Fallout 3: Perks

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Level 2 Perks

Daddy's Boy/Girl

  • Rating: 1/5
  • Requires: 4 Intelligence
  • Max ranks: 3
  • Gives a +5 bonus to Science and Medicine. Completely worthless.

Gun Nut

  • Rating: 1/5
  • Requires: 4 Intelligence, 4 Agility
  • Max Ranks: 3
  • Gives +5 to Small Guns and Repair. Why waste a perk on a bonus you can achieve with an item or a few books? Pointless.

Intense Training

  • Rating: 5/5
  • No requirements
  • Max Ranks: 10
  • Definitely the most useful perk in the game, especially since you can take it multiple times. It gives you a +1 increase to any of your primary attributes, a fantastic way to buff your characters weak points. The only "downside" is that there are some levels in which it's really the only "smart" choice, even if you have already attained all the stat points you need.

Lady Killer/Black Widow

  • Rating: 2/5
  • Requires: 4 Strength
  • Max ranks: 3
  • Adds a 10% damage boost to opponents of the opposite sex, and gives you guaranteed speech checks in some situations. You can argue for the damage boost, where it could be marginally useful, but aside from that isn't recommended.

Little Leaguer

  • Rating: 1/5
  • Requirements: 4 Strength
  • Max ranks: 3
  • Gives +5 to Melee Weapons and Explosives. Completely and totally worthless.

Swift Learner

  • Rating: 2/5
  • Requirements: 4 Intelligence
  • Max ranks: 3
  • Simply increases the amount of XP you receive, regardless of the source. With only a single level, you're not seeing any appreciable gain. If you had a full three ranks, you'd have a significant boost. a 300XP reward suddenly becomes almost 400XP. Still, wasting 3 levels on just making you gain levels faster is hardly worth it. XP isn't that hard to come by.

Differing opinion from Sandman:
Rating 0/5. Gaining experience isn't difficult. This is even worse than "Here and Now" because it hardly makes a dent in your leveling regimen. It's impossible to gain more than 50 experience for anything other than quests even with this perk.

Differing opinion from accidental bystander:
Rating 3/5. With Broken Steel and on Very Hard difficulty this perk becomes quite interesting. Level Cap is raised from 20 (29450 XP) to 30 (66700 XP) and max experience from killing enemies is 98 instead of 50. Above all, if you are planning take Almost Perfect perk at level 30, all Intense Training perks are wasted so there is no good perk until level 4 - except the Swift Learner.

Thief

  • Rating: 1/5
  • Requirements: 4 Perception, 4 Agility
  • Max ranks: 3
  • Pointless. +5 to Sneak and Lockpick

Level 4 Perks

Child at Heart

  • Rating: 2/5
  • Requirements: 4 Charisma
  • Unlocks some hidden dialogue options with children. It's probably the most useful dialogue related perk, but that's not saying much.

Comprehension

  • Rating: 4/5
  • Requirements: 4 Intelligence
  • Max ranks: 1
  • Gives you an additional skill point when reading a book. There are literally hundreds of books in the game, 25 for each skill, so this adds up very quickly. If you take it, assuming you collected all the books, you'll get a raw 50% in every single stat from books alone.

Additional from Sandman: With the 10% from Bobblehead dolls, that's 60% you can get without allocating a single skill point, which means that having even just 5 in every S.P.E.C.I.A.L. ability would give you 75%... Meaning you only need to allocate 25% of your own level up skill points in any given skill to max it. If you like to Min-Max, it's a necessity.

Educated

  • Rating: 5/5
  • Requirements: 4 Intelligence
  • Max ranks: 1
  • Gives an additional 3 skill points per level. By the time you hit level 20, that's an additional 48 skill points if you take it at level 4, without having to do any extra work or find any items. The only other perk worth taking at this stage is Comprehension, which you can wait a level to pick up.

Entomologist

  • Rating: 1/5
  • Requirements: 4 Intelligence, 40 Science
  • Max ranks: 1
  • 50% increased damage against insects is a lot, but insects for the most part are already pathetically weak. Radscorpions and Radroaches you might as well dispatch with a knife, and Fire Ants are the only insect that is really dangerous. Worthless perk.

Iron Fist

  • Rating: 2/5
  • Requirements: 4 Strength
  • Max ranks: 3
  • This grants +5 Unarmed damage per rank. Unarmed is pretty useless in FO3, though if you are going for a specialty run with high STR I can see making an argument for it.

Additional from Sandman: I disagree with Unarmed being "useless" as there's many situations where you're better off taking out enemies with the ease melee damage brings. Taking all three ranks of this will make you a brutal killing machine with the addition of your Deathclaw Gauntlets.

Scoundrel

  • Rating: 1/5
  • Requirements: 4 Charisma
  • Max ranks: 3
  • Completely worthless, just like all the other +5 skills perks.

This perk also adds some dialog options.

Level 6 Perks

Bloody Mess

  • Rating: 2/5
  • Requirements: None
  • Max ranks: 1
  • Funny, and fun, but not useful on a tactical level much. The 5% increase in damage could be argued for on a specialty run, but aside from that this is ignorable.

Demolition Expert

  • Rating: 3/5
  • Requirements: 50 Explosives
  • Max ranks: 3
  • Grants an increasing amount of damage boost to any explosive damage you use. This includes all mines, grenades, rockets and nukes. The only thing stopping this from being rating higher is that with a high Explosives skill, those weapons already do tremendous damage. At Rank 2, the increase is 40%. At Rank 3, the increase is 60% - a pretty massive boost when you are already dishing out triple-digit damage.

Fortune Finder

  • Rating: 1/5
  • Requirements: 5 Luck
  • Max ranks: 1
  • If you are having trouble getting money, you suck too much to play this game.

Gunslinger

  • Rating: 4/5
  • Requirements: None
  • Max ranks: 1
  • Adds a 25% accuracy bonus to any attack made with a one-handed ranged weapon in VATS, such as the 10mm Pistol, Laser Pistol and .44 Magnum. Considering VATS accuracy is kinda gimpy to begin with, this is a savior for those weapons, particularly the .44 Magnum. Generally speaking, however, Commando is the superior skill although you have to wait 2 levels to pick it up.

Lead Belly

  • Rating: 3/5
  • Requirements: 5 Endurance
  • Max ranks: 1
  • Reduces the amount of radiation you receive from any water source by 50%. Not terribly useful by itself, but when stacked with other things (Such as 18% natural resistance from Endurance, a Radiation suit, RadX, whatever) it turns any water into the piss of Jesus. If you have a habit of using water to heal, this is a decent perk.

Rebuttal from Sandman: You kidding? 3/5? It's a totally worthless perk, a total 0/5. RadAway is extremely easy to obtain, plus there's already a multitude of different ways to heal up, like, say, resting in an unoccupied bed, something you'll find ANYWHERE there are humanoid enemies. If Rad Sickness was actually detrimental, then I'd say this MIGHT have a use.

Toughness

  • Rating: 5/5
  • Requirements: 5 Endurance
  • Max ranks: 1
  • Gives you a flat 10% increase to Damage Resistance, on top of your armor. Given that the most powerful armor in the game only gets you to 50% and the cap is 85%, this perk is worth it and so much more, *especially* for a hardcore run.

Level 8 Perks


Commando

  • Rating: 5/5
  • No requirements
  • Max ranks: 1
  • Adds a 25% accuracy bonus to VATS when using a two-handed ranged weapon. This is one of the best perks in the game. VATS accuracy sucks even at 10 Perception and 100% weapon skill, so this sorely-needed perk greatly makes up for that. It'll affect weapons like the Assault Rifle, Combat Shotgun, Laser Rifle, Hunting Rifle, et cetera. Get it.

Impartial Meditation

  • Rating: 2/5
  • Requirements: 5 Charisma
  • Max ranks: 1
  • This strange perk will give you a +30% boost to Speech, so long as your Karma is Neutral. Maintaining a Neutral Karma is harder than it sounds, since even murdering innocent people doesn't completely offset the majority of quest rewards, which you want to do for XP anyway. Not very useful.

Rad Resistance

  • Rating: 3/5
  • Requirements: 5 Endurance
  • Max ranks: 1
  • This adds 25% to your base Radiation Resistance. If you have low endurance and low medicine, this is really not useful. However, if you started with, say, 10 Endurance for 18% natural resistance,this perk gives you 43% base resist. Couple that with a medium or higher skill in Medicine and a RadX and you render yourself virtually immune to radiation sources. Given that Rads do NOT go away with him, the benefits of this perk are obvious.

Rebuttal from Sandman: Rad poisoning is never a problem as is. This perk is even more useless than Lead Belly, which I already gave a 0/5. There are so many better things to take. Totally useless perk.

Scrounger

  • Rating: 4/5
  • Requirements: 5 Luck
  • Max ranks: 1
  • This nifty perk will make any non-preset ammunition pile, such as those you can find in ammo crates and (we believe) on the corpses of your enemies be more plentiful. It is one of the very few ways to stockpile rare ammunition, such as .308 rounds and Mini-nukes. How useful this perk is depends on your playstyle and weapon types, but for MOST builds is a solid choice.

Size Matters

  • Rating: 1/5
  • Requirements: 5 Endurance
  • Max ranks: 1
  • What is with +5 Skill perks? Absolutely terrible, not to mention it doesn't arrive until level 8 and has to compete with much better perks. Awful choice.

This perk actually adds a whopping 15 points to the Heavy Weapons skill, but with all the books and the bobblehead you can collect for the same skill it makes it mostly useless.

Strong Back

  • Rating: 2/5
  • Requirements: 5 Strength, 5 Endurance
  • Max ranks: 1
  • This adds 50 pounds to your carrying capacity. This would be a really great perk if you could pick it at a much lower Strength requirement. This would get a 3/5 if you can temporarily boost your Strength with Buffout/other meds and be able to pick it. Otherwise it's not great.

Rebuttal from Sandman: Only psychopaths like Soulmata completely trash strength. An extra 50 pounds of carrying capacity translates into larger hordes from the extended dungeons. It makes looting things you need to craft specialty weapons that much easier. 3/5 usefulness.

Level 10 Perks

Animal Friend

  • Rating: 3/5
  • Requirements: 6 Charisma
  • Max ranks: 2
  • This turns animals passive on you. An additional rank makes them attack any creatures that are hostile to you, excluding other animals. This would be very useful if it came early in the game, and for a truly hardcore run does make some sense to turn the Yao Guai neutral. However, it does not affect other things you might want to consider animals, like Mirelurks, so the practicality of this skill is debatable. If you find yourself troubled by Yao Guai on a hardcore run, then this is a keeper. Otherwise it is ignorable. Two ranks is never worth it, as the Yao Guai and dogs will already attack other hostile creatures nearby.

Finesse

  • Rating: 5/5
  • No requirements
  • Max ranks: 1
  • Simply awesome. This adds a 5% chance that any strike will be a critical, which is effectively the same as dumping 5 additional points into luck. Given that with burst weapons you have a chance for a crit on every single round, this very quickly adds up. Don't pass this up.

Here and Now

  • Rating 1/5
  • No requirements
  • Max ranks: 1
  • Utterly pointless. You're effectively just saying "I don't want a perk this level."

Mister Sandman

  • Rating: 2/5
  • Requirements: Sneak 60
  • Max ranks: 1
  • You very seldom encounter sleeping enemies, and when you do you can get the jump on them anyway with a weapon. This is very limited practical use.

Rebuttal from Sandman: This is mostly a roleplaying perk. You can kill sleeping people easily already, but the bonus experience is very nice. It's a fun perk for scourge of the wasteland playthroughs, although not particularly useful.

Mysterious Stranger

  • Rating: 1/5
  • Requirements: 6 Luck
  • Max ranks: 1
  • One goal of a hardcore run is to minimize the number of random elements in play. Hence, a very random bit of aid from someone wielding a .44 is ignorable at best and retarded at worst.

Rebuttal from Sandman: Mysterious Stranger is fucking hilarious. If an enemy is below a certain level of health, he has a 10% chance of showing up to finish them off. The practical application is that it allows you to aim at arms and legs rather than go for the kill using head or body shots while you're in V.A.T.S. and still have a pretty significant chance to kill the enemy. I heard some guys hacked the game code and discovered the Mysterious Stranger's .44 Magnum does some 4000 damage or so per hit, so if he does show up, it's a guaranteed finish. Plus, I've had enemies change from targetting me to targetting him in V.A.T.S., which means he'll blow their heads away in addition to finishing off what you were aiming at. 3/5 usefulness, 5/5 hilarity factor.

Nerd Rage!

  • Rating: 3/5
  • Requirements: 5 Intelligence, 50 Science
  • Max ranks: 1
  • This gives you maximum Strength and a 50% damage resistance boost if your health drops below 20%. You shouldn't be dropping below 20% in the first place, as a general rule of hardcore play. But, until you can consistently get your DR to a high level, this could potentially save your neck if you get into an unlucky situation. Consider how often your HP are drained that low in hardcore play to determine if you want this or not.

Night Person

  • Rating: 1/5
  • No requirements
  • Max ranks: 1
  • This gives you a +2 boost to Intelligence and Perception, up to the max of 10, when it is nighttime. Considering you should start with maximum Intelligence and high Perception to begin with, this perk is pointless.

Level 12 Perks

Cannibal

  • Rating: 2/5
  • No requirements
  • Max ranks: 1
  • This would be useful if it came earlier, like before level 6, and didn't contend with more awesome perks. Usually directly after a combat is when you could use a health boost, and this perk can provide it. Since it comes so late in character progression, however, it's not that great.

This perk also adds some hidden dialog options with some NPCs that are cannibals themselves, theres not many of them but the hidden dialog options are usually the most entertaining.

Fast Metabolism

  • Rating: 1/5
  • No requirements
  • Max ranks: 1
  • Gives you a 20% boost from the HP you gain when using a Stimpack. If this applied to *ALL* health-giving items, it might be worth taking. However, the much more available Medicine skill affects multiple items and doesn't require you to waste a perk to do it.

Life Giver

  • Rating: 2/5
  • Requirements: 6 Endurance
  • Max ranks: 1
  • This adds a flat 30HP to your total. If you started with 10 Endurance, by the time you have this perk available you will have 410HP. That's a 7% boost to HP now, and what amounts to a 6% increase in life at the maximum level. Is +6% life worth a perk to you? Didn't think so.

Pyromaniac

  • Rating: 2/5
  • Requirements: 60 Explosives
  • Max ranks: 1
  • This adds 50% damage to all fire-based attacks. Unfortunately this doesn't include explosives like Missiles, but is limited to weapons like the Flamer and Shishkebab. If you actually use the Flamer, maybe take it. Otherwise it's pointless.

Rebuttal from Sandman: Pyromaniac is a necessity for Melee Weapon playthroughs. It makes the Shishkebab the supreme hand-to-hand weapon, killing almost everything you encounter in 3 hits or less, plus it gives you a viable big guns option, plus it makes Nuka-Grenades instant-kill items against just about everything. 4/5 usefulness.

Robotics Expert

  • Rating: 2/5
  • Requirements: 50 Science
  • Max ranks: 1
  • Pulse weapons are very effective on robots, so the 25% damage boost is ignorable. The other benefit to this perk is somewhat useful to a very Stealthy character, as it lets you silently disable a robot if you can sneak up on it. It also adds new dialogue options with just about every friendly robot you can interact with.

Silent Running

  • Rating: 3/5
  • Requirements: 6 Agility, 50 Sneak
  • Max ranks: 1
  • The +10 to Sneak is ignorable, but the ability to quiet your footsteps is useful. If anything, give it a try one game to see if you like it or not. It's pretty much necessary to get off successful melee sneak attacks, which are instant-kills against all humanoid opponents.

Sniper

  • Rating: 5/5
  • Requirements: 6 Agility, 6 Perception
  • Max ranks: 1
  • This gives you an additional (I think) 25% chance to hit an opponents head when using VATS. Coupled with Commando or Gunslinger, and you can pretty much take headshots from a mile away without trouble. If you do a lot of long-range combat, you will love this.

Level 14 Perks

Adamantium Skeleton

  • Rating: 4/5
  • No requirements
  • Max ranks: 1
  • This excellent perk protects your limbs by reducing the amount of damage they take by half. Where this most comes into play is when dealing with explosives or powerful weapons like the Rocket Launcher which have a habit of crippling your limbs.

Rebuttal from Sandman: The problem with this perk is that it doesn't actually half the damage you take. It just halves the damage your LIMBS take. You should have plenty of stimpacks to regenerate your lost limbs, anyway. Unless you make it a habit of jumping off tall buildings or taking rockets in the face, it's useless. 2/5 usefulness.

Chemist

  • Rating: 3/5
  • Requirements: 60 Medicine
  • Max ranks: 1
  • Chemist will double the duration of any chems you take. If you use chems a lot (I do) this could be useful. Usually, though, chems used for combat last long enough, so it's a tossup if this would really help you or ont.

Contract Killer

  • Rating: 1/5
  • No requirements
  • Max ranks: 1
  • By the time you can get this perk, you won't need to worry about cash

Cyborg

  • Rating: 5/5
  • Requirements: 60 Medicine, 60 Science
  • Max ranks: 1
  • This obscenely useful perk is like Toughness on steroids. It grants 10% Damage Resistance (giving you a natural 20% if you took Toughness), 10% to Poison and Radiation Resistances (giving you a natural 28% if you have 10 Endurance, a natural 53% if you also have Rad Resistance), and a +10 bonus to Energy Weapons. The skill bonus is just a tiny bit of icing on a deliciously sweet cake. Get this.

Lawbringer

  • Rating: 1/5
  • No requirements
  • Max ranks: 1
  • Just as stupid as Contract Killer, although it's slightly more useful as there are way more evil enemies you encounter to kill in the wastelands than good guys.

Light Step

  • Rating: 2/5
  • Requirements: 6 Perception, 6 Agility
  • Max ranks: 1
  • If you are stumbling over traps left and right, maybe. A hardcore player should be wiser than that, however.

Master Trader

  • Rating: 1/5
  • Requirements: 6 Charisma, 60 Barter
  • Max ranks: 1
  • With 60 Barter, things are already dirt cheap. Another 25% won't make a difference to you at level 14.

Level 16 Perks

Action Boy

  • Rating: 3/5
  • Requirements: 6 Agility
  • Max ranks: 1
  • A permanent Nuka-cola Quantum effect, giving you +25 Action Points. Depending on your Agility and preferred weapons, that often means an extra attack in VATS.

Better Criticals

  • Rating: 3/5
  • Requirements: 6 Perception, 6 Luck
  • Max ranks: 1
  • Criticals already do large amounts of damage, this just puts it over the top. A critical in with this added is just about guaranteed to cripple a limb, if not outright kill something. However, you may find that with your higher-power weapons you don't need more damage. If you have high luck, a unique weapon with high crit chance, and other perks that up your crit chance, this one you don't want to miss.

Chem Resistant

  • Rating: 1/5
  • Requirements: 60 Medicine
  • Max ranks: 1
  • This makes you 50% less likely to become addicted. Completely pointless. Sure, addiction is annoying, but you can always simply buy the My First Laboratory for your house, which allows you to remove Chem Addiction at any time.

Tag!

  • Rating: 1/5
  • No requirements
  • Max ranks: 1
  • If you followed our advice, by level 16 you should be absolutely swimming in skill points anyway. What's another 15?

Level 18 Perks

Computer Whiz

  • Rating: 1/5
  • Requirements: 7 Intelligence, 70 Science
  • Max ranks: 1
  • Given that Hacking is really not that hard and you have infinite chances anyway just by using the power button, this perk is all but worthless. It simply gives you a single re-attempt at hacking a terminal you failed to hack, and the passwords would be randomized once again.

Concentrated Fire

  • Rating: 3/5
  • Requirements: 60 Energy Weapons, 60 Small Guns
  • Max ranks: 1
  • Your accuracy increases against a limb you target multiple times. Useful when attacking from long range with high AP, but otherwise kind of gimp.

Infiltrator

  • Rating: 2/5
  • Requirements: 7 Perception, 70 Lockpick
  • Max ranks: 1
  • Locks are much easier to pick than terminals are to hack, so it's nowhere near as often you'll find yourself facing a lock you have broken. Just don't "Force" locks and you should never need this with a high enough Lockpick skill.

Paralyzing Palm

  • Rating: 1/5
  • Requirements: 70 Unarmed
  • Max ranks: 1
  • By the time you hit level 18, smacking your opponents around with your fist is just suicide. For a specialty unarmed run, this would probably be 5/5, but we aren't discussing that here now are we.

Rebuttal from Sandman: Soulmata's aversion to melee at higher levels just goes to show his playstyle differs from mine significantly. I find it extremely easy to run in, kill guys in the two or three hits it takes with a higher end melee weapon, and escape from a situation with taking minimal damage (often less than I take from attempting to gun them down at range, in fact, due to V.A.T.S. accuracy only being useful from about the same range you can charge a guy easily in melee anyway). Crippling an enemy is great, especially if you're armed with a Deathclaw Gauntlet. The issue with this perk is that you're already killing things extremely fast and most of them recoil from the heavy blows you rain down. 2/5.

Level 20 Perks

Naturally, since level 20 is the cap, you only get to pick a single one of the perks below. Sadly, they are pretty weak all around compared to the perks from previous levels. At this point it's just all about preference.

Explorer

  • Rating: 3/5
  • No requirements
  • This puts all locations onto your world map. Finding out where things are located is part of the fun, but I suppose if you've already played through once you don't want to bother once again. Then again, this perk gives you nothing that an actual game map wouldn't.

Grim Reaper's Sprint

  • Rating: 4/5
  • No requirements
  • If you kill an opponent in VATS, this perk will restore all your AP once you've exited VATS. This can be extremely, extremely useful when you are facing groups of powerful opponents. It's the ultimate gunslinger ability.

Ninja

  • Rating: 4/5
  • Requirements: 80 Melee Weapons, 80 Sneak
  • For a speciality run, such as melee-only or unarmed-only this would be the ultimate perk. A +15% chance for a critical, on top of, say, Finesse, high luck and Paralyzing Palm would make you a pretty damn powerful close-quarters fighter. People who find melee useful will find this the penultimate ability. It's better for them than Grim Reaper's Sprint and I'm pretty sure at this point, you know how you like to play.

Solar Powered

  • Rating: 2/5
  • Requirements: 7 Endurance
  • This grants you +2 Strength and health regeneration during the day. The health regeneration is nifty, but by the time you reach level 20 you should have well over 400HP. Spending a single hour on a bed will completely heal you, and who wants to just stand around healing?

Additional from Sandman: This perk makes it so waiting through daytime will heal you, basically allowing you to "sleep" at any time to regenerate health. Just press the "T" button (sorry X-Box people, I dunno what triggers wait for you) and wait a few hours while you're in sunlight. It's still not the most useful perk, especially because it's up against the ultimate gunslinger or ultimate melee perks.

Quest Related Perks

All of these are rated at 5/5, for the simple reason you never have to sacrifice a level's worth of perks to get them! They are all free!

Power Armor Training

This perk is pretty straight forward. It allows you to equip Power Armor, one of the single best pieces of equipment in the entire game. Paladin Gunny inside The Citadel is who teaches you. Unfortunately for us, that requires us actually getting inside the Citadel. You have to progress the main storyline far enough in order to do so. Although, after finishing the 'Aiding the Outcasts' DLC, you are able to equip Power Armor before Paladin Gunny teaches you.

Dream Crusher

For those who plan on blowing up Megaton and don't want to take the time to finish the Wilderness Survival Guide, you might as well get this perk. It halves enemy chances to crit against you, and makes Moira a better saleswoman/repairwoman. To get it, you have to convince her to give up writing the Survival Guide.

Junior Survivor/Survival Expert/Survival Guru

For finishing the Wilderness Survival Guide, you get one of these three perks. The more optional quests you finished, the better one you get, so obviously the more bonus objectives you complete, the better. They give you Rad and Poison resistance, as well as increasing either health, crit chance, damage reduction, medicine & science, or speech & sneak, depending on how you answer. Specifics can be found here.

Rad Limb Healing

One of the optional rewards for the Wasteland Survival Guide, this perk regenerates limbs at +400 rads. You shouldn't ever have radiation poisoning THAT badly, nor should you be devoid of stimpacks to regenerate limbs once they're gone, so it's usefulness is questionable at best.

Ant Might or Ant Sight

As part of the "Those!" quest line in Greyditch, Doctor Lesko gives you a choice between these perks. Both increase your fire resistance by 25%, while Might gives you +1 strength as opposed to Sight giving you +1 perception. Choose one depending on your playstyle, keeping in mind that there's no point in going beyond 8 strength as you'll eventually get yourself some power armor.

Wired Reflexes

Thankfully, you don't have to choose between this and the unique plasma rifle because it's possible to get both. Wired Reflexes increases your crit chance by a huge 10% while firing in V.A.T.S. To get it, you have to tell Zimmer that you've figure out Harkness is the android. (To get both rewards, talk to Harkness first and assure him that his secret is safe with you, just to turn around immediately to tell Zimmer the truth.)

Hematophagy

If you learn the ways of the Family from Vance and ask him about Vampire-ism , he teaches you this perk. You know all those seemingly useless blood packs you find in just about every single first aid kit throughout the entire game? Now instead of healing you just a single point of health, they heal you for 20. It's great healing with no rads involved, so get it.

Barkskin

Remember Harold from the previous Fallout games? He's back, and you can get this perk for shooting him in the head as a way of ending the "Oasis" questline. Damage resistance increases by +10% and your endurance also increases by 1. Pretty nice, but can you really off the only character to be in every Fallout game so far? I couldn't bring myself to do it.

  • Note from soulmata: I had no problem shooting him in the face. And then I shot him after he died.

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