Explore the perks available at Level 12 in Fallout Tactics. Understand prerequisites, ranks, and ratings for Action Boy, Lifegiver, Tag!, and more.
Alright, let's break down the perks you can grab at Level 12 in Fallout Tactics. This is where you start really specializing your character, so picking the right ones can make a huge difference, especially depending on how you've built your character so far. We'll go through each one, what you need to get it, and whether it's worth the investment.
Perks Breakdown:
- Action Boy
- Prerequisites: Agility 5
- Ranks: 2
- Comments / Rating: This is a really solid pick, especially if your Agility is below 10. Kenny Wong points out it's fantastic in Turn-Based (TB) mode because you get an extra action per round. In Combat-Turn-Based (CTB) mode, the benefit is less pronounced during long fights, but it still helps with those initial bursts of actions. If you want to act more often, this is a must-consider.
- Bonsai
- Prerequisites: Outdoorsman 40%, Science 40%, Ghouls Only
- Ranks: 1
- Comments / Rating: GUILER notes that this makes fruit grow on your head. Use it with the 'Way of Fruit' if you're going for a specific, quirky build. Otherwise, probably skip it.
- Gain (Stat)
- Prerequisites: Stat < race max.
- Ranks: 1
- Comments / Rating: This is a must-have if you're trying to push a specific stat to its absolute limit for your race. Essential for min-maxing.
- HtH Evade
- Prerequisites: Unarmed 75%
- Ranks: 1
- Comments / Rating: Good, but really only shines if you're building a dedicated melee/unarmed character (a 'Slayer'). If you're not going full melee, you can probably pass on this.
- Lifegiver
- Prerequisites: Endurance 4
- Ranks: 2
- Comments / Rating: Kenny Wong says this is a must-have if you're playing a 'Tough Guy' build, which makes sense given it boosts your HP. It's just generally a very good survivability perk.
- Living Anatomy
- Prerequisites: Doctor 60%
- Ranks: 1
- Comments / Rating: Very good for the bonus damage you deal to living creatures. However, Kenny Wong also notes that it becomes pretty useless by the endgame, so consider if you'll benefit long-term or just for the mid-game.
- Master Thief
- Prerequisites: Steal 50%, Lockpick 50%
- Ranks: 1
- Comments / Rating: If you plan on doing a lot of sneaking and looting, this is essential. Otherwise, it's just average.
- Master Trader
- Prerequisites: Charisma 7, Barter 75% (Not for Animals!)
- Ranks: 1
- Comments / Rating: Average. If you want to get the best deals at shops and sell your loot for more, this is the way to go. Otherwise, it's not a priority.
- Medic!
- Prerequisites: First Aid 40% or Doctor 40%
- Ranks: 1
- Comments / Rating: Average. Useful for making your healing items more effective, but there are usually better options unless you're heavily invested in medical skills.
- Mr. Fixit
- Prerequisites: Repair 40% or Science 40% (Not for Animals!)
- Ranks: 1
- Comments / Rating: Average. Good if you want to keep your gear in top shape or craft items, but often less critical than other perks.
- Tag!
- Prerequisites: None
- Ranks: 1
- Comments / Rating: This is a must-have! GUILER suggests tagging energy weapons late in the game, which is a great tip. It basically gives you a free skill point to put wherever you want, making it incredibly versatile. Don't skip this one.
- Talon of Fear
- Prerequisites: Strength 6, Unarmed 60%, Deathclaws only
- Ranks: 1
- Comments / Rating: This is a niche perk for Deathclaws focusing on unarmed combat. If that's your build, it might be good, otherwise, it's a question mark.
- Tough Hide
- Prerequisites: Endurance < 8, Mutants only
- Ranks: 1
- Comments / Rating: Another situational perk, this one for Mutants looking to boost their toughness. If you're playing a Mutant and need more damage resistance, consider it.
- Weapon Handling
- Prerequisites: Strength < 10, Agility 5 (Not for Animals!)
- Ranks: 1
- Comments / Rating: Good if your Strength is a bit low and you're struggling to wield certain weapons without penalty. Helps mitigate Strength-based penalties.
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