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Level 3:            Prerequisites    Ranks    Comments / Rating
Fallout Tactics

Level 3: Prerequisites Ranks Comments / Rating

Fallout Tactics perks guide detailing requirements, availability, and ratings for perks like Awareness, Flower Child, and Toughness.

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Fallout Tactics perks guide detailing requirements, availability, and ratings for perks like Awareness, Flower Child, and Toughness.

Awareness

Ranks: 1

Comments / Rating: Average, only one character needs it. Some consider it good, but only one person should have it.

Bonus HtH Damage

Ranks: 3

Comments / Rating: Very good for Slayers.

Comprehension

Ranks: 1

Comments / Rating: Average. Usually given to the main character. If you save your books until you get this, or get it early, this is OK, but you will get enough books in the game that you will never really need it.

Drunken Master

Ranks: 1

Comments / Rating: Bad.

Faster Healing

Ranks: 3

Comments / Rating: Useless.

Flower Child

Ranks: 1

Comments / Rating: Must have if you like using drugs.

Gunner

Ranks: 1

Comments / Rating: Not many missions with vehicles.

Healer

Ranks: 2?

Comments / Rating: Good, but only for your medic.

Here and Now

Ranks: 1

Comments / Rating: Useless, too weak a bonus.

Lead Foot

Ranks: 1

Comments / Rating: Not very useful.

Night Vision

Ranks: 1

Comments / Rating: Average (good for snipers).

Quick Pockets

Ranks: 1

Comments / Rating: Average.

Rad Child

Ranks: 1

Comments / Rating: ?

Road Warrior

Ranks: 1

Comments / Rating: Not very useful. Do you fire from vehicles that often? Often enough to warrant a perk?

Scout

Ranks: 1

Comments / Rating: Bad.

Stat!

Ranks: 1

Comments / Rating: Useless, it's better to use stimpack during combat. And outside of combat you have as much time as you want.

Stonewall

Ranks: 1

Comments / Rating: Bad.

Strong Back

Ranks: 3

Comments / Rating: Average to good (depends on carry cap.).

Survivalist

Ranks: 1

Comments / Rating: Bad.

Swift Learner

Ranks: 3

Comments / Rating: Very good, take it early. In previous versions, it was a good idea to get it once because it worked for the whole team (a bug). But now that the bug is fixed, it isn't necessarily as good. It can be good if you intend to 'build up' in the wasteland later on, and it may help you get to the next perk levels faster, but it probably shouldn't be 'very good' at this point. Taking a level of this each chance you get after fighting and gaining what would be 100,000 experience points results in a total of 115,000 experience points. A mere 15,000 extra experience! Once you hit level 8 or so +, it takes 10,000 or more per level so this bonus is unlikely to have much impact on your level, yet cost you all those perks. Each time you take it, you throw away another 2-4 levels it took to gain another perk and even at +15% you won't have made that up. It belongs in the 'useless' category of perks.

Team Player

Ranks: 1

Comments / Rating: Good. Team player is bugged and doesn't work at all, should work the opposite of Loner, where all your skills get +10% and go blue when near someone, but nothing happens. It has been seen to work before, but it is inclined to believe it only works near other team players.

Thief

Ranks: 1

Comments / Rating: Average.

Toughness

Ranks: 3

Comments / Rating: Bad. Toughness is actually pretty good. 3 Toughness + advanced power armor = 90% damage resistance. Even with 1 Toughness you still get 70%. Probably most useful if you're playing Tough Guy.

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