Fallout 3 Hints

Level 10 Perks

  • * Animal Friend: Never being attacked by animals again or having them fight for you isn't all that useful, especially since the "animals" category doesn't include some major wasteland threats like deathclaws and giant radscorpions. Even if you like to roleplay druids in other RPGs, you should pass this perk by.

    * Finesse: This perk increases your percentage chance to score a critical hit on any target with any weapon, with or without using V.A.T.S. Now that's a useful perk! Every character should get this one ASAP.

    * Here and Now: Like the Swift Learner perk, this one should always be passed up due to the fact that it's far too easy to get to the max level of 20 early in the game without it.

    * Mister Sandman: Being able to instantly kill any adult human while he's sleeping is rarely useful.

    * Mysterious Stranger: This one sounds really good, but remember that there's only a 10% chance that the "mysterious stranger" will show up and finish off your opponent, and then only if you're in V.A.T.S. mode and your opponent has less than 150 hit points left when your V.A.T.S. attacks are done. Even for V.A.T.S.-intensive characters, this isn't a very good choice.

    * Nerd Rage!: This is another perk that sounds far better than it is. Having your Strength set to 10 can seem good to weaker characters, and the +50 damage resistance is great for anyone, but your health has to be at 20% or less for those effects to happen, meaning that it's four-fifths gone. Even the huge damage resistance increase won't keep you alive in combat for long if you don't use stimpaks to heal up, and once you do, you'll lose this perk's advantages because your health will be above 20% again.

    * Night Person: The +2 to Intelligence and Perception at night (6 pm to 6 am) isn't very useful since it only works at night, and the Intelligence increase won't give you any more skill points when you level up.


    Always get the Finesse perk at level 10 due to the universal usefulness of its +5% increase to critical chance. None of the other perks listed above are really worthwhile, so choose Intense Training again if you still want to raise an attribute, or Demolition Expert again if you want to use explosives heavily for the rest of the game. (Or if you're a heavy V.A.T.S. user and haven't gotten either Gunslinger or Commando yet, now's the best time to do so.)