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폴택 퍽 영어버젼

최고관리자 0 502 2017.10.09 04:44

폴아웃 택틱스 퍽입니다. 영어설명이기는 하나 이미지가 이뻐서..올립니다.

이미지 파일로도 올려져 있습니다.


Perks are special abilities that are gained as the character levels up. Not all characters will be able to pick all Perks. Perks are limited by character level, race, statistics and skills. Some perks can be picked multiple times, these are called Perk Ranks. Most perks have a rank of 1, those that have more are listed.


Action Boy
Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn. You can use these generic APs on any task.

Ranks: 2
Requirements: AG 5, Level 12
Adrenaline Rush
With this Perk, you gain +1 to your Strength when you drop below 1/2 of your max hit points. 
Requirements: ST under 9, Level 6
Awareness
With Awareness, you are given detailed information about any critter you examine. You see their exact hit points and information about any weapon they are equipped with. 
Requirements: PE 5, Level 3
Bend The Rules
Take this perk and the next time you get offered perks you may choose from all the perks which are available for your race. 
Requirements: LK 6, Level 16
Better Criticals
The critical hits you cause in combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit. Mutants cannot pick this perk. 
Requirements: PE 6, AG 4, LK 6, Level 9
Bluff Master
You can talk yourself out of a sticky situation when caught stealing. 
Requirements: CH 3, Level 8
Bone Head
With this Perk, you gain +1 to your Strength when you drop below 1/2 of your max hit points. 
Requirements: ST under 9, Level 6
Bonsai
Through careful nurturing you have a small fruit tree going growing out of your head. This applies only to Ghouls. 
Requirements: Outdoorsman 50%, Science 40%, Level 12
Bonus HtH Attacks
You have learned the secret arts of the East, or you just punch faster. In any case, your Hand-to-Hand attacks cost 1 AP less to perform. 
Requirements: AG 6, Level 15
Bonus HtH Damage
Experience in unarmed combat has given you the edge when it comes to damage. You get an additional 15% damage with hand-to-hand and melee attacks for each level of this Perk. 
Ranks: 3
Requirements: ST 6, AG 6, Level 3
Bonus Move
For each level of Bonus Move, you get to move 20% further per action point. 
Ranks: 2
Requirements: AG 5, Level 6
Bonus Ranged Damage
Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk you get an additional 15% damage with ranged weapons. 
Ranks: 2
Requirements: AG6, LK 6, Level 6
Bonus Rate of Fire
This Perk allows you to pull the trigger a little faster and still remain as accurate as before. Each ranged weapon attack costs 1 AP less to perform. 
Requirements: PE 6, IN 6, AG 7, Level 15
Bracing
You have learned how to brace large weapons while standing. You will receive +2 ST for the purpose of firing large guns from a standing position. 
Requirements: Big Guns 60%, EN5, Level 4
Break The Rules
Take this perk and the next time you get offered perks you may choose from all the perks regardless of race. 
Requirements: LK 6, Level 20
Brown Noser
You've learned the value of sucking up to your superiors! You get one extra promotion for each level of this perk. 
Requirements: CH 5, IN 6, Level 2
Brutish Hulk
With this perk you gain double the normal amount of maximum hit points each time you gain a level. Only Deathclaws can pick this perk. 
Requirements: ST 7, EN 5, Level 8
Cancerous Growth
You have mutated so badly that you gain +2 to heal rate and you can even regenerate broken limbs. Only Ghouls may pick this perk. 
Requirements: ST under 7, Level 6
Comprehension
You pay much closer attention to the smaller details when reading. You gain 50% more skill points when reading books.
Requirements: IN 6, Level 3
Crazy Bomber
No more singed eyebrows! With this perk, if your character experiences a failure while using explosives, the explosive in question will be defused or reset. Animals cannot pick this perk. 
Requirements: Traps 60%, IN 6, Level 9
Death Sense
You have developed superior senses. The perk gives you a +20% bonus to perception while in the dark and a +25% bonus to detecting enemies using the sneak skill. Only Deathclaws can pick this perk. 
Requirements: IN 5, Level 4
Demolition Expert
You are an expert when it comes to the fine art of handling explosives. They always go off when they're supposed to, as well as causing extra damage. 
Requirements: Traps 75%, AG 4, Level 9
Die Hard
You don't give up easily. When your hit points get below 20% you get an additional 10% to resistances. 
Requirements: First Aid 40%, EN 6, Level 2
Divine Favor
Some higher power has taken a liking to you. 
Requirements: CH 8, Level 14
Dodger
You are less likely to be hit in combat if you have this Perk. You gain a +5 to your Armor Class, in addition to the AC bonus from any armor worn. 
Requirements: AG 6, Level 9
Drunken Master
You fight better when you are drunk. You recieve 20% to your unarmed skill while under the influence of alcohol. Robots cannot pick this perk. 
Requirements: Unarmed 60%, Level 3
Educated
Each level of Educated adds +2 skill points when you gain a new experience level. This Perk works best when purchased early in your adventure. 
Ranks: 3
Requirements: IN 6, Level 6
Explorer
The mark of the Explorer is to search out new and interesting locations. With this Perk, you have a greater chance of finding special places and people. 
Requirements: Level 9
Faster Healing
With each level of this Perk, you get a +2 bonus to your Healing Rate. This is in addition to your normal healing rate, thus you heal faster. 
Ranks: 3
Requirements: EN 6, Level 3
Flexible
Years of exercise have made you incredibly supple. You can change stance in half the time of a normal person. 
Requirements: AG 6, Level 4
Flower Child
With this Perk, you are less likely to be addicted to chems (50% less likely, actually), and you suffer half the withdrawal time of a normal person. 
Requirements: EN 5, Level 3
Gambler
You can roll with the best of them. You gain +20% to your gambling skill. 
Requirements: Gambling 50%, Level 6
Gain (Statistic)
With Awareness, you are given detailed information about any critter you examine. You see their exact hit points and information about any weapon they are equipped with. 
Requirements: Level 12
Ghost
When the sun goes down or you are in a poorly lit area, you move like a ghost with this Perk. Your Sneak skill is enhanced +20% in dark conditions. 
Requirements: Sneak 60%, Level 6
Gunner
You are an expert shot from a moving vehicle. You get a +10% chance to hit when firing from a moving vehicle. 
Requirements: Small Guns 40%, AG 6, Level 3
Harmless
Your innocent demeanor makes stealing from people a little easier. You gain 20% to your Steal skill. Deathclaws cannot be Harmless. 
Requirements: Steal 50%, Level 6
Healer
The healing of bodies comes easier to you with this Perk. Each level of this Perk heals 4-10 additional hit points when using the First Aid or Doctor skills. 
Requirements: First Aid 40%, PE 7, IN 5, AG 6, Level 3
Heave Ho!
Each level of this perk gives you an additional +2 to Strength for purposes of determining range with thrown weapons only. This Perk will not exceed a weapon's maximum range. 
Ranks: 3
Requirements: ST must be under 9, Level 6
Here and Now
With this Perk you immediately gain one experience level. 
Requirements: Level 3
Hide Of Scars
Your battle weary flesh has hardened. Gain +15% to all resistances but fire. Deathclaws only. 
Requirements: EN 6, Level 10
Hit The Deck
You react very quickly to the word "Incoming!" Halves the damage from area attacks and splash damage. 
Requirements: AG 6, Level 4
HtH Evade
If both item slots are empty, each unused action point gives you a +2 instead of +1 towards your armor class at the end of your turn, plus 1/12 of your unarmed skill. 
Requirements: Unarmed 75%, Level 12
Lead Foot
Your reflexes and driving ability combine to make you a very fast driver. You gain 25% speed when behind the wheel. Animals cannot pick this perk. 
Requirements: Piloting 60%, PE 6, AG 6, Level 3
Leader
You are a natural leader. Any squad member within your area of influence will receive +1 Agility and +5 to armor class. Animals cannot lead. 
Requirements: CH 6, Level 4
Lifegiver
With each level of this Perk, you gain an additional 4 Hit Points every time you advance a level. This is in addition to the hit points you already gain per level based off of your endurance. 
Ranks: 2
Requirements: EN 4, Level 12
Light Step
You are agile, lucky and always careful. This perk halves your chances of setting off a trap. 
Requirements: AG 5, LK 5, Level 9
Living Anatomy
You have a better understanding of living creatures and their strengths and weaknesses. You get a one-time bonus of +10% to Doctor and you do +5 damage to living creatures. 
Requirements: Doctor 60%, Level 12
Loner
Your solitary childhood and upbringing mean that you work much better when alone. Get +10% to all rolls when outside the influence of other squad members. 
Requirements: Outdoorsman 40%, CH under 5, Level 4
Master Thief
A Master Thief is proficient at stealing and picking locks. You gain +15 to Stealing and Lock picking. Steal from the rich, and give to you. 
Requirements: Steal 50%, Lockpick 50%, Level 12
Master Trader
You have mastered one aspect of bartering - buying goods far more cheaply than normal. With this Perk, you get a 25% discount when purchasing items from a store or another trader. Animals cannot pick this perk. 
Requirements: Barter 75%, CH 7, Level 12
Medic!
The Medic Perk gives you a one-time bonus of +10% to the First Aid and Doctor skills. Healing skills are a good thing. 
Requirements: First Aid 40% or Doctor 40%, Level 12
More Criticals
You are more likely to cause critical hits in combat if you have this Perk. Each level of "More Criticals" gets you an additional +5% chance to cause a critical hit. Super Mutants cannot pick this perk. 
Ranks: 3
Requirements: LK 6, Level 6
Mr. Fixit
This Perk will give you a one-time bonus of +10% to the Repair and Science skills. A little late night cramming never hurt anybody, especially you. Animals cannot use this perk. 
Requirements: Repair 40% or Science 40%, Level 12
Mutate
The radiation of the wasteland has changed you! One of your Traits has mutated into something else... 
Requirements: Level 9
Negotiator
You are a very skilled negotiator. Not only can you barter with the best of them, but you can talk your way into or out of almost anything. With this Perk you gain +20% to Barter. 
Requirements: Barter 70%, Level 6
Night Vision
With the Night Vision Perk, you can see in the dark better. This will reduce the overall darkness level by 20%. 
Requirements: PE 6, Level 3
Pack Rat
You are efficient at arranging your inventory in general. This makes it much easier to carry that little extra you've always needed. 
Requirements: Level 6
Pathfinder
You are better able to find the shortest route. Your travel time on the World Map is reduced by 25% for each level. 
Ranks: 2
Requirements: Outdoorsman 40%, EN 6, Level 6
Pickpocket
You are much more adept at stealing than the normal crook. You can steal with the best of them, because with this Perk, you ignore size and facing modifiers when stealing from a person. 
Requirements: Steal 80%, AG 8, Level 15
Psychotic
Your body has mutated to adapt to psycho stimulants. Effects of Psycho are doubled and the effects of withdrawal are halved. Only Mutants can pick this perk.
Requirements: EN 5, Level 8
Pyromaniac
You do extra damage with fire-based weapons, and enemies always seem to die in the most painful fiery fashion. 
Requirements: Big Guns 75%, Level 9
Quick Pockets
You have learned to pack your equipment better. Costs for actions in your inventory are halved. 
Requirements: AG 5, Level 3
Quick Recovery
You are quick at recovering from being knocked down. 
Requirements: AG 5, Level 6
Rad Child
You do not take immediate damage from radiation. In fact you gain extra healing while being exposed to it! However, radiation continues to build up in your system as normal. Only Ghouls may pick this perk. 
Requirements: EN 6, Level 3
Rad Resistance
You are better able to avoid radiation and the bad effects radiation causes. Each level of this Perk improves your Radiation Resistance by 15%. Ghouls cannot pick this perk. 
Ranks: 2
Requirements: EN 6, IN 4, Level 6
Ranger
You gain a +15% toward your Outdoorsman skill. You are more likely to avoid random encounters if you choose, and tend to find those special encounters more than most. 
Requirements: PE 6, Level 6
Road Warrior
You have learned to drive and shoot at the same time. You do not suffer any penalties when firing small weapons and piloting a vehicle at the same time. Animals cannot drive, so they cannot pick this perk. 
Requirements: Piloting 60%, IN 6, Level 12
Salesman
You are an adept salesperson. With this Perk you gain +20% towards your Barter skill. Animals cannot be Salesmen. 
Requirements: Barter 50%, Level 6
Scout
You have improved your ability to see distant locations, increasing the size of explorations on the World Map by one square in each direction. You also have a better chance of finding special encounters. 
Requirements: PE 7, Level 3
Sharpshooter
You have a talent for hitting things at longer distances. For each level of this Perk, you get a +2 bonus to Perception for the purposes of determining range modifiers. It's easier than ever to kill at long range! 
Requirements: PE 7, IN 6, Levle 9
Silent Death
While Sneaking, if you hit a critter in the back, you will cause double damage using a hand-to-hand attack. Silent Death is that kind of Perk. 
Requirements: Sneak 80%, Unarmed 80%, AG 10, Level 18
Silent Running
With this Perk, you now have the ability to move quickly and still remain quiet. You can Sneak and run at the same time. Without this Perk, you would automatically stop Sneaking if you ran. 
Requirements: Sneak 50%, AG 6, Level 6
Slayer
The Slayer walks the earth! In hand-to-hand combat all of your hits are upgraded to critical hits, causing destruction and mayhem. 
Requirements: Unarmed 80%, ST 8, AG 8, Level 24
Snakeater
Yum! Tastes like chicken. For each level of this Perk, you gain +25% to your Poison Resistance.
Ranks: 2
Requirements: EN 3, Level 6
Sniper
You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll. Animals cannot pick this perk. 
Requirements: Small Guns 80%, PE 8, AG 8, Level 24
Stat!
You can heal people much faster than the usual country doctor. Reduce the AP cost for First Aid and Doctor skill use by 2 APs for each rank of this Perk.
Ranks: 2
Requirements: First Aid 75%, Doctor 50%, AG 6, Level 3
Steady Arm
Your massive size means burst attacks cost one less action point while standing. Only Mutants can pick this perk. 
Requirements: ST 6, Level 4
Stonewall
You are much less likely to be knocked down in combat. 
Requirements: ST 6, Level 3
Strong Back
AKA Mule. You can carry an additional 50 pounds of equipment for each level of this Perk. 
Ranks: 3
Requirements: ST 6, EN 6, Level 3
Stunt Man
You've learned to bounce! You receive 25% less damage from falling or being blown over by explosives. You also get a 10% bonus to your piloting skill. There are no Stunt Animals in Fallout Tactics. 
Requirements: ST 6, EN 6, AG 6, Level 6
Survivalist
You are a master of the outdoors. This Perk confers the ability to survive in hostile environments. You get a +25% bonus to Outdoorsman. 
Requirements: Outdoorsman 40%, EN 6, IN 6, Level 3
Swift Learner
You are indeed a Swift Learner with this Perk, as each level gives you an additional +5% bonus whenever you earn experience points. This is best taken early. 
Ranks: 3
Requirements: IN 4, Level 3
Tag!
Your skills have improved to the point where you can pick an additional Tag Skill. Tag skills increase twice as fast. 
Requirements: Level 12
Talon Of Fear
Venom has seeped into your claws. All unarmed attacks poison your opponents. Deathclaws only. 
Requirements: Unarmed 60%, ST 6, Level 12
Team Player
You grew up in a big family and consequently work much better in a team. Get +10% to all rolls when within the influence of other squad members. 
Requirements: CH 4, Level 3
Thief
The blood of a thief runs through your veins. With the Thief Perk, you get a one-time bonus of +10% to your Sneak, Lock pick, Steal, and Traps skills. A well rounded thief is a live thief. 
Requirements: Level 3
Tough Hide
Exposure to radiation has hardened you against the elements. You gain +15 to armor class and +10 to all resistances. Only Mutants can pick this perk. 
Requirements: EN under 8, Level 12
Toughness
When you are tough, you take less damage. Each level of this Perk adds +10% to your general damage resistance. 
Ranks: 3
Requirements: EN 6, LK 6, Level 3
Tunnel Rat
You can crawl like a baby! (a very FAST baby). You are able to move at walking speed while prone. 
Requirements: AG 6, Level 8
Way Of The Fruit
You understand the ancient way of the fruit. You enjoy strange and wonderful benefits whenever you eat fruit. Animals cannot pick this perk. 
Requirements: CH 6, Level 6
Weapon Handling
You can wield weapons much larger than normally allowed. You gain a +3 to your strength for the purposes of Strength checks when trying to wield weaponry. Animals cannot pick this perk. 
Requirements: ST under 7, AG 5, Level 12

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Comments

* 게임에 도움이 되는 노하우 및 팁을 공유하는 게시판입니다.

* 폴아웃 게임이 새로 발매되면서 많이 복잡해 졌습니다.

* 혼자만 알고 계시지 마시고 좋은 정보를 서로 공유해 보아요 

* 이 내용은 사실 본문 글쓰기에서도 가능한 방법입니다.

* 하지만 댓글 부분에는 따로 링크나 파일첨부가 없기에 입력 방법을 알려드립니다.

* 이미지 경우 댓글 내용 안에 [이미지주소] 형식으로 넣어주면 등록이 됩니다.

* 동영상은 댓글 내용 안에 {동영상:동영상공유주소} 형태로  입력해주시면 등록이 됩니다.

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