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Perks: Level 10
Animal Friend (2 Ranks)

Prerequisite: Survival 45, Charisma 6

At the first rank of this perk, animals simply won't attack. At the second rank, they will actually come to your aid in combat, but never against another animal.

Our grade: D. This perk primarily affects geckos, legion mongrels, and nightstalkers (even though nightstalkers are considered abominations rather than animals by the game), and so it's somewhat useful early in the campaign, but not so much by the end.


Finesse (1 Rank)

Prerequisite: None

With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of Luck.

Our grade: A. This perk increases your critical hit chance by 5%. Critical hits are necessary for defeating the tougher enemy DTs, and so this is a perk that every character should have.


Here and Now (1 Rank)

Prerequisite: None

The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings.

Our grade: F. If you're reasonably thorough, then you'll hit level 30 well before the end of the game, and so picking an experience bonus is just a waste of a perk.


Math Wrath (1 Rank)

Prerequisite: Science 70

You are able to optimize your Pip-Boy's V.A.T.S. logic, reducing all action point costs by 10%.

Our grade: C. This perk is about as good as Action Boy, but it's available 6 levels sooner. If you're playing a character who relies on VATS, then it's useful. Otherwise, it's not.


Miss Fortune (1 Rank)

Prerequisite: Luck 6

Just when your enemies think they have the upper hand, Miss Fortune appears to turn their world upside down. Appearing only in V.A.T.S., she has the ability to snatch defeat from the jaws of victory.

Our grade: D. When Miss Fortune appears, she'll mostly knock over enemies rather than kill them, which will give you time to make extra attacks. This perk is mostly useful for people who like to use VATS, like to have others help them, and who don't mind relying on luck.


Mister Sandman (1 Rank)

Prerequisite: Sneak 60

With the Mister Sandman perk, when you're in Sneak mode, you gain the option to silently kill any human or ghoul while they're sleeping. And, all Mister Sandman kills earn bonus experience points.

Our grade: F. There are very few places in the game where this perk is useful, and in those cases you can probably just use a sneak attack to kill the enemy outright.


Mysterious Stranger (1 Rank)

Prerequisite: Luck 6

You've gained your own personal guardian angel... armed with a fully loaded .44 magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.

Our grade: D. If the Stranger shows up, then he'll kill one of the enemies currently fighting you. The Stranger will show up less often than Miss Fortune, but has about the same pluses and minuses.


Nerd Rage! (1 Rank)

Prerequisite: Science 50, Intelligence 5

You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain +15 Damage Threshold whenever your health drops to 20% or below.

Our grade: D. The bonuses are nice, but let's just say that it's not a good idea to drop below 20% health. Plus, any enemy powerful enough to take 80% of your health away probably won't care if you have +15 DT.


Night Person (1 Rank)

Prerequisite: None

When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your "internal clock," and remains active both inside and outside.

Our grade: D. The bonuses to Intelligence and Perception won't really help you a whole lot. The real bonus is with the skills they're associated with, as you'll increase Energy Weapons, Explosives, Lockpick, Medicine, Repair and Science by 4 points each -- at night at least. That's 24 skill points, but we'd rather select Tag! and have 15 skill points all the time.


Plasma Spaz (1 Rank)

Prerequisite: Energy Weapons 70

You're just so excited about plasma that you can't (magnetically) contain yourself! The action point costs for all plasma weapons (including Plasma Grenades) are reduced by 10%.

Our grade: D. This is obviously a step down from Math Wrath.