's easy to get money. You'll never need\nthis perk. The only reason to choose it is for role-playing purposes.\nSince I don't rate role-playing bonuses (at least ones that don't have\nany tangible positive effect on survival) this perk is needless.\n\nGrade: *\no======================================================================o\nCyborg\nReq: Level 14, Science 60%, Medicine 60%\nRanks: 1\n\nYou've made permanent enhancements to your body! The Cyborg perk\ninstantly add +10% to your Damage, Poison, and Radiation Resistances,\nand 10 points to the Energy Weapons skill.\n\nIf you like energy weapons, this is a great perk, certainly more than\njust a skill perk. In fact, this is a skill perk with Toughness tacked\non, and extra resistances to boot. In fact, this perk is worth three\nlesser perks. Anybody who uses energy weapons, who hates taking damage,\nand likes being resistant to poison and radiation has reason to take\nthis perk. Frankly, I'm not too fond of energy weapons, but I'm very\nfond of damage reduction and resistances. This is a fantastic perk,\neven if the requirements are rather high.\n\nGrade: ****\no======================================================================o\nLawbringer\nReq: Level 14\nRanks: 1\n\nOnce you have the Lawbringer perk, any evil character you kill will have\na finger on their corpse. This finger can then be sold to a certain\nperson (whose identity is disclosed when you take the perk) for caps\nand positive karma.\n\nSame as Contract Killer, but for good folks. Just as needless, too.\n\nGrade: *\no======================================================================o\nLight Step\nReq: Level 14, Agility 6, Perception 6\nRanks: 1\n\nWith the Light Step perk, you'll never set off an enemy's mines or\nfloor-based traps.\n\nLand mines are pretty common. Fortunately, they're also obvious, they\ndon't do a huge amount of damage-in the grand scheme of things, and you\ncan disarm them with a simple button click. Not only that, you get\nexperience and the mine itself when you do! Be observant, and you wont\nneed this perk.\n\nGrade: *\no======================================================================o\nMaster Trader\nReq: Level 14, Charisma 6, Barter 60%\nRanks: 1\n\nWhen you take the Master Trader perk, the price of every item you buy\nfrom a vendor is reduced by 25%.\n\nJust like with every other money making perk, you can just kill more,\nand loot more. You'll find no great need of this discount throughout\nthe game, money becomes plentiful as you become more powerful. Choose\nsomething better.\n\nGrade: *\no======================================================================o\n|\t\t\tLevel 16 Perks {PRK009}\t\t\t       |\no======================================================================o\nAction Boy\nReq: Level 16, Agility 6\nRanks: 1\n\nWith the Action Boy perk, you gain an additional 25 Action Points to use\nin V.A.T.S.\n\nAction Boy comprises nearly a quarter of the potential action points\nyou can get in this game. If you plan to use V.A.T.S., get Action Boy.\nIf you picked either Gunslinger, Commando, or Sniper, get Action Boy.\nIf not, don't bother.\n\nGrade: ****\no======================================================================o\nBetter Criticals\nReq: Level 16, Perception 6, Luck 6\nRanks: 1\n\nWith the Better Criticals perk, you gain a 50% damage bonus every time\na critical hit is scored on an opponent.\n\nYour critical chance is determined by your luck-1 point of luck equals\na 1% chance of landing a critical hit. This doesn't increase you chance\nof landing a critical hit, instead Better Criticals improves the\ndamage you deal when you do land a critical hit. Therefore the\nusefulness of this perk is directly related to how high your luck is.\nWith sneak attack criticals, the Sniper perk, or the Finesse perk,\nBetter Criticals becomes greatly useful, but it really depends on your \nbuild. No character is hurt by having high luck however, so it stands \nto suggest that most characters could benefit greatly from this perk.. \nAnd since you need a luck of 6 for this perk, if you can get it, you \nmight as well.\n\nGrade: ****\no======================================================================o\nChem Resistant\nReq: Level 16, Medicine 60%\nRanks: 1\n\nHaving the Chem Resistant perk means you're 50% less likely to\ndevelop an addiction to chems, like Psycho or Jet.\n\nFirst, why you would ever need to use Psycho or Jet is beyond me.\nSecondly, addiction isn't a big deal. You can always get your\naddiction cured at a hospital, or you could just reload. If doubling\nthe duration of chems didn't appeal to you, this shouldn't either.\n\nGrade: *\no======================================================================o\nTag!\nReq: Level 16\nRanks: 1\n\nThe Tag! perk allows you to select a fourth Skill to be a Tag skill,\nwhich instantly raises it by 15 points.\n\nOkay, it's not quite a 10 skill point perk.. it's a whopping 15 point\nperk, and you get to choose any skill to boost you want. With Educated\nand Comprehension, you shouldn't really need this perk, especially if\nyou're intelligence is high.\n\nGrade: **\n\no======================================================================o\n|\t\t\tLevel 18 Perks {PRK010}\t\t\t       |\no======================================================================o\nConcentrated Fire\nReq: Level 18, Small Guns 60%, Energy Weapons 60%\nRanks: 1\n\nWith Concentrated Fire, your accuracy to hit any body part in V.A.T.S.\nincreases slightly with each subsequent hit on that body part.\n\nObviously if you don't use V.A.T.S. you don't need to bother with this\nperk. This perk becomes even more useful with Sniper and Action Boy, as\nthe bonus to head shots will stack, and the more shots you take in\nV.A.T.S. the higher your accuracy will raise. This perk is most useful\nwith small arms-the more shots you take with your weapon in V.A.T.S.\nthe more beneficial this perk will be.\n\nGrade: ***\no======================================================================o\nComputer Whiz\nReq: Level 18, Intelligence 7, Science 70%\nRanks: 1\n\nFail a hack attempt and get locked out of a computer? Not if you're a\nComputer Whiz! With this perk, you can attempt to re-hack any computer\nyou were previously locked out of.\n\nWords can hardly describe how useless this perk is. Okay, yes they can.\nThis perk is damn near worthless. A 10 skill point perk seems fanastic\nby comparison. Here's a way to get the benefits of this perk without\nwasting your perk pick on it: before you hack a computer, save. If you\nget locked out, reload. Bam, no need for this perk. And considering\n90% of the computers you encounter in this game lock a door (which you\ncan pick) or disable turrets (which you can destroy) there's no great\nfear of getting locked out of a terminal in any case. Dont waste your\nperk.\n\nGrade: *\no======================================================================o\nInfiltrator\nReq: Level 18, Perception 7, Lockpick 70%\nRanks: 1\n\nWith Infiltrator, if a lock is broken, and can't normally be picked\nagain, you can attempt to pick it again one more time. This includes\nlocks previously broken by a \"Force Lock\" attempt.\n\nThis perk sucks for the same reason Computer Whiz sucks. Why anybody\nwould be forcing locks in the first place is a mystery, and if you\nare going to bother forcing locks, why wouldn't you save first? Save\nand reload, and save a perk.\n\nGrade: *\no======================================================================o\nParalyzing Palm\nReq: Level 18, Unarmed 70%\nRanks: 1\n\nWith Paralyzing Palm, you will sometimes perform a S.P.E.C.I.A.L.\nV.A.T.S. palm strike for 30 seconds. Note that in order to perform the\nParalyzing Palm, you must be completely unarmed.\n\nIf you built your character for unarmed combat, then this perk is an\nabsolute must-have. If you have tons of V.A.T.S., it can be useful..\nalthough suggesting you get close to a tough enemy to hope to paralyze\nit seems a bit redundant. If you could get close enough to an enemy to\nhit them, you can certainly do a sneak attack critical with a .44 \nmagnum or a combat shotgun. Here's a good test for whether this perk is\nfor you-did you get Iron Fist? If so, you're probably going to want\nthis perk, too. \n\nGrade: ***\no======================================================================o\n|\t\t\tLevel 20 Perks {PRK011}\t\t\t       |\no======================================================================o\nExplorer\nReq: Level 20\nRanks: 1\n\nWhen you choose the Explorer perk, every location in the world is\nrevealed on your map. So get out there and explore!\n\nIf you're strapped for time, you could benefit from this perk. Of\ncourse, one has to ask why you're playing a Bethesda game described\ncurtly as 'Oblivion with guns'. You can find all the areas on the map\nby yourself. You even get little icons that will guide you to them when\nyou're close. Along the way, you'll get to explore the wasteland, which\nis the meat of the game. You'll find skill books, get experience, and\nfind loot. Also, it must be noted that this perk doesn't make your\ncharacter stronger in any way. Download a world map and search for\nplaces yourself, save yourself a perk.\n\nGrade: *\no======================================================================o\nGrim Reaper's Sprint\nReq: Level 20\nRanks: 1\n\nIf you kill a target in V.A.T.S., all your Action Points are restored\nupon exiting V.A.T.S.\n\nIf you're an action point junky, or rather if you use V.A.T.S. at all, \nthis perk is for you. This perk turns your character into a juggernaught\nof destruction, and it makes every V.A.T.S. perk more powerful. The only \nnegative is if you don't finish off your enemy in V.A.T.S., your action \npoints don't replenish. Of course, so long as the finishing shot is in \nV.A.T.S., you're good to go. This perk is great for anybody who doesn't \ndelude themselves into thinking Fallout 3 is a strict FPS by shunning \nV.A.T.S.\n\nGrade: *****\no======================================================================o\nNinja\nReq: Level 20, Sneak 80%, Melee Weapons 80%\nRanks: 1\n\nThe Ninja perk grants you the power of the fabled shadow warriors. When\nattacking with either Melee or Unarmed, you gain a +15% critical chance\non every strike. Sneak attack criticals do 25% more damage than normal.\n\nIf you're a melee character, I feel sorry for you. You have to choose\nbetween this excellent perk, and Grim Reaper's Sprint. +15% critical\nchance is equal to the amount of critical hit chance you can recieve\nin the game from luck and Finesse. This can raise your critical hit\nrate up to 30%. This is an excellent perk, especially when mixed with \nIron Fist, Better Criticals, and Paralyzing Palm, but not so much\nwithout those supporting it.\n\nGrade: ****\no======================================================================o\nSolar Powered\nReq: Level 20, Endurance 7\nRanks: 1\n\nWith the Solar Powered perk, you gain an additioanl 2 points to \nStrength when in direct sunlight, and slowly regenerate lost Health.\n\nIf you've been reading, you'll understand that two points to strength\nis almost worthless for a great deal of characters. Health regeneration\nis nice, but it only works outdoors, during the day. Granted, you could\njust wait until daylight and do your exploration then, but again, this\nperk is meaningless in the many, many, many indoor locations throughout\nthe game. And most importantly, you can only pick one level 20 perk.\nCompare this limited use perk to Grim Reaper's Sprint and Ninja, which\ngive better bonuses, regardless of where and when you are. Yeah.\n\nGrade: ***\n\no======================================================================o\n|\t\t\tAdditional Perks {PRK012}\t\t       |\no======================================================================o\nAdditional perks are quest-based perks that you can get for completing\nspecific quests specific ways. These are entirely missable, so they\nbear planning for BEFORE you start the quest. I wont grade them, as\nthey are bonus perks-having them is a benefit in itself, and there\nreally is no downside to having any of these perks.\n\no======================================================================o\nAnt Might\nBenefit: 25% resistance to fire, +1 bonus to Strength.\n\nYou'll get to choose one of two injections as a reward from Doctor\nLesko for completing the objectives he gives you during the quest\n'Those!'. You only get one, so choose what fits your character and\nplay style best.\no======================================================================o\nAnt Sight\nBenefit: 25% resistance to fire, +1 bonus to Perception.\n\nYou'll get to choose one of two injections as a reward from Doctor\nLesko for completing the objectives he gives you during the quest\n'Those!'. You only get one, so choose what fits your character and\nplay style best.\no======================================================================o\nBarkskin\nBenefit: 5% damage reduction\n\nFinish the quest 'Oasis' by completing Harold's objective. It beats the\nother rewards.\no======================================================================o\nDream Crusher\nBenefit: -50% chance to suffer a critical hit.\n\nYou can get this perk by convincing Moira to stop working on the\nWasteland Survival Guide. \n\nI don't suffer many critical hits in this game already, and overall, \nthey don't seem to creep out of nowhere and ruin your day like in \nFallout 1&amp;2. Still, if you think it's for you.. look at the reward for \nfinishing the quest first, then decide.\no======================================================================o\nHematophagy\nBenefit: You can drink a Blood Pack to get healed for 20 Hit Points,\ninstead of the usual 1 Hit Point. You can also sell Blood Packs for\n15 caps.\n\nComplete the quest 'Blood Ties' by making a deal between the 'vampires' \nand Arefu. This.. perk is of limited use, but still, why not?\no======================================================================o\nJunior Survivor\nBenefit: varies\tNormal: +5 Hit Points\n\t\tSmart:\t+2 Medicine, +2 Science\n\t\tTough:\t+2 Damage Resistance\n\t\tSneaky:\t+2 Sneak, +2 Speech\n\t\tSnide:\t+1% Critical Hit Rate\n\t\tAlways:\t+2% Poison and Radiation Resistance\n\nOkay.. When you complete quests for Moira, you'll get a number of\nanswers to choose depending on your stats. If you do few or none of the\nsidequests, or if you lie to Moira at any point, you'll end up with the\nJunior Survivor perk, which is the worst of the bunch. Try and do ALL\nof her sidequests for the best benefits. You may have to do some drugs\nto raise your attributes if they're not high enough. Buffout to raise\nStrenght, or Mentats to raise Intelligence, for example, before you\ntalk to Moira. I believe that acting tough or being a smartass are the\ntwo best ways to go. Damage Resistance is always nice, and so are\nCritical Hits. You'll just have to choose whether you'd like x%\nDamage Resistance, or x% critical hit. You'll always get the poison and\nradiation resistance, no matter how you answer. If you complete a\ncertain number of Moira's optional objectives, you'll get a better\nversion of this perk..\no======================================================================o\nPower Armor Training\nBenefit: You can wear Power Armor.\n\nAfter the quest 'The Waters of Life' is complete, you can get Elder\nLyons to give you permission to recieve the training. Talk to Paladin\nGunny in the Citadel to recieve this perk. \n\nIn my opinion, power armor is cumbersome, ugly, and the damage \nreduction is somewhat redundant by the time you get it. From Toughness, \nCyborg, and the quest 'Oasis' you have a base 25% resistance. I just \nprefer not to be a walking metal behemoth, especially since my Small \nGuns tend to look.. weak.. while wearing such armor. And the shit is \nHEAVY! There's no reason to not get this perk, but as for actually \nwearing the armor.. meh.\no======================================================================o\nRad Limb Healing\nBenefit: You'll regenerate crippled limbs when you are suffering from\nAdvanced Radiation Poisoning (400+ rads).\n\nDuring the quest 'The Wasteland Survival Guide: Get Radiated!\" if you\nmeet the sub-objective of suffering from Advanced Radiation Poisoning\n(600+ rads) you'll get this perk.\n\nOkay, well, granted there aren't all that many opportunities for you\nto use this perk-ideally you don't want 400+ rads-it's still handy to\nget. Keep in mind that if you choose to be a Dream Crusher, you can't,\nobviously, get this perk.\no======================================================================o\nSurvivor Expert\nBenefit: varies\tNormal: +10 Hit Points\n\t\tSmart:\t+4 Medicine, +4 Science\n\t\tTough:\t+4 Damage Resistance\n\t\tSneaky:\t+4 Sneak, +4 Speech\n\t\tSnide:\t+2% Critical Hit Rate\n\t\tAlways:\t+4% Poison and Radiation Resistance\n\nLike Junior Survivor, but better. You completed some, but not all of\nMoira's objectives. If you complete ALL of Moira's optional objectives,\nyou'll get the best variant of this perk..\no======================================================================o\nSurvivor Guru\nBenefit: varies\tNormal: +15 Hit Points\n\t\tSmart:\t+6 Medicine, +6 Science\n\t\tTough:\t+6 Damage Resistance\n\t\tSneaky:\t+6 Sneak, +6 Speech\n\t\tSnide:\t+3% Critical Hit Rate\n\t\tAlways:\t+6% Poison and Radiation Resistance\n\nYou'll get this perk if you complete ALL of the optional objectives\nfor Moira in the quest 'The Wasteland Survival Guide'. This is the\nbest version of the perk reward, certainly better than Dream Crusher.\no======================================================================o\nWired Reflexes\nBenefit: V.A.T.S. accuracy improved by 10%.\n\nAfter completing the quest 'The Replicated Man', talk to Dr. Zimmer and\nreveal everything you discovered about the android's identity. Keep in \nmind you can get the android to let you kill Dr. Zimmer before talking \nto Zimmer, and receive the unique Plasma Rifle. You can then sell the\nandroid out and recieve the Wired Reflexes perk. If you still want to\nbe a good guy, it's good fun to slip a Frag Mine into Dr. Zimmer's\npants as he walks away. Wait, that's good? It's Fallout 3. Moral\nrelativism rocks.\n\nMy Personal Build, Perks {PRK013}\no======================================================================o\nLevel\tPerk\t\t\t\t\n2\tIntense Training (Perception)\t\n3\tIntense Training (Perception)\t\t\n4\tEducated\t\t\t\n5\tComprehension\t\t\t\n6\tGunslinger\t\t\t\n7\tToughness\t\t\t\n8\tStrong Back\t\t\t\t\t\n9\tCommando\t\t\t\n10\tFinesse\t\t\t\t\n11\tIntense Training (Perception)\n12\tSniper\n13\tSilent Running\n14\tCyborg\n15\tIntense Training (Endurance)\n16\tBetter Criticals\n17\tAction Boy\n18\tIntensive Training (Endurance)\n19\tBloody Mess\n20\tGrim Reaper's Sprint\n\nI also try and get all the other bonus perks from questing. I try and \nchoose the 'Tough' responses for the Damage Reduction and get the \nSurvivor Guru version of the perk. Also, I tend to choose Ant Sight, \nbecause I find Perception to be more useful than Strength.\n\no======================================================================o\n|\t\t\tBobbleheads {BOB001}      \t\t       |\no======================================================================o\nThis is a character creation FAQ, but it doesn't seem right to tell you\nhow to make your character without telling you how to find some of the\nmost important components thereof-the bobblheads. I also included a few\nbuild-helpful items at the end. I do not include items that have to\nbe equipped to work, all the items listed below merely have to be in<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">your inventory to give you a bonus. The bobbleheads merely have to be\nfound.\n\no======================================================================o\nStrength\nLocation: Megaton - Lucas Simms House\n\nThis is one of the easiest bobbleheads you can get. It's located in \nthe house of sheriff Lucas Simms, in Megaton. You'll need a 50 Lockpick \nskill to pick the lock to his house.. or you can steal the key from him.\nOr kill him. It's upstairs on a desk in the sheriff's room. If you \ndestroy Megaton before you get this bobblehead, it's gone for good, so \ntry and get it fairly early.\no======================================================================o\nPerception\nLocation: The Republic of Dave - Museum of Dave\n\t\nThe Perception bobblehead is located in the 'Republic of Dave', in the \nnorth-eastern area of the map. You'll find it inside the Museum of Dave \non a shelf. This one is pretty easy to get, it's just making it to the\nRepublic of Dave that can be a pain early on. It's north of the MDPL-16 \nPower Station.. it's really up there.\no======================================================================o\nEndurance\nLocation: Deathclaw Sanctuary\n\nYou'll find this bobblehead in the Deathclaw Sanctuary. At the entrace \nhead down the passage and to the right. You'll find a bunch of dead \nthings, on a metal round object you'll find the bobblehead.. it's to \nthe left of a dead Brahmin, right by it's dead Brahmin butt. This can \ntake a bit of work to get, as Deathclaws are bad news. You can kill the \none guarding the entrance from the cliffs above, it's just going to take \nsome ammo. You'll find the Sanctuary in the north western part of the \nmap, just west of the Dickerson Tabernacle Chapel.\no======================================================================o\nCharisma\nLocation: Vault 108 - Cloning Lab\n\t\nIn Vault 108, in the Cloning Lab, you can find the bobblehead on a desk \ninside the central room. Vault 108 is on the eastern edge of the map, \nnear the center. Getting there might be an adventure, but disposing of\nthe clones won't be. It's north and east of the\tBethesda ruins. If you \nfind the Corvega factory, you're close, it's just a little ways north \nand east.\no======================================================================o\nIntelligence\nLocation: Rivet City - Science Lab\n\t\nIn Rivet City, in the Science Lab on a desk. Rivet City is located on \nthe south eastern corner of the map, just east of the Jefferson \nMemorial. You can easily head down and grab this bobblehead before \nlevel 3. I'd suggest reaching the Citadel, and swimming across the \nriver near there, avoiding the Irradiated Metro and the\tJefferson \nMemorial. Avoid Grayditch along the way too, you don't want to tangle \nwith Fire Ants. Don't worry about the rads, you won't get that many \nfrom swimming across the river, and it sure beats having to take pot\nshots from Super Mutants in the city.\no======================================================================o\nAgility\t\nLocation: Greener Pastures Disposal Site - Office\n\nYou'll find this on the desk in the Greener Pastures Disposal Site, in \nan office on a desk. You'll have to take some rads to get this one, but \nit shouldn't be too much. You can find the Greener Pastures Disposal\nSite north and east of the MDPL-13 Power Station. It's on the \nnorth-eastern part of the map, in fact, you can probably grab it on \nyour way to getting to the Republic of Dave.\no======================================================================o\nLuck\t\t\nLocation: Arlington House\n\nThis bobblehead is in the Arlington House, in the basement on a shelf. \nThe Arlington House is located midway between Arlington Cemetary South \nand North, just east of Grayditch. Unfortunately, you can't just run \nthere, as rubble blocks the way. To actually get to Arlington House, \nyou need to go through Marigold Metro to reach Falls church Metro. From \nthere you have to head through some more city to reach the \nArlington\/Falls Church Metro. Once there, you can get to the Arlington \nNational Cemetary. There are Fire Ants, Raiders, and Super Mutants to \ndeal with along the way, so be careful with this one.\no======================================================================o\nBarter\nLocation: Evergreen Mills - Evergreen Mills Bazaar\n\nEvergreen Mills is south-west of the Jury Street Metro Station. You'll\nknow you're there when you find the Super Mutant Behemoth trapped in an\nelectrified cage. Head into the Foundry and down to the Bazaar. The\nbobblehead is in the north-eastern corner of the Bazaar, down a side\npassage from Smiling Jack's store, on a shelf behind a counter. \no======================================================================o\nExplosives\nLocation: Drainage Grate to Sealed Cistern\n\nJust south of the WKML Broadcast Station, you can find the Sealed \nCistern, the bobblehead is on a desk by a Ham Radio. You can find the \nWKML Broadcast Station in the Northwest area of the map.\no======================================================================o\nLockpick\nLocation: Bethesda Offices East\n\nThe Bethesda Offices are east of Big Town, past the river. The\nBobblehead is on a desk in a room just south from the center of the\nmap. It's the desk underneath the safe that you need a special key to\nunlock.\no======================================================================o\nMedicine\nLocation: Vault 101\n\nThis is the first bobblehead you can get, it's on your dad's desk. You\ncan pick it up when you're sixteen, right before you take the G.O.A.T.,\nor afterwards during the breakout.\no======================================================================o\nMelee Weapons\nLocation: Dunwich Building - Virulent Underchambers\n\nThe Dunwich Building is in the far south-west corner of the map, the\nfurthest south-west location in the game, in fact. You'll have to go\nthrough the Dunwich Building and the Forsaken Ruins to get to the\nVirulent Chambers. The Bobblhead is in the southernmost room on the\narea map, near the door that leads back to the Dunwich Building. It's\non the floor amongst some cans and soda bottles.\no======================================================================o\nRepair\nLocation: Arefu - Evan King's House\n\nArefu is located north-west of Megaton, it's on one of the old\nhighways spanning the river, so if you follow the river north of\nMegaton, you should run into. You'll need a Lockpick skill of 50 to\npick the lock on Evan King's door. It's right by the door inside, on\na table to the left.\no======================================================================o\nScience\nLocation: Vault 106 - Living Quarters\n\nVault 106 is north-west of Vault 101. This Bobblehead is pretty easy\nto get, all you have to do is head through the Entrance and into the\nLiving Quarters. From the door head across the bridge to the east,\nthen go south through a door and follow the tunnel. You'll end up in\na room on the eastern edge of the map. The Bobblehead is on a \nbookshelf.\no======================================================================o\nSmall Guns\nLocation: National Guard Depot - National Guard Armory\n\nThe National Guard Depot is at the edge of the D.C. area near the\neastern edge of the map. It's pretty much due east of Vault 101, but\nit's a pretty perilious journey. Inside the Depot, it's not much\nbetter. There are tons of robots in here, and you have to make your\nway through a couple of areas until you wind up back in the National\nGuard Depot in an area that was previously inaccessible. (In a room\nabove the room that had the door leading to the Depot Training Wing.)\nHit the electrical switch by the desk and go down the hole. You now\nhave access to the National Guard Armory. The Bobblehead is on a\nmetal shelf in the main room of the Armory (the room with all the\ngoodies.)\no======================================================================o\nSneak\nLocation: Yao Gui Tunnels - Yao Gui Den\n\nThe Yao Gui Tunnels are at the far western edge of the world map, north\nand west of Girdershade. Go through the Tunnels to reach the Den and \nfollow the path into a large open room. Follow the wall traveling around \nthe room to the left and you'll find a Metal Box, on top of which is the \nBobble Head. \no======================================================================o\nSpeech\nLocation: Paradise Falls - Eulogy's Pad\n\nParadise Falls can be found north of the Northwest Seneca Station. You\ncan get in by saying the right things, or by being evil and making a\n[Karma] check. Once in, head into the next area and find Eulogy's Pad.\nThe Bobblehead is in the south-eastern corner of the house, on a table.\no======================================================================o\nUnarmed\nLocation: Rockopolis\n\nRockopolis is an unmarked area on the map, west of Smith Casey's\nGarage. If you listen to GNR on your Pip Boy, you might have heard a\ntale about it. In any case, head west of Smith Caseys Garage until\nyou find yourself in a clearing surrounded by rock ledges with three\npaths leading to the area. There will be a rock to the west that has\na line of party flags over it. Search it to find Rockopolis (you could\nalso check your area map to find out where Rockopolis is. Once inside\nhead north. The Bobblehead is on the ground near the body of Argyle.\no======================================================================o\nLucky 8 Ball\nLocation: Timebomb in Big Town.\n\nGo to Red's Clinic in Big Town and fix Timebomb up. You'll need a\nMedicine skill of 40 to do this. After rescuing Red and Shorty from\nthe Germantown Police Head Quarters, talk to Timebomb again. He'll\nthank you, and give you the Lucky 8 Ball, which permenantly increases\nyour luck.. so long as you hold onto it.\no======================================================================o\nYew's Bear Charm\nLocation: Oasis\n\nAfter resolving the Oasis quest, talk to Yew. She should give you this\ncharm. It gives a permenant +10% bonus to Speech so long as you hang\nonto it. 10 more points you can spend elsewhere.<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>Table of Contents:I. Introduction {INT001}II. S.P.E.C.I.A.L. Attributes {SPC001} 1. Strength {SPC002} 2. Perception {SPC003} 3. Endurance {SPC004} 4. Charisma {SPC005}&hellip;<\/p>\n","protected":false},"author":45,"featured_media":960,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/i0.wp.com\/revolutionarena.com\/pt-br\/wp-content\/uploads\/sites\/2\/2024\/05\/Fallout-3.jpg","fifu_image_alt":"","footnotes":""},"categories":[2,3,4,6,7,12],"tags":[],"class_list":["post-958","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-games","category-guides-and-walkthroughs","category-highlights","category-pc","category-playstation","category-xbox"],"_links":{"self":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/958","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/users\/45"}],"replies":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/comments?post=958"}],"version-history":[{"count":1,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/958\/revisions"}],"predecessor-version":[{"id":959,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/958\/revisions\/959"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media\/960"}],"wp:attachment":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media?parent=958"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/categories?post=958"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/tags?post=958"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}