Fallout 3 Hints

Level 16 Perks

  • * Action Boy / Action Girl: This perk is an absolute must-have for anyone focused on V.A.T.S. combat, and is pretty useless to anyone who isn't.

    * Better Criticals: This perk increases the damage done by critical hits by a huge 50%. This is a good perk for any character, especially one who already has a high Luck stat and the Finesse perk. Note that your Perception and Luck have to be fairly high (at least 6 each) to get this perk.

    * Chem Resistant: This isn't a useful perk even if you took the level 14 perk Chemist. If you ever become addicted to a chem, you can just return home and use the "my first laboratory" item to cure your addiction for free. (This is assuming you've completed the misc. quest "The Power of the Atom" and bought the "my first laboratory" item, which should be an early-game goal for any character, especially a big chem-user.)

    * Tag!: This is yet another tempting perk that only raises a skill, though at least you get to choose which skill.


    If you're a major V.A.T.S. user, get the Action Boy / Action Girl perk at level 16 and the Better Criticals perk at level 17. Otherwise, get Better Criticals at level 16 and do another Intense Training session for level 17 if there aren't any other earlier perks you particularly want.