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FAQ/Walkthrough Author: ShadowsDieAway Mike Merin Email: TeamObsessed at hotmail dot com (if you want to email me, replace at with @ and dot with . this is so bots do not send me any unwanted emails) Website: www.RBFgaming.com Would you kindly visit our site FAQ first posted on 8/28/08 ================================================================================ This is a list of all 7 types of skills you can level up in the game, along with what abilities come with each upgrade. Every skill has 10 levels, and with each level comes a different modifier to your base abilities. Also, leveling up certain skills to different levels gains you certain perks. It is called the "Special" system. Strength Perception Endurance All spell out: Charisma S.P.E.C.I.A.L. Intelligence Agility Luck ================================================================================ Table of Contents: [I] Skill names and attributes [II] Leveling Charts and Perks [III] Attributes, Perks and Skills Explanations ================================================================================ [I] Skill Names and Attributes -------------------------------------------------------------------------------- Skill Name Attribute Affected Skills Modified 1. Agility Action Points Small Guns, Sneak 2. Charisma Disposition Barter, Speech 3. Endurance Health, Resistances Big Guns, Unarmed 4. Intelligence Skill Points per Level Medicine, Repair, Science 5, Luck Critical Chance All Skills 6. Perception Compass Markers Energy Weapons, Explosives, Lockpick 7. Strength Carry Weight Melee Weapons ================================================================================ [II] Leveling Charts and Perks -------------------------------------------------------------------------------- These charts will have the abilities and attributes gained at each level, and for the perk charts, they will label each perk gained, along with what your minimum level of your character as well as the minimum level of the specific skill needed to gain that ability. -------------------------------------------------------------------------------- Agility - A measure of your quickness and dexterity. Agility affects your total number of Action Points, which are used to perform specialized combat actions in V.A.T.S mode (use AP to attack enemies until your AP run out). -------------------------------------------------------------------------------- Abilities affected: Small Guns, Sneak Level Action Points Skill Modifiers (%) 1 67 Small Guns +2, Sneak +2 2 69 Small Guns +4, Sneak +4 3 71 Small Guns +6, Sneak +6 4 73 Small Guns +8, Sneak +8 5 75 Small Guns +10, Sneak +10 6 77 Small Guns +12, Sneak +12 7 79 Small Guns +14, Sneak +14 8 81 Small Guns +16, Sneak +16 9 83 Small Guns +18, Sneak +18 10 85 Small Guns +20, Sneak +20 Perks Minimum Agility Needed Level Available Gun Nut 4 2 Thief 4 2 Silent Running 6 12 Sniper 6 12 Light Step 6 14 Action Boy 7 16 -------------------------------------------------------------------------------- Charisma - Your overall attractiveness and likeability. Having a high Charisma will improve people's disposition toward you, although it can't overcome a particularly high or low Karma. -------------------------------------------------------------------------------- Abilities affected: Barter, Speech, Disposition Level Skill Modifiers (%) 1 Barter +2, Speech +2 2 Barter +4, Speech +4 3 Barter +6, Speech +6 4 Barter +8, Speech +8 5 Barter +10, Speech +10 6 Barter +12, Speech +12 7 Barter +14, Speech +14 8 Barter +16, Speech +16 9 Barter +18, Speech +18 10 Barter +20, Speech +20 Perks Minimum Charisma Needed Level Available Scoundrel 4 4 Child at Heart 4 4 Impartial Meditation 5 8 Animal Friend 6 10 Master Trader 6 14 -------------------------------------------------------------------------------- Endurance - Your health and overall physical fitness. The higher your Endurance, the better your Health, Poison Resistance and Radiation Resistance are. -------------------------------------------------------------------------------- Abilities affected: Poison Resistance, Radiation Resistance, Big Guns, Unarmed Level Initial Health Skill Modifiers (%) 1 120 Big Guns +2, Unarmed +2 2 140 Big Guns +4, Unarmed +4 3 160 Big Guns +6, Unarmed +6 4 180 Big Guns +8, Unarmed +8 5 200 Big Guns +10, Unarmed +10 6 220 Big Guns +12, Unarmed +12 7 240 Big Guns +14, Unarmed +14 8 260 Big Guns +16, Unarmed +16 9 280 Big Guns +18, Unarmed +18 10 300 Big Guns +20, Unarmed +20 Perks Minimum Endurance Needed Level Available Toughness 5 6 Lead Belly 5 6 Strong Back 5 8 Bad Resistance 5 8 Size Matters 5 8 Life Giver 6 12 Solar Powered 7 20 -------------------------------------------------------------------------------- Intelligence - Measures your basic intellect, curiosity in the world, and adeptness at critical thinking. The higher your Intelligence, the more skill points you can distribute when you level up. *note* this is the skill you should level up first if you want big bonuses later -------------------------------------------------------------------------------- Abilities affected: Medicine, Repair, Science, Skill Points per Level Up Level Skill Points Skill Modifiers (%) 1 11 Medicine +2, Repair +2, Science +2 2 12 Medicine +4, Repair +4, Science +4 3 13 Medicine +6, Repair +6, Science +6 4 14 Medicine +8, Repair +8, Science +8 5 15 Medicine +10, Repair +10, Science +10 6 16 Medicine +12, Repair +12, Science +12 7 17 Medicine +14, Repair +14, Science +14 8 18 Medicine +16, Repair +16, Science +16 9 19 Medicine +18, Repair +18, Science +18 10 20 Medicine +20, Repair +20, Science +20 Perks Minimum Intelligence Needed Level Available Swift Learner 4 2 Gun Nut 4 2 Daddy's Boy 4 2 Educated 4 4 Entomologist 4 4 Comprehension 4 4 Nerd Rage! 5 10 Computer Whiz 7 18 -------------------------------------------------------------------------------- Luck - Affects every other skill; raising your Luck raises all of your skill values by a small amount. Having a high Luck will also improve your chance of a critical hit. -------------------------------------------------------------------------------- Abilities affected: Critical Hit Chance Level Skill Modifiers (%) 1 Critical 1%, All Skills +1 2 Critical 2%, All Skills +1 3 Critical 3%, All Skills +2 4 Critical 4%, All Skills +2 5 Critical 5%, All Skills +3 6 Critical 6%, All Skills +3 7 Critical 7%, All Skills +4 8 Critical 8%, All Skills +4 9 Critical 9%, All Skills +5 10 Critical 10%, All Skills +5 Perks Minimum Luck Needed Level Available Fortune Finder 5 6 Scrounger 5 8 Finesse 6 10 Mysterious Stranger 6 10 Better Criticals 6 16 -------------------------------------------------------------------------------- Perception - Determines how well you use your five senses, and also pertains to an almost superhuman "sixth sense." The higher your Perception, the sooner the compass markings appear on your compass to indicate a threat. -------------------------------------------------------------------------------- Abilities affected: Detecting Enemies, Energy Weapons, Explosives, Lockpicking Level Skill Modifiers (%) 1 Energy Weapons +2, Explosives +2, Lockpick +2 2 Energy Weapons +4, Explosives +4, Lockpick +4 3 Energy Weapons +6, Explosives +6, Lockpick +6 4 Energy Weapons +8, Explosives +8, Lockpick +8 5 Energy Weapons +10, Explosives +10, Lockpick +10 6 Energy Weapons +12, Explosives +12, Lockpick +12 7 Energy Weapons +14, Explosives +14, Lockpick +14 8 Energy Weapons +16, Explosives +16, Lockpick +16 9 Energy Weapons +18, Explosives +18, Lockpick +18 10 Energy Weapons +20, Explosives +20, Lockpick +20 Perks Minimum Perception Needed Level Available Thief 4 2 Sniper 6 12 Light Step 6 14 Contract Killer 6 14 Lawbringer 6 14 Better Criticals 6 16 Infiltrator 7 18 -------------------------------------------------------------------------------- Strength - A measure of your raw physical strength. It determines how much you can carry, and the extra damage done in unarmed combat. -------------------------------------------------------------------------------- Abilities affected: Melee Weapons, Carry Weight Level Carry Weight (LBS) Melee Damage (HP) Skill Modifiers (%) 1 160 0.5 Melee Weapons +2 2 170 1 Melee Weapons +4 3 180 1.5 Melee Weapons +6 4 190 2 Melee Weapons +8 5 200 2.5 Melee Weapons +10 6 210 3 Melee Weapons +12 7 220 3.5 Melee Weapons +14 8 230 4 Melee Weapons +16 9 240 4.5 Melee Weapons +18 10 250 5 Melee Weapons +20 Perks Minimum Strength Needed Level Available Little Leaguer 4 2 Iron Fist 4 4 Strong Back 5 8 ================================================================================ [III] Attributes, Perks and Skills Explanations -------------------------------------------------------------------------------- Here's the perks list, in order of what level your character has to be in order to gain the perk. Certain perks have multiple ranks, which you can level up. -------------------------------------------------------------------------------- Level 2 Perks Black Widow/Lady Killer Ranks: 1 Requirements: none BW is for female players, LK is for male players. Inflicts an extra 10% damage to all NPCs of the opposite gender and gains access to special dialog options with them. Daddy's Boy/Daddy's Girl Ranks: 3 Requirements: Intelligence 4+ Gain an additional 5% to both Science and Medicine skills. Rank 1: +5 Science skill increase, +5 Medicine skill increase Rank 2: +10 Science skill increase, +10 Medicine skill increase Rank 3: +15 Science skill increase, +15 Medicine skill increase Gun Nut Ranks: 3 Requirements: Agility 4+, Intelligence 4+ Gain an additional 5% to both Small Guns and Repair skills. Rank 1: +5 Small Guns skill increase, +5 Repair skill increase Rank 2: +10 Small Guns skill increase, +10 Repair skill increase Rank 3: +15 Small Guns skill increase, +15 Repair skill increase Little Leaguer Ranks: 3 Requirements: Strength 4+ Gain an additional 5% to both Melee and Explosives skills. Rank 1: +5 Melee skill increase, +5 Explosives skill increase Rank 2: +10 Melee skill increase, +10 Explosives skill increase Rank 3: +15 Melee skill increase, +15 Explosives skill increase Swift Learner Ranks: 3 Requirements: Intelligence 4+ Gain an additional 10% experience points whenever they are earned. Rank 1: Experience +10% Rank 2: Experience +20% Rank 3: Experience +30% Thief Ranks: 3 Requirements: Agility 4+, Perception 4+ Gain a one-time bonus of 5% bonus to the Sneak and Lockpick skills. Rank 1: +5 Sneak skill increase, +5 Lockpick skill increase Rank 2: +10 Sneak skill increase, +10 Lockpick skill increase Rank 3: +15 Sneak skill increase, +15 Lockpick skill increase - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 4 Perks Child at Heart Ranks: 1 Requirements: Charisma 4+ More likely to receive a friendly greeting when dealing with children, and opens more dialogue options when dealing with them. Comprehension Ranks: 1 Requirements: Intelligence 4+ Gain one additional Skill point bonus when reading Skill Books. There are 324 total books, a possible of 16,200 points rather than 8,100 points. Educated Ranks: 1 Requirements: Intelligence 4+ Gain +3 more skill points every time you advance in level (you should take this at Level 4). Entomologist Ranks: 1 Requirements: Intelligence 4+, Science 40+ Inflict an additional 50% damage every time you attack an insect. Iron Fist Ranks: 3 Requirements: Strength 4+ Inflict an additional 5 points of Unarmed damage. Rank 1: +5 Unarmed damage Rank 2: +10 Unarmed damage Rank 3: +15 Unarmed damage Scoundrel Ranks: 3 Requirements: Charisma 4+ Gain an additional 5% to both Speech and Barter skills. Rank 1: +5 Speech skill increase, +5 Barter skill increase Rank 2: +10 Speech skill increase, +10 Barter skill increase Rank 3: +15 Speech skill increase, +15 Barter skill increase - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 6 Perks Bloody Mess Ranks: 1 Requirements: none Inflict an extra 5% damage with any weapon to any opponent, and explode them spectacularly upon death. Demolition Expert Ranks: 3 Requirements: Explosives 50+ Mines, Grenades and Missile Launcher inflicts +20% damage Rank 1: +20% damage Rank 2: +40% damage Rank 3: +60% damage Fortune Finder Ranks: 1 Requirements: Luck 5+ Gain a keen sense of locating Nuka-Cola Caps. Gunslinger Ranks: 1 Requirements: None Gain a 25% better chance to hit in V.A.T.S. with any one-handed ranged weapon. Lead Belly Ranks: 1 Requirements: Endurance 5+ Take 50% less radiation poisoning when drinking from an irradiated water source. Toughness Ranks: 1 Requirements: Endurance 5+ Gain +10 to overall Damage Resistance (max of 85). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 8 Perks Commando Ranks: 1 Requirements: none Gain a 25% better chance to hit in V.A.T.S. with any rifle. Impartial Meditation Ranks: 1 Requirements: Charisma 5+ Gain an extra 30% to Speech as long as you maintain a neutral Karma. Rad Resistance Ranks: 1 Requirements: Endurance 5+ Gain an extra 25% to Radiation Resistance. Scrounger Ranks: 1 Requirements: Luck 5+ Grants more access to ammunition from safes, desks, cabinets, etc. Size Matters Ranks: 3 Requirements: Endurance 5+ Gain +15 to the Big Guns skill. Rank 1: Big Guns +15 Rank 2: Big Guns +30 Rank 3: Big Guns +45 Strong Back Ranks: 1 Requirements: Strength 5+, Endurance 5+ Carry 50 more pounds of equipment. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 10 Perks Animal Friend Ranks: 2 Requirements: Charisma 6+ Never have to worry about being attacked by an animal. Rank 1: Animals won't attack unless provoked Rank 2: Animals attack your non-animal enemies. Finesse Ranks: 1 Requirements: none Have a higher chance to score a critical hit in combat by 5%. Here and Now Ranks: 1 Requirements: none Grants you an additional experience level. Mister Sandman Ranks: 1 Requirements: Sneak 60+ Can instantly kill any adult human you encounter while they're sleeping. Mysterious Stranger Ranks: 1 Requirements: Luck 6+ During V.A.T.S. a mysterious stranger sometimes appears and kills an opponent. If the opponent has less than 150 points of health, there is a 10% chance that the mysterious stranger will show up and finish him off. Nerd Rage! Ranks: 1 Requirements: Intelligence 5+, Science 50+ When your health drops to 20% or less, your Strength is raised to 10, and you gain +50 to Damage Resistance. Night Person Ranks: 1 Requirements: none Gain +2 to Intelligence and +2 to Perception when the sun is down, which is between 6PM and 6AM in the game (use the Pip-Boy's Clock for the time). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 12 Perks Cannibal Ranks: 1 Requirements: none Can feed on corpses to regain health (must be Sneaking to do so). However, every time you feed, you lose Karma. For each corpse: Health +25, Karma -1 Fast Metabolism Ranks: 1 Requirements: none Receive 20% more healing when using a Stimpak. Life Giver Ranks: 1 Requirements: Endurance 6+ Gain an additional 30 Health. Pyromaniac Ranks: 1 Requirements: Explosives 60+ Inflict 50% more damage with fire-based weapons. Robotics Expert Ranks: 1 Requirements: Science 50+ Gain 25% damage against any robot. Also, if you Sneak up on a robot, you can permanently shut down that robot. Silent Running Ranks: 1 Requirements: Agility 6+, Sneak 50+ Speed no longer factors into a successful Sneak attempt. You also gain +10% to Sneak. Sniper Ranks: 1 Requirements: Perception 6+, Agility 6+ Increases your chance of getting a headshot by 25% in V.A.T.S. mode. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 14 Perks Adamantium Skeleton Ranks: 1 Requirements: none Your limbs receive only 50% of the damage they normally would. Chemist Ranks: 1 Requirements: Medicine 60%+ Any Chems you take last twice as long. Contract Killer Ranks: 1 Requirements: none You can loot an ear from the corpse of any good character, and sell it to an "evil" vendor for Caps (5 Caps per ear). Cyborg Ranks: 1 Requirements: Science 60%+, Medicine 60%+ Instantly adds +10% to Damage Resistance, Poison Resistance, Radiation Resistance, and the Energy Weapons skill. Lawbringer Ranks: 1 Requirements: none Can loot a finger from the corpse of any defeated evil character and sell it to a "good" vendor for Caps (5 Caps per finger). Light Step Ranks: 1 Requirements: Agility 6+, Perception 6+ Never set off enemy Mines or Traps. Master Trader Ranks: 1 Requirements: Charisma 6+, Barter 60+ Prices of all bought items from vendors are reduced by 25%. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 16 Perks Action Boy/Action Girl Ranks: 1 Requirements: Agility 6+ Gain an additional 25 Action Points that can be used in V.A.T.S. Better Criticals Ranks: 1 Requirements: Perception 6+, Luck 6+ Critical hits do 50% more damage. Chem Resistant Ranks: 1 Requirements: Medicine 60+ You are 50% less likely to get addicted to Chems. Tag! Ranks: 1 Requirements: none Allows you to select a fourth skill to be a "Tag skill", which instantly raises it by 15 points. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 18 Perks Computer Whiz Ranks: 1 Requirements: Intelligence 7+, Science 70%+ Receive a special bonus whenever hacking a computer. If you are locked out of a computer, you can attempt to hack it one more time. Concentrated Fire Ranks: 1 Requirements: Small Guns 60+, Energy Weapons 60+ Gain an automatic +5% chance to hit a body part, and when that body part is targeted again, your hit chances are further increased. Targeting 1st time: normal % Targeting 2nd time: +5% Targeting 3rd time: +10% etc. Infiltrator Ranks: 1 Requirements: Perception 7+, Lockpick 70+ Gain a special bonus whenever you pick a lock. If a lock is broken, and can't normally be picked again, you can attempt to pick it one more time. Paralyzing Palm Ranks: 1 Requirements: Unarmed 70+ Can access a special unarmed V.A.T.S. palm strike, which paralyzes the opponent for 30 seconds. Must be completely unarmed to perform, but can have Brass Knuckles or a Deathclaw equipped. Note: equipping yourself after the palm strike does not un-paralyze them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 20 Perks Explorer Ranks: 1 Requirements: none Every Primary Location on your World Map is revealed, and you can Fast Travel to it. Ninja Ranks: 1 Requirements: Sneak 80+, Melee Weapons 80+ When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike, and criticals do 25% more damage than normal. Grim Reaper's Sprint Ranks: 1 Requirements: none Slaying a target in V.A.T.S. mode restores all your Action Points when you exit. Solar Powered Ranks: 1 Requirements: Endurance +7 Gain an additional 2 points of strength when in direct sunlight, and you slowly regain Health. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ================================================================================ Closing Stuff ================================================================================ I hope you found this guide useful. -------------------------------------------------------------------------------- _____ __ __ / ___// /_ ____ ____/ /_____ _______ \__ \/ __ \/ __ \/ __ / __ \ | /| / / ___/ ___/ / / / / /_/ / /_/ / /_/ / |/ |/ /___ \ /____/_/ /_/\_____\____/\____/|__/|__/_____/ ___ _ / _ \(_)__ ______ ________ __ / // / / _ \ / __ \ | /| / / __ \ | / / / // / / __/ / /_/ / |/ |/ / /_/ / |/ / /____/_/\___/ \_____\__/|__/\_____\ / / / /__/ ShadowsDieAway -------------------------------------------------------------------------------- This guide is free for distribution, but please don't leave out this part of the guide where credit is due, thank you and enjoy!