Perks
Here are the Perks to go with the SPECIALs, weapons, & armor specified for the walkthrough in this guide.
The Level number is shown on the left. Usually, this is the lowest level at which you can get the Perk.
If available at a lower level, the level number is shown in parentheses after the Perk's name.
If for any Level, the SPECIAL category's level required is shown in brackets after the Perk's name instead.
You only have to reach the level, not complete it, to qualify to get the perk which requires the level.
1. You're Special - Use the book in your old house to up any of your SPECIALs by 1. Since you start
at level 1, you don't get a Perk for reaching level 1, so this takes its place.
2. Scrounger [LCK 2] - Need to start building up ammo right away for the Two Best Weapons In The Game.
3. Cap Collector [CHR 1] - gets you better prices on the weapons. (You'll need it. They're expensive.)
4. Commando [AGI 2] - Boosts automatic gun (e.g.: Spray n' Pray) damage by 20% at rank 1.
5. Demolition [PER 5] - The Spray n Pray creates exploding ammo. Demolition boosts explosive damage 25%.
If you reach level 5 before going to Concord and getting the Perception bobblehead,
you will have to postpone Demolition until such time as you get Perception up to 5.
6. Lone Wanderer [CHR 3] - boosts your damage resistance and the amount you can carry. (Even with Dogmeat.)
7. Scrounger 2 - Seriously, you really need a lot of ammo for the Spray N Pray (thousands of rounds).
8. Chemist [INT 7] - Chems last 50% longer. I use a lot of chems.
9. Science [INT 6] - upgrade power armor to C, D, E, and F. Upgrade missile launcher.
10. Demolition 2 - Boosts damage 50%.
11. Commando 2 - 50% more damage with automatic weapons.
12. Armorer [STR 3] - upgrade Power Armor to C
13. Gun Nut [INT 3] - upgrade weapons.
14. Armorer 2 - upgrade Power Armor to D..
15. * Save this selection in order to get Lone Wanderer 2 (17) and Science 2 (17) when level 17 is reached
16. Chemist 2 - Chems last twice as long.
17. Lone Wanderer 2 - Take 30% less damage, carry 100 pounds more.
* Science 2 - both Lone Wanderer 2 and Science 2 require level 17, so we saved the level 15 perk.
18. VANS [INT 1] - sometimes not very helpful, but I often am glad to have it
19. Gun Nut 2 (L13 required) - upgrade weapons.
20. Cap Collector 2
21. Commando 3 - 60% more damage
22. Demolition 3 - 75% more damage with explosive weapons.
23. Gun Nut 3 (L25 required). .
24 Scrounger 3
25. Armorer 3 - gets your Power Armor up to E.
26.
27.
28.
29.
30.
31.
32. Chemist 3
33.
34. Demolition 4
35. Commando 4
36. VANs 2 (+2 PER)
37. Scrounger 4
38.
39. Gun Nut 4
40. Lone Wanderer 4
41. Cap Collector 3
42.
43.
44.
45. Chemist 4
50.
Once you hit level 26, there are a lot of free spaces to fill. Suit yourself.
Science rank 3 is not needed for the build used in this walkthrough.
Index
|