Fallout 3 Perk Guide: Levels 16-20

Article by M.S. Smith (33,586 pts ) , published Jan 2, 2009

Fallout 3 has many Perks to choose from, and picking the best ones can be tough. Thankfully, the Fallout 3 Perk Guide is here to help. This part of the guide covers levels 16-20.

Level 16 perks

Action Boy/Girl Requirements: Agi 6 - Gives you 25 more action points to use in VATS. I found this to be less useful than I expected, mainly because at this point in the game you're becoming powerful enough and accurate enough that combat outside of VATS is rather painless. This is not a bad perk, but it is less important than straight-forward combat perks like Better Criticals, Sniper, or Commando.

Better Criticals Requirements: Per 6 Luck 6- Increases the damage bonus for a critical hit by 50%. Can you say insta-gib? This is a must-have perk.

Chem Resistant Requirements: Medicine 60 - Makes you 50% less likely to get hooked on chems. I was addicted only twice during my time playing Fallout 3, and the addiction was more inconvient than a real problem, so this perk is fairly awful.

Tag! Requirements: None - Lets you select a fourth skill as a Tag skill. This increases that skill by 15 points. This is a very useful way of boosting your overall skill points. As long as you have already picked up the crucial combat-oriented perks, such as Better Criticals, this is a good choice.

Level 18 Perks

Computer Whiz Requirements: Int 7, Science 70 - This allows you to re-hack any computer you've been locked out of. The usefulness of the perk depends on how good you are at the hacking mini-game. If you find it simple, pass. If you have problems with it, then pick this perk up. It will save you from many reloads.

Concentrated Fire Requirements: Small Guns 60, Energy Weapons 60 - This will increase your accuracy each subsequent time you hit the same part of your oppenent's body in VATS. In comparison to all the other more straight-forward VATS accuracy increasing perks, this is not very good. But the real kicker is that you need 60 points in both Small Guns and in Energy Weapons. Since any well-built character is only going to be focusing on one of those skills, chances are you'll never get the chance to pick this perk up, anyway.

Infiltrator Requirements: Per 7 Lockpick 70 - Allows you to try and re-pick a broken lock, just like Computer Whiz lets you re-hack a computer. The difference is that the lockpick mini-game is really easy, so there isn't any need to ever take this perk.

Paralyzing Palm Requirements: Unarmed 70 - If you're an unarmed character, this gives your attacks in VATS a chance to paralyze your opponent for 30 seconds. That is a very, very long amount of time. Of course, this perk only applies to unarmed characters, but if you are playing unarmed you absolutely should pick this up. Also, note that this perk does work with any weapon which is based off the unarmed skill, including the Power Fist.